About:
Hello! I'm Nolpfij and welcome to my first mod! I would appreciate any advice, suggestions, or feedback that you could give.
If you can't tell from its name, this mod brings Runescape content into Minecraft. It adds a new dimension, new mobs, armor, weapons, trees, structures, ores, and many other miscellanous additions.
I would recommend downloading the DamageIndicators mod to make playing this mod easier, since many of the entities in this mod have health values many times greater than vanilla mobs.
Note: If you have spawners that don't work please update to the latest 1.7.2 version
Mod Showcase by PopularMMOs (Part 1):
Mod Showcase by PopularMMOs (Part 2)(Part 3)(Part 4)(Part 5)(Part 6):
Notes on the video:
-Woops, had a bug with the ruby bracelet's crafting recipe
-The Ring of Life only works if you have slept on a bed and are currently under 10% of your max health.
Notes:
-The feeding item for the war tortoise was changed to fish
Q/A:
Why do Tormented Demons not drop Dragon claws?
A: They will, once I get a model for them.
Will I add skills to this mod?
A: No. This is Minecraft, not Runescape. No grinding here
How far is the extra mode for vanilla balancing?
A: I'm working on getting all the stats into a config. (currently stalled indefinitely)
Why are the mobs/armors/weapons in this mod so op?
A: Read post #24 for why it is hard to make them not op and post #16 for the initial design considerations I had.
Why does the dragon model look so bad?
A: Updated in version 1.4.0
What's with the Maxed Player's ridiculous regeneration?
A: Let's just say he's eating rocktails like a madman
Why am I getting this error "The mod nolpfij_wildycraft has attempted to register an entity ID 101 which is already reserved. This could cause severe problems"?
A: Try turning on flexible entity ids in the config file.
Turning on flexible entity ids does not work. I get an error for entity ID 376. What do I do?
A: Change Entity ID Offset in the config to a higher value.
How do I make dense cobblestone if I have extra utilities or other compressed cobblestone mods installed?
A: Go into the config and change EnableAlternateCobbleRecipe to true. This will replace the center cobblestone block in the recipe with an earth rune.
Notes:
-This mod was originally developed in Minecraft 1.3.2, I would like to thank Wuppy for his tutorials on upgrading version to version (1.3.2->1.6.4), but some parts may still be bugged.
-The achievements have icons that show which mobs will drop which weapons/armor. (outdated, but will be revamped sometime)
-Many of the textures for humanoid mobs come from skins I found on the internet. If someone could find a source for them, it would be nice, since I don't remember where they came from.
-If you plan on playing this mod in survival, note that the Runescape dimension is very dangerous; you won't be able to take on the harder mobs without gear from the mod (or other op mods). You might be able to live using weak (iron) equipment in the forest biome, but you should try to follow the recommended equipment for the biome you are in. To increase your chances of survival try crafting jewelry.
-The most powerful weapon obtainable on normal difficulty is the sword of the abyss dropped from abyssal demons. The most powerful weapon on hard difficulty is the chaotic longsword. Weapons in the creative tab more powerful than the chaotic longsword cannot be obtained in survival.
To-do List:
-update forum with crafting recipes (this may take a while). Actually it would be great if someone could tell me how to make those pictures efficiently.
-update forum with information about features (this may take a while)
-post more screenshots (current screenshots may be outdated)
-make a mob that drops the dragon pickaxe
Current Features:
-50+ new mobs (+ 5 variations of one mob)
-1 new dimension, 6 biomes: wildy, forest, desert, snow, morytania, volcanic (each with custom blocks)
-2 new tree types (bloodwood, magic trees)
-Magic weapons that consume runes: spells are cast using the respective staves and corresponding sets of runes. They are used in a similar fashion to bows and arrows
-2 new range weapons
-Many melee weapons and armor
-A summoning system built around tamed creatures. Currently you don't have a timer or any sort of limits, so you can summon as many familiars as you want.
-Several structures based on Runescape buildings
-Treasure Trails
-New Inventory - Press "I"
-Tons of amulets, rings, shields, gloves, etc.
-Dual Wielding (shield slot accepts anything)
-Fun thing to see: Spawn two Maxed Players close to each other. Set difficulty to hard. Enjoy the chaos!
Next Updates:
Desert, and Volcanic Biome content updates
Planned Updates:
-all the mobs required for GWD
-new desert content
-Black dragons, KBD, and DFS
Weapons and Armor
(Outdated Picture)
Special Melee Weapons:
Balmung - Hits very high on Dagganoths and breaks through the Mother's immunities
Wolfbane Dagger - Keeps werewolves from transforming
Silverlight - Disables a tormented demons fire shield
Bandos Godsword - Has a chance to break enemy defense for 10 seconds (increases damage done during this time by 20%)
Armadyl Godsword - Has a chance to hit extremely high
Zamorak Godsword - Has a chance to freeze enemies
Saradomin Godsword - Has a chance to heal by a percentage of how much you hit
Granite Maul - Has high knockback
Zamorakian Spear - Applies super poison II to the target for 5 seconds
Zaryte Bow:
-All arrows shot are the same speed no matter the drawing distance
-Does not require arrows to shoot
-Arrows are not affected by gravity
-Currently only dropped by Maxed Players on hard difficulty while it is wielding it.
Elemental Spells (uses corresponding rune, amount depends on staff)
Fire Spells: lights targets on fire
Water Spells: freezes targets (with a very strong slow debuff)
Earth Spells: causes explosion upon impact with enemy
Air Spells: launches enemies
Special Spells
Weaken Staff (water, earth, and body rune): weakens attack power of enemy
Ancient Staff (purple) (death + soul rune): applies wither
Ancient Staff (red) (blood + soul rune): heals you 20% of what you hit
Polypore Staff (fire rune + mushroom): applies poison
Melee Armor
Black, White Armor: equivalent to iron in defence, boosts hp by 20
Mithril Armor: between iron and diamond
Addy Armor: has 90% damage resistance
Rune Armor: has 96% damage resistance, boosts hp by 20
Dragon Armor: has 99% damage resistance, boosts hp by 40
Bandos Armor: has 99% damage resistance, boosts hp by 32, boosts damage
Range Armor (all boost range damage)
Green D'hide: equivalent to diamond
Blue D'hide: has 85% damage resistance, set effect: slows down enemies that attack you
Red D'hide: equivalent to Addy
Spirit Wolf (bone, gold): functions as an upgraded wolf, 80 health
Dreadfowl (raw chicken, gold): fires air spells, 30 health
Beaver (magic wood, green): functions as a crafting table, periodically drops wood at its location, 200 health
War Tortoise (turtle shell, green): 18 slot chest, 1000 health
Pack Yak (chest, blue (for balancing purposes)): 27 slot chest, 3000 health
Pyrelord (blaze rod, crimson): functions as a furnace, 400 health
You can heal each familiar with a certain type of food, ex: wheat for pack yaks
Wheat: Dreadfowl, Pack yak, Beaver
Fish: War Tortoise
Ash: Pyrelord
Meat: Spirit Wolf
-Howl Scroll: Causes area damage
-Dreadfowl strike Scroll: Shoots a barrage of air spells
-Multichop Scroll: Harvests anything that is wooden within 5 blocks of the beaver (will not harvest blocks with inventories)
-Testudo Scroll: Grants resistance for 30 seconds
-Lord of Flames Scroll: Grants fire resistance for 30 seconds
-Winter Storage Scroll: Transports the first stack in the pack yak's inventory into an ender chest
Biomes/Mobs: (The formatting is acting strange; I can't seem to add another spoiler box after forest.
Wildy: A once peaceful place that was ravaged during the God Wars. It is now a desolate wasteland covered with ash. This biome represents the Wilderness area from Runescape and is where the name of this mod comes from. Many of the humanoid mobs in this biome are meant to represent pvpers in Runescape.
Points of Interest:
- Black Knight's Fortress (can contain Dragon Hoe)
- Wildy Ruins (can contain Adamant Platebody)
- Bloodwood Trees (found along borders between forest and wildy biomes) Recommended Gear: Rune+ Mobs:
Many of the mobs in the Wilderness biome are aggressive to the player, however only unagressive mobs will spawn in daytime. (Dragons) will also spawn in daytime.
Player Killer A common melee player killer found in the Wilderness. There are 6 types of Player Killer:
- Defence Cape: 990 health
- HP Cape: 990 health
- Attack Cape: hits 35 damage higher than others, 400 health
- Strength Cape: hits 75 damage higher than others, 400 health
- Prayer Cape: has rapid regen, 400 health
- Slayer Cape: has the bonuses of an Attack Cape and a HP cape
Drops dragon boots and damaged dragon longswords.
Dark ArcherInspired by ranged player killers with dark bows from Runescape, this mob can shoot large volleys of arrows.
Has 400 health
Drops Dragon helmets.
Rogue ArcherFires arrows incredibly fast, but does not hit very high.
Has 150 health
Drop dragon helmets at a lower chance.
Dark MageCan switch between the four basic elemental spells. Fires these spells in a volley similar to the Mystic Staves.
Has 400 health
Drops an assortment of Staves and Runes
Abyssal DemonActs similar to an enderman
Has 800 health
Drops the dragon shovel, abyssal sword, and abyssal whip (which does not have a custom renderer)
Ghoul (Dragon)Flys and shoots fireballs. Warning: these fireballs are very very explosive (capable of destroying obsidian), I would not recommend building a base in the Wildy above ground just because of this mob.
Has 100 health
Drops dragon platelegs
Black KnightSworn enemies of the White Knights (which they will attack on sight). The black knights here are pictured inhabiting a Black Knight's Fortress.
Has 100 health
Drops Black Armor.
Maxed PlayerA very very dangerous mob. Can alternate between every elemental spell (special spells on hard difficulty), a Zaryte bow that shoots volleys, and melee weapons. They also possess the same healing factor as the Prayer cape Player Killers.
Has 1390 health
Drops dragon platebody, nether stars, and sometimes whatever it is wielding (which includes the zaryte bow and chaotic longsword on hard difficulty)
Desert: This biome represents the Kharidian lands in Runescape and is similar to regular minecraft desert Points of Interest:
-Jaldraocht Pyramid (WARNING: the number of spawners in here can cause lag) (There is a good amount of treasure found here) Recommended Gear: antipoison potions, rune+fire spells for pyramid (fire battlestaff is highly advised, a bucket of lava can work)
Mobs:
ScorpionExtremely Poisonous. Aggressive only during daytime.
Has 36 health
Drops scorpion meat
CamelFriendly.
Has 20 health
Drops Ugthanki meat which can be cooked into kebabs
Mummy:
Can spawn in two variants
- 10 health, very high damage
- 500 health, very low damage
They take 10% damage from anything that isn't fire, and 4x damage from fire. They can also lunge at you.
Drop Ancient Staff Pieces which can be used to upgrade blood and death staves
Scarab Swarm:
Extremely poisonous like the scorpion.
Has 50 health
Only spawns in pyramids
Fremennik Lands The home of the Fremenniks who struggle in an eternal war with the Dagganoths Points of Interest: - Lighthouse
- Fremennik Village Recommended Gear: Addy+
Mobs:
DagganothDangerous mob that travels in packs
Has 350 health
Drops the dragon hatchet
Rock CrabHides as a block while not moving
Has 50 health
Fremennik Villager
Aggressive towards any hostile mob. They can offer a trade for a rune longsword if you are very rich.
Has 400 health
Dagannoth Mother
Very dangerous mob found under lighthouses. Can alternate between all three combat styles and is immune to every style except for the style it is currently weak to. The stripe on its back will display its current weakness. (You may have to jump to see it, or fight it with 2 people)
- White (Air Spells)
- Blue (Water Spells)
- Red (Fire Spells)
- Brown (Earth Spells)
- Green (Range)
- Orange (Melee)
Has a really nice drop table (similar to the dagganoth kings in Runescape) and also drops balmung.
Note: the attack style determines which drop table it will drop from. Balmung only drops from the melee drop table.
Frost Dragon
It is highly recommended to drink a fire resistance potion or wear an antifire shield to fight this dragon. Watch out for the blue/white orb; if it is up, all damage will be reflected.
Has 450 health
Drops Blue Dragonhide and the Draconic Visage
Morytania
The home of the undead and cursed. You will need to craft a druid pouch and fill it with nature to survive in this biome. The tainted earth found in this biome will constantly hurt you with magic damage unless you have a pouch. It will also heal any undead mobs standing on it (and some mobs that aren't actually undead). Points of Interest:
- Slayer Tower Recommended Gear: Addy+, Druid Pouch Mobs:
Ghouls
Comparatively weak mob that retreats when low on health. Although not undead, this mob will get healed by tainted earth.
Has 50 health
Drops wolfbane daggers (rarely) and is also an easy source of sapphires.
Werewolves
This mob normally looks like a human, but if they are attacked they will transform into their much more powerful wolf form. You can prevent this transformation by using a wolfbane dagger.
Has 30 health (human) or 300 health (wolf)
Drops salve crystals which can be made into salve amulets
Tower Mobs: (Abyssal Demons can be found in towers)
Crawling Hands
This mob comes in 3 size variants with different amounts of health.
Drops Mystic Gloves (and other assorted gloves)
Banshee
Earmuffs are strongly recommended to fight this mob (5 sticks and 2 wool). Has some regeneration ability.
Has 90 health
Drops Mystic Gloves
Infernal Mage
Mages that revel in fire. Lights the ground on fire if you attack it using melee. Heals off of fire based damage.
Has 150 health
Drops Mystic Hat
Bloodveld
This demonic creature leeches the health off other beings.
Has 270 health
Drops Mystic Boots
Aberrant Spectre
A Nosepeg is strongly recommended to fight this mob (5 sticks). Antipoison potions would also help.
Has 320 health
Drops Mystic Robe Bottom
Gargoyle
A flying creature made of stone. Has medium defense and likes to stay in the air out of melee range. Range projectiles do not work against their stone bodies. They will heal if they walk on rocky substances.
Has 450 health (and 40% def)
Drops Granite Maul
Nechryael
A strong demon that summons minions to aid it.
Has 650 health
Drops Mystic Robe Top
Volcanic Biome
Lesser Demon
Drops Boots of Lightness
Greater Demon
Drops Agile Legs
Black Demon
Drops Agile Top
Tormented Demon
Drops Dragon Platebody
See post #20 for td guide
Additional Mobs:
General Graardor
K'ril Tsutsaroth
Delrith
Forest A relatively peaceful biome Points of Interest:
- Dark Wizard's Tower
- Dark Wizard's Circle
- Magic Trees (used to craft magic short bows)
Recommended Gear: Diamond+, Iron is risky
Mobs:
Imp HunterMob who hunts for imps
Has 60 health
ImpAnnoying mob, can be dangerous if not well equipped
Has 8 health
Turtle Friendly.
Has 10 health
Drops turtle shells
White KnightSworn enemies of Black Knights
Has 100 health
Drops White armor and Silverlight
Top Hat CreeperRare mob, was the first mob to be added in this mod
Has 40 health
Can drop Top Hats
Dark Wizard
Medium difficulty mob that is only found in their towers. They do not respawn
Has 40 health
Drops assortment of staves and runes
Unicorn
Friendly.
Has 50 health
Drops its horn which is used to make antipoison potions
Crafting Recipes:
Dense Cobblestone: Portal is 4 blocks wide, 5 blocks tall, made of dense cobblestone
Portal Activator:
Air Rune: Other Center Materials:Water Runes: Snowballs
Earth Runes: Dirt
Fire Runes: Torches
Body Runes: Raw Chicken
Cosmic Runes: Glowstone
Death Runes: Bones
Soul Runes: Ghast Tears
Blood Runes: Bloodwood
Spirit Shards:
Spirit Pouch:
Pack Yak Pouch: Charms are dropped by enemies in the runescape dimension Different familiars require different charms and tertiary ingredients (chest for pack yak)
Fire Staff:
Fire Battlestaff:
Mystic Firestaff: All elemental staves use the same crafting path
Ancient Staff: You can alternate between purple and red versions by crafting the staff with the other type's rune
Polypore Staff:
Treasure Trails: (1.7.2+)
Treasure Trails
- A clue scroll can drop from any mob, depending on how much health it has. Ex: General Graardor has a 60% chance to drop one, while a creeper has a 1/300 chance
- Trails can vary from 2 to 4 scrolls in length
- Four types of clues:
- Coordinate Clues: Use the clue scroll when you get to the given coordinate
- Block Clues: Use the clue scroll when you stand on top of a given block (don't value the block used for the block clue too much)
- Mob Clues: Use the clue scroll when you get near a certain mob
- Armor Clues: Use the clue scroll when you have equipped the necessary items (names are bugged on this one)
- Once you have completed a treasure trail, a chest will spawn under you with 1 Treasure Trail reward (trimmed, gold trimmed, phat, etc.) and regular dungeon loot.
- Currently the only way to obtain Onyx gems
Note: You cannot finish a clue scroll in creative mode. You have to switch to survival to finish it.
Jewelry Update: (1.7.2+)(includes Dual Wielding)
4 new Equipment Slots (Press "I")
4 new gems: Sapphire, Ruby, Dragonstone, Onyx All jewelry have un-enchanted and enchanted versions To enchant a piece of jewelry: X = catalyst rune, Y = cosmic rune, Z = piece of jewelry
XXX
XYX
XZX
Catalyst Runes:
Sapphire: Water Rune
Emerald: Air Rune
Ruby: Fire Rune
Diamond: Earth Rune
Dragonstone: Blood Rune
Onyx: Death Rune
Amulets: Sapphire -> Onyx Unstrung Amulet: gem surrounded by gold ingots Strung Amulet: X = string, Y = unstrung Amulet
XXX
X_X
_Y_
Rings: Sapphire -> Onyx To craft: gem on top of gold ingot
- Ring of life will disintegrate on use
Gloves: Iron, Mithril, Diamond, Addy, Rune To craft: X = ingots, Y = leather
XYY
XYY
YYY
Shields: Wood, Iron, Diamond, Addy, Rune To craft: X = ingots, Y = planks
XXX
YYY
- the material for wood is sticks
Bracelets: Ruby, Onyx To craft: X = gem, Y = gold ingot
Y_Y
YXY
Y_Y
Necklaces: Diamond To craft: X = gem, Y = gold ingot
YYY
Y_Y
YXY
- Phoenix Necklace disintegrates on use
Another Note: Defence generated from jewelry/shields/etc. is calculated separately from Minecraft armor.
Ex: You are wearing a amulet of power (12%), diamond shield (20%), diamond gloves (6%) and full diamond (80%)
If you get hit 30 damage:
30 -> (38% reduction) -> 18.6 -> (80% reduction) -> 3.72
Lunar Update:
Information is currently on post #455
Screenshots:
New DimensionPking fight (between two high level mobs)Rock crabs and Dagganoths in the distancePack YakA spell from the Mystic Fire Staff (shoots multiple fire spells)Encountering an ImpWar between white knights and black knights
Compatibility:
This mod can be installed with most other mods except for:
Battlegear2 (1.7.2+) (it might be, I'm not sure, but you shouldn't be able to wield 3 swords anyway)
Recommended Mods:
Optifine or other fps increasing mod
Rei's Minimap or other minimap mod
Damage Indicators
Download:
Version 1.7.2 for MC1.7.2 (also works for 1.7.10, but has some obfuscation bugs)
Link: dropbox
Version 1.7.4 for MC1.7.10 (please report bugs )
Link: dropbox
Version 3.3.1 for MC1.6.4 Link: dropbox
Curseforge link: (1.7.2 version also available on curseforge)
To install, place in the mods folder like any other forge mod
Old Downloads
Version 1.6.4[1.7.2]: dropbox
Version 1.5.10[1.7.2]: dropbox
Version 1.5.9[1.7.2]: dropbox
Version 1.5.7[1.7.2]: dropbox
Version 1.5.5[1.7.2]: dropbox
Version 1.4.1[1.7.2]: dropbox
Version 1.3.4[1.7.2]: dropbox
Version 1.3.1[1.7.2]: dropbox
Version 1.3.0[1.7.2]: dropbox
Version 1.2.0[1.7.2]: dropbox
Version 1.1.2[1.7.2]: dropbox
Version 1.1.1[1.7.2]: dropbox
Version 1.1.0[1.7.2]: dropbox
Version 1.0.2[1.7.2]: dropbox
Version 1.0.1[1.7.2]: dropbox
Version 1.0.0[1.7.2]: dropbox
Version 3.3.0: dropbox
Version 3.2.6: dropbox
Version 3.2.5: dropbox
Version 3.1.9: dropbox
Version 3.1.8: dropbox
Version for 1.6.4 pre: dropbox
Version for 1.4.6: dropbox
Credits:
Wolfhound115: Dragon model, Turtle model, Pyramid, Dark Wizard's Circle and Tower
Waffletot123: A vast majority of the mob models, Lunar Isle Buildings
Use Permissions:
You may use this mod in modpacks as long as you credit the creators of each mod in your modpack. You may also not make any money off the modpack itself.
Changes:
- added Fremennik Village structure (found in runescape snowy biome)
- added Fremennik Villager, has rare chance of offering a rune sword for a lot of emeralds, will fight any hostile mob
- Fixed Dagganoth model bug
- Adjusted Body staff spell to weaken based on target damage
Major Updates:
- Dark Wizard's Tower added to the forest biome (not based on RS structure)
- Dark Wizard Mob added
- Dagganoth Mother Mob added
- Baited Fishing Rod added
- Fishing Bait added to drop tables of undead mobs
- Herring, Pike, and Cavefish added
- Yaks spawn in Fremennik Villages instead of Cows
- Added Yak hide armor
Minor changes:
- adjusted Dark Archer AI to match Dark Mage AI
- added tooltips for Dragon and Rune armor
- fixed Fremmenik Village spawn bug
- buffed mystic staff damage, nerfed mystic staff durability, adjusted AOE spread
- adjusted Abyssal Demon AI
- dispensers can fire rune arrows now
- dispensers can also fire the basic elemental spells
- added godswords in creative mode
Major Updates:
- Added General Graardor
- Updated Bandos Armor stats
- Added Lighthouse (with underground cave)
Minor changes/Bug fixes:
- Changed portal color
- General Graardor and the Dagannoth Mother now have boss health bars
- Fixed Fishing Rod Texture Glitch
- Fixed rare snow plains glitch (probably?)
- Fixed fishing rod texture glitch
- Fixed links to dropbox, brackets were messing up the hyperlinks
Major Updates:
Treasure Trails
- A clue scroll can drop from any mob, depending on how much health it has. Ex: General Graardor has a 60% chance to drop one, while a creeper has a 1/300 chance
- Trails can vary from 2 to 4 scrolls in length
- Four types of clues:
- Coordinate Clues: Use the clue scroll when you get to the given coordinate
- Block Clues: Use the clue scroll when you stand on top of a given block (don't value the block used for the block clue too much)
- Mob Clues: Use the clue scroll when you get near a certain mob
- Armor Clues: Use the clue scroll when you have equipped the necessary items (names are bugged on this one)
- Once you have completed a treasure trail, a chest will spawn under you with 1 Treasure Trail reward (trimmed, gold trimmed, phat, etc.) and regular dungeon loot.
Minor Changes/Bug Fixes:
- Lots of 1.6.4-1.7.2 bug fixes
Well, the balancing in this mod is currently pretty messed up, since almost everything was balanced around two ideas:
1. The Maxed Players should have 1390 hp (as they did in Runescape wearing the best armor (pre-EoC))
2. Dragon > Rune > Diamond
- Diamond has a protection value of 80%. When I initially started modding, I didn't know about the special armor class, and so to make Rune definitely better than Diamond, I gave it 96% protection (+1 armor point for each piece x 4% each) using vanilla's way of calculating armor.
- When I added Dragon some time later, I gave it 99% to make it definitely better than rune.
The rest of the content was added around this.
In Runescape, the Pack Yak has more hp than the War Tortoise.
Since I do know that it isn't optimally balanced for vanilla, I am considering making a configuration file for the damage/health of everything in the mod, but this may take some time, since there are so many variables that need to be adjusted for a simple difficulty adjustment to work. I suppose an easier solution may be to have an option to require beating the End and acquiring a dragon egg to craft the initial portal activator.
Personally, I prefer it how it currently is. In a way it's kind of like Terraria where going into hardmode will make everything pre-hardmode really easy, but not as constrained as Terraria, because you're not forced to go into the dimension.
Major Updates:
Added Cosmic Rune New Inventory - Press "I"
New Inventory
Example of Items that can be equipped
Wearing all the diamond!
New Equipment Types: (With Enchanted Types) (Some jewelry is permanent while others will degrade)
Amulets: Sapphire -> Onyx (Magic -> Fury)
Rings: Sapphire -> Onyx (Recoil -> Stone)
- Emerald ring = Ring of Ranging
- Ruby ring = Ring of Strength
- Ring of stone gives defence bonus
- Ring of life will disintegrate on use Gloves: Iron, Diamond, Addy, Rune Shields: Wood, Iron, Diamond, Addy, Rune Bracelets: Ruby (Inoculation protects from wither), Onyx (Regen)
Necklaces: Diamond (Phoenix Necklace)
- Phoenix Necklace disintegrates on use
Another Note: Defence generated from jewelry/shields/etc. is calculated separately from Minecraft armor.
Ex: You are wearing a amulet of power (12%), diamond shield (20%), diamond gloves (6%) and full diamond (80%)
If you get hit 30 damage:
30 -> (38% reduction) -> 18.6 -> (80% reduction) -> 3.72
Recipe Descriptions (Use NEI if you need help) (Recipes will work with other mod's sapphires and rubies if they registered them as "gemSapphire" or "gemRuby"
Unstrung Amulet: gem surrounded by gold ingots Strung Amulet: X = string, Y = unstrung Amulet
XXX
X_X
_Y_ Enchant:
Center: Cosmic Rune
Bottom Center: Jewelry
Surrounded by catalyst rune:
Sapphire: Water Rune
Emerald: Air Rune
Ruby: Fire Rune
Diamond: Earth Rune
Dragonstone: Blood Rune
Onyx: Death Rune Ring: gem on top of gold ingot Gloves: X = material, Y = Leather
XYY
XYY
YYY Shields: X = material, Y = planks (material for wood is sticks)
XXX
YYY Bracelets: X = gem, Y = gold ingot
Y_Y
YXY
Y_Y Necklaces: X = gem, Y = gold ingot
YYY
Y_Y
YXY
New Drop:
Crystal key halves: get a loop half and a tooth half and combine to form a crystal key. Using this will spawn a chest under you with 1 dragonstone + other loot. (This loot is as faithful to the actual Runescape crystal chest loot as I could get)
New Feature:
Dual Wielding - Equip a sword in the shield slot to increase your damage by 30% of that sword.
Major Changes:
- Morytania added (ghoul spawning is slightly messed up) (there isn't much in here for now)
- You will need to craft a druid pouch to survive in this biome - Mithril, Black, White armors added - Lesser Demons (spawns in forest biomes < 40 blocks), Tormented Demons (for now, spawns in wildy), Ghouls added
Guide to killing Tormented Demons:
Health: 1000
Max Hit: 60 melee, 90 range/magic
Switches combat styles every time it roars, every 16 seconds
Switches prayer based on the style that does the most damage. Will switch when 70 points of unreduced damage is done to it. Prayers will negate all damage of that type
When it roars, it can launch a ball of lava that can incur splash damage
It also has a fire shield that needs to be removed by silverlight, or all damage done to it is reduced by 75%
Rebalacing:
- Adamant armor boosted to 90% def
- Black, White Knights, and Imp Hunters weakened
- Drop tables of black and white knights overhauled
- White knights now drop silverlight rarely
- Ore spawn regions changed:
Mithril: < 60
Addy: < 40
Rune: < 20
Bug Fixes:
- Baited Fishing rod should use bait now
- Magic Leaves should now properly degrade
- Adjusted rendering positions of godswords
- Dual wielding cannot give more damage than 30% of the main hand weapon
I have a quick question? Can you add lumbridge as the first place you teleport to the dimension( If you already added that sorry didn't see that part) , and kind of make the structures spawn like runescape? add quest, skills, ect. By the way, I am not asking if you can do this immediately take all the time in the world, I just think it'd be great if you could work on those in the future, when ever that will be.
Before I respond to them, I would like to say that the goal of this mod isn't to replicate Runescape in Minecraft, but to add content from Runescape as an expansion located in a separate dimension, similar to mods like the Twilight Forest. If you're looking for a mod that tries to replicate Runescape (with Runescape mechanics), I'd recommend you check out Scapecraft.
Lumbridge: I'm trying to make it so that you can only spawn in a forest biome when you enter the dimension, but since everything is randomly generated from a seed in Minecraft it's rather difficult to force a biome/structure to be spawn in a particular location. Currently I'd recommend scouting out the world seed in creative and find coordinates that are good for making a portal.
Fixed Structures: The idea doesn't really fit with Minecraft's open world. This is more of a job for map makers than for a mod
Skills: I don't plan to add these anytime soon, since skilling doesn't really fit in with how Minecraft normally works. (On a side note, I got really tired of grinding in Runescape, so that's another reason why )
Quests: I plan to add these eventually as a method of acquiring certain items. They are kind of a pain to add since I have to build the structures to house them and design interfaces for the dialogue.
Do you have a suggestion for how the armors should be balanced? If you give me an idea for how strong a maxed player and dragon armor should be, I'll probably incorporate that into the config I'm making. The limits that need to be taken into consideration:
Defence:
Iron < Mithril < Diamond < Addy < Rune < Dragon
Currently: 60% < 64% < 80% < 90% < 96% < 99%
Normally iron -> diamond is a 2x improvement in defence: you take half the amount of damage when wearing diamond than when wearing iron. Currently Addy is 2x better than diamond, rune is slightly more than 2x better than addy, and dragon is 4x better than rune.
I will admit it looks like Dragon is really op, but getting the parts to assemble this set is extremely difficult (as it is in Runescape)
Offence:
Maxed Player damage needs to be balanced so that players can tank them while wearing Dragon. Their main offensive damage should also be more of a threat than their spell side effects. Maxed Player hp needs to be balanced so that they are not easy to kill even with the best swords and pots <= Dragon as they are supposed to represent the epitome of danger at that level of gear.
Take this into consideration: a Strength II potion + dual diamond swords + amulet of strength, combat bracelet, and ring of strength on a critical will let you hit:
3.6 * 1.33 * 1.38 * 8 * 1.5 = 78 damage in one hit (I think, haven't tested though) Tested hitting at around 58 damage on a crit. However 58 is still high.
Currently you could probably overpower a Maxed Player's regeneration using just diamond swords with maximum strength gear. This is probably because strength potions are ridiculously overpowered in Minecraft when compared to the ones in Runescape. Someone using lower level gear like iron sword shouldn't be able to hit higher than someone using a dragon longsword just because they're using a strength potion.
Other Considerations:
This also has to do with the gameplay behind acquiring gear in Minecraft and getting high level gear in Runescape. Most high end gear in Runescape is obtained from killing a specific monster. This is one of the features that I want this mod to capture. The chance of mobs to drop good gear, not obtainable by crafting is usually rather low. For example the chance of an abyssal weapon from an abyssal demon is 1/512 in Runescape, since killing 512 of these things in Minecraft is a bit tedious, I buffed drop rates to around 2%. It's still low, but when I get one in survival it's still satisfying. Now if damages were closer, you'd have to question why someone would want to kill it so many times.
This mod was originally developed for my personal use with 2-3 other people on a survival world, so my view of how it should play is necessarily biased. However, I am open to changes that would make this more playable while also keeping the tiers of armors clearly distinct.
My current plan for the config is adding an option for weaker armors and weapons (in fact the variable has been in the config for a long time: "balancedValues"). However I have yet to decided how much weaker I want this alternative mode to be. Instead I've been focusing on adding medium level content (like the recent update) that would smooth the transition to Dragon. I'm still looking for input on a mob balancing for vanilla, but not that many people have commented.
On a completely unrelated note, I found something rather amusing: if you use a battlestaff (has a damage of around 40) on most things in vanilla it'll instantly kill it, but when you use it on a witch it only hits 4s ~so much magic resistance~
tl;dr? - I'm looking for hard numbers that make sense to balance this mod. Suggestions are welcome, but they should be made with considerations listed above.
Can you please add in The Demon Slaying Swords Darklight and SilverLight? They are my favorite swords from Runescape. And maybe if it's not too much trouble you could make them drop off of New Mobs like the demon Delrith drops SilverLight and Agrith-Nar drops DarkLight. If you could than this would be my number one favorite mod ever.
About:
Hello! I'm Nolpfij and welcome to my first mod! I would appreciate any advice, suggestions, or feedback that you could give.
If you can't tell from its name, this mod brings Runescape content into Minecraft. It adds a new dimension, new mobs, armor, weapons, trees, structures, ores, and many other miscellanous additions.
I would recommend downloading the DamageIndicators mod to make playing this mod easier, since many of the entities in this mod have health values many times greater than vanilla mobs.
Help contribute to this sparse Wiki: http://wildycraft.wikia.com/wiki/WildyCraft_Wiki
Note: If you have spawners that don't work please update to the latest 1.7.2 version
Mod Showcase by PopularMMOs (Part 1):
Mod Showcase by PopularMMOs (Part 2)(Part 3)(Part 4)(Part 5)(Part 6):
Notes on the video:
-Woops, had a bug with the ruby bracelet's crafting recipe
-The Ring of Life only works if you have slept on a bed and are currently under 10% of your max health.
Notes:
-The feeding item for the war tortoise was changed to fish
Q/A:
A: They will, once I get a model for them.
Will I add skills to this mod?
A: No. This is Minecraft, not Runescape. No grinding here
How far is the extra mode for vanilla balancing?
A: I'm working on getting all the stats into a config. (currently stalled indefinitely)
Why are the mobs/armors/weapons in this mod so op?
A: Read post #24 for why it is hard to make them not op and post #16 for the initial design considerations I had.
Why does the dragon model look so bad?
A: Updated in version 1.4.0
What's with the Maxed Player's ridiculous regeneration?
A: Let's just say he's eating rocktails like a madman
Why am I getting this error "The mod nolpfij_wildycraft has attempted to register an entity ID 101 which is already reserved. This could cause severe problems"?
A: Try turning on flexible entity ids in the config file.
Turning on flexible entity ids does not work. I get an error for entity ID 376. What do I do?
A: Change Entity ID Offset in the config to a higher value.
How do I make dense cobblestone if I have extra utilities or other compressed cobblestone mods installed?
A: Go into the config and change EnableAlternateCobbleRecipe to true. This will replace the center cobblestone block in the recipe with an earth rune.
Notes:
-The achievements have icons that show which mobs will drop which weapons/armor. (outdated, but will be revamped sometime)
-Many of the textures for humanoid mobs come from skins I found on the internet. If someone could find a source for them, it would be nice, since I don't remember where they came from.
-If you plan on playing this mod in survival, note that the Runescape dimension is very dangerous; you won't be able to take on the harder mobs without gear from the mod (or other op mods). You might be able to live using weak (iron) equipment in the forest biome, but you should try to follow the recommended equipment for the biome you are in. To increase your chances of survival try crafting jewelry.
-The most powerful weapon obtainable on normal difficulty is the sword of the abyss dropped from abyssal demons. The most powerful weapon on hard difficulty is the chaotic longsword. Weapons in the creative tab more powerful than the chaotic longsword cannot be obtained in survival.
To-do List:
-update forum with crafting recipes (this may take a while). Actually it would be great if someone could tell me how to make those pictures efficiently.
-update forum with information about features (this may take a while)
-post more screenshots (current screenshots may be outdated)
-make a mob that drops the dragon pickaxe
Current Features:
-50+ new mobs (+ 5 variations of one mob)
-1 new dimension, 6 biomes: wildy, forest, desert, snow, morytania, volcanic (each with custom blocks)
-2 new tree types (bloodwood, magic trees)
-Magic weapons that consume runes: spells are cast using the respective staves and corresponding sets of runes. They are used in a similar fashion to bows and arrows
-2 new range weapons
-Many melee weapons and armor
-A summoning system built around tamed creatures. Currently you don't have a timer or any sort of limits, so you can summon as many familiars as you want.
-Several structures based on Runescape buildings
-Treasure Trails
-New Inventory - Press "I"
-Tons of amulets, rings, shields, gloves, etc.
-Dual Wielding (shield slot accepts anything)
-Fun thing to see: Spawn two Maxed Players close to each other. Set difficulty to hard. Enjoy the chaos!
Next Updates:
Desert, and Volcanic Biome content updates
Planned Updates:
-all the mobs required for GWD
-new desert content
-Black dragons, KBD, and DFS
Weapons and Armor
(Outdated Picture)
Special Melee Weapons:
Balmung - Hits very high on Dagganoths and breaks through the Mother's immunities
Wolfbane Dagger - Keeps werewolves from transforming
Silverlight - Disables a tormented demons fire shield
Bandos Godsword - Has a chance to break enemy defense for 10 seconds (increases damage done during this time by 20%)
Armadyl Godsword - Has a chance to hit extremely high
Zamorak Godsword - Has a chance to freeze enemies
Saradomin Godsword - Has a chance to heal by a percentage of how much you hit
Granite Maul - Has high knockback
Zamorakian Spear - Applies super poison II to the target for 5 seconds
Zaryte Bow:
-All arrows shot are the same speed no matter the drawing distance
-Does not require arrows to shoot
-Arrows are not affected by gravity
-Currently only dropped by Maxed Players on hard difficulty while it is wielding it.
Elemental Spells (uses corresponding rune, amount depends on staff)
Fire Spells: lights targets on fire
Water Spells: freezes targets (with a very strong slow debuff)
Earth Spells: causes explosion upon impact with enemy
Air Spells: launches enemies
Special Spells
Weaken Staff (water, earth, and body rune): weakens attack power of enemy
Ancient Staff (purple) (death + soul rune): applies wither
Ancient Staff (red) (blood + soul rune): heals you 20% of what you hit
Polypore Staff (fire rune + mushroom): applies poison
Melee Armor
Black, White Armor: equivalent to iron in defence, boosts hp by 20
Mithril Armor: between iron and diamond
Addy Armor: has 90% damage resistance
Rune Armor: has 96% damage resistance, boosts hp by 20
Dragon Armor: has 99% damage resistance, boosts hp by 40
Bandos Armor: has 99% damage resistance, boosts hp by 32, boosts damage
Range Armor (all boost range damage)
Green D'hide: equivalent to diamond
Blue D'hide: has 85% damage resistance, set effect: slows down enemies that attack you
Red D'hide: equivalent to Addy
Magic Armor (all boost magic damage)
Mystic Armor: has 85% damage resistance
Summoning Familiars
Dreadfowl (raw chicken, gold): fires air spells, 30 health
Beaver (magic wood, green): functions as a crafting table, periodically drops wood at its location, 200 health
War Tortoise (turtle shell, green): 18 slot chest, 1000 health
Pack Yak (chest, blue (for balancing purposes)): 27 slot chest, 3000 health
Pyrelord (blaze rod, crimson): functions as a furnace, 400 health
You can heal each familiar with a certain type of food, ex: wheat for pack yaks
Wheat: Dreadfowl, Pack yak, Beaver
Fish: War Tortoise
Ash: Pyrelord
Meat: Spirit Wolf
-Howl Scroll: Causes area damage
-Dreadfowl strike Scroll: Shoots a barrage of air spells
-Multichop Scroll: Harvests anything that is wooden within 5 blocks of the beaver (will not harvest blocks with inventories)
-Testudo Scroll: Grants resistance for 30 seconds
-Lord of Flames Scroll: Grants fire resistance for 30 seconds
-Winter Storage Scroll: Transports the first stack in the pack yak's inventory into an ender chest
Biomes/Mobs: (The formatting is acting strange; I can't seem to add another spoiler box after forest.
A once peaceful place that was ravaged during the God Wars. It is now a desolate wasteland covered with ash. This biome represents the Wilderness area from Runescape and is where the name of this mod comes from. Many of the humanoid mobs in this biome are meant to represent pvpers in Runescape.
Points of Interest:
- Black Knight's Fortress (can contain Dragon Hoe)
- Wildy Ruins (can contain Adamant Platebody)
- Bloodwood Trees (found along borders between forest and wildy biomes)
Recommended Gear: Rune+
Mobs:
Player Killer
- Defence Cape: 990 health
- HP Cape: 990 health
- Attack Cape: hits 35 damage higher than others, 400 health
- Strength Cape: hits 75 damage higher than others, 400 health
- Prayer Cape: has rapid regen, 400 health
- Slayer Cape: has the bonuses of an Attack Cape and a HP cape
Drops dragon boots and damaged dragon longswords.
Dark Archer
Has 400 health
Drops Dragon helmets.
Rogue Archer
Has 150 health
Drop dragon helmets at a lower chance.
Dark Mage
Has 400 health
Drops an assortment of Staves and Runes
Abyssal Demon
Has 800 health
Drops the dragon shovel, abyssal sword, and abyssal whip (which does not have a custom renderer)
Ghoul (Dragon)
Has 100 health
Drops dragon platelegs
Black Knight
Has 100 health
Drops Black Armor.
Maxed Player
Has 1390 health
Drops dragon platebody, nether stars, and sometimes whatever it is wielding (which includes the zaryte bow and chaotic longsword on hard difficulty)
Desert:
This biome represents the Kharidian lands in Runescape and is similar to regular minecraft desert
Points of Interest:
-Jaldraocht Pyramid (WARNING: the number of spawners in here can cause lag) (There is a good amount of treasure found here)
Recommended Gear: antipoison potions, rune+fire spells for pyramid (fire battlestaff is highly advised, a bucket of lava can work)
Mobs:
Has 36 health
Drops scorpion meat
Camel
Has 20 health
Drops Ugthanki meat which can be cooked into kebabs
Mummy:
Can spawn in two variants
- 10 health, very high damage
- 500 health, very low damage
They take 10% damage from anything that isn't fire, and 4x damage from fire. They can also lunge at you.
Drop Ancient Staff Pieces which can be used to upgrade blood and death staves
Scarab Swarm:
Extremely poisonous like the scorpion.
Has 50 health
Only spawns in pyramids
Fremennik Lands
The home of the Fremenniks who struggle in an eternal war with the Dagganoths
Points of Interest:
- Lighthouse
- Fremennik Village
Recommended Gear: Addy+
Mobs:
Has 350 health
Drops the dragon hatchet
Rock Crab
Has 50 health
Fremennik Villager
Aggressive towards any hostile mob. They can offer a trade for a rune longsword if you are very rich.
Has 400 health
Dagannoth Mother
Very dangerous mob found under lighthouses. Can alternate between all three combat styles and is immune to every style except for the style it is currently weak to. The stripe on its back will display its current weakness. (You may have to jump to see it, or fight it with 2 people)
- White (Air Spells)
- Blue (Water Spells)
- Red (Fire Spells)
- Brown (Earth Spells)
- Green (Range)
- Orange (Melee)
Has a really nice drop table (similar to the dagganoth kings in Runescape) and also drops balmung.
Note: the attack style determines which drop table it will drop from. Balmung only drops from the melee drop table.
Frost Dragon
It is highly recommended to drink a fire resistance potion or wear an antifire shield to fight this dragon. Watch out for the blue/white orb; if it is up, all damage will be reflected.
Has 450 health
Drops Blue Dragonhide and the Draconic Visage
The home of the undead and cursed. You will need to craft a druid pouch and fill it with nature to survive in this biome. The tainted earth found in this biome will constantly hurt you with magic damage unless you have a pouch. It will also heal any undead mobs standing on it (and some mobs that aren't actually undead).
Points of Interest:
- Slayer Tower
Recommended Gear: Addy+, Druid Pouch
Mobs:
Comparatively weak mob that retreats when low on health. Although not undead, this mob will get healed by tainted earth.
Has 50 health
Drops wolfbane daggers (rarely) and is also an easy source of sapphires.
Werewolves
This mob normally looks like a human, but if they are attacked they will transform into their much more powerful wolf form. You can prevent this transformation by using a wolfbane dagger.
Has 30 health (human) or 300 health (wolf)
Drops salve crystals which can be made into salve amulets
Tower Mobs: (Abyssal Demons can be found in towers)
Crawling Hands
This mob comes in 3 size variants with different amounts of health.
Drops Mystic Gloves (and other assorted gloves)
Banshee
Earmuffs are strongly recommended to fight this mob (5 sticks and 2 wool). Has some regeneration ability.
Has 90 health
Drops Mystic Gloves
Infernal Mage
Mages that revel in fire. Lights the ground on fire if you attack it using melee. Heals off of fire based damage.
Has 150 health
Drops Mystic Hat
Bloodveld
This demonic creature leeches the health off other beings.
Has 270 health
Drops Mystic Boots
Aberrant Spectre
A Nosepeg is strongly recommended to fight this mob (5 sticks). Antipoison potions would also help.
Has 320 health
Drops Mystic Robe Bottom
Gargoyle
A flying creature made of stone. Has medium defense and likes to stay in the air out of melee range. Range projectiles do not work against their stone bodies. They will heal if they walk on rocky substances.
Has 450 health (and 40% def)
Drops Granite Maul
Nechryael
A strong demon that summons minions to aid it.
Has 650 health
Drops Mystic Robe Top
Volcanic Biome
Lesser Demon
Drops Boots of Lightness
Greater Demon
Drops Agile Legs
Black Demon
Drops Agile Top
Tormented Demon
Drops Dragon Platebody
See post #20 for td guide
Additional Mobs:
General Graardor
K'ril Tsutsaroth
Delrith
Forest
A relatively peaceful biome
Points of Interest:
- Dark Wizard's Tower
- Dark Wizard's Circle
- Magic Trees (used to craft magic short bows)
Recommended Gear: Diamond+, Iron is risky
Mobs:
Has 60 health
Imp
Has 8 health
Turtle
Has 10 health
Drops turtle shells
White Knight
Has 100 health
Drops White armor and Silverlight
Top Hat Creeper
Has 40 health
Can drop Top Hats
Dark Wizard
Medium difficulty mob that is only found in their towers. They do not respawn
Has 40 health
Drops assortment of staves and runes
Unicorn
Friendly.
Has 50 health
Drops its horn which is used to make antipoison potions
Crafting Recipes:
Portal Activator:
Air Rune:
Other Center Materials:Water Runes: Snowballs
Earth Runes: Dirt
Fire Runes: Torches
Body Runes: Raw Chicken
Cosmic Runes: Glowstone
Death Runes: Bones
Soul Runes: Ghast Tears
Blood Runes: Bloodwood
Spirit Shards:
Spirit Pouch:
Pack Yak Pouch:
Charms are dropped by enemies in the runescape dimension
Different familiars require different charms and tertiary ingredients (chest for pack yak)
Fire Staff:
Fire Battlestaff:
Mystic Firestaff:
Ancient Staff:
You can alternate between purple and red versions by crafting the staff with the other type's rune
Polypore Staff:
Treasure Trails: (1.7.2+)
- A clue scroll can drop from any mob, depending on how much health it has. Ex: General Graardor has a 60% chance to drop one, while a creeper has a 1/300 chance
- Trails can vary from 2 to 4 scrolls in length
- Four types of clues:
- Coordinate Clues: Use the clue scroll when you get to the given coordinate
- Block Clues: Use the clue scroll when you stand on top of a given block (don't value the block used for the block clue too much)
- Mob Clues: Use the clue scroll when you get near a certain mob
- Armor Clues: Use the clue scroll when you have equipped the necessary items (names are bugged on this one)
- Once you have completed a treasure trail, a chest will spawn under you with 1 Treasure Trail reward (trimmed, gold trimmed, phat, etc.) and regular dungeon loot.
- Currently the only way to obtain Onyx gems
Note: You cannot finish a clue scroll in creative mode. You have to switch to survival to finish it.
Jewelry Update: (1.7.2+)(includes Dual Wielding)
4 new gems: Sapphire, Ruby, Dragonstone, Onyx
All jewelry have un-enchanted and enchanted versions
To enchant a piece of jewelry: X = catalyst rune, Y = cosmic rune, Z = piece of jewelry
XXX
XYX
XZX
Catalyst Runes:
Sapphire: Water Rune
Emerald: Air Rune
Ruby: Fire Rune
Diamond: Earth Rune
Dragonstone: Blood Rune
Onyx: Death Rune
Amulets: Sapphire -> Onyx
Unstrung Amulet: gem surrounded by gold ingots
Strung Amulet: X = string, Y = unstrung Amulet
XXX
X_X
_Y_
Rings: Sapphire -> Onyx
To craft: gem on top of gold ingot
- Ring of life will disintegrate on use
Gloves: Iron, Mithril, Diamond, Addy, Rune
To craft: X = ingots, Y = leather
XYY
XYY
YYY
Shields: Wood, Iron, Diamond, Addy, Rune
To craft: X = ingots, Y = planks
XXX
YYY
- the material for wood is sticks
Bracelets: Ruby, Onyx
To craft: X = gem, Y = gold ingot
Y_Y
YXY
Y_Y
Necklaces: Diamond
To craft: X = gem, Y = gold ingot
YYY
Y_Y
YXY
- Phoenix Necklace disintegrates on use
Another Note: Defence generated from jewelry/shields/etc. is calculated separately from Minecraft armor.
Ex: You are wearing a amulet of power (12%), diamond shield (20%), diamond gloves (6%) and full diamond (80%)
If you get hit 30 damage:
30 -> (38% reduction) -> 18.6 -> (80% reduction) -> 3.72
Lunar Update:
Information is currently on post #455
Screenshots:
Compatibility:
Battlegear2 (1.7.2+) (it might be, I'm not sure, but you shouldn't be able to wield 3 swords anyway)
Recommended Mods:
Optifine or other fps increasing mod
Rei's Minimap or other minimap mod
Damage Indicators
Download:
Version 1.7.2 for MC1.7.2 (also works for 1.7.10, but has some obfuscation bugs)
Link: dropbox
Version 1.7.4 for MC1.7.10 (please report bugs
Link: dropbox
Version 3.3.1 for MC1.6.4
Link: dropbox
Curseforge link: (1.7.2 version also available on curseforge)
To install, place in the mods folder like any other forge mod
Old Downloads
Version 1.5.10[1.7.2]: dropbox
Version 1.5.9[1.7.2]: dropbox
Version 1.5.7[1.7.2]: dropbox
Version 1.5.5[1.7.2]: dropbox
Version 1.4.1[1.7.2]: dropbox
Version 1.3.4[1.7.2]: dropbox
Version 1.3.1[1.7.2]: dropbox
Version 1.3.0[1.7.2]: dropbox
Version 1.2.0[1.7.2]: dropbox
Version 1.1.2[1.7.2]: dropbox
Version 1.1.1[1.7.2]: dropbox
Version 1.1.0[1.7.2]: dropbox
Version 1.0.2[1.7.2]: dropbox
Version 1.0.1[1.7.2]: dropbox
Version 1.0.0[1.7.2]: dropbox
Version 3.3.0: dropbox
Version 3.2.6: dropbox
Version 3.2.5: dropbox
Version 3.1.9: dropbox
Version 3.1.8: dropbox
Version for 1.6.4 pre: dropbox
Version for 1.4.6: dropbox
Wolfhound115: Dragon model, Turtle model, Pyramid, Dark Wizard's Circle and Tower
Waffletot123: A vast majority of the mob models, Lunar Isle Buildings
Use Permissions:
You may use this mod in modpacks as long as you credit the creators of each mod in your modpack. You may also not make any money off the modpack itself.
I really like those familiars
Changes:
- added Fremennik Village structure (found in runescape snowy biome)
- added Fremennik Villager, has rare chance of offering a rune sword for a lot of emeralds, will fight any hostile mob
- Fixed Dagganoth model bug
- Adjusted Body staff spell to weaken based on target damage
Update Screenshot:
Major Updates:
- Dark Wizard's Tower added to the forest biome (not based on RS structure)
- Dark Wizard Mob added
- Dagganoth Mother Mob added
- Baited Fishing Rod added
- Fishing Bait added to drop tables of undead mobs
- Herring, Pike, and Cavefish added
- Yaks spawn in Fremennik Villages instead of Cows
- Added Yak hide armor
Minor changes:
- adjusted Dark Archer AI to match Dark Mage AI
- added tooltips for Dragon and Rune armor
- fixed Fremmenik Village spawn bug
- buffed mystic staff damage, nerfed mystic staff durability, adjusted AOE spread
- adjusted Abyssal Demon AI
- dispensers can fire rune arrows now
- dispensers can also fire the basic elemental spells
- added godswords in creative mode
Update Screenshots:
~Back from 3 week vacation~
Major Updates:
- Config for blocks now works
Minor changes/Bug fixes:
- Fixed sorting problem in config
- Disabled vanilla structures in Runescape dimensions (ex: mineshaft)
Major Updates:
- Added General Graardor
- Updated Bandos Armor stats
- Added Lighthouse (with underground cave)
Minor changes/Bug fixes:
- Changed portal color
- General Graardor and the Dagannoth Mother now have boss health bars
- Fixed Fishing Rod Texture Glitch
- Fixed rare snow plains glitch (probably?)
- Fixed fishing rod texture glitch
- Fixed links to dropbox, brackets were messing up the hyperlinks
Update Screenshots:
I love Minecraft
Progress Update:
Somewhat done upgrading to 1.7.2.
Issues:
- Achievement page crashes game
- Need to update entity names
- (Fixed).
- Portal deactivates on the other side
Download:
dropboxdropbox
Major Updates:
Treasure Trails
- A clue scroll can drop from any mob, depending on how much health it has. Ex: General Graardor has a 60% chance to drop one, while a creeper has a 1/300 chance
- Trails can vary from 2 to 4 scrolls in length
- Four types of clues:
- Coordinate Clues: Use the clue scroll when you get to the given coordinate
- Block Clues: Use the clue scroll when you stand on top of a given block (don't value the block used for the block clue too much)
- Mob Clues: Use the clue scroll when you get near a certain mob
- Armor Clues: Use the clue scroll when you have equipped the necessary items (names are bugged on this one)
- Once you have completed a treasure trail, a chest will spawn under you with 1 Treasure Trail reward (trimmed, gold trimmed, phat, etc.) and regular dungeon loot.
Minor Changes/Bug Fixes:
- Lots of 1.6.4-1.7.2 bug fixes
Update Screenshots:
1. The Maxed Players should have 1390 hp (as they did in Runescape wearing the best armor (pre-EoC))
2. Dragon > Rune > Diamond
- Diamond has a protection value of 80%. When I initially started modding, I didn't know about the special armor class, and so to make Rune definitely better than Diamond, I gave it 96% protection (+1 armor point for each piece x 4% each) using vanilla's way of calculating armor.
- When I added Dragon some time later, I gave it 99% to make it definitely better than rune.
The rest of the content was added around this.
In Runescape, the Pack Yak has more hp than the War Tortoise.
Since I do know that it isn't optimally balanced for vanilla, I am considering making a configuration file for the damage/health of everything in the mod, but this may take some time, since there are so many variables that need to be adjusted for a simple difficulty adjustment to work. I suppose an easier solution may be to have an option to require beating the End and acquiring a dragon egg to craft the initial portal activator.
Personally, I prefer it how it currently is. In a way it's kind of like Terraria where going into hardmode will make everything pre-hardmode really easy, but not as constrained as Terraria, because you're not forced to go into the dimension.
Major Updates:
Added Cosmic Rune
New Inventory - Press "I"
Example of Items that can be equipped
Wearing all the diamond!
New Equipment Types: (With Enchanted Types) (Some jewelry is permanent while others will degrade)
Amulets: Sapphire -> Onyx (Magic -> Fury)
Rings: Sapphire -> Onyx (Recoil -> Stone)
- Emerald ring = Ring of Ranging
- Ruby ring = Ring of Strength
- Ring of stone gives defence bonus
- Ring of life will disintegrate on use
Gloves: Iron, Diamond, Addy, Rune
Shields: Wood, Iron, Diamond, Addy, Rune
Bracelets: Ruby (Inoculation protects from wither), Onyx (Regen)
Necklaces: Diamond (Phoenix Necklace)
- Phoenix Necklace disintegrates on use
Another Note: Defence generated from jewelry/shields/etc. is calculated separately from Minecraft armor.
Ex: You are wearing a amulet of power (12%), diamond shield (20%), diamond gloves (6%) and full diamond (80%)
If you get hit 30 damage:
30 -> (38% reduction) -> 18.6 -> (80% reduction) -> 3.72
Recipe Descriptions (Use NEI if you need help) (Recipes will work with other mod's sapphires and rubies if they registered them as "gemSapphire" or "gemRuby"
Strung Amulet: X = string, Y = unstrung Amulet
XXX
X_X
_Y_
Enchant:
Center: Cosmic Rune
Bottom Center: Jewelry
Surrounded by catalyst rune:
Sapphire: Water Rune
Emerald: Air Rune
Ruby: Fire Rune
Diamond: Earth Rune
Dragonstone: Blood Rune
Onyx: Death Rune
Ring: gem on top of gold ingot
Gloves: X = material, Y = Leather
XYY
XYY
YYY
Shields: X = material, Y = planks (material for wood is sticks)
XXX
YYY
Bracelets: X = gem, Y = gold ingot
Y_Y
YXY
Y_Y
Necklaces: X = gem, Y = gold ingot
YYY
Y_Y
YXY
New Drop:
Crystal key halves: get a loop half and a tooth half and combine to form a crystal key. Using this will spawn a chest under you with 1 dragonstone + other loot. (This loot is as faithful to the actual Runescape crystal chest loot as I could get)
New Feature:
Dual Wielding - Equip a sword in the shield slot to increase your damage by 30% of that sword.
Bug Fixes:
- Too many I didn't record
Again, feedback and suggestions are welcome
After testing version 1.1.0 on multiplayer, I noticed that other players couldn't see the custom renders.
It is now fixed
Another note: currently sapphires and rubies only drop from the rare drop table which is only accessible through the ring of wealth.
Major Changes:
- Morytania added (ghoul spawning is slightly messed up) (there isn't much in here for now)
- You will need to craft a druid pouch to survive in this biome
- Mithril, Black, White armors added
- Lesser Demons (spawns in forest biomes < 40 blocks), Tormented Demons (for now, spawns in wildy), Ghouls added
Guide to killing Tormented Demons:
Health: 1000
Max Hit: 60 melee, 90 range/magic
Switches combat styles every time it roars, every 16 seconds
Switches prayer based on the style that does the most damage. Will switch when 70 points of unreduced damage is done to it. Prayers will negate all damage of that type
When it roars, it can launch a ball of lava that can incur splash damage
It also has a fire shield that needs to be removed by silverlight, or all damage done to it is reduced by 75%
Rebalacing:
- Adamant armor boosted to 90% def
- Black, White Knights, and Imp Hunters weakened
- Drop tables of black and white knights overhauled
- White knights now drop silverlight rarely
- Ore spawn regions changed:
Mithril: < 60
Addy: < 40
Rune: < 20
Bug Fixes:
- Baited Fishing rod should use bait now
- Magic Leaves should now properly degrade
- Adjusted rendering positions of godswords
- Dual wielding cannot give more damage than 30% of the main hand weapon
Screenshots:
Before I respond to them, I would like to say that the goal of this mod isn't to replicate Runescape in Minecraft, but to add content from Runescape as an expansion located in a separate dimension, similar to mods like the Twilight Forest. If you're looking for a mod that tries to replicate Runescape (with Runescape mechanics), I'd recommend you check out Scapecraft.
Lumbridge: I'm trying to make it so that you can only spawn in a forest biome when you enter the dimension, but since everything is randomly generated from a seed in Minecraft it's rather difficult to force a biome/structure to be spawn in a particular location. Currently I'd recommend scouting out the world seed in creative and find coordinates that are good for making a portal.
Fixed Structures: The idea doesn't really fit with Minecraft's open world. This is more of a job for map makers than for a mod
Skills: I don't plan to add these anytime soon, since skilling doesn't really fit in with how Minecraft normally works. (On a side note, I got really tired of grinding in Runescape, so that's another reason why
Quests: I plan to add these eventually as a method of acquiring certain items. They are kind of a pain to add since I have to build the structures to house them and design interfaces for the dialogue.
Do you have a suggestion for how the armors should be balanced? If you give me an idea for how strong a maxed player and dragon armor should be, I'll probably incorporate that into the config I'm making. The limits that need to be taken into consideration:
Defence:
Iron < Mithril < Diamond < Addy < Rune < Dragon
Currently: 60% < 64% < 80% < 90% < 96% < 99%
Normally iron -> diamond is a 2x improvement in defence: you take half the amount of damage when wearing diamond than when wearing iron. Currently Addy is 2x better than diamond, rune is slightly more than 2x better than addy, and dragon is 4x better than rune.
I will admit it looks like Dragon is really op, but getting the parts to assemble this set is extremely difficult (as it is in Runescape)
Offence:
Maxed Player damage needs to be balanced so that players can tank them while wearing Dragon. Their main offensive damage should also be more of a threat than their spell side effects.
Maxed Player hp needs to be balanced so that they are not easy to kill even with the best swords and pots <= Dragon as they are supposed to represent the epitome of danger at that level of gear.
Take this into consideration: a Strength II potion + dual diamond swords + amulet of strength, combat bracelet, and ring of strength on a critical will let you hit:
3.6 * 1.33 * 1.38 * 8 * 1.5 =
78 damage in one hit (I think, haven't tested though)Tested hitting at around 58 damage on a crit. However 58 is still high.Currently you could probably overpower a Maxed Player's regeneration using just diamond swords with maximum strength gear. This is probably because strength potions are ridiculously overpowered in Minecraft when compared to the ones in Runescape. Someone using lower level gear like iron sword shouldn't be able to hit higher than someone using a dragon longsword just because they're using a strength potion.
Other Considerations:
This also has to do with the gameplay behind acquiring gear in Minecraft and getting high level gear in Runescape. Most high end gear in Runescape is obtained from killing a specific monster. This is one of the features that I want this mod to capture. The chance of mobs to drop good gear, not obtainable by crafting is usually rather low. For example the chance of an abyssal weapon from an abyssal demon is 1/512 in Runescape, since killing 512 of these things in Minecraft is a bit tedious, I buffed drop rates to around 2%. It's still low, but when I get one in survival it's still satisfying. Now if damages were closer, you'd have to question why someone would want to kill it so many times.
This mod was originally developed for my personal use with 2-3 other people on a survival world, so my view of how it should play is necessarily biased. However, I am open to changes that would make this more playable while also keeping the tiers of armors clearly distinct.
My current plan for the config is adding an option for weaker armors and weapons (in fact the variable has been in the config for a long time: "balancedValues"). However I have yet to decided how much weaker I want this alternative mode to be. Instead I've been focusing on adding medium level content (like the recent update) that would smooth the transition to Dragon. I'm still looking for input on a mob balancing for vanilla, but not that many people have commented.
On a completely unrelated note, I found something rather amusing: if you use a battlestaff (has a damage of around 40) on most things in vanilla it'll instantly kill it, but when you use it on a witch it only hits 4s
tl;dr? - I'm looking for hard numbers that make sense to balance this mod. Suggestions are welcome, but they should be made with considerations listed above.
Can you please add in The Demon Slaying Swords Darklight and SilverLight? They are my favorite swords from Runescape. And maybe if it's not too much trouble you could make them drop off of New Mobs like the demon Delrith drops SilverLight and Agrith-Nar drops DarkLight. If you could than this would be my number one favorite mod ever.
Thanks, Jake.