We have the baubles API in our mod, but as of yet, we haven't done anything with it. We don't have anything planned, but obviously we're itching to use it on something in the future.
You should make an item that can hold multiple bauble items. I always want to use all these things, but not much can be done with only 4 slots! It would fit your theme as well, as a magical item. I'm sure that I'm not alone in wanting this!
Tremendous progress today, all the sprites are done, all the Nian Zhu are done and should be working. I reorganized the code a bit to trim our items list - now all ingredients share the same "name" with different meta for ease-of-edits on our end.
All the mob ingredients/drops are in and the recipes got a complete overhaul.
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Can I guess that the Infernal Chalice is somewhat infinite lava? Also are you recreating some ee2 items? (for instance "rending gale") I am going to guess that if you are you are going to alter them a tad...
Can I guess that the Infernal Chalice is somewhat infinite lava? Also are you recreating some ee2 items? (for instance "rending gale") I am going to guess that if you are you are going to alter them a tad...
Sort of, but not really. None of the items I'm making do EXACTLY what the EE items do, but they are spiritually close.
Infernal Chalice absorbs lava damage in exchange for hunger, like the rest of the mod's damage-absorbing items. It can store up to 512 buckets of lava within it. It also "vacuums" nearby lava source blocks into itself when active, replacing them with cobblestone (because enderpumps).
Rending Gale is a staff. It allows you to fly, but it isn't creative mode flight. You fly in the directly you are looking. It is substantially faster than creative mode flight. Also you can swing it and a gust of wind will knock back a column of enemies.
The Glacial Staff is an upgrade to the Ice Magus rod, it throws snowballs still. It also has a right-click hold that summons a blizzard for light damage to a column of enemies in front of you, and slows them. Also if you activate it, it will freeze lava and water as you walk, but the water/lava will turn back to water/lava once you're a certain distance away (moving platform beneath your feet, basically).
The Harvest Rod is a Bonemeal storage device, but it has a chance to use bonemeal multiple times for the price of one when you right click. Also if you break crops with it, you will break a 3x3x3 area instead of just one, so it's like a sickle basically.
The Shears of Winter are unbreakable shears. They have a special right-click power that fires a blizzard in front of you, destroying anything shearable (blocks) or shearing anything shearable (entities) in a very large AOE. Basically it's a leaf obliterator. The right click function breaks instead of shearing, giving you the option of doing either. Personally I prefer to just obliterate leaves, for saplings and apples. Also it applies a slow-debuff.
Some of these items are still getting polish, so I'm not 100% finished. The flying in the Rending Gale is very polished, from hours of work yesterday. The rest of the items are very straightforward, save for the Infernal Chalice and the Glacial Staff. I would like to spend more time refining their absorb/freeze functionality and giving them some particles/effects to make them shinier. Also I feel like I need to refine the sprites a bit, I'm not super happy with the Glacial Staff, Harvest Rod or Rending Gale. They just need a little love.
News: There's a new model for the Caster, made by Mr_hazard (d95/damien95) that is a replica of the caster from Outlaw Star in Minecraft form (it's not round/smooth).
It's going hand-in-hand with this monster update. I will likely be moving on to the potion system once I have these items (listed above) complete, and then I will begin tackling the monolithic document I just linked.
This update will revolve largely around making the "gun" more magical. Each "shell" will be a spell-in-a-bullet, with its magic effects varying based on what the player puts into it. There will no longer be magazines, and the gun will no longer operate quite like a modern handgun.
I am hoping you take extra care to make all the new mobdrops you are adding not become more chest-fodder. I personally liked that your mod used vanilla items for crafting, or used inmod items that you crafted that already had a good use on their own, kept things straightforward and uncluttered. I notice a lot of mods fall prey to the "add mostly useless crafting component' trap, even moreso when it's a mob drop, and a player ends up with stacks of them going to no use.
I do like the sound of the new items you have planned, though, very neat sounding stuff
If you check out the issue tracker, you'll see they're potion ingredients as well as shell ingredients for the new projectile weapon. There will be plenty of uses for them. I may invent more over time.
Edit:
Even the infernal claw has an additional use by the new designs. Also they're prevalent among the new recipes.
I may also be doing vanilla-based recipes that use the items as alternative components, but here's some alternative uses I just thought of that might help in making these items less likely to go to waste.
Examples:
Necrotic Heart - These actually run the risk of being useless. I'll think of something. Edible? They're zombie flesh, really.
Rib bone already makes bonemeal.
Withered Bone - Could make 3 + Any skull = Wither skull, which can be used for greater purposes.
Catalyzing Gland x5 + Sandstone x4 = 4 TNT, or some such.
Batwing to make arrows?
Squid beak already makes bonemeal. Molten core to make fire charges. Could also make molten cores a type of light.
Frozen core to turn a bucket of water into packed ice, or lava buckets into obsidian. Could also give them a right click to freeze lava and water.
Fertility essence to turn a rose into a rose bush (and others), they could also have a super-bonemeal right click.
Nebulous Heart - You need a lot of these, they don't need to be wasted on a vanilla recipe. Could give them a right click to randomly teleport you somewhere in the universe (would be kind of awesome).
Eye of the Storm - These are hard to come by, you won't have a surplus. They could also right-click to cause a bunch of random lightning strikes.
So I came reasonably close to "even numbers" in the potion layouts, I'm still trying to design the specifics of it so I can be prepared to code it.
Right now I've accounted for 36 potion effects, 13 of which I flat-out made up. I have 79 potential ingredients, 7 of which I intend to eliminate, making it an even number of effects to ingredients. The intent is for each potient effect to appear four times, in the list, thus each ingredient will have at least two effects. Configs and additions to the list will shift the balance one way or another, but overall, I'd like for there to be a good balance of effects to ingredients, and I would like to maintain what semblance of potion balance I can simultaneously. I'm starting on the list now. Hopefully I will have the issue tracker updated in a day or two.
News: There's a new model for the Caster, made by Mr_hazard (d95/damien95) that is a replica of the caster from Outlaw Star in Minecraft form (it's not round/smooth).
It's going hand-in-hand with this monster update. I will likely be moving on to the potion system once I have these items (listed above) complete, and then I will begin tackling the monolithic document I just linked.
This update will revolve largely around making the "gun" more magical. Each "shell" will be a spell-in-a-bullet, with its magic effects varying based on what the player puts into it. There will no longer be magazines, and the gun will no longer operate quite like a modern handgun.
Sort of like the Blue Bullet Skill from the Gun Mage dressphere in Final Fantasy X-2?
It was sort of the first thing I had in mind when I read that, and I'm unsure if you've played the game before (probably not). But something like that would be pretty cool. But the abilities used as a Gun Mage were dependent on being hit by the attack, sort of like a Blue Mage from past Final Fantasy games. And by attack I mean what the monster attacked with. But maybe somehow incorporate it into the bullet making process? Just throwing ideas out there.
It was sort of the first thing I had in mind when I read that, and I'm unsure if you've played the game before (probably not). But something like that would be pretty cool. But the abilities used as a Gun Mage were dependent on being hit by the attack, sort of like a Blue Mage from past Final Fantasy games. And by attack I mean what the monster attacked with. But maybe somehow incorporate it into the bullet making process? Just throwing ideas out there.
~Solar_Tiger
Was thinking more like a potion in a bullet, the crafting system is more akin to how fireworks operate. It has very little to do with getting struck by things, althought that is a pretty interesting concept. I wasn't intending to do a player knowledge system tied to crafting though, it's an added layer, for one, but mostly it just wouldn't apply to a lot of the shots I have planned, there's too many effects to have a learning system fueld by damage.
It could be based on things other than damage, but at that point, the amount of effort to code something that unlocks based on what a player has "seen" becomes a bit daunting. For example, watching a slime or magma slime bounce could unlock Rebound crafting, or pushing a mob with a piston could unlock Force. Hit by lightning? Reactive. Watch a creeper explode? Irritant, etc.
I'd basically have to custom code watcher events to "witness" each of these events occurring, a task which would prove somewhat labor intensive, albeit for a pretty cool (imo) feature.
I like the idea, but it's a bit ambitious. I will keep it shelved in my head if I run out of easier-but-still-fun stuff to do.
Edit: There's been an issue reported that servers crash with 1222 Forge or later, when loading Reliquary.
I'm not 100% sure it's an issue between Reliquary and Forge yet; I built against 1180 (forge) which has worked fine for several weeks. If you get the error, please post your crash log so I can see the Forge version. Consider using the "Recommended" version of Forge instead of latest, if at all possible. I'll post an update once I'm sure what's causing it. We may have to keep up two versions to deal with the issue if it turns out to be an issue between versions.
Edit 2: I've confirmed this is not a present issue for anyone using 1180. It should only apply to people who, for whatever reason, must use newer versions of Forge. I will try later this evening to build against a more recent Forge version and determine the tenability of releasing an update that is reverse compatible.
Right now Mike is working on a "more standard" config system, but he's been slammed with school and life; meanwhile, I've had work to tie me up, but I have managed to slog my way through several new items (the ones listed above) which are now code-complete (and a lot of fun, in my opinion). For those with access/willingness to use the dev builds, here's some of the new content:
Rending Gale - Lets you fly, takes feathers to charge (shift + right click charge mode). Hold right-click to fly forward [it's fast] and left click to throw a column of wind at your foes.
Harvest Rod - Stores bonemeal and right-clicks to use it. Has a bonus chance to use more than one, without consuming extra. (shift + right click charge mode). Also, breaks crops in a 3x3x3 when struck. I may be doing more with this later.
Pyromancer's Staff - Combines the powers of the Salamander's Eye and the Infernal Claws, only it's way more awesome.
Take caution, because every single mouse-click does something, and it's a dangerous item.
Shift + Right click "enables" the item.
While enabled, you can use it as a flint and steel, limitlessly. When disabled, it extinguishes nearby flames instead. Also, while enabled, it consumes fire charges and blaze powder, which fuel its powers.
Instead of just reflecting/fizzling fireballs from Ghasts and Blazes, it absorbs them as ammo, enabled or not.
Holding Right-Click spews a torrent of fire and molten lava in front of you, burning things and setting them on fire (not blocks). This power is currently free.
Left-click lobs a blaze fireball in front of you, consuming blaze powder.
Shift+Left-click lobs a ghast fireball in front of you, consuming a fire charge. Try not to die.
Note that unlike the Salamander's Eye, there's no need to hold the staff to receive its fire-absorbing benefits. It also absorbs fire damage in exchange for hunger (from the Infernal Claws).
Shears of Winter - These shears obliterate leaves in a column in front of you by holding right-click. They only shear blocks when left-clicking, but any creatures caught in the blast will be sheared (such as sheep, mooshrooms). The blizzard it casts while right-clicking inflicts slow on enemies, but doesn't deal damage.
Glacial Staff - Combining the Shears of Winter with the Ice Magus Rod creates the Glacial Staff.
It has the same powers as the Ice Magus Rod. The Shears of Winter give it the power to create a blizzard, but it loses its ability to break leaves or shear sheep. Instead it deals damage and inflicts increasing levels of slow on the enemy. Each level of slow stacked on the enemy inflicts more damage and further reduces their movement speed.
Shift + Right click enables the item. While enabled, it absorbs snowballs from your inventory. It also freezes the ground you walk on (water/lava). It restores to liquid form if you move away. (Don't worry, it doesn't liquify things you didn't freeze).
Rod of Lyssa - Artifact fishing rod, it is unbreakable. It pulls mobs much harder than a normal fishing rod. Any items near the lure will be pulled into it. When you reel the lure in, those items will fly towards you. Useful for grabbing hard to reach items. Also, if you hook a mob while sneaking, they will not take damage - preventing aggression. Further, reeling the line will sneaking while attempt to steal one of their equipped items randomly. There's a one in five chance of stealing from the slot you intended. There is a good chance of the item being slightly damaged. There is also a chance you will fail, causing the mob to notice you and become angry. This chance improves as your level increases, to a maximum of 95% success rate (at level 100). At level 1, you have a 50% chance to fail.
Nian Zhu - Four sets of beads made from the essence of monsters that completely prevent them from targetting you. There's one for zombies, one for skeletons, one for creepers and one for wither skeletons. You still have to worry about spiders and just about everything else in the Nether, but the overworld becomes a much safer place with three of the four.
Infernal Chalice - Holds a massive amount of lava (512). It also absorbs lava damage in exchange for hunger, if it's in your inventory.
Shift + Right click enables the item. While enabled, it will "drink". When disabled, it will place instead. I still have some work to do to make it usable as fluid holder for forge/intermod stuff.
Like I said in a few of the items, there's still some polishing to do, but right now these items are very close to being exactly where I want them to be. After I get finished adding a few more shines to those, I can start on the potion system and hopefully start making some headway into some of our long-term goals. I will likely need to take a step back and review what things need to be made configurable. Config options are great.
So the Infernal Chalice works like a magic bucket, slurping down lava until full? If so you might want a variation to "drink" other fluids (one type at a time) and place them in other fluid containers like tanks. You will want the "place" function to fill tanks if possible. This is something I've wanted for some time but CoFH has yet to do something similar for Thermal Expansion.
So the Infernal Chalice works like a magic bucket, slurping down lava until full? If so you might want a variation to "drink" other fluids (one type at a time) and place them in other fluid containers like tanks. You will want the "place" function to fill tanks if possible. This is something I've wanted for some time but CoFH has yet to do something similar for Thermal Expansion.
It would have to be configurable the way I've set up Sojourner's, and I'm VERY inexperienced with forge fluids. I will have to get some time under my belt working with fluid containers before I can attempt it.
Edit: I see how this can be done, after giving both chalices Forge Fluid handling (which was way easy, thanks to WayOfTime), using the unlocalized name + our configs. I don't think it belongs on the infernal chalice.. yet. I have an idea for the infernal chalice that will make it.. awesome. Like the Sojourner's Staff, except for fluids. It can even work on water, if my idea works how I plan it to. Thanks for the suggestion, this is probably gonna turn out pretty awesome.
I've tweaked a bunch of behavioral stuff that should make both the chalice items function roughly the same, making them easier to control. I'm currently working the last few kinks out of the Infernal Chalice and I'll basically be done. At that point I want to begin creating some infrastructure stuff I feel worth doing. As tempted as I am to jump straight into the potion system, I feel like the sooner I do "this idea I have", the better off I'll be.
You should make an item that can hold multiple bauble items. I always want to use all these things, but not much can be done with only 4 slots! It would fit your theme as well, as a magical item. I'm sure that I'm not alone in wanting this!
All the mob ingredients/drops are in and the recipes got a complete overhaul.
Now each of the new items needs to be coded:
Rod of Lyssa
Shears of WinterPyromancer's Staff
Glacial Staff
Infernal Chalice
Rending Gale
Harvest Rod
But we have no other items currently that take advantage of baubles.
Sort of, but not really. None of the items I'm making do EXACTLY what the EE items do, but they are spiritually close.
Infernal Chalice absorbs lava damage in exchange for hunger, like the rest of the mod's damage-absorbing items. It can store up to 512 buckets of lava within it. It also "vacuums" nearby lava source blocks into itself when active, replacing them with cobblestone (because enderpumps).
Rending Gale is a staff. It allows you to fly, but it isn't creative mode flight. You fly in the directly you are looking. It is substantially faster than creative mode flight. Also you can swing it and a gust of wind will knock back a column of enemies.
The Glacial Staff is an upgrade to the Ice Magus rod, it throws snowballs still. It also has a right-click hold that summons a blizzard for light damage to a column of enemies in front of you, and slows them. Also if you activate it, it will freeze lava and water as you walk, but the water/lava will turn back to water/lava once you're a certain distance away (moving platform beneath your feet, basically).
The Harvest Rod is a Bonemeal storage device, but it has a chance to use bonemeal multiple times for the price of one when you right click. Also if you break crops with it, you will break a 3x3x3 area instead of just one, so it's like a sickle basically.
The Shears of Winter are unbreakable shears. They have a special right-click power that fires a blizzard in front of you, destroying anything shearable (blocks) or shearing anything shearable (entities) in a very large AOE. Basically it's a leaf obliterator. The right click function breaks instead of shearing, giving you the option of doing either. Personally I prefer to just obliterate leaves, for saplings and apples. Also it applies a slow-debuff.
Some of these items are still getting polish, so I'm not 100% finished. The flying in the Rending Gale is very polished, from hours of work yesterday. The rest of the items are very straightforward, save for the Infernal Chalice and the Glacial Staff. I would like to spend more time refining their absorb/freeze functionality and giving them some particles/effects to make them shinier. Also I feel like I need to refine the sprites a bit, I'm not super happy with the Glacial Staff, Harvest Rod or Rending Gale. They just need a little love.
Even so, here's how the list is looking:
Shears of WinterPyromancer's Staff
Glacial StaffInfernal ChaliceRending GaleHarvest RodRod of Lyssa
It's going hand-in-hand with this monster update. I will likely be moving on to the potion system once I have these items (listed above) complete, and then I will begin tackling the monolithic document I just linked.
This update will revolve largely around making the "gun" more magical. Each "shell" will be a spell-in-a-bullet, with its magic effects varying based on what the player puts into it. There will no longer be magazines, and the gun will no longer operate quite like a modern handgun.
No. In summary, it's the details of the new gun I'm making. I just called it a monster update because it's a very large wall of text.
I do like the sound of the new items you have planned, though, very neat sounding stuff
Edit:
Even the infernal claw has an additional use by the new designs. Also they're prevalent among the new recipes.
I may also be doing vanilla-based recipes that use the items as alternative components, but here's some alternative uses I just thought of that might help in making these items less likely to go to waste.
Examples:
Necrotic Heart - These actually run the risk of being useless. I'll think of something. Edible? They're zombie flesh, really.
Rib bone already makes bonemeal.
Withered Bone - Could make 3 + Any skull = Wither skull, which can be used for greater purposes.
Catalyzing Gland x5 + Sandstone x4 = 4 TNT, or some such.
Batwing to make arrows?
Squid beak already makes bonemeal.
Molten core to make fire charges. Could also make molten cores a type of light.
Frozen core to turn a bucket of water into packed ice, or lava buckets into obsidian. Could also give them a right click to freeze lava and water.
Fertility essence to turn a rose into a rose bush (and others), they could also have a super-bonemeal right click.
Nebulous Heart - You need a lot of these, they don't need to be wasted on a vanilla recipe. Could give them a right click to randomly teleport you somewhere in the universe (would be kind of awesome).
Eye of the Storm - These are hard to come by, you won't have a surplus. They could also right-click to cause a bunch of random lightning strikes.
Right now I've accounted for 36 potion effects, 13 of which I flat-out made up. I have 79 potential ingredients
, 7 of which I intend to eliminate, making it an even number of effects to ingredients. The intent is for each potient effect to appear four times, in the list, thus each ingredient will have at least two effects. Configs and additions to the list will shift the balance one way or another, but overall, I'd like for there to be a good balance of effects to ingredients, and I would like to maintain what semblance of potion balance I can simultaneously. I'm starting on the list now. Hopefully I will have the issue tracker updated in a day or two.Sort of like the Blue Bullet Skill from the Gun Mage dressphere in Final Fantasy X-2?
http://finalfantasy.wikia.com/wiki/Blue_Bullet
It was sort of the first thing I had in mind when I read that, and I'm unsure if you've played the game before (probably not). But something like that would be pretty cool. But the abilities used as a Gun Mage were dependent on being hit by the attack, sort of like a Blue Mage from past Final Fantasy games. And by attack I mean what the monster attacked with. But maybe somehow incorporate it into the bullet making process? Just throwing ideas out there.
~Solar_Tiger
Was thinking more like a potion in a bullet, the crafting system is more akin to how fireworks operate. It has very little to do with getting struck by things, althought that is a pretty interesting concept. I wasn't intending to do a player knowledge system tied to crafting though, it's an added layer, for one, but mostly it just wouldn't apply to a lot of the shots I have planned, there's too many effects to have a learning system fueld by damage.
It could be based on things other than damage, but at that point, the amount of effort to code something that unlocks based on what a player has "seen" becomes a bit daunting. For example, watching a slime or magma slime bounce could unlock Rebound crafting, or pushing a mob with a piston could unlock Force. Hit by lightning? Reactive. Watch a creeper explode? Irritant, etc.
I'd basically have to custom code watcher events to "witness" each of these events occurring, a task which would prove somewhat labor intensive, albeit for a pretty cool (imo) feature.
I like the idea, but it's a bit ambitious. I will keep it shelved in my head if I run out of easier-but-still-fun stuff to do.
Edit: There's been an issue reported that servers crash with 1222 Forge or later, when loading Reliquary.
I'm not 100% sure it's an issue between Reliquary and Forge yet; I built against 1180 (forge) which has worked fine for several weeks. If you get the error, please post your crash log so I can see the Forge version. Consider using the "Recommended" version of Forge instead of latest, if at all possible. I'll post an update once I'm sure what's causing it. We may have to keep up two versions to deal with the issue if it turns out to be an issue between versions.
Edit 2: I've confirmed this is not a present issue for anyone using 1180. It should only apply to people who, for whatever reason, must use newer versions of Forge. I will try later this evening to build against a more recent Forge version and determine the tenability of releasing an update that is reverse compatible.
Thanks in advance.
Right now Mike is working on a "more standard" config system, but he's been slammed with school and life; meanwhile, I've had work to tie me up, but I have managed to slog my way through several new items (the ones listed above) which are now code-complete (and a lot of fun, in my opinion). For those with access/willingness to use the dev builds, here's some of the new content:
Rending Gale - Lets you fly, takes feathers to charge (shift + right click charge mode). Hold right-click to fly forward [it's fast] and left click to throw a column of wind at your foes.
Harvest Rod - Stores bonemeal and right-clicks to use it. Has a bonus chance to use more than one, without consuming extra. (shift + right click charge mode). Also, breaks crops in a 3x3x3 when struck. I may be doing more with this later.
Pyromancer's Staff - Combines the powers of the Salamander's Eye and the Infernal Claws, only it's way more awesome.
Take caution, because every single mouse-click does something, and it's a dangerous item.
Shift + Right click "enables" the item.
While enabled, you can use it as a flint and steel, limitlessly. When disabled, it extinguishes nearby flames instead. Also, while enabled, it consumes fire charges and blaze powder, which fuel its powers.
Instead of just reflecting/fizzling fireballs from Ghasts and Blazes, it absorbs them as ammo, enabled or not.
Holding Right-Click spews a torrent of fire and molten lava in front of you, burning things and setting them on fire (not blocks). This power is currently free.
Left-click lobs a blaze fireball in front of you, consuming blaze powder.
Shift+Left-click lobs a ghast fireball in front of you, consuming a fire charge. Try not to die.
Note that unlike the Salamander's Eye, there's no need to hold the staff to receive its fire-absorbing benefits. It also absorbs fire damage in exchange for hunger (from the Infernal Claws).
Shears of Winter - These shears obliterate leaves in a column in front of you by holding right-click. They only shear blocks when left-clicking, but any creatures caught in the blast will be sheared (such as sheep, mooshrooms). The blizzard it casts while right-clicking inflicts slow on enemies, but doesn't deal damage.
Glacial Staff - Combining the Shears of Winter with the Ice Magus Rod creates the Glacial Staff.
It has the same powers as the Ice Magus Rod. The Shears of Winter give it the power to create a blizzard, but it loses its ability to break leaves or shear sheep. Instead it deals damage and inflicts increasing levels of slow on the enemy. Each level of slow stacked on the enemy inflicts more damage and further reduces their movement speed.
Shift + Right click enables the item. While enabled, it absorbs snowballs from your inventory. It also freezes the ground you walk on (water/lava). It restores to liquid form if you move away. (Don't worry, it doesn't liquify things you didn't freeze).
Rod of Lyssa - Artifact fishing rod, it is unbreakable. It pulls mobs much harder than a normal fishing rod. Any items near the lure will be pulled into it. When you reel the lure in, those items will fly towards you. Useful for grabbing hard to reach items. Also, if you hook a mob while sneaking, they will not take damage - preventing aggression. Further, reeling the line will sneaking while attempt to steal one of their equipped items randomly. There's a one in five chance of stealing from the slot you intended. There is a good chance of the item being slightly damaged. There is also a chance you will fail, causing the mob to notice you and become angry. This chance improves as your level increases, to a maximum of 95% success rate (at level 100). At level 1, you have a 50% chance to fail.
Nian Zhu - Four sets of beads made from the essence of monsters that completely prevent them from targetting you. There's one for zombies, one for skeletons, one for creepers and one for wither skeletons. You still have to worry about spiders and just about everything else in the Nether, but the overworld becomes a much safer place with three of the four.
Infernal Chalice - Holds a massive amount of lava (512). It also absorbs lava damage in exchange for hunger, if it's in your inventory.
Shift + Right click enables the item. While enabled, it will "drink". When disabled, it will place instead. I still have some work to do to make it usable as fluid holder for forge/intermod stuff.
Like I said in a few of the items, there's still some polishing to do, but right now these items are very close to being exactly where I want them to be. After I get finished adding a few more shines to those, I can start on the potion system and hopefully start making some headway into some of our long-term goals. I will likely need to take a step back and review what things need to be made configurable. Config options are great.
It would have to be configurable the way I've set up Sojourner's, and I'm VERY inexperienced with forge fluids. I will have to get some time under my belt working with fluid containers before I can attempt it.
Edit: I see how this can be done, after giving both chalices Forge Fluid handling (which was way easy, thanks to WayOfTime), using the unlocalized name + our configs. I don't think it belongs on the infernal chalice.. yet. I have an idea for the infernal chalice that will make it.. awesome. Like the Sojourner's Staff, except for fluids. It can even work on water, if my idea works how I plan it to. Thanks for the suggestion, this is probably gonna turn out pretty awesome.
I've tweaked a bunch of behavioral stuff that should make both the chalice items function roughly the same, making them easier to control. I'm currently working the last few kinks out of the Infernal Chalice and I'll basically be done. At that point I want to begin creating some infrastructure stuff I feel worth doing. As tempted as I am to jump straight into the potion system, I feel like the sooner I do "this idea I have", the better off I'll be.
That being said, it's good to have Reliquary around
Look under the guide section.
Profile pic by Cheshirette c: