Going to start gathering notes, information, and feedback for Metallurgy 5 in one centralized location. Everything in this thread is subject to change but I am welcoming feedback and comments from fans and users on the content provided.
The goal of Metallurgy 5 is to simplify and focus on the core of Metallurgy. To bring things into a balanced and solid gameplay experience within each individual submod. Each submod will have its own features, machines, and down the line some of them might even get dimensions or mobs.
The focus for M5's release is 1.9 and it will not be backported. Forge has not released for 1.9 (as 1.9 has not even released yet) but 1.9 is the best target for the new art assets, timeline for previous work to wrap up, and new feature set for us to take advantage of.
Focuses of M5
Split the mod back into submods, each being a self-contained entity and feature-set/mod. Focus on making each one able to be played stand-alone and enjoyed alone, as well as together.
Ease the barrier of entry to Metallurgy by providing a book on spawn (disableable in configs) as well as access to more detailed tooltips and information ingame.
Enhance spawning systems to create a new playthrough each time. This means a return to layer spawning for metals, as well as a randomized biome restriction system to create "regions" of certain metals. You will have to explore outside of your confines to find many metals. There will also be ore spawns triggered by events in the world and progress in the world.
Reduce redundancy of metals where possible and where it occurs restrict spawning to where you will only find one of them. As well as providing new uses and features for metals to be consumed (and help reduce "metal profit" that is created.)
Simplify the machine system with the implementation of core machines for each submod as well as 3x3x3 large variants.
Create a valid endgame for the mod where all your resources and tools can be used together to create something truly powerful.
Take advantage of new features (arrows, shields, etc.) and provide Metallurgy equivalents of them for players to use and enjoy.
-------------
First Release
Will focus on Base and Precious Metals.
-------------
Base Metals
Keyword "Production"
Being restructured back into core, becoming the necessary mod to use the rest.
Will provide a series of machines that other submods will build upon (Crusher, Blast Furnace, Alloyer, etc.) and metals that will be alloyed into the other submods to create powerful new metals.
Precious Metals
Keyword "Economy"
Will focus more on supplementing the other submods with new alloys and capabilities
New machines and blocks based around allowing players to trade and exchange items and currencies.
Nether Metals
Keyword "Enhancement"
Focuses on upgrading your tools and weapons and enhancing your machines.
Ender Metals
Keyword "Transmutation"
Will take advantage of the new features in the End.
New ways to create "limited" materials and items.
Fantasy Metals
Keyword "Exploration"
A new world to explore, new metals to obtain, and new foes to fight.
Utility Ores
Keyword "Construction"
New capabilities and blocks for simplifying and improving construction and decoration.
There are other planned submods if these are completed.
-------------
Following Development
I will be streaming work from time to time over on my Twitch. If you want to follow development more closely you can follow me over on Twitter at @Shadowclaimer or on Twitch.tv.
I like that higher tiered tools require better rods than just wooden sticks, wonder how you're going to work this in with ExtraTiC . Also are the elemental and scifi metals still going to be a thing?
Also, for the fantasy metals, an idea I have is that maybe you could add meteors, which are made of stone with various ores inside, but sometimes they have ores that can only be gotten from meteors. Some of the higher tiered fantasy metals like Atlarus could go here or you could make completely new ones. Also there would be a rare ore called stardust which is used as a catalyst for some of the most powerful metals.
Rollback Post to RevisionRollBack
Timeless Modding is kinda dead but idk what to put here now
I'll be honest. I think metalurgy would benefict a lot of some texture improvments.
Above that, is great to see mods like Metalurgy embracing 1.9 and starting to work mods as "plugins", with several mini mods. Congratulations!
For M4 Glassmaker had to make due with what I had left so some of the textures aren't exactly the same quality as the old ones. There will be new textures for most things and an update to old textures.
I like that higher tiered tools require better rods than just wooden sticks, wonder how you're going to work this in with ExtraTiC . Also are the elemental and scifi metals still going to be a thing?
Also, for the fantasy metals, an idea I have is that maybe you could add meteors, which are made of stone with various ores inside, but sometimes they have ores that can only be gotten from meteors. Some of the higher tiered fantasy metals like Atlarus could go here or you could make completely new ones. Also there would be a rare ore called stardust which is used as a catalyst for some of the most powerful metals.
New tool rods are just there to add a small requirement of higher tier materials to each item. Most of the sets will have a rod or two they use specifically for most of their stuff. Glassmaker runs ExtraTIC, so we'll figure it out when it comes to that.
Elemental and Sci-Fi Metals are still on the table for a later release. Modern would be first if we get everything on the list done.
Fantasy Metals is getting a "type" of Meteor kinda. Basically when you finish certain goals in the dimension it'll spawn some fantasy metals back in the Overworld. Some of them can only be obtained this way, requiring you to backtrack over your mines and such. Adamantine for instance can only be found in the Overworld after beating a certain boss most likely, whereas Atlarus is only in the dimension.
Ever considered adding a systematic reinforcement tree for weapons, kind of like Titanite from Dark Souls?
Perhaps base metals could be used for basic upgrades, while Fantasy and Nether metals would be used for elemental bonuses?
and maybe you pay in precious metals...
And how about these guys as well, made of certain metals...
I'll have to read into it more, but basically what I was going to do with Nether possibly was you use Nether metals to add traits to weapons (like effects on hit.)
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
I'll have to read into it more, but basically what I was going to do with Nether possibly was you use Nether metals to add traits to weapons (like effects on hit.)
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So reading recent comments. I like the idea of nether materials being able to impart their abilities to weapons, armor etc etc. I think I have an idea that might prove interesting. What if a multiblock system was employed to act as an infusion station. For the cost of levels and a precious metal. The effect is multiplied based on value of the precious metal catalyst.
Here is how i'm thinking it
Platinum = weak catalyst / 1 lvls of xp * 2 = low quality tier 1 enchant
Shimmersteel = good catalyst / 5 lvls of xp * 3 = good quality tier 2 enchant
Puresteel = Divine Catalyst / 10 lvls of xp * 5 = divine quality tier 3 enchant
But to make this more of a high risk high reward system. The structure should have a punishment system that can throw stability out of whack. If the value of the catalyst is extremely high for the value of the metal being used. The adverse effect of losing your catalyst due to compatibility is lost. Not to mention half the levels used is refunded on a failed infusion. Another thing is making sure that once infused the enhancement cannot be combined with another. It would require a disenchanting process to purify the tool, armor, weapon of the enchantment. (Just thinking of a counter measure to people collecting enchantments using MFR)
Rollback Post to RevisionRollBack
I am a lunatic wrapped in bacon. Sprinkled with swiss, smoothered in mustard and then buried in lettuce. I'm delicious!
I have a request: Destroy completely with impunity, hang, burn at the stake and otherwise banish from this realm any notions of creating a heirarchy of sub-mods that forces the player to sort through your stuff and download bits and pieces.
The worst invention ever to spittle it's undignified presence upon the face of Minecraft was the notion of making players download two separate mods (a core and a mod proper) that have to be kept synchronized. What a horrible mess that is.
I have a request: Destroy completely with impunity, hang, burn at the stake and otherwise banish from this realm any notions of creating a heirarchy of sub-mods that forces the player to sort through your stuff and download bits and pieces.
The worst invention ever to spittle it's undignified presence upon the face of Minecraft was the notion of making players download two separate mods (a core and a mod proper) that have to be kept synchronized. What a horrible mess that is.
There won't be a Core anymore. It was something we did to try to simplify back-end code that was shared between all of our mods, and it worked for us, but it was just a mess to keep it all updated in the long run and caused issues finding everything. We also did it in case users wanted to use a non-base metal set solo, which never happened anyway it seemed. Core will not be returning.
The mod will return with submods, but Base and Core are one in the same now. You will be required to at least run Metallurgy Base Metals to run any of the other addons, but the rest will be optional.
Also, you can relax, there's no reason to get all uppity about something like that. It was far from a war crime, it did have problems though and that's why its going away.
Well, I found what thing I'm going to be hyped for in 1.9
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
The mod will return with submods, but Base and Core are one in the same now.
There are lots of child mods made for ThaumCraft, which add fun new stuff and mechanics written by different authors.
Gradle offers the developer an excellent meta-scripting language to easily express notions of file handling, archiving and relocating modules at build time, and integrates within Eclipse.
Going to start gathering notes, information, and feedback for Metallurgy 5 in one centralized location. Everything in this thread is subject to change but I am welcoming feedback and comments from fans and users on the content provided.
The goal of Metallurgy 5 is to simplify and focus on the core of Metallurgy. To bring things into a balanced and solid gameplay experience within each individual submod. Each submod will have its own features, machines, and down the line some of them might even get dimensions or mobs.
The focus for M5's release is 1.9 and it will not be backported. Forge has not released for 1.9 (as 1.9 has not even released yet) but 1.9 is the best target for the new art assets, timeline for previous work to wrap up, and new feature set for us to take advantage of.
Focuses of M5
-------------
First Release
Will focus on Base and Precious Metals.
-------------
Base Metals
Precious Metals
Nether Metals
Ender Metals
Fantasy Metals
Utility Ores
There are other planned submods if these are completed.
-------------
Following Development
I will be streaming work from time to time over on my Twitch. If you want to follow development more closely you can follow me over on Twitter at @Shadowclaimer or on Twitch.tv.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
I like that higher tiered tools require better rods than just wooden sticks, wonder how you're going to work this in with ExtraTiC . Also are the elemental and scifi metals still going to be a thing?
Also, for the fantasy metals, an idea I have is that maybe you could add meteors, which are made of stone with various ores inside, but sometimes they have ores that can only be gotten from meteors. Some of the higher tiered fantasy metals like Atlarus could go here or you could make completely new ones. Also there would be a rare ore called stardust which is used as a catalyst for some of the most powerful metals.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
Awesome! Now to plan 1.9 packs with this!
For M4 Glassmaker had to make due with what I had left so some of the textures aren't exactly the same quality as the old ones. There will be new textures for most things and an update to old textures.
New tool rods are just there to add a small requirement of higher tier materials to each item. Most of the sets will have a rod or two they use specifically for most of their stuff. Glassmaker runs ExtraTIC, so we'll figure it out when it comes to that.
Elemental and Sci-Fi Metals are still on the table for a later release. Modern would be first if we get everything on the list done.
Fantasy Metals is getting a "type" of Meteor kinda. Basically when you finish certain goals in the dimension it'll spawn some fantasy metals back in the Overworld. Some of them can only be obtained this way, requiring you to backtrack over your mines and such. Adamantine for instance can only be found in the Overworld after beating a certain boss most likely, whereas Atlarus is only in the dimension.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
As long as I get to have my minting press i will be satisfied in the pants.
[Don't let the offline notice fool you.]
The Mint will be returning, I've heard the fans loud and clear =P I wasn't aware so many people used the coins lol
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Then let the celebrations begin!
[Don't let the offline notice fool you.]
This gon' be good.
Ever considered adding a systematic reinforcement tree for weapons, kind of like Titanite from Dark Souls?
Perhaps base metals could be used for basic upgrades, while Fantasy and Nether metals would be used for elemental bonuses?
and maybe you pay in precious metals...
And how about these guys as well, made of certain metals...
I'll have to read into it more, but basically what I was going to do with Nether possibly was you use Nether metals to add traits to weapons (like effects on hit.)
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
...At an Ignatius Anvil?
I'll assume it costs levels as well.
10/10 best game
So reading recent comments. I like the idea of nether materials being able to impart their abilities to weapons, armor etc etc. I think I have an idea that might prove interesting. What if a multiblock system was employed to act as an infusion station. For the cost of levels and a precious metal. The effect is multiplied based on value of the precious metal catalyst.
Here is how i'm thinking it
Platinum = weak catalyst / 1 lvls of xp * 2 = low quality tier 1 enchant
Shimmersteel = good catalyst / 5 lvls of xp * 3 = good quality tier 2 enchant
Puresteel = Divine Catalyst / 10 lvls of xp * 5 = divine quality tier 3 enchant
But to make this more of a high risk high reward system. The structure should have a punishment system that can throw stability out of whack. If the value of the catalyst is extremely high for the value of the metal being used. The adverse effect of losing your catalyst due to compatibility is lost. Not to mention half the levels used is refunded on a failed infusion. Another thing is making sure that once infused the enhancement cannot be combined with another. It would require a disenchanting process to purify the tool, armor, weapon of the enchantment. (Just thinking of a counter measure to people collecting enchantments using MFR)
[Don't let the offline notice fool you.]
I have a request: Destroy completely with impunity, hang, burn at the stake and otherwise banish from this realm any notions of creating a heirarchy of sub-mods that forces the player to sort through your stuff and download bits and pieces.
The worst invention ever to spittle it's undignified presence upon the face of Minecraft was the notion of making players download two separate mods (a core and a mod proper) that have to be kept synchronized. What a horrible mess that is.
Obey what is right, ignore what is unreasonable.
There won't be a Core anymore. It was something we did to try to simplify back-end code that was shared between all of our mods, and it worked for us, but it was just a mess to keep it all updated in the long run and caused issues finding everything. We also did it in case users wanted to use a non-base metal set solo, which never happened anyway it seemed. Core will not be returning.
The mod will return with submods, but Base and Core are one in the same now. You will be required to at least run Metallurgy Base Metals to run any of the other addons, but the rest will be optional.
Also, you can relax, there's no reason to get all uppity about something like that. It was far from a war crime, it did have problems though and that's why its going away.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Well, I found what thing I'm going to be hyped for in 1.9
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
There are lots of child mods made for ThaumCraft, which add fun new stuff and mechanics written by different authors.
Gradle offers the developer an excellent meta-scripting language to easily express notions of file handling, archiving and relocating modules at build time, and integrates within Eclipse.
Obey what is right, ignore what is unreasonable.
It looks like you're trying to flesh out the whole experience and I appreciate that.
It's nice to see a new iteration of Metallurgy coming up, especially if it has lots of new stuff.
I'm looking forward to it.
Too bad I can't follow progress on Twitter tho :/
Massive WIP Nether Metals notes
Ignatius art upgrade
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Will End metals be re-tiered to the top?
Or will there be some sort of rainbow metal achieved with Sanguinite, Tartarite and Desichalkos?
The Traditional Tiers are going away. Sanguinite is no longer "top" all the nether metals are shared but are instead focused into special abilities.
Ender Metals will be getting heavily tweaked though, not sure exactly how yet.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.