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    posted a message on Some Custom Items Mod blocks I put together

    I'm not much of a modder, but I do a lot of pixel art. Here's some blocks I made recently for a modded world I've been playing using the Custom Items Mod. If anyone's interested, I'll upload the resource pack and .jsons so people can use them on their own worlds. I would also LOVE to provide textures like this to a modder if anyone is interested! Hit me up! I'll probably add more to this as I go regardless. Let me know what you think!

    Posted in: Mods Discussion
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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]

    Ooh that looks killer. Maybe give it higher contrast? Brighten up the gold a bit

    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]

    Is runestone in the 1.7.10 version already or is that for the future?

    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]

    For projectile spells it could just have a visual directional element, perhaps an inset emerald pointing in the relevant direction? for simplicity's sake it would just be the cardinal directions, up, and down. the trigger mode could be a UI or maybe another item you can swap out (kind of like a beacon). a piece of redstone tells it to happen on a pulse, a block of redstone does it constantly while powered, a diamond will do it when you're hurt, a mob head will target that mob, etc. This would also create a huge incentive to farm crystals, which could justify more complicated but efficient farming options.


    Or maybe, rather than mob heads for targeting mobs, there could be a new spell that, upon killing a mob, turns it into a unique crystal. That way it could be more mod-compatible. These crystals could possibly be used for other things too, like a more magic-based mob spawner, or possibly even a mob spawner that spawns friendly versions of the mob for base defense and other things.


    Full disclosure, I'm a game dev so I know these things arent simple to implement and may take a while or be impossible! Just throwing stuff out there.

    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]

    A spell that brings plants around you to life would be cool. It would likely only look good for flowers and ferns, the sort of plants that are growing from a single stalk. They'd essentially turn into mobs that look identical to the block, but attack nearby enemies for a brief time before turning back or popping into items. This would be neat because its sort of like a context-specific summoning spell, functioning better when you are near a lot of plants. Trees are definitely too much, but maybe cacti would shoot their thorns rather than move?


    A similar spell could turn farm mobs hostile, fighting to defend you. Your chicken coop rises to your defense by flying at monsters and shooting eggs. Cows ram enemies but also heal your status ailments. Pigs and sheep probably just fight.


    Now this is really out there but hear me out: these spells become particularly interesting if they could be waiting, idle, to be activated. Perhaps a crystal ball block can be placed, assigned one spell, and given a stack of crystals. If you are struck by an enemy within range of the ball, the spell is cast. Now you have a weaponized garden or farm and you're basically the coolest earth wizard of all time.

    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]

    Are you at all interested in redundant spells that belong to different schools? I assume you have a walking on water spell, or at least a freezing water under your feet spell, but one of my favorite Dungeons and Dragons spells is Lillypad Step, which grows lillypads under your feet as you walk and wither away a few moments later. I would -love- this in minecraft.


    Also, there was a spell that teleported the victim into an alternate maze dimension. They could not leave until the maze was solved. I dont know if you need to make a literal dimension exactly, some teleportation trickery with a temporary maze could be plenty. An alternative would just grow a hedge maze where you point it.


    Honestly I have a lot of spell ideas but I'm sort of trying to preserve the excitement by not reading the lists, so I dont want to bombard you without knowing what already exists.

    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]

    Hey I've got a bug to report: When I use the Static Aura spell it gives me the Sprouting effect.

    Posted in: Minecraft Mods
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    posted a message on Spring Doors

    A spring can be crafted with iron nuggets, and when combined with a wooden door, fence gate, or trapdoor it will automatically close after being open for 10 seconds, redstone-free.

    Posted in: Requests / Ideas For Mods
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    posted a message on Adding only the Mobs from any particular Mod

    Some of the best mobs, at least in 1.7.10, are packaged within huge mods. Blood Magic, Spider Queen, The Lord of the Rings, etc. When you've already got 6 dimensions, all your biome slots filled, and dont really want more blocks and junk, it can be a real bummer. Is it at all possible to isolate just the mobs from a mod and add almost none of the rest? Something along the lines of Minetweaker? I know that at the very least open source mods could be edited for personal use, but is that an unrealistic task? There are so many cool mobs I'd love to have walking around in my world, but I just dont know how to pull it off.

    Posted in: Mods Discussion
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    posted a message on Spider Queen v1.1.0 - Spider queen is back, the way she should have been!

    Are you able to turn off a lot of stuff with the config? I really love the monsters and mostly would just like to have them spawn in my world without the rest of the features.

    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]

    Your current system for acquiring new spells feels perfect to me. If you add anything involving XP you should add a config option to remove it, because with modpacks it can be extremely easy to make mountains and mountains of XP, which could really mess up the progression. I think maybe a few different types of structures that have spells might spice it up a bit, like some kind of nether hut.

    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]

    I think when you fix it there should still be special circumstances where they spawn in pairs or even groups of 3, because those have been some of the most exciting and difficult fights. Most mobs I'm just choosing a spell for the fun of it, but against the stacked odds of multiple wizards, I need to get really tactical. It majorly justifies the effort I've put into finding spells, and it puts my spell-equipping decisions to the test.

    Maybe as defenders of a different type of structure?


    Another thing I would love to see (and I might be jumping the gun here, let me know if this is already a thing) are some elemental enemies added to certain biomes. The special elemental guys you can summon are some of the nicest mobs in the game, but as far as I can tell that's the only time they appear. The vanilla mobs fit into the elemental spells fairly well, but a hair more variety would really milk the usefulness of the existing spells.


    Honestly if its something you're considering, this mod gives me so many mob ideas. You could practically just make a model, animate it, and have it use one particular spell on you and you've got a more exciting new monster than most mods ever add. Add to that a variety of new situations that can call for your spells and you've got a great thing going. An enemy surrounded by poison gas which is blown away by wind spells, for example.

    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]

    I left this comment on Curse but I think it was too long and it was marked as spam. Here it is again in case you didnt get it:


    I'm utterly in love with this mod, it is easily the most fun and well polished mod I've ever played. The visual design is way above par, the premise is enjoyable and at times exciting, and the gameplay itself is polished to a sheen. Finding a new wizard tower feels like buying a pack of pokemon cards: you're excited but you're not quite sure what you're going to get. Discovering what each spell does is like a fun puzzle. The rare spell drops from mobs are a special treat that eclipse any item from any of the other mods you have installed.

    The sheer variety of spells is excellent, and puts games like skyrim, even modded skyrim, to shame. And shockingly, you actually use them. Many games add tons of spells but theres a few that are clearly the best. But when I'm fighting some of the ultra-hard evil wizards (especially in twilight forest where I'm pretty sure a bug is making them spawn in droves) I find myself switching between two different wands, flinging a high variety of spells and constantly straining my mind to think of how to respond to the random set of spells my enemy is using.

    An absolute must-have, and its so good to see more content for 1.7.10. I know it'll be extra work but I beg you to continue to support that version into the future!
    Posted in: Minecraft Mods
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    posted a message on Tumbleweed - Tumbleweeds in Minecraft!

    I love this! It's bigger than the sum of it's parts, as evidenced by the ability to manipulate it's mechanics. We need more small mods like this.

    Posted in: Minecraft Mods
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    posted a message on SaltyMod

    This is the exact scope of mod that I love; something simple that has been extrapolated out into some fun features. Here's an idea that would be great: giant snail/slug enemies. You could weaponize the salt!

    Posted in: Minecraft Mods
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