Ever want to mine in style? Want a new drug that doesn't make you feel three feet thick?
This mod doesn't do any of those things. But it does add rings!
Yes, that's right - craftable, equippable rings. But there's more - these rings have effects on the player.
All graphics (except for the coral and the new slots) are courtesy of that man among men (or woman among women as the case may be) Captain Crazy! [I'm just assuming you're a dude.]
So what's in the stash?!
Lucky Ring - The Gold (plain) ring. Might make valuable things easier to find. Also, can be combined with stones and coral fragments to make the following rings.
Diver's Ring - The Coral (pink) ring: Breathe like a whale, dig like an otter.
Ranger's Ring - The Peridot (green) ring: Makes you quick.
Netherwalker's Ring - The Obsidian (black) ring: Stops you from burning.
Immortal's Ring - The Diamond (cyan) ring: Defends you from attack.
Dwarf's Ring - The Sapphire (blue) ring: Dig and cut like an industrious dwarf.
Ogre's Ring - The Amethyst (purple) ring: Make your foes really hurt, even with your bare hands.
Lover's Ring - The Ruby (red) ring: Have a bigger heart(s), heal your wounds with a little time.
Where do we find these auspicious bits of value?
Diamonds and Obsidian may be mined at your leisure.
Amethysts, Peridots, Sapphires and Rubies are found in ordinary smoothstone, a lucky person finds more, and so does one who digs deeper. Gold tools are lucky too! Auspicious!
Coral is found occasionally in sand. Mining sand with a shovel is enforced! Sorry pick-diggers!
Making rings is simple.
[]
[] [] []
[]
Makes sixteen little bitty jeweler's ingots . Nice!
[]
(where the gold bars are jeweler's ingots)
Makes a Gold Ring! Very fortunate for you!
Now place a gem on a gold ring and voila! You set the stone in the setting.
You will also notice you have two new slots! I swear, no human growth hormone was used in their production. Also, we do not employ radioactive substances.
These slots will only hold rings (or in the future any other 'relics' (for the Final Fantasy 6 fans) or accessories.) Some rings do not stack, others do. Having two different rings on is your best bet, but some will have additive effects. I have not fully tested the results of combining all ring effects so do so at your leisure/utmost risk.
Gold rings alone are unbreakable. Other rings will take damage according to their effect, and those which aid you in combat will most likely be damaged when you are hurt. Others will drain their power to assist you. Some simply are a free ride, but will break if you get hurt too much.
Requires Risagumi's Modified Modloader for Minecraft Alpha 1.2.6.
Unzip the zip file to a folder.
Open up bin/minecraft.jar with a program like winrar (not with Java!) and use the 'add' function to add all of the files but readme.txt into the jar.
WARNING: BACK UP YOUR MINECRAFT.JAR and SAVES before INSTALLING!
Modifies
ne.class (player inventory gui) -> for slots
fo.class (player inventory) -> for slots and damage buff, and buff handling in general
eb.class (entity player) -> for other buffs except speed
lw.class (entity) -> for speed buff
cn.class (smooth stone) -> for drops
dw.class (sand) -> for drops.
New item ids
2255 - 2268
Conflicts:
probably a few. Works with tallgrass, at least (I had it installed by accident while creating this mod, and they do not modify any common classes.) Assume it doesn't work with anything else initially, and let us all know if you get it working with other mods. If this mod and another mod have the same class in their files, they will likely conflict, or it will disable features in one mod or the other.
Release Notes:
(12/19) V 1.0 Initial Release. May God help our souls. Thank you for waiting!
This seems extremely interesting so I have JUST installed the mod into my game. I will report back in 15-30 minutes with my results.
From what I see now, it seems to be an excellent addition especially the rangers mod because I hate being chased by mobs, now I can just run away :biggrin.gif:
First few things
- Move the new gui slots just under the crafting slots.
- Fix the placement issues of the ring.
- When I died, my game crashed.
- A bit of a performance issue.
Oops, if you downloaded before this post, redownload. I forgot the new inventory graphic. LAWLs
That is something that I noticed right away, I will redo the installation with the new download. My results will be edited in the first reply, thank you.
Oops, if you downloaded before this post, redownload. I forgot the new inventory graphic. LAWLs
That is something that I noticed right away, I will redo the installation with the new download. My results will be edited in the first reply, thank you.
Thank you, sir. It would be odd to have disembodied (SECRET?!?!) ring slots...
There you go my friend, check out my first post with what I have noticed so far. I am getting off minecraft for a bit, but I will check back on here every once and a while to see your progress, and post any more things that I find.
When a bejeweled ring's vitality runs out (i.e. a Lover's ring runs out from getting damaged to much) weren't the ordinary Lucky rings supposed to be intact but with half-health. Or did you not put that in?
---
Things I Want to Make Sure Are Implemented
---
Ring Durability?????
-Degrades like armour?
Also:
Possibly turn the rings into uses with cooldowns? Just seems that some of the rings are overpowered. :3
I guess that's all I have. lawlz
Have you used the mod yet? The only one I think that will be adjusted is the Ruby Ring. The rest will be modifying the rarity of the stones; and perhaps adding other rings.
If you're a person who prides yourself in your minecraft survivalism, this may not be the mod for you. It grants the player special abilities.
Then again, it means that mod creators like Mo can make even more difficult monsters.
When a bejeweled ring's vitality runs out (i.e. a Lover's ring runs out from getting damaged to much) weren't the ordinary Lucky rings supposed to be intact but with half-health. Or did you not put that in?
Well, I don't recall that one, but since I made the gold rings cheaper, I suppose I can cop out :wink.gif:
In any case, that would, ATM mean unlimited gold rings for base. Crafting removes damage levels.
This seems extremely interesting so I have JUST installed the mod into my game. I will report back in 15-30 minutes with my results.
From what I see now, it seems to be an excellent addition especially the rangers mod because I hate being chased by mobs, now I can just run away :biggrin.gif:
First few things
- Move the new gui slots just under the crafting slots.
- Fix the placement issues of the ring.
- When I died, my game crashed.
- A bit of a performance issue.
More to come :biggrin.gif:
1. What do you mean by 'just under the crafting slots'? I placed them where they were because it meant I didn't have to reposition every element in the inventory, but it kept the items connected with the player picture -> indicates they are equipment.
2. I was lazy and only put in 2 out 6 possible formulas for each ring. That will be a bug fix, but I wanted to rush a working version for everyone to try out. Yes, that will be fixed :smile.gif:
3. What crash did you get, i.e. was there a crash report screen? I'm hoping it was a specific one, so I can figure out what to alter. What ring were you wearing at the time, etc?
4. Performance will be greatly improved when effects are embedded in the player as field values and altered on equip/de-equip/break. I may restructure the code at some point if performance is so significantly harmed by my buff-checking routines.
Thanks, everyone. But thank Captain Crazy first, he's the guy who came up with the whole idea!
Man this whole beta thing has me nervous. What's he going to change? And I wonder how a modding API could ever be sufficient?
I'll be taking a break for a few days, I need to write some Oracle stuff and do some work for an old colleague, plus try to prepare for the Christmassing.
Everyone, I'm looking for your input here. Anything is fine, but specifically
1. Things that are wacked out or unbalanced - if you think something really is, please explain why and don't just say so. Different people play the game differently, and if you'll let me know how you play and there are enough people who play that way it might merit a variation mod for that playstyle. But do let me know, since I have had only a very little time to play with the rings myself.
2. Crashes or bugs. Let me know if you were using another mod, or what ring(s) you had equipped when it happened. If it was a crash, a crash report really helps! I suspect that there are some problems still present, but I may not find them without your help.
3. Feature requests, or if you are a modder (Mo, etc.) requests for merged class files are fine as well. Keep in mind that you may not see anything until the new year / I get a handle on the beta version.
4. Feel free to write things in lists like this. I LOVE LISTS.
1. What do you mean by 'just under the crafting slots'? I placed them where they were because it meant I didn't have to reposition every element in the inventory, but it kept the items connected with the player picture -> indicates they are equipment.
2. I was lazy and only put in 2 out 6 possible formulas for each ring. That will be a bug fix, but I wanted to rush a working version for everyone to try out. Yes, that will be fixed :smile.gif:
3. What crash did you get, i.e. was there a crash report screen? I'm hoping it was a specific one, so I can figure out what to alter. What ring were you wearing at the time, etc?
4. Performance will be greatly improved when effects are embedded in the player as field values and altered on equip/de-equip/break. I may restructure the code at some point if performance is so significantly harmed by my buff-checking routines.
1. I meant reposition them beneath the crafting slots for testing purposes to see if it looked any better. I just think having it so close looks a tad weird.
2. Great :biggrin.gif:
3. I got a crash report screen, at this time, I cannot duplicate the screen since Beta came out and the coding is now broken (sort of anyways).
This mod doesn't do any of those things. But it does add rings!
Yes, that's right - craftable, equippable rings. But there's more - these rings have effects on the player.
All graphics (except for the coral and the new slots) are courtesy of that man among men (or woman among women as the case may be) Captain Crazy! [I'm just assuming you're a dude.]
So what's in the stash?!
Lucky Ring - The Gold (plain) ring. Might make valuable things easier to find. Also, can be combined with stones and coral fragments to make the following rings.
Diver's Ring - The Coral (pink) ring: Breathe like a whale, dig like an otter.
Ranger's Ring - The Peridot (green) ring: Makes you quick.
Netherwalker's Ring - The Obsidian (black) ring: Stops you from burning.
Immortal's Ring - The Diamond (cyan) ring: Defends you from attack.
Dwarf's Ring - The Sapphire (blue) ring: Dig and cut like an industrious dwarf.
Ogre's Ring - The Amethyst (purple) ring: Make your foes really hurt, even with your bare hands.
Lover's Ring - The Ruby (red) ring: Have a bigger heart(s), heal your wounds with a little time.
Where do we find these auspicious bits of value?
Diamonds and Obsidian may be mined at your leisure.
Amethysts, Peridots, Sapphires and Rubies are found in ordinary smoothstone, a lucky person finds more, and so does one who digs deeper. Gold tools are lucky too! Auspicious!
Coral is found occasionally in sand. Mining sand with a shovel is enforced! Sorry pick-diggers!
Making rings is simple.
[]
[] [] []
[]
Makes sixteen little bitty jeweler's ingots . Nice!
[]
(where the gold bars are jeweler's ingots)
Makes a Gold Ring! Very fortunate for you!
Now place a gem on a gold ring and voila! You set the stone in the setting.
You will also notice you have two new slots! I swear, no human growth hormone was used in their production. Also, we do not employ radioactive substances.
These slots will only hold rings (or in the future any other 'relics' (for the Final Fantasy 6 fans) or accessories.) Some rings do not stack, others do. Having two different rings on is your best bet, but some will have additive effects. I have not fully tested the results of combining all ring effects so do so at your leisure/utmost risk.
Gold rings alone are unbreakable. Other rings will take damage according to their effect, and those which aid you in combat will most likely be damaged when you are hurt. Others will drain their power to assist you. Some simply are a free ride, but will break if you get hurt too much.
Link to get it:
http://riverc.org/minecraft/mods/BlingCraft_1_0.zip
Technical Information
Requires Risagumi's Modified Modloader for Minecraft Alpha 1.2.6.
Unzip the zip file to a folder.
Open up bin/minecraft.jar with a program like winrar (not with Java!) and use the 'add' function to add all of the files but readme.txt into the jar.
WARNING: BACK UP YOUR MINECRAFT.JAR and SAVES before INSTALLING!
Modifies
ne.class (player inventory gui) -> for slots
fo.class (player inventory) -> for slots and damage buff, and buff handling in general
eb.class (entity player) -> for other buffs except speed
lw.class (entity) -> for speed buff
cn.class (smooth stone) -> for drops
dw.class (sand) -> for drops.
New item ids
2255 - 2268
Conflicts:
probably a few. Works with tallgrass, at least (I had it installed by accident while creating this mod, and they do not modify any common classes.) Assume it doesn't work with anything else initially, and let us all know if you get it working with other mods. If this mod and another mod have the same class in their files, they will likely conflict, or it will disable features in one mod or the other.
Release Notes:
(12/19) V 1.0 Initial Release. May God help our souls. Thank you for waiting!
From what I see now, it seems to be an excellent addition especially the rangers mod because I hate being chased by mobs, now I can just run away :biggrin.gif:
First few things
- Move the new gui slots just under the crafting slots.
- Fix the placement issues of the ring.
- When I died, my game crashed.
- A bit of a performance issue.
More to come :biggrin.gif:
Could you post some pics? That would get you more DLs.
That is something that I noticed right away, I will redo the installation with the new download. My results will be edited in the first reply, thank you.
I was anticipating this in the Request thread.
Can't wait to try it out!
Thank you, sir. It would be odd to have disembodied (SECRET?!?!) ring slots...
Good job so far :biggrin.gif:
Things I Want to Make Sure Are Implemented
---
Ring Durability?????
-Degrades like armour?
Also:
Possibly turn the rings into uses with cooldowns? Just seems that some of the rings are overpowered. :3
I guess that's all I have. lawlz
Have you used the mod yet? The only one I think that will be adjusted is the Ruby Ring. The rest will be modifying the rarity of the stones; and perhaps adding other rings.
If you're a person who prides yourself in your minecraft survivalism, this may not be the mod for you. It grants the player special abilities.
Then again, it means that mod creators like Mo can make even more difficult monsters.
Well, I don't recall that one, but since I made the gold rings cheaper, I suppose I can cop out :wink.gif:
In any case, that would, ATM mean unlimited gold rings for base. Crafting removes damage levels.
1. What do you mean by 'just under the crafting slots'? I placed them where they were because it meant I didn't have to reposition every element in the inventory, but it kept the items connected with the player picture -> indicates they are equipment.
2. I was lazy and only put in 2 out 6 possible formulas for each ring. That will be a bug fix, but I wanted to rush a working version for everyone to try out. Yes, that will be fixed :smile.gif:
3. What crash did you get, i.e. was there a crash report screen? I'm hoping it was a specific one, so I can figure out what to alter. What ring were you wearing at the time, etc?
4. Performance will be greatly improved when effects are embedded in the player as field values and altered on equip/de-equip/break. I may restructure the code at some point if performance is so significantly harmed by my buff-checking routines.
http://getsatisfaction.com/mojang/topic ... onal_books
I hope to get a lot of support for this!
Man this whole beta thing has me nervous. What's he going to change? And I wonder how a modding API could ever be sufficient?
I'll be taking a break for a few days, I need to write some Oracle stuff and do some work for an old colleague, plus try to prepare for the Christmassing.
Everyone, I'm looking for your input here. Anything is fine, but specifically
1. Things that are wacked out or unbalanced - if you think something really is, please explain why and don't just say so. Different people play the game differently, and if you'll let me know how you play and there are enough people who play that way it might merit a variation mod for that playstyle. But do let me know, since I have had only a very little time to play with the rings myself.
2. Crashes or bugs. Let me know if you were using another mod, or what ring(s) you had equipped when it happened. If it was a crash, a crash report really helps! I suspect that there are some problems still present, but I may not find them without your help.
3. Feature requests, or if you are a modder (Mo, etc.) requests for merged class files are fine as well. Keep in mind that you may not see anything until the new year / I get a handle on the beta version.
4. Feel free to write things in lists like this. I LOVE LISTS.
1. I meant reposition them beneath the crafting slots for testing purposes to see if it looked any better. I just think having it so close looks a tad weird.
2. Great :biggrin.gif:
3. I got a crash report screen, at this time, I cannot duplicate the screen since Beta came out and the coding is now broken (sort of anyways).
4. Sounds great, cannot wait.