Rings would be items that are equipped like armor, and degrade like armor, too.
The materials needed would be gold for the ring and Diamond or others for the jewel.
To get other jewels besides Diamond, you must mine Gemstone Clusters, which look like this - and yield 2 random gemstones (excluding diamond) each. The clusters are a bit more common then diamond, but not by much. They take as long to mine as redstone, and can only be mined with an iron pick or better.
Crafting
Crafting rings would be like this:
That is the bare ring. It does not have an effect when worn and is simply an ingredient for the finished ring, which is crafted like this:
(the diamond can be replaced with rubies, peridots, diamonds, sapphires, amethysts, blocks of coral and blocks of obsidian). When the jewel breaks from overuse, the bare ring is left at half durability (if it is a pristine ring). This means a ring can only be jeweled twice before the gold itself degrades to the point of breaking.
Equipping
After crafting the rings, they could be equipped to the new left or right hand slots.
Effects
Each ring has the durability of a diamond tool.
Ruby Rings buff your health by 2 hearts, and makes your bar regenerate slowly (half as fast as Peaceful). The effects can be stacked if you equip 2 rings. These rings degrade with each hit.
Peridot Rings increase your running speed. The effects do not stack when you wear 2 of these. These rings don't degrade.
Diamond Rings increase your armor points by 1.5. They have the effectiveness of a helmet. The effects of these rings stack if you wear 2. The ring degrades with each hit.
Sapphire Rings increase the speed of mining blocks. The effects stack on these rings. The ring degrades with each block removed.
Amethyst Rings buff your attack power with all tools, including the bow. (eg. an enemy will be felled with only 3 arrows when this ring is equipped). Degrades with each strike of a mob and launching of an arrow. Effects do not stack.
Coral Rings increase your underwater pace to that of your land-walking pace. They also add 4 bubbles to your oxygen bar and increase the rate of mining underseas to that of destroying a block while dry. These rings do not degrade and do not have stacking effects.
Coral is found in snakey, rare, underwater deposits.
Obsidian Rings prevent you from burning. Does not prevent you from dying in a burning tile or a bubbling lava pit, just the burning aftereffects. Degrades with each burn that you receive, no stacking effects.
I've never been so much for magic items, esp. since the world of minecraft itself is basically magic, but I think you've put a lot of thought into this one, anyhow.
For gemstones it might be cooler to put cobblestone into a tumbler (new apparatus instead of new ore) and have a chance of finding gemstones (but not diamonds.)
The ruby ring (in my opinion) should not replenish hearts. If you really feel it should, then the durability of the ring should be dependent on the number of hearts it has healed, not how many hits one has taken.
I really like the gemstone cluster idea and idea in general. Sounds like a GREAT way to to make gold actually useful. But I could recommend some new dynamics possibly.
We do have to remember that this would upset balance a bit, so for some maybe there could be downsides to wearing them.
Maybe add a jewlers bench, a more expensive bench (think iron) used to create and modify rings.
Possibly some of the rings could be made from inferior materials, substitute gold for iron (as an example) to create a ring that breaks faster and or has weaker effects.
Certain rings when the durability runs out it reverts to just the ring, the gem (if it has one) is drained.
More ring ideas: Ring of feather fall: after falling from a hight that would hurt you slowly float down, draining the ring as you float (or no drain).
Ring of Invisibility: An expensive ring (think obsidian mixed with gold just for the loop) that when worn makes you invisible. No monsters see you or other players. Drains ring while worn.
Ring of resist fire: Self explanatory.
Ring of cold: Creates a orb of cold, not only damaging those hit but making everything around it snowy (water turns to ice).
Ring of water walking: Self explanatory.
Ring of recall: An expensive ring. Place a rune (have to make it) where you want to teleport back to when used (marker is placed like a sign, except works on floors/ceilings.
Other than that a quick tweak to ruby.
Being healed by the ring would be what drains it.
Again sounds like a good idea and a great way to make gold worthwhile.
Alright, yeah. Ruby rings should decay for every heart repleneshed and every hit taken.
I'm planning on fleshing out the chance of each gem being mined. I think peridot and ruby should be the most common (peridot's running only effect and ruby's double ways of degenerating).
I'm gonna make some more ring ideas in the meantime.
I'm thinking its simpler if when you mine smoothstone, based on where you are there is a chance of raw gemstone (or gemstone?) dropping.
This way you can't seek them out intentionally, but you may happen upon them. Indeed, there will be no way to 'search' for them at all, you just have to mine and maybe they turn up. They're small, after all.
Maybe include a factor for different stones - there's a function for altering what drops (I saw it in the crops block) where I can check nearby blocks, I think -- to see if diamond is nearby, gold is nearby, lava is nearby, etc. Also I think finding the stones should be possible with any kind of smoothstone related digging, including other ores.
I think also dividing up goldbars into jeweler's ingots is a good idea; i.e you get 32 small ingots for 4 gold bars. Rings are tiny. Then you turn eight jeweler's ingots into the casting/setting for the ring. Then you embed the stone. I don't think its particularly disbalanced that the ruby ring heals health, and I think maybe it is wise to make all of them take damage when you take damage, including the running ring.
Basically, think of them not as something you seek out and find like the ores, but special drops that can benefit the player, like when you happen upon an Elixir in one of the old Final Fantasies. Yes, it is a disbalanced item, but how many of them do you have? Until the end of the game, there's no way to 'get' them, and even then at such a price as to make hording kind of pointless.
I don't know about the stacking effect. I think one ring at a time may be fine for now? In any case, I'll try to start with the new gems, the smoothstone drop chance, the new ingots, the casting, and the rings. Then we'll see if I can get any effect on the player while the ring is held, and then maybe if I can alter the player GUI at all... that's going to be the tough one.
I'm thinking its simpler if when you mine smoothstone, based on where you are there is a chance of raw gemstone (or gemstone?) dropping.
This way you can't seek them out intentionally, but you may happen upon them. Indeed, there will be no way to 'search' for them at all, you just have to mine and maybe they turn up. They're small, after all.
Maybe include a factor for different stones - there's a function for altering what drops (I saw it in the crops block) where I can check nearby blocks, I think -- to see if diamond is nearby, gold is nearby, lava is nearby, etc. Also I think finding the stones should be possible with any kind of smoothstone related digging, including other ores.
I think also dividing up goldbars into jeweler's ingots is a good idea; i.e you get 32 small ingots for 4 gold bars. Rings are tiny. Then you turn eight jeweler's ingots into the casting/setting for the ring. Then you embed the stone. I don't think its particularly disbalanced that the ruby ring heals health, and I think maybe it is wise to make all of them take damage when you take damage, including the running ring.
Basically, think of them not as something you seek out and find like the ores, but special drops that can benefit the player, like when you happen upon an Elixir in one of the old Final Fantasies. Yes, it is a disbalanced item, but how many of them do you have? Until the end of the game, there's no way to 'get' them, and even then at such a price as to make hording kind of pointless.
I don't know about the stacking effect. I think one ring at a time may be fine for now? In any case, I'll try to start with the new gems, the smoothstone drop chance, the new ingots, the casting, and the rings. Then we'll see if I can get any effect on the player while the ring is held, and then maybe if I can alter the player GUI at all... that's going to be the tough one.
w-wait
you're actually considering this?
if you are, I like the idea of every ring taking wear with damage, but the idea of them being found randomly in smoothstone just doesn't sit right with me. maybe make gemstone clusters randomly distributed equally in smoothstone (any altitude, but just very rare)
also I remember seeing a mod that edits the GUI, the alternate bows n' arrows one
Rings would be items that are equipped like armor, and degrade like armor, too.
The materials needed would be gold for the ring and Diamond or others for the jewel.
To get other jewels besides Diamond, you must mine Gemstone Clusters, which look like this - and yield 2 random gemstones (excluding diamond) each. The clusters are a bit more common then diamond, but not by much. They take as long to mine as redstone, and can only be mined with an iron pick or better.
Crafting
Crafting rings would be like this:
That is the bare ring. It does not have an effect when worn and is simply an ingredient for the finished ring, which is crafted like this:
(the diamond can be replaced with rubies, peridots, diamonds, sapphires, amethysts, blocks of coral and blocks of obsidian). When the jewel breaks from overuse, the bare ring is left at half durability (if it is a pristine ring). This means a ring can only be jeweled twice before the gold itself degrades to the point of breaking.
Equipping
After crafting the rings, they could be equipped to the new left or right hand slots.
Effects
Each ring has the durability of a diamond tool.
Ruby Rings buff your health by 2 hearts, and makes your bar regenerate slowly (half as fast as Peaceful). The effects can be stacked if you equip 2 rings. These rings degrade with each hit.
Peridot Rings increase your running speed. The effects do not stack when you wear 2 of these. These rings don't degrade.
Diamond Rings increase your armor points by 1.5. They have the effectiveness of a helmet. The effects of these rings stack if you wear 2. The ring degrades with each hit.
Sapphire Rings increase the speed of mining blocks. The effects stack on these rings. The ring degrades with each block removed.
Amethyst Rings buff your attack power with all tools, including the bow. (eg. an enemy will be felled with only 3 arrows when this ring is equipped). Degrades with each strike of a mob and launching of an arrow. Effects do not stack.
Coral Rings increase your underwater pace to that of your land-walking pace. They also add 4 bubbles to your oxygen bar and increase the rate of mining underseas to that of destroying a block while dry. These rings do not degrade and do not have stacking effects.
Coral is found in snakey, rare, underwater deposits.
Obsidian Rings prevent you from burning. Does not prevent you from dying in a burning tile or a bubbling lava pit, just the burning aftereffects. Degrades with each burn that you receive, no stacking effects.
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
This is a cool idea though
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
For gemstones it might be cooler to put cobblestone into a tumbler (new apparatus instead of new ore) and have a chance of finding gemstones (but not diamonds.)
The ruby ring (in my opinion) should not replenish hearts. If you really feel it should, then the durability of the ring should be dependent on the number of hearts it has healed, not how many hits one has taken.
We do have to remember that this would upset balance a bit, so for some maybe there could be downsides to wearing them.
Maybe add a jewlers bench, a more expensive bench (think iron) used to create and modify rings.
Possibly some of the rings could be made from inferior materials, substitute gold for iron (as an example) to create a ring that breaks faster and or has weaker effects.
Certain rings when the durability runs out it reverts to just the ring, the gem (if it has one) is drained.
More ring ideas:
Ring of feather fall: after falling from a hight that would hurt you slowly float down, draining the ring as you float (or no drain).
Ring of Invisibility: An expensive ring (think obsidian mixed with gold just for the loop) that when worn makes you invisible. No monsters see you or other players. Drains ring while worn.
Ring of resist fire: Self explanatory.
Ring of cold: Creates a orb of cold, not only damaging those hit but making everything around it snowy (water turns to ice).
Ring of water walking: Self explanatory.
Ring of recall: An expensive ring. Place a rune (have to make it) where you want to teleport back to when used (marker is placed like a sign, except works on floors/ceilings.
Other than that a quick tweak to ruby.
Being healed by the ring would be what drains it.
Again sounds like a good idea and a great way to make gold worthwhile.
I'm planning on fleshing out the chance of each gem being mined. I think peridot and ruby should be the most common (peridot's running only effect and ruby's double ways of degenerating).
I'm gonna make some more ring ideas in the meantime.
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
with less prominent effect? or different effects?
Cool idea nonetheless
Good work.
the ring can have it's jewel worn down and replaced twice before the ring itself is busted*
*that is, if this suggestion actually became a mod :L
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
Also, is it wrong to want a crown?
This way you can't seek them out intentionally, but you may happen upon them. Indeed, there will be no way to 'search' for them at all, you just have to mine and maybe they turn up. They're small, after all.
Maybe include a factor for different stones - there's a function for altering what drops (I saw it in the crops block) where I can check nearby blocks, I think -- to see if diamond is nearby, gold is nearby, lava is nearby, etc. Also I think finding the stones should be possible with any kind of smoothstone related digging, including other ores.
I think also dividing up goldbars into jeweler's ingots is a good idea; i.e you get 32 small ingots for 4 gold bars. Rings are tiny. Then you turn eight jeweler's ingots into the casting/setting for the ring. Then you embed the stone. I don't think its particularly disbalanced that the ruby ring heals health, and I think maybe it is wise to make all of them take damage when you take damage, including the running ring.
Basically, think of them not as something you seek out and find like the ores, but special drops that can benefit the player, like when you happen upon an Elixir in one of the old Final Fantasies. Yes, it is a disbalanced item, but how many of them do you have? Until the end of the game, there's no way to 'get' them, and even then at such a price as to make hording kind of pointless.
I don't know about the stacking effect. I think one ring at a time may be fine for now? In any case, I'll try to start with the new gems, the smoothstone drop chance, the new ingots, the casting, and the rings. Then we'll see if I can get any effect on the player while the ring is held, and then maybe if I can alter the player GUI at all... that's going to be the tough one.
w-wait
you're actually considering this?
if you are, I like the idea of every ring taking wear with damage, but the idea of them being found randomly in smoothstone just doesn't sit right with me. maybe make gemstone clusters randomly distributed equally in smoothstone (any altitude, but just very rare)
also I remember seeing a mod that edits the GUI, the alternate bows n' arrows one
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.
BY the way, any idea what you'd like the gemstones on their own to look like?
I'll make the jewel sprites, don't fret it bro
Crazycraft II '99 Deluxe : 1.2.5DEPRECATEDProsdod's Pack '77 Arcade Turbo Deluxury 8 Cylinder 1.5 for Minecraft version 1.8.X: The spiritual successor to Crazycraft II '99 Deluxe.