I think there could be a casting want that can store essentia, and what it does depend on the aspects inside. It could be customized by controlling what aspects are in it, probably with its own utility.
There would be the basic elements, determining function, and modifiers, replacing enchantments. Once the wand has essentia in it, the only way to change the aspects is to completely discharge the wand, either by using it, or draining it in a utility.
For example, (I forgot most aspect names, but you're changing them anyway) earth makes it a wand of excavation, purus gives it fortune, telum gives it efficieny, vaccum gives it charging.
You could also use tool aspects, like telum, to determine the function, and elements could be the modifiers. Ex: telum makes it a weapon, fire makes it burn things.
The best part is that command blocks can toggle these. I support this more than every other suggestion combined. Not only will adventure mode be usable, it will have a lot of potential.
1. Hoes are only used to till soil.
2. Bows already have long range.
3. Useless, that's what furnaces are for.
4. Overpowered, potions are already very powerful.
5. Useless, IV is good enough and there is a potion for it too.
6. Pretty much the same as fire aspect but better.
7. Overpowered, tools have it because they break faster.
8. Very situational, it hinders sinking, and respiration essentially does this and more too.
9. OVERPOWERED. Enchanting is random for a reason.
10. They already do that.
11. How do you take damage from hitting spiked armor with a sword? It needs at least a name change, and much more explanation.
Players are already very powerful with their super enchanted diamond and giant arsenals. You should focus on deadly mobs and terrain to balance that out. Right now, your mod is a one star, but only for lack of content other than weapons. Remember, make the mobs unique, and dangerous in their own ways! Also, chain should be two or three per ingot: they're worse than iron.
I finally had time to play it. DIS MAP. IT'S BEUTIFUL. (So far) it could use some smoothing though. Obvious brushes need to be fixed, and I1 needs a better shape. (Though the walls are pretty)
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There would be the basic elements, determining function, and modifiers, replacing enchantments. Once the wand has essentia in it, the only way to change the aspects is to completely discharge the wand, either by using it, or draining it in a utility.
For example, (I forgot most aspect names, but you're changing them anyway) earth makes it a wand of excavation, purus gives it fortune, telum gives it efficieny, vaccum gives it charging.
You could also use tool aspects, like telum, to determine the function, and elements could be the modifiers. Ex: telum makes it a weapon, fire makes it burn things.
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What would be the point of that? Is unzipping a folder and putting it in saves really that hard?
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2. Bows already have long range.
3. Useless, that's what furnaces are for.
4. Overpowered, potions are already very powerful.
5. Useless, IV is good enough and there is a potion for it too.
6. Pretty much the same as fire aspect but better.
7. Overpowered, tools have it because they break faster.
8. Very situational, it hinders sinking, and respiration essentially does this and more too.
9. OVERPOWERED. Enchanting is random for a reason.
10. They already do that.
11. How do you take damage from hitting spiked armor with a sword? It needs at least a name change, and much more explanation.
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You're welcome! I like to give constructive criticism instead of stating "ur mod is awsume!!!!1!"
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