From looking at most of the images in the main post, you should probably hire someone who's really good at texturing. While your's are acceptable, they could really do with being a lot more HD. Other than that, the mod looks very promising! I'll probably let it sit for awhile and come back in a few months to see how it's improved, so good luck and hope you're successful!
Agreed. Both of us are somewhat new to texturing and not amazing at it yet. Unfortunately, I don't know anyone that's super good at it either.
If I may make a recommendation, I think you should be careful about HD textures. First off, make sure to always have a config option to use 16x16 textures instead of HD, not a resource pack you have to install separately. The reason to be careful with HD textures is that minecraft is a 16x16 game, and if you aren't really good at HD textures, not only with them looking good on their own but also fitting in with non-HD textures, it looks horrible and weird. HD textures take more skill if everything around them aren't HD. For example, look at some of the items in ars magica 2, especially the tarma root. That is somewhere it really didn't work. The only mod I have seen pull off HD textures is Thaumcraft, and most of the textures aren't HD. Bottom line, if you aren't sure about how a HD texture will fit in with non-HD stuff, make it 16x16. Just a warning.
If I may make a recommendation, I think you should be careful about HD textures. First off, make sure to always have a config option to use 16x16 textures instead of HD, not a resource pack you have to install separately. The reason to be careful with HD textures is that minecraft is a 16x16 game, and if you aren't really good at HD textures, not only with them looking good on their own but also fitting in with non-HD textures, it looks horrible and weird. HD textures take more skill if everything around them aren't HD. For example, look at some of the items in ars magica 2, especially the tarma root. That is somewhere it really didn't work. The only mod I have seen pull off HD textures is Thaumcraft, and most of the textures aren't HD. Bottom line, if you aren't sure about how a HD texture will fit in with non-HD stuff, make it 16x16. Just a warning.
I agree that it is good to stay with 16x16 to keep in line with the MC feel, but Tagii has made all the textures 64x64 so I just used them. It's possible to make a config option to use lower res textures, but it would require a duplicate of every texture in the zip file making the size larger (worth it maybe?). I'll ask Tagii if he'd like to downsize the textures to 16x.
I released a version of AOTD that I think is stable and contains a sneak peek at the magic spell system. While the spell system has no progression system yet and is limited in functionality (as in not many effects/power sources/etc available yet), it should at least function!
Left clicking a Deee Syft with a Vitae Lantern should unlock the research. For some reason, this is bugged in the 1.8.9 version and will be fixed.
EDIT 1:
Deee Syfts generate Vitae slowly, so try watching one for a couple of minutes and then use your lantern on it. They need a certain minimum amount for your lantern to take the Vitae. Also, the higher the Deee Syft is flying, the more Vitae it has.
I'll try to just hang around them for a while first then. My lantern was gaining power from them (a lot actually), but I guess it needs a certain minimum amount of gain to register it for research. Height based Vitae level gives me the impression that they've solar powered, as if they're reaching for the sun. Since the spell system's premiere is out now I know what I'm doing today!
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
I'll try to just hang around them for a while first then. My lantern was gaining power from them (a lot actually), but I guess it needs a certain minimum amount of gain to register it for research. Height based Vitae level gives me the impression that they've solar powered, as if they're reaching for the sun. Since the spell system's premiere is out now I know what I'm doing today!
No, it should only need to gain vitae (any amount) to unlock the research. I'm not sure what's going on then in your world. You can give vitae back by left clicking the Deee Syft (careful, too much vitae can have bad side effects). That also might unlock the research. Just FYI there are no researches after the Deee Syft research right now, and the text for the Deee Syft research reads as follows (spoiler, if you can't get the research working):
The flying squidies are called DeeeSyft. They appear to be hollow and filled with a mixture of vitae and hydrogen.
This being the case, I should avoid setting them on fire for obvious reasons. They appear to siphon vitae from the
atmosphere and store it in their ventral chambers. I could use my lantern to harvest vitae from them in great supply
(right click with a lantern in hand.) It also appears that vitae makes Deee Syfts more buoyant leading to a higher
flight ceiling. This could be useful in determining how much vitae a Deee Syft has.
No, it should only need to gain vitae (any amount) to unlock the research. I'm not sure what's going on then in your world. You can give vitae back by left clicking the Deee Syft (careful, too much vitae can have bad side effects). That also might unlock the research. Just FYI there are no researches after the Deee Syft research right now, and the text for the Deee Syft research reads as follows (spoiler, if you can't get the research working):
The flying squidies are called DeeeSyft. They appear to be hollow and filled with a mixture of vitae and hydrogen.
This being the case, I should avoid setting them on fire for obvious reasons. They appear to siphon vitae from the
atmosphere and store it in their ventral chambers. I could use my lantern to harvest vitae from them in great supply
(right click with a lantern in hand.) It also appears that vitae makes Deee Syfts more buoyant leading to a higher
flight ceiling. This could be useful in determining how much vitae a Deee Syft has.
Maybe it's because I'm on one of the 1.8 builds? The one I'm using for Solitarycraft is 1.1. I may try giving one some Vitae first and see if that works. As for the new build on 1.8.9 I've again ran into a couple of issues with the Nightmare Realm. I'll try to isolate the problem before I send a crash report, but I'm suspicious that something is causing Enaria's ability to banish you from the Nightmare Realm to crash the game. Whether I see the Overworld or not before the crash finalizes I'm always back in the Overworld upon logging back in. The other issue is that I've found yet another mod that doesn't quite seem to know that realm should be just between you and Enaria. I have to admit that kind of event does make it a bit more dramatic. I believe the other mod is Journey into the Light. It's the follow up to Essence of the Gods if anyone is familiar with that one and wondered where it went.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
Maybe it's because I'm on one of the 1.8 builds? The one I'm using for Solitarycraft is 1.1. I may try giving one some Vitae first and see if that works. As for the new build on 1.8.9 I've again ran into a couple of issues with the Nightmare Realm. I'll try to isolate the problem before I send a crash report, but I'm suspicious that something is causing Enaria's ability to banish you from the Nightmare Realm to crash the game. Whether I see the Overworld or not before the crash finalizes I'm always back in the Overworld upon logging back in. The other issue is that I've found yet another mod that doesn't quite seem to know that realm should be just between you and Enaria. I have to admit that kind of event does make it a bit more dramatic. I believe the other mod is Journey into the Light. It's the follow up to Essence of the Gods if anyone is familiar with that one and wondered where it went.
Thanks for the bug tracking help. I tried going to the nightmare in my world and getting close to Enaria. She sent me back to the overworld as expected and I did not crash. I guess a crash report is the best way of seeing what's up. Once again, I think I found the loophole that could be used to get mobs to spawn in the nightmare. It should finally be fixed. I'll wait and see if anything else breaks and then release a hotfix after I've done more testing on this version.
The scientists of today think deeply instead of clearly. One must be sane to think clearly, but one can think deeply and be quite insane. - Nikola Tesla
Afraid of the Dark is a new magic mod designed for Minecraft 1.8 featuring massive custom generated structures and a complete research system familiar to fans of Thaumcraft. The spell system is not yet available fully, but a preview is in version 1.1.4. Just check out "Enaria's Altar"! Changelog:
Version 1.1.4:
- Bountiful bug fixes
- Enaria's inventory shuffle now swaps the current item you're holding with a random other item
- Added "Enaria's Altar" block
- Temporary model
- Allows you to access the spell system, but currently unobtainable in survival
- May corrupt your world if things go wrong, use at your own discretion
- I would not recommend use of this block unless you're in a testing world and want to try some spells
- The spell system has no progression system currently and is just barely "functional", so this is just for players wanting a sneak peek
- Added a new research achieved by using Enaria's Altar
- Enaria's spell FX work again (Actually all spell FX)
- Enaria found in the nightmare now ---- dun dun dun
- Player data no longer wiped upon transfer from the end to the overworld
- Void chest works in all dimensions except for the void chest and nightmare dimensions
- Mangrove wood added
- Will be used in future dungeons
- Textures are completely temporary (except for the mangrove logs)
- Saplings have a custom generation algorithm
- Star metal staff mechanics improved
- Star metal armor's absorption effect has been nerfed and can no longer be reset with milk
- Items with per item cooldowns fixed on servers
- Added "artwork" items which are currently unused but will be used in structure generation soon
- Added a new item called the "Schematic Generator" which is purely debug, but allows you to generate any schematic whenever you want. Because it's only for debug it has no creafting recipe.
Version 1.1.3 Hotfix 1:
- Turns out the spell system heavily modifies the vitae lantern. The vitae lantern research has been modified accordingly.
- Vitae disenchanter research has also been modified to account for vitae lantern changes.
- Vitae lantern GUI and mechanics have been significantly altered. The previous system is no more, and the lantern now functions as a battery. This change is because the majority of users found the vitae lantern difficult to understand and confusing. The vitae lantern GUI has been removed.
- Once again, please read the changelog for 1.1.3. This is not a
release version, but simply a beta for users wanting bugfixes for 1.1.2.
Version 1.1.3 (Beta)
- Implemented the new way of storing player data provided by MC forge. Because of this, all progress on AOTD will be reset if updating to this version.
- This is mostly just a release to try and solve some problems being reported on the forum.
Important: Once again, this jar has some textures and code regarding the magic 1.2 system in it. The features have been disabled (at least I think). Because it does have some of the magic system in it, this version may be somewhat unstable so I've marked it as a beta release. It is completely untested so far. The file size has increased because of many new textures that will come in the magic system.
Again, I'd highly recommend making a backup of your world before upgrading. =)
Version 1.1.2 (Beta)
- Updated to MC 1.8.9
- Replaced witherproof barrier blocks from the void chest generation with regular barrier blocks since they are now fixed.
Important: This version has some textures and code regarding the magic 1.2 system in it. The features have been disabled (at least I think) so this should be simply an update to 1.8.9. Because it does have some of the magic system in it, this version may be somewhat unstable so I've marked it as a beta release. It is completely untested so far.
I'd highly recommend making a backup of your world before upgrading.
Version 1.1.1
- A hole found in the witherproof barrier blocks in the Void Chest was fixed - More config options were introduced, these include: * Printing debug messages (Not recommended, but if you like seeing every packet sent and received be my guest) * Disabling entity animations (All AOTD entities that is) * Enabling a new light algorithm in dungeons (This will decrease or remove lighting glitches in AOTD dungeons at the
slight cost of performance. This is not nearly as taxing as in AOTD 1.0 however) - A new command for OPs introduced, /AOTD printDungeons (Prints each dungeon location in the MC world) - Fixed flatworld crash - Various other small fixes and optimizations - The big one: The entire GUI system has been rewritten for AOTD GUIs ONLY: * GUIs should now automatically resize no matter what your screen resolution is. I'm ignoring the GUI scale MC
gives because it's a terrible way of doing things. The new GUI will be very useful when it comes to the next AOTD
update, 1.2 (Spellcrafting!). * Various GUIs are improved, most notably the journal page GUI. This page GUI now allows the hovering of items
to see what they are. * The page and other text-based GUIs should no longer have text hang off the edge of the page or end way short. - While there are not very many new features, 1.1.1 is mainly a core update that should help with the creation of 1.2. If any bugs are discovered, 1.1.2 will be released to stabilize 1.1 before 1.2 is released.
Version 1.1.0 - Flask of Souls item introduced - Werewolf blood item introduced - Added the splinter drone mob - Fixed a bug allowing for faster cooldowns on various items - Heavily nerfed loot in most dungeons - Fixed keepInventory bug with nightmare realm - World generation performance is SIGNIFICANTLY better, the nightmare island takes 3 seconds to generate on my computer at this point - Gnomish city dungeon created - Enaria boss introduced in the gnomish city dungeon - Cheat sheet implemented - Re-implemented the data storage system so all research will be reset, however should be much more stable. If you - want all the research, use the cheat sheet! - Added new configuration options to increase dungeon amount, biome ids, etc - Updated to forge 11.14.4.1563, you will need to go to this version! - Cleaned up and organized chat messages when incorrectly using items
- Dungeons no longer generate inside of each other
Requires Forge found here (Tested with build 1.8.9-11.15.1.1722): http://files.minecraftforge.net/ *Please note: as this is a new mod, bugs may still exist. Please backup all worlds every now and then. Do not hold us as the developer responsible for corrupted worlds.*
Banner:
To begin, you will need to search for an Erie Forest biome. (see screenshots below) After searching this biome a little while, you should find a circular entrance on the surface made out of mossy cobblestone. Enter the crypt but beware... the loot will not be unprotected. Your main goal is to find a blood stained journal--a word of caution--signing this journal is not reversible. If you do sign this journal you will begin the mod and the journal will guide you. First every awesome Afraid of the Dark spotlight by The Technomancer:
Telescope GUI:
The "Deee Syft" mob:
A hint of mod structure gen:
A research system Thaumcraft players will be akin to:
A page of research:
A taste of what you can do with some later game researches:
Some more crazy world gen:
An "Erie" Biome (This is where you begin the mod!):
Awesome new armor and mobs:
1) I have a great idea for this mod! Where do I suggest this?
Just post on to the forum. It's the easiest way for me to see. Most suggestions are welcome (even small interface ones) but please keep in mind, if your suggestion does not fit the style of the mod, (ex a flying car with pony sparkles and wings) please don't suggest it.
2) My game crashed! What do I do?
Read up on reporting bugs below.
3) When I click on the bed to get the nightmare research, my game freezes.
This is should be fixed now. Try updating to 1.1 and the teleport should take about 4 seconds, up to, I'd guess, 10 seconds.
4) Is this mod optifine compatable? As far as I can tell, yes. I have not had any issues with optifine so far. If you crash with it, please report that.
5) Is this mod compatible with X mod? Most likely yes. Again, if you have any problems with one mod just report it like any bug.
Incompatibilities found:
None so far.
6) Is there a 16x16 low-res edition of the mod?
Yes and no, while we have not made an official 16x16 texture pack for the mod, we have down scaled all the textures using photoshop. Personally, I think they look significantly worse than the original 64x64s, but if you feel that your computer's performance requires it then feel free to use it. https://www.dropbox.com/s/mwlaeajbv24dp3x/Afraid of the Dark 16x16.zip?dl=0
If you encounter a problem with the mod, whether it is a complete Minecraft crash or simply something you believe is incorrect behavior (An item not functioning or a visual GUI bug etc) please make sure you were using the latest version of the mod. If you were, report it in this format:
1) Explain what the bug is (please be detailed!) 2) Try to explain if at all possible how to reproduce the bug. 3) Please give a list of other mods you are using or mods that may have caused a conflict 4) If it was a Minecraft crash, a complete error report would be appreciated (in a spoiler or link form please)
Lead software developer: David_M1A2
Lead graphics designer, modeler, and tech tree design: Tagii
Special thanks to the guys at MCAnimator for allowing us to make epic models and animations! Thanks to Thaumcraft and Ars Magica 2 for inspiration for various parts of our mod!
You may use the mod in your own modpack, but please leave a comment in the forum saying which pack you are using it in.
Hey there! Just finished recording part one of the showcase. I'm planning to go through pretty much the whole mod in kind of like a lets play type miniseries, where I show off the mod by experiencing it myself. Would you consider putting it on your page? Part 1 is going up Monday, 6/13/16.
Hey there! Just finished recording part one of the showcase. I'm planning to go through pretty much the whole mod in kind of like a lets play type miniseries, where I show off the mod by experiencing it myself. Would you consider putting it on your page? Part 1 is going up Monday, 6/13/16.
I've been showing Afraid of the Dark in my Solitarycraft+ series to, but my series has a lot of other mods so I might be curious to see it played nearly pure. Is that the way you're going to play it? I could watch a straight run at it and even give you a little advice from my own experience. The book does guide you a lot, but there are a few minor details you may need to proceed sometimes. You can also ask David and Tagii on the forums if you really get stuck. David has helped me quite a bit (thanks again David!).
Speaking to David: I got that crash report. I've tried keeping away from her, but so far when Enaria eventually catches me my game crashes. I don't know if me being in Creative to test it at the time had anything to do with it, but that may be something to check into. That's why I have a dev version checking world in the first place. Here's the ATL log link: http://paste.atlauncher.com/view/c8bea7b6
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
So, the way I'm going to do it is I'm still going to be in Creative a lot, so I don't have to go looking for everything. It'll make more sense when I post the video on Monday, and I'll link it to you when I do. So basically I'm going to figure out what I have to do in Creative, then go to Survival and actually do it. IE- finding the Erie Forest by flying around, and fighting it in Survival.
So, the way I'm going to do it is I'm still going to be in Creative a lot, so I don't have to go looking for everything. It'll make more sense when I post the video on Monday, and I'll link it to you when I do. So basically I'm going to figure out what I have to do in Creative, then go to Survival and actually do it. IE- finding the Erie Forest by flying around, and fighting it in Survival.
I can totally feature your play-through on the forum post!
I've been showing Afraid of the Dark in my Solitarycraft+ series to, but my series has a lot of other mods so I might be curious to see it played nearly pure. Is that the way you're going to play it? I could watch a straight run at it and even give you a little advice from my own experience. The book does guide you a lot, but there are a few minor details you may need to proceed sometimes. You can also ask David and Tagii on the forums if you really get stuck. David has helped me quite a bit (thanks again David!).
Speaking to David: I got that crash report. I've tried keeping away from her, but so far when Enaria eventually catches me my game crashes. I don't know if me being in Creative to test it at the time had anything to do with it, but that may be something to check into. That's why I have a dev version checking world in the first place. Here's the ATL log link: http://paste.atlauncher.com/view/c8bea7b6
Alright, I think this problem has a chance of happening and is not guaranteed which is why I never noticed it. Ghastly Enaria has a feature that if she gets into unloaded chunks she teleports to you (meaning you can't just run), and this was getting triggered once you teleported out. If she chose to teleport into the same chunk that you just left it would cause this crash. I believe I have a fix but due to the nature of the problem it's hard to say if the problem is actually fixed or not.
Let me see if I'm following this right: She catches up and banishes me, but the act of doing so causes her to track where I was and she teleports. The chunk unloads and she arrives in it, then that causes the game to crash.
That makes since to me. I guess it just happened several times in a row. On another matter the model for Enaria's Alter and it being called an alter doesn't quite fit the description of it being a "mirror to your soul." I think when Tagii is ready he could remodel it into a mirror or one block reflecting pool of some sort. Magical alters have been done to death (and sometimes even focus on death) in mods. I can literally name at least ten mods that have something specifically named "alter." There are nowhere near as many that use mirrors. It may seem like only a minor detail, but I really think it would be another good step in the mod maintaining its way of doing things a bit differently. The interface itself is actually very intuitive and easy to get the hang of. I had a lot of fun testing it out and throwing around a few spell components you included from my suggestions earlier. Now I'm curious how the exploration research system will expand the selection over time. Is that one of the reasons for the new dungeon? That thing looks huge!
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
Let me see if I'm following this right: She catches up and banishes me, but the act of doing so causes her to track where I was and she teleports. The chunk unloads and she arrives in it, then that causes the game to crash.
That makes since to me. I guess it just happened several times in a row. On another matter the model for Enaria's Alter and it being called an alter doesn't quite fit the description of it being a "mirror to your soul." I think when Tagii is ready he could remodel it into a mirror or one block reflecting pool of some sort. Magical alters have been done to death (and sometimes even focus on death) in mods. I can literally name at least ten mods that have something specifically named "alter." There are nowhere near as many that use mirrors. It may seem like only a minor detail, but I really think it would be another good step in the mod maintaining its way of doing things a bit differently. The interface itself is actually very intuitive and easy to get the hang of. I had a lot of fun testing it out and throwing around a few spell components you included from my suggestions earlier. Now I'm curious how the exploration research system will expand the selection over time. Is that one of the reasons for the new dungeon? That thing looks huge!
Firstly, I completely agree that the altar needs to be renamed and remodeled. Secondly, I'm still a bit uncertain of the specifics of the component unlock system (maybe you have a suggestion?) but currently Tagii and I want to build dungeons in which specific spell components are discovered. The large circle that Tagii posted a picture of is the dungeon where the player will unlock the first couple of components (Or at least that's what's planned right now).
Firstly, I completely agree that the altar needs to be renamed and remodeled. Secondly, I'm still a bit uncertain of the specifics of the component unlock system (maybe you have a suggestion?) but currently Tagii and I want to build dungeons in which specific spell components are discovered. The large circle that Tagii posted a picture of is the dungeon where the player will unlock the first couple of components (Or at least that's what's planned right now).
The ones already present when you first tinker your spells are things that the player has already been guided to do or are assumed to have done over the course of exploring with Afraid of the Dark. In fact primarily Overworld actions with some materials you'd otherwise go dimension hopping for being provided for along the way. New components should be in places you haven't needed to go yet like the oceans, dry biomes, and the Vanilla dimensions beyond the Overworld. As for how to do the unlocking itself I was thinking Research Scrolls with a slight twist. Instead of just adding an entire new entry it also expands the existing one on spellcasting to describe what the new components (and existing ones) do. Here's my idea for a new ocean structure to search for.
Exploration entry:
The Ocean Ruin. A few broken buildings and spires made from that odd aquatic stone known as Prismarine and its relatives. Unlike the Ocean Monuments likewise defended by the Guardians there is no lighting included here, so a few Potions of Night Vision (which the Brewing House conveniently provided) are a great boon to any who would salvage here. Instead of spawning naturally the Guardians are produced by ancient devices sealed in Obsidian. Clearly someone wanted to keep something safe. After locating the Chest covered in the ever present Gravel that coats the ocean floor I discover a few precious notes on aquatic magic. I shall have to once again gaze into my own soul to use this however. If I wish be a master of the sea like the creatures I fought to get here I must again journey into my fevered dreams.
Spellcasting entry (component sub-entries):
Delivery method (Tracer Beam). This method of delivery is not quite as expected, but very useful. Instead of lobbing a ball of magic it generates a conductive line of energy for the spell's power to follow. Once locked onto an initial target it will follow flawlessly out to the extreme of its range (about 16 meters). After a short time the beam will conduct the spell's power to the target without any hope of being dodged. Being blocked by something solid in its path will cause it to disengage as will the target scurrying out of range in a panic. While the initial target is the only one it follows any other creature along the line will be affected just as much when it completes. This may come in handy for fighting lines of Zombies and similar situations. Now I know why Guardians seem so confident with their casual attack style.
Effect (Flood). This spell effect seems tame enough at first. It just generates a lot of water sources around wherever it is delivered. This could come in handy when bolstering allies that heavily use water or against enemies that react badly to water. Sealing an enemy in an icy tomb with this is devilishly tempting.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
Just wondering, why is it that when I try and sign the diary it says "*You expect something to happen... but nothing does." Sorry if this is a noobish question?
Just wondering, why is it that when I try and sign the diary it says "*You expect something to happen... but nothing does." Sorry if this is a noobish question?
That simply means that you misspelled your username (Everything matters, including caps, ex. DaVid =/= David). Be sure to type in your username exactly as it is in game.
Agreed. Both of us are somewhat new to texturing and not amazing at it yet. Unfortunately, I don't know anyone that's super good at it either.
If I may make a recommendation, I think you should be careful about HD textures. First off, make sure to always have a config option to use 16x16 textures instead of HD, not a resource pack you have to install separately. The reason to be careful with HD textures is that minecraft is a 16x16 game, and if you aren't really good at HD textures, not only with them looking good on their own but also fitting in with non-HD textures, it looks horrible and weird. HD textures take more skill if everything around them aren't HD. For example, look at some of the items in ars magica 2, especially the tarma root. That is somewhere it really didn't work. The only mod I have seen pull off HD textures is Thaumcraft, and most of the textures aren't HD. Bottom line, if you aren't sure about how a HD texture will fit in with non-HD stuff, make it 16x16. Just a warning.
I agree that it is good to stay with 16x16 to keep in line with the MC feel, but Tagii has made all the textures 64x64 so I just used them. It's possible to make a config option to use lower res textures, but it would require a duplicate of every texture in the zip file making the size larger (worth it maybe?). I'll ask Tagii if he'd like to downsize the textures to 16x.
Hey everyone,
I released a version of AOTD that I think is stable and contains a sneak peek at the magic spell system. While the spell system has no progression system yet and is limited in functionality (as in not many effects/power sources/etc available yet), it should at least function!
David_M1A2
I'll try to just hang around them for a while first then. My lantern was gaining power from them (a lot actually), but I guess it needs a certain minimum amount of gain to register it for research. Height based Vitae level gives me the impression that they've solar powered, as if they're reaching for the sun. Since the spell system's premiere is out now I know what I'm doing today!
If regular is Vanilla then what flavor is your Minecraft?
No, it should only need to gain vitae (any amount) to unlock the research. I'm not sure what's going on then in your world. You can give vitae back by left clicking the Deee Syft (careful, too much vitae can have bad side effects). That also might unlock the research. Just FYI there are no researches after the Deee Syft research right now, and the text for the Deee Syft research reads as follows (spoiler, if you can't get the research working):
The flying squidies are called DeeeSyft. They appear to be hollow and filled with a mixture of vitae and hydrogen.
This being the case, I should avoid setting them on fire for obvious reasons. They appear to siphon vitae from the
atmosphere and store it in their ventral chambers. I could use my lantern to harvest vitae from them in great supply
(right click with a lantern in hand.) It also appears that vitae makes Deee Syfts more buoyant leading to a higher
flight ceiling. This could be useful in determining how much vitae a Deee Syft has.
Maybe it's because I'm on one of the 1.8 builds? The one I'm using for Solitarycraft is 1.1. I may try giving one some Vitae first and see if that works. As for the new build on 1.8.9 I've again ran into a couple of issues with the Nightmare Realm. I'll try to isolate the problem before I send a crash report, but I'm suspicious that something is causing Enaria's ability to banish you from the Nightmare Realm to crash the game. Whether I see the Overworld or not before the crash finalizes I'm always back in the Overworld upon logging back in. The other issue is that I've found yet another mod that doesn't quite seem to know that realm should be just between you and Enaria. I have to admit that kind of event does make it a bit more dramatic. I believe the other mod is Journey into the Light. It's the follow up to Essence of the Gods if anyone is familiar with that one and wondered where it went.
If regular is Vanilla then what flavor is your Minecraft?
Thanks for the bug tracking help. I tried going to the nightmare in my world and getting close to Enaria. She sent me back to the overworld as expected and I did not crash. I guess a crash report is the best way of seeing what's up. Once again, I think I found the loophole that could be used to get mobs to spawn in the nightmare. It should finally be fixed. I'll wait and see if anything else breaks and then release a hotfix after I've done more testing on this version.
Hey there! Just finished recording part one of the showcase. I'm planning to go through pretty much the whole mod in kind of like a lets play type miniseries, where I show off the mod by experiencing it myself. Would you consider putting it on your page? Part 1 is going up Monday, 6/13/16.
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I've been showing Afraid of the Dark in my Solitarycraft+ series to, but my series has a lot of other mods so I might be curious to see it played nearly pure. Is that the way you're going to play it? I could watch a straight run at it and even give you a little advice from my own experience. The book does guide you a lot, but there are a few minor details you may need to proceed sometimes. You can also ask David and Tagii on the forums if you really get stuck. David has helped me quite a bit (thanks again David!).
Speaking to David: I got that crash report. I've tried keeping away from her, but so far when Enaria eventually catches me my game crashes. I don't know if me being in Creative to test it at the time had anything to do with it, but that may be something to check into. That's why I have a dev version checking world in the first place. Here's the ATL log link: http://paste.atlauncher.com/view/c8bea7b6
If regular is Vanilla then what flavor is your Minecraft?
So, the way I'm going to do it is I'm still going to be in Creative a lot, so I don't have to go looking for everything. It'll make more sense when I post the video on Monday, and I'll link it to you when I do. So basically I'm going to figure out what I have to do in Creative, then go to Survival and actually do it. IE- finding the Erie Forest by flying around, and fighting it in Survival.
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I can totally feature your play-through on the forum post!
Alright, I think this problem has a chance of happening and is not guaranteed which is why I never noticed it. Ghastly Enaria has a feature that if she gets into unloaded chunks she teleports to you (meaning you can't just run), and this was getting triggered once you teleported out. If she chose to teleport into the same chunk that you just left it would cause this crash. I believe I have a fix but due to the nature of the problem it's hard to say if the problem is actually fixed or not.
Let me see if I'm following this right: She catches up and banishes me, but the act of doing so causes her to track where I was and she teleports. The chunk unloads and she arrives in it, then that causes the game to crash.
That makes since to me. I guess it just happened several times in a row. On another matter the model for Enaria's Alter and it being called an alter doesn't quite fit the description of it being a "mirror to your soul." I think when Tagii is ready he could remodel it into a mirror or one block reflecting pool of some sort. Magical alters have been done to death (and sometimes even focus on death) in mods. I can literally name at least ten mods that have something specifically named "alter." There are nowhere near as many that use mirrors. It may seem like only a minor detail, but I really think it would be another good step in the mod maintaining its way of doing things a bit differently. The interface itself is actually very intuitive and easy to get the hang of. I had a lot of fun testing it out and throwing around a few spell components you included from my suggestions earlier. Now I'm curious how the exploration research system will expand the selection over time. Is that one of the reasons for the new dungeon? That thing looks huge!
If regular is Vanilla then what flavor is your Minecraft?
Firstly, I completely agree that the altar needs to be renamed and remodeled. Secondly, I'm still a bit uncertain of the specifics of the component unlock system (maybe you have a suggestion?) but currently Tagii and I want to build dungeons in which specific spell components are discovered. The large circle that Tagii posted a picture of is the dungeon where the player will unlock the first couple of components (Or at least that's what's planned right now).
That should be the link to part 1!
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The ones already present when you first tinker your spells are things that the player has already been guided to do or are assumed to have done over the course of exploring with Afraid of the Dark. In fact primarily Overworld actions with some materials you'd otherwise go dimension hopping for being provided for along the way. New components should be in places you haven't needed to go yet like the oceans, dry biomes, and the Vanilla dimensions beyond the Overworld. As for how to do the unlocking itself I was thinking Research Scrolls with a slight twist. Instead of just adding an entire new entry it also expands the existing one on spellcasting to describe what the new components (and existing ones) do. Here's my idea for a new ocean structure to search for.
Exploration entry:
The Ocean Ruin. A few broken buildings and spires made from that odd aquatic stone known as Prismarine and its relatives. Unlike the Ocean Monuments likewise defended by the Guardians there is no lighting included here, so a few Potions of Night Vision (which the Brewing House conveniently provided) are a great boon to any who would salvage here. Instead of spawning naturally the Guardians are produced by ancient devices sealed in Obsidian. Clearly someone wanted to keep something safe. After locating the Chest covered in the ever present Gravel that coats the ocean floor I discover a few precious notes on aquatic magic. I shall have to once again gaze into my own soul to use this however. If I wish be a master of the sea like the creatures I fought to get here I must again journey into my fevered dreams.
Spellcasting entry (component sub-entries):
Delivery method (Tracer Beam). This method of delivery is not quite as expected, but very useful. Instead of lobbing a ball of magic it generates a conductive line of energy for the spell's power to follow. Once locked onto an initial target it will follow flawlessly out to the extreme of its range (about 16 meters). After a short time the beam will conduct the spell's power to the target without any hope of being dodged. Being blocked by something solid in its path will cause it to disengage as will the target scurrying out of range in a panic. While the initial target is the only one it follows any other creature along the line will be affected just as much when it completes. This may come in handy for fighting lines of Zombies and similar situations. Now I know why Guardians seem so confident with their casual attack style.
Effect (Flood). This spell effect seems tame enough at first. It just generates a lot of water sources around wherever it is delivered. This could come in handy when bolstering allies that heavily use water or against enemies that react badly to water. Sealing an enemy in an icy tomb with this is devilishly tempting.
If regular is Vanilla then what flavor is your Minecraft?
Just wondering, why is it that when I try and sign the diary it says "*You expect something to happen... but nothing does." Sorry if this is a noobish question?
Are you 100% sure you signed with your exact registered player name? It's very picky about that. I've never had that problem, but I know how it works.
If regular is Vanilla then what flavor is your Minecraft?
That simply means that you misspelled your username (Everything matters, including caps, ex. DaVid =/= David). Be sure to type in your username exactly as it is in game.