There is only one page in the copy.com and I think I need help with the placement of the ritual stuff and such.
And you might have to fix up the lang file a bit. The armors have no name. Should be pretty easy to do, and makes it look better than a string of text.
Dude I want a FFVII Materia type mod, I think that would be sick especially if there was a or better multiple pieces of armor that you can then socket items into to give either abilties and or buffs. I've yet to be ab;e to try your mod, but I'm currently in the process, so by the time you read this I'm sure I'll have tested it.
Quote from Jackiecrazy»
There is only one page in the copy.com and I think I need help with the placement of the ritual stuff and such.
And you might have to fix up the lang file a bit. The armors have no name. Should be pretty easy to do, and makes it look better than a string of text.
You have to download the pdf and in my lang file it has names for the armor, what language are you using??
Just done a mod showcase on your mod and noticed a bit of problem to create a mystical ingot you need 1 mystical energy + one iron ingot the only way i can see of getting the mystical energy is to feed it 1 mystical ingot so to get 1 mystical ingot costs you 1 mystical ingot pluss you lose 1 iron ingot i ashume something got a bit lost along the way and the maths should have been 1 mystical ingot + 1 iron ingot = 2 mystical ingots apart from that great mod you have created hear
Thanks! Can i have a link to it please?
and you find mystical ore, then you smelt that into mystical ingots, the whole point of the altars is to infuse power into an item, so when you right click the altar with an iron ingot it is turning the ingot into a mystical ingot, so it is not meant to give you 2 ingots, it is meant for you to be able to empty the altar.
Dude I want a FFVII Materia type mod, I think that would be sick especially if there was a or better multiple pieces of armor that you can then socket items into to give either abilties and or buffs. I've yet to be ab;e to try your mod, but I'm currently in the process, so by the time you read this I'm sure I'll have tested it.
the idea of having sockets in armor for gems i have thought about before, but i have never played FFVII and don't plan to anytime soon(don't have time).
if you really want this as a mod i would suggest you look at www.patreon.com/jaredlll08, currently i don't have time to make another mod for the fun of it, i currently have ideas for 2 more mods and i have school.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
hello. i have a few suggestions. take them as you will
suggestion: rename air and water shards to sky and ocean shard to help differentiate from thaumcraft. you could take this further by calling them gems or stones.
suggestion: for mystical power in an altar you could use a new arcane/mystical shard as throwing in ingots is a bit counter intuitive to most mods' use of metals.
suggestion: add a gui for the altar to help monitor power levels. possibly also an in game instruction manual so we don't need to keep tabbing out. i remember getting really confused when NEI didn't show recipes for half the items
suggestion: going around tracking shards for small amounts of power can be quite tedious, particularly when they are rather infrequent even in their own dimension. having the altar passively generate power of the type of blocks it uses would be nice, using the shards for a boost or perhaps like coal where burning them will add a few points to the power over time would improve things
suggestion: do a little more with the dimension, or perhaps a little less. i'll admit i was really freaked out by just how empty it felt even when it basically amounted to free loot. some mob generation would be nice, you could also make it a little like the End where it's just a single drifting biome for each portal, so the emptiness gives a more limbo-like feel
hello. i have a few suggestions. take them as you will
suggestion: rename air and water shards to sky and ocean shard to help differentiate from thaumcraft. you could take this further by calling them gems or stones.
suggestion: for mystical power in an altar you could use a new arcane/mystical shard as throwing in ingots is a bit counter intuitive to most mods' use of metals.
suggestion: add a gui for the altar to help monitor power levels. possibly also an in game instruction manual so we don't need to keep tabbing out. i remember getting really confused when NEI didn't show recipes for half the items
suggestion: going around tracking shards for small amounts of power can be quite tedious, particularly when they are rather infrequent even in their own dimension. having the altar passively generate power of the type of blocks it uses would be nice, using the shards for a boost or perhaps like coal where burning them will add a few points to the power over time would improve things
suggestion: do a little more with the dimension, or perhaps a little less. i'll admit i was really freaked out by just how empty it felt even when it basically amounted to free loot. some mob generation would be nice, you could also make it a little like the End where it's just a single drifting biome for each portal, so the emptiness gives a more limbo-like feel
I will be keeping them shards but i really like the name idea,
I have an idea for mystical shards, they wont be world gen though.
making an altar in the mystical dimension passively generates one power every 10 seconds, it may be slow but it is still something.
I have been getting complaints about my ores being to common...
I know the dimension is very very bare but I plan on doing things with it
I am trying not to use any GUIs atleast for blocks but ill work on an ingame guide eventually, it is pretty low on my todo list though...
On the 19th, I updated mystical trinkets from 1.3.1 to 1.4.1, on minecraft 1.7.2, (baubles 1.7.2-1.0.0.16, and using forge 1.7.2-10.12.2.1121) and now when I open a world from before the update I get a message about a lot of missing blocks. They appear to be mostly shards and mineshaft stuff. Am I doing something wrong, or are they gone?
On the 19th, I updated mystical trinkets from 1.3.1 to 1.4.1, on minecraft 1.7.2, (baubles 1.7.2-1.0.0.16, and using forge 1.7.2-10.12.2.1121) and now when I open a world from before the update I get a message about a lot of missing blocks. They appear to be mostly shards and mineshaft stuff. Am I doing something wrong, or are they gone?
they are gone. it doesnt matter because the only way to get them was via creative anyway
This being the case, would you simply merge the two mods together? I'm not much of a programmer, but it doesn't look like it'd be THAT much of a hassle to do
I did a pole on this a while ago, started from the 3rd of July to the 21st... in those 18 days a lot of people said make a new mod and the themes don't really match, Mystical Trinkets was intended to be a magic mod, even though i did at some point try and make a Power->RF converter(Secret Dev Stuff) at the end of the day it is a magic mod, but with Electrified Trinkets it is a tech mod, it uses the RF power system and it uses tech related stuff(circuits). even if i did combine them i still wouldn't be working on Mystical Trinkets, I would focus on the Electrified Trinkets part of it and still only port the Mystical Trinkets part. sorry.
And you might have to fix up the lang file a bit. The armors have no name. Should be pretty easy to do, and makes it look better than a string of text.
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
There is only one page in the copy.com and I think I need help with the placement of the ritual stuff and such.
And you might have to fix up the lang file a bit. The armors have no name. Should be pretty easy to do, and makes it look better than a string of text.
You have to download the pdf and in my lang file it has names for the armor, what language are you using??
Thanks! Can i have a link to it please?
and you find mystical ore, then you smelt that into mystical ingots, the whole point of the altars is to infuse power into an item, so when you right click the altar with an iron ingot it is turning the ingot into a mystical ingot, so it is not meant to give you 2 ingots, it is meant for you to be able to empty the altar.
the idea of having sockets in armor for gems i have thought about before, but i have never played FFVII and don't plan to anytime soon(don't have time).
if you really want this as a mod i would suggest you look at www.patreon.com/jaredlll08, currently i don't have time to make another mod for the fun of it, i currently have ideas for 2 more mods and i have school.
Thanks! It looks great! Ill add it t. The main post on monday, just AFK right now, on mobile and it is JaredLLL08 btw, not Jared11108.
Except i can't use it.
The textures are so wierd
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Amulet of Hearts - Found only in dungeons, gives you some extra hearts. i was thinking like 2 or 3 but it's up to you.
Also a ring of Hearts that gives 1 heart and is rarer, also found in dungeons.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
We cant have that now can we? Ill make 16x16 textures a config option.
I really like this idea, i may change it a bit though.
suggestion: rename air and water shards to sky and ocean shard to help differentiate from thaumcraft. you could take this further by calling them gems or stones.
suggestion: for mystical power in an altar you could use a new arcane/mystical shard as throwing in ingots is a bit counter intuitive to most mods' use of metals.
suggestion: add a gui for the altar to help monitor power levels. possibly also an in game instruction manual so we don't need to keep tabbing out. i remember getting really confused when NEI didn't show recipes for half the items
suggestion: going around tracking shards for small amounts of power can be quite tedious, particularly when they are rather infrequent even in their own dimension. having the altar passively generate power of the type of blocks it uses would be nice, using the shards for a boost or perhaps like coal where burning them will add a few points to the power over time would improve things
suggestion: do a little more with the dimension, or perhaps a little less. i'll admit i was really freaked out by just how empty it felt even when it basically amounted to free loot. some mob generation would be nice, you could also make it a little like the End where it's just a single drifting biome for each portal, so the emptiness gives a more limbo-like feel
I will be keeping them shards but i really like the name idea,
I have an idea for mystical shards, they wont be world gen though.
making an altar in the mystical dimension passively generates one power every 10 seconds, it may be slow but it is still something.
I have been getting complaints about my ores being to common...
I know the dimension is very very bare but I plan on doing things with it
I am trying not to use any GUIs atleast for blocks but ill work on an ingame guide eventually, it is pretty low on my todo list though...
my mod works in 1.7.10, however... baubles does not, it will load but it wont save the baubles because 1.7.10 changed how player names are used.
they are gone. it doesnt matter because the only way to get them was via creative anyway
if im correct Mystical Trinkets should work in 1.7.10, if it does not then I will update it.
and TBH i have kinda gotten bored with Mystical Trinkets, unless i get inspiration i will only be doing ports from now on :/
I did a pole on this a while ago, started from the 3rd of July to the 21st... in those 18 days a lot of people said make a new mod and the themes don't really match, Mystical Trinkets was intended to be a magic mod, even though i did at some point try and make a Power->RF converter(Secret Dev Stuff) at the end of the day it is a magic mod, but with Electrified Trinkets it is a tech mod, it uses the RF power system and it uses tech related stuff(circuits). even if i did combine them i still wouldn't be working on Mystical Trinkets, I would focus on the Electrified Trinkets part of it and still only port the Mystical Trinkets part. sorry.