Quick Note: You should add a mod which makes Tinkers Construct and Optifine not Clash
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Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature and hope it never happens.
just remove the buffs and the curses btw can you update the 1.7.10 one if you do this
Rollback Post to RevisionRollBack
Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature and hope it never happens.
Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature and hope it never happens.
Really awesome mod - reminds me of Tinker's construct. The only issue I have is that when I use it in a large modpack (like 100+ mods) Forge gets stuck for a really long time at "PostInitialization - Jewelrycraft 2"
My personal assessment of the mod is that there is FAR to much "Trade Off". Nothing seems to be good without the risk of bad or getting bad results at the same time. Normally this wouldn't seem to be a problem, but you do a lot of "Work" getting everything in place to ultimately get weakness for your results. That also wouldn't seem a problem if the weakness was nerfed a little bit, but instead the mod weakens you a ton! Just doesn't seem worth the effort when many other mods achieve similar positive results, without the negative results, for the trade off of similar time and effort put into them. In conclusion, I just don't think I'd want to spend half the time to achieve such crappy effects.
As a note, maybe the effects you could place on the jewelry could be more focused on dampening the effects of the curses. This way, with a complete set of jewelry, you could turn any particular curse into a super power. Example: A ring infused with something could lessen the damage you take from the sun when you have the vampire curse. But so that there are some cool effects for not being affected by a curse, far more advanced infusions (meaning a specific variety of items infused into the jewelry) could make the game infinitely night (shy away from infinitely day as that is too OP). This could be cool because Infinite Night or maybe just a Range of Darkness could place you with the Vampiric Curse in your atmosphere where you're most effective. But mobs would spawn constantly so its not super op either. Similarly a necklace could give you night vision. Etc.
I am really open to communicating about ideas if you are interested. I don't want you to think I'm just ragging on your project because I really love the concept. This mod has potential to be an amazing mod that many minecraft players actually use if it's tweaked more. But as it stands, with reference to my previous critique, it gets added to a lot of modpacks but really begins losing momentum when it comes to people actually playing with it. Just my observation and cannot wait to see what you do with it. If you find my comment to abrasive, just let me know. I'll keep future comments more uplifting and less critique-driven.
Maybe the type of crystal you affix to the jewelry could be put to use by being the coder of an ability to a curse. Then effects of the primary items used to infuse could become more diversified as well as limiting your ability to use certain powers unless you have the appropriate curse.
Example:
Firstly, by linking the Squidium Black Crystal to Vampire Curse effects, then the same 6 primary infusion items (Blaze Powder, Feather, Eye of Ender, Ender Pearl and Obsidian) could achieve different affect SPECIFIC to the Vampire Curse rather than other curses.
Secondly: None of the Vampire Curse Infused Jewelry could do anything for you, UNLESS you have the Vampire Curse! This would prevent people with no/other curses from using that jewelry.
Also:
This could be a fun way to tweak the mod because it would push people to craft the appropriate jewelry for some of their least favorite curses and keep those things in a chest next to their respawn point. By preparing in advance for their least favorite curses, they can quickly equip the appropriate jewelry. (But you may want to scrap the idea that jewelry stays on you when you die)
Another Idea:
A lot of people dislike (and go so far to disable parts/all of the mod in modpacks) that as soon as you die you get a curse. I've thought of a few ways to fix this.
1. You could make curses begin after a trigger event.
Example: 25 Minecraft Days after you begin your world, a message saying that Demons/Gods/Your Mythology has descended! Then curses could begin whenever you die. This gives players a chance to get prepared if they know the mod is in the pack and brings the mod to their attention if they don't. Google searches would enlighten them as to what happened and what they need to do about it. Experience gives seasoned players an advantage.
2. You could turn off the whole curses at death thing. (this is by far my least favorite idea, but a lot of other people suggest it)
3. You could make a way to remove curses.
I don't know what I think about this. It could give some relieve to people who aren't interested in using that aspect of the mod, but at the same time nerfs some of my ideas for improvement. Really this is just an idea in the event that you don't change the fundamental mechanics of the mod.
4. You could give the player some sort of totem.
Vanilla minecraft has adopted this concept to help overcome dying, You could do similar so that when you "die" you don't get landed with a curse, but lose the totem. The totem would be craftable, and obviously not cheap (like cobble) but also not expensive (like Nether Star). This could be really useful at any point of the game with the mod. Dying with a totem could negate the current Curse that you have, while preventing you from gaining another curse. Basically returning you to normal. Could provide relief for anyone wanting to get away from the mod for a little bit, at least until you want to get cursed again.
5. Make Jewelry that keeps you Curse-less.
Similar to the totem idea (in fact both could be introduced at the same time), but the Jewelry version of this effect would be more expensive (time, advanced infusion, component rarity, etc). The Jewelry could be the only jewelry that retains the soulbound effect (provided you get rid of that concept for all other jewelry) and would prevent you from becoming cursed upon death. Players who don't want to play with the mod could craft the jewelry so as to escape dealing with your mod altogether, but at the same time in doing so will learn a thing or two about the mod that they might like and wish to take advantage of.
As you can see, my focus with these ideas is to create a reason to introduce people to your mod (rather forcefully) but doesn't force people to have to keep dealing with your mod if they choose to use the mod to get past the undesired aspects (which is the main issue the mod has). Not to mention the first tweak I recommended above in my first comment gets rid of the massive downside to everything, but by making the Jewelry connected to the crystal you put in it, the mod makes use of the Crystal Component, provides the limiting power of the Jewelry without such negative effects, and gives players something to "go chase after" in the world making the mod more interactive. Thoughts?
I love them! They are so colorful and playful.A such a beautiful place. Will be visiting September 2017. Cannot wait to smell the lemons see the flowers and shop shop shop till I drop.Thank you for your fantastic article
I have been a ritual magician for over 30 years. I have gotten to the point where all I do is protective magic. Each piece is charged with magical protective powers.
every time I try to download the forge version that you say this mod needs it refuses to download and pops up a little window that says that I need to run 1.7 something manually first
I have NO idea what this means and it gives no further explaination
I would LOVE to be able to use this mod in game but it for some reason will not work with the latest version of Forge no matter how hard I try to get it to work
is there some way that you could update it so that it can actually work please?
Well... I think if you had less time, do just the jewelry and some decorations. Clothing would be awesome still.
I really like the curses. It makes this mod unique from other magic and jewelry mods. But I think there should be an item that can remove curses.
it is the Molten Metal
Quick Note: You should add a mod which makes Tinkers Construct and Optifine not Clash
Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature and hope it never happens.
just remove the buffs and the curses btw can you update the 1.7.10 one if you do this
Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature and hope it never happens.
rash-reports
https://github.com/xaioai520/1134/wiki
update to lastest version
Roughly 95% of Minecraft players hate Villagers and would be very happy if they were removed. If you are one of the 5% who actually like villagers, copy this into your signature and hope it never happens.
Just letting you know I'll be using your mod in a modpack. Plz and Thanx!
Wonderful Mod btw
Really awesome mod - reminds me of Tinker's construct. The only issue I have is that when I use it in a large modpack (like 100+ mods) Forge gets stuck for a really long time at "PostInitialization - Jewelrycraft 2"
My personal assessment of the mod is that there is FAR to much "Trade Off". Nothing seems to be good without the risk of bad or getting bad results at the same time. Normally this wouldn't seem to be a problem, but you do a lot of "Work" getting everything in place to ultimately get weakness for your results. That also wouldn't seem a problem if the weakness was nerfed a little bit, but instead the mod weakens you a ton! Just doesn't seem worth the effort when many other mods achieve similar positive results, without the negative results, for the trade off of similar time and effort put into them. In conclusion, I just don't think I'd want to spend half the time to achieve such crappy effects.
As a note, maybe the effects you could place on the jewelry could be more focused on dampening the effects of the curses. This way, with a complete set of jewelry, you could turn any particular curse into a super power. Example: A ring infused with something could lessen the damage you take from the sun when you have the vampire curse. But so that there are some cool effects for not being affected by a curse, far more advanced infusions (meaning a specific variety of items infused into the jewelry) could make the game infinitely night (shy away from infinitely day as that is too OP). This could be cool because Infinite Night or maybe just a Range of Darkness could place you with the Vampiric Curse in your atmosphere where you're most effective. But mobs would spawn constantly so its not super op either. Similarly a necklace could give you night vision. Etc.
I am really open to communicating about ideas if you are interested. I don't want you to think I'm just ragging on your project because I really love the concept. This mod has potential to be an amazing mod that many minecraft players actually use if it's tweaked more. But as it stands, with reference to my previous critique, it gets added to a lot of modpacks but really begins losing momentum when it comes to people actually playing with it. Just my observation and cannot wait to see what you do with it. If you find my comment to abrasive, just let me know. I'll keep future comments more uplifting and less critique-driven.
Also, as an after-thought,
Maybe the type of crystal you affix to the jewelry could be put to use by being the coder of an ability to a curse. Then effects of the primary items used to infuse could become more diversified as well as limiting your ability to use certain powers unless you have the appropriate curse.
Example:
Firstly, by linking the Squidium Black Crystal to Vampire Curse effects, then the same 6 primary infusion items (Blaze Powder, Feather, Eye of Ender, Ender Pearl and Obsidian) could achieve different affect SPECIFIC to the Vampire Curse rather than other curses.
Secondly: None of the Vampire Curse Infused Jewelry could do anything for you, UNLESS you have the Vampire Curse! This would prevent people with no/other curses from using that jewelry.
Also:
This could be a fun way to tweak the mod because it would push people to craft the appropriate jewelry for some of their least favorite curses and keep those things in a chest next to their respawn point. By preparing in advance for their least favorite curses, they can quickly equip the appropriate jewelry. (But you may want to scrap the idea that jewelry stays on you when you die)
Another Idea:
A lot of people dislike (and go so far to disable parts/all of the mod in modpacks) that as soon as you die you get a curse. I've thought of a few ways to fix this.
1. You could make curses begin after a trigger event.
Example: 25 Minecraft Days after you begin your world, a message saying that Demons/Gods/Your Mythology has descended! Then curses could begin whenever you die. This gives players a chance to get prepared if they know the mod is in the pack and brings the mod to their attention if they don't. Google searches would enlighten them as to what happened and what they need to do about it. Experience gives seasoned players an advantage.
2. You could turn off the whole curses at death thing. (this is by far my least favorite idea, but a lot of other people suggest it)
3. You could make a way to remove curses.
I don't know what I think about this. It could give some relieve to people who aren't interested in using that aspect of the mod, but at the same time nerfs some of my ideas for improvement. Really this is just an idea in the event that you don't change the fundamental mechanics of the mod.
4. You could give the player some sort of totem.
Vanilla minecraft has adopted this concept to help overcome dying, You could do similar so that when you "die" you don't get landed with a curse, but lose the totem. The totem would be craftable, and obviously not cheap (like cobble) but also not expensive (like Nether Star). This could be really useful at any point of the game with the mod. Dying with a totem could negate the current Curse that you have, while preventing you from gaining another curse. Basically returning you to normal. Could provide relief for anyone wanting to get away from the mod for a little bit, at least until you want to get cursed again.
5. Make Jewelry that keeps you Curse-less.
Similar to the totem idea (in fact both could be introduced at the same time), but the Jewelry version of this effect would be more expensive (time, advanced infusion, component rarity, etc). The Jewelry could be the only jewelry that retains the soulbound effect (provided you get rid of that concept for all other jewelry) and would prevent you from becoming cursed upon death. Players who don't want to play with the mod could craft the jewelry so as to escape dealing with your mod altogether, but at the same time in doing so will learn a thing or two about the mod that they might like and wish to take advantage of.
As you can see, my focus with these ideas is to create a reason to introduce people to your mod (rather forcefully) but doesn't force people to have to keep dealing with your mod if they choose to use the mod to get past the undesired aspects (which is the main issue the mod has). Not to mention the first tweak I recommended above in my first comment gets rid of the massive downside to everything, but by making the Jewelry connected to the crystal you put in it, the mod makes use of the Crystal Component, provides the limiting power of the Jewelry without such negative effects, and gives players something to "go chase after" in the world making the mod more interactive. Thoughts?
I love them! They are so colorful and playful.A such a beautiful place. Will be visiting September 2017. Cannot wait to smell the lemons see the flowers and shop shop shop till I drop.Thank you for your fantastic article
I have been a ritual magician for over 30 years. I have gotten to the point where all I do is protective magic. Each piece is charged with magical protective powers.
Get More Infor From Here
every time I try to download the forge version that you say this mod needs it refuses to download and pops up a little window that says that I need to run 1.7 something manually first
I have NO idea what this means and it gives no further explaination
I would LOVE to be able to use this mod in game but it for some reason will not work with the latest version of Forge no matter how hard I try to get it to work
is there some way that you could update it so that it can actually work please?