Documentation will be coming in the near future, but feel free to ask questions, make suggestions or just discuss recent and future plans!
Plans
The new system (as it stands in my head right now) will require you
to create a crystal growth chamber block that looks like a glass tank
with a porcelain bottom. You'll have to put an essence seed of
insert-metal-name-here into the chamber with aqua regia to grow metal
salts. The aqua regia will get used up but the essence will not.
The aqua regia will be created by dissolving metal ingots in
witchwater. This way you have to have a supply of base metals from
either a villager golem farm to produce iron or a pigman zombie farm to
produce gold to use to transmute into other metals.
The essence crystal seed itself will be created by combining a
diamond with a alchemical essence. I have not decided yet on a decent
recipe for that essence though. I think brewing it sounds like a great
idea. Maybe brew an awkward potion (water + nether wart), then mix it
with ash to get a dull alchemical essence, then a dye color to create
the actual alchemical essence.
Finally, once you've actually grown some salts of your metal of
choice, you put the salts in a barrel of lava to make an actual ore
block.
Some topics I haven't settled on a good solution for. Suggestions on these would be particularly valuable.
* How should the player obtain pumpkin, melon, cactus, sugarcane and cocoa beans? Breaking grass? (NOT sifting)
* How should the player obtain the saplings for other vanilla trees? (also NOT sifting)
* Should nether wart be a mod drop from witches? Zombie pigmen?
* How to balance crucibles better for mod packs that are not skyblock? Possibly make them crack and need repairs?
* The current recipes for sieves are: dirt to stones, gravel to flint, soul sand to nether quartz. What other recipes are there that make sense and are useful, but not overpowered?
/ this is so cool. One question though, are you currently working on crucibles or the new alchemy system?
You can check my latest changelog on the downloads page to see what I've been working on in the last few days. Right now I'm working on being able to better communicate with you guys. I also need to document the mechanics that are done so that you know they exist and you can test them properly. Once that stuff is done, I'll probably try to knock out crucibles and maybe put together some more optional map templates. I'll figure it out when I get there.
The alchemy system is really end-game. It's basically where my mod ends and other mods start. It requires pretty much all the other systems to be in place before it will be usable. I just added the mechanics to change emeralds to diamonds, which are required for creating the essence seeds. Details about the whole system are in the spoiler in the first post.
.... Welp. Is Ex Nihilo One gonna be officially updated, or no? (Prepares to commit sudoku)
Lol. You don't have to play Sodoku. Ex Nihilo for 1.7 is currently in the capable hands of another modder named Insaneau. He has been fixing bugs and maintaining it for a while now and he hasn't mentioned anything about stopping.
This is an opportunity for me to re-design and re-engineer the mod from the ground up. If he likes a particular feature that I come up with he may choose to back-port it to 1.7, but that will be his choice to make. Ex Nihilo 2 will have a different philosophy than it's predecessor and it will focus more on transmutation then pure creation, so most of the new stuff will probably not work well in the old design.
Ex Nihilo 1 will probably not make it to 1.8, unless it does so as a fan-made version like Project E or Project Red.
* How should the player obtain pumpkin, melon, cactus, sugarcane and cocoa beans? Breaking grass? (NOT sifting)
Pumpkin and melon seeds would make sense from grass. Sugarcane could be fished for, like lily pads. Cocoa and (kinda hacky) cactus could be rare drops from leaves, see below.
* How should the player obtain the saplings for other vanilla trees? (also NOT sifting)
Perhaps leaves could have a small chance to drop a related tree's saplings, and a tiny chance to drop an unrelated one. Oak <-> dark oak, jungle <-> acacia (both hot weather), birch <-> spruce (both cold weather), or something. Jungle leaves could rare-drop cocoa like oaks and apples, and acacia could rare-drop cactus?
* Should nether wart be a mod drop from witches? Zombie pigmen?
Witches makes more obvious sense, but pigmen are under-valued compared to the masses of drops witches give. Maybe move glowstone dust to pigs and give witches wart? Otherwise I'd just give wart to the pigs.
* How to balance crucibles better for mod packs that are not skyblock? Possibly make them crack and need repairs?
A chance to crack when interacted with, like anvils, would make sense. If they fail entirely with liquid still in them, you'd get a mess, with a source block of the liquid being placed where the crucible was. The catch is, modpack players could just pipe the materials in and out, so you'd either need a random timed cracking instead, or keep track of pipe operations and randomly crack after a certain number. Either way, that means you can't leave them unattended, or you'll get a huge mess. If you do that, I'd at least add a loud cracking sound for each stage of damage, so a nearby player could come running and check things.
Pumpkin and melon seeds would make sense from grass. Sugarcane could be fished for, like lily pads. Cocoa and (kinda hacky) cactus could be rare drops from leaves, see below.
Perhaps leaves could have a small chance to drop a related tree's saplings, and a tiny chance to drop an unrelated one. Oak <-> dark oak, jungle <-> acacia (both hot weather), birch <-> spruce (both cold weather), or something. Jungle leaves could rare-drop cocoa like oaks and apples, and acacia could rare-drop cactus?
Witches makes more obvious sense, but pigmen are under-valued compared to the masses of drops witches give. Maybe move glowstone dust to pigs and give witches wart? Otherwise I'd just give wart to the pigs.
A chance to crack when interacted with, like anvils, would make sense. If they fail entirely with liquid still in them, you'd get a mess, with a source block of the liquid being placed where the crucible was. The catch is, modpack players could just pipe the materials in and out, so you'd either need a random timed cracking instead, or keep track of pipe operations and randomly crack after a certain number. Either way, that means you can't leave them unattended, or you'll get a huge mess. If you do that, I'd at least add a loud cracking sound for each stage of damage, so a nearby player could come running and check things.
Lots of good stuff here.
It had not occured to me that I might add saplings as drops from other leaves. That could lead to a whole tech tree of neat interactions. Maybe you could sift leaf blocks and some related seeds or saplings might be found. I'll have to put some more thought into the possibilities there.
I'm honestly not a huge fan of the whole crucible cracking mechanic. I think it would only be a matter of time until someone like Zerokyuuni or LoveHoly made an addon with more durable version that is totally automatic anyway. Maybe it isn't as much of a problem with metal production via sieves being gone. You can always just go into the config and disable their crafting recipe if you don't want them in a modpack or on your server. I'm still hoping for a creative solution though.
mod trees... like forestry? well you would need a way to get the MOST basic stuff then build up and breed trees to get more.
Yep. The most I would do for Forestry is give the players the vanilla saplings and add a way for them to get the starter bees. Forestry has it's own tree breeding and mutation system that allows everything else to be gained from there.
So I was working on the mod tonight and decided to add a crafting recipe for cobwebs. It occurred to me that it wouldn't be terribly difficult to make the web actually 'catch' random stuff. That might be nice for adding seeds and such too. I could make cobwebs catch seeds in the overworld and maybe catch netherwart and ash in the nether. Thoughts anyone?
The Meaning of Life, the Universe, and Everything.
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swiftko
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Maybe you could add a use for the cauldren instead of it just being for water, maybe make the essence crystal seed in there. Also maybe adding a way other than leather to make books or adding the recipe for smelting flesh into leather may be good here
Maybe you could add a use for the cauldren instead of it just being for water, maybe make the essence crystal seed in there. Also maybe adding a way other than leather to make books or adding the recipe for smelting flesh into leather may be good here
Thats a good idea, but I can't make the cauldron do anything. It's not coded to allow anyone to add new functionality. Book binding is an interesting idea. Is binding books with silk a thing? Maybe I can make it a thing. I'm not a huge fan of adding my own flesh to leather recipe because other mods add ways to use their mechanics to do it, like Botania using mana and Blood Magic using blood. Maybe I can add a way to 'cure' rotten flesh in a barrel to make leather? I'm just brainstorming publicly, not making any promises.
So it's an entirely new mod! I'm looking forward to see it! I hope it is as balanced as the first mod ^^
Yep. 90% or more of the code was written from scratch. It's better in pretty much every single way. Better performance for players, more extendable for addon developers and easier to customize for server admins. I'm not sure if you're joking about it being balanced or not, because most people refused to add Ex Nihilo to their mod packs because it was considered wildly overpowered outside of Skyblock. lol
Dammit, now I'm looking forward to 1.8 when none of the big mods have updated! In other words, this is rad!
It is a little lonely in the wasteland of 1.8 right now, but hopefully that will start to change soon. I'm glad people are getting hyped about it though. It makes it easier to keep motivated.
they dont really have much of a use. also a way to get mooshrooms:D
They have uses now.
In updated build that I posted a couple days ago I added black slimeballs that are made with slimeballs, ink and charcoal. You can use the black slime to make black emeralds which you then implode with TNT to make diamonds. In the code I haven't published yet you can cook black slime to make coal.
Also, yes, I did add a furnace made from dirt. It suuuuuucks, but you can get one really early. You can also cook sticks in it to make ash, which is a crappy and unreliable version of bonemeal, so that should hopefully give people something to do in the early game instead of meditation on the nature of the void or wiggling your butt to help the trees grow.
is modding on 1.8 hard? my friend told me to stick to 1.7
Everytime minecraft has a really big update there is an effort to get the modding community to stay behind on the previous version. The update from1.7 to 1.8 is probably the most destructive yet. Lots of the biggest mods are going to have to throw away a LOT of code and start over. Because of that, the push to stay on 1.7 is stronger than with the other updates.
Is 1.8 more difficult? Not at all. It's just different. I've been working in it for over a month now and I'm actually starting to prefer it over 1.7. My blocks perform better and are easier to change and maintain then the way I was doing it before.
A few of us are building on 1.8 now. AlgorithmX2 just released a new mod on it and I've heard that Azanor is working Thaumcraft 5 for it. The community will move on, it just might take a little bit more time. In the meantime, play whatever you like. You can play on 1.8 to use Ex Nihilo 2 and then go back to 1.7 to play the big mod packs whenever you like. You don't have to pick a side and refuse to use anything else.
Everytime minecraft has a really big update there is an effort to get the modding community to stay behind on the previous version. The update from1.7 to 1.8 is probably the most destructive yet. Lots of the biggest mods are going to have to throw away a LOT of code and start over. Because of that, the push to stay on 1.7 is stronger than with the other updates.
Is 1.8 more difficult? Not at all. It's just different. I've been working in it for over a month now and I'm actually starting to prefer it over 1.7. My blocks perform better and are easier to change and maintain then the way I was doing it before.
A few of us are building on 1.8 now. AlgorithmX2 just released a new mod on it and I've heard that Azanor is working Thaumcraft 5 for it. The community will move on, it just might take a little bit more time. In the meantime, play whatever you like. You can play on 1.8 to use Ex Nihilo 2 and then go back to 1.7 to play the big mod packs whenever you like. You don't have to pick a side and refuse to use anything else.
Everytime minecraft has a really big update there is an effort to get the modding community to stay behind on the previous version. The update from1.7 to 1.8 is probably the most destructive yet. Lots of the biggest mods are going to have to throw away a LOT of code and start over. Because of that, the push to stay on 1.7 is stronger than with the other updates.
Is 1.8 more difficult? Not at all. It's just different. I've been working in it for over a month now and I'm actually starting to prefer it over 1.7. My blocks perform better and are easier to change and maintain then the way I was doing it before.
A few of us are building on 1.8 now. AlgorithmX2 just released a new mod on it and I've heard that Azanor is working Thaumcraft 5 for it. The community will move on, it just might take a little bit more time. In the meantime, play whatever you like. You can play on 1.8 to use Ex Nihilo 2 and then go back to 1.7 to play the big mod packs whenever you like. You don't have to pick a side and refuse to use anything else.
I thought AlgorithmX2 stopped modding. What did he create for 1.8?
A thread to document and discuss Ex Nihilo 2, which is currently in alpha testing.
Project Description - Downloads - Bug Tracker - Source Code
Documentation will be coming in the near future, but feel free to ask questions, make suggestions or just discuss recent and future plans!
Plans
The new system (as it stands in my head right now) will require you
to create a crystal growth chamber block that looks like a glass tank
with a porcelain bottom. You'll have to put an essence seed of
insert-metal-name-here into the chamber with aqua regia to grow metal
salts. The aqua regia will get used up but the essence will not.
The aqua regia will be created by dissolving metal ingots in
witchwater. This way you have to have a supply of base metals from
either a villager golem farm to produce iron or a pigman zombie farm to
produce gold to use to transmute into other metals.
The essence crystal seed itself will be created by combining a
diamond with a alchemical essence. I have not decided yet on a decent
recipe for that essence though. I think brewing it sounds like a great
idea. Maybe brew an awkward potion (water + nether wart), then mix it
with ash to get a dull alchemical essence, then a dye color to create
the actual alchemical essence.
Finally, once you've actually grown some salts of your metal of
choice, you put the salts in a barrel of lava to make an actual ore
block.
Some topics I haven't settled on a good solution for. Suggestions on these would be particularly valuable.
* How should the player obtain pumpkin, melon, cactus, sugarcane and cocoa beans? Breaking grass? (NOT sifting)
* How should the player obtain the saplings for other vanilla trees? (also NOT sifting)
* Should nether wart be a mod drop from witches? Zombie pigmen?
* How to balance crucibles better for mod packs that are not skyblock? Possibly make them crack and need repairs?
* The current recipes for sieves are: dirt to stones, gravel to flint, soul sand to nether quartz. What other recipes are there that make sense and are useful, but not overpowered?
/ this is so cool. One question though, are you currently working on crucibles or the new alchemy system?
You can check my latest changelog on the downloads page to see what I've been working on in the last few days. Right now I'm working on being able to better communicate with you guys. I also need to document the mechanics that are done so that you know they exist and you can test them properly. Once that stuff is done, I'll probably try to knock out crucibles and maybe put together some more optional map templates. I'll figure it out when I get there.
The alchemy system is really end-game. It's basically where my mod ends and other mods start. It requires pretty much all the other systems to be in place before it will be usable. I just added the mechanics to change emeralds to diamonds, which are required for creating the essence seeds. Details about the whole system are in the spoiler in the first post.
.... Welp. Is Ex Nihilo One gonna be officially updated, or no? (Prepares to commit sudoku)
Lol. You don't have to play Sodoku. Ex Nihilo for 1.7 is currently in the capable hands of another modder named Insaneau. He has been fixing bugs and maintaining it for a while now and he hasn't mentioned anything about stopping.
This is an opportunity for me to re-design and re-engineer the mod from the ground up. If he likes a particular feature that I come up with he may choose to back-port it to 1.7, but that will be his choice to make. Ex Nihilo 2 will have a different philosophy than it's predecessor and it will focus more on transmutation then pure creation, so most of the new stuff will probably not work well in the old design.
Ex Nihilo 1 will probably not make it to 1.8, unless it does so as a fan-made version like Project E or Project Red.
Pumpkin and melon seeds would make sense from grass. Sugarcane could be fished for, like lily pads. Cocoa and (kinda hacky) cactus could be rare drops from leaves, see below.
Perhaps leaves could have a small chance to drop a related tree's saplings, and a tiny chance to drop an unrelated one. Oak <-> dark oak, jungle <-> acacia (both hot weather), birch <-> spruce (both cold weather), or something. Jungle leaves could rare-drop cocoa like oaks and apples, and acacia could rare-drop cactus?
Witches makes more obvious sense, but pigmen are under-valued compared to the masses of drops witches give. Maybe move glowstone dust to pigs and give witches wart? Otherwise I'd just give wart to the pigs.
A chance to crack when interacted with, like anvils, would make sense. If they fail entirely with liquid still in them, you'd get a mess, with a source block of the liquid being placed where the crucible was. The catch is, modpack players could just pipe the materials in and out, so you'd either need a random timed cracking instead, or keep track of pipe operations and randomly crack after a certain number. Either way, that means you can't leave them unattended, or you'll get a huge mess. If you do that, I'd at least add a loud cracking sound for each stage of damage, so a nearby player could come running and check things.
yay im here
I agree that sugar cane should come from water.
mod trees... like forestry? well you would need a way to get the MOST basic stuff then build up and breed trees to get more.
Lots of good stuff here.
It had not occured to me that I might add saplings as drops from other leaves. That could lead to a whole tech tree of neat interactions. Maybe you could sift leaf blocks and some related seeds or saplings might be found. I'll have to put some more thought into the possibilities there.
I'm honestly not a huge fan of the whole crucible cracking mechanic. I think it would only be a matter of time until someone like Zerokyuuni or LoveHoly made an addon with more durable version that is totally automatic anyway. Maybe it isn't as much of a problem with metal production via sieves being gone. You can always just go into the config and disable their crafting recipe if you don't want them in a modpack or on your server. I'm still hoping for a creative solution though.
Yep. The most I would do for Forestry is give the players the vanilla saplings and add a way for them to get the starter bees. Forestry has it's own tree breeding and mutation system that allows everything else to be gained from there.
waiting for it
So I was working on the mod tonight and decided to add a crafting recipe for cobwebs. It occurred to me that it wouldn't be terribly difficult to make the web actually 'catch' random stuff. That might be nice for adding seeds and such too. I could make cobwebs catch seeds in the overworld and maybe catch netherwart and ash in the nether. Thoughts anyone?
sounds cool.
Maybe you could add a use for the cauldren instead of it just being for water, maybe make the essence crystal seed in there. Also maybe adding a way other than leather to make books or adding the recipe for smelting flesh into leather may be good here
I am a carpenter now! yay!!! anyway, Im looking forward to the new features.
Did I hear someone mention a dirt furnace...?
huh, now im the meaning of life.
this is sorta random but it popped into my head
Ink sacs
they dont really have much of a use. also a way to get mooshrooms:D
Thats a good idea, but I can't make the cauldron do anything. It's not coded to allow anyone to add new functionality. Book binding is an interesting idea. Is binding books with silk a thing? Maybe I can make it a thing. I'm not a huge fan of adding my own flesh to leather recipe because other mods add ways to use their mechanics to do it, like Botania using mana and Blood Magic using blood. Maybe I can add a way to 'cure' rotten flesh in a barrel to make leather? I'm just brainstorming publicly, not making any promises.
Yep. 90% or more of the code was written from scratch. It's better in pretty much every single way. Better performance for players, more extendable for addon developers and easier to customize for server admins. I'm not sure if you're joking about it being balanced or not, because most people refused to add Ex Nihilo to their mod packs because it was considered wildly overpowered outside of Skyblock. lol
It is a little lonely in the wasteland of 1.8 right now, but hopefully that will start to change soon. I'm glad people are getting hyped about it though. It makes it easier to keep motivated.
They have uses now.
In updated build that I posted a couple days ago I added black slimeballs that are made with slimeballs, ink and charcoal. You can use the black slime to make black emeralds which you then implode with TNT to make diamonds. In the code I haven't published yet you can cook black slime to make coal.
Also, yes, I did add a furnace made from dirt. It suuuuuucks, but you can get one really early. You can also cook sticks in it to make ash, which is a crappy and unreliable version of bonemeal, so that should hopefully give people something to do in the early game instead of meditation on the nature of the void or wiggling your butt to help the trees grow.
lol
;0
is modding on 1.8 hard? my friend told me to stick to 1.7
Everytime minecraft has a really big update there is an effort to get the modding community to stay behind on the previous version. The update from1.7 to 1.8 is probably the most destructive yet. Lots of the biggest mods are going to have to throw away a LOT of code and start over. Because of that, the push to stay on 1.7 is stronger than with the other updates.
Is 1.8 more difficult? Not at all. It's just different. I've been working in it for over a month now and I'm actually starting to prefer it over 1.7. My blocks perform better and are easier to change and maintain then the way I was doing it before.
A few of us are building on 1.8 now. AlgorithmX2 just released a new mod on it and I've heard that Azanor is working Thaumcraft 5 for it. The community will move on, it just might take a little bit more time. In the meantime, play whatever you like. You can play on 1.8 to use Ex Nihilo 2 and then go back to 1.7 to play the big mod packs whenever you like. You don't have to pick a side and refuse to use anything else.
cool
I thought AlgorithmX2 stopped modding. What did he create for 1.8?