There is not much of a mod progression, but what you will need for most of the items are special Reliquary mob drops. They don't drop extra frequently so you will either need to grind through mobs or look for them in chests in the dungeons or villages. There's also a config option to turn on crafting recipes for these.
The new block - Pedestal - could help with some of the killing.
And forgot to mention that you would want to have JEI / JER to get more info on all of the blocks / items (if you're not reading this on wiki that is)
Yeah, I am not saying that I am not thinking of including a bit of progression, but want to think this through well before I make the change.
Definitely would like to include less powerful versions of the items that would help in earlier game and would allow the player to upgrade these to do more as they progress.
Just released another version of Reliquary, here's the changelog and download on CurseForge
Changelog:
Added shears pedestal support - shears both shearable entities and blocks
Added Rending Gale pedestal support
- in flight mode gives localized creative flight, costs feathers to maintain
- in push / pull mode pushes / pulls entities, this one runs for free
Updated loot spawn rates so that loot spawns a little more often after seeing that it almost never spawns in big modpacks
Fixed alkahestry recipes to work well with meta data - fixes issues with dyes in both tome of alkahestry and infernal tear
Fixed void tear dupe bug
Fixed hero's medallion tooltip - was displaying part of additional data without shift key pressed
Fixed hero's medallion to allow it to fill from tanks with xp when it is enabled
Fixed positioning of HUD data for all items that use it
I have just released the first version for 1.9. Go get this on CurseForge.
Has all the functionality that the last 1.8.9 release does.
There are still some issues, but these are more cosmetic ones or just some specific use cases in which items/blocks are used. Working on fixing these for next beta or perhaps regular release.
There is a new version of Reliquary for 1.8.9, you can get it on curseforge (link in the description).
The change log:
Added redstone support to pedestal - from now on pedestals DO NEED redstone signal to do anything
- this is to avoid accidents when people use them to display stuff that can do something (like swords accidentaly killing animals)
Multiple enhancement to Harvest Rod
- has multiple modes now - bonemeal, plant seeds (can hold multiple), hoe land
- all of these actions are now area of effect actions in the same radius that it breaks growable stuff
- all of them are triggered by holding right click and unlike breaking are not instant
- the action can be done for a specific single block by just right clicking it
- cycling through modes is the same as with other Reliquary staffs - shift left click
- when activated (with shift right click), it drains plantable stuff from players inventory in addition to bonemeal that it did before
- both bonemeal and seeds can be extracted from rod by right clicking air when not active
1.8.9 Builds from now on will include mc version for consistency with 1.9
Bug fixes
- Fixed baubles integration so coin of fortune works in baubles slot again
- Fixed alkahestry tome limit to allow for nether star duplication (1000 now, was 250 before which is less than 256 for nether star)
New release for 1.9 - no longer in beta. Link to curseforge in the description to get to the downloads.
And following is the changelog (some of it is very similar to 1.8.9 as that stuff got merged in):
Added redstone support to pedestal - from now on pedestals DO NEED redstone signal to do anything
- this is to avoid accidents when people use them to display stuff that can do something (like swords accidentaly killing animals)
Multiple enhancement to Harvest Rod
- has multiple modes now - bonemeal, plant seeds (can hold multiple), hoe land
- all of these actions are now area of effect actions in the same radius that it breaks growable stuff
- all of them are triggered by holding right click and unlike breaking are not instant
- the action can be done for a specific single block by just right clicking it
- cycling through modes is the same as with other Reliquary staffs - shift left click
- when activated (with shift right click), it drains plantable stuff from players inventory in addition to bonemeal that it did before
- both bonemeal and seeds can be extracted from rod by right clicking air when not active
Readded compatibility
- JER - most of the mob drops (the remaining for charged creeper/skeletons require an enhancement in JER or forge)
- Baubles - fortune coin can yet again be placed in baubles slot
- Tinker's construct - support for tinker's weapons placed in pedestal
Bug fixes
- Fixed alkahestry tome limit to allow for nether star duplication (1000 now, was 250 before which is less than 256 for nether star)
- Fixed swords cooldown in pedestal so now swords will actually do the right amount of damage
- Fixed cross of mercy to work well with 1.9 sword cooldown
- Modified length of night vision effect given by Kraken shell to avoid flickering effect
- Fixed removing Reliquary items that have multiple modes from pedestal - previously they would cycle to the next mode on removal
- Fixed Shears of Winter particles for AOE shearing
- Fixed sound of torches placed by Sojourner's staffs
- Fixed ender staff's sound when trying to teleport to a non existent wraith node (one that was removed in the meantime)
There is a new release of Reliquary for 1.8.9. The download as usual on curseforge (link in the description)
These are the changes in this release:
Harvest Rod now works in pedestal
- hoes land in range
- plants plantable stuff from its inventory
- uses bonemeal in its inventory to speed up crops
- breaks crops in range
- range is 4 blocks by default (9x9x9)
Redstone dust and block now have a function in the pedestal
- they both are used to remotely switch on pedestals in range (10 blocks default)
- redstone block permanently switches on the pedestals
- with redstone dust in it checks whether the transmitting pedestal is powered and in that case it switches on the pedestals
Some additional changes:
- Change so that Harvest Rod won't show any plantable or bonemeal used in HUD if the player is in creative
- Change to Harvest rod so that it only breaks melons or pumpkins in AOE (and not their stems) if one of these is the block that was broken first
i know you're not updating the mod for 1.7.10, but if the item is still in the newer releases, how do you equip/wear/use the Twilight Cloak? do you only need it in your inventory for it to work? i can't seem to wear it (in my chest plate slot) and mobs still attack me (but the Nian Zhus do work). thanks in advance!
i figured it out! well, with the help of your issues list... shift+right-click to toggle!
edit: okay i'm not sure if it's working as intended... i had the Nian Zhus still in my inventory... i removed them and all the hostile mobs started attacking me...
Hey, wow, I didn't realize this was here but I endorse it fully. Nice job! I see you got pedestals in.. I had been meaning to do that for quite some time. I'm actually sincerely interested in getting back some traction on some of the mods I've contributed to, and this one isn't forgotten.
I have to apologize for not being prompt and responsive for so long, but I wanted you to know I appreciate you carrying the torch and keeping this mod alive. It means a lot to me that people enjoy my work enough to continue porting my creations to newer versions of Minecraft, even when I'm too lazy, tired, overwhelmed or just plain "beaten" to do it.
Thanks for taking the time, and I look forward to seeing [and hopefully contributing] more in the project.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/15/2011
Posts:
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Adagea
Member Details
After some testing, the Nian Zhus are definitely powerful, and I've disabled them for myself. My first suggestion would be to make them require recharging of some (expensive, not dropped from the mob) sort, make them an active so that they drain while providing the benefit. Sure you have to kill a lot to get them, but once you have them that's an entire division of overworld mobs you can literally ignore or farm (since they ignore you when you attack).
Aside from that, I absolutely adore this mod, and you for bringing it up to date. Thank you so much!
I did have one question, but I'll probably have tested it before I get a response:
Does exp in the medallion affect your handgun? Would it be possible to make it so if not? Would you think this is a bad idea? (risking your exp to have a stronger gun makes sense, but then you can't really use the two items together efficiently)
I was going to say that it only really cares about up to 20 levels, anything over doesn't matter, but it's true that Hero's medallion can suck all of it and then the gun doesn't fire that rapidly anymore.
I am currently working on a bit of a handgun code rewrite so I may add a bit in there that will consider XP levels in hero's medallion.
Hiya, Thank you for redirecting me to the correct forum thread
Nian Zhu
So been playing around a bit more with the Nian Zhus' and I got some more suggestions if that's alright, for the first part yeah they're a bit too useful and some kind of cost seems like the better way to go, I do like the idea of having them equipable and maybe enchantable, for use with mending maybe?
Cost of durability per mob killed, can be repaired with their item for a 5%-10% durability regain or losing out on exp through the use of a mending enchant, might be a nice option, or maybe upgrade them with a midas stone for a New item that has the glowstone consumption for keeping it's durability up?
One thing though having them all of the Nian Zhus' in the inventory isn't much of a trade-off because of all the mods out there with bag/backpack options more of a annoyance, and feels more of a clutter than "sacrifice".
Hero's Medallion
Love everything about this item!
A few things though that I thought up that might be a nice improvement, (some backstory: I'm playing around with the unstable pack right now and one thing I run into is the lack of using all the fun new enchants and options with enchanting, cause of the max enchant cap of an anvil so..)
Here's my idea, give Hero's Medallion an option to change an anvil using the pedestal or maybe new recipe; Anvil + Hero's Medallion = Hero's Anvil? , that allows you to enchant/repair using a Hero's Medallion from your inventory or a Hero's Medallion placed on a pedestal near it; without the max cap.
Misc
Random thoughts, one thing I was running into sometimes, was rarely getting that last piece of mob drop from a bat or maybe a slime pearl, even with a looting lvl 3 on my sword, so I was thinking maybe tie in a greater benefit with looting enchant when it's on items/weapons from reliquary to further push the lucrative options of using reliquary's arsenal of other mods.
Have not gotten into the potions part of the mod yet, but they look really interesting, just gotta say I'm one of those "numbers guy" so I'd really love it if there's some more in-depth info on how it all breaks down, I'd love to just theorycraft myself the best potions, and then kick my friend's ass with my fist cause I just made the "Going to War" potion of Doom, (Needs to be name-able with a nametag, and maybe an option to shortcut to recreating that potion if it's named? )
Anyways sorry for the long read of randomness, and keep up the good work!
Nian Zhus - I will be changing these to drain durability when a mob is killed by the player and yes they will be repairable with the special drops. I don't think I will make them enchantable with mending (actually may need to prevent them from being enchantable with that), the reason is that xp is actually kind of cheap vs how involved the special drops are. And yes an item that will allow storing more of these is in plan. Just need to flesh out the details of how player will see how much durability the nian zhus in this inventory have remaining.
Not so keen on the idea of anvil that would lift the cap on enchanting. Are you sure that you are using the enchants correctly? I mean since 1.8 every time you combine books or add stuff to items it makes every additional combination more expensive. So something like combining protection I's into Protection IV may not even be possible. And even if the special anvil would lift the cap you would be seeing some ridiculous costs if you do that - like spend 100 level in addition to some diamonds to repair your pick and it's going to be even more the next time you want to repair.
Having more drops drop with Reliquary items is an interesting idea. I just feel like Reliquary needs to get some real sword as well if I am going to include something like this.
You can find more info on potions and their in the config file if you're interested and there are some mod options to enable showing more combinations in JEI - just check the mod options in MC for 3 ingredient potions, different duration potions, .... Just be warned that there is a lot of combinations of potions to the point that all other Unstable pack items/blocks can be a fraction of the JEI screens with the rest filled with just potion combinations. And I had some cases where the game wouldn't load when I had all options enabled, which is why the options are there in the first place.
How would the option to recreate the nameable potion work? I mean you need to put ingredients in mortar, get potion essence there, and then use that in cauldron with some other stuff to get the resulting potions. So even if you had named potion in hand you wouldn't be able to just easily recreate it. Potentially I could add info on what ingredients it was made of, but would need to do some thinking on that.
There is not much of a mod progression, but what you will need for most of the items are special Reliquary mob drops. They don't drop extra frequently so you will either need to grind through mobs or look for them in chests in the dungeons or villages. There's also a config option to turn on crafting recipes for these.
The new block - Pedestal - could help with some of the killing.
And forgot to mention that you would want to have JEI / JER to get more info on all of the blocks / items (if you're not reading this on wiki that is)
Yeah, I am not saying that I am not thinking of including a bit of progression, but want to think this through well before I make the change.
Definitely would like to include less powerful versions of the items that would help in earlier game and would allow the player to upgrade these to do more as they progress.
Just released another version of Reliquary, here's the changelog and download on CurseForge
Changelog:
Added shears pedestal support - shears both shearable entities and blocks
Added Rending Gale pedestal support
- in flight mode gives localized creative flight, costs feathers to maintain
- in push / pull mode pushes / pulls entities, this one runs for free
Updated loot spawn rates so that loot spawns a little more often after seeing that it almost never spawns in big modpacks
Fixed alkahestry recipes to work well with meta data - fixes issues with dyes in both tome of alkahestry and infernal tear
Fixed void tear dupe bug
Fixed hero's medallion tooltip - was displaying part of additional data without shift key pressed
Fixed hero's medallion to allow it to fill from tanks with xp when it is enabled
Fixed positioning of HUD data for all items that use it
I have just released the first version for 1.9. Go get this on CurseForge.
Has all the functionality that the last 1.8.9 release does.
There are still some issues, but these are more cosmetic ones or just some specific use cases in which items/blocks are used. Working on fixing these for next beta or perhaps regular release.
Yes! Lillypads of fertility here I come!
The change log:
Added redstone support to pedestal - from now on pedestals DO NEED redstone signal to do anything
- this is to avoid accidents when people use them to display stuff that can do something (like swords accidentaly killing animals)
Multiple enhancement to Harvest Rod
- has multiple modes now - bonemeal, plant seeds (can hold multiple), hoe land
- all of these actions are now area of effect actions in the same radius that it breaks growable stuff
- all of them are triggered by holding right click and unlike breaking are not instant
- the action can be done for a specific single block by just right clicking it
- cycling through modes is the same as with other Reliquary staffs - shift left click
- when activated (with shift right click), it drains plantable stuff from players inventory in addition to bonemeal that it did before
- both bonemeal and seeds can be extracted from rod by right clicking air when not active
1.8.9 Builds from now on will include mc version for consistency with 1.9
Bug fixes
- Fixed baubles integration so coin of fortune works in baubles slot again
- Fixed alkahestry tome limit to allow for nether star duplication (1000 now, was 250 before which is less than 256 for nether star)
New release for 1.9 - no longer in beta. Link to curseforge in the description to get to the downloads.
And following is the changelog (some of it is very similar to 1.8.9 as that stuff got merged in):
Added redstone support to pedestal - from now on pedestals DO NEED redstone signal to do anything
- this is to avoid accidents when people use them to display stuff that can do something (like swords accidentaly killing animals)
Multiple enhancement to Harvest Rod
- has multiple modes now - bonemeal, plant seeds (can hold multiple), hoe land
- all of these actions are now area of effect actions in the same radius that it breaks growable stuff
- all of them are triggered by holding right click and unlike breaking are not instant
- the action can be done for a specific single block by just right clicking it
- cycling through modes is the same as with other Reliquary staffs - shift left click
- when activated (with shift right click), it drains plantable stuff from players inventory in addition to bonemeal that it did before
- both bonemeal and seeds can be extracted from rod by right clicking air when not active
Readded compatibility
- JER - most of the mob drops (the remaining for charged creeper/skeletons require an enhancement in JER or forge)
- Baubles - fortune coin can yet again be placed in baubles slot
- Tinker's construct - support for tinker's weapons placed in pedestal
Bug fixes
- Fixed alkahestry tome limit to allow for nether star duplication (1000 now, was 250 before which is less than 256 for nether star)
- Fixed swords cooldown in pedestal so now swords will actually do the right amount of damage
- Fixed cross of mercy to work well with 1.9 sword cooldown
- Modified length of night vision effect given by Kraken shell to avoid flickering effect
- Fixed removing Reliquary items that have multiple modes from pedestal - previously they would cycle to the next mode on removal
- Fixed Shears of Winter particles for AOE shearing
- Fixed sound of torches placed by Sojourner's staffs
- Fixed ender staff's sound when trying to teleport to a non existent wraith node (one that was removed in the meantime)
There is a new release of Reliquary for 1.8.9. The download as usual on curseforge (link in the description)
These are the changes in this release:
Harvest Rod now works in pedestal
- hoes land in range
- plants plantable stuff from its inventory
- uses bonemeal in its inventory to speed up crops
- breaks crops in range
- range is 4 blocks by default (9x9x9)
Redstone dust and block now have a function in the pedestal
- they both are used to remotely switch on pedestals in range (10 blocks default)
- redstone block permanently switches on the pedestals
- with redstone dust in it checks whether the transmitting pedestal is powered and in that case it switches on the pedestals
Some additional changes:
- Change so that Harvest Rod won't show any plantable or bonemeal used in HUD if the player is in creative
- Change to Harvest rod so that it only breaks melons or pumpkins in AOE (and not their stems) if one of these is the block that was broken first
i know you're not updating the mod for 1.7.10, but if the item is still in the newer releases, how do you equip/wear/use the Twilight Cloak? do you only need it in your inventory for it to work? i can't seem to wear it (in my chest plate slot) and mobs still attack me (but the Nian Zhus do work). thanks in advance!
i figured it out! well, with the help of your issues list... shift+right-click to toggle!
edit: okay i'm not sure if it's working as intended... i had the Nian Zhus still in my inventory... i removed them and all the hostile mobs started attacking me...
Are you using the cloak in the dark? The light level needs to be below certain level - by default 4 or less.
yes, i was, but i wasn't paying attention to the light level... so they're supposed to ignore me when the light level is 4 or less?
correct
thanks, it works! i also changed the config to 15 so they can ignore me all the time!
Hey, wow, I didn't realize this was here but I endorse it fully. Nice job! I see you got pedestals in.. I had been meaning to do that for quite some time. I'm actually sincerely interested in getting back some traction on some of the mods I've contributed to, and this one isn't forgotten.
I have to apologize for not being prompt and responsive for so long, but I wanted you to know I appreciate you carrying the torch and keeping this mod alive. It means a lot to me that people enjoy my work enough to continue porting my creations to newer versions of Minecraft, even when I'm too lazy, tired, overwhelmed or just plain "beaten" to do it.
Thanks for taking the time, and I look forward to seeing [and hopefully contributing] more in the project.
Edit: PS, nice name "P3pp3rF1y" ;D
After some testing, the Nian Zhus are definitely powerful, and I've disabled them for myself. My first suggestion would be to make them require recharging of some (expensive, not dropped from the mob) sort, make them an active so that they drain while providing the benefit. Sure you have to kill a lot to get them, but once you have them that's an entire division of overworld mobs you can literally ignore or farm (since they ignore you when you attack).
Aside from that, I absolutely adore this mod, and you for bringing it up to date. Thank you so much!
I did have one question, but I'll probably have tested it before I get a response:
Does exp in the medallion affect your handgun? Would it be possible to make it so if not? Would you think this is a bad idea? (risking your exp to have a stronger gun makes sense, but then you can't really use the two items together efficiently)
Currently handgun only cares about XP on player.
I was going to say that it only really cares about up to 20 levels, anything over doesn't matter, but it's true that Hero's medallion can suck all of it and then the gun doesn't fire that rapidly anymore.
I am currently working on a bit of a handgun code rewrite so I may add a bit in there that will consider XP levels in hero's medallion.
I have released a new version of Reliquary earlier today that include's new Hunter's handgun by Wiiv
There are quite a few tweaks done to it in addition to the new model that hopefully people will enjoy.
A sneak peak of the handgun.
That looks pretty cool I'll check out the new stuff on a new world really quick~
Hiya, Thank you for redirecting me to the correct forum thread
Nian Zhu
So been playing around a bit more with the Nian Zhus' and I got some more suggestions if that's alright, for the first part yeah they're a bit too useful and some kind of cost seems like the better way to go, I do like the idea of having them equipable and maybe enchantable, for use with mending maybe?
Cost of durability per mob killed, can be repaired with their item for a 5%-10% durability regain or losing out on exp through the use of a mending enchant, might be a nice option, or maybe upgrade them with a midas stone for a New item that has the glowstone consumption for keeping it's durability up?
One thing though having them all of the Nian Zhus' in the inventory isn't much of a trade-off because of all the mods out there with bag/backpack options more of a annoyance, and feels more of a clutter than "sacrifice".
Hero's Medallion
Love everything about this item!
A few things though that I thought up that might be a nice improvement, (some backstory: I'm playing around with the unstable pack right now and one thing I run into is the lack of using all the fun new enchants and options with enchanting, cause of the max enchant cap of an anvil so..)
Here's my idea, give Hero's Medallion an option to change an anvil using the pedestal or maybe new recipe; Anvil + Hero's Medallion = Hero's Anvil? , that allows you to enchant/repair using a Hero's Medallion from your inventory or a Hero's Medallion placed on a pedestal near it; without the max cap.
Misc
Random thoughts, one thing I was running into sometimes, was rarely getting that last piece of mob drop from a bat or maybe a slime pearl, even with a looting lvl 3 on my sword, so I was thinking maybe tie in a greater benefit with looting enchant when it's on items/weapons from reliquary to further push the lucrative options of using reliquary's arsenal of other mods.
Have not gotten into the potions part of the mod yet, but they look really interesting, just gotta say I'm one of those "numbers guy" so I'd really love it if there's some more in-depth info on how it all breaks down, I'd love to just theorycraft myself the best potions, and then kick my friend's ass with my fist cause I just made the "Going to War" potion of Doom, (Needs to be name-able with a nametag, and maybe an option to shortcut to recreating that potion if it's named? )
Anyways sorry for the long read of randomness, and keep up the good work!
Thanks for the thoughts and sorry for late reply.
Nian Zhus - I will be changing these to drain durability when a mob is killed by the player and yes they will be repairable with the special drops. I don't think I will make them enchantable with mending (actually may need to prevent them from being enchantable with that), the reason is that xp is actually kind of cheap vs how involved the special drops are. And yes an item that will allow storing more of these is in plan. Just need to flesh out the details of how player will see how much durability the nian zhus in this inventory have remaining.
Not so keen on the idea of anvil that would lift the cap on enchanting. Are you sure that you are using the enchants correctly? I mean since 1.8 every time you combine books or add stuff to items it makes every additional combination more expensive. So something like combining protection I's into Protection IV may not even be possible. And even if the special anvil would lift the cap you would be seeing some ridiculous costs if you do that - like spend 100 level in addition to some diamonds to repair your pick and it's going to be even more the next time you want to repair.
Having more drops drop with Reliquary items is an interesting idea. I just feel like Reliquary needs to get some real sword as well if I am going to include something like this.
You can find more info on potions and their in the config file if you're interested and there are some mod options to enable showing more combinations in JEI - just check the mod options in MC for 3 ingredient potions, different duration potions, .... Just be warned that there is a lot of combinations of potions to the point that all other Unstable pack items/blocks can be a fraction of the JEI screens with the rest filled with just potion combinations. And I had some cases where the game wouldn't load when I had all options enabled, which is why the options are there in the first place.
How would the option to recreate the nameable potion work? I mean you need to put ingredients in mortar, get potion essence there, and then use that in cauldron with some other stuff to get the resulting potions. So even if you had named potion in hand you wouldn't be able to just easily recreate it. Potentially I could add info on what ingredients it was made of, but would need to do some thinking on that.