After numerous last minute coding issues and many, many, many technical issues, AlcheMine 1.2.0 is ready for release. I've done my best to hammer out most of the bugs and mix-ups, but as I said, Eclipse said the code checked out, but when it tried to run, a number of issues came up. Some ideas got scrapped, others got added in. Hopefully, the post will explain most things to get you started; I've intentionally restricted telling you guys some things to keep the gameplay interesting, but I've left something crucial out or mixed up instructions, let me know.
With this update, I have to say... I'm tired. This week has thrown a number of unexpected curveballs with outside projects, and while I've enjoyed finishing this, it's left me a little drained. I think this will be the last big update for a while, minor bug corrections and addressing technical issues notwithstanding. I still need to work on the Herbology Mod's next big update, and I have a few other smaller mod projects that I'd like to start tackling to mix things up a bit and keep things fresh (tentatively named the Magic Brush Mod and the Light Armors mod.) I know what's next on the development list, but right now... I need a break.
In any case, I'm excited to see how you guys put this mod to use. It's been a pain to correct and develop, but it's taught me plenty, which is part of the goal with doing these mods. For those not terribly thrilled by the update, the older versions are still available for download, so not to worry. But for the rest, I'm interested to hear what you all think of the new research mechanic. It's quite as advanced or outlandish as, say, Thaumcraft's research, but I think it's unique enough to remain interesting (and certainly gives you a reason to get out and explore).
As always, thanks for the support for this mod, it's a boon to know you guys enjoy what I do and want to see more. (Not to mention the bragging rights big numbers bring with them~). I hope you guys enjoy the latest update, and if you do, spread the word, tell your friends a new way to research has come along, and the mod has made things even more broken!
Keep crafting, everyone.
- RichardKelsey
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Apr 26, 2013CaptainFord posted a message on [1.5.2][Forge] AlcheMine 1.2.1 - Magic Differently - Research added! Magic scrolls added!Posted in: Minecraft Mods
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CaptainFord posted a message on [1.5.2][Forge] AlcheMine 1.2.1 - Magic Differently - Research added! Magic scrolls added!I know it's been a while, and I apologize for the delays, but the release of Version 1.2.0 is right around the corner!Posted in: Minecraft Mods
As I progress, I'm doing my best to streamline code to minimize issues and delays, not to mention actually getting some features to simply work after being saved. The config file is gonna be a big one, but it's all in the name of saving data to let gameplay actually progress after you turn the client off. As to the gameplay...
Alchemist's Notebook and Tomes - Magic books have been tested, and functionally, they're working very well. The Notebook will be your method of 'research', improved and added to through exploring and using it on various blocks found in the world. Tomes will be your method of executing transmutations, which will be unlocked as you expand your notebook's research value. Currently, the numbers for unlocking research are based solely on the assumption that Vanilla Minecraft is installed. I'll see about making the research more dynamic based on what mods are installed, since other mods do add new custom blocks and I'd like for that to be adjustable, but for 1.2.0, that's how it will work. Also, some tomes will improve in efficiency based on how much research you've conducted, such as Compaction and Repair; higher research almost directly correlates to how big a stack you need to make a compaction spell work, and Repair will steadily grow stronger as you improve.
Inscription - I'm adding in some extra... surprises for you guys in the incantation department. Just about every spell you can create will have a use in some way for those creative enough, but you won't know which ones do what until you actually use them and... well, let's just say you may not wanna do testing inside (or even near) your home base. That's all I'll spoil for now; it wouldn't be very magical if I told you how it all worked, would it?
Runes - ...I know some of you might be upset about this decision: hermetic ash is gonna remain as the building blocks (or, dust, I guess) for runes. There are a couple reasons for this, but the biggest one is accessibility; making a notebook will require a book with all the available runes, and having to dig down to hunt for lapis does slow things down in the beginning. I'm sorry, but design-wise, this is the more novice friendly method of getting started with alchemy. That doesn't mean you won't be digging quite a bit; hermetic ore now only drops 1 dust per block, but you won't have to dig to the center of the earth just to get started on things. Besides, I've seen at least 3 other magic-themed mods that rely on this method, and while imitation is the sincerest form of flattery and fixing what isn't broke is good and all, I'd rather look in other directions for this mod's development.
So what does this mean for dyes? Well, as a matter of fact...
Beyond 1.2.0 - Digging through the code, I've found a whole host of potential ideas for both items and blocks that I'm starting to flesh out for future development, and although I've been shying away from them, tools, weapons and armor are on the list for future additions. A whole host of cool concepts have been filling up my ideas bin, and some of them are very useful, albeit costly. I haven't thought of a good name for this feature, but it will revolve around using dyes and hermetic ash to make powerful gemstones, which will in turn be used to craft virtually all of the extra items and blocks you will be able to make in-game. Some examples off the top of my head include:- Phaeton's Amulet - this odd magical jewelry possesses a force that holds the sun high in the sky so long as it's user keeps the gemstone in their grip. While the user is immune to its potent heat, their surroundings are not; the very ground beneath your feet will start to turn dry and barren while in constant use.
- Poseidon's Altar - This block allows it's owner to summon torrential downpours at will when activated. Keep in mind that it merely summons the rain; getting it to go away is an entirely different matter...
- The Hephaestus Armor - This beautiful, gem-encrusted armor set exudes vibrant amounts of magical energy thanks to the gems embedded in it's surface. In terms of defense and durability, iron is easily the more desirable material to craft with; however, this wondrous armor is capable of passively restoring itself over time, making it excellent for extended trips.
- Pick of the Void - While costly and not as efficient as diamond tools, this miracle machination has a small chance of obtaining random materials from even the simplest of stone blocks; anything from coal to iron to diamonds could fall out.
I hope you guys are looking forward to this release as much as I am. The development has taken quite a bit to accomplish, but the finish line is definitely in sight, and it promises to be quite the riot. I also want to say thanks for supporting the mod and contributing your thoughts to development. You guys make working on mods a very fun task, and I'm grateful to have you all backing it. Keeping crafting, folks! -
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sevvie posted a message on Magical Crops - Farm your resources! [3.2.0] Who stole my tiger? [Magical Crops 4 BETA download available]Posted in: Minecraft ModsThis post is where it is. Cake-dragon knows what's upQuote from Rossmallo
Right, honestly, Mark. I've been trying to sorta dance around the issue here for a while now, but seeing as it's been swept under the carpet a lot, I think I need to just say this up front.
This mod - NEEDS - configs. There's absoloutly no other way to go about it, because opinions on how the mod should work are so utterly divided. Some people say the mod's too easy, others say it's fine. Some say the seed drops should be removed, others can't live without them. It's a bit chaotic.
I'm no mod maker, I think that's clear. But if you want my advice, you should, above absoloutly everything else, allow for advanced configs to the mod to let people deal with balance issues on thier own, as opposed to just adhering to public opinion on it. Let me just run through what I think you need to be able to let people configre.- Seed drop rarity. This. is. CRUCIAL. It allows the mod to cater to both people who want an extremely easy to sustain farm, and people who want more of a challenge. Most of the posts about mod balance seem to revolve around this.
- Essence Drops from plants. I've seen some people object to this. Have it disable-able if possible.
- Ore Generation. There's been at least one person who's refused to download this due to it adding ore generation. Make that able to be disabled.
- Ability to disable certain plants. I've seen some mods that can have certain aspects disabled - This is something I can see occuring a lot in Multiplayer maps - Say, for example, they deemed most of the plants ok, but being able to grow Diamonds was a no-no. Or, the magic items could be seen as a bit objectionable (I've not played this on multiplayer, but Miner's Dream looks hideously grief-tastic) I'm sure being able to turn certain parts on and off this would be helpful.
- Hardmode crafting for some items, as mentioned in my previous post.
I know what I said might be harsh, but honestly, I think it's really needed.
You can get essence from the food plants and essence plants.
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CaptainFord posted a message on [1.5.2][Forge] AlcheMine 1.2.1 - Magic Differently - Research added! Magic scrolls added!Just some notices and updates.Posted in: Minecraft Mods
1) The Herbology Mod is finally released to it's full 1.0.0 version. I know it's taken up a lot of my recent time and energy, but it's finally done and already meeting some very positive response. All I can say is, I'm glad to be done with it for now, and can direct more time and effort back to AlcheMine. For all you plant fanatics, I encourage you to check it out. For everyone else, keep on reading.
2) Version 1.2.0 is officially a thing now, in the sense that new stuff has been implemented to the mod that will be available soon. I've been cranking out some concepts lately and throwing them in and I'm excited to see what you guys think. Inscription is turning out quite nicely, with plenty of little things tossed in for you all to discover, and Infusion patterns are being churned out as fast as I can type them up. Smaller changes include a reduction in the spawn rate of Hermetic Ore (not huge, but about the same rate as iron, give or take a bit).
3) Some of you have brought the fact that AlcheMine can slow down or freeze Minecraft with certain actions or certain mods installed. I sincerely apologize for the troubles, and I've got a list of considerations on how to address this. The sad fact is, AlcheMine does add a glut of new recipes to Minecraft, and as I am not an expert programmer, there is only so much I can do at the moment before I simply have to start outright removing various recipes from the game to not put such a burden on your processor. It is not something I'm keen to do, but if the demand is great enough, I'll start making a list of recipes to consider taking out. Sorry everyone.
4) On a brighter note, I /am/ getting better with Minecraft and Forge's code, and I've started looking into new and (hopefully) intriguing ways to make AlcheMine do some cool stuff that doesn't rely entirely on the Crafting Bench.
-Alchemy experience levels, which will enable several different things; the higher your experience with alchemy, the more ash you can get from Hermetic Ore when mined (so novice miners will get 1 ash, higher levels will make ore drop 2, 3 or more). It can also allow for a restriction on the strength of certain patterns, meaning you'll need to perform some basic transmutations before moving on to more advanced stuff.
-Placed runic patterns are something I'm starting to look into as well. I've only scratched the surface on these, but conceptually, it'll allow for players to set up home defence, healing wards, and various other tricks.
-Research will likely be combined with alchemy experience levels in some way, but I haven't decided how yet. I'd like it to be unique, but something I can implement without too much frustration on both my end and yours, which has lead to a whole host of potential solutions (though a fair number would require a ground-up reconstruction of the mod). One thing that continually crosses my mind is the idea of making 'translatable runes' and replacing standard recipes with those; it'd be an alphabet of roughly 8 or so runes that the player slowly 'translates' by exposing each rune to a variety of items and keeps track of which ones it's already seen and which ones are new. New items will offer larger leaps in research, and items it's already seen will get some benefit out of, but at a decreased cost, until eventually it simply isn't worth showing it that item anymore. Once a rune reaches a certain level of translation, say, 10% for Gebo and 20% for Fehu, the player uses those runes to turn an offered item into a new one, governed by the combination of runes and how fully translated they are. Just one of the many things I've been exploring conceptually.
I've checked the stats recently and seen that AlcheMine 1.1.4 has been downloaded nearly 1400 times. That's absolutely astounding to me, it's a number I never expected this mod to achieve. Thank you all SO MUCH for bearing with me as I get things going on AlcheMine again and for showing so much love and support for this mod. Keep crafting, everyone! -
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Qwertygiy posted a message on Tinkers ConstructSuper jump for pistons sounds more practical than stilts, and perhaps easier to implement -- although, come on, it would be cool to walk around on giant piston legs. You know it would.Posted in: Minecraft Mods - To post a comment, please login.
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