Hey Anonymous, if you to add furnature to the mod add something like a carpenters table that you make the furnature on.
It could have a larger crafting grid but only could make stuff with wood. I am a big fan of this mod, and let me know if you like my idea because I have several more that I can tell you if you would like.
well i was going to do something similar to the anvil sometime. with a workbench. and youd use tools like mallets, saws, etc, to craft tools with. aswell: a twine and loom to create cloth and strings.(not spider string, things like wool) and that would give a few more buildings like workshops for players to build
I'm planning the remake of the magic system in the mod(Though it wont be started for awhile) giving some time for designing.
Im not quite certain on what exactly it will contain so theres room for user input.
But the whole new system will be broken into 3 parts
Neutral: Elemental Magic
Used for base magic, fire, water, earth, air and arcana
Will be scientifically based and everything is obtained through experimentation(while keeping it extremely different to thaumcraft)
It will involve creating a set environment and a sort of laboratory to work with(eg. a big magical work area over lava pools down in the ground for fire, a glistering mountain spire for air etc)
Each element will be taken and experimented with to create new items(high level fire research would give the ability to properly make dragonforge. Rather than being created with recipes. its created through timing, specific quantities, measurements and overall user experiance. (making it an intractable, exciting thing to mess with).
Good: Gods, Religion
Used for Holy, Retribution, Divinity.
This method involves a number of religious like actions to gain "divine magic" from use. there would be different methods to obtain different types and different quantities. meaning players would form churches and go through their own actions in what they believe their way to obtain these magics. things such as offerings, prayer, justice, pilgrimages and other holy actions. even further generated shrines and biome-specific gods could be added for a more mystical feel.
*This would give a kingdom the medieval feel it needs. Each god would have their own special items like trinkets that strong believers would obtain.
Evil: Dark ritual/sacrifice
used for: Pestilence, darkness, corruption
These magics would be obtained through ritual, defiling, and other nasty business. magics here would be used to create abominations and raise dead. There would be a number of demons and dark spirits to please with these deeds. and would have their own minions, weapons and trinkets to incite followers.
Having these dark cultists skulking in the shadowed regions would create a mysterious danger to the worlds.
There would be a range of different blocks, items and structures involved in the use of these, Magics would be implemented with staves and trinkets(probably not wands.. they suck). Sigils would be added(use for enchantments instead of runes), blocks like alters would be added aswell as large structures used for extracting base magic(neutral) and even focusing crystals and sigils for creation
*If there's a mystical piece of content you might see fit within these(being either a process or an item outputted through experiment/ excessive faith, feel free to suggest it(keeping them in context)
wow, that sounds amazing! and also Please add what _SL_Ryuk_ was talking about, because turning raw wheat into bread was bugging me. anyways keep up the good work!
nearly all the mods ive done(except this yet) had flour. some sort of means of creating flour would be added(while trying to make it different to BTW) from there a cooking pot(furniture in aesthetics update) will be used to make it.
Can you link your other mods? Also could you add a backpack that you would accually have to where to use, because some mods add backpacks ( namely the backpack mod) that you only need to keep in your inventory to use, and I think that is a bit over powered.
Backpacks were in consideration. but a few things had thier difficulties
*firstly; people could store backpacks in backpacks(making infinite storage): that could have a simple "No backpacks allowed in this" thing.
the pack would have to occupy the body armour slot(when it comes to syncing data. there's no clean way to add new slots)
and would keep their inventory even when removed
*Over all. it seems steve can already carry 27 slots in his pockets(they cant be removed either) so backpacks either way would overpower abit.
*anyway the owner of the backpack mod could constrain them to be worn too.
couldn't find anything on it: could you supply some info and images of it?: Also check what time it was used.
*Charcoal isn't really practical normally. due to the fact it consumes an entire log and takes a regular smelt time. meaning you would have to use up lots of wood anyway to obtain enough.
Suggestion
Perhaps the biome specific gods in the magic system (if you add them) could reward you with elemental rituals related to their biome. Like, mountain biome gods could give you air, desert gods could give you fire, plains gods could give you earth and ocean gods could give you water.
Rollback Post to RevisionRollBack
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
Backpacks were in consideration. but a few things had thier difficulties
*firstly; people could store backpacks in backpacks(making infinite storage): that could have a simple "No backpacks allowed in this" thing.
the pack would have to occupy the body armour slot(when it comes to syncing data. there's no clean way to add new slots)
and would keep their inventory even when removed
*Over all. it seems steve can already carry 27 slots in his pockets(they cant be removed either) so backpacks either way would overpower abit.
*anyway the owner of the backpack mod could constrain them to be worn too.
link your other mods as in provide a link to the forum page for some of your other mods, sorry for not making that clear.
as for the backpack I was thinking if you were wearing the backpack if you pressed a key on your keyboard it would bring up a new UI that you could store stuff in. Also I was thinking it would use the chest slot to give it a down side, for travelers not fighters.
I was thinking only 9 more slots, like a dispenser, and even less than that could still be useful
this is considerably different to the backpack mod because in the backpack mod the only limit to the number of backpacks you can have is the space in your inventory, and each large backpack has the storage of a double chest, asking the mod maker to make this change would completely change there mod.
Not sure if this helps or not, if you do not want to implement this I can always just download the backpack mod and only use one basic backpack.
On a completely random note, ever thought about adding saddle bags for pigs?
Suggestion
Perhaps the biome specific gods in the magic system (if you add them) could reward you with elemental rituals related to their biome. Like, mountain biome gods could give you air, desert gods could give you fire, plains gods could give you earth and ocean gods could give you water.
link your other mods as in provide a link to the forum page for some of your other mods, sorry for not making that clear.
as for the backpack I was thinking if you were wearing the backpack if you pressed a key on your keyboard it would bring up a new UI that you could store stuff in. Also I was thinking it would use the chest slot to give it a down side, for travelers not fighters.
I was thinking only 9 more slots, like a dispenser, and even less than that could still be useful
this is considerably different to the backpack mod because in the backpack mod the only limit to the number of backpacks you can have is the space in your inventory, and each large backpack has the storage of a double chest, asking the mod maker to make this change would completely change there mod.
Not sure if this helps or not, if you do not want to implement this I can always just download the backpack mod and only use one basic backpack.
On a completely random note, ever thought about adding saddle bags for pigs?
*haven't g0t any other mods out.
backpacks would be later considered(right now im off-topic)
adding pig bags edit baseclasses(hence wont be implemented)
I'm planning the remake of the magic system in the mod(Though it wont be started for awhile) giving some time for designing.
Im not quite certain on what exactly it will contain so theres room for user input.
But the whole new system will be broken into 3 parts
Neutral: Elemental Magic
Used for base magic, fire, water, earth, air and arcana
Will be scientifically based and everything is obtained through experimentation(while keeping it extremely different to thaumcraft)
It will involve creating a set environment and a sort of laboratory to work with(eg. a big magical work area over lava pools down in the ground for fire, a glistering mountain spire for air etc)
Each element will be taken and experimented with to create new items(high level fire research would give the ability to properly make dragonforge. Rather than being created with recipes. its created through timing, specific quantities, measurements and overall user experiance. (making it an intractable, exciting thing to mess with).
Good: Gods, Religion
Used for Holy, Retribution, Divinity.
This method involves a number of religious like actions to gain "divine magic" from use. there would be different methods to obtain different types and different quantities. meaning players would form churches and go through their own actions in what they believe their way to obtain these magics. things such as offerings, prayer, justice, pilgrimages and other holy actions. even further generated shrines and biome-specific gods could be added for a more mystical feel.
*This would give a kingdom the medieval feel it needs. Each god would have their own special items like trinkets that strong believers would obtain.
Evil: Dark ritual/sacrifice
used for: Pestilence, darkness, corruption
These magics would be obtained through ritual, defiling, and other nasty business. magics here would be used to create abominations and raise dead. There would be a number of demons and dark spirits to please with these deeds. and would have their own minions, weapons and trinkets to incite followers.
Having these dark cultists skulking in the shadowed regions would create a mysterious danger to the worlds.
There would be a range of different blocks, items and structures involved in the use of these, Magics would be implemented with staves and trinkets(probably not wands.. they suck). Sigils would be added(use for enchantments instead of runes), blocks like alters would be added aswell as large structures used for extracting base magic(neutral) and even focusing crystals and sigils for creation
*If there's a mystical piece of content you might see fit within these(being either a process or an item outputted through experiment/ excessive faith, feel free to suggest it(keeping them in context)
ive had some ideas about mods bouncing around in my head for a while now but I dont have the motivation to learn to code to make them happen so hopefully you can do something with them instead. I like what you said about items being gained through experimentation, its a whole lot like the idea I have of some sort of 'reverse engineering table' where you place mystical and arcane objects to be destroyed, potentially unlocking the recipe of it or the components if you havent learned them already. Also another related idea is that new enemies will begin spawning once you reach a certain level of knowledge-as if the gods or demons dont want you to discover their powers. Also I hope you are planning to add structures to world gen, if the single player game needs anything its ruins inhabited by bandits and necromancers like what you would find in any open world game that has swords.
Also, not many mods do much with the whole "build stuff" mechanism in minecraft and I dont mean at a crafting table, I mean placing blocks. For example, what if eyeless statues spawned occasionally in the world and if you place two diamond blocks where they used to be, something happens? Basically my idea boils down to "fix the incomplete structure, get reward"- but Im also thinking along the lines of railcraft's coke ovens that have to be built in game by placing several blocks in a specific pattern.
Any chance of having something like a gearbox that would temporarily store a small amount of energy from repeatedly clicking a lever on it? Would require springs as well, mainly used for auto sorting along with a magical box that attaches to containers and detects which items it allows in. I know this sort of thing might be a little too tech-y for a medieval themed mod but a sorting device would be SO nice to have without installing some complicated tech mod. Perhaps instead of pipes it could operate more like a pinball machine, build some tunnels for the items to travel through, add bumpers, droppers, shooters and levitators to move them to the item detector chest thingies. Maybe steam could be used to move items up, and water could do much of the rest, I dunno.
The ideas would make a good addition to the concept;
the reversing table thing was something ive considered earlier. but not sure about with this.
The games spawn system doesn't run anything through players. it simply places entities on loaded chunks no matter how prepared the players are. the only thing i see for that to work is allow mobs "CanSpawnHere" to only be allowed when it checks a range for a player who has a certain item.
Structures were going to be added(from large ruins to small shrines) at some point. but i'm not adding NPC mobs to lurk inside. simply id add creatures, monsters and all other creepies to fill the halls.
automation, gearboxes and other sorts of things are in the BTW mod... but as known. it doesnt work with anything. automation wouldn't be a good thing to add to this mod. as you see it aims to the opposite. By making people go though each process by hand rather than leave it to run through an automated system.
Yeah I understand. Sorting chests is one of my least favorite things to do so Im always looking for a simple alternative rather than some massive tech mod I only use a fraction of. BTW is out of the question for obvious reasons although id imagine Minefantasy would go great with it. I think thaumcraft3 has sorting golems iirc so Ill try those instead. Once I learn my way around minefantasy Ill make sure to post my thoughts in the thread, thanks for the cool mod.
well sorting will be all the more a kick in the head with future magic update plans(blame thaumcraft for that, it made my magic look to suck all the more and had to be considered on improvement to avoid me looking lazy and incompetent.)
But it would work so the components would be stored on site when experimenting the field rather than putting all essenses in full storage
It could have a larger crafting grid but only could make stuff with wood. I am a big fan of this mod, and let me know if you like my idea because I have several more that I can tell you if you would like.
Bakery Oven
Windmill
Sawmill
Rock Crushers (Ore processing x2, x3)
This Mod is brutally awesome
Im not quite certain on what exactly it will contain so theres room for user input.
But the whole new system will be broken into 3 parts
Neutral: Elemental Magic
Used for base magic, fire, water, earth, air and arcana
Will be scientifically based and everything is obtained through experimentation(while keeping it extremely different to thaumcraft)
It will involve creating a set environment and a sort of laboratory to work with(eg. a big magical work area over lava pools down in the ground for fire, a glistering mountain spire for air etc)
Each element will be taken and experimented with to create new items(high level fire research would give the ability to properly make dragonforge. Rather than being created with recipes. its created through timing, specific quantities, measurements and overall user experiance. (making it an intractable, exciting thing to mess with).
Good: Gods, Religion
Used for Holy, Retribution, Divinity.
This method involves a number of religious like actions to gain "divine magic" from use. there would be different methods to obtain different types and different quantities. meaning players would form churches and go through their own actions in what they believe their way to obtain these magics. things such as offerings, prayer, justice, pilgrimages and other holy actions. even further generated shrines and biome-specific gods could be added for a more mystical feel.
*This would give a kingdom the medieval feel it needs. Each god would have their own special items like trinkets that strong believers would obtain.
Evil: Dark ritual/sacrifice
used for: Pestilence, darkness, corruption
These magics would be obtained through ritual, defiling, and other nasty business. magics here would be used to create abominations and raise dead. There would be a number of demons and dark spirits to please with these deeds. and would have their own minions, weapons and trinkets to incite followers.
Having these dark cultists skulking in the shadowed regions would create a mysterious danger to the worlds.
*If there's a mystical piece of content you might see fit within these(being either a process or an item outputted through experiment/ excessive faith, feel free to suggest it(keeping them in context)
Only problem being you cant remove recipes
Backpacks were in consideration. but a few things had thier difficulties
*firstly; people could store backpacks in backpacks(making infinite storage): that could have a simple "No backpacks allowed in this" thing.
the pack would have to occupy the body armour slot(when it comes to syncing data. there's no clean way to add new slots)
and would keep their inventory even when removed
*Over all. it seems steve can already carry 27 slots in his pockets(they cant be removed either) so backpacks either way would overpower abit.
*anyway the owner of the backpack mod could constrain them to be worn too.
*Charcoal isn't really practical normally. due to the fact it consumes an entire log and takes a regular smelt time. meaning you would have to use up lots of wood anyway to obtain enough.
Perhaps the biome specific gods in the magic system (if you add them) could reward you with elemental rituals related to their biome. Like, mountain biome gods could give you air, desert gods could give you fire, plains gods could give you earth and ocean gods could give you water.
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
link your other mods as in provide a link to the forum page for some of your other mods, sorry for not making that clear.
as for the backpack I was thinking if you were wearing the backpack if you pressed a key on your keyboard it would bring up a new UI that you could store stuff in. Also I was thinking it would use the chest slot to give it a down side, for travelers not fighters.
I was thinking only 9 more slots, like a dispenser, and even less than that could still be useful
this is considerably different to the backpack mod because in the backpack mod the only limit to the number of backpacks you can have is the space in your inventory, and each large backpack has the storage of a double chest, asking the mod maker to make this change would completely change there mod.
Not sure if this helps or not, if you do not want to implement this I can always just download the backpack mod and only use one basic backpack.
On a completely random note, ever thought about adding saddle bags for pigs?
that's basically what it was going to be
*haven't g0t any other mods out.
backpacks would be later considered(right now im off-topic)
adding pig bags edit baseclasses(hence wont be implemented)
ive had some ideas about mods bouncing around in my head for a while now but I dont have the motivation to learn to code to make them happen so hopefully you can do something with them instead. I like what you said about items being gained through experimentation, its a whole lot like the idea I have of some sort of 'reverse engineering table' where you place mystical and arcane objects to be destroyed, potentially unlocking the recipe of it or the components if you havent learned them already. Also another related idea is that new enemies will begin spawning once you reach a certain level of knowledge-as if the gods or demons dont want you to discover their powers. Also I hope you are planning to add structures to world gen, if the single player game needs anything its ruins inhabited by bandits and necromancers like what you would find in any open world game that has swords.
Also, not many mods do much with the whole "build stuff" mechanism in minecraft and I dont mean at a crafting table, I mean placing blocks. For example, what if eyeless statues spawned occasionally in the world and if you place two diamond blocks where they used to be, something happens? Basically my idea boils down to "fix the incomplete structure, get reward"- but Im also thinking along the lines of railcraft's coke ovens that have to be built in game by placing several blocks in a specific pattern.
Any chance of having something like a gearbox that would temporarily store a small amount of energy from repeatedly clicking a lever on it? Would require springs as well, mainly used for auto sorting along with a magical box that attaches to containers and detects which items it allows in. I know this sort of thing might be a little too tech-y for a medieval themed mod but a sorting device would be SO nice to have without installing some complicated tech mod. Perhaps instead of pipes it could operate more like a pinball machine, build some tunnels for the items to travel through, add bumpers, droppers, shooters and levitators to move them to the item detector chest thingies. Maybe steam could be used to move items up, and water could do much of the rest, I dunno.
the reversing table thing was something ive considered earlier. but not sure about with this.
The games spawn system doesn't run anything through players. it simply places entities on loaded chunks no matter how prepared the players are. the only thing i see for that to work is allow mobs "CanSpawnHere" to only be allowed when it checks a range for a player who has a certain item.
Structures were going to be added(from large ruins to small shrines) at some point. but i'm not adding NPC mobs to lurk inside. simply id add creatures, monsters and all other creepies to fill the halls.
automation, gearboxes and other sorts of things are in the BTW mod... but as known. it doesnt work with anything. automation wouldn't be a good thing to add to this mod. as you see it aims to the opposite. By making people go though each process by hand rather than leave it to run through an automated system.
But it would work so the components would be stored on site when experimenting the field rather than putting all essenses in full storage