I'm usually not one for the "Get your Mob Drops and items in these steps" kinda mods, but this one doesn't even sound easy. Well, I guess the process is simple, but it does require some work. So, call me interested!^^ Might download this one after all the mods I want for my playthrough are updated as well
Well, rotten flesh and slime become very easy to get, but the good stuff like pearls and blaze dust... Yeah; work is required. Either "some work", to make one, or "quite a lot of work" to make a production setup. Because, like, it should take some doing, I think.
In large part, I wanted a mod that had the kind of "laboratory action" that Project E has, or that you get in Thaumcraft, but which used vanilla furnaces and crafting, and fed back into vanilla brewing and enchanting rather than replacing it outright.
(Plus, the idea of "colonize and terraform a peaceful floating rock" is one I enjoy. I don't want a fully peaceful game, but it's nice to have a side place I can go where I can just relax and make nice things and not worry about defending, right there in my main game; therefore the Nowhere).
I'm a tabletop RPG designer, most of the time, rather than one for video games. So I don't see any reason to look down my nose at a handy tool like that (though apparently many people do).
This is a pretty interesting mod. I'll enjoy seeing this mod develop. To help with improving the mod, I suggest asking some of the more experienced mod makers for some tips or help or something like that.
This is a pretty interesting mod. I'll enjoy seeing this mod develop. To help with improving the mod, I suggest asking some of the more experienced mod makers for some tips or help or something like that.
I already have a plan to expand!
The plan is odd, though - I'm working up a "sister" mod to this one, with powerhouse gems you can craft from nether stars, as well as skeleton and creeper spawn eggs, and a way to call down lightning.
The idea for that progression being:
0. Make slime in quantity, use to craft spawn eggs for skeletons and creepers.
1. Use skelly spawn egg in nether, get wither skelly.
2. Kill those Wither skellies in masses. OR spawn creeper and hit it with lightning, get charged creeper, kill wither skelly with creeper.
3. Either way, collect wither skulls (either by grinding a lot of skellies or blowing up a very few charged creeps).
4. Use skulls to spawn withers; kill to get stars
5. Craft outrageous treasure.
...Which is kind of a "second branch" for the same "massive slime piles" trick that this mod starts with. If this is the laboratory side, that'll be the killing room / arena side.
The plan is odd, though - I'm working up a "sister" mod to this one, with powerhouse gems you can craft from nether stars, as well as skeleton and creeper spawn eggs, and a way to call down lightning.
The idea for that progression being:
0. Make slime in quantity, use to craft spawn eggs for skeletons and creepers.
1. Use skelly spawn egg in nether, get wither skelly.
2. Kill those Wither skellies in masses. OR spawn creeper and hit it with lightning, get charged creeper, kill wither skelly with creeper.
3. Either way, collect wither skulls (either by grinding a lot of skellies or blowing up a very few charged creeps).
4. Use skulls to spawn withers; kill to get stars
5. Craft outrageous treasure.
...Which is kind of a "second branch" for the same "massive slime piles" trick that this mod starts with. If this is the laboratory side, that'll be the killing room / arena side.
Cool, well could you also make a config file so that we can make adjustments to the functions of the mod like choosing wether or not beds explode in Nowhere. <--- Do that. It's nice to have your very own dimension to call home.
Cool, well could you also make a config file so that we can make adjustments to the functions of the mod like choosing wether or not beds explode in Nowhere. <--- Do that. It's nice to have your very own dimension to call home.
Oh! And Good luck!
Yeah, making Nowhere a better place to live is on my list. In a creative mode test, I actually built a little village on Nowhere (villager spawn eggs are in the slime section, after all) just to mess around with that idea.
I really should dig into sleeping / respawning there, and see how well I can make that run.
These items all have a space missing in their name. "InfernoWand","BlazingBale","AshSmith","CinderSmith","LavaSmith."
You can probably fix it in MCreator, which is slower, or you could just edit the EN_US lang file when you export the mod, which is easier.
Glad to see a fellow MCreator modder. I tried uploading a mod to their site but uh...it's cancer. Anyway, knowing MCreator's capabilities (and lack thereof) I have a few ideas for you:
Give the wands more uses. Right now, they exist literally only to create cheaper bales. Make them do stuff. For example, make the Blaze Wand spawn fire when you click at the cost of consuming a Blaze Bale in your inventory. Make the Inferno Wand do the same but for lava. You get the picture.
The portal to Nowhere? Those particles are horrible. I know there's not many options, but since the portal uses the default water texture, changing them to water droplets or bubbles would look a lot better.
As for Nowhere itself, maybe you could have structures spawn? Stone pillars or arches or something? That would look really cool. Nowhere reminds me of the moon.
Do yourself a favor and make a creative tab for the mod. It makes organization a lot easier in the long run. I've made that mistake before.
Also pertaining to particles, change the Inferno Bale's particles from clouds to the flames emitted by torches and furnaces.
The nowhere crystal has literally no use aside from activating the portal. Perhaps you could create further items/blocks/relics that are crafted with it?
You might give slime more use in this mod aside from creating more slime. I understand you have plans for that, though.
Overall, it's a good mod. Needs some more content imo, but otherwise, it's good.
1. These items all have a space missing in their name. "InfernoWand","BlazingBale","AshSmith","CinderSmith","LavaSmith."
You can probably fix it in MCreator, which is slower, or you could just edit the EN_US lang file when you export the mod, which is easier.
2. Glad to see a fellow MCreator modder. I tried uploading a mod to their site but uh...it's cancer. Anyway, knowing MCreator's capabilities (and lack thereof) I have a few ideas for you:
3. Give the wands more uses. Right now, they exist literally only to create cheaper bales. Make them do stuff. For example, make the Blaze Wand spawn fire when you click at the cost of consuming a Blaze Bale in your inventory. Make the Inferno Wand do the same but for lava. You get the picture.
4. The portal to Nowhere? Those particles are horrible. I know there's not many options, but since the portal uses the default water texture, changing them to water droplets or bubbles would look a lot better.
5. As for Nowhere itself, maybe you could have structures spawn? Stone pillars or arches or something? That would look really cool. Nowhere reminds me of the moon.
6. Do yourself a favor and make a creative tab for the mod. It makes organization a lot easier in the long run. I've made that mistake before.
7. Also pertaining to particles, change the Inferno Bale's particles from clouds to the flames emitted by torches and furnaces.
8. The nowhere crystal has literally no use aside from activating the portal. Perhaps you could create further items/blocks/relics that are crafted with it?
9. You might give slime more use in this mod aside from creating more slime. I understand you have plans for that, though.
10. Overall, it's a good mod. Needs some more content imo, but otherwise, it's good.
1. Yup! Have those fixed in my files now; they'll be right in the update I'm working on.
2. Agreed. Their site is.... Not good.
3. So, what I've been testing and trying to make work with the wands is this: When you right-click with one, it scans your inventory for some kind of positive potion. If you have that potion, the wand removes one of it and gives you the effect, plus some other bonus (or improves the potion effect). I'm still not that good at stack effects, but I'll get some version of it working nice and smooth, I think.
4. Also agreed. Will tinker.
5. I've toyed around with this, and I kind of want to add nether-style obelisks made of crystallized slime, and topped with... Something that you can use to make music disks. Nowhere: A side quest for music.
6. Ahead of you on this one. Did that, for next update. Can't get the Nowhere key to go into the tab, but everything else is in there now.
7. Hmm. Maybe... Will tinker, again.
8. Good call. I've just added "Use it like cinder wand, but to craft crystal slime". I'll keep an eye out for other potentially good places to use it.
9. Yeah, I'm going to be adding the hostile mob eggs for starters, and I've been playing with a lightning attractor that needs redstone and crystallized slime. Slime is going to be one of my building blocks for future weird crap.
10. Thanks! There's more content in the offing - not so much that this is going to ever really be a monster-sized mod, but I do want to round out everything I've done, and extend it out a bit further.
Actually, you can. Source code editing is a powerful thing. I understand you're not a programmer, however. What you need to do is this:
Open the Nowhere Crystal's source code
Use the Find feature to find where it lists the creative tab.
Open the source code to a different object in your mod
Find where its creative tab is
Copy the creative tab name to the creative tab part of the Nowhere Crystal's code
Hit "Save and recompile" on the Nowhere Crystal and close all code viewers
I suspect I'll eventually start getting into a little coding at some point for this, for sure. Just... Not quite yet.
(My programming experience to date is, not actually kidding, primarily from the "10 PRINT 'HELLO'", "20 GOTO 10" age, with a little added use of Skript for Bukkit thrown in.)
...
EDIT: Apparently I lied. Went hunting in the code, just to see if this would actually be hard at all. Found this in the other stuff:
block.setCreativeTab(mcreator_ashTab.tab);
...but there's no similar line to set the Nowhere Key to a specific tab that I could find. So I'm not sure where I'd paste that in.
Also, I've got the wands doing (bug-free) this, in testing:
When you click in the air, they check if you have an elixir of fire (an item I made just for testing this). If you do, they consume one elixir, and then give you both fire resistance and resistance 1 (and play the fire charge sound, just so you know it worked). The cinder wand does this for 3 minutes, the blaze wand for 5 minutes, the inferno wand for 10 minutes.
The elixir of fire itself is just a fire resist potion shapelessly crafted with a wand. It stacks up to 64, and can give you fire resistance plus sate some hunger all by itself, but drinking time is required (and you have to be hungry; it counts as food). I'm debating whether or not I want to keep that and have it be my "fuel for instant magic", which will likely include also making it ammo for fireball-throwing later. It's an odd duck, for sure. But I don't want to give a potion effect without the potion being involved, and I do want a universal fuel, soooooo....
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(My programming experience to date is, not actually kidding, primarily from the "10 PRINT 'HELLO'", "20 GOTO 10" age, with a little added use of Skript for Bukkit thrown in.)
Wow. I remember BASIC. I made a survival game on my calculator in BASIC.
As for the elixir of fire, since your mod is sort of based around fire, what with all of this ash and infernos and such, you could simply have it act as "mana" for casting spells or what-have-you, like igniting fire, giving buffs, or striking lightning. If you do that, you might change the name, since "elixir of fire" sounds like a potion and not a casting enabler. "Distilled Flame" or "Burning Essence" might work.
Wands now have an actual right-click ability, using bottled flame, which has been added.
Added Lightning Attractor.
Removed Most Particles
Added creative tab; almost everything is now in it.
Documentation now primarily on Curseforge; updated, added a section of notes at the end about important things in vanilla minecraft that the mod interacts with usefully.
As for the elixir of fire, since your mod is sort of based around fire, what with all of this ash and infernos and such, you could simply have it act as "mana" for casting spells or what-have-you, like igniting fire, giving buffs, or striking lightning. If you do that, you might change the name, since "elixir of fire" sounds like a potion and not a casting enabler. "Distilled Flame" or "Burning Essence" might work.
Yeah; I went with "bottled flame". Which is currently only for the wands, but I think it'll expand up as I go on; I feel like I almost need to put in fireball-flinging at some point, given how much of the mod is about fire and ash already.
Currently, playing with MCedit to get a couple of nice schematics for Nowhere, and building some magic gems you can make from music discs (plus potions and inferno bales).
That second one, I'm doing because I love the whole "here are the tools to get music discs, and heads, and spawn the wither, still shuffling mod content into vanilla like a deck of cards", and backing up the far end of that equation with "and here's the awesome loot; you make some of it with music discs, and some with heads, and some with nether stars". It makes for a progression where you start out stoking furnaces like crazy, and then expand to monster farming and huge explosions and boss fighting and then...
...Well, whatever comes next. "Jaunt through dimensions on adventures" seems popular, and assuming I can sort out structure spawning, that might be fun.
Smack enemies and light them on fire with wands, teleport with them, and throw fireballs; see docs in the overview.
Since wands now do things that aren't fire resistance, bottled flame was completely rewritten (and now you make it by throwing a blazing bale in the oven). If upgrading, you'll get a missing item error from this when you load your world the first time. Not to worry.
Singing stones are bugfixed and now in fully, though one didn't make the cut (another 'missing item' may appear; also no worry).
Smelt a Nether Star to blacken it, get a powerhouse one-time health boost.
The Overview on Curse has been added to, and should be up-to-date.
I really like your mod, its really cool and it works really well, I have yet to try survival mode with it but with the way I've gotten to mess with it so far i'm sure it'll make a great addition to a modded survival. I made a mod showcase/review on my channel, Its for 1.2 (I'll put an update video out soon.) I really like the mod and good luck with it! Keep up the great work!
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Curse PremiumAnd a couple miscellaneous things I threw in:
http://minecraft.curseforge.com/projects/alchemic-ash
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
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Curse PremiumWell, rotten flesh and slime become very easy to get, but the good stuff like pearls and blaze dust... Yeah; work is required. Either "some work", to make one, or "quite a lot of work" to make a production setup. Because, like, it should take some doing, I think.
In large part, I wanted a mod that had the kind of "laboratory action" that Project E has, or that you get in Thaumcraft, but which used vanilla furnaces and crafting, and fed back into vanilla brewing and enchanting rather than replacing it outright.
(Plus, the idea of "colonize and terraform a peaceful floating rock" is one I enjoy. I don't want a fully peaceful game, but it's nice to have a side place I can go where I can just relax and make nice things and not worry about defending, right there in my main game; therefore the Nowhere).
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
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Curse Premium(Link pointed to slightly outdated file. Fixed)
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
....you made this in MCreator didn't you?
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Curse PremiumSure did!
I'm a tabletop RPG designer, most of the time, rather than one for video games. So I don't see any reason to look down my nose at a handy tool like that (though apparently many people do).
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
This is a pretty interesting mod. I'll enjoy seeing this mod develop. To help with improving the mod, I suggest asking some of the more experienced mod makers for some tips or help or something like that.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
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Curse PremiumI already have a plan to expand!
The plan is odd, though - I'm working up a "sister" mod to this one, with powerhouse gems you can craft from nether stars, as well as skeleton and creeper spawn eggs, and a way to call down lightning.
The idea for that progression being:
0. Make slime in quantity, use to craft spawn eggs for skeletons and creepers.
1. Use skelly spawn egg in nether, get wither skelly.
2. Kill those Wither skellies in masses. OR spawn creeper and hit it with lightning, get charged creeper, kill wither skelly with creeper.
3. Either way, collect wither skulls (either by grinding a lot of skellies or blowing up a very few charged creeps).
4. Use skulls to spawn withers; kill to get stars
5. Craft outrageous treasure.
...Which is kind of a "second branch" for the same "massive slime piles" trick that this mod starts with. If this is the laboratory side, that'll be the killing room / arena side.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
Cool, well could you also make a config file so that we can make adjustments to the functions of the mod like choosing wether or not beds explode in Nowhere. <--- Do that. It's nice to have your very own dimension to call home.
Oh! And Good luck!
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
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Curse PremiumYeah, making Nowhere a better place to live is on my list. In a creative mode test, I actually built a little village on Nowhere (villager spawn eggs are in the slime section, after all) just to mess around with that idea.
I really should dig into sleeping / respawning there, and see how well I can make that run.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
I found a pretty easily fixed bug.
These items all have a space missing in their name. "InfernoWand","BlazingBale","AshSmith","CinderSmith","LavaSmith."
You can probably fix it in MCreator, which is slower, or you could just edit the EN_US lang file when you export the mod, which is easier.
Glad to see a fellow MCreator modder. I tried uploading a mod to their site but uh...it's cancer. Anyway, knowing MCreator's capabilities (and lack thereof) I have a few ideas for you:
Overall, it's a good mod. Needs some more content imo, but otherwise, it's good.
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Curse Premium(Added numbers to quote)
1. Yup! Have those fixed in my files now; they'll be right in the update I'm working on.
2. Agreed. Their site is.... Not good.
3. So, what I've been testing and trying to make work with the wands is this: When you right-click with one, it scans your inventory for some kind of positive potion. If you have that potion, the wand removes one of it and gives you the effect, plus some other bonus (or improves the potion effect). I'm still not that good at stack effects, but I'll get some version of it working nice and smooth, I think.
4. Also agreed. Will tinker.
5. I've toyed around with this, and I kind of want to add nether-style obelisks made of crystallized slime, and topped with... Something that you can use to make music disks. Nowhere: A side quest for music.
6. Ahead of you on this one. Did that, for next update. Can't get the Nowhere key to go into the tab, but everything else is in there now.
7. Hmm. Maybe... Will tinker, again.
8. Good call. I've just added "Use it like cinder wand, but to craft crystal slime". I'll keep an eye out for other potentially good places to use it.
9. Yeah, I'm going to be adding the hostile mob eggs for starters, and I've been playing with a lightning attractor that needs redstone and crystallized slime. Slime is going to be one of my building blocks for future weird crap.
10. Thanks! There's more content in the offing - not so much that this is going to ever really be a monster-sized mod, but I do want to round out everything I've done, and extend it out a bit further.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
Actually, you can. Source code editing is a powerful thing. I understand you're not a programmer, however. What you need to do is this:
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Curse PremiumI suspect I'll eventually start getting into a little coding at some point for this, for sure. Just... Not quite yet.
(My programming experience to date is, not actually kidding, primarily from the "10 PRINT 'HELLO'", "20 GOTO 10" age, with a little added use of Skript for Bukkit thrown in.)
...
EDIT: Apparently I lied. Went hunting in the code, just to see if this would actually be hard at all. Found this in the other stuff:
block.setCreativeTab(mcreator_ashTab.tab);
...but there's no similar line to set the Nowhere Key to a specific tab that I could find. So I'm not sure where I'd paste that in.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
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Curse PremiumAlso, I've got the wands doing (bug-free) this, in testing:
When you click in the air, they check if you have an elixir of fire (an item I made just for testing this). If you do, they consume one elixir, and then give you both fire resistance and resistance 1 (and play the fire charge sound, just so you know it worked). The cinder wand does this for 3 minutes, the blaze wand for 5 minutes, the inferno wand for 10 minutes.
The elixir of fire itself is just a fire resist potion shapelessly crafted with a wand. It stacks up to 64, and can give you fire resistance plus sate some hunger all by itself, but drinking time is required (and you have to be hungry; it counts as food). I'm debating whether or not I want to keep that and have it be my "fuel for instant magic", which will likely include also making it ammo for fireball-throwing later. It's an odd duck, for sure. But I don't want to give a potion effect without the potion being involved, and I do want a universal fuel, soooooo....
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
Wow. I remember BASIC. I made a survival game on my calculator in BASIC.
As for the elixir of fire, since your mod is sort of based around fire, what with all of this ash and infernos and such, you could simply have it act as "mana" for casting spells or what-have-you, like igniting fire, giving buffs, or striking lightning. If you do that, you might change the name, since "elixir of fire" sounds like a potion and not a casting enabler. "Distilled Flame" or "Burning Essence" might work.
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Curse PremiumUPDATED!
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
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Curse PremiumYeah; I went with "bottled flame". Which is currently only for the wands, but I think it'll expand up as I go on; I feel like I almost need to put in fireball-flinging at some point, given how much of the mod is about fire and ash already.
Currently, playing with MCedit to get a couple of nice schematics for Nowhere, and building some magic gems you can make from music discs (plus potions and inferno bales).
That second one, I'm doing because I love the whole "here are the tools to get music discs, and heads, and spawn the wither, still shuffling mod content into vanilla like a deck of cards", and backing up the far end of that equation with "and here's the awesome loot; you make some of it with music discs, and some with heads, and some with nether stars". It makes for a progression where you start out stoking furnaces like crazy, and then expand to monster farming and huge explosions and boss fighting and then...
...Well, whatever comes next. "Jaunt through dimensions on adventures" seems popular, and assuming I can sort out structure spawning, that might be fun.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
I look forward to seeing what you have planned!
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Curse PremiumUpdated some more.
This is basically the "Magic Item Update".
The Overview on Curse has been added to, and should be up-to-date.
Alchemic Ash is my mod.
It's full of slime and furnaces and fireballs and magic gems and explosions and lightning.
I really like your mod, its really cool and it works really well, I have yet to try survival mode with it but with the way I've gotten to mess with it so far i'm sure it'll make a great addition to a modded survival. I made a mod showcase/review on my channel, Its for 1.2 (I'll put an update video out soon.) I really like the mod and good luck with it! Keep up the great work!