• 46

    posted a message on Sorcery - Beta 1.1
    by Vroominator

    Downloads

    Stop asking for an update. I'll release an update when it's ready.

    What is Sorcery?
    Sorcery is a magic mod that adds a brand new spell system to Minecraft, along with lots of new items and blocks to play with and aid you in your quest to become a Master Sorcerer.
    • 47 Spells with new ones being added every update
    • Runestones and MP to cast spells with
    • Additions to the HUD to make spellcasting and swapping easy and quick
    • Wands, Spellbooks, Spell Tablets, Spell Pages and Staffs
    • 3 new metals, Silver, Netherrite, and Infernite
    • Multiple new machines to work with
    • A new liquid and barrels to store liquids in
    • New magical tools and armour
    • A new Item transport system
    • Inter-mod compatibility
    • NEI Integration

    Documentation

    Sorcery is still in development, and I have not yet finished documenting all of its features.Until I finish documenting features, I highly recommend that you use the NEI Plugin to view recipes.

    You can find the unfinished Wiki here.

    Installation
    • Install Minecraft Forge.
    • Drop the Sorcery Zip file into the /mods folder inside .minecraft. If /mods doesn't exist, create it.
    • Launch Minecraft.
    • Enjoy!
    Installing the NEI Plugin
    • Install Minecraft Forge.
    • Grab CodeChickenCore and NotEnoughItems from ChickenBones' forum thread.
    • Drop both jar files into the /mods folder inside .minecraft. If /mods doesn't exist, create it.
    • Drop the Sorcery NEI Plugin Zip file into the /mods folder inside .minecraft. If /mods doesn't exist, create it.
    • Launch Minecraft.
    • Enjoy!

    Alternatively, you might like to use MultiMC. With MultiMC, you can have multiple instances of the game, each with separate mods, and even separate versions of Minecraft, all the way back to the very beginning. MultiMC even has mod installation capabilities. You can download Forge from within the launcher without having to edit any jar files. You can download MultiMC from Forkk13's forum thread.

    Getting started with Sorcery
    If you're looking for a brief guide on getting started ingame with Sorcery, you should check this page on the wiki. It outlines almost everything from making your first forge to adding Spells to Spellbooks and casting spells.

    Bugs
    Sorcery is likely to have bugs, as it is still in Beta. If you find any bugs, please submit a reply to this thread in the following format.
    Bug Report
    Description:
    Steps to Reproduce:


    Textures
    I realise that some of my textures may not be fantastic. I'm a programmer, not an artist, afterall. If you think you could redo any of my textures in a way that still fits the minecraft theme, please message me here on the Minecraft Forums. I'll be glad to take any help I can get, and you'll get a special thank-you in this post!

    Videos
    The guys at the Broken Pie Podcast made this awesome cinematic video using Sorcery!

    Check out this review by MrGibbsPowerOn

    TheAtlanticCraft checked out Sorcery and loved it

    Lore
    Magic, in the realm of Minecraftia, is a lost art. Thousands of years ago, when life in Minecraftia prospered, magic was used by almost everyone, and they did everything with it. They mined, they farmed, they built, and they fought using the power of magic, but many years have passed since the fall of the Testificate Empire. Now, only lone villages live on, and the use of magic is very limited. If you want to get in there and bring magic back to Minecraftia, you'll need to spend some time tinkering and creating. Magic cannot be brought back to the world with simple furnaces and crafting tables alone, instead, you'll need to put together some brand new machines to get the ball rolling. With your help, magic can return to Minecraftia.I will get around to writing more lore for this soon, as I have many ideas for it now. Stay tuned.

    Screenshots
    Wizard Hats!
    The Runic InfuserFloating with a PhoenixSome Machines and a Player with a StaffThe Boots of the Phoenix

    Changelog
    Beta 1.1
    • Some new Building blocks (Slime blocks, metal bricks)
    • A Brand new Node based item transport system that works off Vanilla hopper mechanics
    • Some new Mixer recipes
    • A new potion - Antidote - gets rid of most negative potion effects
    • A new potion effect - Frostbite
    • A new sword enchantment - Sub-Zero - applies the frostbite effect to enemies
    • Some new textures
    • A new Biome - Enchanted Forest - with new trees and mushrooms and cool stuff
    • A new mob - Unicows
    • A new element - Arcane - not currently used in any spells, but it will be used in the new Infuser coming in Beta 1.3 and the new Spell system
    • Some new textures
    • A change to the way the Forge works - it now has to heat up
    • Some awesome new render stuff
    • An overhaul to Sorcery's UI. It now looks decent.
    • LOTS of bug fixes
    • LOTS of behind the scenes work
    • A new command to set a player's Mojo and Maximum Mojo - /mojo
    • + More I forgot
    Beta 1.0.2
    • Bug Fixes
    • 1.5.2 compatability
    • Dyable wizard hats
    Beta 1.0.1
    • Bug Fixes
    • Fix for IC2 API
    • New shortcuts in the Spellbook GUI
    Beta 1.0
    • Initial Release
    • Added Spells, Spellbooks, Spell Pages, Wands, Staffs, and Spell Tablets
    • Added Silver, Netherrite, Onyx, Infernite, and Elemental Ores
    • Added Netherrite and Infernite tools and amour
    • Added the Forge, Incubator, Tinkering Station, Mixer, Runic Infuser, and Barrels
    • Added Boots of Frost, Wind, Energy and Fire
    • Added Phoenixes, Unicorns, Golden Chickens, and Shades
    • Added Boots of the Phoenix
    • + More I forgot

    View the rest of the Changelog here.
    Planned Features
    • Desks for proper manipulation of spellbooks and spell pages
    • A new batch of combat oriented spells
    • Broomsticks
    • Magic Armour
    • Better Unicorns (More like 1.6's horses)
    • A proper spell research system
    • Bug Fixes
    Downloads

    DO NOT download Sorcery from ANYWHERE other than this forum thread or the official wiki set up by me. Sites such as 9Minecraft rehost content, don't credit the mod creators, and add viruses to their downloads. Only download mods from the official source!

    Beta 1.1 [adf.ly] [direct]
    NEI Plugin [adf.ly] [direct]

    A Sorcery API for other modders wanting to hook into any of Sorcery's machines or add new spells is coming soon.

    Special Thanks
    I would like to thank some people for their help throughout the course of this project.
    • J7017 - suggestions, testing, and breaking things
    • Cool37132 - suggestions, testing, wiki help, and breaking things
    • restlessEternity - suggestions
    • InsaneInTheBrain - suggestions
    • KamiXero - suggestions, textures
    • coolbob44 - hosting, testing, and suggestions
    • Pro-Mole - wiki help
    • Entrox Licher - wiki help
    Copyright Stuff

    TERMS AND CONDITIONS
    0. USED TERMS
    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
    MOJANG - Mojang AB
    OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
    USER - End user of the mod, person installing the mod.
    
    1. LIABILITY
    THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
    
    2. USE
    Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
    
    3. REDISTRIBUTION
    This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
    
    4. DERIVATIVE WORKS/MODIFICATION
    This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.


    Modpacks
    If you are creating a modpack and wish to include Sorcery in it, you can, as long as you make sure to credit me and provide a link back to this thread. Please don't message me asking for permission.[represent]
    Posted in: Minecraft Mods
  • 1

    posted a message on Sorcery - Beta 1.1
    Quote from coolAlias

    ~snip~


    Oh wow. Thank you for pointing this out, and I'm glad it's been taken down. Planet Minecraft is actually pretty good when it comes to this stuff. This has reminded me of another things. Please don't download Sorcery from anywhere but this forum thread and the wiki linked to in this forum thread. Websites like 9Minecraft rehost modders' content without permission and I'm not sure how safe their rehosted content is. If you want to stay safe and support the people behind the mods you love, please only download from the original source and sources given explicit permission.

    And yes, I am working hard. I've still got quite a ways to go, however. Even with all the behind the scenes code laid down, there's still an absolute tonne of front-end stuff that needs doing. I've finished the structure of the research system, the spell building system, and the wandcrafting system, but I still need to actually implement functionality. You can research, but there's nothing yet to research. You can craft spells, but there are no words to craft them with, and you can craft wands, but there are no components to build them with. Even after all this is complete, I still have the entire archaeology thing to do, as well as the Mojo power system which is imperative to the functionality of a large amount of the machinery I have planned. Sorcery's going to become an Arcanepunk style mod, and as such, many of the machines (which won't all be boring old magical blocks that do everything themselves, I do have some pretty cool multiblock structures planned) will need to be powered, primarily the Elemental Infuser, which will serve as the primary means of crafting magical objects. I haven't even started that yet.

    So much to do! I'll try and keep everyone posted as I make progress. Don't hold your breath, though. This update's going to take a long time.
    Posted in: Minecraft Mods
  • 1

    posted a message on Sorcery - Beta 1.1

    ~snip~


    You asked about adding more defensive spells and such. I've kind of made up my mind about how I want the spell system to work in a few updates time, so I most likely will not be adding any new spells. I will be replacing the current spell system with a system that allows you to research words and elemental abilities and combine them together to make your own spells. This system will be much more flexible and allow for much cooler and more useful spells than you can get now and will add a very nice bit of customizability to the mod. I will still keep some of the older spells which it might not be possible to create using the new system, like Conjure Ender Pearl and the like, but for the most part, spells will be predominantly created by players. This system should allow for all manner of spells, defensive and offensive, perhaps both.

    I agree that traditional armour does not seem very magical. The magic "armour" that I'd like to add will be in the form of robes. The high tier hybrid armour will be a mix between both melee and magic armour. The robes will most likely have their own set of enchantments, such as one that boosts your Mojo, one that increases your Mojo regeneration rate, and others, as well as some of the traditional armour enchantments.

    At the moment, all the spells are cast by holding down the mouse button, and then releasing it when the wand has charged enough. With the new spell system, there will be more spell types, such as beams and auras. These spells will activate as soon as you hit the mouse button and will continue functioning and draining Mojo until you release the button or until your Mojo runs out. Speaking of Mojo, I'd like to change how it works. I want the player to start with a small amount and have a way to increase it over time, maybe to a maximum of about 500 (The current amount is 200). The player would probably start with 20 to 50, so enough to cast lower level spells, but not enough to cast them continuously or cast higher level spells. If I do this right, it could revolutionize PvP, by completely fleshing out the already existing magic aspects of the game. Minecraft already has magic damage which penetrates traditional melee armour, but if I add magic armour to defend against this, those attacks will have greatly reduced power, but melee attacks will be much more effective. You'll have to choose your equipment and supplies wisely before heading into battle. As spells are becoming customisable, players will come to value and protect their spellbooks a whole lot more, therefore, a lot more thought will go into battle preparation now. You'll have to choose what spells you're willing to take with you, because if you die, you lose them. I'm really trying to even out the combat system; as it is, magic in Minecraft it a bit overpowered. Someone with a bunch of potions can rush you and take you out in seconds, even if you're completely decked out in the best armour possible. Magic armour should change this.

    The Lore is something I'd really love to expand upon, and I am considering adding a lot more. I've thought about adding a ton of new villagers and village buildings, but I'm not sure how they'd fit in with the theme of the mod. I would really also love to add more dungeons and ruined structures to the world, as I've already started to do. I may have mentioned this before, but I'm seriously considering adding some more in-depth, roaming testificate NPCs that you can do errands for, trade with, and protect. These guys will have some interesting stories to tell and some valuable loot to sell. Many people have suggested I add some sort of book to get players on track with the tech tree of the mod, and I plan to do just that. The book would detail how to obtain and use many of the machines and maybe even have a basic outline of how to create your own spells. You would have to buy this book from a villager or find it in a bonus chest if you're lucky. The testificate empire's fate was ultimately its own doing, through opening the portal to the end and unleashing the curse of the endermen upon the world. I would like to detail this more ingame somehow. If you have a good idea as to how I should do this, please let me know. I'm always interested in hearing ideas.

    Familiars are an interesting idea and something I've always wanted to experiment with. Phoenixes were originally supposed to be familiars but found their way into the game as proper animals. I'd still like to expand more on them, though. I would like you to have to tame them before you can use them to glide or clip their feathers, and I'd like to see them helping out in battle, maybe with fire breath or something. Other familiars I'd like to make use of include salamanders and demons. I've had many ideas for salamanders, including giving them each an elemental alignment, and unique abilities according to that element, so if you were to summon a Void Salamander familiar, it would have the power of the void, teleporting foes around and the like, whereas a Fire Salamander would have the power of fire. I also considered having them spawn as neutral creatures and having them be a secondary source of elemental crystals.

    Thank you for your lengthy reply!
    Posted in: Minecraft Mods
  • 1

    posted a message on Sorcery - Beta 1.1
    Quote from alex530451

    ~snip~


    I am interested in implementing a bunch of defence related features, such as a Void Beacon of some sort which would stop players and mobs from teleporting into (and possibly out of) a certain area. I'd also like a spell cannon or something which can cast spells when it's given a redstone signal, requiring the proper runic energy as well as a bit of Mojo or whatever I actually end up naming the power gen system that I'll get around to adding eventually. As for the multiplayer stuff, I would like to add a few tiers of Magic armour as well as some sort of hybrid armour. The magic armour would be very good at defending against magic attacks, but not so much against swords and stuff, whereas the hybrid armour would be good against both but would be very costly. Some of the new spells I'm interested in adding are very PVP oriented, specifically designed for large groups. I would also like to add some sort of teleport block thing so players could set up teleport networks. Each player could have their own private network, there could be a public network, and players would be able to set up their own networks. It'd be pretty cool.

    Quote from Mousa1988

    I made a nice little guide to how to do most of the stuff in the mod, with crafting recipes and such. You can find it here: https://docs.google....dit?usp=sharing Feel free to use this in documentation etc.

    Although I have not played this yet, I am looking forward to playing it in my youtube series!


    This is awesome! Thank you for doing this, but I will be changing some of those mechanics very soon. For instance, you will soon be able to research and create spells so you don't have to waste time tracking down villagers and such.



    I'd like some feedback about future content. I'm contemplating completely replacing the current spell system I have with a system that would allow players to build their own spells from the ground up. It'd be much more customisable than what is available now, and most of the currently available spells would be able to be created with the system I have planned. What would you, the users, prefer? The current system of a bunch of predefined spells, a new system where you create all your own spells, or a bit of both (if I can)? Leave a reply telling me what you think because I'm not sure what would be the best thing to do.
    Once again, sorry for the delays. I've been away for a few days and I haven't done much, but I am making progress. Sounds are working again and all the textures are working too. I still have some more bugfixing to do, specifically concerning the new fluid system in Forge, but it should be out soon.
    Posted in: Minecraft Mods
  • 18

    posted a message on [1.2.5] Slimes+ V 1.4 [FORGE]
    While doing some experiments in my lab the other day, I accidentally got some blue dye mixed with slime, and found that slime can have some very interesting properties when mixed with dyes.
    SLIMES+
    By Vroominator


    Update 1.4
    The Forge compatibility update! This mod is now Forge dependant, this means that you no longer need Modloader installed to use this mod, but instead, you need Minecraft Forge. Forge is allowing me to do some new super cool things. Read the changelog to see what I've been able to add this update.

    This new Mod adds some useful items and blocks to Minecraft.


    CRAFTING
    BLOCKS OF SLIME

    Sticky (green) slime bogs you and mobs down, but is used in lots of crafting recipes.
    Bouncy (yellow) slime launches you and mobs up into the air at high velocity.
    Slippery (red) slime accelerates you, mobs, and items up to high speeds.
    Soft (purple) slime stops fall damage when you land on it. You fall directly through it.
    Reversal (blue) slime reverses any movement you or a mob makes, so if you try walking forward, you'll walk backwards, etc.


    GUMMY CANDIES

    Gummy candies heal half a hunger point.
    Each gummy candy comes with a 15 second potion effect!
    Blue: Nausea
    Yellow: Jump Boost
    Pink: Poison
    Green: Slowness
    Red: Speed

    C4

    C4 (plastic explosives) explode with 3 times more power than normal TNT.

    SLIME MACHINES

    The Slime machine can be used to create Slimes. First, you must fill it with slime, by using a Slime Bucket on it, and then it must be powered by redstone, which will pump out a Slime for you to do whatever you want with.

    SLIME BUCKETS

    Slime buckets can be used to fill slime machines, and when used on any other block, it places down a block of sticky slime.


    REVIEWS
    Go subscribe to these awesome people!
    Review by BufferMcMuffin
    Review by Pollosbro
    Review by Le11onK

    ACHIEVEMENTS

    They now have their own Spiffy Achievement Page. Yay!

    DOWNLOAD
    You can download the mod Here.
    There's also a direct download Here, in case you don't want to support me :(
    This mod also requires Minecraft Forge, the latest version of which can be found Here.

    OLD VERSIONS
    V 1.1: Direct
    V 1.2: Adf.ly , Direct
    V 1.3 Adf.ly , Direct
    V 1.3_1 Adf.ly, Direct

    CHANGELOG

    V 1.4: Mod is now forge dependant. The types of slime block now show up below the blocks in the creative menu, instead of down the very bottom. The three variations of the Slime Machine now use only 1 Block ID. Config File, which is generated on first launch and placed in /.minecraft/config added, so you can change Block and Item IDs to make the mod more compatible with others. The achievements now have their own achievement page, so they don't conflict with other mods.

    V 1.0: Release, added 5 basic slime blocks, gummy candies, coloured slimeballs, C4, Slime machines, Slime buckets
    V 1.1: Glowing Slime changed to soft slime, now stops fall damage, Green and Red gummy candies now come with potion effects, 5 Slime related achievements, New crafting recipes
    V 1.2: Updated for 1.2.4, Bouncy Slime now functions slightly differently, All the gummies now have potion effects.
    V 1.3: Added 5 types of slime launchers and the basic slime Boots. They do nothing and can not be worn. V 1.3_1: The Slime machine can now spawn Magma Cubes when filled with lava. The slime machine no longer suffocates mobs that it spawns and all the blocks can now be obtained through the creative menu.


    INSTALLATION
    All you need to do is drag the zip file you downloaded above into the /.minecraft/mods/ folder. And that's it.
    Seriously. It's that easy.

    TO DO LIST
    -Slime Golems?
    -Slimy Boots!
    -Pet Slimes

    COMPATIBILITY ISSUES
    There are currently no known compatibility issues. If you find or own a mod which conflicts with Slimes+, Please PM me and we can sort something out.

    OTHER STUFF
    This is my first mod, so don't be too harsh on me! Please tell me what I can do to improve the mod, and give me ideas for new content!
    Thanks, and have fun!

    BANNERS
    If you like my mod, feel free to pop this poorly made banner into your signature :D

    [url="http://www.minecraftforum.net/topic/821209-100-slimes-v-10/"][img]http://i.imgur.com/KCBNy.png[/img][/url]

    Or you can use this one, made by cool37132:

    [url="http://www.minecraftforum.net/topic/821209-100-slimes-v-10/"][IMG]http://i1200.photobucket.com/albums/bb321/cool37132/mca.png[/IMG][/url]

    TERMS, CONDITIONS, AND COPYRIGHT
    TERMS AND CONDITIONS
    0. USED TERMS
    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
    MOJANG - Mojang AB
    OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
    USER - End user of the mod, person installing the mod.
    
    1. LIABILITY
    THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
    
    2. USE
    Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
    
    3. REDISTRIBUTION
    This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
    
    4. DERIVATIVE WORKS/MODIFICATION
    This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
    Posted in: Minecraft Mods
  • 2

    posted a message on Emerald Armour?
    No.
    You can't go and make armour out of 10 dollar notes now can you? No, you can't. Emeralds are for currency only.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on PLEASE HELP ME! I DIED IN SUPERFLAT CREATIVE AND NOW I HAVE LOST OVER 3 HOURS OF WORK!
    Whenever this happens to me, I use worldpainter to track down my stuff.
    Works every time.
    Posted in: Discussion
  • 1

    posted a message on If there were one thing about Minecraft you could change...
    Skylands.
    That is all.
    Posted in: Discussion
  • 1

    posted a message on What would you remove from MineCraft if you had the choice? Why?
    I'd boot the end, and replace it with the skylands.
    Posted in: Survival Mode
  • 1

    posted a message on So i found out that the average age of a gamer is 35.
    Well, I got this game when I was 12, I''m 13 now.
    Posted in: General Off Topic
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