Still, I believe adminium should be unmolested in its role as a barrier between you and the void below.
See, I've always wanted to have a tower with a hole in it that went from the top of the map down through a hole in the adminium layer into the void. I like the idea presented about having the bottom layer of adminium maybe retain its properties but "placed" adminium actually being destructible (probably obsidian level or a little harder). This way it could be used as an aesthetic piece, and a somewhat functional one to boot, but still is able to be gotten rid of.
Quote from DolphinTuna »
Quote from Madnesscom9 »
You know what? Lets just give the player ice balls and fire balls.
You got a tiny mana meter in the corner and you will need special gloves to throw a fireballa/iceball.
Mana regains at a medium rate.
How about making you be able to throw like 10 fireballs/iceballs per 3 minutes?
The gloves are found in a chest in a dungeon.
See what i did there? I kept it simple, and thats the point of Minecraft.
Notch doesn't want pew-pew type magic, and also, your system is too generic like most RPGs. Minecraft magic should cost material possessions, as the player's power lies only in the quantity and quality of his possessions. He shouldn't be near-invincible because he found a pair of gloves in a chest by chance.
Thank you for saving me the response. :happy.gif:
This system really is simple - it sounds daunting but if you bother to think on it a few seconds you realize all of the basic principles and mechanics within already exist in the current game. It's exactly like playing normal minecraft except for the whole separation bit. It's harvesting, placing, crafting, traps, resource management, etc.
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic"
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
Maybe make it passive magic only (healing, instant tree planting/ growth , invisibility, repairing, block changing etc.) as offensive magic MAY ruin the game we know and love. Or magic materials can only be found very, very, rarely. good idea none the less
Maybe make it passive magic only (healing, instant tree planting/ growth , invisibility, repairing, block changing etc.) as offensive magic MAY ruin the game we know and love. Or magic materials can only be found very, very, rarely. good idea none the less
The magician is destroying their very world in most cases for the spells - they are also limited in their ability to carry and find the resources necessary to cast said spells - anyone making frequent use of the offensive spells will run out of world rather quickly.
Oh, and sorry for not putting up my second update - I'll have free time to work on it hopefully.
This time my excuse will be family/Christmas and the new lady again :happy.gif:
However, I'll try my best to work on it and get it posted within 2 weeks - please excuse my thoroughness...
And thanks for the diamonds.
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic"
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
You know what? Lets just give the player ice balls and fire balls.
You got a tiny mana meter in the corner and you will need special gloves to throw a fireballa/iceball.
Mana regains at a medium rate.
How about making you be able to throw like 10 fireballs/iceballs per 3 minutes?
The gloves are found in a chest in a dungeon.
See what i did there? I kept it simple, and thats the point of Minecraft.
Notch doesn't want pew-pew type magic, and also, your system is too generic like most RPGs. Minecraft magic should cost material possessions, as the player's power lies only in the quantity and quality of his possessions. He shouldn't be near-invincible because he found a pair of gloves in a chest by chance.
Thank you for saving me the response. :happy.gif:
This system really is simple - it sounds daunting but if you bother to think on it a few seconds you realize all of the basic principles and mechanics within already exist in the current game. It's exactly like playing normal minecraft except for the whole separation bit. It's harvesting, placing, crafting, traps, resource management, etc.
I think that Madnesscomm9 was being sarcastic towards the person who said "Keep minecraft simple".
Maybe make it passive magic only (healing, instant tree planting/ growth , invisibility, repairing, block changing etc.) as offensive magic MAY ruin the game we know and love. Or magic materials can only be found very, very, rarely. good idea none the less
The magician is destroying their very world in most cases for the spells - they are also limited in their ability to carry and find the resources necessary to cast said spells - anyone making frequent use of the offensive spells will run out of world rather quickly.
Oh, and sorry for not putting up my second update - I'll have free time to work on it hopefully.
This time my excuse will be family/Christmas and the new lady again :happy.gif:
However, I'll try my best to work on it and get it posted within 2 weeks - please excuse my thoroughness...
And thanks for the diamonds.
My golem army is marching >:biggrin.gif:
Rollback Post to RevisionRollBack
Warning, Care not given. Click it, cuz I am bored:
And did you see my suggested changing of the order of the elements?
Quote from Elmach »
Quote from Elmach »
<snip>
Quote from Elmach »
<snip>
BUT THERE IS ONE MORE, EXTREMELY IMPORTANT PAIR!
The Actor, and the Acted.
<snip>
But anyways, these should be in the inner ring because they are the combination between the Primary Elements and the Actor.
Leaving the Actor (Player) on the Acted (Gold Block).
Without the actor, the energy dissipates without being used as a gateway to the spiritual world. Without the acted...
I can't keep up with this metaphysical discussion. That might have been my subconsciousness talking. It is closer to the spiritual world.
I forgot to mention that the "Actor","Acted" is not needed, it just makes everything make sense in my brain. Yet...
Fire, Earth, Water, Air are the MAJOR elements. Pure opposite pairs. They should be at the corners of the diagram. The cornerstones, if you will. <excuse bad pun> Or the cornerblocks. </excuse bad pun>
Quote from Elmach »
Fire and Earth share dryness. Dryness is Death.
Earth and Water share coolness. Coolness is Darkness.
Water and Air share humidity. Humidity is Life.
Air and Fire share warmth. Warmth is light.
Put Death between Fire and Earth. Darkness between Earth and Water. Life between Water and Air. Light between Air and Fire.
Quote from Elmach »
Destruction is a player-usable form of Fire.
Chaos is a player-usable form of Air.
Creation is a player-usable form of Water.
Order is a player-usable form of Earth.
Thus, those four elements should be the ones closest to the player.
About Chaos and Order; you can't use them in minecraft. But it is the player that removes Chaos, making Order.
Yet, these are not pure opposites. In my opinion, of course.
You must Destroy to Create. You Create Destruction.
In making Order, you cause Chaos. There is Order in Chaos.
Thus, you bring them closer to each other.
Destruction, Chaos, Creation, and Order are somewhat different than the other eight. I don't know how to explain this bit.
And did you see my suggested changing of the order of the elements?
Yes I did, but I like my order of the elements more, likely because of creator's favor. If you made a compelling argument I'd have agreed to the change, but I wasn't acted on enough to change. :tongue.gif:
Like I said, it's likely creator's favor more than anything else. I'll try to update by new years' folks.
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic"
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
brilliant stuff here, while the base idea is solid, the shear amount of effects and spells you made must have degraded all of their quality as a whole, but if each combination was carefully tested and balance this could be a very nice addition to the game.
one of my suggestions would be to (tidy this up a bit) think of balancing issues/ game play effects of multiplayer as well as more possible applications of this in building/meta-contraptions, while gold blocks are one way of containing and utilizing your system i could see a number of WONDERFUL this arising from other applications of this, (maybe life enchanted gold give a passive healing bonus and plant growth, while fire could power furnaces, or maybe even enchant the furnaces themselves). in short i love the base system you proposed (while the enchantments and spell are a good idea, need some touching up imo for effects) would allow for many many more gameplay additions to be made.
My only fear is that this might DOMINATE the game, which would detract from the more practical aspects of it (which i love too).
For the most part you'll find that anything that makes you say "oh my god that's overpowered / insane" tends to involve one essence that is also rather rare. I've attempted to balance it well, but if I've made some glaring oversight, feel free to let me know about it.
One of the reasons I have the player being so vulnerable is to prevent this from dominating the game. It would be genuinely hard to gather the components necessary to cast spells AND make it so that you're not vulnerable to getting killed by other players or mobs.
There's alot here that's meant to be incorporated into player creations, as you have noted, and that's probably where it will see most use in a single player game. Especially when you consider the fact that this is a late game thing, this would almost become the second half of the game if you wanted it to be.
In a multiplayer game it will definitely be a key to power struggles, but again you are left with the fact that the mage is entirely vulnerable while attempting to gather materials, and it's very noticeable when they do due to all the null matter generated - so there is a balance here where it cannot dominate unless players turn a blind eye to the mage's activities.
I'm done writing up the physical manifestations for anyone interested in seeing that update, I'll just go over them quickly since half were made in a sleep deprived stupor. Some are rather epic (fire and destruction both were rather fun to write) and I'll try to make others more epic. I'll post them soon it seems, watch for it :biggrin.gif:
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic"
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
Thanks, I've just updated and I believe it's the final update that I feel the need to incorporate. If anyone wishes they can submit a suggestion for an alteration or completely revamping of a spell's effect, or point out a glaring overpowered or redundant component, etc. If you think of an awesome thing to add or something you wish for me to elaborate on, please let me know :biggrin.gif: Here's physical manifestations for those interested.
Physical Manifestation
When one is rejoined to their body, the essence they have gathered and not infused into redstone dust or gold is not lost – it is instead incorporated into their own essence for storage until they are once again separated. While normally this is not a problem, those who find themselves with extremely high concentrations of an element will notice some physical manifestations. The concentrations these events occur at 576, 1152, and 2304 weak essence collected and held, a pure essence counting as 3 weak essences. Only one element’s effects can occur at a time, those of the highest concentrated essence– and in the event of equality (i.e. 600 fire and 600 order) no physical manifestation occurs. The player will maintain all of an element’s manifestations except for those that are redundant or overwriten by later manifestations. The physical manifestations are as follows for each element:
-Fire-
First manifestation: Halve fire damage.
Second manifestation: Set fire to flammable objects by right clicking with no held item (i.e. torches, wood, etc)
Third manifestation: Immunity to fire and water is treated like lava and does damage to the player, ability to set fire is augmented to include anything, dawned armor is instantly incinerated save for diamond which is instead degraded gradually, the player walks on lava and has perfect movement (as if flying) while moving through lava, player leaves a trail of lava footsteps and if the player stands on a non obsidian/diamond block for 5 seconds it becomes a lavaspawn block.
-Water-
First manifestation: Move 1.5x faster in water.
Second manifestation: Breathe under water.
Third manifestation: Heal .5 hearts/second when submerged in water, move perfectly when in water (as if the player can fly), and if the player is submerged in water and walks into dirt/sand/gravel/obsidian blocks those blocks are converted to waterspawn blocks as if the water were carving through them.
-Earth-
First manifestation: Player is 25% resistant to damage.
Second manifestation: Player can break dirt, sand, and gravel in only one strike.
Third manifestation: movement speed is reduced to 75% but the player can travel through dirt, sand and gravel as if it were water and not suffocate.
-Air-
First manifestation: fall at 75% acceleration.
Second manifestation: Ability to jump and hold the jump button to float up to 5 blocks distance horizontally (yes, it’s a smashbrothers reference).
Third manifestation: Ability to float like a chicken to never take fall damage, and the ability to double jump.
-Order-
First manifestation: is that all tools take degrade at 90% the normal rate.
Second manifestation: is that the player can only move at 90% normal speed, but tools degrade at 75% the normal rate.
Third manifestation: Sand can be turned into glass in the inventory through the crafting grid, the player only moves at 75% normal speed, and tools degrade at 40% the normal rate.
-Chaos-
First manifestation: Random chance (10%) of ingots harvested from a furnace changing to a different metal type.
Second manifestation: Thrown chicken eggs will spawn any mob, not just chickens.
Third manifestation: Every time the player touches (only the instance of the touch, not constantly) or strikes a block it is randomly changed to a similar block, the same with mobs. Beware water and lava randomly switching around.
-Life-
First manifestation: player gradually heals .5 hearts per 30 seconds.
Second manifestation: Player can sacrifice 1 heart of life to right click on a plant and have it grow instantly.
Third manifestation: Planted crops instantly grow to full size, life is restored at .5 hearts per 5 seconds, right clicking on a mob/player will transfer .5 hearts of health to them and the player leaves a trail of mushrooms and flowers in their wake wherever they go.
-Death-
First manifestation: Undead won’t become hostile until you’re within 5 blocks of them.
Second manifestation: Unarmed melee hits drain .5 hearts of damage from enemies and heal the player.
Third manifestation: Player becomes a ghast, zombie pigman, zombie or a skeleton, left clicking attacks with the mob’s normal attack and right clicking turns them into the other mob (and they obviously are not attacked by undead mobs). Skeletons have infinite arrows, ghasts can fly and shoot fireballs though they cannot interact with the world, and hitting while a zombie/zombie pig will heal the player 1 heart of damage.. They do not burn in the sunlight however they forfeit the ability to wear armors, wield weapons, or cast spells.
-Light-
First manifestation: Player can strike a block or a mob and it will gain a level of light up to light level 15, that light degrading at a rate of 1 shade per 5 seconds.
Second manifestation: Player’s eyes cause the surface their crosshair is on to be illuminated as if it had a torch on it.
Third manifestation: Player glows at a light level of 15 and will cause undead mobs that approach to burst into flames as if exposed to sunlight.
-Darkness-
First manifestation: The player can put out or suppress a light source by right clicking it while within interaction distance.
Second manifestation: In illumination levels of 3 or below the player is entirely invisible.
Third manifestation: player becomes invisible at light levels 8 and below, can put out or suppress any light source they have their crosshair over by right clicking empty handed, and will naturally extinguish or destroy any light source they walk within 1 block of.
-Creation-
First manifestation: All craftables which yield multiple objects will yield 1.5X the normal amount.
Second manifestation: Any object that is wielded and has a durability will be restored slowly over time.
Third manifestation: All crafted tools, armors and weapons are upgraded to their next material level, diamond being upgraded to Adminium which has double the duration of diamond.
-Destruction-
First manifestation: Upon death the player has an explosion the size of a creeper’s.
Second manifestation: The player can place items in their crafting grid and will be restored .5 health for each one sacrificed and creepers will no longer be hostile to the player.
Third manifestation: Upon death the player explodes with a radius that is triple that of a creeper’s, explosions will no longer damage or move the player, and the player can make unarmed attacks which cause the damage and kickback of an explosion on mobs. Creepers that see the player will smile and follow the player around, blowing up all hostile mobs or players that approach too closely. The player can also punch a block up to 6 times causing a creeper frown to appear on each face, and mobs that touch that block or players that hit that block will cause it to explode with a radius equal to the number of times it was punched. Punching it more times than 6 times resets it to 0, and it won’t explode for those with second level or above destruction manifestations.
The later physical manifestations hold the potential to be devastatingly powerful, however if someone has spent that much time and harvested that much of a single resource they would in essence become the deity of that element.
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic"
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
Not to put you down or anything, but there is a mod called runecraft, which is pretty close to this... >.<
Sorry about length, I've always been... thorough when I have an idea that I like alot >_>
From what I understand runecraft is a set of rituals where placing items in a certain grid will cast a spell. My system doesn't do anything like that because it doesn't work on rituals and patterns but instead works by crafting with a new set of ingredients. The only ritual in the system at all is the one that allows for separation.
How else is this like runecraft save for the fact that it has something deemed magic in it? (maybe there's been a change to runecraft recently I'm missing >_>)
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic"
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
You may be unable to update it any longer but you can enhance it. I'm sure someone will be willing to create pictures of various things on this post.
It's not that I'm unable, so much as I have finally run dry on ideas to include. If someone inspires me with an awesome addition/alteration I'd work on it immediately, but as things stand I've thought of all I could. And thank god since it's a 36 page word document XD.
I'll admit to wanting to ask firehazurd to create the elementals for me to post them - but a part of me is afraid I'd steal him from his own projects, all of which I thoroughly enjoy XD
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic"
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
Not to put you down or anything, but there is a mod called runecraft, which is pretty close to this... >.<
Sorry about length, I've always been... thorough when I have an idea that I like alot >_>
From what I understand runecraft is a set of rituals where placing items in a certain grid will cast a spell. My system doesn't do anything like that because it doesn't work on rituals and patterns but instead works by crafting with a new set of ingredients. The only ritual in the system at all is the one that allows for separation.
How else is this like runecraft save for the fact that it has something deemed magic in it? (maybe there's been a change to runecraft recently I'm missing >_>)
Hmm... That makes sense, Ive never used runecraft.
But I would suggest, (In my opinion) to keep this as a mod, just... So you know... Keep the real game from to much magical stuff. I love the concept your going with, decently long list with everything. I would really love to find a mod of this, but never in the full game.
I think I'd just love to see it, mod or not - it depends on what you see as the final minecraft I guess. Personally, I don't see it going any further than steampunk in terms of tech, but I wouldn't mind it having a magical component either... probably because the Thief series is one of my favorite games and has a steampunk world that also has magic.
I don't see magic as some corrupting thing, so long as it doesn't become the key focus of the game and suddenly something that's entirely mundane and common. It's one of the reasons this is a later game thing, and actually could be entirely ignored if the player wanted - but it also presents entirely new ways of building and entirely new structures and components one can incorporate into any number of machinations and constructions.
I dunno, it falls along the same lines as furniture, which there's a mod for, but I kind of would appreciate being in the actual game as well... if that makes any sense.
Rollback Post to RevisionRollBack
"Any sufficiently advanced technology is indistinguishable from magic"
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
I actually have 3 ideas I would like to suggest to this:
first off:
getting to Diety of an element would take getting almost the limit of the element, and leaving almost no room for any other element magic, what happenes when you reach that ill leave to you.
second:
solid magic, magic of one element that is put into such a massive concentration that it solidifies in the physical world, highly unstable and if it is activated or goes off it will alter everything within a large radius around where it was acctivated from, otherwise it can be used as a magic power source for rituals, though the rituals would be massive or long term, they would need to be placed in a certain place in a ritual to bring it out and needs the same amount as diety to make, meaning it is hard to do it, it also becomes more unstable over time
third:
world alteration magic, nearly impossible to pull off due to the fact it takes a ton of rare resources and multiple solid magic sources, effects the entire world when pulled off, takes 8 solid magic sources, 7 pillars of 3 gold blocks, 1 pillar of 3 diamond blocks, an arangment of obsidian, redstone and the magic sources inbetween (dont know any specifics) every element has a different effect on the world
ex. fire- water turns into lava though possible to find some under the earths surface, else turns into nether counterpart
ex. water- sea level rises by 10 blocks
ex. earth- water level lwers by 10 blocks
the like, I have more though if you want to hear though their just examples of what would happen when it is powered by that elements magic
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Warning, Care not given. Click it, cuz I am bored:
See, I've always wanted to have a tower with a hole in it that went from the top of the map down through a hole in the adminium layer into the void. I like the idea presented about having the bottom layer of adminium maybe retain its properties but "placed" adminium actually being destructible (probably obsidian level or a little harder). This way it could be used as an aesthetic piece, and a somewhat functional one to boot, but still is able to be gotten rid of.
Thank you for saving me the response. :happy.gif:
This system really is simple - it sounds daunting but if you bother to think on it a few seconds you realize all of the basic principles and mechanics within already exist in the current game. It's exactly like playing normal minecraft except for the whole separation bit. It's harvesting, placing, crafting, traps, resource management, etc.
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
THIS.
for you.
The magician is destroying their very world in most cases for the spells - they are also limited in their ability to carry and find the resources necessary to cast said spells - anyone making frequent use of the offensive spells will run out of world rather quickly.
Oh, and sorry for not putting up my second update - I'll have free time to work on it hopefully.
This time my excuse will be family/Christmas and the new lady again :happy.gif:
However, I'll try my best to work on it and get it posted within 2 weeks - please excuse my thoroughness...
And thanks for the diamonds.
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
I think that Madnesscomm9 was being sarcastic towards the person who said "Keep minecraft simple".
My golem army is marching >:biggrin.gif:
And did you see my suggested changing of the order of the elements?
Yes I did, but I like my order of the elements more, likely because of creator's favor. If you made a compelling argument I'd have agreed to the change, but I wasn't acted on enough to change. :tongue.gif:
Like I said, it's likely creator's favor more than anything else. I'll try to update by new years' folks.
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
one of my suggestions would be to (tidy this up a bit) think of balancing issues/ game play effects of multiplayer as well as more possible applications of this in building/meta-contraptions, while gold blocks are one way of containing and utilizing your system i could see a number of WONDERFUL this arising from other applications of this, (maybe life enchanted gold give a passive healing bonus and plant growth, while fire could power furnaces, or maybe even enchant the furnaces themselves). in short i love the base system you proposed (while the enchantments and spell are a good idea, need some touching up imo for effects) would allow for many many more gameplay additions to be made.
My only fear is that this might DOMINATE the game, which would detract from the more practical aspects of it (which i love too).
One of the reasons I have the player being so vulnerable is to prevent this from dominating the game. It would be genuinely hard to gather the components necessary to cast spells AND make it so that you're not vulnerable to getting killed by other players or mobs.
There's alot here that's meant to be incorporated into player creations, as you have noted, and that's probably where it will see most use in a single player game. Especially when you consider the fact that this is a late game thing, this would almost become the second half of the game if you wanted it to be.
In a multiplayer game it will definitely be a key to power struggles, but again you are left with the fact that the mage is entirely vulnerable while attempting to gather materials, and it's very noticeable when they do due to all the null matter generated - so there is a balance here where it cannot dominate unless players turn a blind eye to the mage's activities.
I'm done writing up the physical manifestations for anyone interested in seeing that update, I'll just go over them quickly since half were made in a sleep deprived stupor. Some are rather epic (fire and destruction both were rather fun to write) and I'll try to make others more epic. I'll post them soon it seems, watch for it :biggrin.gif:
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
I FRICKING LOVE IT!!!
this HAS got to be put in minecraft!!!!
When one is rejoined to their body, the essence they have gathered and not infused into redstone dust or gold is not lost – it is instead incorporated into their own essence for storage until they are once again separated. While normally this is not a problem, those who find themselves with extremely high concentrations of an element will notice some physical manifestations. The concentrations these events occur at 576, 1152, and 2304 weak essence collected and held, a pure essence counting as 3 weak essences. Only one element’s effects can occur at a time, those of the highest concentrated essence– and in the event of equality (i.e. 600 fire and 600 order) no physical manifestation occurs. The player will maintain all of an element’s manifestations except for those that are redundant or overwriten by later manifestations. The physical manifestations are as follows for each element:
-Fire-
First manifestation: Halve fire damage.
Second manifestation: Set fire to flammable objects by right clicking with no held item (i.e. torches, wood, etc)
Third manifestation: Immunity to fire and water is treated like lava and does damage to the player, ability to set fire is augmented to include anything, dawned armor is instantly incinerated save for diamond which is instead degraded gradually, the player walks on lava and has perfect movement (as if flying) while moving through lava, player leaves a trail of lava footsteps and if the player stands on a non obsidian/diamond block for 5 seconds it becomes a lavaspawn block.
-Water-
First manifestation: Move 1.5x faster in water.
Second manifestation: Breathe under water.
Third manifestation: Heal .5 hearts/second when submerged in water, move perfectly when in water (as if the player can fly), and if the player is submerged in water and walks into dirt/sand/gravel/obsidian blocks those blocks are converted to waterspawn blocks as if the water were carving through them.
-Earth-
First manifestation: Player is 25% resistant to damage.
Second manifestation: Player can break dirt, sand, and gravel in only one strike.
Third manifestation: movement speed is reduced to 75% but the player can travel through dirt, sand and gravel as if it were water and not suffocate.
-Air-
First manifestation: fall at 75% acceleration.
Second manifestation: Ability to jump and hold the jump button to float up to 5 blocks distance horizontally (yes, it’s a smashbrothers reference).
Third manifestation: Ability to float like a chicken to never take fall damage, and the ability to double jump.
-Order-
First manifestation: is that all tools take degrade at 90% the normal rate.
Second manifestation: is that the player can only move at 90% normal speed, but tools degrade at 75% the normal rate.
Third manifestation: Sand can be turned into glass in the inventory through the crafting grid, the player only moves at 75% normal speed, and tools degrade at 40% the normal rate.
-Chaos-
First manifestation: Random chance (10%) of ingots harvested from a furnace changing to a different metal type.
Second manifestation: Thrown chicken eggs will spawn any mob, not just chickens.
Third manifestation: Every time the player touches (only the instance of the touch, not constantly) or strikes a block it is randomly changed to a similar block, the same with mobs. Beware water and lava randomly switching around.
-Life-
First manifestation: player gradually heals .5 hearts per 30 seconds.
Second manifestation: Player can sacrifice 1 heart of life to right click on a plant and have it grow instantly.
Third manifestation: Planted crops instantly grow to full size, life is restored at .5 hearts per 5 seconds, right clicking on a mob/player will transfer .5 hearts of health to them and the player leaves a trail of mushrooms and flowers in their wake wherever they go.
-Death-
First manifestation: Undead won’t become hostile until you’re within 5 blocks of them.
Second manifestation: Unarmed melee hits drain .5 hearts of damage from enemies and heal the player.
Third manifestation: Player becomes a ghast, zombie pigman, zombie or a skeleton, left clicking attacks with the mob’s normal attack and right clicking turns them into the other mob (and they obviously are not attacked by undead mobs). Skeletons have infinite arrows, ghasts can fly and shoot fireballs though they cannot interact with the world, and hitting while a zombie/zombie pig will heal the player 1 heart of damage.. They do not burn in the sunlight however they forfeit the ability to wear armors, wield weapons, or cast spells.
-Light-
First manifestation: Player can strike a block or a mob and it will gain a level of light up to light level 15, that light degrading at a rate of 1 shade per 5 seconds.
Second manifestation: Player’s eyes cause the surface their crosshair is on to be illuminated as if it had a torch on it.
Third manifestation: Player glows at a light level of 15 and will cause undead mobs that approach to burst into flames as if exposed to sunlight.
-Darkness-
First manifestation: The player can put out or suppress a light source by right clicking it while within interaction distance.
Second manifestation: In illumination levels of 3 or below the player is entirely invisible.
Third manifestation: player becomes invisible at light levels 8 and below, can put out or suppress any light source they have their crosshair over by right clicking empty handed, and will naturally extinguish or destroy any light source they walk within 1 block of.
-Creation-
First manifestation: All craftables which yield multiple objects will yield 1.5X the normal amount.
Second manifestation: Any object that is wielded and has a durability will be restored slowly over time.
Third manifestation: All crafted tools, armors and weapons are upgraded to their next material level, diamond being upgraded to Adminium which has double the duration of diamond.
-Destruction-
First manifestation: Upon death the player has an explosion the size of a creeper’s.
Second manifestation: The player can place items in their crafting grid and will be restored .5 health for each one sacrificed and creepers will no longer be hostile to the player.
Third manifestation: Upon death the player explodes with a radius that is triple that of a creeper’s, explosions will no longer damage or move the player, and the player can make unarmed attacks which cause the damage and kickback of an explosion on mobs. Creepers that see the player will smile and follow the player around, blowing up all hostile mobs or players that approach too closely. The player can also punch a block up to 6 times causing a creeper frown to appear on each face, and mobs that touch that block or players that hit that block will cause it to explode with a radius equal to the number of times it was punched. Punching it more times than 6 times resets it to 0, and it won’t explode for those with second level or above destruction manifestations.
The later physical manifestations hold the potential to be devastatingly powerful, however if someone has spent that much time and harvested that much of a single resource they would in essence become the deity of that element.
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
Longest post ive ever seen...
Not to put you down or anything, but there is a mod called runecraft, which is pretty close to this... >.<
Sorry about length, I've always been... thorough when I have an idea that I like alot >_>
From what I understand runecraft is a set of rituals where placing items in a certain grid will cast a spell. My system doesn't do anything like that because it doesn't work on rituals and patterns but instead works by crafting with a new set of ingredients. The only ritual in the system at all is the one that allows for separation.
How else is this like runecraft save for the fact that it has something deemed magic in it? (maybe there's been a change to runecraft recently I'm missing >_>)
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
It's not that I'm unable, so much as I have finally run dry on ideas to include. If someone inspires me with an awesome addition/alteration I'd work on it immediately, but as things stand I've thought of all I could. And thank god since it's a 36 page word document XD.
I'll admit to wanting to ask firehazurd to create the elementals for me to post them - but a part of me is afraid I'd steal him from his own projects, all of which I thoroughly enjoy XD
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
Hmm... That makes sense, Ive never used runecraft.
But I would suggest, (In my opinion) to keep this as a mod, just... So you know... Keep the real game from to much magical stuff. I love the concept your going with, decently long list with everything. I would really love to find a mod of this, but never in the full game.
I don't see magic as some corrupting thing, so long as it doesn't become the key focus of the game and suddenly something that's entirely mundane and common. It's one of the reasons this is a later game thing, and actually could be entirely ignored if the player wanted - but it also presents entirely new ways of building and entirely new structures and components one can incorporate into any number of machinations and constructions.
I dunno, it falls along the same lines as furniture, which there's a mod for, but I kind of would appreciate being in the actual game as well... if that makes any sense.
-Arthur C. Clark
"Any sufficiently rigorously defined magic is indistinguishable from technology"
-Larry Niven
first off:
getting to Diety of an element would take getting almost the limit of the element, and leaving almost no room for any other element magic, what happenes when you reach that ill leave to you.
second:
solid magic, magic of one element that is put into such a massive concentration that it solidifies in the physical world, highly unstable and if it is activated or goes off it will alter everything within a large radius around where it was acctivated from, otherwise it can be used as a magic power source for rituals, though the rituals would be massive or long term, they would need to be placed in a certain place in a ritual to bring it out and needs the same amount as diety to make, meaning it is hard to do it, it also becomes more unstable over time
third:
world alteration magic, nearly impossible to pull off due to the fact it takes a ton of rare resources and multiple solid magic sources, effects the entire world when pulled off, takes 8 solid magic sources, 7 pillars of 3 gold blocks, 1 pillar of 3 diamond blocks, an arangment of obsidian, redstone and the magic sources inbetween (dont know any specifics) every element has a different effect on the world
ex. fire- water turns into lava though possible to find some under the earths surface, else turns into nether counterpart
ex. water- sea level rises by 10 blocks
ex. earth- water level lwers by 10 blocks
the like, I have more though if you want to hear though their just examples of what would happen when it is powered by that elements magic