Please note that, being an alpha mod, anything and everything is subject to change.
This mod can and will conflict with things. Use common sense.
This mod is reobfuscated using Searge Names, ergo it should work in 1.5.1, 1.5.2, and possibly even the 1.6 snapshots. But, of course, YMMV (Your Mileage May Vary).
Version 1.0_a2b For Minecraft 1.5.1/1.5.2 Optimal Forge Version: 7.7.1.639 (YMMV on newer ones)
AltriaCraft is the spiritual successor to my quasi-famous Swords+. It is intended to completely redesign the combat experience while still remaining modest.
Please note that this is more or less a pre-release and thus, similar to Pahimar's EE3, does not include all content from its predecessor at this time.
Your First Sword
Every aspiring adventurer is going to need a sword to protect himself (or herself) from the hordes of monsters that infest the shadows of Minecraftia. Though, unless you're fortunate enough to set foot into the world with a coffer of riches, you're not going to have much more available to you than a weak Wooden Blade. At the very least, you can craft them cheaply anywhere anytime.
Durability: 145
Attack Power:
What about stone swords? Well, those are gone. Sorry!
Getting Started With Bladesmithing
A wooden sword just won't cut it for long. So, once you've amassed a decent bit of resources, it's time to get smithing!
First, you'll need to craft yourself a Blade Works:
Before you can use a Blade Works, you need a couple of things: air above the block and fire beside it. After all, you can't work metal without access to the working surface and some heat to make the metal malleable. Though optional, it's suggested that you build some kind of enclosure. Or you can be tacky. It's up to you.
Note that, for now, the block is intentionally left "bugged" such that you can light a fire next to the block and continue to use the GUI, even if the fire is extinguished while in the GUI. This will be remedied in version a3, when I introduce the fire pit block.
Here's an example of what it should look like:
There. Now your Blade Works is functional. Time to right-click it and face the smithing GUI:
The GUI is essentially composed of four parts: the christener, the worktop, the stoker, and the result.
The christener is the text box up top. Now that sword-crafting is an art, you're free to name your weapon, up to ~30 characters long.
The worktop, of course, is the "crafting grid". You can put your resources here to forge them into a weapon.
The stoker, the right of the worktop, is where you can place an optional fire stoking item to raise the heat of the flames. The reason for this will be explained at the end of this section. The vertical bar will raise and lower with the calculated heat of flames. The item will not be consumed until you remove the result from the result slot.
Finally, of course, is the result slot. Pick up your newly crafted weapon here.
Here's an example of the GUI in action:
So, now that you've been through a primer on making swords, what all can you make? You have 5 choices:
Iron Blade
Durability: 435
Attack Power:
Golden Blade
Durability: 235
Attack Power:
Silver Blade
Durability: 200
Attack Power:
(Silver Blades are effective against Mo' Creatures werewolves and kill them in ~8 hits)
Goddess Edge
Durability: 400
Attack Power:
Note: Virtually identical stats to Iron Edge because later versions of this mod implement form/power upgrades and these two 'sister' swords have entirely different upgrade branches.
Diamond Blade
Durability: 725
Attack Power:
Weapon Grade
Remember the fire stoker in the GUI? Well, it's to determine the grade of your weapon, of which there are 5 implemented:
Low, Mid, High, Super, and Perfect
In a future update, grade determines how much a sword can be upgraded so always shoot for the best you can make. Here's a current fuel-breakdown:
You can see the grade of a sword by hovering your mouse over it in your inventory.
The AGE System
AltriaCraft adds a new 'currency' to the game in the form of an energy called AGE. AGE will be used in a future update for a lot of things.
To acquire AGE, you first must craft yourself an Awakening Gem
Keep this gem on your person and go slaughter some hostile mobs. Be warned, though, that the amount of AGE you earn is wholly dependent upon how powerful you are in an inverse ratio. Basically, the better your weapon and armor, the less AGE you earn. Additionally, the deadlier the mob you face, the more it's worth.
Some hostile mobs do not provide AGE. These mobs are: angry wolves, slimes, magma cubes, witches, and the ender dragon.
Additionally, the system will not allow you to gain AGE if your equipment is unregistered. A future update will add an API for other modders to register their mod weapons/armors/etc. So, for now, stick to vanilla or AC only.
As you gain more AGE, you may notice your Awakening Gem change forms. This is a good way to brag about how many mobs you kill.
Upgrade Collectibles
Whenever you earn AGE points killing certain mobs, there's a chance you might get a very rare drop. These drops are upgrade collectibles. In a future update, you can use them to permanently upgrade aspects of your swords:
From left to right, they are:
Carbide Ingot - Upgrades durability Aurichalsem Ingot - Upgrades an aspect related to enchantments Ao Feather - Upgrades another aspect related to enchantments Moissanite Shard - Upgrades attack power
There is also a fifth collectible, Coral Quartz but it is not obtainable in Survival at this point in time.
You need 6 of any one collectible to upgrade a weapon stat.
Ores & Chunks
AltriaCraft adds a handful of new ores to the game:
From left to right, they are:
Silver Ore
This ore can be mined to acquire silver chunks, which can be smelted to get silver ingots. Silver ingots can be compressed into blocks like other metals.
Crystal Ore
This ore can be mined to acquire Ezralite Crystals, which will be useful in the future alkahestry updates of this mod.
Tauvelite Ore
This ore can be mined to acquire Tauvelite Dust, which will be used in a future update for repairing your tools.
Hydrolute Ore
This ore can be mined to acquire Hydrolute Briquettes, which are used in the Blade Works to make Super grade weapons. Be advised, however, that this ore is only found in the Nether and has penchant to explode! Using Silk Touch will negate the explosion but yields minimum drops. You cannot acquire the ore block itself in survival.
Ore Chunks
AltriaCraft revises how metallic ores work. Iron, Gold, and Silver drop "chunks" that must be smelted to get ingots. The chance of getting more than one chunk per block is low but the chance does increase somewhat with Fortune.
Relic Dungeons & Sealed Logia
Hidden throughout the Minecraft world, you can find a new type of dungeon called Relic Dungeons:
(This one happened to intersect a mineshaft~ )
Sitting atop the central pedestal is a Sealed Logia. In a future update, you will be able to unlock these and obtain awesome goodies!
Be wary, though, as dungeons are guarded by powerful mobs!
Mobs
Relic Guardians
Three different types of mobs can be found guarding Sealed Logia in Relic Dungeons:
To install:
- Install the suggested optimal version of Forge or better
- Drop the AltriaCraft .zip into the mods folder in .minecraft
- If Minecraft/FML complains about mismatches, agree to continue loading anyway. Such is life when you're hacking vanilla things apart and fiddling with them.
FAQ/NAQ
Where is [insert item from Swords+ here]!?
It either hasn't been implemented yet or was removed.
Why am I a "not nice" person for using the direct DL link?
If you really can't spare the 5 seconds to donate to me a fraction of a cent that's not even out of your pocket, you are (in my personal opinion only) not a nice person.
Why are there sometimes items in the Creative/NEI/TMI inventory but they aren't in the opening post of the thread or on the wiki?
Because it's either something I haven't finished and officially released or it's an easter egg.
Why is [thing] missing?
I forgot it or removed it. Such is the nature of this mod being an alpha.
Are you a wizard?
Nope. Rather, I'm a nonoriri.
Does this mod work in SMP?
It should now. If not, I will be heavily disappointed.
Can I use this mod in a mod pack?
No. Unless you're Slowpoke. Then yes. See Legal section.
Why can't I craft the vanilla Minecraft swords?
AltriaCraft removes their crafting because AltriaCraft changes how sword making works.
Why can't I place more than one item in a Blade Works slot?
Smithing weapons is a tedious process where you focus on one weapon at a time. You can't mass produce weapons.
Is the Blade Works compatible with BuildCraft piping?
No. And it won't be. You can't automate bladesmithing and its one item per slot limit defies the whole mass production line thing.
Why do take so long to churn out new updates?
For one, this isn't my day job. I'm a college student first and a mangaka (comic artist) second. For two, I'll ask you a single question: do you want it done fast or do you want it done well?
Why don't you go into much detail over the AGE system?
The less I tell you, the less you have to go on in regards to breaking it.
Why I can't find [ore]?
If you installed AltriaCraft and opened a world existing prior to installing it, you'll have to generate new chunks to look for the ores. If you're in new chunks, you're either unlucky or looking for one of the intentionally elusive ores.
Why can't I find Relic Dungeons?
They're like regular dungeons. Except they're probably not quite as rare (either less or more). They're not meant to be Starbucks.
Why am I not earning AGEp for killing mobs?
The system won't grant you AGEp if you're using unregistered equipment such as stuff from other mods (the next alpha will have an API for those mod makers to register their weapons) or if the system has determined you're in a particularly advantageous position for accruing too much too easily. Also, some mobs just don't give you any AGEp to begin with.
Why are some textures 32x while most others are 16x?
Anything significantly alien or more advanced than AC's "normal" tech level is rendered in higher resolution to make them stand out as such.
Why do you not care if you break compatibility with certain mods?
I don't like being limited. I make this mod for myself and simply allow others to play with it too. If it's not affecting me, chances are I really don't care.
Why are you doing [thing]? [other mod] already did it!
Why do we have over a dozen brand of cars? Ford did it first!
Why do you we have over a million FPS games? Doom did it first!
It doesn't matter who did what first. It's called competition. Dealwithit.gif.
ERMAGERD! You took away gold swords! How will I fend off Mo' Creatures werewolves?!
With Silver Blades.
Bugs/Glitches/Exploits
- Some rendering issues with artifacts (which haven't been formally introduced yet)
- Iron and Gold are now probably utterly and horribly broken with IC2 and other such mods.
- I have probably forgotten some things. D'oh!
Legal
This mod is closed source at this time.
You may not redistribute this mod.
You may not decompile this mod with the intent to distribute the source code.
You may not modify the source code with the intent to distribute the modified version.
Slowpoke and FTB team have permission do whatever the heck they want with this mod if it means putting it in any FTB team sanctioned mod pack.
You may not be a jerk-face who intentionally tries to find loopholes in this section for nefarious reasons.
You may not be a jerk-face who assumes that just because it's not explicitly spelled out in here that it's perfectly okay or that if you can't understand it, you can do what you want. Safest bet? Ask me before doing anything.
Yes, you may make review videos of this mod! I'd just prefer if you wait until a later alpha or until the mod hits beta because otherwise your video may deprecate quickly. Or you can showcase each alpha for lots of videos? Your call.
Yes, you may submit to me a mod review video to put in the opening post. Yes, I will most likely entirely forget to do that either way.
Contact
You can contact StarshadesJack in a variety of ways:
IRC: irc.esper.net | channel: #SwordsPlus | handle: Kaiyou (or Kaiyouko or Kaiyouka, sometimes Chitanda)
Old Think Tank Thread Guts
AltriaCraft is the successor to my prior, somewhat successful mod Swords+. The original mod definitely had a good run but I feel that, in order to keep expanding upon the mod, it's necessary that I start over from scratch and rethink my desire to expand upon Minecraft combat.
Like Azanor with his ArcanaCraft /TC3, I've started this thread as a place for brainstorming and working out the details of the new version mod. This particular post will also serve as the template for the official thread once a suitable v1 of AltriaCraft is released. Anyway, without further ado:
The New Sword Forge
AltriaCraft redesigns how bladesmithing works. All swords (including vanilla swords) will be crafted only on the Sword Forge (formerly Mystical Forge). Swords are now crafted out of 7 individual component items (reduced from 8 in Swords+ 1.5.1) --four for the hilt and three for the blade.
The fuel slot (the slot with the coal outline) determine's the weapon's grade (more on this in the next section).
The horizontal "bar" is the name slot. This will let you customize your weapon's name at no additional cost (you will, however, still have to pay to rename it via anvil).
New Sword Grade, Stat & Upgrade Systems
Forget the static nature of weaponry. Weapons can be fine-tuned and improved after being crafted, but only if you've crafted them well.
Grade System
Remember the fuel slot in the forge? Well, this is what that's for. The better the fuel you use, the hotter the flames of the forge, and the better quality of weapon you produce:
Low-Grade : : Use wood products or other low-quality burnables
- Cannot be upgraded, whatsoever
- Is innately debuffed Mid-Grade : : Use Coal, Charcoal, or Blaze Rods
- Can receive 1 upgrade per stat High-Grade : : Use lava buckets
- Can receive 2 upgrades per stat Super-Grade : : Use Hydrolute (a slightly rare mod-added fuel)
- Can receive 3 upgrades per stat
- Is innately buffed Perfect-Grade : : Use Radiatum (a very rare mod-added fuel)
- Can recieve 5 upgrades per stat
- Is innately buffed
Stats
All weapons have 4 stats:
Durability : : Max number of uses before a weapon breaks
- Mid and High grade versions have standard durability
- Low grade versions have 40% less durability than mid and high
- Super and Perfect grades have 20% more durability than mid and high
- An "upgrade" increases this by 20% per upgrade
Enchantment Capacity : : How long an enchantment can be maintained
- Enchantments can be applied to most swords, but they wear off after a while (more on this later)
- As with Durability, -40% for low, +20% for super/perfect
- An "upgrade" increases this by 20% per upgrade
Attack Power : : How much damage the weapon does.
- Low grade weapons are penalized a full heart of damage
- Super and Perfect deal an additional half-heart of damage
- An "upgrade" increases this by a half-heart per upgrade.
Enchantibility : : How "lucky" a weapon is with enchantments.
- Low grade weapons have their enchantibility cut in half.
- Super and Perfect have an additional 50% enchantibility.
- Enchantibility is increased by 2 points per "upgrade".
Upgrade Items
Upgrading a weapon is done in a manner similar to Zelda: Skyward Sword. You can find and collect four different items by exploring the land and fighting mobs. Sometimes you can buy them but not for cheap or in bulk. You need 6 of a particular item to upgrade a weapon.
From left to right:
Carbide Ingot - Used to increase max durability Aurichalsem Ingot - Used to increase max enchantment capacity Royal Feather - Used to increase Enchantibility Moissanite Shard - Used to increase attack power.
Additionally, Goddess Gems will return to the mod and will be used to imbue new powers to swords. Only high grade weapons or better can receive upgrades via this manner. Some further upgrades may require better weapon grades.
All upgrades are performed via the Alkahestric Infuser (formerly Alchemical Infuser), which has received a make-over:
New Enchantment System
Enchantments are revised as "charms". Charms rub off after a while, governed by the enchantment capacity of the weapon. However, you pay emeralds (which will be a far less rare to get) instead of experience levels to acquire them.
New Combat Mechanics
Experiece Points are now Skill Points. You use them to perform special moves with given weapons.
Blocking now consumes SP slowly and you cannot initiate a block without SP. However, for every successfully blocked attack, you gain back a little SP when you stop blocking.
Different swords have different techniques that consume SP to use. If you have no SP you can't use these techniques.
Don't worry about SP tech being hard to use. The system goes by points, not levels. You get 5 points per hostile mob kill (Blazes give 10). Additionally, mining and smelting and fishing and breeding still give you points.
GASP, that's a lot of changes. Feedback is welcome. Will add more as time passes.
Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Wow. This looks really neat. Definitely going to be checking back frequently for updates! Also, i did a search in the swords+ thread, it seems back in october you said you were planning on combining swords+ with better than testificates? Is BTT going to be in this mod when its released? I desperately need a challenge, and that sense of fear in minecraft, and as far as i know, nothing like that mod exists for either 1.4.2, or even 1.3.2..
EDIT: also, will this be compatible with ExtraBiomesXL, Smart Moving, and BOD (better ore distribution)?
Yes, I'm going to be providing some of the more important aspects of BTT as a module of AltriaCraft.
I'm still deciding how to approach that. I'd like to reduce the necessity for base class edits (or, at least, users having to manually edit their jar). However, if I have to do base class edits, I'll do base class edits.
[edit] Added a link to the original thread to the OP because I stupidly forgot it, lol
Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Wow, this mod looks really neat. The textures of the individual items looks amazing as well.
Even though it's a work-in-progress, it looks like a fully-fledged Mod.
Will there be a shapeless crafting recipe for the upgrades or does it have to be in a specific manner? For the items i mean.
Upgrading stats via any of the four stat-upgrade items will be shapeless because there won't be any shape to speak of. You need six of any one item to upgrade a stat and there's six outer circle slots on the infuser. The item to be upgraded always goes in the center slot.
As for adding new powers via gems, I've yet to decide how patterns will work. Chances are, it will probably be a shaped recipe that requires three gems in an "upward triangle" pattern. No worries, I'll be adding some kind of recipe book to the mod that will let you view recipes if you ever get stumped.
Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Rather interesting in and of the idea so far, not sure if I should start praying for the unlikely; for you to switch over to forge for the recreation. Otherwise I would definitely have to limit which mods to use.
Rather interesting in and of the idea so far, not sure if I should start praying for the unlikely; for you to switch over to forge for the recreation. Otherwise I would definitely have to limit which mods to use.
I may use Forge. I may not. I've taken a look at Forge ModLoader just to get my feet wet and, honestly, it's a bit of a steep learning curve to just go from RML to FML so Forge API might not be an attainable goal. Still, I'll do a bit of poking and prodding at it once I get an alpha version of AltriaCraft out to demonstrate how the upgrade system works.
In the event that things go awry with trying to learn Forge/FML, I am doing my best to limit sprite indices and all of the Swords+ content will be modular and disable-able so if you need some sprite indices and don't find yourself using certain sword families, you can shut them off so they aren't present in-game.
/* [] [] [] */
Not necessarily OP-worthy stuff, but one of the things I'm experimenting with is "tooltip info" for mod items. For example:
Also, I'm adding different slime colors and the ability to harvest goo from them with a bottle. Appropriately (or inappropriately?) named, Slime Jelly, you can get five variants:
Green Slime Jelly - Worthless jelly. It can be eaten but to no beneficial effect. It might be useful later on for other things, though.
Red Slime Jelly - A good emergency food. Chug it to gain back 1.5 hearts, 1.5 food bars, and 2.4 saturation.
Blue Slime Jelly - A very good food. Chug it to gain back 1.5 hearts, 4 food bars, and 4.8 saturation.
Yellow Slime Jelly - A stimulant. Chug it to gain 12 seconds of Strength I and Haste I.
Purple Slime Jelly - Unobtainable in survival. Is the fallback if you try to create a bottle of slime jelly with a damage value greater than 3. Chugging it will either hurt you for a heart or heal you for a heart.
All jellies have a ~30% change of inflicting hunger, like rotten flesh does.
Rollback Post to RevisionRollBack
Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
I would suggest that XP and SP be two separate things but that is just me.
I don't like how XP is currently used. So, I changed that. But, that left XP as sort of useless. So re-implemented it as SP.
The revised system is far more accessible, IMHO.
Rollback Post to RevisionRollBack
Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Would make many mods incompatible that way but it will be nice specifically just for adventure maps that way.
How so? I'm not physically altering how XP is acquired or how XP is even handled. All I'm doing is having my swords consume XP to do stuff and sword charms (enchantments) require emeralds instead of XP levels.
It's the same old XP system, just repurposed under my mod. Any mod that requires XP for things won't be shafted in the slightest. Additionally, you'll still be able to enchant armor and tools regularly until AltriaCraft introduces redesigned base tools and armor and charms for them.
Comic artist, indie game dev, lots of things. Click image to check out my latest comic series?
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Version 1.0_a2b For Minecraft 1.5.1/1.5.2
Optimal Forge Version: 7.7.1.639 (YMMV on newer ones)
AltriaCraft is the spiritual successor to my quasi-famous Swords+. It is intended to completely redesign the combat experience while still remaining modest.
Please note that this is more or less a pre-release and thus, similar to Pahimar's EE3, does not include all content from its predecessor at this time.
Your First Sword
Every aspiring adventurer is going to need a sword to protect himself (or herself) from the hordes of monsters that infest the shadows of Minecraftia. Though, unless you're fortunate enough to set foot into the world with a coffer of riches, you're not going to have much more available to you than a weak Wooden Blade. At the very least, you can craft them cheaply anywhere anytime.
Durability: 145
Attack Power:
What about stone swords? Well, those are gone. Sorry!
Getting Started With Bladesmithing
A wooden sword just won't cut it for long. So, once you've amassed a decent bit of resources, it's time to get smithing!
First, you'll need to craft yourself a Blade Works:
Before you can use a Blade Works, you need a couple of things: air above the block and fire beside it. After all, you can't work metal without access to the working surface and some heat to make the metal malleable. Though optional, it's suggested that you build some kind of enclosure. Or you can be tacky. It's up to you.
Note that, for now, the block is intentionally left "bugged" such that you can light a fire next to the block and continue to use the GUI, even if the fire is extinguished while in the GUI. This will be remedied in version a3, when I introduce the fire pit block.
Here's an example of what it should look like:
There. Now your Blade Works is functional. Time to right-click it and face the smithing GUI:
The GUI is essentially composed of four parts: the christener, the worktop, the stoker, and the result.
The christener is the text box up top. Now that sword-crafting is an art, you're free to name your weapon, up to ~30 characters long.
The worktop, of course, is the "crafting grid". You can put your resources here to forge them into a weapon.
The stoker, the right of the worktop, is where you can place an optional fire stoking item to raise the heat of the flames. The reason for this will be explained at the end of this section. The vertical bar will raise and lower with the calculated heat of flames. The item will not be consumed until you remove the result from the result slot.
Finally, of course, is the result slot. Pick up your newly crafted weapon here.
Here's an example of the GUI in action:
So, now that you've been through a primer on making swords, what all can you make? You have 5 choices:
Iron Blade
Durability: 435
Attack Power:
Golden Blade
Durability: 235
Attack Power:
Silver Blade
Durability: 200
Attack Power:
(Silver Blades are effective against Mo' Creatures werewolves and kill them in ~8 hits)
Goddess Edge
Durability: 400
Attack Power:
Note: Virtually identical stats to Iron Edge because later versions of this mod implement form/power upgrades and these two 'sister' swords have entirely different upgrade branches.
Diamond Blade
Durability: 725
Attack Power:
Weapon Grade
Remember the fire stoker in the GUI? Well, it's to determine the grade of your weapon, of which there are 5 implemented:
Low, Mid, High, Super, and Perfect
In a future update, grade determines how much a sword can be upgraded so always shoot for the best you can make. Here's a current fuel-breakdown:
Low: (no fuel)
Mid: Coal, Charcoal
High: Blaze Rods
Super: Hydrolute
Perfect: Radiatum (currently unobtainable)
You can see the grade of a sword by hovering your mouse over it in your inventory.
The AGE System
AltriaCraft adds a new 'currency' to the game in the form of an energy called AGE. AGE will be used in a future update for a lot of things.
To acquire AGE, you first must craft yourself an Awakening Gem
Keep this gem on your person and go slaughter some hostile mobs. Be warned, though, that the amount of AGE you earn is wholly dependent upon how powerful you are in an inverse ratio. Basically, the better your weapon and armor, the less AGE you earn. Additionally, the deadlier the mob you face, the more it's worth.
Some hostile mobs do not provide AGE. These mobs are: angry wolves, slimes, magma cubes, witches, and the ender dragon.
Additionally, the system will not allow you to gain AGE if your equipment is unregistered. A future update will add an API for other modders to register their mod weapons/armors/etc. So, for now, stick to vanilla or AC only.
As you gain more AGE, you may notice your Awakening Gem change forms. This is a good way to brag about how many mobs you kill.
Upgrade Collectibles
Whenever you earn AGE points killing certain mobs, there's a chance you might get a very rare drop. These drops are upgrade collectibles. In a future update, you can use them to permanently upgrade aspects of your swords:
From left to right, they are:
Carbide Ingot - Upgrades durability
Aurichalsem Ingot - Upgrades an aspect related to enchantments
Ao Feather - Upgrades another aspect related to enchantments
Moissanite Shard - Upgrades attack power
There is also a fifth collectible, Coral Quartz but it is not obtainable in Survival at this point in time.
You need 6 of any one collectible to upgrade a weapon stat.
Ores & Chunks
AltriaCraft adds a handful of new ores to the game:
From left to right, they are:
Silver Ore
This ore can be mined to acquire silver chunks, which can be smelted to get silver ingots. Silver ingots can be compressed into blocks like other metals.
Crystal Ore
This ore can be mined to acquire Ezralite Crystals, which will be useful in the future alkahestry updates of this mod.
Tauvelite Ore
This ore can be mined to acquire Tauvelite Dust, which will be used in a future update for repairing your tools.
Hydrolute Ore
This ore can be mined to acquire Hydrolute Briquettes, which are used in the Blade Works to make Super grade weapons. Be advised, however, that this ore is only found in the Nether and has penchant to explode! Using Silk Touch will negate the explosion but yields minimum drops. You cannot acquire the ore block itself in survival.
Ore Chunks
AltriaCraft revises how metallic ores work. Iron, Gold, and Silver drop "chunks" that must be smelted to get ingots. The chance of getting more than one chunk per block is low but the chance does increase somewhat with Fortune.
Relic Dungeons & Sealed Logia
Hidden throughout the Minecraft world, you can find a new type of dungeon called Relic Dungeons:
(This one happened to intersect a mineshaft~ )
Sitting atop the central pedestal is a Sealed Logia. In a future update, you will be able to unlock these and obtain awesome goodies!
Be wary, though, as dungeons are guarded by powerful mobs!
Mobs
Relic Guardians
Three different types of mobs can be found guarding Sealed Logia in Relic Dungeons:
Cube Head
Gemini Spider
Zombie Golem
Download & Installation
The latest version of AltriaCraft: http://adf.ly/2518110/altriacraft-main-dl
Direct DL Link for not nice people: http://www.mediafire.com/?desqby7m3qdrw6h
Older Versions
AltriaCraft_a1 http://www.mediafire...b8m678m6gtv5bl0
To install:
- Install the suggested optimal version of Forge or better
- Drop the AltriaCraft .zip into the mods folder in .minecraft
- If Minecraft/FML complains about mismatches, agree to continue loading anyway. Such is life when you're hacking vanilla things apart and fiddling with them.
FAQ/NAQ
Where is [insert item from Swords+ here]!?
It either hasn't been implemented yet or was removed.
Why am I a "not nice" person for using the direct DL link?
If you really can't spare the 5 seconds to donate to me a fraction of a cent that's not even out of your pocket, you are (in my personal opinion only) not a nice person.
Why are there sometimes items in the Creative/NEI/TMI inventory but they aren't in the opening post of the thread or on the wiki?
Because it's either something I haven't finished and officially released or it's an easter egg.
Why is [thing] missing?
I forgot it or removed it. Such is the nature of this mod being an alpha.
Are you a wizard?
Nope. Rather, I'm a nonoriri.
Does this mod work in SMP?
It should now. If not, I will be heavily disappointed.
Can I use this mod in a mod pack?
No. Unless you're Slowpoke. Then yes. See Legal section.
Why can't I craft the vanilla Minecraft swords?
AltriaCraft removes their crafting because AltriaCraft changes how sword making works.
Why can't I place more than one item in a Blade Works slot?
Smithing weapons is a tedious process where you focus on one weapon at a time. You can't mass produce weapons.
Is the Blade Works compatible with BuildCraft piping?
No. And it won't be. You can't automate bladesmithing and its one item per slot limit defies the whole mass production line thing.
Why do take so long to churn out new updates?
For one, this isn't my day job. I'm a college student first and a mangaka (comic artist) second. For two, I'll ask you a single question: do you want it done fast or do you want it done well?
Why don't you go into much detail over the AGE system?
The less I tell you, the less you have to go on in regards to breaking it.
Why I can't find [ore]?
If you installed AltriaCraft and opened a world existing prior to installing it, you'll have to generate new chunks to look for the ores. If you're in new chunks, you're either unlucky or looking for one of the intentionally elusive ores.
Why can't I find Relic Dungeons?
They're like regular dungeons. Except they're probably not quite as rare (either less or more). They're not meant to be Starbucks.
Why am I not earning AGEp for killing mobs?
The system won't grant you AGEp if you're using unregistered equipment such as stuff from other mods (the next alpha will have an API for those mod makers to register their weapons) or if the system has determined you're in a particularly advantageous position for accruing too much too easily. Also, some mobs just don't give you any AGEp to begin with.
Why are some textures 32x while most others are 16x?
Anything significantly alien or more advanced than AC's "normal" tech level is rendered in higher resolution to make them stand out as such.
Why do you not care if you break compatibility with certain mods?
I don't like being limited. I make this mod for myself and simply allow others to play with it too. If it's not affecting me, chances are I really don't care.
Why are you doing [thing]? [other mod] already did it!
Why do we have over a dozen brand of cars? Ford did it first!
Why do you we have over a million FPS games? Doom did it first!
It doesn't matter who did what first. It's called competition. Dealwithit.gif.
ERMAGERD! You took away gold swords! How will I fend off Mo' Creatures werewolves?!
With Silver Blades.
Bugs/Glitches/Exploits
- Some rendering issues with artifacts (which haven't been formally introduced yet)
- Iron and Gold are now probably utterly and horribly broken with IC2 and other such mods.
- I have probably forgotten some things. D'oh!
Legal
This mod is closed source at this time.
You may not redistribute this mod.
You may not decompile this mod with the intent to distribute the source code.
You may not modify the source code with the intent to distribute the modified version.
Slowpoke and FTB team have permission do whatever the heck they want with this mod if it means putting it in any FTB team sanctioned mod pack.
You may not be a jerk-face who intentionally tries to find loopholes in this section for nefarious reasons.
You may not be a jerk-face who assumes that just because it's not explicitly spelled out in here that it's perfectly okay or that if you can't understand it, you can do what you want. Safest bet? Ask me before doing anything.
Yes, you may make review videos of this mod! I'd just prefer if you wait until a later alpha or until the mod hits beta because otherwise your video may deprecate quickly. Or you can showcase each alpha for lots of videos? Your call.
Yes, you may submit to me a mod review video to put in the opening post. Yes, I will most likely entirely forget to do that either way.
Contact
You can contact StarshadesJack in a variety of ways:
Tumblr: http://starshadesjack.tumblr.com
Twitter: http://twitter.com/starshadesjack
IRC: irc.esper.net | channel: #SwordsPlus | handle: Kaiyou (or Kaiyouko or Kaiyouka, sometimes Chitanda)
Old Think Tank Thread Guts
AltriaCraft is the successor to my prior, somewhat successful mod Swords+. The original mod definitely had a good run but I feel that, in order to keep expanding upon the mod, it's necessary that I start over from scratch and rethink my desire to expand upon Minecraft combat.
Original Swords+ thread: http://www.minecraft...t/topic/896415-
Like Azanor with his ArcanaCraft /TC3, I've started this thread as a place for brainstorming and working out the details of the new version mod. This particular post will also serve as the template for the official thread once a suitable v1 of AltriaCraft is released. Anyway, without further ado:
The New Sword Forge
AltriaCraft redesigns how bladesmithing works. All swords (including vanilla swords) will be crafted only on the Sword Forge (formerly Mystical Forge). Swords are now crafted out of 7 individual component items (reduced from 8 in Swords+ 1.5.1) --four for the hilt and three for the blade.
The fuel slot (the slot with the coal outline) determine's the weapon's grade (more on this in the next section).
The horizontal "bar" is the name slot. This will let you customize your weapon's name at no additional cost (you will, however, still have to pay to rename it via anvil).
New Sword Grade, Stat & Upgrade Systems
Forget the static nature of weaponry. Weapons can be fine-tuned and improved after being crafted, but only if you've crafted them well.
Grade System
Remember the fuel slot in the forge? Well, this is what that's for. The better the fuel you use, the hotter the flames of the forge, and the better quality of weapon you produce:
Low-Grade : : Use wood products or other low-quality burnables
- Cannot be upgraded, whatsoever
- Is innately debuffed
Mid-Grade : : Use Coal, Charcoal, or Blaze Rods
- Can receive 1 upgrade per stat
High-Grade : : Use lava buckets
- Can receive 2 upgrades per stat
Super-Grade : : Use Hydrolute (a slightly rare mod-added fuel)
- Can receive 3 upgrades per stat
- Is innately buffed
Perfect-Grade : : Use Radiatum (a very rare mod-added fuel)
- Can recieve 5 upgrades per stat
- Is innately buffed
Stats
All weapons have 4 stats:
Durability : : Max number of uses before a weapon breaks
- Mid and High grade versions have standard durability
- Low grade versions have 40% less durability than mid and high
- Super and Perfect grades have 20% more durability than mid and high
- An "upgrade" increases this by 20% per upgrade
Enchantment Capacity : : How long an enchantment can be maintained
- Enchantments can be applied to most swords, but they wear off after a while (more on this later)
- As with Durability, -40% for low, +20% for super/perfect
- An "upgrade" increases this by 20% per upgrade
Attack Power : : How much damage the weapon does.
- Low grade weapons are penalized a full heart of damage
- Super and Perfect deal an additional half-heart of damage
- An "upgrade" increases this by a half-heart per upgrade.
Enchantibility : : How "lucky" a weapon is with enchantments.
- Low grade weapons have their enchantibility cut in half.
- Super and Perfect have an additional 50% enchantibility.
- Enchantibility is increased by 2 points per "upgrade".
Upgrade Items
Upgrading a weapon is done in a manner similar to Zelda: Skyward Sword. You can find and collect four different items by exploring the land and fighting mobs. Sometimes you can buy them but not for cheap or in bulk. You need 6 of a particular item to upgrade a weapon.
From left to right:
Carbide Ingot - Used to increase max durability
Aurichalsem Ingot - Used to increase max enchantment capacity
Royal Feather - Used to increase Enchantibility
Moissanite Shard - Used to increase attack power.
Additionally, Goddess Gems will return to the mod and will be used to imbue new powers to swords. Only high grade weapons or better can receive upgrades via this manner. Some further upgrades may require better weapon grades.
All upgrades are performed via the Alkahestric Infuser (formerly Alchemical Infuser), which has received a make-over:
New Enchantment System
Enchantments are revised as "charms". Charms rub off after a while, governed by the enchantment capacity of the weapon. However, you pay emeralds (which will be a far less rare to get) instead of experience levels to acquire them.
New Combat Mechanics
Experiece Points are now Skill Points. You use them to perform special moves with given weapons.
Blocking now consumes SP slowly and you cannot initiate a block without SP. However, for every successfully blocked attack, you gain back a little SP when you stop blocking.
Different swords have different techniques that consume SP to use. If you have no SP you can't use these techniques.
Don't worry about SP tech being hard to use. The system goes by points, not levels. You get 5 points per hostile mob kill (Blazes give 10). Additionally, mining and smelting and fishing and breeding still give you points.
GASP, that's a lot of changes. Feedback is welcome. Will add more as time passes.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
EDIT: also, will this be compatible with ExtraBiomesXL, Smart Moving, and BOD (better ore distribution)?
I'm still deciding how to approach that. I'd like to reduce the necessity for base class edits (or, at least, users having to manually edit their jar). However, if I have to do base class edits, I'll do base class edits.
[edit] Added a link to the original thread to the OP because I stupidly forgot it, lol
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Will you have separate downloads for base-editing and non-base editing versions of the mod?
Even though it's a work-in-progress, it looks like a fully-fledged Mod.
Upgrading stats via any of the four stat-upgrade items will be shapeless because there won't be any shape to speak of. You need six of any one item to upgrade a stat and there's six outer circle slots on the infuser. The item to be upgraded always goes in the center slot.
As for adding new powers via gems, I've yet to decide how patterns will work. Chances are, it will probably be a shaped recipe that requires three gems in an "upward triangle" pattern. No worries, I'll be adding some kind of recipe book to the mod that will let you view recipes if you ever get stumped.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
I may use Forge. I may not. I've taken a look at Forge ModLoader just to get my feet wet and, honestly, it's a bit of a steep learning curve to just go from RML to FML so Forge API might not be an attainable goal. Still, I'll do a bit of poking and prodding at it once I get an alpha version of AltriaCraft out to demonstrate how the upgrade system works.
In the event that things go awry with trying to learn Forge/FML, I am doing my best to limit sprite indices and all of the Swords+ content will be modular and disable-able so if you need some sprite indices and don't find yourself using certain sword families, you can shut them off so they aren't present in-game.
/* [] [] [] */
Not necessarily OP-worthy stuff, but one of the things I'm experimenting with is "tooltip info" for mod items. For example:
Also, I'm adding different slime colors and the ability to harvest goo from them with a bottle. Appropriately (or inappropriately?) named, Slime Jelly, you can get five variants:
Green Slime Jelly - Worthless jelly. It can be eaten but to no beneficial effect. It might be useful later on for other things, though.
Red Slime Jelly - A good emergency food. Chug it to gain back 1.5 hearts, 1.5 food bars, and 2.4 saturation.
Blue Slime Jelly - A very good food. Chug it to gain back 1.5 hearts, 4 food bars, and 4.8 saturation.
Yellow Slime Jelly - A stimulant. Chug it to gain 12 seconds of Strength I and Haste I.
Purple Slime Jelly - Unobtainable in survival. Is the fallback if you try to create a bottle of slime jelly with a damage value greater than 3. Chugging it will either hurt you for a heart or heal you for a heart.
All jellies have a ~30% change of inflicting hunger, like rotten flesh does.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
Ah! Excellent idea! I didn't think about that. Will definitely implement some kind of limitation if not that exactly. Thanks for alerting me to that
[edit]
Though slimes CAN despawn so it would be mighty difficult to keep one around.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
never the less, tis always great to see amazing progres, keep up the great work.
I don't like how XP is currently used. So, I changed that. But, that left XP as sort of useless. So re-implemented it as SP.
The revised system is far more accessible, IMHO.
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)
EDIT: nvm. My info was wrong
How so? I'm not physically altering how XP is acquired or how XP is even handled. All I'm doing is having my swords consume XP to do stuff and sword charms (enchantments) require emeralds instead of XP levels.
It's the same old XP system, just repurposed under my mod. Any mod that requires XP for things won't be shafted in the slightest. Additionally, you'll still be able to enchant armor and tools regularly until AltriaCraft introduces redesigned base tools and armor and charms for them.
[edit]
The heck, MCF... post fixed
(Warning: series may be NSFC [Not Safe For Church], viewer discretion is advised)