• 12

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    At this point I think Azanor could poop in a bag and I'd probably still download it and install it.

    Posted in: Minecraft Mods
  • 1

    posted a message on Reliquary v1.3

    Hey, wow, I didn't realize this was here but I endorse it fully. Nice job! I see you got pedestals in.. I had been meaning to do that for quite some time. I'm actually sincerely interested in getting back some traction on some of the mods I've contributed to, and this one isn't forgotten.


    I have to apologize for not being prompt and responsive for so long, but I wanted you to know I appreciate you carrying the torch and keeping this mod alive. It means a lot to me that people enjoy my work enough to continue porting my creations to newer versions of Minecraft, even when I'm too lazy, tired, overwhelmed or just plain "beaten" to do it.


    Thanks for taking the time, and I look forward to seeing [and hopefully contributing] more in the project.


    Edit: PS, nice name "P3pp3rF1y" ;D

    Posted in: Minecraft Mods
  • 2

    posted a message on Xeno's Reliquary
    Quote from YamiFowl»
    Hey there!

    I am having a strange problem with my minecraft, in which the bullets on the Hunter's Handgun are now shown. The gun is always asking for a magazine (on the UI in the corner). It registers the magazines, it fires, it works fine (it is just a graphical issue). My friend with an exact copy of my minecraft mod and config folders and in his, the bullets are shown once the magazine is inserted.

    Thanks in advance!

    Thanks as well, this has been reported, I haven't had a chance to investigate it further, but it is a known bug. I appreciate the reports guys. Sorry for lack of feedback. Life is pretty insane for the moment. I haven't forgotten about you, I'm just having some ridiculous priority management issues lately. I will have to revisit a lot of this stuff when the holidays are over. I apologize for the lack of hotfixes/updates.
    Posted in: Minecraft Mods
  • 2

    posted a message on Xeno's Reliquary
    To the above post concerning the Lantern of Paranoia not placing torches, it works fine in the newer dev builds so you must be using an old version.

    I've made a bunch of adjustments to the potion system, the more important of which are:

    • completely overhauled/rebalanced mappings (OP potions are a little harder to do)
    • you no longer waste ingredients creating a potion essence that does nothing
    • you can only get essence when an items effects coalesce (two or more ingredients share an effect)
    • the duration merge is more generous (combine both durations, divide by 1.2)
    • the amplitude of most mappings is now 0, max is actually 1. This is to prevent ridiculous stacking without using high-tier ingredients.
    • Lots of bugs fixed. Standing in the cauldron no longer crashes. The particles are fixed.
    • Saturation is now treated as an instant effect, like it's supposed to be.
    • You can no longer use the same item twice in the mortar.
    • This includes potion essences. You can combine an essence with a familiar ingredient to increase its duration or amplitude, but you can't combine two essences. Thus potions aren't infinitely expandable (to a degree)
    You can still make crazy potions, but they're less crazy, and are a slightly better reflection of what I think the vanilla mechanics would look like wrapped around a more entertaining system. All that said, they're still stronger and faster scaling than vanillas, in general.

    That's it mostly. Feel free to play around, the new system is more forgiving. If you try to create an essence that would have had zero effects in the mortar, it simply gives you the items back. Experimentation (or peeking at configs) until I can get an NEI plugin assembled is the way to go. Feel free to post your favorites/findings here.

    Edit: I forgot to mention, in order to see/use the newer mappings, you will have to purge your old ones. Find the potion ingredients section of your config and completely delete it, it will regenerate the new ones from scratch.
    Posted in: Minecraft Mods
  • 2

    posted a message on Xeno's Reliquary
    Quote from asdfowkw»
    I really can't get the lantern of paranoia to work.

    I have the lantern turned on in my actionbar.

    I have torches in inventory.

    I go somewhere dark.

    It does not place torch.

    I will have to take a look at this; I had worked on it recently, to not place torches in locations you can't see. It was working, last I checked. Which dev build are you using, and have you modified your configs at all?
    Quote from Nnystyxx»
    After a test whirl of the cauldron system and writing plenty of effect values down (though my base reagent was a Slime Pearl, which could've thrown my documentation off), I -love- the fact it turns brewing into something physical in the world, and one where the ingredients are somewhat fungible. Health-boosting food potions? Neat! Custom mixes of every debuff to chuck at your friends? Also neat! I wish you the best of speed and luck on the potion mappings-- I see the Caster right around the horizon, and from the design documents, I eagerly await it. Do you think you could show us its model in Techne or other programs? I lack the resources to wrap a texture into its model.

    Thanks for the feedback. I actually finished writing down the beginning of some intended mappings but they go hand in hand with some mechanical changes that will probably be viewed as a nerf. I'm apologizing in advance to anyone that spends time learning the mappings, they are very far from finalized. Hopefully they will still prove easy to learn and remain useful.

    The caster is either the first or thirdish item on the list, depending on whether I get distracted by some ideas I've had. I've got the model for it, been meaning to take some screenshots. I'll put something up in a day or two.

    Stupid MCF jacked up the quote for the bug with the cauldron, so
    Responding without the quote: Potions like that will still be possible in the new mappings, but wither becomes a bit harder to come by. I will have a look at that crash, it looks like an easy fix.

    Thanks for the feedback guys, I will be getting back into it this week. I've pushed myself a bit too hard, coding free-time away, so I spent some days giving my head a break. I will start tinkering more into this coming week. I'll keep you posted.
    Posted in: Minecraft Mods
  • 1

    posted a message on Xeno's Reliquary
    That's supposed to be a cauldron block lol.

    Edit: I used Blocks.cauldron [apparently makes it buggy] instead of Items.cauldron. Newest build should fix it, assuming maven doesn't screw up. Driving to work now! [at the time of writing, I was at my desk, so no, not literally]

    Edit 2: Great care is currently being taken meticulously planning the revised potion ingredient mappings. Hopefully when I'm finished, these will be worthy of the mod's users as a replacement to vanilla's potion mechanics, or a supplement to existing mechanics from other mods. I'm less than a third of the way finished with the planned mappings, and there are still mechanics that need to be changed/fixed to finalize the system I had in mind. I will let you guys know some time tomorrow or Saturday about what changes have gone in.

    It's my hope I can figure out a plugin for NEI sooner than later. I will probably speak with Boni about it, Ticon's guys have some experience doing what I'm trying to accomplish.
    Posted in: Minecraft Mods
  • 1

    posted a message on Xeno's Reliquary
    The build is now stable, but I'm still heavily tinkering with balance and mechanics. Since you can try out the dev build, I'm posting a little quickstart guide here for people who want to futz around with it.

    Making potions:
    Make an apothecary mortar/cauldron [not a normal cauldron]. You need both.

    Take two items you think will match up (or cheat and look at your configs, you're looking for two items that share a common effect) and mix them together. You want their second number (potency) to be greater than zero.

    If the combined result is 0, you will not make that potion effect, you need the combination of the second numbers to be at least 1.

    The first number is a duration multiplier (15 seconds per mult). When you combine two effects, the numbers are added together and divided by 1.5 (so better than the average of the two).

    Once you have a potion essence, fill the cauldron with water and toss the essence in. You need a heat source underneath the cauldron. Fire and lava work. There is also a config option to add other heat sources.

    The water will start to boil. You can add gunpowder (makes potions splash potions), redstone (up to 5 [configurable], each increases duration by 20%) or glowstone (increase the level of all effects in the essence by 1[!]). Finally, add netherwart and it will start to spew purple particles. That means it's done.

    Use empty vials (glass panes [not blocks] in this configuration makes 5):
    g-g
    g-g
    -g-

    Bottle up all three of the result potions and the cauldron will be empty.

    Pretty simple stuff. The hard part is knowing what makes potions. There will be a cheat sheet or something eventually, but an NEI plugin is planned. You can always figure out potion results by experimenting, or as stated above, just peek at your configs. The values listed there are NOT final. I just needed something to experiment with.
    Posted in: Minecraft Mods
  • 1

    posted a message on Xeno's Reliquary
    Quote from felinoel»

    lol all I thought when I read this was that isn't a shelf the proper place for potions?

    *grooooooan*

    Nice one. XD
    Posted in: Minecraft Mods
  • 4

    posted a message on Xeno's Reliquary
    Nevermind guys, I stayed up late on the stream with Skyboy and we managed to crack out a working potion system, and it's absolutely ready to get messed with. There will be bugs, but play with it and see what you think.

    Old potions have been removed. Also splash potions still don't have a renderer, so that's a thing.

    Don't forget to delete your libsandstone jar, Skyboy suggested an important update that fixes tile entity stuff updating when the update packet gets sent. Update update update.

    Edit: also take a look at the config file, you'll see a big list toward the bottom with new stuff. Those are the potion configs. The configs are pretty modular. First number is duration, second number is amplifier. Go nuts.

    Edit 2: Drone is having trouble with maven repos, and other stuff. I may have to wait to build and release the dev version because I REALLY need sleep. I will check on everything in the morning. Nevermind it worked. Go break stuff.

    Edit 3: Since it's morning and I've had ample sleep, I'm gonna start outlining the changelogs and possibly adding some missing stuff while I'm here at work. With any luck, I'll put a bow on a final product (the new potions) this evening and allow myself to begin working on the caster and caster mechanics. Similarish, other new item ideas have been waiting for a while. [Void Clusters and also new content, Shell Pouch, Elsewhere Flask, inventory helpers]

    I had other potions planned, but I may shelf those for a while.

    After this it will probably be a good idea to do a few NEI plugins; the mod now has potion crafting, alkahestry and soon it will have shell [bullet] crafting, none of which classify as standard IRecipes.

    Nevertheless, the caster is next, and mechanical changes to the original handgun are sure to follow. If you guys weren't aware, the caster is going to be an amped up version of the handgun with modular bullet effects. The handgun may also receive modular bullet effects at a penalty, or I may make it so that only the "level one" version of the effects can be added to the handgun bullets, since they're generally smaller and less awesome. The modularity is something I would like to see in both items, given the option.

    TL;DR: planned stuff:
    Caster - new ranged weapon, advanced handgun, basically.
    Elsewhere flask - holds "limitless" potions in it.
    Shells - probably the hardest thing in this list.
    Shell Pouch - holds "limitless" Caster Shells. [Bauble - belt]
    Magazine Belt - holds "limitless" magazines. [Bauble - belt]
    Magazines allow modular bullet loading (you can add 1-8 bullets at a time and they go in reverse order when firing)
    Allow player to unload magazine (shift+right click), cycle through preferred "next" magazine/shell (shift+left click). How about instead this is a single shift + left click that cycles through magazines, rather than requiring a reload. I'm basically taking away the reload time penaties, for convenience. I'm trying to keep controls simple.Shift + Right [held] can be to unload, to prevent accidental unload.
    Modfiy HUD to show shell/bullet's modular effects.
    Void Cluster - put 6 void tears together, increased storage abilities.

    Sound effects and player "swing" animation on the mortar & pestle.
    Readd random ticking style to Lilypad for people who like that way better [exploity!].
    Animaty blocks - because they're easy and mcmeta is easy. I'd like to do animations for the lily (easier to recognize) and the wraith node (to look cool), mainly.

    That's all I've got for right now.
    Posted in: Minecraft Mods
  • 26

    posted a message on Xeno's Reliquary

    What's it do?
    Reliquary adds an assortment of magical items to Minecraft. There's too many to name outright, but here's some major ones:
    • A staff that stores torches in itself, to save space, and can place them over long distances.
    • A medallion that stores experience for you like a bank.
    • A potion that spares you from death (and shatters) if you die with one in your inventory.
    • Various items that absorb damage in exchange for hunger.
    • A lantern that automatically places torches where the light dips below safe levels.
    • An.. eyeball.. that extinguishes flames and reflects the various fireballs Nether enemies hurl at you.
    • A coin that teleports items and experience to you over greater distances than normal.
    • Crystals that store a specific kind of block or item (infinitely), like portable barrels.
    There's actually quite a few things I didn't bother to list, but you get the idea. These items of power aren't always tremendously powerful on their own, but each one gives you an ability that makes some part of your Minecraft life easier. Feel free to check the (slightly incomplete) guide. I'll be working on it as items get added/finalized.

    I'm almost always trying to think of new ideas and adding content. As a joke, we've always referred to the mod as "magical swag". The truth is, that's pretty close to the mark.

    Why two threads?
    Since I've come back, I've made dozens of updates and changes. Without control of the OP it's impossible to post changelogs and give meaningful updates. I also have no control over the FAQ, for helping people with issues they may have. I decided to start a new thread so that I could give relevant information without relying on Mike to make changes.

    Where can I download?
    Recommended: Latest stable build

    Also there are Archived Versions.

    You can grab our latest dev build here but be advised these are in active development. It's always our most recent source, and it's not ALWAYS reliable.

    Important: If you are updating, always delete libSandstone from your Mods// folder. The mod will auto-download the latest. Do this even if you're not sure you need to.

    Changelog:
    I'm starting this at 199 and beyond because there's been too many dev build/versions to keep track of them all.

    236
    I created a recipe for packed ice, because the spiked ice biome is virtually impossible to find. This may change down the road, it probably should be more expensive. Unsure.
    232 through 235
    The Void Tear had several duplication/stack math issues that were resolved. It now functions without incident.
    Also added a config option for mDiyo's request, you can now configure the light level of the Altar of Alkahestry while active (for TFC, apparently).
    231
    Phoenix down recipe was missing the angelic feather.
    230
    Mostly tooltip formatting, cleanup. Adjusted huds to more appropriately display four digit numbers and made the max configs for most things 9999.
    229
    Hero Medallion would cause player experience to go negative, preventing player from gaining experience. This has been fixed.
    Hero Medallion now drains more experience/faster at higher levels.
    228
    Language file update from Vexatos.
    227
    Destruction catalyst has slightly more randomish and "explodey" particles.
    Mercy cross particle effect brought back. Method for dealing double damage to undead has been fixed. (It only dealt normal damage).
    226
    Merge of Chinese translations from sb023612.
    225
    Completed gutted the lang file, removed "fluffy" tooltips. They will be getting a makeover.
    224
    Fixed a bug with the lantern of paranoia not consuming torches from your inventory.
    Recipes for gold nuggets from empty casings, and various mob items ground to bonemeal were broken, now fixed.
    223
    Stupid crafting match was matching on things it wasn't supposed to, which completely screwed up crafting. Very serious bug, now fixed.
    222
    Stupid crafting handler was putting NBT compounds on things that didn't need them, which prevents stuff from stacking.
    221
    Angelic feather recipe was missing a feather. XD
    220
    Shrunk item model of items rendered in the apothecary mortar (experimenting).
    Added recipe handlers for crafting and drain recipe handlers which ultimately fixed the Alkahestry bugs:
    Items didn't cost redstone when transmuting.
    Placing a tome in the crafting grid caused it to deplete redstone, even if you didn't use it.
    Divided the mB count of the Infernal chalice by 1000 to reduce screen waste.
    Rending Gale freeze no longer freezes water unless the block above it is air.
    Hero Medallion was eating experience, it functions perfectly now.
    Pyromancer staff "Eruption" ability now sets mobs on fire first, so their meat cooks.
    Rending Gale lightning power very very working now.
    Void Tears now attempt to leave a single stack AND keep it replenished.
    It will load-balance two stacks, weirdly, I will be revisiting this function in the future to improve it.
    Void Tear (Empty) was temporarily broken, now fixed.
    Alkahestry Crafting Recipes had some "no-cost" issues and should be extremely polished now.
    219
    Remote (ie. Long range) fire-starting on the Pyromancer was temporarily disabled. Fixed.
    218
    Ender staff was firing twice.
    Pyromancer Staff on item use was messed up.
    Rending Gale was allowing you to deplete to negative charges, weirdly.
    217
    Potency on both feather items was disabling at 1 or 0 instead of just 0.
    216
    Pyromancer particles/controls were not quite right.
    215
    Sojourner staff HUD had a crash.
    Lilypad config had a crash.
    Pyromancer had a sided method crash.
    214
    Seeker shot can be configured to ignore certain mobs. The mob list auto-generates for server/configuration simplicity.
    You can also disable certain mobs AND projectiles being pushed by Interdiction torches and Rending Gale.
    Also heavily improved the seeking algorithm, bullets fly straighter, faster and do less weird stuff.
    213
    Mainly finishing up configs. You can disable the Void Tear auto drain upon crafting (it defaults to "ON").
    The Lantern of Paranoia distance is now configurable.
    You can configure the Angelic/Phoenix jump buff (or set to 0 to disable).
    Interdiction torch push radius now configurable. Can now push projectiles (can be disabled in configs).
    212
    You can now reduce (not raise) the range on the Sojourner's Staff (max is still 30).
    You can decrease the tile-cost multiplier by increasing the tile range of the multiplier to whatever you want.
    211
    Harvest rod configs finalized:
    Configurable "bonemeal luck" - you can configure your chance to get free bonemeal on use.
    Rod of Lyssa formula configs finalized.
    Configurable everything. You can turn off the leveled success rate and use a flat rate.
    You can completely turn off steal-fails, if you want. You can disable anger-on-steal/fail.
    210
    You can now pull redstone from a tome of alkahestry, by crafting.
    You can activate an Altar of Alkahestry by using the tome in hand.
    Fixed a bug where altars of alkahestry were finishing instantly.
    209
    Literally nothing. Maven wasn't cooperating for a couple of days.
    209 is a jumpstart commit to push a dev build automatically.
    208
    Removed the column-AoE targetted abilities of Glacial Staff and Rending Gale.
    Particles were not cooperating, bounding boxes weren't cooperating/satisfactory.
    More polish to staff items, more refactoring.
    Added Chill-On-Strike ability to Glacial Staff (which rocks).
    207
    REALLY polished the HUDs for the various mod items.
    Cleaned up some artifacts in the Pyromancer Staff sprite.
    206
    Massive commit to simplify our configs.
    Added drop rates to configs.
    Added tons and tons of new config options.
    More tweaks to HUDs.
    Reduced ridiculous pull rate of Lyssa.
    Added new feature/config functions to:
    Destruction Catalyst (radius, break orientation, break pattern)
    Fortune Coin (pull radius)
    Anything with an item cost.
    205
    HUD respects staff modes and shows you them,
    either graphically or with text.
    204
    Added mode-cycling to the items. (Shift + Left click)
    Removed left click as the default control scheme.
    Derp in the recipe system was causing a crash, fixed.
    Experimented with some things that didn't work.
    203
    Added a jillion easy-mode recipes.
    Rearranged (alphabetized) the configs.
    Removed some unused ones.
    202
    Started the easy-mode recipe config section.
    Fixed some graphical/control derps with the Fortune Coin.
    201
    Added fix to make items not get stuck in Item-Use mode.
    Created the first easy-mode recipe (for Lilypads to be a little cheaper)
    Various balance tweaks to Rending Gale, Glacial Staff and Pyromancer Staff, minor bug fixes.
    Created custom raytrace method for above items so you can use them at longer ranges.
    200
    Fixed empty void tear in recipes.
    199
    Added abilities to Glacial Staff and Pyromancer's Staff.
    Brought back the original Witherless Rose Sprite.
    Pre 199
    This far back, added tons of new items:

    Pyromancer's Staff
    Lantern of Paranoia
    Glacial Staff
    Shears of Winter
    Rod of Lyssa
    Rending Gale
    Infernal Chalice

    and "finalized" several relatively new ones:

    Hero's Medallion
    Infernal Tear
    Ender Staff

    Changed the way Void Tears worked, they're more like portable barrels now, easier to use.
    Got rid of Void Satchels, Void Tears now do everything they used to do, except better.

    The Sojourner's Staff can now be configured to do more than torches.

    Guide:
    Hunter's Handgun

    The handgun lets you kill things. Recoil, knockback, reload speed and fire rate are based on your level. At level 20 (configurable), you are considered "maxed". Some of the mechanics are a WIP, and it is due for a very large overhaul. Model courtesy of MrHazard.

    Handgun Parts



    These are just used to create the gun.

    Bullets
    These are getting a huge overhaul soon, but here they are, for now.

    Empty - Empty casings are what you're left with when you fire off a round. They stack up in your inventory and you can't do anything with them except craft them back into gold nuggets. It's always a 1:1 ratio.

    [Grey] Neutral

    Solid damage, relatively inexpensive.

    Exorcism

    These deal crazy damage to undead things.

    Blaze

    These are really strong and save resources, but are useless against fire-immune enemies.

    Concussive

    Very strong shots that have a small blast radius.

    Buster

    TNT in a bullet, careful with these, they're deadly.

    Seeker

    These chase down your targets so it's really hard to miss.

    Ender

    These chase down your targets and also have piercing.

    WARNING:
    Be advised that both Seeker and Ender bullets kill without discrimination. Some day we will make an ignore list so you can config "safe" entities.

    Sand

    These bullets cause blindness, very powerful in PVP. They also cause creepers to explode instantly. They are weakened moderately by rain.

    Storm

    These bullets super-charge creepers, so choose your targets carefully. They deal bonus damage when raining, and even more bonus damage during thunderstorms.

    Magazine


    It's just a magazine filled with 8 bullets of the same type. You can tell by the coloration on the magazine what type it is. These have the same tooltips and effects as their associated bullets, so check "bullets" to see the effects.

    Again, holding right click with an empty gun will load a magazine.

    Cross of Mercy


    Deals bonus damage against the undead. Enchantable as gold, and obviously made of gold, for Touchstone of Midas purposes.

    Holy Hand Grenade (Yep, I said it)


    An extremely powerful thrown explosive. It's unique because it only hurts enemies. It doesn't destroy blocks or harm the person who threw it.
    Obvious Monty Python reference.

    Coin of Fortune



    This coin teleports items and experience orbs to you, within about a 5 block radius. Right-click to toggle on/off.

    With the coin in-hand, holding shift + right-click will roughly triple the range (about a 15 block radius) while the keys are held, for quick collection.

    Twilight Cloak
    (has recipe, see NEI, coming soon)


    In low light (configurable level), the player with this in his or her inventory is invisible. As long as you're invisible, mobs will be unable to target you, even if you strike them.

    Glowing Water
    (has recipe, see NEI, coming soon)

    Originally named "holy water" in the mod, this is a potent anti-undead weapon, with a splash-potion radius. It's useful for clearing out pig zombies and other undead enemies.

    Glowing Bread



    Infusing bread with glowing water makes it super nutritious, maxing your hunger with a single roll.

    Sojourner's Staff
    (has recipe, see NEI, coming soon)

    Absorbs up to 1500 (configurable) of each torch you specify in your server configs. You can configure it to place anything, but it always does torches (vanilla) by default, in addition to whatever you want.

    You can use it to place torches/blocks up to 30 blocks away, but every 6 blocks of distance increases the "price" of placement by one torch/block. (Thus, placing a torch 30 blocks away costs 6 torches).

    If you have both this and the Lantern of Paranoia, the Lantern of Paranoia will attempt to use the Sojourner's stockpile of torches.

    Lantern of Paranoia
    (has recipe, see NEI, coming soon)

    A counterpart to the Sojourner's Staff, the Lantern of Paranoia automatically places torches in areas that are considered unsafe (light level adjustable in server-side configs). I want to change this later to be completely client-controlled, but for right now, it's still pretty awesome.

    Touchstone of Midas


    It absorbs glowstone from your inventory (configurable cost) and repairs gold items for a configurable price.
    You may also add any item you desire to be repairable by it to your server configs, in a list.

    Emperor's Chalice



    It's an infinite water bucket, frankly. However, if you're not aiming directly at a block (as you would with a bucket of water) you will instead drink from the chalice and hunger in exchange for health. The amount is server-side configurable, via a multiplier.

    Salamander's Eye



    While held, nearby flames (and you, if applicable) are extinguished and Ghast fireballs are automatically repelled in the direction you are looking. Blaze fireballs are also automatically doused, although Blazes can still harm you if nearby.

    Magicbane



    The Magicbane is an artifact athame from Nethack I decided to do a small tribute to.

    With a durability of 16, it's one of the most easily breakable weapons one can acquire. When striking you have a 50% chance of inflicting one of the following status ailments: Confusion, Blindness, Slowness, Weakness

    Also, with each enchantment on the blade, the enchantment's level is added to the total damage. So a Fire Aspect II Magicbane would deal its default, plus 2 damage.

    It's officially made of gold, for Touchstone of Midas purposes, and is thus enchantable as gold.

    Witherless Rose



    While this is in your inventory, you are immune to the wither ailment.

    Condensed Potion
    Note: these are due for a huge overhaul, and many recipes are being frequently adjusted. I apologize if any of these recipes are now incorrect.

    Three kinds: the base kind (start here if you're new to crafting these), the splash kind, and the drinkable kind.

    Note: These potions stack up to 16 and are typically stronger than their vanilla counterparts. There are also a few potions you cannot normally make in vanilla.

    Base:
    First, you have to create empty vials.


    Then you fill them with ordinary water, by right clicking.

    After you have vials of plain ol' water, you can mix "base potions":

    Base splash:


    Base drinkable:

    Using these, one can create the rest of the potions.

    Splash:
    Love Potion #9 (Top left is a base splash potion, sorry.):

    (This has no vanilla counterpart; it causes animals to.. well.. love each other)

    Poison:


    Acid (Pain):


    Confusion:


    Slowing:


    Weaksauce:


    Wither:


    Blindness:


    Ruin (Weak + Slow + Poison):


    Fertilizer:

    (Fertilizes a 5x5 area, extending your bonemeal at the expense of other ingredients)

    Drinkable:
    Speed:


    Digging:


    Strength:


    Jumping:


    Healing:


    Regeneration:


    Resistance:


    Fire Warding:


    Water Breathing:


    Invisibility:


    Infravision:


    Combinations:
    Note: these recipes have changed somewhat heavily, I apologize if any of them are nowhere near their originals. The recipes listed here are pretty old.

    Potence (4x Jump + 4x Strength):


    Celerity (4x Speed + 4x Digging):


    Protection (4x Resistance + 4x Fire Warding):


    Panacea (4x Healing + 4x Regeneration + Milk (cures negative ailments)):


    Angelheart Vial:
    (has recipe, see NEI, coming soon)
    Resurrects you with a little life when you die, you can keep many of these in your inventory.

    Angelic Feather:
    (has recipe, see NEI, coming soon)

    Absorb fall damage in exchange for hunger, and gives you a minor jump boost.

    Phoenix Down:
    (has recipe, see NEI, coming soon)

    Resurrects you from your inventory to full health, with a variety of buffs which can be disabled in your configs.
    Reverts to an Angelic Feather when used once. Retains all the Angelic Feather bonuses while in Phoenix-Down form.

    Dragon Claws
    (has recipe, see NEI, coming soon)

    Absorbs fire (not lava) damage for hunger.

    Claws of the Firedrinker
    (has recipe, see NEI, coming soon)

    Absorbs fire and lava damage of any kind for hunger. Upgrade of Dragon Claws.

    Squid Beak
    Used to craft the components needed for the Kraken Shell. Dropped by squids.

    Kraken Shell
    (has recipe, see NEI, coming soon)

    Absorbs drowning damage in exchange for hunger.

    Altar of Alkahestry



    This block does nothing unless placed in direct sunlight. Supply it with redstone (configurable cost) and after a certain amount of time (also configurable), it will generate a Glowstone block. Using Alkahestry, you can transform this back into redstone, hopefully for a profit.

    Witch hat
    Dropped by witches. Allows you to craft the Tome of Aklahestry. Also you can wear it if you want to look like a leprechaun.

    Tome of Alkahestry
    (has recipe, see NEI, coming soon)


    Shift + Right-Click to activate. While active, it will absorb any redstone in your inventory. Place it in a crafting grid with certain [vanilla] items to duplicate them, for a cost.

    Void Tears



    Right clicking makes the crystal absorb whatever you're carrying the most of. Shift + Right-click makes it auto-absorb that item as long as it is activated, giving you a portable automatic inventory vacuum.

    You can also right-click chests (or any inventory) to give/take to/from inventories. They're pretty handy.

    Ender Staff
    (has recipe, see NEI, coming soon)

    Shift + Right-click causes it to absorb Ender Pearls to charge itself. It consumes this charge (configurable) to cast an Ender Pearl by Left-clicking, for teleportation. Unlike normal Ender Pearls, these don't harm you (and also tend not to get you stuck nearly as much). Holding shift + left-click causes the projectile to have greatly reduced gravity, allowing you to travel much farther.

    Wraith Node


    Right-click it with the Ender Staff and it will bind your Ender Staff to it, allowing you to return there at will for a (configurable) price of Ender Pearls.

    Note that it will not work across different dimensions.

    Lilypad of Fertility



    Blocks near it will grow faster, assuming they use the same "code" as vanilla minecraft crops. The closer to the lilypad, the better it works (configurable). It takes it about a minute (also configurable) to warm up, and then it starts ticking nearby blocks.

    I will be explaining the configs in more detail in the future.

    Destruction Catalyst



    Destroys "mundane" blocks for a (configurable) price, in gunpowder. There is a server-side config for which blocks are considered "mundane". Blocks destroyed in this way leave no drops behind.

    Ice Rod
    (has recipe, see NEI. Image coming soon)
    Shift+right click to absorb snowballs from your inventory. Casts snowballs at your enemies that actually deal damage. Very strong against fire-immune (Nether) enemies.

    Serpent Staff
    (has recipe, see NEI. Image coming soon)
    Spews rapid-fire poison globs at your foes. When struck, the mob will be debuffed, and rendered passive (harmless) for 15 seconds.

    Interdiction Torch
    (has recipe, see NEI. Image coming soon)
    Creates a wall of force that prevents entities from getting near.

    How about the source? Licensing? Modpacks? Texture packs/changes?
    Source/License: Reliquary is open source. You can check out the official license on our Github repo along with all our source. Post issues, fork, pull request to your heart's desire. Due to the nature of open-source mods, there's nothing stopping you from forking it, changing it, heck you can even sell it if you think you can do better. We think it should be free. It will always, however, be open source.

    Modpacks: Please don't email me or ask. The answer is always yes.

    Texture Packs/Art: Have a field day. I love it when Texture artists pimp out our textures.

    Sound resources: The Mod's sounds are licensed under the CC creative attribution license. If you use them for-profit, you have to give credit.

    Art assets: I made most of the textures in the mod, but not all of them. I can't really give you permission to use all of them, as a result. Ask me if you can use one, and I will say yes most of the time. Also, "Twilight Cloak" is a frankensprite I animated from the Konami game "Castlevania: Symphony of the Night". Please don't get me sued.


    Credits:
    Skyboy, constantly. For half the things in the damn mod. he helps with all the things.

    LexManos, cpw, Eloraam, Spacetoad, AbrarSyed, and everyone who helped maintain and improve MinecraftForge.

    Pahimar, for taking on Equivalent Exchange when I was at the end of my rope, and for being an inspiration to so many modders.

    mDiyo, WayOfTime, Genshou, ZeroKyuuni, Shadwdrgn and all the friends I've made while modding.

    Drullkus, for textures for the Infernal Tear (animated) and the Witch hat.

    TechMac, for the Serpent Staff.

    CyanideX, MrHazard for models of the Mortar and Pestle and the Handgun, respectively.

    TheMike, for taking all the hard work out of modding and leaving me free to do what I love: making magical swag.

    Obviously, thanks to all of our users, for suggestions, support, and just enjoying the mod. Modding would be pointless without you.
    Posted in: Minecraft Mods
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