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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Well there was me thinking 'nobody ever comments here any more', and what do you know? The discord server is here if anyone is looking for it. EchoWeaver I see you found the curseforge comments - that will still be very much active and I do check it regularly.

    While I'm here I guess I'll take the chance to thank everyone who has commented on this thread, it was after all the main place to discuss wizardry back when it started out (just over 2 years ago, in fact). The feedback has been great, and some of it actually helped shape the development of the mod.


    Come and join the discord server if you haven't already - as assassin4rent says it's where wizardry's community lives now! You're also welcome to post a comment over on the curseforge page.


    Goodbye forums, it's been a blast!

    Posted in: Minecraft Mods
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    That's what the ally designation system is for! Sneak-right-click your friend with any wand to add them as an ally, or alternatively type /ally [player]. See the wiki page for more information.

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from Landar»

    Have you considered have tiers of Wizard robes? The robes are really awesome, but what if there was something for the novice and apprentice levels. Like something a lot less cool looking but still had the whole magic feeling?


    I might try and expand on the current wizard robes in the mod, it may not make it into the next update but further on there's definitely room for expansion.



    Say, do you think of Earth Mages as being like Druids?


    And I was wondering if you had ever considered doing water instead of Ice?



    I guess some Earth mages are druids, especially the evil ones. I consider water to be a part of earth, it's just difficult to make enough water-based spells for an entire element without them feeling a bit contrived.
    Quote from MokahTGS»

    Also...dribbly candles...we need dribbly candles.


    I mean, there are loads of mods that add candles, but I guess the more the merrier, right? It would be a nice replacement for torches in wizard towers.

    Loved this mod by the way, Electroblob. Are you going to add even more spells?


    Of course! I always add more spells. I'm probably looking at another 30-40 for the next update, depending on a few things.
    Quote from shaidyn»

    HI there! I have a random question. Is it possible to "share" or "sync" discoveries? I'm playing on a private server with my girlfriend, and it's kind of a pain to have to use two identification scrolls for every spell book.


    We tried to use the "Together forever" mod to sync advancements, but the discoveries don't seem to count. Any ideas?


    Thanks!


    Discoveries are separate to advancements, unfortunately. A nice solution would be a configurable option to choose whether discoveries are shared between allies, everyone in a world, or nobody. For now, your best bet would be to grant the ones you're missing using the /discoverspell command.

    Posted in: Minecraft Mods
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    Yes and yes. I'm thinking of either adding an armour upgrade system (similar to wand upgrades) or allowing enchantments on wizard armour and then adding some of my own. If anyone has a preference for one or the other, let me know your thoughts...


    For armour crafting, the plan was to add recipes that require a mixture of ingredients from different sources, some found and some crafted, with the idea being that you need to go on a sort of mini-quest to make the armour.

    Posted in: Minecraft Mods
  • 0

    posted a message on Problems with block/itemblock models

    This is going to be quite lengthy, apologies, but it's quite difficult to explain the exact problem so bear with me. (I've looked everywhere for an example of this in action and can't seem to find anything, so if anyone knows of a good working example for this specific use case I'd like to see it!)


    ---


    I'm having a few issues with getting metadata-based block models to work. I have a block with a number of variants defined by metadata, and these variants are similar in function and usage to coloured blocks in vanilla, in that they each have a slightly different crafting recipe but can be used interchangeably in some cases (specifically, the variants correspond to the different elements in wizardry). For example, take wool: you need different coloured dyes for different coloured wool, but any colours can be used to make a bed. Like wool, each variant of my block has a different texture.


    Now, I'd like it to be possible for variants to be added easily if an add-on mod adds an element, so rather than having a single blockstate file containing different variants for each element, I want each variant to have a separate file, so add-ons don't have to overwrite the existing ones. Vanilla wool also works like this; there are 16 blockstate files for wool, one of each colour. I therefore registered a custom state mapper using StateMap.Builder, and added the necessary blockstate and model files.


    This worked fine in game, however, from the spam that is now filling my log, it seems that the game is still trying to use the DefaultStateMapper as well as my custom one, since it's printing out a MissingVariantException for each variant, all of which are caused by a FileNotFoundException with the filename as the block's registry name (which is never requested by the custom state mapper). Obviously I don't want to release a mod that fills the log with spurious error messages (or I'll get a ton of bug reports!), so why is this happening and how can I stop it?


    A related but different problem: in order to get the block model to show up both on the itemblock (in the inventory) and when placed, I had to define both the "inventory" and "normal" variants in the blockstate file, whereas vanilla blocks without property variants only ever define "normal". To try and get around this, I used Forge's "default" feature to define the model and left the variant objects blank, but this broke all of the models completely.


    TL;DR: I'm really confused, vanilla blockstates aren't behaving how I expect them to and Forge's format is only compounding this problem, so can someone show me the correct way to write a blockstate file using Forge's format, and the statemapper and model registry code that goes with it?


    And, because I know you'll ask, here's one of my blockstate files (they all follow the exact same pattern):


    With defaults (doesn't work at all):

    {
    	"forge_marker": 1,
        "defaults": {
            "model": "ebwizardry:magic_crystal_block"
        },
    	"variants": {
    		"normal": {},
    		"inventory": {}
    	}
    }

    Without defaults, using the vanilla format (works, but causes incorrect error messages - although I think that's the code, not the json file):

    {
    	"forge_marker": 1,
    	"variants": {
    		"normal": { "model": "ebwizardry:magic_crystal_block" },
    		"inventory": { "model": "ebwizardry:magic_crystal_block" }
    	}
    }

    ... and the state mapper code:

    ModelLoader.setCustomStateMapper(WizardryBlocks.crystal_block, new StateMap.Builder()
    				.withName(BlockCrystal.ELEMENT).withSuffix("_crystal_block").build());

    Any help is appreciated!

    Posted in: Modification Development
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    Yeah, I've thought about it and I think I've worked out a decent way of exposing spell attributes so that different spells can have different ones. I just have to write it now...!

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    You indeed can't use emerald blocks to lure wizards any more... but I'll be replacing that with crystal blocks in the next update, since it is very handy!

    Posted in: Minecraft Mods
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    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from EIyssius»

    Hey, my friend and I recently added this to our server and we've been having a blast with it! Just wondering, is there any way for us to tinker around with the cooldowns and mana costs of spells?


    Not currently, though I have been considering adding something like that. It will probably be some kind of JSON-based system if I do, because I think it should be aimed at pack makers and server owners. Was there any particular spell you wanted to change? If it's a sensible change I might do it myself.

    Posted in: Minecraft Mods
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    There's already a tower rarity config option, but it sounds like you mean a minimum distance allowed between towers rather than the actual rarity of them. I'm going to redo some of the code for structure spawning so when I do that I'll add in a default minimum distance anyway and then allow it to be changed in the config.


    A biome blacklist would also be easy enough to add.

    Posted in: Minecraft Mods
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from Landar»

    A place block spell would also be handy as we know there's always the odd hole here and there. But, it would obviously require one to have the blocks on hand.



    I'm not exactly sure how I'd see that working. The only way I can think of to specify which block to place is by holding it in the offhand, but then you might as well just place it. I can see the point of placing blocks from further away than normal though.


    I played DnD alot about 25 years ago in college. My wizard character was my namesake and he was a fire elementalist from the 2nd edition special handbook. But, I remember that a part of the idea behind the wizards was that I had to go around collecting rare and wonderous ingredients for both my spell casting and also for crafting magical items.


    I played 5th edition fairly casually for a couple of years, but that was a while ago - before I really started writing wizardry. I was a halfling rogue, if you're interested. One of the party was a wizard, so I when I came to thinking up spells for wizardry I took some inspiration from the spells I remembered.


    But, I was able to make a staff that was alot like a flame thrower. That was pretty cool.


    Wizardry has a spell that's a lot like a flamethrower (two, in fact). Wouldn't be complete without it!


    Say, I was wondering. The wand upgrades. Is there a description anywhere on what they do? I figured the aspect wand upgrade would allow me to change the wand from the basic un-aligned wand to a wand of a particular school. But, when I used it nada. I don't know what its for. If it did allow me to change the wands alignment/school/whatever it's called, then that would mean I could craft my own wands. That seems cool to me.


    The wiki has you covered there. I'm going to add some descriptions in the tooltips for those items. I assume by aspect upgrade you mean attunement upgrades - what they do is add a spell slot to your wand.

    Posted in: Minecraft Mods
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from Landar»

    I was wondering if you've given any thought to adding a research option? Would it be possible to research the spells?


    Quote from EchoWeaver»

    FWIW, I love that this mod doesn't do much research and crafting. I have it in my modpack along with Botania, which is ALL THE CRAFTING. The two complement each other nicely.


    I think you've all pretty much said it, I'm trying not to have much in the way of research and crafting because wizardry is all about going and exploring the world. There are plenty of mods that do have plenty of research though, I would recommend all of the ones you've mentioned. I would also point out that Thaumcraft basically gets rewritten every major Minecraft version so TC6 for 1.12.2 is quite different to the 1.7.10 version.


    The generalist guy might even spawn in the villages too.



    That's a neat idea actually.



    How about a quest that ties it all together? Did you ever play Master of Magic back in the day? Maybe a quest to become the Master of Magic? Where one has to master all of the different types of magic to "win" (I guess)? That might be neat.



    I might have played a bit of DnD but I'm not that old... :blink: I will be revamping the advancements and adding in more lore/story/whatever in general at some point so I'll see what I can do with that.



    Then, I was wondering about magical items as well. It seems to me that some of the items are craftable and that's really exciting but what about the Fire Wizard's armor for example? Perhaps, one must use rare special ingredients gotten from the nether or near volcanos or some such thing. And then through special crafting with special magics then one can create the most awesome Fire Wizard armor of much goodness!



    I'd like to keep stuff as being just found as loot, but I want to make that more immersive than it is at the moment so, as you say, rather than just finding items it would be more immersive and rewarding if there was a sort of mini-quest to find a load of rare magical items that were then put together to make the armour or whatever.



    And I couldn't help it. What about other things? We had rings of protection back in DnD. I have no idea how that would work even in Minecraft. But, you know maybe a ring could be imbued with some kind of effect that's always on? Bracers of Defense? I've seen others mention staves.



    Rings, amulets and other artefacts with those sorts of effects are definitely happening.



    I've seen this idea tossed out once before so forgive me for repeating it. In Ars Magica 2, it was possible to make a spell that I could dig with. I recall you mentioned not seeing a point to that because we have picks and shovels. Please consider area of effect. Being able to dig a minimum of 3 X 3 space at a distance meant that I could flatten land fairly quickly. Much faster than using Tinker's Tools. And I never did get around to putting the upgrades on that spell but I would have also been able to increase the AoE.



    To explain, the problem I always had with dig spells is that they let you instantly mine any block, so without restricting that in some way it would probably need to be an advanced or master spell. Trouble is, that means it's very rare, which isn't helpful in the early game. I don't want to make multiple dig spells, but I think someone pointed out mining levels, so here's how I see it working:


    I'll add one novice dig spell (probably earth, but I'm not 100% decided yet) which can only dig blocks that can be mined by hand or with a wooden pickaxe, but which increases in mining level if you use it with higher potency - so an apprentice earth wand would let you mine iron with it, an advanced earth wand would let you mine diamonds and a master earth wand would let you mine anything. Then blast upgrades would increase the area of effect and range upgrades would let you dig from further away.



    I wonder if some kind of storage option could be done? Like a craftable bag of holding or say a spell that lets me teleport items from my inventory to a chest at my base?



    The vanishing box spell lets you access your ender chest from anywhere, and it's already in the mod!



    And one outrageous spell idea (I know it's done in Botania), something along the lines of a spell that you cast to make a floating island. I know crazy!



    One for a spell pack, I think!



    My son and I noticed a bug. [... etc.]



    Sounds like a client-side issue, could you post it on the issue tracker?

    Posted in: Minecraft Mods
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from Fairess»

    Hello Electroblub, i really like your mod. i have some suggestions that i came across for this mod


    1 - Will you consider changing the cost for spells from the mana crystals to actual mana bars like how ars magica 2 or most rpg games does for caster classes? i like the feeling of having mana regenerate on its own rather than carrying stacks of gems to use (even if it regens slow)


    You should try wand condenser upgrades! I'm not about to change how the mod fundamentally works, I think it's nice to be a bit different to everything else and have mana as a resource rather than just appearing from thin air. This is Minecraft after all, a game that's all about gathering resources. I am looking at other ways of gathering mana (probably involving farming) as well.



    2 - I noticed that most of the stuff we get (staffs, spells, etc) are random. This is a little bit problematic because it prevents the player from going after a certain build. For example, i like playing a healer alot, but if i get ice and fire spells then im forced to play as a dps. This includes the healing staff and the healing gear.



    I'm going to look at weighting the chest loot and maybe wizard trades towards spells you haven't discovered yet - otherwise the more spells I add the more of a problem this becomes.



    overall i liked this mod alot, and this is just some friendly criticism, not trying to sound rude at all ;)



    Thank you! I'm always open to constructive feedback.
    Posted in: Minecraft Mods
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]

    To be honest, I've only ever killed the enderdragon once or twice, and never in modded. Not all dungeon mods are for everyone though. If you're looking for something a bit tamer, I believe quark adds some vanilla-style dungeons. Recurrent complex is highly configurable so you can reduce the frequency of structures and control which ones spawn.


    I'm going to be adding more structures of my own as well...

    Posted in: Minecraft Mods
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from SirSever»

    Assuming you need Forge.

    I dont see any dependencies needed to run the game..


    In any case getting a crash onload running latest version 1.12.2, and counterpart Forge version:

    Thoughts?

    Thanks



    The game crashed whilst initializing game
    Error: java.lang.NoSuchMethodError: net.minecraftforge.registries.IForgeRegistry.getValuesCollection()Ljava/util/Collection;




    You're gonna need to post the entire crash log (with a spoiler), and the exact forge version. Try using the recommended and/or latest versions.


    Usually that is true, but in this particular case I've seen that crash loads of times before and the answer is update your forge to build 2611 or newer. It's actually Corail31's fault for using the absolute latest mappings instead of the recommended ones when he helped update the mod to 1.12.2.

    Also, FYI you can always tell when you're missing a dependency because rather than crashing, Forge will display a message saying so when the game loads.
    Posted in: Minecraft Mods
  • 0

    posted a message on Electroblob's Wizardry - The expandable RPG magic mod [Minecraft 1.7.10, 1.10.2, 1.11.2, 1.12.2]
    Quote from Antazaz»

    This is my favorite magic mod, I really like how the system is much more exploration based than pretty much every other magic mod. It really fits my tastes, good work!




    Always nice to hear about people enjoying the mod, thank you!

    Quote from EchoWeaver»

    This is my first experience setting up a modpack. If I were to add Roguelike Dungeons or Dungeon2, would I need to edit loot tables to ensure drops from this mod? What's the best way to get a list of item IDs I would want to add to a loot table?


    I agree that making ID scrolls scarcer than spell tomes is a bit disconcerting, especially here at the beginning where I'm not clear on what to expect or how best to test out a wand with a random spell on it. One option might be to make a couple available at the start in some way, just as you can craft your first spell.




    Most item ids are pretty easy to guess now, so for example spell books are ebwizardry:spell_book. If you want to replicate the way loot generates in vanilla dungeon chests, the best way is to go into wizardry's loot tables and copy the pools over - the dungeon one is here. It contains all of the wizardry loot that gets injected into vanilla loot tables, so all you have to do is copy the entire contents of that file and paste it into the relevant loot table for, say, roguelike dungeons. The tricky part is getting the JSON right, it's worth reading the minecraft wiki page on loot tables if you're unsure. Then if you want to customise it further, you can edit that. Also take a look at the documentation on wizardry's loot functions here.

    Hope that helps! As for the scrolls of identification, I think it might be a bit more immersive to add a trade to wizards that allows you to pay them to identify a spell for you. There will also be more places to find wizardry loot in general in the future. Watch this space!


    Edit: Also worth mentioning there are lots of people on this forum who can help you out with loot tables and modpack making if you're stuck.

    Posted in: Minecraft Mods
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