How exactly are enchantments going to fit in? I guess this is more of a question than a suggestion, because I don't know how they SHOULD fit in. I'm thinking the bronze armor and tools should be enchantable as if they were iron armor/tools. I don't really know if the mining drill/chainsaw or the nano/quantum armor should be enchantable. I looked at the code : both inherit from ItemTool, so maybe they'll be enchantable out of the box. But magic? How does that even fit in with industrialcraft...
Suggestion : Handle enchantments somehow...
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I know how you feel - all this vanilla minecraft garbage is ruining the game. I hope a way can be found to just disable vanilla features like brewing potions and enchanting..and villagers..and snow golems..and mooshrooms...
At this point I dont even see this as notch's game anymore. Its albakas and space toads and eloraams game and notch is just some rogue trying to mess things up with his half baked, overgrown man child ideas.
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At this point I dont even see this as notch's game anymore. Its albakas and space toads and eloraams game and notch is just some rogue trying to mess things up with his half baked, overgrown man child ideas.Quoted for Truth
That's why I'm honestly hoping for a 'stand-alone' engine release of Minecraft world generator. Hopefully so that these mods won't suffer for Notch's negligence.. (which he finally admitted about on his blog...)
Edit: Or, have all current versions of 'beta' Minecraft become Open Source releases of the game...
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I think we need to go with Clarke's Axiom: Any sufficiently advanced technology is indistinguishable from magic.
I don't see a need to enchant a mining laser or drill or quantum armor, because by the primitive standards of magic users, this stuff IS magical already.
To be honest, I'd rather stay with IC2 on MC1.81 than upgrade to 1.9 (or whatever it will be called) without it!
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No 1.9 either way. We either stick with 1.8 or move to 1.0 if other mod developers do as well.
Eloraam and Player are quite happy about the upcoming "release", as they want to stuff in another load of hooks within MCForge without being afraid of another update frenzy.
I seriously doubt the title "release" will change anything about Notch's update-madness though. -
No 1.9 either way. We either stick with 1.8 or move to 1.0 if other mod developers do as well.
Eloraam and Player are quite happy about the upcoming "release", as they want to stuff in another load of hooks within MCForge without being afraid of another update frenzy.
I seriously doubt the title "release" will change anything about Notch's update-madness though.Update Madness indeed... I feel sorry for Jeb for having to work with the guy almost..
Another load of hooks? I'm guessing more cross-functionality or more ability to overlap features than previous?
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Update Madness indeed... I feel sorry for Jeb for having to work with the guy almost..
Another load of hooks? I'm guessing more cross-functionality or more ability to overlap features than previous?
More basehooks = More modification possibilitys that previously would have required basefle modification :3
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No 1.9 either way. We either stick with 1.8 or move to 1.0 if other mod developers do as well.
Eloraam and Player are quite happy about the upcoming "release", as they want to stuff in another load of hooks within MCForge without being afraid of another update frenzy.
I seriously doubt the title "release" will change anything about Notch's update-madness though.
Whatever Notch plans to call his "official release" (1.0 makes no sense, and is bound to cause confusion!), I'd prefer to stick with IC2 wherever it goes or stays. I honestly hadn't played Minecraft much at all in the past few months, but IC2 revitalized my interest in the game.I'd rather have my Macerator and my Quantum Boots than some silly enchantment table and potion stand, any day.
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More basehooks = More modification possibilitys that previously would have required basefle modification :3Oooooooooooooooooo!!!!
...I'm going to have to bite the bullet and relearn Java again so I can program... lol
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What really blows my mind is how a bunch of overworked, unpaid volunteer modders are basically fixing minecraft and making it a great game while the guy who makes millions of dollars off of it does virtually nothing (nothing good at least).
So much for the profit motive.
Long live the community!
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What really blows my mind is how a bunch of overworked, unpaid volunteer modders are basically fixing minecraft and making it a great game while the guy who makes millions of dollars off of it does virtually nothing (nothing good at least).
So much for the profit motive.
Long live the community!
That's what they call commercialism. Doesn't matter who works, it's the one grabbing the chair first, who wins.
Notch copyrighted Minecraft = Cash. Bill Gates copyrighted the most basic element of Windows = Ultimate Cash.But hey, i got other projects i will later on try to make money of, with my own ideas :3 And if i got a fanbase of multiple thousand people following everything i create either way, that shouldn't hurt.
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I hope a way can be found to just disable vanilla features like brewing potions and enchanting..and villagers..and snow golems..and mooshrooms...
I know there was talk of a chemistry set as a replacement for the stock potion making. Might be a nice way to make some new fuels and the like.
As for a replacement for the enchanting table, it'd be nice to have some sort of... I don't know... computer or machine of some sort where you can spend your XP for upgrades, such as extended battery life (Unbreaking knock-off) and other technical upgrades.
Please note that I'm not saying this will happen, I'm just offering some food for thought when IC2 does make the jump to 1.0.
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If absolutely nothing else was added enchantment wise to IC2, I would love an 'unenchanter'. Either a new block, or the ability to put an enchanted piece of gear into a storage unit and have it discharge some amount of EU to remove the enchantment.
Though...
= Enchantment Table
Have it be a computer that allows you to choose between different 'programs' (using experience) for any item you can wear/use.
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replace enchaning with upgrades == win.
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That's how to do it. Nail on the head. EXP should provide the ability to get upgraded versions of certain items.
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replace enchanting with upgrades == win.
I agree completely!
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I have this theory about enchantments and potions. And this seemed like the place to tell others about it without starting some stupid ass flame war on the minecraft forums.
This whole potion, enchantment, and ridiculous End dimension are for the other platforms. Mojang wants those other platforms bad. It equals big, quick cha-ching with minimalistic effort. But the one big, amazing, makes the game worth playing, option is mods. Well if you are a player on the Xbox 360 you can't get player made mods. The option simply doesn't exist. I remember this from Elder scrolls: Oblivion. I had friends that played it on Xbox while I had it the PC. I would taunt them terribly, "Did you get that amazing new sword, quest, armor, etc.? Oh yah you didn't cuase you play on the Xbox." Well it's the same thing here. And that's why the potions and enchantments feel like slapped together mods. Cause they are. They're a bone Mojang is throwing to a whole community that is left out in the cold. Those jack asses playing on the wrong platform won't know the glory of IndustrialCraft, BuildCraft, Mo' creatures, Red power, and on and on the list goes.
So take heart my crafting brethren. Don't worry yourselves about this ridiculous additions. We can mod out the crap we can't stand, or change it, or whatever. It's the other users that don't know what they are missing.
Oh, and my two cents for what to do with the XP. How about a 'cloning' chamber to make mobs. And you have to infuse them with 'lifeforce' you gathered from other mobs in battle. That happen to take the form of those orbs. Just an idea.
Damn. That turned into quite the post.
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I agree completely!
+1.
I believe that the best option should be to tweak the new content into something more enjoyable. After all, that's what modding is about .
Turning potions into some sort of chemistry could be quite interesting.
And I believe that enchantments fit perferctly with some sort of computers (having a terminal as table and using "server CPUs" as bookshelves).
After that point, that's we're modding should start bringing changes to more appropiate content.
My bet should be on chemistry for brewing new items/materials (or mundane stuff such as dyes).
And I think that "enchanting" with computers could aim to a totally different aspect. It could range from programming the terraformer blueprints to small improvements of performance in elements (for example reducing the EU losses on cable types, speeding process of machines or improving the performance of generators).
This would require a lot of coding but is just a participation in the brainstorming of possibilities
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I'm fine with changing the brewing and enchantment to more modern, technical equivalents - it's a good thing, and consistent with the spirit of this mod.
It's important, however, that we remember to modify the recipes for making the crafting stations and the "compunds" and "upgrades" that come from them. Some of the ingredients for potions and enchantments would make no sense from a technical perspective.
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I just expect plenty of mods to remove the new broken content, so as to free up those nice sprite IDs, and replace it with Useful content. Heck, I think last time I installed my huge set of mods I play with, I hit 8 IDs. I imagine notch used at least 8 more ids, so I suppose I will have to drop one next time, unless someone comes out with an anti-notch fix.