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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Lurking a bit. Didn't see a suggestion area on the github so I'm posting here. I'll toss in my thoughts on structures and how I feel they should be approached if you were looking for ideas. Brainstorming is fun. I used to work on a game in Unity3d and I used a similar mechanic in it before it went up in flames. (rip HDD)


    Structures will need to keep 3 things in mind:


    • Capable Of Retrogen in older worlds.
    • Incapable of being griefed or being used to grief.
    • Unique in each instance.

    Anyway, here's the gist.



    -Generate "Pillars" throughout the world. Not super large, magical looking etc. (3000> blocks from the origin. Each must be at least 200+ blocks apart.)
    -Each "Pillar" is unique. It represents an Element (fire, earth, etc) and there cannot be more than one of each "Pillar" in the world.
    --These pillars can be activated with a spell, key or whatever prerequisite you'd like. Then a portal appears at the "Pillar" for 10-15 seconds.
    -Entering the portal will teleport you to a "chamber" where you can fight the elemental guardian of whatever type of "Pillar" you entered.
    -After your boss battle, loot drops or whatever and then you have 30 seconds to get the hell out through an exit portal before the "chamber" collapses. (Kills you.)
    -After you're back in the outside world, the Pillar disappears and a new one is generated somewhere else in the world.


    The key idea is that these "pillars" can be used to create small or even large areas of playable content without directly impacting the worldgen in an obtrusive or repetitive way. At the same time, the aspect of them disappearing and generating in another location is meant to make Ars Magica not only more unique and interesting, but perhaps also contribute to competition on MP server. (Ha, I destroyed the Fire Pillar near your base; Now all that magic stuff inside is mine! I'll be the best sorcerer that no-one ever was)

    In regards to what Aridhol was talking about; having "chambers" that can be entered also opens up the possibility of having a full fledged magic town inside. Perhaps more enduring chambers / content areas should be grief proof somehow. I had originally imagined spheres for the chambers that were invisible from the outside, but allowed people inside to see out. Could be something similar to how 3 strongholds are generated in each world for something like a magic town. I'll put the inspiration of that is somewhere in between Harry Potter and Dalaran -- take your pick.

    Finally, generating "Pillars" doesn't sound too difficult but you might be wondering how to implement "chambers." Originally I figured another dimension being generated would be the simplest solution although it could be a turn off to some server operators. Maybe generating the chambers underneath bedrock in the same chunk could be a solution. Who knows.


    That's my 2 cents.

    Posted in: Minecraft Mods
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    posted a message on Tough As Nails - Difficulty through realism. Seasons, thirst, body temperature, and more!
    Quote from Sweet_Brew»

    Is there a way to make seasons last longer? As fun as it is, I seem to be passing through a year in like.... 2 hours. lol
    I'd rather it be more like the Don't starve length of time of a year.



    Would appreciate this option as well. Having to stock up on food before the impending winter isn't so bad when it lasts 30 minutes. .

    Fun mod by the way. The seasons changes are very nicely done

    Posted in: Minecraft Mods
  • 0

    posted a message on Carpenter's Blocks

    Good work Mineshopper

    Looking forward to the next release.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Thanks for the reply. I figured out a trick. Minetweaker has a feature that displays exactly what I needed.

    /mt hand

    This will give you the mod:item:datavalue
    Or what I was after: TConstruct:heartCanister:1

    I went ahead and added a 2% chance to drop Tinker's Construct Miniature Red Hearts to all hostile mobs in the mod that cannot be bred.

    An example is seen on the Dweller:

    "Dweller Custom Drops"=TConstruct:heartCanister,1,0.02,1,1;

    Hope this can be helpful to anyone else a bit confused.

    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Posted 4 days ago and haven't gotten a response,

    "Allows for custom items drops per mob. Format is: mod:item,metadata,chance,min,max"

    How would you put Tinker's Construct Miniature Red Hearts into that syntax? Moreover, how would you find the mod:item portion for things from different mods?

    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs
    Quote from RCXcrafter»

    I don't know how modders roll either, I just started doing this. And the reason I did it is because I thought it would be pretty cool.
    Asiekierka said the project was functional but abandoned, so I think I'll just steal the code (don't worry, the license allows it) and modify it a little and then publish it.

    Sounds good, I'm guessing since the code is functional it shouldn't take long to make a release once you've reviewed it. Be sure to credit Asie though. Thanks for putting it together.

    Keep me posted on it.
    Posted in: Minecraft Mods
  • 1

    posted a message on Underground Biomes Constructs
    Quote from RCXcrafter»

    Are you talking to me? because I don't really know what you're talking about. I just copied the code from glassmaker and tried to make it do rocks instead of metals.
    https://github.com/TeamMetallurgy/MetallurgyChisel

    I didn't know asiekierka was working on the exact same thing, I kinda feel like I wasted a bunch of my time making those textures since the ones from asiekierka look just as good.

    Sounds like a good opportunity to collaborate? /shrug

    I don't know how you modders in this community roll but I think a UBChisel addon would be pretty cool to have.

    Stylin' with ma Green Schist~~~~~
    Posted in: Minecraft Mods
  • 0

    posted a message on Underground Biomes Constructs

    Ha, I noticed your github and one by asiekierka. I haven't messed with Java coding, just C# in Unity. :[

    I hope you guys can keep developing it. The new stone with the registrar looks incredible, I just wish I could do more with the stone, building-wise.

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    Great mod.

    Is an addon for Underground Biome Construct for Chisel 2 in the works? Would really love that.

    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Hey Lycanite, good work.

    Had a quick question, not sure if this has been changed in the newest version but how would you type out the custom drop for something like a tinker's construct miniature red heart?

    The config file reads "Allows for custom items drops per mob. Format is: mod:item,metadata,chance,min,max "

    Where do you find the exact name and ID of the item so it would fit this syntax?
    Thanks, keep developing the mod.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    I posted about spells not properly changing colors when bone meal is added about 10 pages back but never received a response; is this a known bug or am I doing something improperly?
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Unable to add color to basic spells in the current version, anyone else able to figure out a fix?

    When adding dye (instead of bonemeal) the spell will simply have black particles / be black.

    Thanks, hope the mod is passed on, it's fantastic and I think it should stay on MC.
    Posted in: Minecraft Mods
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