Just a few days ago I posted a version of this idea, but totally left a lot of things, including the story (which is super important!), and crafting, and lots of cool and interesting blocks.
The world is full of magic, humming quietly away in the background. This background magic goes almost unnoticed to the naked eye, but produces interesting effects in a few blocks, and with a bit of knowledge, and the right magical tools and materials, we can harness this magic, and make wonderful things happen.
The mod doesn't add any blocks to the world, but does add some things to dungeon loot chests, notably a (highly damaged) Wand of Background Magical Radiation Crafting, an (empty) BRM Instruction Book, and BRM Instruction Pages. Holding an Instruction Page and right clicking adds it to your Instruction Book, and gives you more info about the mod and crafting recipes.
Once you have your crafting wand, you need to go out into the world, and find a block which responds to natural background magic in the following magical manner: it glows and emits red particles when you touch it, and turns back to normal when it is struck by a spontaneous wavicle quanta of magical background energy.
Then, place various crafting ingredients near it (within a 3x3x3 cube centered on it), touch the magical block if it's not glowing, and use your crafting wand on it. The wand will produce a happy noise if it detects a valid recipe, and, when the block stops glowing, the magical block and the ingredients disappear, and the result appears where the magical block had been, and the wand loses durability.
If any blocks or items are present which are not part of a crafting recipe are near the magical block, they will not prevent crafting from taking place. So if you don't have silk touch, and you find a vein of magical blocks, you can use them in situ, without needing to isolate any of them. Also, if there are two or more possible recipes based on available ingredients, one of them will be selected at random.
If there is no valid recipe when the glowing block turns to normal, or if you break or move said block, the wand plays an unhappy sound, and it still loses durability.
If you use the crafting wand on anything other than a glowing magical block, it plays an unhappy sound, and, if it was connected to a glowing magical block, loses that connection, and doesn't lose durability.
The majority of crafting ingredients are blocks; for example, to get a new wand, you need an oak sapling planted in dirt or grass.
Since the crafting procedure is the same for every block in the mod, I won't mention it, or the glowing magical block, from here on.
To craft a tier zero magical radiation energy transporter, you need a lever in the on position. Whenever this energy transporter receives a magical quanta, it will, one twentieth of a second later (using World.scheduleUpdate), transport it into the block it is facing into.
There are four tiers a long distance magical radiation energy transporter, each crafted out of two of the previous tier, and each sending magical quanta twice as many blocks away as the previous one.
Tier one magical energy transporters, pointing upwards, with farmland placed on top, act as a simple way of doubling the rate of crop growth.
These energy transporters lose excess magic sent into them. They can only "store" one quanta of magic, and only briefly. Extra bits of magic put into them evaporate. Also, when a transporter tries to put magic into a block which is transparent, and for which Block.getTickRandomly() returns false, it will produce particles in front of it (and lose the magic quanta).
You can craft a Wand of Thickness out of a Cake, and using this Wand on any of tier energy transporter, giving it the ability to hold several quanta of magic, but it still won't check if the block it's sending magic into has a full buffer.
You can craft Wand of Brains out of a Zombie head, and using this on an energy transporter will upgrade it, such that it will look at the metadata of the block it's pointing into, and if the target's magic buffer is full, it won't move it's magic. The smart transporter uses exponential backoff: If the target block is full, it will try again in a tenth of a second, then a fifth of a second, then two fifths, then 16 game ticks, etc.. (World.scheduleUpdate is so much more flexible than a ticking TileEntity).
A magical furnace can be crafted out of a normal furnace. It takes one unit of magical radiation to smelt one item.
A magical dropper can be crafted out of a normal dropper. It has five slots, like a normal dropper, and when it gets a bit of magic, it shoves as much of it's inventory into the block it's facing into, or, if said block has no inventory, it drops all of it's inventory in front of itself in the form of five stacks.
A magical hopper is crafted from a normal hopper. It is similar to the magical hopper, having five slots, and when it gets a bit of magic, it tries to suck in as many items from above itself as it can, and then tries to push out of itself as many items as it can.
A magical dispenser is crafted from a normal dispenser, and a lit TNT entity, and an arrow projectile, and a potion projectile, and a fire charge projectile. It does what you would expect from reading the descriptions of the magical dropper and hopper. If you lag or crash your world because you put five stacks of TNT into it to see what happens, that's your problem, not mine.
A magical cobblestone generator can be crafted from a block each of flowing water, flowing lava, and cobblestone. When it gets some magic, it replaces all transparent blocks within a one block radius of itself with cobblestone.
Source blocks of water and lava can be crafted into water generators and lava generators, respectively. They work similarly to the cobblestone generator.
Magical versions of various redstone components can be crafted from their nonmagical brethren. A magical lever must be powered from a lever which is off, otherwise it produces a magical energy transporter; other redstone crafting ingredients can be in any state.
When any magical lever or button or comparator or daylight sensor receives a quanta of magic, it behaves as if the player had right right clicked it. Magical observers and pressure plates and tripwire hooks will emit a redstone pulse. Magical redstone lamps toggle between on and off.
Magical redstone components look very similar to their non-magical brethren, and should be thought of as haunted.
A mob spawner can be crafted into a magical mob spawner. Obviously, you need silk touch to move the magical block used for crafting next to it, but at least you don't have to move the mob spawner, right? As you'd expect, the magical mob spawner makes one attempt to spawn monsters every time it gets a magical quanta. It produces the exact same monsters as the original mob spawner.
You can craft a magical mob spawner with a mob skull to produce a different type of magical mob spawner. Naturally, the produces the mob type which drops that skull.
You can craft a magical mob spawner (type skeleton) with an end crystal to create a magical trapped horse spawner.
You can craft any magical mob spawner with a bale of hay to make it generate mobs riding horses.
You can craft three wither skulls and four soul sand and a mob spawner to produce a wither spawner. Be careful not to spawn a wither while you are crafting! Also, it's a good thing that the wither spawner is explosion proof.
You can craft one sand, one red sand, one concrete powder, one gravel, and one anvil together to produce a magical block destabilizer. It works a bit like the block destabilizer from the Random Things mod, which turns the blocks in front of it into falling blocks.
You can craft an anvil into a magical tool irradiator. It holds one damaged tool, which it will repair one unit for every magical quanta the block is given. Anything which cannot be repaired (possibly because it is fully repaired) is moved from the input slot to the output slot. Items in the output slot can be removed using a hopper, from the bottom of the block, items can be put into the input slot from any other side.
You can craft an enchanting table into an Magical Work Depenalizer. Put into it an item with a "Prior Work Penalty", and this penalty decreases by one every time it gets a magical quanta. Items with no Prior Work Penalty get moved from the input slot to the output slot, similar to the tool charger.
You can craft a magical blockcasting wand from nine distinct types of double slab. Different wood types do count as being different slabs. When this wand is used, it traces a line in the direction the player is facing until it either it reaches it's distance limit, or the line passes through a solid block into air (or other block for which .isReplaceable(...) is true). If the player has in his inventory one of that particular solid block, then it gets placed in the world in place the air block after the solid block. In other words, it acts as if the player had placed said block onto the far surface, from the opposite direction.
You can craft a Mob Dimension Warping Wand from a block of nether portal. Not the obsidian frame, but the portal itself. This wand can be used on any living entity, and moves it from the overworld to the nether, from the nether to the end, or from the end to the overworld.
You can craft a Block Pushing Wand from a Piston, or a BlockPulling Wand from a Sticky Piston. These two wands can push blocks away from the player, or push them towards the player.
You can craft a Magical Block Breaker from a TNT block, and one of: a plank, or a block of iron, or a block of gold, or a block of diamond. The block breaker breaks all blocks within a 5x5x5 area whenever it gets a magical quanta, if those blocks can be broken with tools of that mining level. The block breaker can be combined (on an anvil) with an enchanted book to give it silk touch or fortune, and the blocks it breaks will drop as you'd expect.
You can craft a Magical Percussive Maintainer from a block of frosted ice, a block of fire, and a block of iron. It initially is uncharged, and will need to be
charged before use. It looks like a fiery, icy hammer. When used on any block, it gives that block one quanta of magical radiation. If put in a dispenser, it will get used on the block in front said dispenser when there's a redstone pulse.
You can craft a Mob Mob Leashing Wand from two fenceposts, each of which must have a lead knot entity on it. It initially is uncharged, and will need to be charged before use. Use this wand first on one mob, then on a second, then the first mob will be made to follow the second around. For fun, use this to attach a cat to a creeper!
Craft together one of each type of crop, and a torch, to produce a magical crop harvester. When it gets a bit of magic, it harvests fully grown crops in a 9x1x9 area centered on itself, and replants. Also, it glows, so no need to put a torch on it. Remember that farmland is less than on block high, so you could put a hopper minecart below to pick up the items.
Create a CobWand using a cobweb. This shoots a projectile which, when it hits a mob or a solid block, creates a cobweb block at the point of impact, if that location isReplacable. Starts fully charged, but it also requires cobweb items to be in the player's inventory.
Create a Wand of Bouncaporting using a slime block and an ender pearl projectile. Super tricky to craft. Starts fully charged, however, you must have ender pearls in your inventory, which get used up. Fires a projectile which bounces the first time it reach a solid block, and teleports the player to it the second time it reaches a solid block. (Credit to TangoTek)
Create a Wand of Entombment using the extended head of a piston, and one of each of falling sand, red sand, and gravel (in other words, the entities, not the blocks). This fires a projectile which, when it hits a mob or a solid block, surrounds the point of impact with 27 carefully spaced falling blocks of sand or red sand or gravel, which must come from the player's inventory.
Each quanta of magical radiation is a single call to the block's randomTick method.
If part of a modpack with torcherino, everything from this mod should in the torcherino's blacklist of blocks not to accelerate.
Also, ideally, none of the blocks use ticking tile entities, and for that matter, as few as possible use tile entities.
When magic is moved into a magical energy transporter (when the transporter block's randomTick method is called), then that block uses World.scheduleUpdate to ask the world to call the block's updateTick method, which in turn calls the randomTick method of the block it's pointed into.
The reason the transporter does not call the target's randomTick from within it's randomTick method, is because that would lead to power moving infinitely fast, and could lead to infinite recursion, simply by having two transporters facing into each other.
The magical block used in every crafting recipe in the mod is redstone ore, which you probably guessed.
I forgot a bunch of magical blocks and tools, and need a slightly different recipe for one of the wands; I'm replying to my own post, instead of editing it, so this awesome stuff doesn't get overlooked. They all get crafted with the same procedure as the main post, with a crafting wand and a glowing sparkling magical block.
Since some recipes require mob skulls, and you'll need charged creepers to get said skulls, which means that a magical lightning summoning block would be a fairly useful to have in the mod.
It's crafting recipe is: One fire block, one each of a creeper, a charged creeper, a villager, a witch, a pig, a zombie pigman. All of the monsters get consumed by the crafting process instead of dying normally, so there are no drops or xp, they are just gone. When the block gets a magical quanta, is spawns a bolt of lightning targeting the block above itself.
To craft a Magical Uncooker, you need one of each of every ore block. When the Uncooker is given a magical quanta, transform any nearby blocks in the following manner: If block A can be made by smelting block B in a furnace, then the Uncooker will turn any B block into an A block. If block A can be made by crafting together 4 or 9 B items, and B can be made by smelting C in a furnace, then block A is turned into a C block.
So, a block of diamond becomes a diamond ore block, a block of quartz becomes a block of nether quartz ore, a block of dried kelp become a block of kelp, a block of glazed terracotta becomes a block of terracotta, a block of terracotta becomes a block of clay, etc. This will almost always not be worth the trouble, but maybe you have a source of some smelted something-or-other, and you want to use it some other way.
If you have a witch farm, you can get unlimited redstone. You can craft redstone blocks from it, then unsmelt said blocks to get redstone ore, which is the central crafting ingredient for every block and item in the mod.
Ideally, the magical uncooker config file is auto-generated, to make it work with items from all mods.
Also, you cannot make redstone dust blocks into redstone ore, you have to use blocks of redstone to do that, because reasons.
To craft a Magical Falling Block Generator, you need one End Portal Block, one End Portal Frame, and one falling block (entity) of either sand, red sand, gravel, or concrete powder (any color). The End Portal Frame is not consumed, but it's Eye of Ender is removed. The Falling Block Generator, when given a magical quanta, will replace all air (or other isReplacable) blocks within a 3x3x3 cube, centered on the Generator, with blocks corresponding to whatever falling block was used to craft it.
To craft a Magical Gateway Generator, you need an End Gateway Block -- the ones which lead from the central island in the end to the distant surrounding islands -- and a dragon skull. Whenever the Portable End Gateway gets a quanta of magic, it creates or destroys an End Gateway Block on whichever side it is facing. This generated block will have the same data (including location) as the one which was consumed to create the generator in the first place.
Mining or moving or destroying the Magical Gateway Generator does not destroy the End Gateway Block which it generates. So: Place it down facing towards where you want the End Gateway Block, then, when said End Gateway Block appears, mine up the generator.
If you have crafted this block out of one of the naturally occuring End Gateway Blocks in the end, it is an excellent idea to immediately use this generator to replace the End Gateway Block which you just consumed. In other words, be nice to your fellow minecrafters, and to your future self.
To reprogram a Magical Gateway Generator, craft a new one out of the old one, in the location you want the End Gateway block that it generates to teleport entities to.
You can of course craft a Magical Gateway Generator out of an End Gateway Block produced by another such generator. This means that once you have one generator, all that you really need is a supply of Ender Dragon Skulls to craft as many as you want.
Whenever a Magical Gateway Generator destroys an End Gateway Block, it checks if the coordinates are the same, and if they are, it sets the "Age" stored inside itself to the "Age" which had been on the block.
To craft a Wand of Levitation, you need a purpur block and a shulker mob and a shulker bullet. The wand starts out charged, but before you can use it to attack with, you must capture shulker bullets. Use the wand while facing towards a shulker bullet which is very close to you; one unit of charge gets used up, and the bullet gets captured. If your wand has both a charge and at least one bullet, you can use the wand while facing towards a mob or player who is within 16 blocks, then use the wand. It will generate one shulker bullet, whose target will be said mob or player.
To craft the Wand of Leashed Minions, you'll need one fencepost, and attached to said fencepost, via leads, you'll need one each of every mob which the player can attach a leash to, using a normal lead item. The mobs themselves don't need to be in the crafting area, just the knot. All of the leads and all of the mobs get consumed by the crafting process. The resulting wand is fully charged, can be used on villagers and hostile mobs, but requires a lead item in the player's hotbar for each.
To craft the Mob Mob Leash wand requires one fencepost, and attached to that fencepost, via leads, you must have one of each of all mobs which the Wand of Leashed Minions can be used on. Similar to crafting the Wand of Leashed Minions, you don't have to have the mobs inside the crafting cube, only the leash knot entity. Likewise, all of the leashed mobs are consumed by the crafting process. The newly crafted wand is fully charged. Besides using up it's charge, it also consumes leash items from the player's inventory every time it is successfully used.
To craft a Wand of Juvenation requires one fencepost, and tied to that fencepost one of each of each type of baby mob, the mobs and leashes are consumed by the crafting process. The Wand starts out uncharged, and when used on a adult mob which has a baby version, will change it into said baby version.
To craft a Wand of Fangs, requires one block of blue wool, and one Evocation Fangs entity. The Wand is initially charged, but you need to capture some more Fangs entities in it to use it offensively, similar to how the Wand of Levitation needs shulker bullets.
To craft a Wand of Vexes requires one block of red wool, and one Vex mob. It's like the Fangs and Levitation Wands. When you release a captured Vex, it appears up to 16 blocks away from the player using it, and it is given a good initial speed in that direction. It's only really useful for PvP, since there is no obvious way for Vexes to be forced to target any specific entity.
To craft a Magical Bedrock Breaking Block requires four dark oak saplings and an end crystal and a nether portal block. Whenever it is given a magical quanta, it checks if it is facing into bedrock, and if so, deletes the bedrock.
To craft a Block Renaming Wand requires a Bookcase block and enough XP orbs for the player who is doing the crafting to reach the next level. It starts out charged. To use it, rename the wand on an anvil, then use the wand on any block. Using the wand on a block does not consume XP. The result is the same as if you'd mined that block, renamed the resulting item on the anvil, and replaced the block. The wand is obviously more convenient, since the block might be part of some contraption, and you don't want to break it. Plus, if you want to rename lots of blocks, you don't need to lots of XP to do it. The main purpose is to rename blocks which have GUIs, such as chests, droppers, hoppers, and dispensers, but you may find other uses for it.
A magical AntiBeacon block can be made from a normal beacon, and a lingering potion of harming. The AntiBeacon gives harmful effects to hostile mobs. The effects are not renewed every game tick, as with a normal Beacon, but only when the block gets a magical quanta. As with a normal Beacon, it's effect is increased by putting it on a base of precious blocks.
Finally, the most powerful block in the game is the Magical ClockStopper. The ClockStopper is controlled by a redstone signal: When it does not have a signal, it charges up by 1 unit for every magical quanta given to it, when it does have a signal, it uses up it's charge at a rate of 1 per tick (and ignores magical quanta). When the ClockStopper goes from not signaled to signaled, it makes a copy of the World's random number generator. Every tick that the ClockStopper is signalled and has a charge, it replaces the World's RNG with a copy of it's copy.
To craft the ClockStopper requires one block of bedrock, and one dragon, and one wither. Obviously the mobs don't have to be completely inside the 3x3x3 crafting area, but at least part of each must be. Both mobs get consumed in the crafting process.
If you're curious about what the ClockStopper's purpose is, do a YouTube search for Minecraft RNG Manipulation, and ignore the stuff about enchanting.
I fully expect lots of deaths when trying to craft the Magical ClockStopper, considering the recipe and the value of the result.
I will probably think of more magical blocks and wands in the future, and I will post them as a reply to this thread when I do.
Also, if you think any of these items needs a cheaper/costlier recipe, please reply here! Remember, modded minecraft is not about hard limits on the usefulness of tools/weapons/etc ("Oh no, too overpowered, you can't have it"), but about making the cost of crafting (or the cost of infrastructure or energy or just plain time) match the value/utility of the item.
Wand of Loot Dropability, crafted from _. Starts out uncharged. When used on a mob, it increases the values in the HandDropChances and ArmorDropChances tags of that mob's Entity Data.
Wand of Chest Locking, crafted from a dungeon chest which has never been opened (still has it's LootTable tag intact). Charge the wand, rename it on an anvil, then use it on any Chest block to set the chest's Lock tag.
Magical Block of Chest Breaking, crafted from a shulker box, a shulker mob, and a lit TNT entity. This block has a magical energy buffer which gets charged as it receives magical energy quanta. When the block gets a redstone pulse, it uses up one charge from it's buffer, and turns the chest in front of it into an item with inventory intact.
Wand of Chest Sorting, crafted from _, causes the items inside the chest it's used on to become sorted. Starts out charged.
Magical Block of Wand Using, Crafted from a Dispenser Block (instead of a Magical Dispenser, which might be considered OP). Like the Chest Breaker, this block has a buffer which gets filled with magical quanta. When the block gets a redstone pulse, uses on unit of magic from it's buffer, and uses the wand inside of it in whatever direction it is facing. It is a bit like a Mechanical User or Autonomous Activator, but only works with Wands from this mod.
Wand of Arrow Collection, crafted from a bone block. Starts Charged. Right click it on any arrow which is stuck in a block, and that arrow goes into the player's inventory.
Witch Spawner, crafted from one of each of every type of block which can occur in a witch hut, including both a flower pot with a red mushroom and a flowerpot with a brown mushroom. The Witch Spawner is not magical. It is an ordinary vanilla mob spawner which produces witches.
Iron Golem Spawner, crafted from a block of iron, an Iron Golem, and two or more overlapping villages. Yes, that's "villages," not "villagers." Basically, follow a youtube tutorial on how to construct a high speed iron farm, then craft an Iron Golem Spawner in it the farm, and all villager mobs and all Iron Golems and all of the doors which are part of the villages consumed by the crafting process. The Spawner is not a magical spawner. It is an ordinary vanilla mob spawner which produces Iron Golems.
Enderman Spawner, crafted from a block of endstone, an enderman, and an ender pearl projectile.
Wand of minescavation. Crafted from a block of _. Initially charged. Uses the leftmost tool in the player's hotbar to mine up the block being targeted, and every connected block of the same type. Uses the tool's durability, uses its own charge, and possibly uses the player's hunger.
Magical Ice Generator. Crafted from one block each of Ice, Packed Ice, and Frosted Ice. When it receives a magical quanta, it replaces all empty blocks around itself with Ice and Packed Ice.
I have been thinking about technical details of how the Crafting Wand would work, as it is an item in the player's inventory, and what is really needed is some sort of update detector, which is really easy with a block, but not so easy with an item.
So, the story changes a bit: The magical glowing block causes the fabric of reality to be unusually thin. The Crafting Wand creates a temporary dimensional puncture, which allows additional magic to leak in. When enough magical power has leaked in, the puncture seals itself and an amazing transformation happens.
When the user right clicks on the glowing block, there must be an air block (or cave air) against that surface. That air block is replaced by a dimensional puncture block, and the wand's charge is used immediately. The dimensional puncture block responds to block updates, and performs the crafting when the block it is facing into is swapped out for the non-glowing variety.
If all of the wands can be placed as blocks, then we can eliminate the need for a wand charger. Especially if wands in block form can have their state of charge read by a comparator, allowing some mechanism to break the wand block when it is full.
If all of the wands, when in block form, respond to a redstone pulse, then we eliminate the need for an automated wand user block (Mechanical User).
The Wand of Minescavation, instead of needing to be in the hotbar along side of some other tool, should have an inventory which can be accessed similar to a backpack. You can put one each of an axe, a hoe, a shovel, a pickaxe, and shears into the Wand's inventory. Using the wand causes the best tool for breaking the block you're aiming at to be used. When right click is done, one block is mined, and the wand's charge does not get used up. When a certain hotkey is used (~, perhaps), all matching blocks are mined, and one unit of the wand's charge is used. When placed as a block, the GUI shows a checkbox for which mode will be used.
A Wand of Ranged Mining. Similar to the Wand of Minescavation, you have to put at least one tool into it for it to be useful. Further, the player can choose whether to mine blocks which are 1, 2, 4, 8, or 16 blocks away. Every time the Wand is used with a range greater than 1, one unit of charge is depleted. The wand works identically in block form.
A Wand of Ranged Placement. This wand has a 3x3 inventory, and only items which have a block form can be put inside of it. The player can choose whether blocks are placed at a distance of 1, 2, 4, 8, or 16 blocks away. Every time the Wand is used with a range greater than 1, one unit of charge is depleted. The wand works identically in block form.
The Magical Chest Breaking block should be a wand, though of course it can still be used as a block. Not every Magical block should be a wand, only ones which have a power buffer and respond to a redstone pulse. Other Magical Blocks are deliberately without buffers, both to make them harder to use, and to make them less laggy.
The Wand of Vexes should be toggleable, so that it will leash each spawned Vex to the coordinates where it is spawning them. If you're using the wand as a block, and the wand is defending your base against intrusion by other players, this might be preferable to keep the vexes away from areas you want to be safe for yourself.
I haven't thought of recipes for everything, so if anyone would like make a suggestion, replies are welcome!