I think it'd be excellent to have this. But, I think, that there should be some randomness.
So, if water+sugar+sugar makes a super speed potion, maybe sometimes the timer decreases or increases?
Such as with more and more ingredients, there is more of a chance for a low time.
And with simple potion (water+sugar?), there is more of a chance for high time.
I think this would work great to insure that having potions that give most of the effects won't last as long as a simple potion for one of the effects(If I am understanding this correctly..)
I seriously hope there is a better way to get instant health then having to kill Ghasts. That seems unnecessarily difficult. I think that you should be able to perhaps add mushrooms and create healing potions that way. Is there any way that you, as a coder yourself, could perhaps make this possible, but give Ghast tears a MUCH larger variable to make them stronger for use in advanced health potions?
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I think it'd be excellent to have this. But, I think, that there should be some randomness.
So, if water+sugar+sugar makes a super speed potion, maybe sometimes the timer decreases or increases?
Such as with more and more ingredients, there is more of a chance for a low time.
And with simple potion (water+sugar?), there is more of a chance for high time.
I think this would work great to insure that having potions that give most of the effects won't last as long as a simple potion for one of the effects(If I am understanding this correctly..)
I disagree for the most part, some variability would be alright but I'd still want these super complex 10+ ingredient masterpieces to be more valuable than sugar water.
also, on the topic of sugar water, I've been SO annoyed with how much sugar I have on my smp server, so cannot wait to update! lol
I seriously hope there is a better way to get instant health then having to kill Ghasts. That seems unnecessarily difficult. I think that you should be able to perhaps add mushrooms and create healing potions that way. Is there any way that you, as a coder yourself, could perhaps make this possible, but give Ghast tears a MUCH larger variable to make them stronger for use in advanced health potions?
That would be possible, but mods are mods, I'm sure there will be an advanced alchemy mod within weeks of this feature going live.
I seriously hope there is a better way to get instant health then having to kill Ghasts. That seems unnecessarily difficult. I think that you should be able to perhaps add mushrooms and create healing potions that way. Is there any way that you, as a coder yourself, could perhaps make this possible, but give Ghast tears a MUCH larger variable to make them stronger for use in advanced health potions?
Eh, kinda, technically you can one shot Ghasts with the bow, but I'm sure someone will make a mod for it, I'm not really interested in expanding the alchemy myself. The guy who did the cauldron edit though was pondering if anyone will mod out a kind of cooking system now or something, combine foods together, heh, definitely was a few interesting ideas.
Question- Is there a visible cap for the potion buff time?
Also, What would be damn awesome is if some specific potions had random items thrown into the recipe. Like a furnace. Water, Sugar, Spider Eyes, Ghast Tears.. Furnace. Recipe for greatness? hell yeah.
I personally believe it should remain how it is now.
In it's most basic form, it is very, very simple. Put stuff in, get stuff out base on what you put in.
If you want it to, you can start to get very complex and in-depth. But that is your choice if you want to or not. It's just like redstone mechanisms. Simple rules, infinitely complex outcomes.
The extreme potential far outweighs the complexity of it, and if you really think about it, it isn't that complex. Different items have different properties, and these can be combined in different ways.
Imagine in a survival server, where a few teams have formed. One of them starts researching potions, and eventually finds one that grants super speed, high strength, and invisibility, without negative affects, then keeps it a secret recipe.
This allows far more in-depth multiplayer scenarios. A certain player could become famous off of a recipe that he develops that grants extreme power to people he gives it to, but he never reveals the recipe.
This is something I feel minecraft needs. More things that can be developed by the players, and aren't hard-coded.
Also, I feel that you should be forced to test the potion yourself before you can know what it does. Being able to tell the effects without any risk is stupid and imbalanced, and also removes some of the fun of it!
I personally believe it should remain how it is now.
In it's most basic form, it is very, very simple. Put stuff in, get stuff out base on what you put in.
If you want it to, you can start to get very complex and in-depth. But that is your choice if you want to or not. It's just like redstone mechanisms. Simple rules, infinitely complex outcomes.
The extreme potential far outweighs the complexity of it, and if you really think about it, it isn't that complex. Different items have different properties, and these can be combined in different ways.
Imagine in a survival server, where a few teams have formed. One of them starts researching potions, and eventually finds one that grants super speed, high strength, and invisibility, without negative affects, then keeps it a secret recipe.
This allows far more in-depth multiplayer scenarios. A certain player could become famous off of a recipe that he develops that grants extreme power to people he gives it to, but he never reveals the recipe.
This is something I feel minecraft needs. More things that can be developed by the players, and aren't hard-coded.
Also, I feel that you should be forced to test the potion yourself before you can know what it does. Being able to tell the effects without any risk is stupid and imbalanced, and also removes some of the fun of it!
yup, this is exactly what I'm thinking.
So, does invisibility break on attack or is it just limited by how long the effect is with no way to be interrupted currently?
So, does invisibility break on attack or is it just limited by how long the effect is with no way to be interrupted currently?
My brother did some testing with TMI, and every time he found an invisibility potion, there was almost always some kind of side effect that made the game borderline unplayable.
ANything from super slow movement, such extreme movement that you can't control yourself, your screen bobbing around like it does in a portal, only worse...
Once cauldrons work correctly, and my server is back up, we will immediately begin work on potions to allow easier defense of our base. Most likely, it will involve finding the best invisibility potion we can and equipping soldiers with invisibility and ender pearls so that they can teleport behind attackers.
So, does invisibility break on attack or is it just limited by how long the effect is with no way to be interrupted currently?
Best I can tell Invisibility is currently not functioning correctly. I'm assuming it will either break on attack or it will just stop mobs from attacking you via line of sight, like if you walk up and smack a mob then they -will- target you and start chasing you, or something like that.
All conjecture of course, don't really know what jeb has planned.
Ok, so I looked through pre-release #2's code to figure out how to add the cauldron. It looks pretty simple. Basically, you need to decompile and open up the mq.class (Block.class), and add a line that adds the new Cauldron block. Here are the relevant class files:
My brother did some testing with TMI, and every time he found an invisibility potion, there was almost always some kind of side effect that made the game borderline unplayable.
ANything from super slow movement, such extreme movement that you can't control yourself, your screen bobbing around like it does in a portal, only worse...
Once cauldrons work correctly, and my server is back up, we will immediately begin work on potions to allow easier defense of our base. Most likely, it will involve finding the best invisibility potion we can and equipping soldiers with invisibility and ender pearls so that they can teleport behind attackers.
Have alchemists at work in the labs being stocked by legions of soldiers gathering the harder materials, keeping them fed and healthy as they work and toil away in order to save the kingdom! omg so epic, I don't think Jens can change this at all, it's just so much potential in emergent roleplaying!
Dude just post the files, your friend is being selfish if he doesn't want it given out. Plus if he gets angry at you over a game, maybe he shouldn't be your friend.
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I do not think there is any thrill that can go through the human heart like that felt by the inventor as he sees some creation of the brain unfolding to success....Such emotions make a man forget food, sleep, friends, love, everything.
Dude just post the files, your friend is being selfish if he doesn't want it given out. Plus if he gets angry at you over a game, maybe he shouldn't be your friend.
Ok, so I looked through pre-release #2's code to figure out how to add the cauldron. It looks pretty simple. Basically, you need to decompile and open up the mq.class (Block.class), and add a line that adds the new Cauldron block. Here are the relevant class files:
So, if water+sugar+sugar makes a super speed potion, maybe sometimes the timer decreases or increases?
Such as with more and more ingredients, there is more of a chance for a low time.
And with simple potion (water+sugar?), there is more of a chance for high time.
I think this would work great to insure that having potions that give most of the effects won't last as long as a simple potion for one of the effects(If I am understanding this correctly..)
I am a Dragon, writing the tale of the world that has been, will be, and is. Due to the forum having a URL restriction, if you wish to see my full list of work, please refer to my signature in the now-dead TGO forums Here: http://thegoldenorder.forumotion.com/t261-server-downtime
I disagree for the most part, some variability would be alright but I'd still want these super complex 10+ ingredient masterpieces to be more valuable than sugar water.
also, on the topic of sugar water, I've been SO annoyed with how much sugar I have on my smp server, so cannot wait to update! lol
That would be possible, but mods are mods, I'm sure there will be an advanced alchemy mod within weeks of this feature going live.
Lol i still want to see someone break the speed of light.
Eh, kinda, technically you can one shot Ghasts with the bow, but I'm sure someone will make a mod for it, I'm not really interested in expanding the alchemy myself. The guy who did the cauldron edit though was pondering if anyone will mod out a kind of cooking system now or something, combine foods together, heh, definitely was a few interesting ideas.
Also, What would be damn awesome is if some specific potions had random items thrown into the recipe. Like a furnace. Water, Sugar, Spider Eyes, Ghast Tears.. Furnace. Recipe for greatness? hell yeah.
In it's most basic form, it is very, very simple. Put stuff in, get stuff out base on what you put in.
If you want it to, you can start to get very complex and in-depth. But that is your choice if you want to or not. It's just like redstone mechanisms. Simple rules, infinitely complex outcomes.
The extreme potential far outweighs the complexity of it, and if you really think about it, it isn't that complex. Different items have different properties, and these can be combined in different ways.
Imagine in a survival server, where a few teams have formed. One of them starts researching potions, and eventually finds one that grants super speed, high strength, and invisibility, without negative affects, then keeps it a secret recipe.
This allows far more in-depth multiplayer scenarios. A certain player could become famous off of a recipe that he develops that grants extreme power to people he gives it to, but he never reveals the recipe.
This is something I feel minecraft needs. More things that can be developed by the players, and aren't hard-coded.
Also, I feel that you should be forced to test the potion yourself before you can know what it does. Being able to tell the effects without any risk is stupid and imbalanced, and also removes some of the fun of it!
But maybe the cauldron should be a circ-
*gets shot*
yup, this is exactly what I'm thinking.
So, does invisibility break on attack or is it just limited by how long the effect is with no way to be interrupted currently?
DON'T MESS WITH ME MAN, CIRCLES DONT EXIST
It irks me too, though. A good texture pack should take care of that, but still.
My brother did some testing with TMI, and every time he found an invisibility potion, there was almost always some kind of side effect that made the game borderline unplayable.
ANything from super slow movement, such extreme movement that you can't control yourself, your screen bobbing around like it does in a portal, only worse...
Once cauldrons work correctly, and my server is back up, we will immediately begin work on potions to allow easier defense of our base. Most likely, it will involve finding the best invisibility potion we can and equipping soldiers with invisibility and ender pearls so that they can teleport behind attackers.
Best I can tell Invisibility is currently not functioning correctly. I'm assuming it will either break on attack or it will just stop mobs from attacking you via line of sight, like if you walk up and smack a mob then they -will- target you and start chasing you, or something like that.
All conjecture of course, don't really know what jeb has planned.
mq.class (Block.class)
to.class (BlockCauldron.class)
abv.class (BlockAbstractCauldron.class)
yf.class (TileEntityCauldron.class)
I will see if I can do it.
Builder Mobs 0.53
My Other Mods Here
Have alchemists at work in the labs being stocked by legions of soldiers gathering the harder materials, keeping them fed and healthy as they work and toil away in order to save the kingdom! omg so epic, I don't think Jens can change this at all, it's just so much potential in emergent roleplaying!
dude
don't be a ****.
lol
YES! FINALLY!!! I can now start working on the code.
But how did you get the unobfuscated names so easily?