I'm currently working on a modpack called Tradewinds. I've discussed it quite a bit over on the FTB subreddit and forums, and if you want to read more into it, check it out here.
The modpack is currently in beta, and the goal right now is to rework recipes and create progression systems that encourage trading.
I want a system in the modpack that is 'lightweight magic' - basically an extension of the vanilla enchanting and XP system. So, the modpack won't have anything super crazy like Thaumcraft, but I do want a little more than just vanilla magic. I've included a couple of mods that fit this theme very well, like Xeno's Reliquary and Artifacts.
My plan is to rework all the recipes for both mods, as well as vanilla enchanted items, so that it all revolves around XP and enchanting. Here's my issue, though, and why I need a mod for this.
I want enchanting to require items as well as XP, and I want certain items (like the ones from reliquary) to require XP in conjunction with item ingredients. Here's the idea for the mod:
The mod will disable the vanilla enchanting table and add a custom version of it. This modified enchanting table will have a GUI that looks something like this:
A center slot for the input - the item to be enchanted.
8 surrounding slots for ingredients.
An indicator to tell the player how much XP (in levels) is required.
A button to click which will consume the XP and ingredients and enchant the item in the center.
So, basically, a way to enchant an item using both XP and ingredients. Players could then, for example, be required to use quartz and XP to apply sharpness to a sword, feathers and XP to apply feather falling to boots, buckets of water and XP to get underwater breathing on a helmet, etc.
Here's the important bit. This mod also needs to have a method to customize the recipes. Either an API, direct Minetweaker support, or a JSON recipe modifier. Whatever the method, it needs to allow for all enchant recipes to be customized, and it also need to allow for item crafting that isn't enchanting.
So, if a modpack developer using this mod wanted to do something like this... they could:
Insert an apple into the center slot, surround it with gold ingots in the 8 surrounding slots, apply 10 levels of XP, and you get a golden apple. It's not an enchanted item, but map makers could still require XP as a component for crafting certain items.
If you're willing to write this mod (I have zero coding knowledge), then I would be willing to provide all the graphics and textures for it (I am a graphic designer, and have done textures for several mods in the past). I'm also willing to test it and provide meaningful feedback and bug reports.
I think such a mod would get a lot of use by others as well, as long as it's customizable and straight forward to use.
Hello all!
I'm currently working on a modpack called Tradewinds. I've discussed it quite a bit over on the FTB subreddit and forums, and if you want to read more into it, check it out here.
The modpack is currently in beta, and the goal right now is to rework recipes and create progression systems that encourage trading.
I want a system in the modpack that is 'lightweight magic' - basically an extension of the vanilla enchanting and XP system. So, the modpack won't have anything super crazy like Thaumcraft, but I do want a little more than just vanilla magic. I've included a couple of mods that fit this theme very well, like Xeno's Reliquary and Artifacts.
My plan is to rework all the recipes for both mods, as well as vanilla enchanted items, so that it all revolves around XP and enchanting. Here's my issue, though, and why I need a mod for this.
I want enchanting to require items as well as XP, and I want certain items (like the ones from reliquary) to require XP in conjunction with item ingredients. Here's the idea for the mod:
The mod will disable the vanilla enchanting table and add a custom version of it. This modified enchanting table will have a GUI that looks something like this:
A center slot for the input - the item to be enchanted.
8 surrounding slots for ingredients.
An indicator to tell the player how much XP (in levels) is required.
A button to click which will consume the XP and ingredients and enchant the item in the center.
So, basically, a way to enchant an item using both XP and ingredients. Players could then, for example, be required to use quartz and XP to apply sharpness to a sword, feathers and XP to apply feather falling to boots, buckets of water and XP to get underwater breathing on a helmet, etc.
Here's the important bit. This mod also needs to have a method to customize the recipes. Either an API, direct Minetweaker support, or a JSON recipe modifier. Whatever the method, it needs to allow for all enchant recipes to be customized, and it also need to allow for item crafting that isn't enchanting.
So, if a modpack developer using this mod wanted to do something like this... they could:
Insert an apple into the center slot, surround it with gold ingots in the 8 surrounding slots, apply 10 levels of XP, and you get a golden apple. It's not an enchanted item, but map makers could still require XP as a component for crafting certain items.
If you're willing to write this mod (I have zero coding knowledge), then I would be willing to provide all the graphics and textures for it (I am a graphic designer, and have done textures for several mods in the past). I'm also willing to test it and provide meaningful feedback and bug reports.
I think such a mod would get a lot of use by others as well, as long as it's customizable and straight forward to use.
This is a great Idea!
Now I'm not supposed to be taking on more projects...I have quite enough.
But, I have quite the soft spot for your modpack and this doesn't seem too tricky. Famous last words...
No promises, but I'll see what I can throw together. How do you want it to interact with bookshelves? As vanilla?
Actually, someone else took up this mod! We have a working version, but with bugs. Hopefully the dev will release it once it's ready.
I've thought about making it interact with bookshelves, but I'm not sure how that would work, so I'm opting to just not worry about it at this time.
However, there is another mod I need, but it's a lot more complicated...
Alrighty, nice.
I'd rather not get into anything complicated...thanks but no thanks 