TehKrush no longer maintains these mods.
Timber! - Last updated for Minecraft 1.6.2 (July 2013), download here: https://archive.org/details/timber-1.6.2
PlasticCraft - Last updated for Minecraft 1.1 (Jan 2012), download here (incl multiplayer!): https://archive.org/details/plasticcraftv3.0.2
HiddenDoors - Last updated by bspkrs for Minecraft 1.5.1 (Mar 2013): bspkr's HiddenDoors thread
Squirrels - RIP, I lost my backup for this, please message me if you have it and I will link it here!
Other mods I made: Mimic Chests (part of "Evil Minecraft"), Terraria-inspired Corruption, MoreFlowers. Helper mods: PortableWorkbench, TorchesAnywhere, CompressedRedstone, GemblockFix.
There is a much more up to date Timber mod by pizzaatime found here (2020): https://www.curseforge.com/minecraft/mc-mods/pizzaatimes-timber-mod
Anybody is free to update any of my mods or use any assets or code from them. I no longer have the sources for all of them though so you will need to use a decompiler. Good luck!
12
At this point I think Azanor could poop in a bag and I'd probably still download it and install it.
1
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
2
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.
2
I've made a bunch of adjustments to the potion system, the more important of which are:
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.
2
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?
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.
1
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.
1
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.
1
*grooooooan*
Nice one. XD
4
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.
26
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:
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?
Where can I download?
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:
236
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).
Hero Medallion now drains more experience/faster at higher levels.
Mercy cross particle effect brought back. Method for dealing double damage to undead has been fixed. (It only dealt normal damage).
Recipes for gold nuggets from empty casings, and various mob items ground to bonemeal were broken, now fixed.
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.
Pyromancer Staff on item use was messed up.
Rending Gale was allowing you to deplete to negative charges, weirdly.
Lilypad config had a crash.
Pyromancer had a sided method crash.
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.
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).
You can decrease the tile-cost multiplier by increasing the tile range of the multiplier to whatever you want.
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.
You can activate an Altar of Alkahestry by using the tome in hand.
Fixed a bug where altars of alkahestry were finishing instantly.
209 is a jumpstart commit to push a dev build automatically.
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).
Cleaned up some artifacts in the Pyromancer Staff sprite.
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.
either graphically or with text.
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.
Rearranged (alphabetized) the configs.
Removed some unused ones.
Fixed some graphical/control derps with the Fortune Coin.
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.
Brought back the original Witherless Rose Sprite.
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:
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
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
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
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
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
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
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:
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:
(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:
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:
Absorb fall damage in exchange for hunger, and gives you a minor jump boost.
Phoenix Down:
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
Absorbs fire (not lava) damage for hunger.
Claws of the Firedrinker
Absorbs fire and lava damage of any kind for hunger. Upgrade of Dragon Claws.
Squid Beak
Kraken Shell
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
Tome of Alkahestry
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
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
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
Spews rapid-fire poison globs at your foes. When struck, the mob will be debuffed, and rendered passive (harmless) for 15 seconds.
Interdiction Torch
Creates a wall of force that prevents entities from getting near.
How about the source? Licensing? Modpacks? Texture packs/changes?
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:
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.