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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Thank you to whomever moved this page back to Minecraft Mods and out of the archive. Much appreciated!
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    AoM - Symbols pre4 released! Mostly the changes aren't visible from the outside, mostly updating to 1.5 and restructuring in preparation for other submods I'm working on right now. I've added quartz and redstone block material modifiers and I've changed to the newer method xcw added to the API to register symbols without adding them to the Mystcraft configs.

    Quote from BZant

    Im pretty new to mystcraft so I dont know all of the symbols (and doubt I will anytime soon since theres quite a bit) so sorry If I suggest one that may exist already xC but heres some that ive been thinking of.


    -Im not sure If its entirely possibly but a symbol that can alter the flow of time would be cool! There is already an instability side effect like mining inefficiency which slows your mining down. So why not have a symbol that can increase/decrease the speed of the world in a broad sense or a more narrow one. Im speaking in terms of narrow though. Preferably for farming. (so basically only plants grow faster, maybe animals breed faster?). But being able to run the game faster would be nifty too. kind of like a fast forwarding thing but for the entire game. I really dont know if this could be possible since I have no idea about modding.

    -I think a symbol that could possibly affect sound would be nifty. Something like a noise distortion/or noise swapping would be cool but that sounds like It could also be a high instability effect. Though im not sure if you can add stability effects?

    -Lava Rain/Acid Rain would be really cool. It could also be a high instability effect. Rain in that particular age could cause very small damage over time (Though thats not really a good symbol if it did! XD). Like lets say 1/2 heart every 5 seconds. It would encourage players to find shelter and delve into caves or such.

    -Would a garden symbol be nice? I think thatd be cool. Something like a garden of eden or something. Basically just lots of different types of flowers (even the ones from others mods) could be spawned in a very natural nature type environment with lots of plants of all kinds. Probably would lower stability as it could potentially have rare kinds of plants (like stuff from forestry or other mods like extra biomes ect). This could probably be a biome symbol once you figure out the coding for biomes.

    - I think a Fog/Mist symbol would be really cool. You could have a misty/foggy world in where the mist/fog is thin/thick (those could be modifiers). Could add stability since it hinders your vision somewhat. could also be paired with the color symbols and change the color of the mist/fog?


    -A symbol for viewing your character in 3rd person? XD It sounds like more of a bad instability side effect (That would be kind of cool too). It sure would annoy me! lolol. But then again it would teach you to not make really unstable ages.


    -Lastly, could there also perhaps be a gravity type symbol? Where gravity would be potentially different ? Preferably lower so you could jump higher than normal and such? Being higher doesnt really sound like itd do anything except give more fall damage... But who knows.. lol.

    Anyways sorry for the long post xD Ill probably spoil these suggestions so it doesnt take up the page lol. Again sorry if these were already suggested and/or are already in mystcraft. Ive been playing with mystcraft for all week and havent seen anything like what I thrown out there (a week really isnt that long either but oh well lol..). Also I more than likely think half of my suggestions are probably impossible lol but thats cause I dont know much about modding. So i dont really know what IS possible or not. So sorry if that is the case as well xC

    Time has been covered already, there is the Accelerated symbol for farming. Beyond that I don't think I want to do anything with time, in this mod at least. Myst has time travel to a degree, in that a link to an age can lead to any point in space and time, but apart from establishing a link there's no way to control time*. Even where/when the link leads is entirely out of your control, all you can do is describe. This mod's goal, which will become more clear as I release more submods, is to be pretty accurate to Myst. In fact the name is already a pretty massive spoiler for the end goal of the mod.

    *Ahnonay doesn't count, and if you're familiar with the age then you know why. :)

    Sound I think I would leave up to someone else. I've never worked with it and I'd like to not taint the experience by trying to work with whatever the system is like in Minecraft. That's not to say I won't add sound effects to the mod, but I certainly don't want to try to hack in filters and the like.

    Lava/Acid rain would be cool. I'm planning instabilities for this mod and while at first I thought I'd simply have it in a separate submod, I think it'd fit better in Symbols so I can add symbols for some as appropriate. Adding to my issue tracker. Focus right now though is on getting things ready for other submods, so my next goal in Symbols is to add Terrain symbols.

    Garden symbol sounds like a biome, and as ExtrabiomesXL biomes get added to Mystcraft as symbols I would recommend it to that team. They have a better infrastructure for that kind of thing than I do. At some point in the future I might have a biomes submod, but that's a ways off and I'd rather the biomes be in a purely biome adding mod so more players can experience them. Only reason I'd add them to this mod specifically is if something else in the mod required a new biome. (And in fact it seems likely that they will.)

    A Fog/Mist symbol is pretty high up there on the list of things I'll want to do with this addon. I've been requesting it in Mystcraft since probably April of last year in fact.

    Not going to force anyone to third person. I get annoyed at games like Skyrim where I have to mod the game in order to not be kicked out to third person when I ride a horse or work with a furnace. Not doing something like that here. But not because it's a good frustrating instability, but because it breaks immersion. If I ever made a mod related to where the camera was allowed to be, I'd make one that forced everyone on the server to first person for fairness. :)

    Gravity's been covered already, it's kind of a pain. We'll see, I'd like to do it, IIRC XCompWiz would like to do it, so when it's a bit easier it will be taken care of by someone.

    Quote from Nisheeth

    There is already a symbol that speeds up things. It is called Accelerated. It adds a a bit of unstability though.
    And I believe that gravity cannot be changed in minecraft at the moment (I might be wrong though).

    Well, it could, but not easily. IIRC Mojang plan some hooks for gravity in the official API though, so my grandchildren might have an easier time setting gravity than I ever will.

    Quote from BZant

    For the F5 I was more or less thinking of having the option (F5) being disabled while in that particular age and being forced to play in that mode. I really dont like third person MC imo and if it were a instability effect it would encourage safer stable ages. It really was just a random thought lol.

    Also for the fast forwarding symbol I didnt mean by days pass faster, or more ticks per second (well I did mean this too for the farming aspect) but I meant the game actually plays faster than normal. If youve ever played SSBB (Super smash bros. brawl) and tried the faster gameplay speeds in training/custom matches youll understand what I mean. It would be simple and perhaps weird but nonetheless an option for spicing up gameplay. Of course the reverse could be true as well. Having a slower world. Though that would only be a hindrance imo.

    Anyways thanks for the feedback. I thought pretty much most of my suggestions must've been suggested at one point of time. But didnt see any on this forum. So thats mainly why I tried to post them.

    Instability effects are qualities of the world, not the player or the game. The world has a poisonous atmosphere, the world is falling apart, the world impairs player vision.... The world forces the camera outside the player's body doesn't make sense the way the others I listed do.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Ages of Mystcraft development has been going well, I've been working on other submods outside of Symbols.

    However, I'm posting to point out that I've just confirmed Ages of Mystcraft - Symbols should work without much effort on my part after Mystcraft releases for 1.5.1.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Glad you like it! :)
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Quote from DeftMute
    oh i didnt mean trees growing with their leaves on the ground i meant trees growing from the undersides of landmasses. and by skylands rivers, basically a waterslide of sorts with a track of land supporting a river... through the air.

    Ah, I've got you now.

    Quote from DeftMute
    obviously, if they end up looking awful its a deal breaker.

    Glad we're on the same page. :P

    Yeah, if I don't add them it will be because either I haven't gotten around to it yet or I tried and wasn't happy with what I managed to produce. I'm rather picky.

    Thanks for the suggestions though, I add suggestions I plan to attempt to my issue tracker, as that's one of the four windows on my secondary monitor when I'm working on the mod. (irssi, a bash prompt, issue tracker, and music or teamspeak.) Better than making a txt document and forgetting about it.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Quote from DeftMute
    ocean with trees a la channelwood?

    Single Biome + Swamp + Flat + Huge Trees should get you a relatively close approximation of Channelwood, that's why Huge Trees were added. In fact they were added back when XCompWiz wanted to just make random dimensions rather than let the player write their own, back before 0.7.0 or so about a year ago at least. :)

    Quote from DeftMute
    or really skinny, pointy spires of earth, like sword mountains.

    I'll add this to my issue tracker for things to try, but I'm only adding terrains/features that I'm happy with the way they turn out.

    Quote from DeftMute
    can you make trees grow upside down? or generate crystals (or something else) instead of leaves?

    Upside down trees I doubt I'll be happy with, as the trunks end abruptly without roots or anything. We'll see, adding to my issue tracker at least.

    If I allow replacing leaves I'll want to allow replacing trunks, and if I do that I'll want it to be as simple an interaction as possible. Not sure if I'll do this one for awhile, but it's interesting enough to get a spot in my issue tracker.

    Quote from DeftMute
    what about skylands rivers?

    Not sure what you mean here.

    Quote from DeftMute
    ok, i'm backing away from the keyboard before brainstorm mode fully sets in...

    Heh, I know that feeling. :P That's why I started working on modding in the first place.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Yeah, that looks like what I had pictured.

    Right now I'm messing about with Cave/Tendril generation, trying to get the hang of generation styles. Most of the work so far is in just naming the variables in the code from var1 to chunkX and the like, to the point where I can actually read the code. Once I get the hang of one of them I should be able to figure them all out rather quickly, and from there create my own.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Yep, that's perfectly okay with me. As long as I don't come off too harsh, I've been known to do that without intent. :P

    I'll pick up work on this again once I'm done cleaning the Mystcraft bug tracker and testing the bugfix release for 0.10.0.00. At that point I'll see how much I can get done out of my todo list by the time Forge and Mystcraft update to 1.5.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Quote from medikohl2

    What about no ore though?

    also another few thoughts.

    scatter blocks. (if you've ever made an unstable end island (or skyland) age with the red creep over taking the world, you'll see several small patches of red floating around the world and my thought is using the same scatter generation to add material modified blocks.

    No ore would be 1.) with no patches or no pocket size, or a more aggressive 2.). Either way, still unfeasible. :(

    Scattered blocks should be easy, I can't imagine many players wanting it, but then that's why I have symbols default to false. Might have decay sized, and then iron ore pocket sized. Also have been planning an "asteroids" symbol that would essentially be a larger version.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Quote from medikohl2

    If I may suggest a symbol or several?

    Go for it! I love suggestions, though don't take disagreement as an attack. This is a debate. :)

    Quote from medikohl2
    Sparse Ores- add stability- lowers ore occurence drastically (alternatively No Ores)

    Commonly suggested for Mystcraft itself and now I've had it suggested for this mod twice. Probably not, here's why: (These are the same reasons XCompWiz doesn't do it either.)
    Dense Ores: Let normal ore generation occur, then generate another batch. Trivially easy. Call an existing method again. It's more nuanced that that of course, but that's the most basic implementation I can think of.

    Sparse Ores:
    1.) Hook into ore generation and tell the generation to generate fewer pockets, or lower the pocket size. (And make sure to catch negatives as that could get weird if Mojang set it up wierd.) This requires fiddling with existing classes or replacing the ore generation system for ages. Both are rather hostile to other mods.
    2.) Let normal ore generation occur, then go back and replace any ores with stone again. Somewhat expensive, (slow) especially if a Dense Ores symbol triggers first. Also doesn't play nicely with ores generating in netherrack or endstone, not to mention marble in RP2. Also can't check for mod ores without becoming dependent on them in order to run class checks on each and every supported mod ore, or using the mod's API if it gives access to its own materials.

    No clear winner here I think. The situation may change when Mojang finishes their work on the planned API, as from what I gather from their plans things like this should be easy to apply to the entire game, and therefore possible (But possibly annoying) to just tie to a symbol.

    Quote from medikohl2
    Floating platforms- takes material modifier, makes 1 - 3 block uniformly thick floating platforms

    Hmmm.... We'll see. I'm not sure I'd want to do this without a bit of jaggedness around the edges. Also I'd probably want to make them close enough to jump from one to the next, and in order to not simply litter the level with them I'll probably end up giving them winding paths through the sky. These could be cool for when Sillybits updates Additional Mystcraft Terrains.

    Quote from medikohl2
    Arches- takes material modifier

    Interesting.... I have a few ideas on how I might accomplish this, adding to my issue tracker to look at, but that's not a promise.

    Quote from medikohl2
    Lava pockets- add stability, adds more underground lava areas.

    Mystcraft has the Lava Lakes symbol, it does literally this without the stability boost. Put more than one in if you want more. Also in future it will allow for material modifiers, as well as the Lakes symbol. The difference between the two is that lakes show up everywhere at about the same frequency, while "Lava" Lakes show up more underground.

    Quote from medikohl2
    chaotic terrain- height ranging from 50-100 per individual tile

    I'm looking into terrains so I'll add this to my issue tracker, but not sure I could come up with something I'm happy about.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Quick bit of news on the mod, all symbols added to Mystcraft through the API are added to Mystcraft's config file automatically, so I talked to XCompWiz today and he pushed a devbuild that will let me register symbols without doing so. Still not going to release for that unless the API breaks between now and the bugfix release.

    Quote from Nisheeth

    Wow. The real length symbol seems interesting. If I am not mistaken, the length modifiers are only able to modify gradient lengths and time of sun & moon? Are any other uses for it planned (I would assume yes).

    Any chances you could tell us about some of the symbols you have planned?

    Lengths are for anything in the sky so far, suns, moons, stars, and the like.

    Short term plans I'll share, well, at least some of the ones related to the Symbols sub-mod. I plan to add a few more things to the sky, including one really weird one that could be a lot of fun. Those could take me a bit longer though as graphics are not my specialty, so right now the next focuses are on:
    1.) Dynamic (in)stability symbols. These could end up quite fun to play with, as instability effects would come and go over time. I might allow allow these to take Length modifiers.
    2.) Features like deposits of dirt in the Overworld, Oil-like geysers of liquids, smaller tendrils and caves, etc....
    3.) More terrain symbols.

    The first one, I know exactly what I'm doing and it'll just take some fiddling to get working. I really like the Mystcraft API.

    The second is working with Minecraft stuff, so I'm not sure how long it will take me to learn. Hopefully not too long, as I do have plenty of references to examine.

    The third is something I expect to have a bit of a learning curve with, but it's absolutely required before I can start at all on another part of the mod, so I'd like to figure it out as quickly as possible. Once I get the hang of it though, I might push out several of them, or only just a few, depending on how versatile I can make the generation. Shooting for fewer actually, just enough to fill my needs and provide users with cool new terrains. And enough of talking in riddles for now.... :P
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Quote from Stekenxu

    Well, this is great Veovis. Wonderful.

    I like how having TNT material will effectively blow up your world automatically now. Would make someone rather happy...

    Yep, I'm a bit worried about that one, but then that's why I leave it disabled by default. :P

    Glad you like it! This is just the start of one section of this mod....
    Quote from Bellaabzug21

    This is amazing, 81 symbols? I may not be right, but I think that's more than the actual mystcraft mod adds! Good job man, good job.

    Thanks!

    I designed the system to be very easy to maintain for large amounts of any kind of symbol, and to ensure that I only had to change things in one area to change a single symbol, so that helped with the volume. Also the simple fact that a lot are similar. I do plan more complex symbols (code-wise) in future though.

    Though I should point out, my systems wouldn't be anywhere near as easy to write and use internally if it weren't for the very nice API XCompWiz provides. So quite a bit of the credit here still goes to him. :P



    pre2 was supposed to be the last release before Minecraft 1.5, but an issue with FTB forced a hotfix pre3. No further issues have come up, so I'm going to start working on another branch with new content for that release, probably the dynamic (in)stability symbols and some Features. Maybe Terrains if I catch on quickly, but I'm not promising anything there.

    Also, yes, I will add Blocks of Redstone when I release for 1.5.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Ages of Mystcraft - Symbols pre2 is released, tweaking instability values, fixing several issues with the (in)stability symbols, and adding a requested Real Length modifier, which approximates the Earth's rotation.

    Quick hotfix pre 3 is released, fixes issues with the FTB launcher. Also note config directories have changed to all lowercase directories to better fit with other mod added directories.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Quote from Kalmondo

    This mod is now a part of my daily watch, and my mystcraft minecraft. Thanks V. BTW, what are your standards for mod packs. Just checking.

    EDIT: Opinion on the large config file, make a second config file for rarities. That way, novices don't have to open it.

    Also, why do you have all the wool and chiseled bricks and such disabled? More importantly, why is one of the silver fish enabled as default! lol, I hate silver fish!

    EDIT 2: Just read the new page on the wiki. Why do you have wool cause instability? Am I wrong in saying that lots of wool can only benefit in an aesthetic way? I may be the only one that feels this way, but if it is a material that is only useful for aesthetic reasons, it should not cause instability. Note that this is only opinion. People are welcome, invited in fact, to disagree with me. I would love to hear other views on this.

    Mod packs and permissions and such are on my todo soon list. For right now, until I get something in the OP, ask me with a link to or description of the pack, and have permission for Mystcraft if you distribute that as well, and I'll probably give permission.

    I've been thinking about separate config files, but for right now I store the emerald cost rather than the actual rarity. Soon the emerald costs may not be tied to rarity, they may be separate, with separate rarities for different sources as well. So I'd like to hold out on that changing or at least talk to xcw to see what his plans are, before I do something that would then end up changing later. I don't like config value ranges changing...

    I'm looking into that though. Also of note, I have six submods planned, five more in addition to Symbols, so this one taking up two config files might be overkill. I might be able to get away with a generic and three more specific configs, but then with an additional rarity config that bumps it up to five total. That's still a lot of configs.

    I have a lot of symbols disabled by default as not all players may want them. I also tried to have a good balance of mostly positive blocks with a few negative, like Silverfish. :) You're free to enable or disable all you want.

    One of the two notes in the Known Issues section is that rarities and instability values might need tweaking. So far TNT and Wool have been questioned, so I'll look into them. I'll probably move TNT to adding some slight instability but not enough to cause charged on its own. Wool doesn't add much instability, should be able to offset it with things that add stability like Charged. I figured it's a somewhat valuable resource in mods, and to me it's a sign of wealth to be able to build with it in vanilla. Still, it's open for debate and if players would rather it not add or remove instability I can do that.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2/1.6.2] [FORGE] [MYST] Ages of Mystcraft - Symbols 0.0.1.00
    Quote from SliceOfMeat

    Looks really cool!

    Enjoy!
    Quote from Admittance

    thanks for replying, no worries man il just poke my players and give them a little warning before adding this to the mod list

    Sounds good!
    Quote from Nisheeth

    Thanks for posting about this in the Mystcraft forums. Otherwise I most likely wouldn't have heard of this mod. Haven't messed around with it, but I absolutely am absolutely going to love messing with the added length modifiers.

    Not a problem, I nearly didn't make this thread actually, I would have just made one on the Mystcraft forums and left it at that, but I figured some people might find it easier here.

    The length modifiers are fun, I could have added more but I figured adding in the primes up to 7 gives a lot more control, and the ones between zero and one help shorten books and help to get exact numbers, but aren't REALLY required. They're convenient though, and that's why I threw them in.
    Posted in: Minecraft Mods
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