I have only just started creating this and I am looking for some community feedback on the idea(would it be fun) and help from anyone who might be willing to give it. Also, sorry for the poor formatting, I am new to this forum.
A mod based on the LightBringer series by Brent Weeks. All users are "Prisms" who can use all colors of light to draft luxin, a material they can use to create Wield-ables, Wearables, and Place-ables.
The user will design their items/blocks in a "drafter's workshop". When in the world the user has a quick draft set that they can use to "draft" their designs into existence. The more a user drafts in a given color gives them more effective units to draft with and increases the recovery of that color. There is a max total unit use that is increased as the user "drafts" any color. If the user attempts to draft something that exceeds their ability the color will bleed out and they will become "light sick".
The design phase will let users choose one of three categories for their design: Wield-able Wearable Place-able
Wield-ables:
custom right click interaction (place things, shoot, hit, pick up)
aura interaction
Wearables:
aura interaction
aura producing?
use limits
Place-ables:
aura interaction
aura producing
entity interactions
All "drafts" have a time based breakdown factor that is determined by their color make up. Purer colors last longer and yellow cores will extend the lifetime of other colors.
List of colors and basic properties:
Superviolet - Invisible except to superviolet drafters — and those only when they concentrate. Solid, but not as strong as blue or green, superviolet is the subtlest luxin. Used for cryptography, creating invisible walls and traps, and marking targets on the battlefield
Blue - This luxin is hard, strong, and smooth. It can be used in anything from the creation of large structures to armor or bladed weapons or projectiles.
Green - Springy and flexible. The uses are as varied as the drafter is creative: from furniture to projectiles to shields to the throwing arms of war engines.
Yellow - Most often a liquid that releases its energy back into light quickly, allowing its use as a torch or a trigger to ignite flammable materials or explosives. Yellow nourishes other luxins, extending the durability of luxin structures or tools. Like water turning to ice, when yellow is drafted perfectly, it loses its liquidity and becomes the hardest luxin of all.
Orange - Slick, lubricative, and heavy. It is often used in conjunction with machines and traps.
Red - Sticky, gooey, and extremely flammable. Reds often work with sub-reds or with mundane tools to make bombs.
Sub-Red - Used to draft the heat from one's surroundings to survive intense heat, and create flame crystals which turn into fire when exposed to air.
Hmm, interesting. I hadn't considered making a Lightbringer mod, though I've though about trying a few other magic systems from books. A few questions:
- How do you plan on players drawing luxin into their bodies working? Just a time recharge?
- Do you plan on some sort of color limit system? Obviously you don't want to limit players by randomly choosing their color(s), but maybe some advantage for focusing?
- Do you plan on making it apparent to other players how much luxin a player is holding? I feel like that would make the mod more interesting if I can see a green drawing in a bunch of luxin with just enough time to panic before they go golem.
- Pure colors last longer, but how does "pure" manifest itself in the mod? Does the player just have to "concentrate" (i.e. wait) when drafting?
- Finally, what do you mean by aura here? I don't recall any sort of aura mechanic in the books.
Hmm, interesting. I hadn't considered making a Lightbringer mod, though I've though about trying a few other magic systems from books. A few questions:
- How do you plan on players drawing luxin into their bodies working? Just a time recharge?
- Do you plan on some sort of color limit system? Obviously you don't want to limit players by randomly choosing their color(s), but maybe some advantage for focusing?
- Do you plan on making it apparent to other players how much luxin a player is holding? I feel like that would make the mod more interesting if I can see a green drawing in a bunch of luxin with just enough time to panic before they go golem.
- Pure colors last longer, but how does "pure" manifest itself in the mod? Does the player just have to "concentrate" (i.e. wait) when drafting?
- Finally, what do you mean by aura here? I don't recall any sort of aura mechanic in the books.
Luxin Quality:
The more you draft a color the closer to a pure quality you can draft of that call for every color except yellow you will always draft your highest quality. Yellow will give you the option to draft one step below pure.
Color based endurance:
The more you draft of a given color the more you can store of that color.
Luxin endurange:
Drafting any color increased your overall drafting endurance before becoming "light sick". At least early on you will not be able to use up all of your stored luxin without becoming "light sick".
Absorbing Color:
Currently, you will absorb color from your surroundings passively, but it is based on light intensity, drafting level, light source. Any light source that is not from this mod is treated as white light and light from this mod is based on the luxin its quality, although it doesn't travel far and is always low intesity.
Luxin creations:
You can only draft something into the world after you have designed it on the table, you can load a design also. When you draft something into existence you will glow in the main color of what ever you are drafting and the time it takes to draft will depend on the raw amount of luxin being drafted and your level with each luxin, the only items that could take more than about 2 seconds are place-ables.
OverDrafting:
If you attempt to draft something that uses up more than you can currently output(because of color or overall endurance/ stored amount) you will lose up to the full cost of that draft, not create the item and become light sick. The light sick severity and duration will be based on the amount you overdrafted and your color/overall endurance.
Aura:
This is your way of passively drafting luxin, the color you/your armor gives off can be used to effect your drafted items.
For instance if you created a "bow and arrow" ranged weapon and you were giving off a sub-Red aura your arrows might light your target on fire.
Thank you for the in-depth questioning, it helped me reason out a bit more clearly how this would work, and I hope this answers your question.
EDIT-----------------------------
For drafting an Item, I may be able to have the drafter glow with proportional volumes of color to what they are drafting.
This is my first mod, so I'm not sure if I can/ how hard it would be to do that.
I think you hit most of them. I had missed that you were making everyone prisms, so that answers a few questions on it's own.
I might suggest putting in the option for monochromats, if that's even the right word. It could be fun in multiplayer to have to work together. Maybe just through commands/command blocks?
Oh! And now that I've realized everyone is a prism, any idea for black luxin?
I haven't really come up with anything for black luxin, but I am trying to make everything as generic as possible so when I get this and the API finished someone could make an add on for some of the other colors like black and paryl(I think that was how it's spelled).
As for the monochromat option, I hadn't really considered that, although I suppose I could have a "stasis bench" where who ever initiates use chooses a design and drafts as much of it as they can and then it gets put in stasis until they or someone else can add to it until completion.
I'm not sure how an on-the-fly draft would work between multiple drafters though.
It's nice getting to talk this out with someone else instead of trying to just talk through it in my head.
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"If It Is To Be It Is Up To Me" simple quote and I don't know where it comes from but I enjoy it.
Current Mod: Armerger | Light Drafter
I have only just started creating this and I am looking for some community feedback on the idea(would it be fun) and help from anyone who might be willing to give it. Also, sorry for the poor formatting, I am new to this forum.
A mod based on the LightBringer series by Brent Weeks. All users are "Prisms" who can use all colors of light to draft luxin, a material they can use to create Wield-ables, Wearables, and Place-ables.
The user will design their items/blocks in a "drafter's workshop". When in the world the user has a quick draft set that they can use to "draft" their designs into existence. The more a user drafts in a given color gives them more effective units to draft with and increases the recovery of that color. There is a max total unit use that is increased as the user "drafts" any color. If the user attempts to draft something that exceeds their ability the color will bleed out and they will become "light sick".
The design phase will let users choose one of three categories for their design: Wield-able Wearable Place-able
Wield-ables:
Wearables:
Place-ables:
All "drafts" have a time based breakdown factor that is determined by their color make up. Purer colors last longer and yellow cores will extend the lifetime of other colors.
List of colors and basic properties:
Superviolet - Invisible except to superviolet drafters — and those only when they concentrate. Solid, but not as strong as blue or green, superviolet is the subtlest luxin. Used for cryptography, creating invisible walls and traps, and marking targets on the battlefield
Blue - This luxin is hard, strong, and smooth. It can be used in anything from the creation of large structures to armor or bladed weapons or projectiles.
Green - Springy and flexible. The uses are as varied as the drafter is creative: from furniture to projectiles to shields to the throwing arms of war engines.
Yellow - Most often a liquid that releases its energy back into light quickly, allowing its use as a torch or a trigger to ignite flammable materials or explosives. Yellow nourishes other luxins, extending the durability of luxin structures or tools. Like water turning to ice, when yellow is drafted perfectly, it loses its liquidity and becomes the hardest luxin of all.
Orange - Slick, lubricative, and heavy. It is often used in conjunction with machines and traps.
Red - Sticky, gooey, and extremely flammable. Reds often work with sub-reds or with mundane tools to make bombs.
Sub-Red - Used to draft the heat from one's surroundings to survive intense heat, and create flame crystals which turn into fire when exposed to air.
Full Description here.
Current Mod: Armerger | Light Drafter
Hmm, interesting. I hadn't considered making a Lightbringer mod, though I've though about trying a few other magic systems from books. A few questions:
- How do you plan on players drawing luxin into their bodies working? Just a time recharge?
- Do you plan on some sort of color limit system? Obviously you don't want to limit players by randomly choosing their color(s), but maybe some advantage for focusing?
- Do you plan on making it apparent to other players how much luxin a player is holding? I feel like that would make the mod more interesting if I can see a green drawing in a bunch of luxin with just enough time to panic before they go golem.
- Pure colors last longer, but how does "pure" manifest itself in the mod? Does the player just have to "concentrate" (i.e. wait) when drafting?
- Finally, what do you mean by aura here? I don't recall any sort of aura mechanic in the books.
Luxin Quality:
The more you draft a color the closer to a pure quality you can draft of that call for every color except yellow you will always draft your highest quality. Yellow will give you the option to draft one step below pure.
Color based endurance:
The more you draft of a given color the more you can store of that color.
Luxin endurange:
Drafting any color increased your overall drafting endurance before becoming "light sick". At least early on you will not be able to use up all of your stored luxin without becoming "light sick".
Absorbing Color:
Currently, you will absorb color from your surroundings passively, but it is based on light intensity, drafting level, light source. Any light source that is not from this mod is treated as white light and light from this mod is based on the luxin its quality, although it doesn't travel far and is always low intesity.
Luxin creations:
You can only draft something into the world after you have designed it on the table, you can load a design also. When you draft something into existence you will glow in the main color of what ever you are drafting and the time it takes to draft will depend on the raw amount of luxin being drafted and your level with each luxin, the only items that could take more than about 2 seconds are place-ables.
OverDrafting:
If you attempt to draft something that uses up more than you can currently output(because of color or overall endurance/ stored amount) you will lose up to the full cost of that draft, not create the item and become light sick. The light sick severity and duration will be based on the amount you overdrafted and your color/overall endurance.
Aura:
This is your way of passively drafting luxin, the color you/your armor gives off can be used to effect your drafted items.
For instance if you created a "bow and arrow" ranged weapon and you were giving off a sub-Red aura your arrows might light your target on fire.
Thank you for the in-depth questioning, it helped me reason out a bit more clearly how this would work, and I hope this answers your question.
EDIT-----------------------------
For drafting an Item, I may be able to have the drafter glow with proportional volumes of color to what they are drafting.
This is my first mod, so I'm not sure if I can/ how hard it would be to do that.
Current Mod: Armerger | Light Drafter
I think you hit most of them. I had missed that you were making everyone prisms, so that answers a few questions on it's own.
I might suggest putting in the option for monochromats, if that's even the right word. It could be fun in multiplayer to have to work together. Maybe just through commands/command blocks?
Oh! And now that I've realized everyone is a prism, any idea for black luxin?
I haven't really come up with anything for black luxin, but I am trying to make everything as generic as possible so when I get this and the API finished someone could make an add on for some of the other colors like black and paryl(I think that was how it's spelled).
As for the monochromat option, I hadn't really considered that, although I suppose I could have a "stasis bench" where who ever initiates use chooses a design and drafts as much of it as they can and then it gets put in stasis until they or someone else can add to it until completion.
I'm not sure how an on-the-fly draft would work between multiple drafters though.
It's nice getting to talk this out with someone else instead of trying to just talk through it in my head.
Current Mod: Armerger | Light Drafter