So I'm trying to start a new mod thread, but the code on the wiki on how to create a crafting grid with items in it is either outdated or just wrong. Help?
Introducing BoltCraft! This mod will bring a whole new world of technology to the land of Minecraftia. The first installment of Steve's venture into the world of tomorrow is of course....Robots! Each will be capable of handling more inventory, taking care of Steve's melee combat, or providing him with ranged support.
One thing I think would be cool would be some sort of magical guild where you can talk to other wizards/mages for info on research or pay them to do some magical tasks.
I don't really think this would fit as well as it needs to to work with how TC is already set up. It seems a little tangential. TC isn't necessarily about magic, it's more about research and the artifacts themselves. Not trying to shoot you down, just saying. It's a really cool idea, but it would probably fit elsewhere better.
I have an idea:
How about positive vis/aura/whatever the hell it's properly called causing corruption?
Think of the Hallow from Terraria.
Sure,it looks very sunshine and sparkley but it's actually more dangerous than the corruption in its own way.
If the vis level in a chunk gets too high,some of the grass becomes whiteish,MANY wisps spawn(some of them already hostile),the trees become sort of like silverwood,mobs become "enlightened" versions(not as in enlightenment of the soul,but literally have a strange glow in them and are very pale)and become hostile("CLEANSE THE UNCLEAN").
This is pretty much what I was saying when I talked about the Vis gardens and Taint wastelands. Great minds think alike eh? :3
someone suggested a system that adds instability to the aura which in turn causes unexpected events and magical accidents.
the level of instability in the aura and/or the taint level could add to the power of nearby mobs as well as a random chance of summoning a more powerful foe.
for example:
the game is going to spawn a zombie.
before it spawns the game makes a check for the taint and/or instability level of the chunk (more taint/instability = bigger probability of success).
in the even it passes this check a more powerful zombie type is spawned with it's strength also depending on the taint and/or instability level of the chunk.
this would make the surroundings of you main base a lot more dangerous and the rest of the map a bit more unsure, especially near sources of arcane energies like ruins, dungeons or monoliths.
This seems like it would work a lot better than having some arbitrary leveling system. Plus the unsureness of the chunks farther away would work well with LutherAD's idea of more generated magical structures. Also the code could work well with the Vis garden and Taint wasteland I brought up. Mobs inside those biomes would be much more powerful by design, as well as maybe having more difficult characteristics.
Just played through all of TC2 in like 2 days..... oh mah gawd awesome. Also in the same boat as Sage Harpuia...
Research Meter-Some kind of measure of how far your research has taken you.
Just saying, there's no real change in gameplay or how innately powerful the player is from 'lol beaches?' to 'I am an Eldritch God.' Doing this would allow the world to scale with the player and always keep it challenging, even on easy.
Mobs-lol even on hard my weapons rape everything.
I'm not saying nerf the weapons, I'm saying buff some mobs. Once the player reaches a certain Research Level (as explained above) then some new mobs show up. Maybe a magic zombie or cursed spider? With each new milestone in research, the player gets more powerful. Shouldn't the world around him?
Branches!-Might wanna check these out. Lots to say.
Eldritch-Y U NO MOAR?
Though the entire thing was a constant nerdgasm, I felt like there wasn't a ton of focus on the whole "Eldritch" aspect. But it seems like that should be a huge part of it. I'd love to see more exploration into the Eldritch, because what you've done with them and how you set them up is amazing. Also because how the obelisks look in-game makes my eyes jizz rainbows.
Forbidden-Needs moar brains.
I agree with d95 that the forbidden branch could be expanded, but I also think it could stand as it is and be absolutely fine. Maybe a little more with those amazing brains-in-jars :3 But I would love to see more done with stuff like the Brazier of Souls and the Crucible of Souls. So instead of only 2 opposing forces, have Vis (good), Taint (evil), and Ether (neither). Forbidden machinery, like the brain-in-a-jar and the occultic enchanter, would run on this ethereal fuel, made by juicing souls. This could be done through a separate Vis and Taint fueled machine, or done as a whole independent branch. Plus when an Ether tank explodes like a Taint tank, you'd have to fight the abomination created by mashing together so many souls, but then it would return some of the fuel lost.
Taint-More active aspect plz
The tainted branch can't really be expanded too much without adding more machines. And I think the ones you have are sufficient. I mean, a repairer that keeps your enchants? Kinda legit. The balance between Vis and Taint in the physical world is off. Not only should there be perma-Taint biomes, but also Vis gardens, where everything is bursting with life and light. Tainted dungeons would be legit. You beat the Taint Core in the center and the wasteland above becomes a Vis garden. But if you want to watch the world corrupt, there could also be a Vis Core. Once it's destroyed, the garden turns into a Taint wasteland. I do agree with you that the aura aspect should be more active and have a bigger impact on how the mod's played.
Astrology-Stars mean something finally
I've always hoped someone would do something with stars, considering how at night they add so much to the game. They've done everything else, so why not do some space stuffs? This would go perfectly I think with the new version of research. Instead of artifacts or books, you research star maps and use your telescope to observe what's going on in the night sky. Depending on the Minecraft 'cycle' of stars and planets,(similar to the dark infuser with the moon) different enchants would be available and different mobs would appear. If the Cygnus constellation was visible, then ethereal swans would spawn. If Draco was visible, then one of several mobs could appear. One caveat for this would it would make a lot more sense if you could extend the night. So instead of 20 minutes, if the player has a certain machine active, then the night lasts 40. Also a whole new set of stellar themed items could accompany this. Have equipment that only has certain effects or only works when X constellation is out, or planet X is or isn't within 30 degrees of planet Y.
Alchemy-Cuz potions now are boring
To be honest, the potions vanilla has are a little.... bland. Health and poison are nice and all, but I want fancy stuff! Use a potion of Tainted Fists, your punches dissolve nearly anything. A potion of Overclock could use Vis to buff you and Taint to increase damage and effects. Very helpful when your research level is maxed and you're fighting Eldritch Demi-Gods. Or more specific effects, like 'Your archery has XXX effect' or 'For 10 seconds, you are undetectable by any mobs.' I dunnow, something better than the generic slow, poison, regen, health, etc. Goes well with a fine glass of the next section.
Horticulture-No it doesn't have to do with working corners, let alone doing it classy...
Plants! You already had some interesting ones in TC2. Now do it some more. Have plant mobs that you have to defeat to harvest. Get some crazy fruits or berries or vegetables or something that you use to make the crazy potions you'll hopefully implement. Maybe add more plants in the Tainted stuff that you use to enchant your equipment or enhance your strikes with the juice of a mandragora, which confuses and does DOT.
Research-QUEST FOR LEARNINGS
Already an insanely cool mechanic, but a little costly and not as exciting as it could be. Instead of generic bookshelf after bookshelf, why not create almost a 'quest chain' with books you find in obelisks or abandoned magi towers. Also agree with Lady Eternity. Researching cobble shouldn't tell you how to charge crystals out of thin air. So you find Tome A in your first obelisk, and it guides you to look for a certain kind of formation, where Tome B is hidden in a chest in a cave. Then you take what Tome B says, and you continue on and on until you find the Text of the Relic Hunter (or other enchant or item). This you take and research/translate/slave over until you come up with a theory on how it works. Then...EXPERIMENTATION!!! You take a prototype enchanted weapon and try it out. The first couple times, you get limited success. But as you use the enchant or item more and more, you get better and better results. Like the Vampiric enchant only happens 10% of the time with half a heart for the first few mobs, then it happens more often with more health until it's at full power, at which point you make your official discovery. Blocks are a little more difficult, but you could still have diminished effects to start out, then they get more powerful.
TL;DR-Make research more active
Already said stuff that makes my brain tingle :3
TXMount's ideas on the expanded agriculture are pretty neat. Do really like the free-flowing Quicksilver rivers in the Nether and the magi-tech Eldritch. For the summoning circle, maybe check out what's been done in the WIP Dust Mod. It's got some pretty cool ideas that could mesh well with what TC has. A runic forge to imbue your armor with cool ish (as said by WhatGravitas)....well that just makes me giddy. LutherAD makes a lot of really cool points. Leylines are really interesting, although they could really mean anything.
Gotta say, this is by far the best thought out and best executed mod I've seen since I started back in Beta 1.2. Thanks for suffering through the endless text. Hope some of this makes it in!
and for the specific essences, add elemental mobs that are somewhat rare and hard to kill, but drop several essences. i don't really get what you mean with the 'solder the blocks on.'
as for the magic essence, the anvil and forge provide some pretty cool possibilities. you could add a new ore, say arcanium or some other cheesy name, and depending on how you forge it, it would create different runes and effects. or use a mix of different common ingredients and a blank rune to charge the rune.
i found that the dust mod, while complicated, is a pretty cool way of using runes. so you could have a runeforge in the center with ground arcanium forming a runic pattern. depending on the size and extent of the pattern, you could have some seriously powerful enchants.
as for actually getting the 'magic essence' maybe add a new enchant from an enchanting table like the soul trap from skyrim, that allows the player to suck in the souls of defeated enemies into a handy soul pouch or crystal. the soul could then be formed in a forge into a crystal, then ground on an anvil to create soul dust, which could then be used in any of the ways above to create a rune. if you do the magic this way, then the player can recharge their weaponry and enchants by killing stuffs, or not if you so choose.
if you need a texture artist, i'd be more than happy to help.
The code might be ridiculous. It might crash the game eventually. But it should be done.
Using items to link together certain entities, or any entity, to another of its same type, or other types.
Bring a caravan of minecarts on a long trip to a distant city. Sail an armada of loaded boats (chest and furnace boats might be a possibility) to unknown shores. Herd together your animals and journey them to your farm. Paralyze monsters by throwing a bolo, then drag them back to your base for a museum, or just general torture >:3. The possibilities are endless.
The minecart thing is about trips of massive proportions, like on a server. The idea of either running behind the carts and pushing them using a powered minecart or using ridiculous amounts of gold to power the rail seems a little inefficient. So you could chain together your carts, with an open one behind a powered one in the front, followed by as many carts as you want.
I'd be more than willing to do any texturing and play testing. I just can't code to open a can of beans. PM me if you want to help.
So I know 90% of the world's mods don't work with this, but I get a black screen after loading. I don't get a menu, it just says it's loading a world, saves the chunks forever, then black. I checked my modloader report and it says it worked. I'm wondering if it's the trivia?
Mods Installed:
Buildcraft
Metallurgy
Rei Minimap
SPC
TMI
Here's my crash report, just to show:
Jan 23, 2012 7:05:54 PM ModLoader init
FINE: ModLoader 1.0.0 Initializing...
Jan 23, 2012 7:05:54 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\school work only\AppData\Roaming\.minecraft\bin\minecraft.jar
Jan 23, 2012 7:05:54 PM ModLoader readFromClassPath
FINER: Zip found.
Jan 23, 2012 7:05:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_ModLoaderMp 1.0.0" from mod_ModLoaderMp.class
Jan 23, 2012 7:05:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_ReiMinimap v3.0_01 [1.0.0]" from mod_ReiMinimap.class
Jan 23, 2012 7:05:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_TooManyItems 1.0.0 2011-11-29" from mod_TooManyItems.class
Jan 23, 2012 7:05:54 PM ModLoader addMod
FINE: Mod Initialized: "mod_SAPI r11" from mod_SAPI.class
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: raritySwet set to 8
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: rarityAechorPlant set to 8
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: rarityCockatrice set to 3
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: rarityAerwhale set to 8
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: rarityZephyr set to 5
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: raritySheepuff set to 10
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: rarityPhyg set to 12
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: rarityMoa set to 10
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: rarityFlyingCow set to 10
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: rarityWhirlwind set to 8
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: rarityAerbunny set to 11
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: worldMenu set to true
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: aetherMenu set to true
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: TMIhidden set to true
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: christmasContent set to true
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockAetherPortal set to 165
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockAetherDirt set to 166
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockAetherGrass set to 167
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockQuicksoil set to 168
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockHolystone set to 169
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockIcestone set to 170
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockAercloud set to 171
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockAerogel set to 172
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockEnchanter set to 173
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockIncubator set to 174
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockLog set to 175
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockPlank set to 176
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockSkyrootLeaves set to 177
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockGoldenOakLeaves set to 178
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockSkyrootSapling set to 179
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockGoldenOakSapling set to 180
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockAmbrosiumOre set to 181
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockAmbrosiumTorch set to 182
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockZaniteOre set to 183
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockGravititeOre set to 184
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockEnchantedGravitite set to 185
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockTrap set to 186
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockChestMimic set to 187
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockTreasureChest set to 188
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockDungeonStone set to 189
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockLightDungeonStone set to 190
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockLockedDungeonStone set to 191
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockLockedLightDungeonStone set to 192
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockPillar set to 193
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockZanite set to 194
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockQuicksoilGlass set to 195
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockFreezer set to 196
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockWhiteFlower set to 197
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockPurpleFlower set to 198
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockAetherBed set to 199
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockChristmasLeaves set to 200
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockPresent set to 201
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBerryBush set to 202
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBushStem set to 203
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlockBlueLeaves set to 204
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemVictoryMedal set to 17000
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemKey set to 17001
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemLoreBook set to 17002
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemMoaEgg set to 17003
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemBlueMusicDisk set to 17004
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGoldenAmber set to 17005
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemAechorPetal set to 17006
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemStick set to 17007
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemDart set to 17008
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemDartShooter set to 17009
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemAmbrosiumShard set to 17010
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemZanite set to 17011
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemBucket set to 17012
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPickSkyroot set to 17013
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPickHolystone set to 17014
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPickZanite set to 17015
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPickGravitite set to 17016
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemShovelSkyroot set to 17017
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemShovelHolystone set to 17018
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemShovelZanite set to 17019
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemShovelGravitite set to 17020
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemAxeSkyroot set to 17021
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemAxeHolystone set to 17022
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemAxeZanite set to 17023
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemAxeGravitite set to 17024
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemSwordSkyroot set to 17025
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemSwordHolystone set to 17026
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemSwordZanite set to 17027
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemSwordGravitite set to 17028
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemIronBubble set to 17029
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPigSlayer set to 17030
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemVampireBlade set to 17031
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemNatureStaff set to 17032
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemSwordFire set to 17033
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemSwordHoly set to 17034
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemSwordLightning set to 17035
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemLightningKnife set to 17036
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGummieSwet set to 17037
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemHammerNotch set to 17038
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPhoenixBow set to 17039
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemCloudParachute set to 17040
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemCloudParachuteGold set to 17041
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemCloudStaff set to 17042
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemLifeShard set to 17043
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGoldenFeather set to 17044
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemLance set to 17045
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemIronRing set to 17046
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGoldRing set to 17047
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemZaniteRing set to 17048
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemIronPendant set to 17049
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGoldPendant set to 17050
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemZanitePendant set to 17051
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemRepShield set to 17052
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemAetherCape set to 17053
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemLeatherGlove set to 17054
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemIronGlove set to 17055
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGoldGlove set to 17056
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemDiamondGlove set to 17057
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemZaniteGlove set to 17058
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemZaniteHelmet set to 17059
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemZaniteChestplate set to 17060
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemZaniteLeggings set to 17061
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemZaniteBoots set to 17062
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGravititeGlove set to 17063
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGravititeHelmet set to 17064
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGravititeBodyplate set to 17065
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGravititePlatelegs set to 17066
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemGravititeBoots set to 17067
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPhoenixGlove set to 17068
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPhoenixHelm set to 17069
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPhoenixBody set to 17070
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPhoenixLegs set to 17071
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPhoenixBoots set to 17072
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemObsidianGlove set to 17073
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemObsidianBody set to 17074
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemObsidianHelm set to 17075
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemObsidianLegs set to 17076
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemObsidianBoots set to 17077
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemNeptuneGlove set to 17078
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemNeptuneHelmet set to 17079
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemNeptuneChestplate set to 17080
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemNeptuneLeggings set to 17081
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemNeptuneBoots set to 17082
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemRegenerationStone set to 17083
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemInvisibilityCloak set to 17084
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemAgilityCape set to 17085
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemWhiteCape set to 17086
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemRedCape set to 17087
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemYellowCape set to 17088
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemBlueCape set to 17089
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemPickValkyrie set to 17090
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemAxeValkyrie set to 17091
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemShovelValkyrie set to 17092
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemHealingStone set to 17093
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemIceRing set to 17094
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idItemIcePendant set to 17095
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idBlueBerry set to 17096
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idGingerBreadMan set to 17097
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idCandyCane set to 17098
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idCandySword set to 17099
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idWhiteBerry set to 17100
Jan 23, 2012 7:05:55 PM ModLoader setupProperties
FINER: idSwetBall set to 17101
Jan 23, 2012 7:05:55 PM ModLoader addMod
FINE: Mod Initialized: "mod_Aether MC 1.0.0 Version 1.04" from mod_Aether.class
Jan 23, 2012 7:05:55 PM ModLoader addMod
FINE: Mod Initialized: "mod_Trivia MC 1.0.0 Aether Edition" from mod_Trivia.class
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\school work only\AppData\Roaming\.minecraft\mods\buildcraft-client-A-core-3.1.1.zip
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Zip found.
Jan 23, 2012 7:05:55 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftCore 3.1.1" from mod_BuildCraftCore.class
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\school work only\AppData\Roaming\.minecraft\mods\buildcraft-client-B-builders-3.1.1.zip
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Zip found.
Jan 23, 2012 7:05:55 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftBuilders 3.1.1" from mod_BuildCraftBuilders.class
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\school work only\AppData\Roaming\.minecraft\mods\buildcraft-client-B-energy-3.1.1.zip
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Zip found.
Jan 23, 2012 7:05:55 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftEnergy 3.1.1" from mod_BuildCraftEnergy.class
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\school work only\AppData\Roaming\.minecraft\mods\buildcraft-client-B-factory-3.1.1.zip
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Zip found.
Jan 23, 2012 7:05:55 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftFactory 3.1.1" from mod_BuildCraftFactory.class
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\school work only\AppData\Roaming\.minecraft\mods\buildcraft-client-B-transport-3.1.1.zip
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Zip found.
Jan 23, 2012 7:05:55 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftTransport 3.1.1" from mod_BuildCraftTransport.class
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\school work only\AppData\Roaming\.minecraft\mods\buildcraft-client-C-silicon-3.1.1.zip
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Zip found.
Jan 23, 2012 7:05:55 PM ModLoader addMod
FINE: Mod Initialized: "mod_BuildCraftSilicon 3.1.1" from mod_BuildCraftSilicon.class
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\school work only\AppData\Roaming\.minecraft\mods\rei_minimap
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Directory found.
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Adding mods from C:\Users\school work only\AppData\Roaming\.minecraft\mods\sppcommands
Jan 23, 2012 7:05:55 PM ModLoader readFromModFolder
FINER: Directory found.
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_ModLoaderMp 1.0.0"
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_ReiMinimap v3.0_01 [1.0.0]"
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_TooManyItems 1.0.0 2011-11-29"
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_SAPI r11"
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_Aether MC 1.0.0 Version 1.04"
Jan 23, 2012 7:05:55 PM mod_Trivia loadEntries
FINE: Loaded 89 entries from C:\Users\school work only\AppData\Roaming\.minecraft\config\mod_Trivia.txt
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_Trivia MC 1.0.0 Aether Edition"
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftCore 3.1.1"
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftBuilders 3.1.1"
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftEnergy 3.1.1"
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftFactory 3.1.1"
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftTransport 3.1.1"
Jan 23, 2012 7:05:55 PM ModLoader init
FINE: Mod Loaded: "mod_BuildCraftSilicon 3.1.1"
Jan 23, 2012 7:05:55 PM ModLoaderMp Log
FINE: ModLoaderMP 1.0.0 Initialized
Jan 23, 2012 7:05:55 PM BuildCraftCore initialize
FINE: Starting BuildCraft 3.1.1
Jan 23, 2012 7:05:55 PM BuildCraftCore initialize
FINE: Copyright (c) SpaceToad, 2011
Jan 23, 2012 7:05:55 PM BuildCraftCore initialize
FINE: http://www.mod-buildcraft.com
Jan 23, 2012 7:05:59 PM ModLoader AddAllRenderers
FINE: Initialized
IGN: BulwarkD
Age: 23
Have you ever been banned before? Where?: Never
How did you know about this server?: Crummy19 told me
Have you voted for the server at minestatus yet? yes
In-game name: crummy19
Age: 17
Have you ever been banned before? Where?: Nope
Why do you want to join this server?: I've been trying several PvP servers, but most of them don't work out. I got a recommendation from a friend for this one.
How did you know about this server?: A friend told me about it, he plays on it as well.
Have you voted for the server at minestatus yet?: Not yet, but I definitely will.
Additional details: I also play on Mithrintia if that says anything about my building capabilities, and have also played multiple other PvP servers so I'd be more than willing to help out with anything to improve gameplay, also love tanking.
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{{Grid|Crafting Table
|A1= |B1= |C1=
|A2= |B2= Crafting Table |C2=
|A3= Piston |B3= Furnace |C3= Piston
|Output= Stick |OA=1
}}
At the moment having troubles with thread codes....BRB
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I don't really think this would fit as well as it needs to to work with how TC is already set up. It seems a little tangential. TC isn't necessarily about magic, it's more about research and the artifacts themselves. Not trying to shoot you down, just saying. It's a really cool idea, but it would probably fit elsewhere better.
This is pretty much what I was saying when I talked about the Vis gardens and Taint wastelands. Great minds think alike eh? :3
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This seems like it would work a lot better than having some arbitrary leveling system. Plus the unsureness of the chunks farther away would work well with LutherAD's idea of more generated magical structures. Also the code could work well with the Vis garden and Taint wasteland I brought up. Mobs inside those biomes would be much more powerful by design, as well as maybe having more difficult characteristics.
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Yeah, I seconded a lot of ideas, but those are my takes on the ideas.
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Research Meter-Some kind of measure of how far your research has taken you.
Just saying, there's no real change in gameplay or how innately powerful the player is from 'lol beaches?' to 'I am an Eldritch God.' Doing this would allow the world to scale with the player and always keep it challenging, even on easy.
Mobs-lol even on hard my weapons rape everything.
I'm not saying nerf the weapons, I'm saying buff some mobs. Once the player reaches a certain Research Level (as explained above) then some new mobs show up. Maybe a magic zombie or cursed spider? With each new milestone in research, the player gets more powerful. Shouldn't the world around him?
Branches!-Might wanna check these out. Lots to say.
Eldritch-Y U NO MOAR?
Though the entire thing was a constant nerdgasm, I felt like there wasn't a ton of focus on the whole "Eldritch" aspect. But it seems like that should be a huge part of it. I'd love to see more exploration into the Eldritch, because what you've done with them and how you set them up is amazing. Also because how the obelisks look in-game makes my eyes jizz rainbows.
Forbidden-Needs moar brains.
I agree with d95 that the forbidden branch could be expanded, but I also think it could stand as it is and be absolutely fine. Maybe a little more with those amazing brains-in-jars :3 But I would love to see more done with stuff like the Brazier of Souls and the Crucible of Souls. So instead of only 2 opposing forces, have Vis (good), Taint (evil), and Ether (neither). Forbidden machinery, like the brain-in-a-jar and the occultic enchanter, would run on this ethereal fuel, made by juicing souls. This could be done through a separate Vis and Taint fueled machine, or done as a whole independent branch. Plus when an Ether tank explodes like a Taint tank, you'd have to fight the abomination created by mashing together so many souls, but then it would return some of the fuel lost.
Taint-More active aspect plz
The tainted branch can't really be expanded too much without adding more machines. And I think the ones you have are sufficient. I mean, a repairer that keeps your enchants? Kinda legit. The balance between Vis and Taint in the physical world is off. Not only should there be perma-Taint biomes, but also Vis gardens, where everything is bursting with life and light. Tainted dungeons would be legit. You beat the Taint Core in the center and the wasteland above becomes a Vis garden. But if you want to watch the world corrupt, there could also be a Vis Core. Once it's destroyed, the garden turns into a Taint wasteland. I do agree with you that the aura aspect should be more active and have a bigger impact on how the mod's played.
Astrology-Stars mean something finally
I've always hoped someone would do something with stars, considering how at night they add so much to the game. They've done everything else, so why not do some space stuffs? This would go perfectly I think with the new version of research. Instead of artifacts or books, you research star maps and use your telescope to observe what's going on in the night sky. Depending on the Minecraft 'cycle' of stars and planets,(similar to the dark infuser with the moon) different enchants would be available and different mobs would appear. If the Cygnus constellation was visible, then ethereal swans would spawn. If Draco was visible, then one of several mobs could appear. One caveat for this would it would make a lot more sense if you could extend the night. So instead of 20 minutes, if the player has a certain machine active, then the night lasts 40. Also a whole new set of stellar themed items could accompany this. Have equipment that only has certain effects or only works when X constellation is out, or planet X is or isn't within 30 degrees of planet Y.
Alchemy-Cuz potions now are boring
To be honest, the potions vanilla has are a little.... bland. Health and poison are nice and all, but I want fancy stuff! Use a potion of Tainted Fists, your punches dissolve nearly anything. A potion of Overclock could use Vis to buff you and Taint to increase damage and effects. Very helpful when your research level is maxed and you're fighting Eldritch Demi-Gods. Or more specific effects, like 'Your archery has XXX effect' or 'For 10 seconds, you are undetectable by any mobs.' I dunnow, something better than the generic slow, poison, regen, health, etc. Goes well with a fine glass of the next section.
Horticulture-No it doesn't have to do with working corners, let alone doing it classy...
Plants! You already had some interesting ones in TC2. Now do it some more. Have plant mobs that you have to defeat to harvest. Get some crazy fruits or berries or vegetables or something that you use to make the crazy potions you'll hopefully implement. Maybe add more plants in the Tainted stuff that you use to enchant your equipment or enhance your strikes with the juice of a mandragora, which confuses and does DOT.
Research-QUEST FOR LEARNINGS
Already an insanely cool mechanic, but a little costly and not as exciting as it could be. Instead of generic bookshelf after bookshelf, why not create almost a 'quest chain' with books you find in obelisks or abandoned magi towers. Also agree with Lady Eternity. Researching cobble shouldn't tell you how to charge crystals out of thin air. So you find Tome A in your first obelisk, and it guides you to look for a certain kind of formation, where Tome B is hidden in a chest in a cave. Then you take what Tome B says, and you continue on and on until you find the Text of the Relic Hunter (or other enchant or item). This you take and research/translate/slave over until you come up with a theory on how it works. Then...EXPERIMENTATION!!! You take a prototype enchanted weapon and try it out. The first couple times, you get limited success. But as you use the enchant or item more and more, you get better and better results. Like the Vampiric enchant only happens 10% of the time with half a heart for the first few mobs, then it happens more often with more health until it's at full power, at which point you make your official discovery. Blocks are a little more difficult, but you could still have diminished effects to start out, then they get more powerful.
Already said stuff that makes my brain tingle :3
TXMount's ideas on the expanded agriculture are pretty neat. Do really like the free-flowing Quicksilver rivers in the Nether and the magi-tech Eldritch. For the summoning circle, maybe check out what's been done in the WIP Dust Mod. It's got some pretty cool ideas that could mesh well with what TC has. A runic forge to imbue your armor with cool ish (as said by WhatGravitas)....well that just makes me giddy. LutherAD makes a lot of really cool points. Leylines are really interesting, although they could really mean anything.
Gotta say, this is by far the best thought out and best executed mod I've seen since I started back in Beta 1.2. Thanks for suffering through the endless text. Hope some of this makes it in!
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http://www.minecraftforum.net/topic/950541-the-dust-mod-apr8wip/
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i found that the dust mod, while complicated, is a pretty cool way of using runes. so you could have a runeforge in the center with ground arcanium forming a runic pattern. depending on the size and extent of the pattern, you could have some seriously powerful enchants.
as for actually getting the 'magic essence' maybe add a new enchant from an enchanting table like the soul trap from skyrim, that allows the player to suck in the souls of defeated enemies into a handy soul pouch or crystal. the soul could then be formed in a forge into a crystal, then ground on an anvil to create soul dust, which could then be used in any of the ways above to create a rune. if you do the magic this way, then the player can recharge their weaponry and enchants by killing stuffs, or not if you so choose.
if you need a texture artist, i'd be more than happy to help.
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Make it with forge and you've got my download.
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Using items to link together certain entities, or any entity, to another of its same type, or other types.
Bring a caravan of minecarts on a long trip to a distant city. Sail an armada of loaded boats (chest and furnace boats might be a possibility) to unknown shores. Herd together your animals and journey them to your farm. Paralyze monsters by throwing a bolo, then drag them back to your base for a museum, or just general torture >:3. The possibilities are endless.
The minecart thing is about trips of massive proportions, like on a server. The idea of either running behind the carts and pushing them using a powered minecart or using ridiculous amounts of gold to power the rail seems a little inefficient. So you could chain together your carts, with an open one behind a powered one in the front, followed by as many carts as you want.
I'd be more than willing to do any texturing and play testing. I just can't code to open a can of beans. PM me if you want to help.
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Mods Installed:
Buildcraft
Metallurgy
Rei Minimap
SPC
TMI
Here's my crash report, just to show:
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Age: 23
Have you ever been banned before? Where?: Never
How did you know about this server?: Crummy19 told me
Have you voted for the server at minestatus yet? yes
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Age: 17
Have you ever been banned before? Where?: Nope
Why do you want to join this server?: I've been trying several PvP servers, but most of them don't work out. I got a recommendation from a friend for this one.
How did you know about this server?: A friend told me about it, he plays on it as well.
Have you voted for the server at minestatus yet?: Not yet, but I definitely will.
Additional details: I also play on Mithrintia if that says anything about my building capabilities, and have also played multiple other PvP servers so I'd be more than willing to help out with anything to improve gameplay, also love tanking.