well the plates(as said were going to be added) for dyeable armour, banners and shields. look at mine and blade or asgard shield. (there's going to be some mod conent shared between them)
and adding new slots doesn't seem feasable(it killed battlegear) but 2 handed weaponry was something i was going to consider when i added renderhooks support
that means that we will have some nice banners? ohh and btw there was a 2 handed mod that worked with the "default" inventory like having 2 selection cursor on your hot bar , i think it used something like holding shift and mouse wheel to change between slots (4 the second cursor) and just mouse wheel for the "vanilla" cursor
I took a look at Mine and Blade, which is an awesome mod. Unfortunately, it has been discontinued. I noticed he did say he would release some of the source code; do you think you will use that? I also looked at Asguard Shields but I wasn't a major fan of it.
Well, anyway, you are doing a good job on your own, do what you want to do!
the reason it discontinued is the reason i'm not implementing it(by meaning the additional slots thing)
from the fragments. jade took the shields. and nerdboys continuing the banners(and asgard shield is going to be like battlegear was planned to continue)
that means that we will have some nice banners? ohh and btw there was a 2 handed mod that worked with the "default" inventory like having 2 selection cursor on your hot bar , i think it used something like holding shift and mouse wheel to change between slots (4 the second cursor) and just mouse wheel for the "vanilla" cursor
nah. the banners are still going to a mineAndBlade of some sort
Hey Ap, this really isnt an idea so much as a suggestion. Could you perhaps update your description for the post. I know there are somethings not mentioned and also the existing new features dont all have a description for their purpose. Pictures would be great. Im sorry if im bugging your but having nice descriptions on a post are like planting nice flowers in front of your house. Their both nice. And they both disguise the Serial Killer that waits within.
Hello again! Just a simple request. Your new blocks are nice. But could you perhaps release a couple or very, very strong building materials that are hard to make (not as hard as obsidian to make) and have some nice textures. Its just there is a point in minecraft where you have the best tools that can mine through anything in about a second (ecspecially with strong enchants which are easy to get with your system). I guess the idea is; materials that look nice, that take maybe 20 seconds to mine regardless of the tool used. This way people in people can build bases with defenses that actually matter and people wouldnt simply mine through you walls as if they werent there. Sorry, just an idea. But one that as i understand easy enough to do and fills a gaping hole in the system. I enjoy your mod anyway and thank you if you read this post.
well there's no such thing as "same speed reguardless" but there could be something with hardness between granite and obsidian(the reason granite is soft is because you need a lot of it: as it's purpose are for walls and forts)
but if you have an actual block request(that can both match the physical strength mentioned and fit well with the game)..
Drake: Stunted dragon mob. Hostile. Tameable, several stages of taming, limited flight ability (certain number of wing flaps before flight function becomes glide function). Attacks hostile mobs if facing them while the player is mounted. Unable to breathe fire.
Note: This could possibly be made more challenging to obtain by requiring the player to enter a nest or other spawning point and feed a hatchling something that stops it from maturing fully; then having to get it away from the nest without being pulverised by the parent/siblings.
Elemental imps: Minions. Only spawn with their own element type. Possibly attached to another, larger demon's spawn.
Weapon ideas:
Smoke bomb: Explodes in an obscuring cloud, disorienting enemies (non-source players in the cloud lose control of their character, wander around aimlessly for 3 seconds or until cloud dissipates)
Ballista: Buildable crossbow, 2x3x1. Must be built, loaded/reloaded and fired manually. Load drawback is roughly seven seconds; releasing the right mouse button while reloading damages the ballista. Projectile passes through mobs and cases block damage in a narrow line on impact. Will kill most non-diamond-armoured entities with a single hit.
Flail: Multiple hits on strike (assuming knockback doesn't carry target out of range); effective in narrow spaces.
Blaze wand: Player can throw fireballs by charging the item and releasing. Weak durability.
New armour:
Note: Bonuses would apply only to full item sets where applicable.
Ebon leather: Crafted from ender drake skin. Weaker than iron, stronger than leather. No sprinting penalty.
Fire plate: Crafted from fire dragon scales. Sets enemies who strike the wearer on fire.
Gossamer boots: Player makes no noise when moving. No armour value.
Ice plate: Crafted from ice dragon scales. Slows enemies in close proximity.
Furniture:
- Chandelier: Extremely large light radius, capable of lighting large rooms alone.
Special Materials:
- Monster drops
- Crystal: Mineable 'plant' that grows incredibly slowly in caves. Very rare natural crystal cave generation. Crystals used in chandelier recipe.
- Quicksilver: Liquid mineral that eats through anything except for sandstone. Can be contained with a sandstone container. Used in alchemy to create advanced potions, or to create quicksilver powder and blocks. Deals increased durability damage to armour.
- Quicksilver powder: Throwable ball that explodes on impact, destroying blocks and dealing rapid damage over time to anything in the blast radius.
- Quicksilver block: Metallic sky blue block used in decoration and to store quicksilver.
Magic Items
Imp Skull: Used in the constructed spells (spells requiring a formula laid out on the ground) to create offensive area spells.
Wands: Crafted spellcasting items that cast a single high-level spell. Each cast uses durability. Some wands require reagent charges (blaze powder, gunpowder, etc)
Circlet: Allows the player to detect life/unlife within 20 blocks. (creatures light up in blue; visible through walls)
***
In explanation of runes: Placeable blocks/items placed in a certain pattern would produce a lasting spell, which remains in effect until the blocks are moved or destroyed. These could be used in base defence or as trap mechanisms in conjunction with pistons. Effects can be either negative or positive.
I've got a mass of ideas for a mod like this. If you'd like more, just let me know.
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Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
Drake: Stunted dragon mob. Hostile. Tameable, several stages of taming, limited flight ability (certain number of wing flaps before flight function becomes glide function). Attacks hostile mobs if facing them while the player is mounted. Unable to breathe fire.
A drake is on my mobs list: they were all going to be wingless: but taming would be a complex matter
Note: This could possibly be made more challenging to obtain by requiring the player to enter a nest or other spawning point and feed a hatchling something that stops it from maturing fully; then having to get it away from the nest without being pulverised by the parent/siblings.
Elemental imps: Minions. Only spawn with their own element type. Possibly attached to another, larger demon's spawn.
Elemental imps could make use of the new elemental effects(and ways of obtaining essense) Weapon ideas:
Smoke bomb: Explodes in an obscuring cloud, disorienting enemies (non-source players in the cloud lose control of their character, wander around aimlessly for 3 seconds or until cloud dissipates)
Well creating smoke particles could be a small problem. and a number of the other features might prove buggy
Ballista: Buildable crossbow, 2x3x1. Must be built, loaded/reloaded and fired manually. Load drawback is roughly seven seconds; releasing the right mouse button while reloading damages the ballista. Projectile passes through mobs and cases block damage in a narrow line on impact. Will kill most non-diamond-armoured entities with a single hit.
Seige weaponry has been up for consideration. (bounding box would have to be same width and length as the code suggests)
seems the ancient warfare mod has seige weaponry anyway
Flail: Multiple hits on strike (assuming knockback doesn't carry target out of range); effective in narrow spaces.
this would prbabally be more problems than it's worth.(simply casting a ball like a fishing line could work): Seems balcons weaponmod has already done so anyway
Blaze wand: Player can throw fireballs by charging the item and releasing. Weak durability.
Similar idea to what i has planned(that was staffs) New armour:
Note: Bonuses would apply only to full item sets where applicable.
Ebon leather: Crafted from ender drake skin. Weaker than iron, stronger than leather. No sprinting penalty.
Fire plate: Crafted from fire dragon scales. Sets enemies who strike the wearer on fire.
Gossamer boots: Player makes no noise when moving. No armour value.
Ice plate: Crafted from ice dragon scales. Slows enemies in close proximity.
Most armours seem to fit well as exotic specialised equipment suited for hunters
but the gossamer boots seems overpowered: considering one could sneak in plate with it.
Furniture:
- Chandelier: Extremely large light radius, capable of lighting large rooms alone.
Chandeliers were a request from the base design of the mod(and would be added eventually) but the light level for blocks has a limit(that's about the same as fire and glowstone)
Special Materials:
- Monster drops
- Crystal: Mineable 'plant' that grows incredibly slowly in caves. Very rare natural crystal cave generation. Crystals used in chandelier recipe.
Growing crystals would make an interesting find to exploring cave systems and could be used for higher level magics
- Quicksilver: Liquid mineral that eats through anything except for sandstone. Can be contained with a sandstone container. Used in alchemy to create advanced potions, or to create quicksilver powder and blocks. Deals increased durability damage to armour.
- Quicksilver powder: Throwable ball that explodes on impact, destroying blocks and dealing rapid damage over time to anything in the blast radius.
- Quicksilver block: Metallic sky blue block used in decoration and to store quicksilver.
The decaying liquid seems abit overpowered. even if it's really slow. and being a liquid. it would be found spreading over large areas and causing large pockets of flowing quicksilver Magic Items
Imp Skull: Used in the constructed spells (spells requiring a formula laid out on the ground) to create offensive area spells.
Their use could be useful in rituals
Wands: Crafted spellcasting items that cast a single high-level spell. Each cast uses durability. Some wands require reagent charges (blaze powder, gunpowder, etc)
Well: (as said before) i've considered staffs(wands being unintimidating)
Circlet: Allows the player to detect life/unlife within 20 blocks. (creatures light up in blue; visible through walls)
Seing entities through walls probabally couldn't be done without editing the base classes.
***
In explanation of runes: Placeable blocks/items placed in a certain pattern would produce a lasting spell, which remains in effect until the blocks are moved or destroyed. These could be used in base defence or as trap mechanisms in conjunction with pistons. Effects can be either negative or positive.
So. like a totem alternate
I've got a mass of ideas for a mod like this. If you'd like more, just let me know.
Well think of this topic as a "idea box" so putting them here would be fine
Thanks for the feedback. I've got almost zero coding knowledge, so most of this is just brainstorming.
I assumed staves were going to be general casting aids (required for magic, but allowing the use of several spells), hence the wands being specialised. If there was to be a mana stat, then the wands would bypass the mana requirement for spells in exchange for heavy durability damage to the tool with each use (something like 10-20% depending on spell tier).
If you consider that most players who use plate will invariably use a type that gives a set bonus, then the boots' effect is counterbalanced by removing the set bonus for the armour - it essentially becomes normal plate. If it still seems overpowered, perhaps the effect could be coded to minimise plate noise while wearing plate gear?
The idea with quicksilver is that it's incredibly rare (roughly one source block per 1000 square metres) and only found in a specific type of cave complex at the lower levels. This is a recycled idea from one of my old suggestion threads that I felt would be an interesting addition to the alchemy aspect of your mod set. Spread speed would be roughly that of lava, decay speed would be relatively slow.
I'll add more suggestions once I get home.
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To touch Divinity, one must first be prepared to brave reality.
Ok. This is going to be a rather large post - I ask forgiveness in advance
Mobs
Villager: Standard NPC spawn. These could possibly be recruited as soldiers by the player, and have specific stats upgraded by giving them certain items that act as upgrade catalysts.
Soldier: Human NPC belonging to one of three factions (could be good/evil/neutral or something else, depending on your preference). Different factions are found with different rarity in each of the Minecraft worlds (overworld, nether, end), with one based in each world. Overworld soldiers spawn most frequently in fortress structures spawning around the world in a similar manner to nether fortresses; nether soldiers spawn in nether fortresses and hunt other nether creatures and PC intruders; end soldiers have a small fortress off the main section of the world which they defend against endermen and the Enderdragon. Overworld soldiers are neutral, nether soldiers are hostile, end soldiers are neutral/friendly.
Minotaur: Rare spawn. Huge humanoid with the head of a bull and a massive axe. Swings are slow, deal massive damage and have a strong knockback effect (10 blocks or so). Cannot be knocked back, and has a high armour rating and a large amount of health than normal mobs.
(Possibly a random overworld/nether boss spawn?)
Satyr: Humanoid with some of the physical features of a goat (hooves, body hair, etc). Able to cast weak damage spells and some negative effect spells (weakness, slow, etc). Skull and some other body parts used in spellcasting/alchemy.
Weir: Adaptation from the DOS game Ragnarok (not sure if this one actually exists or not in mythology), a green, four-legged creature that, upon being sighted, causes the beholder to be overcome by greed, stopping whatever they are doing to count out (throw) their possessions, one by one. This effect would manifest in the game as total character paralysis, followed by the character dropping items in front of them, one at a time (units, not stacks) until their non-equipment/toolbar slots are all empty. Weirs would drop a large amount of gold ingots on death, and eyes would be usable as an alchemy component.
Balrog: Adaptation from the Lord of the Rings trilogy, a colossal, flaming demonic entity that burns anything that comes into a few blocks' range of it. Attacks deal massive damage to health and armour alike, and standing anywhere within 5 blocks causes the player to burn. Roar causes anything in the near area to flee uncontrollably, including the player (creatures will not flee into lava). Slow-moving rare spawn found only in the nether; boss mob. Nether soldiers will prioritise the balrog over most other creatures and players that are not in their immediate range. Drops high-tier alchemy reagents, as well as materials necessary to upgrade one's enchanting table to access top-tier enchantments. Also drops weapon materials.
Mimic: Chest-shaped creature that attacks the player when opened or attacked. Resistant to knockback and physical damage, weak to fire. Drops a large amount of raw materials, with the occasional high-quality weapon/armour piece.
Manticore: Lion-shaped creature with the wings of a bat and the tail of a scorpion. Incredibly fast on the ground and in the air. Tail attacks inflict strong, short-duration poison damage. Fangs, stingers, and wing membranes may all be used in the construction of equipment and in alchemy. Cubs can be tamed and mounted.
Djinn: Fiery, genie-shaped entity that attacks with strong fire magic. Floats, and is immune to fire/lava damage. Spawns in the nether, and occasionally below layer 20 near lava pools. A cloud of burning gas is emitted when a djinn dies, which can be bottled for use in alchemy. Also drops blaze powder. Uncommon spawn.
Bog Lurker: Frog-like creature which is found in swamps. Roughly the size of a medium-size slime. Spits poison, moves faster in water than on land, and flees from the player when approached. Tongue, poison glands and eyes all used in alchemy and magic.
Lich: Undead boss mob. Floats, is capable of going invisible for short periods of time, and has access to powerful magic. Melee attack slows the player. Will retreat to a safe distance when attacked by a weapon enchanted with Smite and disappear periodically. Drops are needed to upgrade the enchantment table, and are used in the construction of powerful wands and staves.
Nymph: Elemental creature that has a chance to spawn when every time the player destroys a wood or leaf block in a tree, or takes /destroys water from a body of water larger than a certain depth or width. The player is immobilised for two seconds when a nymph spawns, and their attacks inflict weakness for five seconds. If a nymph kills a player, it will pick up a random tool, armour piece or weapon from the drops, which will only be reclaimable if the nymph is slain. Tears are used in alchemy and magic.
Note: Rather than the conventional design, these would be composed of the material they're aligned to, ie. wood skin for wood nymph, water skin for water nymph.
Dire Wolf: Massive, hostile wolf. Uncommon spawn. When running at the player, the wolf will leap to attack. Attacks have a chance to inflict poison (disease would be optimal, but I don't know if you want to play with buff/debuff effects or not). Fangs are used in alchemy and some magic spells/items.
Anubite: Humanoid with the head of a jackal, wielding a pair of short swords. Leaps high to attack, strikes rapidly. Attacks cause weakness. Has a rare chance to drop a sword or mask on death, both enchanted.
Phoenix: Massive elemental spawn composed of fire, water, earth or air energy. Rare spawn, boss. Fire phoenixes breathe fire while flying over the player. Water phoenixes land on the player and attempt to stay with them, suffocating the player with their body (contact inflicts slowness). Air phoenixes spirit the player high into the air, then drop them for massive/fatal damage. Earth phoenixes attempt to suffocate the player by summoning stone and dirt blocks to imprison the player, then filling the enclosed space with gravel. Each phoenix drops a heart, which is a powerful crafting component required to craft certain magic items and spells.
Shadow: Invisible creature that spawns only at night, and can only be detected by the shadow cast by torch/lava light (completely undetectable in darkness, though it can still be hit). Shadows leech health with each strike, hitting weakly but rapidly. Shadow strikes inflict slowness. Essence drops are necessary for certain enchantment table upgrades and are a reagent for powerful shadow magic.
Wisp: Rare-spawning ball of light. Passive, flees from the player. When killed, drops a wisp core, which is a necessary component in some light magic items/spells and can be consumed to produce a pulse of light that expands outward from the player for 20-30 blocks and grants regeneration for 10 seconds.
Leprechaun: Small, weak rare spawn that moves incredibly quickly and steals gold ingots/nuggets from the player, before fleeing to stash them in its lair. If the player is able to follow the leprechaun, the lair can be located and looted for a large amount of gold and other valuables (the lair loot will be adjusted according to how much the little steals). Killing the leprechaun will yield a large number of gold ingots, as well as a powder reagent necessary to craft top-tier speed potions.
- Will add more to this post as I remember it all. There's a fair bit of content floating around in my head, just need to get it all in order.
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Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
well firstly: minecraft already has villagers and minefantasy already has minotaurs....
anyway:
villager/soldier: not going to happen(i'm not into NPCs)
satyr: was considered...
weir could be added(though it's effects would not save on death(due to death creating a new entity) but green-4 legs isn't very descriptive
Balrog could be done(might be able to make players flee. but can't promise) and entities can't set priority targets
the minic won't work(given a walking chest in odd places would be suspicious from the start)
Mandicore could make a good elite mob but when it comes to "mountable and flying" in one paragraph: that just means "give player flight and no real exploration from then on"
Djinn would be a good mob to have lurking over lava lakes. the cloud would have to be implemented in some way(like a seperate entity)
The bog lurker could be a good swamp addition(id imagine theyd be rare or hostile for their good drop
The litch was planned. (was going to be ranged and rise abominations from the corpses). it would be a weak mob individually but it's risen allies would prove difficult
the nymph would be an irritating burden. (giving them a smart-**** look and an annoying sound would really just. **** people off). but confining their spawns to specified circumstances would reduce the stress
Dire wolves would make a good addition to hounds and (soon to come) alpha hounds.
(more like the alpha) being likely untameable and dangerous.
anubite would be a good fast-mob addition(since the spider is probably the only agile mob)
*could expect some comments on the "duel wield" they have. reminding people to pester me about player support for it(that wont be done)
With the pheonix. it was going to be added (with a bird related content that i pushed back due to a range of issues).
shadow seems good (it's possible to have no model but have a shadow) but they can't pick what light renders shadow(by shadow, due to the primitive lighting engine, would be a black circle so wont look too good)
Had some problems with wisps (due to the fact i can't find how to make entities emit light)
the Leprechaun just seems like the nymph x 10. so just plain in the way.(probabally would ruin the feel to playing with the mod)
'Fire plate: Crafted from fire dragon scales. Sets enemies who strike the wearer on fire.'
Sorry to mention this. But the armor set that sets people on fire is already used by Twilight Forest. I dont mean to say that it should be given priority over yours. Just, having two mods which peform the same function is sometimes...Its almost like lying downw on a box of nails.
Fair enough, I suppose NPCs are more trouble than they're worth in the long run. I know it's not going in, but to clarify: the villager idea was intended mainly as a reskin, and some extra functions that would make them more than emerald/golem farms.
I was vague on the weir description because I'm not entirely sure how it's meant to look. The game I saw it in (Ragnarok/Valhalla, old DOS game) portrays it as a green, flat-bodied, four-legged creature with a ridge or two over the torso, but because of how pixellated the graphics are there's not a lot of detail. I could try to hunt down a picture of it, if you like.
For the mimic, is it impossible to code it to be stationary until touched, then start leaping at the player?
Flight and taming for mobs is just an extra tacked on for consideration. There would, of course, be limitations on it; certain number of wing beats before the flyer just starts falling/gliding, stamina drain, etc... more thinking of this as a means to get into the air and fight other creatures than for exploration, though exploring would be the most obvious use/exploit for it. I could try coming up with a balanced system for flight if you haven't rejected the concept out of hand, but I understand it's probably not something you want in the mod.
Bog lurkers are definitely hostile, and would possibly have some sort of camouflage ability in the water when not attacking.
I was thinking that the nymphs would prove to be a nuisance when I was making the suggestion. They're mainly in there as an idea for a relatively weak mob that adds a bit of danger to gathering the aforementioned resources. The item theft isn't really necessary, I just thought I'd throw it in with the rest.
I understand the lighting issues with the wisp to a degree; I recall now that I read somewhere a while back that Mojang had torches giving off light in the player's hand at one point, but removed it because it was causing resource use on the computer to skyrocket. The wisp could simply be a ball of light that moves, without giving off any actual light to the surrounding area.
I'll add some more suggestions later. I don't have much more by way of monsters for the moment (chimera is the only thing I can think off the top of my head), but I can can expand on some of the magic/alchemy stuff I've hinted at with the mob posts.
Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
yeh but with the mimic: it's not the movement. it's just that it would be suspicious seeing a stray chest spawning
a short range flight would be adequate; but finding a reason for such(an obvious one to keep the simpletons from replying) to only allow small travel(kinda like a big jump)
be better if nymphs spawned like regular mobs in forests, and were alerted(like wolves) when wood is broken)
however problems would emerge when one breaks a wood block on their house) : not being a tree, but still being a woodblock and having no real known differance)
the moment i add wisps without map lighting: i'll never hear the end of it.
Also: don't go too overboard with alchemy ingreedients(though some will fill in the blanks and provide higher-level effects) i was going to implement real herbs to the game that give their effects(peppermint, camomile, aloe vera, etc)
It might be. I can't quite make out what it's meant to be from the front... perhaps as an alternative, the leprechaun could have the weir's functions instead of stealing?
Reasons for limiting flight shouldn't be too hard. For the people who complain about it not being realistic, just point out the weight factor (something that can fly usually isn't going to be able to support something trying to ride it in the air). If people complain about not having full flight ability, well, it's in the interests of balancing the mod content that you'd limit it; you don't really need any other reasoning to do so.
On the note of balance: Perhaps have higher altitude flight (or just getting higher in the air regardless of altitude) shorten the flight timer the higher the mount goes. So players can reach extremely high altitudes quickly, but have to fall for 2-3 seconds before their mount's stamina recovers enough for them to glide. Damage could possibly slow or stop stamina recovery for the mount.
Hmm... would it be feasible if you changed the mechanics for lumbering so that when a player cuts down a tree, all the wood blocks above it break as well? Then you could run the nymph's spawn/hostility trigger as a random roll off the event. Assuming you wanted to add that sort of function to the mod, it might be more of a pain in the ass to code than the original concept was.
And fair enough lol. Can't be helped, sadly, since as you mentioned the lighting system for this game is archaic =/
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Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
later on. there will be forms of smelting(2 planned elements) that use mass amounts of coal (consuming 1 coal per second on use even). to give coal a main use. (and a reason for you to stock up)
But for what coal is available now(abundant as it may seem) it would eventually dry out.
So i've put up a new vote, just to see to players if theyd need a chunk that generates mass coal(giving a main supply for singleplayer and a trade-open area on multiplayer). the quantities would allow you to mass produce refined material
hound food.. like what(considering middleages didn't exactly have dry dogfood)
Next Update will add a sort of progressive aim to the game. going up through ages and gaining uses for each
First: Iron needs a tier 3 pick to mine(iron, bronze, etc)
New materials
Copper: half as common as iron, found under layers 96. makes basic tools. same durability as iron, and same harvest level, slightly faster
Bronze: Mixed with tin into ingots. can be forged into bronze tools(same durability as forged iron, same harvest, slower). also can make a tanning knife, hammer and anvil
Iron: Can create Wrought iron, that is heated(rather than heating regular iron)
Limestone: used in building or in furnaces
Steel: will be made from gray iron that is made in a blast furnace)
Mithril: basic tier 5 tool(same abundancy as diamond but more controlled and better harvest level)
Ignotumite, magic and steel will have multistage processes
*Tweaks and recipe changes
*Forge changed(uses 1 slot and has a "temperature" variable
New Blocks
Bellows: can add temporary heat to furnaces. cooking and consuming faster
Bloom: Works like the forge used to: mixing 2 inputs into 1.
Blast furnace components: Will be complex. but require a building-like structure to work
Bugfixes
some changes to entiies
And is this understandable?
Bronze anvil: can only forge bronze.
Iron anvil: can craft tools and basic armours/chain
Steel anvil: can make plate, broadswords morningstars and well.. anything
the reason it discontinued is the reason i'm not implementing it(by meaning the additional slots thing)
from the fragments. jade took the shields. and nerdboys continuing the banners(and asgard shield is going to be like battlegear was planned to continue)
nah. the banners are still going to a mineAndBlade of some sort
but if you have an actual block request(that can both match the physical strength mentioned and fit well with the game)..
Drake: Stunted dragon mob. Hostile. Tameable, several stages of taming, limited flight ability (certain number of wing flaps before flight function becomes glide function). Attacks hostile mobs if facing them while the player is mounted. Unable to breathe fire.
Note: This could possibly be made more challenging to obtain by requiring the player to enter a nest or other spawning point and feed a hatchling something that stops it from maturing fully; then having to get it away from the nest without being pulverised by the parent/siblings.
Elemental imps: Minions. Only spawn with their own element type. Possibly attached to another, larger demon's spawn.
Weapon ideas:
Smoke bomb: Explodes in an obscuring cloud, disorienting enemies (non-source players in the cloud lose control of their character, wander around aimlessly for 3 seconds or until cloud dissipates)
Ballista: Buildable crossbow, 2x3x1. Must be built, loaded/reloaded and fired manually. Load drawback is roughly seven seconds; releasing the right mouse button while reloading damages the ballista. Projectile passes through mobs and cases block damage in a narrow line on impact. Will kill most non-diamond-armoured entities with a single hit.
Flail: Multiple hits on strike (assuming knockback doesn't carry target out of range); effective in narrow spaces.
Blaze wand: Player can throw fireballs by charging the item and releasing. Weak durability.
New armour:
Note: Bonuses would apply only to full item sets where applicable.
Ebon leather: Crafted from ender drake skin. Weaker than iron, stronger than leather. No sprinting penalty.
Fire plate: Crafted from fire dragon scales. Sets enemies who strike the wearer on fire.
Gossamer boots: Player makes no noise when moving. No armour value.
Ice plate: Crafted from ice dragon scales. Slows enemies in close proximity.
Furniture:
- Chandelier: Extremely large light radius, capable of lighting large rooms alone.
Special Materials:
- Monster drops
- Crystal: Mineable 'plant' that grows incredibly slowly in caves. Very rare natural crystal cave generation. Crystals used in chandelier recipe.
- Quicksilver: Liquid mineral that eats through anything except for sandstone. Can be contained with a sandstone container. Used in alchemy to create advanced potions, or to create quicksilver powder and blocks. Deals increased durability damage to armour.
- Quicksilver powder: Throwable ball that explodes on impact, destroying blocks and dealing rapid damage over time to anything in the blast radius.
- Quicksilver block: Metallic sky blue block used in decoration and to store quicksilver.
Magic Items
Imp Skull: Used in the constructed spells (spells requiring a formula laid out on the ground) to create offensive area spells.
Wands: Crafted spellcasting items that cast a single high-level spell. Each cast uses durability. Some wands require reagent charges (blaze powder, gunpowder, etc)
Circlet: Allows the player to detect life/unlife within 20 blocks. (creatures light up in blue; visible through walls)
***
In explanation of runes: Placeable blocks/items placed in a certain pattern would produce a lasting spell, which remains in effect until the blocks are moved or destroyed. These could be used in base defence or as trap mechanisms in conjunction with pistons. Effects can be either negative or positive.
I've got a mass of ideas for a mod like this. If you'd like more, just let me know.
To touch Divinity, one must first be prepared to brave reality.
I assumed staves were going to be general casting aids (required for magic, but allowing the use of several spells), hence the wands being specialised. If there was to be a mana stat, then the wands would bypass the mana requirement for spells in exchange for heavy durability damage to the tool with each use (something like 10-20% depending on spell tier).
If you consider that most players who use plate will invariably use a type that gives a set bonus, then the boots' effect is counterbalanced by removing the set bonus for the armour - it essentially becomes normal plate. If it still seems overpowered, perhaps the effect could be coded to minimise plate noise while wearing plate gear?
The idea with quicksilver is that it's incredibly rare (roughly one source block per 1000 square metres) and only found in a specific type of cave complex at the lower levels. This is a recycled idea from one of my old suggestion threads that I felt would be an interesting addition to the alchemy aspect of your mod set. Spread speed would be roughly that of lava, decay speed would be relatively slow.
I'll add more suggestions once I get home.
To touch Divinity, one must first be prepared to brave reality.
Mobs
Villager: Standard NPC spawn. These could possibly be recruited as soldiers by the player, and have specific stats upgraded by giving them certain items that act as upgrade catalysts.
Soldier: Human NPC belonging to one of three factions (could be good/evil/neutral or something else, depending on your preference). Different factions are found with different rarity in each of the Minecraft worlds (overworld, nether, end), with one based in each world. Overworld soldiers spawn most frequently in fortress structures spawning around the world in a similar manner to nether fortresses; nether soldiers spawn in nether fortresses and hunt other nether creatures and PC intruders; end soldiers have a small fortress off the main section of the world which they defend against endermen and the Enderdragon. Overworld soldiers are neutral, nether soldiers are hostile, end soldiers are neutral/friendly.
Minotaur: Rare spawn. Huge humanoid with the head of a bull and a massive axe. Swings are slow, deal massive damage and have a strong knockback effect (10 blocks or so). Cannot be knocked back, and has a high armour rating and a large amount of health than normal mobs.
(Possibly a random overworld/nether boss spawn?)
Satyr: Humanoid with some of the physical features of a goat (hooves, body hair, etc). Able to cast weak damage spells and some negative effect spells (weakness, slow, etc). Skull and some other body parts used in spellcasting/alchemy.
Weir: Adaptation from the DOS game Ragnarok (not sure if this one actually exists or not in mythology), a green, four-legged creature that, upon being sighted, causes the beholder to be overcome by greed, stopping whatever they are doing to count out (throw) their possessions, one by one. This effect would manifest in the game as total character paralysis, followed by the character dropping items in front of them, one at a time (units, not stacks) until their non-equipment/toolbar slots are all empty. Weirs would drop a large amount of gold ingots on death, and eyes would be usable as an alchemy component.
Balrog: Adaptation from the Lord of the Rings trilogy, a colossal, flaming demonic entity that burns anything that comes into a few blocks' range of it. Attacks deal massive damage to health and armour alike, and standing anywhere within 5 blocks causes the player to burn. Roar causes anything in the near area to flee uncontrollably, including the player (creatures will not flee into lava). Slow-moving rare spawn found only in the nether; boss mob. Nether soldiers will prioritise the balrog over most other creatures and players that are not in their immediate range. Drops high-tier alchemy reagents, as well as materials necessary to upgrade one's enchanting table to access top-tier enchantments. Also drops weapon materials.
Mimic: Chest-shaped creature that attacks the player when opened or attacked. Resistant to knockback and physical damage, weak to fire. Drops a large amount of raw materials, with the occasional high-quality weapon/armour piece.
Manticore: Lion-shaped creature with the wings of a bat and the tail of a scorpion. Incredibly fast on the ground and in the air. Tail attacks inflict strong, short-duration poison damage. Fangs, stingers, and wing membranes may all be used in the construction of equipment and in alchemy. Cubs can be tamed and mounted.
Djinn: Fiery, genie-shaped entity that attacks with strong fire magic. Floats, and is immune to fire/lava damage. Spawns in the nether, and occasionally below layer 20 near lava pools. A cloud of burning gas is emitted when a djinn dies, which can be bottled for use in alchemy. Also drops blaze powder. Uncommon spawn.
Bog Lurker: Frog-like creature which is found in swamps. Roughly the size of a medium-size slime. Spits poison, moves faster in water than on land, and flees from the player when approached. Tongue, poison glands and eyes all used in alchemy and magic.
Lich: Undead boss mob. Floats, is capable of going invisible for short periods of time, and has access to powerful magic. Melee attack slows the player. Will retreat to a safe distance when attacked by a weapon enchanted with Smite and disappear periodically. Drops are needed to upgrade the enchantment table, and are used in the construction of powerful wands and staves.
Nymph: Elemental creature that has a chance to spawn when every time the player destroys a wood or leaf block in a tree, or takes /destroys water from a body of water larger than a certain depth or width. The player is immobilised for two seconds when a nymph spawns, and their attacks inflict weakness for five seconds. If a nymph kills a player, it will pick up a random tool, armour piece or weapon from the drops, which will only be reclaimable if the nymph is slain. Tears are used in alchemy and magic.
Note: Rather than the conventional design, these would be composed of the material they're aligned to, ie. wood skin for wood nymph, water skin for water nymph.
Dire Wolf: Massive, hostile wolf. Uncommon spawn. When running at the player, the wolf will leap to attack. Attacks have a chance to inflict poison (disease would be optimal, but I don't know if you want to play with buff/debuff effects or not). Fangs are used in alchemy and some magic spells/items.
Anubite: Humanoid with the head of a jackal, wielding a pair of short swords. Leaps high to attack, strikes rapidly. Attacks cause weakness. Has a rare chance to drop a sword or mask on death, both enchanted.
Phoenix: Massive elemental spawn composed of fire, water, earth or air energy. Rare spawn, boss. Fire phoenixes breathe fire while flying over the player. Water phoenixes land on the player and attempt to stay with them, suffocating the player with their body (contact inflicts slowness). Air phoenixes spirit the player high into the air, then drop them for massive/fatal damage. Earth phoenixes attempt to suffocate the player by summoning stone and dirt blocks to imprison the player, then filling the enclosed space with gravel. Each phoenix drops a heart, which is a powerful crafting component required to craft certain magic items and spells.
Shadow: Invisible creature that spawns only at night, and can only be detected by the shadow cast by torch/lava light (completely undetectable in darkness, though it can still be hit). Shadows leech health with each strike, hitting weakly but rapidly. Shadow strikes inflict slowness. Essence drops are necessary for certain enchantment table upgrades and are a reagent for powerful shadow magic.
Wisp: Rare-spawning ball of light. Passive, flees from the player. When killed, drops a wisp core, which is a necessary component in some light magic items/spells and can be consumed to produce a pulse of light that expands outward from the player for 20-30 blocks and grants regeneration for 10 seconds.
Leprechaun: Small, weak rare spawn that moves incredibly quickly and steals gold ingots/nuggets from the player, before fleeing to stash them in its lair. If the player is able to follow the leprechaun, the lair can be located and looted for a large amount of gold and other valuables (the lair loot will be adjusted according to how much the little steals). Killing the leprechaun will yield a large number of gold ingots, as well as a powder reagent necessary to craft top-tier speed potions.
- Will add more to this post as I remember it all. There's a fair bit of content floating around in my head, just need to get it all in order.
To touch Divinity, one must first be prepared to brave reality.
anyway:
villager/soldier: not going to happen(i'm not into NPCs)
satyr: was considered...
weir could be added(though it's effects would not save on death(due to death creating a new entity) but green-4 legs isn't very descriptive
Balrog could be done(might be able to make players flee. but can't promise) and entities can't set priority targets
the minic won't work(given a walking chest in odd places would be suspicious from the start)
Mandicore could make a good elite mob but when it comes to "mountable and flying" in one paragraph: that just means "give player flight and no real exploration from then on"
Djinn would be a good mob to have lurking over lava lakes. the cloud would have to be implemented in some way(like a seperate entity)
The bog lurker could be a good swamp addition(id imagine theyd be rare or hostile for their good drop
The litch was planned. (was going to be ranged and rise abominations from the corpses). it would be a weak mob individually but it's risen allies would prove difficult
the nymph would be an irritating burden. (giving them a smart-**** look and an annoying sound would really just. **** people off). but confining their spawns to specified circumstances would reduce the stress
Dire wolves would make a good addition to hounds and (soon to come) alpha hounds.
(more like the alpha) being likely untameable and dangerous.
anubite would be a good fast-mob addition(since the spider is probably the only agile mob)
*could expect some comments on the "duel wield" they have. reminding people to pester me about player support for it(that wont be done)
With the pheonix. it was going to be added (with a bird related content that i pushed back due to a range of issues).
shadow seems good (it's possible to have no model but have a shadow) but they can't pick what light renders shadow(by shadow, due to the primitive lighting engine, would be a black circle so wont look too good)
Had some problems with wisps (due to the fact i can't find how to make entities emit light)
the Leprechaun just seems like the nymph x 10. so just plain in the way.(probabally would ruin the feel to playing with the mod)
Sorry to mention this. But the armor set that sets people on fire is already used by Twilight Forest. I dont mean to say that it should be given priority over yours. Just, having two mods which peform the same function is sometimes...Its almost like lying downw on a box of nails.
I was vague on the weir description because I'm not entirely sure how it's meant to look. The game I saw it in (Ragnarok/Valhalla, old DOS game) portrays it as a green, flat-bodied, four-legged creature with a ridge or two over the torso, but because of how pixellated the graphics are there's not a lot of detail. I could try to hunt down a picture of it, if you like.
For the mimic, is it impossible to code it to be stationary until touched, then start leaping at the player?
Flight and taming for mobs is just an extra tacked on for consideration. There would, of course, be limitations on it; certain number of wing beats before the flyer just starts falling/gliding, stamina drain, etc... more thinking of this as a means to get into the air and fight other creatures than for exploration, though exploring would be the most obvious use/exploit for it. I could try coming up with a balanced system for flight if you haven't rejected the concept out of hand, but I understand it's probably not something you want in the mod.
Bog lurkers are definitely hostile, and would possibly have some sort of camouflage ability in the water when not attacking.
I was thinking that the nymphs would prove to be a nuisance when I was making the suggestion. They're mainly in there as an idea for a relatively weak mob that adds a bit of danger to gathering the aforementioned resources. The item theft isn't really necessary, I just thought I'd throw it in with the rest.
I understand the lighting issues with the wisp to a degree; I recall now that I read somewhere a while back that Mojang had torches giving off light in the player's hand at one point, but removed it because it was causing resource use on the computer to skyrocket. The wisp could simply be a ball of light that moves, without giving off any actual light to the surrounding area.
I'll add some more suggestions later. I don't have much more by way of monsters for the moment (chimera is the only thing I can think off the top of my head), but I can can expand on some of the magic/alchemy stuff I've hinted at with the mob posts.
Edit: I've just realised that crystal caves have already been done (http://www.minecraftforum.net/topic/1073116-crystal-caves/page__st__120). Perhaps crystals could simply be added as a rare ore that 'grows' below a certain level - or as a drop from a particular mob type.
To touch Divinity, one must first be prepared to brave reality.
yeh but with the mimic: it's not the movement. it's just that it would be suspicious seeing a stray chest spawning
a short range flight would be adequate; but finding a reason for such(an obvious one to keep the simpletons from replying) to only allow small travel(kinda like a big jump)
be better if nymphs spawned like regular mobs in forests, and were alerted(like wolves) when wood is broken)
however problems would emerge when one breaks a wood block on their house) : not being a tree, but still being a woodblock and having no real known differance)
the moment i add wisps without map lighting: i'll never hear the end of it.
Also: don't go too overboard with alchemy ingreedients(though some will fill in the blanks and provide higher-level effects) i was going to implement real herbs to the game that give their effects(peppermint, camomile, aloe vera, etc)
Reasons for limiting flight shouldn't be too hard. For the people who complain about it not being realistic, just point out the weight factor (something that can fly usually isn't going to be able to support something trying to ride it in the air). If people complain about not having full flight ability, well, it's in the interests of balancing the mod content that you'd limit it; you don't really need any other reasoning to do so.
On the note of balance: Perhaps have higher altitude flight (or just getting higher in the air regardless of altitude) shorten the flight timer the higher the mount goes. So players can reach extremely high altitudes quickly, but have to fall for 2-3 seconds before their mount's stamina recovers enough for them to glide. Damage could possibly slow or stop stamina recovery for the mount.
Hmm... would it be feasible if you changed the mechanics for lumbering so that when a player cuts down a tree, all the wood blocks above it break as well? Then you could run the nymph's spawn/hostility trigger as a random roll off the event. Assuming you wanted to add that sort of function to the mod, it might be more of a pain in the ass to code than the original concept was.
And fair enough lol. Can't be helped, sadly, since as you mentioned the lighting system for this game is archaic =/
To touch Divinity, one must first be prepared to brave reality.
the whole flight thing probably won't be added now(as it's not much of a penalty not having it at all)
not changing anything(due to them being base classes. and changing them is bad practice)
But for what coal is available now(abundant as it may seem) it would eventually dry out.
So i've put up a new vote, just to see to players if theyd need a chunk that generates mass coal(giving a main supply for singleplayer and a trade-open area on multiplayer). the quantities would allow you to mass produce refined material
ps: what do u have in mind for the next update?
Next Update will add a sort of progressive aim to the game. going up through ages and gaining uses for each
First: Iron needs a tier 3 pick to mine(iron, bronze, etc)
New materials
Copper: half as common as iron, found under layers 96. makes basic tools. same durability as iron, and same harvest level, slightly faster
Bronze: Mixed with tin into ingots. can be forged into bronze tools(same durability as forged iron, same harvest, slower). also can make a tanning knife, hammer and anvil
Iron: Can create Wrought iron, that is heated(rather than heating regular iron)
Limestone: used in building or in furnaces
Steel: will be made from gray iron that is made in a blast furnace)
Mithril: basic tier 5 tool(same abundancy as diamond but more controlled and better harvest level)
Ignotumite, magic and steel will have multistage processes
*Tweaks and recipe changes
*Forge changed(uses 1 slot and has a "temperature" variable
New Blocks
Bellows: can add temporary heat to furnaces. cooking and consuming faster
Bloom: Works like the forge used to: mixing 2 inputs into 1.
Blast furnace components: Will be complex. but require a building-like structure to work
Bugfixes
some changes to entiies
And is this understandable?
Bronze anvil: can only forge bronze.
Iron anvil: can craft tools and basic armours/chain
Steel anvil: can make plate, broadswords morningstars and well.. anything
*anvils can make everything the previous can