Empower and expand your arsenal with 14 new enchantments. 7 for weapons, 1 for armor, 2 for tools, and 4 for your entire kit.
Weapon Enchantments
Impersonal teleports the user behind the enemy, allowing you to overwhelm foes without breaking stride. Appears on swords, axes, and tridents.
Jousting is a damage enchantment that makes weapon damage dependent on your velocity relative to your target's. Run down the enemy, or impale them from above! Appears on tridents, compatible with swords, axes, and shovels, incompatible with other damage enchantments.
Launching flings the target skywards, turning their own momentum against them. Appears on tridents, compatible with most weapons and tools.
Priming inflicts Primed for 3 seconds, resetting the duration and increasing severity with every hit to a maximum severity equal to the enchantment's level. Watch your spacing! Appears on tridents, swords, and axes.
Rampage is a damage enchantment that gives the user Green Sparkles for a few seconds whenever you kill a target. Keep moving, kill them all. Appears on tridents, swords, and axes, incompatible with other damage enchantments.
Tethering binds the target to your weapon by inflicting Tethered, pinning them in place or dragging them to you. Great fun, and great utility. Appears on tridents, compatible with swords and axes.
Trophy Collector is a damage enchantment that draws power from every kill it makes. An enchantment for adventurers and nomads, diverse experiences make this enchantment much more powerful. Appears on tridents, swords, and axes, incompatible with other damage enchantments.
Armor Enchantments
Red Alert is a protection enchantment that grants the user a shield every several seconds, which will negate the next source of damage. The user's maximum number of shields and generation speed vary with the number of enchanted items and their total Red Alert level. Appears on armor, compatible with shields, incompatible with other protection enchantments.
Tool Enchantments
Dullness is a damage enchantment, the opposite of Sharpness. Perfect for those who are worried about hurting their pets while mining. Appears on any digging tool, incompatible with other damage enchantments.
Rock Collector is an efficiency enchantment that draws power from the ground it breaks. An enchantment for adventurers and nomads, diverse experiences make this enchantment much more powerful. Appears on any digging tool. Incompatible with efficiency and any other enchantment that is incompatible with Efficiency.
Universal Enchantments
Legacy ensures that your equipment will live on, if only in spirit. If a item with Legacy breaks, it will leave behind a book with all of its enchantments other than Legacy. Appears on all breakables.
Monogamous items form a powerful bond between the enchanted tool and it user, impacting protection, damage, and mining speed as appropriate. Should the user be a faithless harlot bond with multiple such items, the bond will be severely detrimental. Appears on most weapons, tools, and armor.
Polygamous items form a bond between the enchanted tool and it user, impacting protection, damage, and mining speed as appropriate. Should the user be a stick in the mud only have one such bond, the bond will be detrimental. Appears on most weapons, tools, and armor.
Selfish items refuse to remain damaged. If they are missing any durability, they will take it from other items you have equipped. They will not break other items nor take from other selfish items. Appears on all breakables, incompatible with Unbreaking and Mending.
Status Effects
Primed will cause the victim to explode when the duration runs out, with blast strength growing with magnitude. This will not break blocks.
Green Sparkles greatly increase the damage dealt by Rampaging weapons. One-hit kills are common, especially at higher magnitude.
Tethered draws the target towards the debuff's 'anchor', typically either a thrown trident or an attacking entity.
Shielded protects you from harm, sacrificing one level whenever you would be harmed to negate the damage. Causes Shields Down if only one level remains.
Shields Down will grant the target Shielded when its duration runs out.
Monogamy and Polygamy determine the target's standing with bonded equipment, and do nothing on their own.
Requirements
Requires Minecraft 1.16.1/1.16.2/1.16.3/1.16.4, and Fabric API
Chest Cavity lets you use a 'chest opener' to access a secondary inventory. There are some items already in it, but those probably aren't important so you can take them out to make room for other stuff*. It also adds a variety of drops that are similar to the junk you discarded from your extra storage.
Requires Minecraft 1.16.x and Fabric API. Also uses Onyx Studio's Cardinal Components, but that is included in the provided JAR.
*Side effects may include shortness of breath, inhibited healing, inability to fight off infection, vulnerability to physical harm, weakness, loss of nutrition, difficulty walking or running, and sacrifice to Aztec gods .
I'm really enjoying this mod! I've been playing the simple pokecube pack so far, and I plan of including this in a custom pack for family use. As this pack has many other mods that involve non-pokecube mobs (such as dragons from fire and ice), what config changes would help pokecube coexist?
While I'm asking about the config files, is there any way to set trainers to respawn? They get caught in my Quilava's Lava Plume fairly often, and they can't take the heat... I'm running out of opponents near my house. Finally, I noticed the spawnLevelFunctions option while browsing the config. While the default formula clearly uses the x and y coordinates, what other variables are legal?
My eventual goal is to change this mod so that a quiver bow has its own mini-inventory where you can put any type (and multiple types) of arrow. But I don't know how to do that yet, and currently I am too busy to figure it out. Anybody is welcome to fork the project on GitHub and give me a head start!
Perhaps you can get into contact with the developer of Blood Magic? His Sigil of Holding functions much like you want your quivers to.
Forward: This is not so much a thread asking someone to make a mod for me, so much as one feeling out the demand for a mod like this/soliciting advice before I attempt to create it.
Ephemeral Stone's most important trait is that if a single block of it is broken all adjacent blocks of the stuff will break the following tick, resulting in a cascade that will obliterate structures made of Ephemeral Stone. Emphemeral Stone would not drop anything, as I expect large amounts to break at once and do not want it to cause undue lag. It would serve as an ideal material for temporary structures like scaffolding, nerd poles, or floodgates, in addition to having useful interactions with other mods like Thaumcraft's equivalent exchange focus which would let you easily deconstruct unwanted buildings by replacing its blocks with Ephemeral Stone.
The questions I have are as follows:
Is there interest in a mod adding such a material?
Are there mods that have a similar effect already? If so, what could I do to make this material different than those already modded?
I am unsure what crafting recipe to use. While enderpearls seem to be the go-to material for blocks that vanish or move, that would probably be too expensive for this block to be worth bothering with even if each pearl made a stack of Ephemeral Stone. Any suggestions?
Look, the idea behind this as getting new 1.8 stone ores, is a good one. Sandstone, obsidian and other older stones probably don't need ores to match. Especially obsidian. Just imagine how impossible it would be to get a Nether Portal in 20% of obsidian becomes coal ore, for example.
I would recommend allowing ores to spawn in any stone, if only for the sake of consistancy. Still, the obi thing is a non-issue for two reasons.
First, ore-infused obsidian could never spawn, as obsidian only forms after world gen (with the exception of end pillars, but I don't think ores even try to spawn in the end anyways).
Second, even if ore-bound obi did form, there is no reason it would have to stop working for portal use. Also, obi tends to form in big enough chunks that you could easily get 10 obi from a given lava lake despite a coal vein cutting through it
It is, because the spiders drove out the miners. The webbed villagers are just villager-shaped bundles of web marking where one of the miners failed to get out in time
EDIT: huh, I had written this as a reply to YoshioXD. Don't know why it didn't work...
Quote from PanJouda»
If you have both normal and poisoned arrows in your inventory, which one will be launched first? Thanks
The typical solution to this is 'whichever is first in the inventory, treating the hot bar as the first row'. That would work as well here as with any other multi-arrow suggestion
Are mobs supposed to apply abilities both when they hit you and you hit them, even with indirect weapons like bows? It seems to be a major problem with this mod, as it makes many foes with on-hit effects very unfun. Foes like a zombie with 500 hp and poison/flaming/withering are examples of this, punishing players for fighting them at all and generally causing players to resort to a hole in the ground plus lava or sand.
As others have said, this is a good concept with some really bad PvP consequences. I think this can be fixed, however, with a few changes:
1) A named enderpearl will only work if the target player is carrying a enderpearl with his own name.
(That is, a Tigereye504 pearl can only teleport me if I am carrying a Tigereye504 pearl)
2) If the pearl's target is currently valid, it will glow as if enchanted.
(If I am carrying a Tigereye504 pearl, all other Tigereye504 pearls will start glowing)
3) Upon teleportation, the target's named pearl is consumed. This is in addition to the thrown pearl.
(if there is more than one, only one is consumed).
4) A invalid player's pearl functions as a normal ender pearl.
This essentially means that you can only be teleported when you allow yourself to be... however, the player who teleports you might not be the one you intended. Be coordinated with your intended thrower, don't leave yourself open longer than necessary.
One last thing, and this is more of a technicality than anything: the pearl's last validity check occurs upon impact, not upon throwing. If you throw a named pearl and it becomes invalid before the pearl lands, rule 4 will apply.
This is a good idea, especially if it is applied to all diamond gear, not just the sword. One (fairly minor) gripe I've had with this game it that a player's skin is almost always covered, which can be quite frustrating when you've put in the time to make a custom skin. Transparent diamond armor would resolve this; it would allow your skin to be seen without having issues like players not being able to see if you have armor, which comes up in other suggestions that let player skins be seen
Well, a simple solution to the piercing/punch problem would be making the two enchantments incompatible. It makes some sense, if the arrow passes through, it retains its momentum instead of passing the momentum to the target.
If you do not want that solution, the arrow instead can keep a list of targets hit. Any time it would hit one of the listed targets, it simply ignores that entity and keeps going.
it saies that you get to play minecraft for free till the 14th. I assume that all such accounts will be discontinued after that time... But thats enough to taste Multiplayer, and a smart player can keep SP indefinatly (albit with no updates)
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Empower and expand your arsenal with 14 new enchantments. 7 for weapons, 1 for armor, 2 for tools, and 4 for your entire kit.
Weapon Enchantments
Impersonal teleports the user behind the enemy, allowing you to overwhelm foes without breaking stride. Appears on swords, axes, and tridents.
Jousting is a damage enchantment that makes weapon damage dependent on your velocity relative to your target's. Run down the enemy, or impale them from above! Appears on tridents, compatible with swords, axes, and shovels, incompatible with other damage enchantments.
Launching flings the target skywards, turning their own momentum against them. Appears on tridents, compatible with most weapons and tools.
Priming inflicts Primed for 3 seconds, resetting the duration and increasing severity with every hit to a maximum severity equal to the enchantment's level. Watch your spacing! Appears on tridents, swords, and axes.
Rampage is a damage enchantment that gives the user Green Sparkles for a few seconds whenever you kill a target. Keep moving, kill them all. Appears on tridents, swords, and axes, incompatible with other damage enchantments.
Tethering binds the target to your weapon by inflicting Tethered, pinning them in place or dragging them to you. Great fun, and great utility. Appears on tridents, compatible with swords and axes.
Trophy Collector is a damage enchantment that draws power from every kill it makes. An enchantment for adventurers and nomads, diverse experiences make this enchantment much more powerful. Appears on tridents, swords, and axes, incompatible with other damage enchantments.
Armor Enchantments
Red Alert is a protection enchantment that grants the user a shield every several seconds, which will negate the next source of damage. The user's maximum number of shields and generation speed vary with the number of enchanted items and their total Red Alert level. Appears on armor, compatible with shields, incompatible with other protection enchantments.
Tool Enchantments
Dullness is a damage enchantment, the opposite of Sharpness. Perfect for those who are worried about hurting their pets while mining. Appears on any digging tool, incompatible with other damage enchantments.
Rock Collector is an efficiency enchantment that draws power from the ground it breaks. An enchantment for adventurers and nomads, diverse experiences make this enchantment much more powerful. Appears on any digging tool. Incompatible with efficiency and any other enchantment that is incompatible with Efficiency.
Universal Enchantments
Legacy ensures that your equipment will live on, if only in spirit. If a item with Legacy breaks, it will leave behind a book with all of its enchantments other than Legacy. Appears on all breakables.
Monogamous items form a powerful bond between the enchanted tool and it user, impacting protection, damage, and mining speed as appropriate. Should the user
be a faithless harlotbond with multiple such items, the bond will be severely detrimental. Appears on most weapons, tools, and armor.Polygamous items form a bond between the enchanted tool and it user, impacting protection, damage, and mining speed as appropriate. Should the user
be a stick in the mudonly have one such bond, the bond will be detrimental. Appears on most weapons, tools, and armor.Selfish items refuse to remain damaged. If they are missing any durability, they will take it from other items you have equipped. They will not break other items nor take from other selfish items. Appears on all breakables, incompatible with Unbreaking and Mending.
Status Effects
Primed will cause the victim to explode when the duration runs out, with blast strength growing with magnitude. This will not break blocks.
Green Sparkles greatly increase the damage dealt by Rampaging weapons. One-hit kills are common, especially at higher magnitude.
Tethered draws the target towards the debuff's 'anchor', typically either a thrown trident or an attacking entity.
Shielded protects you from harm, sacrificing one level whenever you would be harmed to negate the damage. Causes Shields Down if only one level remains.
Shields Down will grant the target Shielded when its duration runs out.
Monogamy and Polygamy determine the target's standing with bonded equipment, and do nothing on their own.
Requirements
Requires Minecraft 1.16.1/1.16.2/1.16.3/1.16.4, and Fabric API
https://github.com/Tigereye504/spellbound/graphs/traffic
https://www.curseforge.com/minecraft/mc-mods/spellbound-enchantments
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Chest Cavity lets you use a 'chest opener' to access a secondary inventory. There are some items already in it, but those probably aren't important so you can take them out to make room for other stuff*. It also adds a variety of drops that are similar to the junk you discarded from your extra storage.
Requires Minecraft 1.16.x and Fabric API. Also uses Onyx Studio's Cardinal Components, but that is included in the provided JAR.
*Side effects may include shortness of breath, inhibited healing, inability to fight off infection, vulnerability to physical harm, weakness, loss of nutrition, difficulty walking or running, and sacrifice to Aztec gods .
Get it from Github!
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Hmm, I wonder how well high level pokemobs would match up against the titans, they seem to hit hard enough. I think science is in order.
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I'm really enjoying this mod! I've been playing the simple pokecube pack so far, and I plan of including this in a custom pack for family use. As this pack has many other mods that involve non-pokecube mobs (such as dragons from fire and ice), what config changes would help pokecube coexist?
While I'm asking about the config files, is there any way to set trainers to respawn? They get caught in my Quilava's Lava Plume fairly often, and they can't take the heat... I'm running out of opponents near my house. Finally, I noticed the spawnLevelFunctions option while browsing the config. While the default formula clearly uses the x and y coordinates, what other variables are legal?
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Perhaps you can get into contact with the developer of Blood Magic? His Sigil of Holding functions much like you want your quivers to.
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Forward: This is not so much a thread asking someone to make a mod for me, so much as one feeling out the demand for a mod like this/soliciting advice before I attempt to create it.
Ephemeral Stone's most important trait is that if a single block of it is broken all adjacent blocks of the stuff will break the following tick, resulting in a cascade that will obliterate structures made of Ephemeral Stone. Emphemeral Stone would not drop anything, as I expect large amounts to break at once and do not want it to cause undue lag. It would serve as an ideal material for temporary structures like scaffolding, nerd poles, or floodgates, in addition to having useful interactions with other mods like Thaumcraft's equivalent exchange focus which would let you easily deconstruct unwanted buildings by replacing its blocks with Ephemeral Stone.
The questions I have are as follows:
Is there interest in a mod adding such a material?
Are there mods that have a similar effect already? If so, what could I do to make this material different than those already modded?
I am unsure what crafting recipe to use. While enderpearls seem to be the go-to material for blocks that vanish or move, that would probably be too expensive for this block to be worth bothering with even if each pearl made a stack of Ephemeral Stone. Any suggestions?
Thank you in advance for assisting me in this.
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I'm seconding VampArcher, this would be quite annoying unless efficiency loss happened at very low durability, more a warning than a penalty.
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I would recommend allowing ores to spawn in any stone, if only for the sake of consistancy. Still, the obi thing is a non-issue for two reasons.
First, ore-infused obsidian could never spawn, as obsidian only forms after world gen (with the exception of end pillars, but I don't think ores even try to spawn in the end anyways).
Second, even if ore-bound obi did form, there is no reason it would have to stop working for portal use. Also, obi tends to form in big enough chunks that you could easily get 10 obi from a given lava lake despite a coal vein cutting through it
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EDIT: huh, I had written this as a reply to YoshioXD. Don't know why it didn't work...
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The typical solution to this is 'whichever is first in the inventory, treating the hot bar as the first row'. That would work as well here as with any other multi-arrow suggestion
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1) A named enderpearl will only work if the target player is carrying a enderpearl with his own name.
This essentially means that you can only be teleported when you allow yourself to be... however, the player who teleports you might not be the one you intended. Be coordinated with your intended thrower, don't leave yourself open longer than necessary.
One last thing, and this is more of a technicality than anything: the pearl's last validity check occurs upon impact, not upon throwing. If you throw a named pearl and it becomes invalid before the pearl lands, rule 4 will apply.
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If you do not want that solution, the arrow instead can keep a list of targets hit. Any time it would hit one of the listed targets, it simply ignores that entity and keeps going.