Thank you! That's a really great showcase, thanks for taking the time to make it. It covers all the key mechanics of the mod and gives a nice taste of some of the spells, without trying to show all of them (which would take ages). Would you mind if I featured it in the OP?
No problem, it's just polite to ask in my opinion. I've just embedded it in the thread, and I'll put it over on curseforge as well to keep things consistent. Thanks again!
What exactly would you be doing, if you don't mind me asking? As long as you're not selling stuff from wizardry, I'll probably be fine with it (this is similar to Minecraft's EULA). Thanks for asking though.
Edit: I seem to have overlooked servers when writing that permissions section, I might add a bit about servers for future.
So I just found this mod and it looks really neat! Being a guy who dabbles in magic mods, my minecraft is pack full of magic related mods (Mostly Thaumcraft with a bunch of add-ons for it and Ars Magica 2). I am wondering though, is this compatible with those mods? Or is it not? I just want to know so that when I go use this, I will be safe knowing that when I use destructive spells to smite my foes, nothing bad will happen or that I could safely scan each block and item to gain their aspects for further thaumcraft research.
There's no active compatibility, that is to say Wizardry doesn't do anything special when Thaumcraft/AM2 is installed. However, Wizardry should be absolutely fine running alongside both of those mods. Seeing as so many people use Thaumcraft, I probably would have heard about any incompatibilities by now, but if you do get a crash or something, let me know on the issue tracker and I will sort it out as soon as I can.
If there was enough interest I could add Thaumcraft aspects to items from Wizardry, or I (or someone else) could write a bridge mod to connect the two...
There's no active compatibility, that is to say Wizardry doesn't do anything special when Thaumcraft/AM2 is installed. However, Wizardry should be absolutely fine running alongside both of those mods. Seeing as so many people use Thaumcraft, I probably would have heard about any incompatibilities by now, but if you do get a crash or something, let me know on the issue tracker and I will sort it out as soon as I can.
If there was enough interest I could add Thaumcraft aspects to items from Wizardry, or I (or someone else) could write a bridge mod to connect the two...
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I found out that the spell books are compatible with Bibliocrafts book shelves and i'm extremely pleased with it lol, Also I was thinking that some sort of a Grimoire would be cool to keep track of all the spells that you've unlocked and maybe it could give you a % of how many spells you've unlocked?
Yeah, Bibliocraft is nice like that, I use it to store my spell books as well - although I'm pretty sure you can add whatever you like to the Bibliocraft bookshelves using its config file.
A while ago I did think of adding a journal-type book which would allow you to view all the spells, but where the ones you hadn't discovered would be blank. Perhaps this would be a neat way of adding a grimoire?
Edit: Just thought, Minecraft already has a statistics page, so I could add stuff to that instead.
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Yeah, that was my thoughts on the grimoire exactly, and yeah I guess the stats page could work too lol.
Also curious if Wind and Water magic planned at all?
Although all the magic has elements, I wanted to stay away from the usual earth, air, fire and water, because various mods have done that before, and it's a bit restrictive in my opinion. The elements in Wizardry are much broader, for example 'Earth' in wizardry refers to everything natural, including air and water-based spells, not just dirt and rocks. Fire is the one exception, because there's enough fire-related content in vanilla Minecraft to make it easy to think up plenty of spells that fit well in the game.
So in other words, yes and no. There are already spells like whirlwind, tornado, flight, glide, leap etc. which are sort of wind based, and bubble and water breathing are water I guess, but all of these come under the wider definition of Earth and I intend to keep it that way. However, I would like to add API hooks to allow add-ons to add their own elements at some point.
By the way, those banners in your signature aren't working right, I think you need to click the [BB] button in the editor before you paste that code in.
Although all the magic has elements, I wanted to stay away from the usual earth, air, fire and water, because various mods have done that before, and it's a bit restrictive in my opinion. The elements in Wizardry are much broader, for example 'Earth' in wizardry refers to everything natural, including air and water-based spells, not just dirt and rocks. Fire is the one exception, because there's enough fire-related content in vanilla Minecraft to make it easy to think up plenty of spells that fit well in the game.
So in other words, yes and no. There are already spells like whirlwind, tornado, flight, glide, leap etc. which are sort of wind based, and bubble and water breathing are water I guess, but all of these come under the wider definition of Earth and I intend to keep it that way. However, I would like to add API hooks to allow add-ons to add their own elements at some point.
By the way, those banners in your signature aren't working right, I think you need to click the [BB] button in the editor before you paste that code in.
Haha, Thank you for the explanation and thanks for helping me with the banners xD, I look forward to future updates of this mod
Your mod works awesomely. I want to know however if there is a way to redo the schools of magic. I want to make the traditional 8 schools of magic. I want to make healing a cleric thing cast from Clerical Censors, charged on a Clerical Alter. I also want to make Earth become Druid spells that use staffs and use some kind of druid alter table. There is nothing wrong with your mod it is just I am looking for a traditional set of magic most my player base is used to.
8 schools:
Abjuration: Shielding magic, some healing
Alteration: Changes physical properties of objects and creatures
Conjuration: Summons (Non-Undead normally) creatures and objects (Like your spectral sword spell)
Divination: True sight of the past, present, and future (Like the sixth sense. Also maybe a spell to look at server logs?)
Evocation: Harnesses raw magic into a powerful force (Like the fire and lightning stuff)
Enchantment: Spells to charm creatures or bestow power upon objects
Illusion: Makes things that aren't real (Invisibility spell and the decoy are good examples)
Necromancy: Already exists in the mod, spot on (My favorite school of magic )
This sounds like a complete rework to me... I don't think any amount of resource packs, configs or tweaks would be able to achieve this, and I'm not about to redo the way my mod works, so here are a couple of suggestions:
- Write an add-on mod that somehow re-organises the spells, and adds some more
- Check out some other mods to put alongside wizardry, perhaps Angel of Vengeance (for your cleric stuff), Blood magic or Witchery.
Discussion continued from other thread, where it was off-topic:
This sounds like a complete rework to me... I don't think any amount of resource packs, configs or tweaks would be able to achieve this, and I'm not about to redo the way my mod works, so here are a couple of suggestions:
- Write an add-on mod that somehow re-organises the spells, and adds some more
- Check out some other mods to put alongside wizardry, perhaps Angel of Vengeance (for your cleric stuff), Blood magic or Witchery.
It is a rework I am willing to do. I just want the means to do so. I would like to ask how you did your magic workbench, wands, and spell binding. I was hoping to make a class that extends spell, but made that spell only bind with a druid table or something. Basically I just need some base code and tips on modifying it.
Angel of Vengeance is too recently made for my server. It supports 1.10.2+ It looked really cool.
Awesome mod! I made a showcase too, check it out!
Thank you! That's a really great showcase, thanks for taking the time to make it. It covers all the key mechanics of the mod and gives a nice taste of some of the spells, without trying to show all of them (which would take ages). Would you mind if I featured it in the OP?
No, of course I don't mind. I'd love for it to be featured there!
I'm glad you like it!
No problem, it's just polite to ask in my opinion. I've just embedded it in the thread, and I'll put it over on curseforge as well to keep things consistent. Thanks again!
What exactly would you be doing, if you don't mind me asking? As long as you're not selling stuff from wizardry, I'll probably be fine with it (this is similar to Minecraft's EULA). Thanks for asking though.
Edit: I seem to have overlooked servers when writing that permissions section, I might add a bit about servers for future.
Pics don't seem to be working. :/
The pictures in the thread, you mean? That's weird, they're working fine for me. Perhaps the forum is just slightly broken for you?
The same pictures are on CurseForge, so you could have a look at them there.
hello there!
So I just found this mod and it looks really neat! Being a guy who dabbles in magic mods, my minecraft is pack full of magic related mods (Mostly Thaumcraft with a bunch of add-ons for it and Ars Magica 2). I am wondering though, is this compatible with those mods? Or is it not? I just want to know so that when I go use this, I will be safe knowing that when I use destructive spells to smite my foes, nothing bad will happen or that I could safely scan each block and item to gain their aspects for further thaumcraft research.
There's no active compatibility, that is to say Wizardry doesn't do anything special when Thaumcraft/AM2 is installed. However, Wizardry should be absolutely fine running alongside both of those mods. Seeing as so many people use Thaumcraft, I probably would have heard about any incompatibilities by now, but if you do get a crash or something, let me know on the issue tracker and I will sort it out as soon as I can.
If there was enough interest I could add Thaumcraft aspects to items from Wizardry, or I (or someone else) could write a bridge mod to connect the two...
Thank you for telling me that!
Would be pretty cool if you could make book cases to store all these spell books, would look cool aesthetically as well.
I found out that the spell books are compatible with Bibliocrafts book shelves and i'm extremely pleased with it lol, Also I was thinking that some sort of a Grimoire would be cool to keep track of all the spells that you've unlocked and maybe it could give you a % of how many spells you've unlocked?
Yeah, Bibliocraft is nice like that, I use it to store my spell books as well - although I'm pretty sure you can add whatever you like to the Bibliocraft bookshelves using its config file.
A while ago I did think of adding a journal-type book which would allow you to view all the spells, but where the ones you hadn't discovered would be blank. Perhaps this would be a neat way of adding a grimoire?
Edit: Just thought, Minecraft already has a statistics page, so I could add stuff to that instead.
Yeah, that was my thoughts on the grimoire exactly, and yeah I guess the stats page could work too lol.
Also curious if Wind and Water magic planned at all?
Although all the magic has elements, I wanted to stay away from the usual earth, air, fire and water, because various mods have done that before, and it's a bit restrictive in my opinion. The elements in Wizardry are much broader, for example 'Earth' in wizardry refers to everything natural, including air and water-based spells, not just dirt and rocks. Fire is the one exception, because there's enough fire-related content in vanilla Minecraft to make it easy to think up plenty of spells that fit well in the game.
So in other words, yes and no. There are already spells like whirlwind, tornado, flight, glide, leap etc. which are sort of wind based, and bubble and water breathing are water I guess, but all of these come under the wider definition of Earth and I intend to keep it that way. However, I would like to add API hooks to allow add-ons to add their own elements at some point.
By the way, those banners in your signature aren't working right, I think you need to click the [BB] button in the editor before you paste that code in.
Haha, Thank you for the explanation and thanks for helping me with the banners xD, I look forward to future updates of this mod
Discussion continued from other thread, where it was off-topic:
This sounds like a complete rework to me... I don't think any amount of resource packs, configs or tweaks would be able to achieve this, and I'm not about to redo the way my mod works, so here are a couple of suggestions:
- Write an add-on mod that somehow re-organises the spells, and adds some more
- Check out some other mods to put alongside wizardry, perhaps Angel of Vengeance (for your cleric stuff), Blood magic or Witchery.
No! Not another cool mod for 1.7.10! Must... restrain... self...
This certainly looks cool. From the previous discussion, maybe you could rename the "earth" element to "nature".
If I seem megalomaniacal, chances are I'm just kidding
You won't have to restrain yourself for too much longer! I'm making good progress on updating to 1.10.2.
I don't think I'll be renaming any elements, but it's easy enough to do with a resource pack, if anyone wants to.
It is a rework I am willing to do. I just want the means to do so. I would like to ask how you did your magic workbench, wands, and spell binding. I was hoping to make a class that extends spell, but made that spell only bind with a druid table or something. Basically I just need some base code and tips on modifying it.
Angel of Vengeance is too recently made for my server. It supports 1.10.2+ It looked really cool.
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