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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Let me elaborate on what I mean by "clean up".


    There are currently a few systems, blocks and items that are holdovers from previous versions that may or may not be cluttering up the mod without actually adding anything.


    Tubes, for example, might fall into this category. I like tubes, but a lot of people seem to dislike them and they are obviously not very easy to use. The new transfusers are easy to use and it stands to reason that they can easily replace tubes completely. If they should is a different matter and that is why I put up the poll.


    Another example is something a bit more abstract: Does vis also need to follow the aspect system?

    (Note: I'm specifically talking about vis here, not essentia.)


    Think about it for a bit. Vis is just a measure of magical energy and from a gameplay perspective acts as a gating mechanic. Want to craft gizmo A? Well, you need X amount of vis in your wand to do it.

    Its second purpose is to be a limited resource and something you must be careful to not overuse. Overuse it and you get flux.

    Neither of those purposes require there to be 6 different types of it. It is literally just flavour.


    In theory you could make it so that there is just one generic type of vis. It will make things more boring, but how much will you really be losing? Purely from a code perspective it will be a big win in performance and simplicity. It will speed up aura calculations almost 6 times.


    Will you be losing out on gameplay? Good question and that is something to consider.





    I think having two aspected systems (vis and essentia) is redundant and doesn't add much depth from either a lore or gameplay perspective. Everything you currently need 'aspected' vis to do can be replaced with either simply 'pure' vis or a combination of vis and essentia. Essentia covers the building blocks / crafting gameplay while vis can cover all power management and gating aspects of play. The fun of essentia comes from combining different aspects to make different things, the fun from vis comes from managing the power system and balancing output vs. flux.


    I can't think of a compelling reason from a gameplay perspective to also have aspects apply to vis. Wand focuses that use aspected vis? Well now charge the focus with the proper type of essentia (building block/resource system) and charge the wand core with pure vis (power system), casting the spell will consume both vis and essentia. Perhaps the spell itself is influenced by the essentia used to charge the focus. Have the infernal furnace and arcane bore draw from both the vis aura and essentia sources if it is available. Many arcane workbench recipes could easily be replaced with a pure vis cost, ones that can't from a lore perspective can require a phial of the proper essentia.

    I seriously cannot think of one aspect of gameplay that would suffer or become simplistic (perhaps simpler but that is not a bad thing) due to vis losing its aspects. There is nothing to lose that couldn't be replaced by using the essentia system since the two systems are currently extremely redundant.

    Posted in: Minecraft Mods
  • 1

    posted a message on Dismount

    Updated to version 0.0.2. I added some configuration options allowing you to customize the dismount pad's area of effect.

    Posted in: WIP Mods
  • 2

    posted a message on Dismount

    I took a long break from minecraft, but some of the changes I am seeing in 1.9 have got me interested again. One thing I always felt was clunky in minecraft was getting out of boats, and I decided to make a mod to make the process better and more controlled. The outcome is this very simple mod, Dismount. It comes with a single block, the dismount pad. Any entity which dismounts near the pad will land on the pad. This makes getting out of boats much easier, and gives the player more control of where they land when dismounting horses, mine carts, or anything else.


    This is the first version of the mod and I welcome all criticism and suggestions. Tell me what you think and what can be improved!



    Posted in: WIP Mods
  • 2

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    I know there are still a lot of bugs in the mod such as enchants not working and default properties not being balanced, but I think I will come back to the mod once forge is out for 1.8 and fix everything up. I am too busy right now to work on Amalgam, and I also want to see where Microsoft stands with regards to modding before I continue to put time into this.

    I halfway implemented a system to allow any ore from any mod to be used in Amalgam, and to allow the user to set all material properties to whatever they wanted. This would fix many of the problems people are having with picks not being able to mine certain things (e.i. increase the hardness of iron in the config and you would be able to mine redstone with it). I need to dig deeper into enchanting to fix enchants not working though. Again, I probably won't get around to fixing these things until 1.8 comes out but thanks for your support everyone.
    Posted in: WIP Mods
  • 1

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    Based on the way I coded things I think this should be possible. I will have to check if the properties of the amalgam used to craft a sword are the same as the properties of diamond, then I can return a diamond sword instead of an amalgam sword. It won't be difficult to program and I can add an option for it.
    Posted in: WIP Mods
  • 1

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    You can turn on/off the disabled tools and armors in the config file. I don't remember if crafting normal tools and armor is disabled by default, if it is I will change it.
    Posted in: WIP Mods
  • 2

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    I am about half way through making Amalgam compatible with EVERY OTHER MOD IN EXISTENCE! That is right, using an in-game GUI you will be able to add any item or block from any mod to be used with amalgam (ores, ingots, nuggets, dusts, gems, anything you want can be melted into amalgam!). You can also define the amalgam properties for each item and block usable with Amalgam. If you think diamonds deserve to be stronger, go ahead and increase the density/malleability/hardness/luster of diamonds in the GUI. If you want gold to be weaker, go ahead and adjust its properties. Everything is completely configurable.
    Posted in: WIP Mods
  • 1

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    Seeing that there have been over 300 downloads it seems there is still interest in this mod. I will try to release an update with some of the requested features this weekend. I may be inspired to expand the mod into more tech-oriented stuff as well.
    Posted in: WIP Mods
  • 1

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    Quote from Fixided»

    It's be nice if we could change properties within the config.
    Different copper tools from different mods means different properties right?

    Right now I am using the ore dictionary, so as long as mods register their copper ingots, blocks, etc. in the ore dictionary they should work with amalgam and they should all have the same properties. Allowing properties to be set in the config is definitely doable and a good idea! I will add it to the list of things to do.
    Posted in: WIP Mods
  • 0

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    Quote from darkphan»
    Seems if you make a pick that has copper (possibly other mod ores) in it when you break ores (even iron) it doesn't drop the ore.

    Hmm, I haven't actually tested the ores from other mods. My initial thinking is that the harvest level of a pure copper pick is too low. I will have to see if this is the case and readjust copper properties.
    Posted in: WIP Mods
  • 1

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    I guess the reason that I used malleability, density, luster and hardness instead of durability, damage etc is because the amalgam is used to craft more than just swords. For example malleability is used to determine sword damage, but it also determines armor absorption and shroom effect power. I was planning on having a bunch of stuff craftable from amalgam like pipes, furnaces, better crucibles and crafting/casting tables and more, so I came up with general properties that could translate into different stats for different items and blocks (malleability might determine pipe transfer rate or furnace fuel efficiency for example.)

    As for being able to see the properties without WAILA installed, this is definitely a problem, and one which I don't have a good answer for right now. I could try to do something similar to Thaumcraft does with aspects though.
    Posted in: WIP Mods
  • 1

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    For the shrooms, potion effects are chosen randomly, but:

    Luster determines the number of effects
    Density and Hardness increase the duration of effects (but there is a fair deal of randomness)
    Malleability increases the chance that a potion effect will be more powerful.

    For the unstable amalgamized potato:

    Density decreases max distance
    Luster increases explosion strength
    Malleability increases direct damage on hit


    After typing this comment out I have realized that malleability is misspelled throughout the entire mod, whoops!
    Posted in: WIP Mods
  • 0

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)

    Ok, uploaded a video showing how the mod works
    Posted in: WIP Mods
  • 0

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    With the news that Microsoft has acquired Mojang I have lost most of my interest in developing this mod. The source is available on Github for anyone interested, and I may do a bug update or two if there is demand. If Microsoft comes out in support of modding than I may come back, but right now the future is too uncertain and I don't feel like putting work into something that could quickly become obsolete.
    Posted in: WIP Mods
  • 0

    posted a message on Amalgam: A New Way to Craft (Updated 9/14/14)
    Updated to version 0.5.0



    Changelog:

    - Added WAILA support
    - Added ability to use more vanilla materials in amalgam (blaze rods, obsidian, emeralds, nether quartz)
    - Added support for ores commonly found in mods (copper, tin, silver, lead)
    - Added support for more types of amalgam recipes
    - Added AmalgaShroom (gives random potion effects on consumption based on amalgam properties)
    - Added Unstable Amalgamized Potato (explodes when throw. damage, range and explosion size depend on amalgam properties)
    - Items can now also be thrown into the crucible
    - Crucibles now interact with hoppers and comparators
    - Updated GUI graphics
    - Added more config options
    - Fix multi-player syncing issues
    - Fixed crucibles not remembering their state when loading
    - Fixed amalgam coloration algorithm
    - Lots of refactoring....



    Video incoming.
    Posted in: WIP Mods
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