Interesting. Personally, I disagree with the school of thought that says that players should not be able to do anything remotely like "spell magic", as I believe that such a system can be done in a way that is balanced and in keeping with the style of Minecraft. Further, I would assert that Magic is already found in Minecraft, and so it is logically inconsistent to accept what is already there but claim any other forms to be unsuitable.
I also briefly touch upon the subject of Alchemy, but I must concede that this thread does a better job of defining the specifics. All in all, though our perspectives are opposite, our ideas are remarkably similar. My design for an Alchemy craft station (which I termed an Alchemy Lab) does vary slightly:
is substituting for Redstone.
The idea, however, is basically the same. I use time rather than rarity as a restraining factor, as well as requiring a more varied list of materials...which of course require more legwork. The main reason for this is more than likely my viewing Alchemy more as a scientific system, with the craft station looking something like a table full of glass bottles, copper/gold tubing, burners and the like. Sort of like this or this.
My system uses a simpler craft grid, but also requires an expense of fuel. I notice that you left this out in your system. Traditionally however, any Alchemy not of the "Fullmetal" variety would be requiring some sort of heat source to facilitate the combining of the component elements (and it's also strange to claim an "advanced forge" that isn't functioning like one). The input on mine was a pair of 2x2 grids combining over a heat source, like this:
Please pardon the icon abuse used in making this diagram...
Functionally, I imagine it would be very similar to what you have described. An item to be changed, and up to three units of catalyst would go in one grid. An item to define the process, or maybe a second of the base item if you wished the process to be more costly, would go into the other with further catalyst materials (this could vary for certain recipes but defines the basic system) would go on the other. Fuel goes into the bottom, time passes, and the finished item is placed at the top.
The reason, I think, for my more scientific approach, is because I move the "enchanting" aspect onto a separate craft station:
Once again, serves as Redstone's stunt double.
This is the Magic Altar, which as I said before, you can see my basic concept for in the other thread. I throw in "spell" effects there as well, because I feel that such things really can fit into Minecraft so long as they are mechanically balanced, and that the cost in material and effort that would be needed to build such a craft station would limit access to players who, in all likelihood, would find magic to be merely convenient as opposed to overpowering. I suppose, in theory, my Magic Altar idea could also make potions using the same basic mechanics. I question if there would be enough uses for potions to make them feel anything but tacked on, however.
In any case, think of this post as two parts praise for your idea, one part rebuttal to the stance that magic is wrong for Minecraft, and an indeterminate amount of my own thoughts on how things could be done differently. Perhaps there is some process that can transmute these thoughts into a future mechanic for Minecraft that people will enjoy.
Addendum: Giving it some thought, magic potions could work with my idea, as part of a six-element system. First the player would have to use Alchemy to produce a pure essence for the potion "Aquavite". At this stage it would only be a crafting material. To make a potion, the Aquavite would be processed on the M.A. to add an elemental effect. These effects would only last a short time (perhaps thirty seconds) and be indicated by a small icon on screen.
Fire: Immunity to fire damage and burning.
Water: Air meter doesn't go down.
Earth: Reduces damage taken by one heart.
Air: Increases move speed by half.
Light: Regenerate half a heart per second.
Dark: Increases damage dealt by half a heart.
NOTE: The reason that Earth would raise defence more than Dark raises attack is due to the player, in general, having more chances to deal damage than receive it in the same span of time.
@grimfabel I'm sure my views on magic would not appeal to you (I maintain that there is more magic in Minecraft than people acknowledge), but you might find my suggestion on a more scientific Alchemy Lab in the above post of some interest. I also find your idea of having the more...for lack of a better word, esoteric...substances quite intriguing. I hope you will forgive me the desire to kidnap it for use in a system with a bit less "rational" thought. Though really, one can have a rather interesting debate on just how irrational the belief in magic is or is not in the real world, let alone a videogame.
Great idea.Yet some ideas catch me while others seem too complex.This will do as a mods but in the real game? NO most players wouldn't understand ANYTHING while other like my self can understond lower crafting recipes.People like you understand everything and are probably takeing a course on it.Now i know Balence is key when makeing a suggestion but some seem like too much.This idea needs alot of refineing.
Rollback Post to RevisionRollBack
DOwn With Only 2 Lined of Text and Only 1 Image per Sig!!!!!!!!!!!!!!!
i think this is a great idea. but it need to be done right. i think it should be very costly and maybe the the achievements should be used so as only veteran players could use it. obliviously there need to be a lot more achievements.
I know im 2 months after the last person to post, but this is an amazing mod idea, i have worked with a Prehistoric mod (fossil/archaeology) and the way you can work around id clashing is simple, use outrageous id's and keep a list as your making the mod, and just refer to it like a study sheet/cheat sheet, for something this big, you could blow that ridiculous non equivalent magic ideology clear out of minecraft. There is EE (equivalent exchange) but in all rights, it is very ironic, it isn't quite that equivalent for each thing, the energy cost is almost right, but it seems to relies on technology to much.
What minecraft needs is simply put, less machinery and more steam-punk/ alchemy/ medieval, obviously also to crush those noobs whos only goal is to make people rage-quit as they spawn-camp for no reason besides to be a jerk! This way its harder for someone to gain the materials to make powerful armor/weapons and if this was paired with a server based on steam-punk technology (yes im trying to make a steam-punk ONLY server so if you build out of period Dark will swoop in and warn you to make it period correct or ill rip it out of the ground and use it as an example of what NOT to make also generic "dirt houses" are just gross, i understand those dirt covered thatch houses vikings and other cultures made sometimes, but just a dirt square = gross!) and alchemy is something I have always been interested in
And for a "advanced forge" i suggest maybe a layout like this:
:Flint and Steel: :Flint and Steel:
that would be an iron BAR and a gold INGOT
from light's crafting tech tree (Smelting 4 Metal Ingots into 1 Metal Bar (Bars needed for forging metal weapons))
sorry about that huge paragraph <__< i tried to condense it where i could and i kinda disapprove of multi-paragraph posts when it seems unnecessary
I am honestly floored by the amount of detail and dedication you put into this post. I absolutely love it. Amazing work. +1 to you.
If this were to be implemented, I may just cry from delight. =) Manly tears, of course. Lol.