Maybe this could increase the range of the totem polls. Maybe different animals are craftable and add more range per tierPerhaps a totem that puts animals into breeding mode?
Oh. And, as one who has grown up and seen *actual* totem poles, I'd love to see an eagle totem. Especially if it was a three-wide totem with wings. No clue on purpose, but I'd top alla my totem poles with that just because I could. ^.^
The bat totem was meant to be like a eagle one... but a batPerhaps a totem that puts animals into breeding mode?
Oh. And, as one who has grown up and seen *actual* totem poles, I'd love to see an eagle totem. Especially if it was a three-wide totem with wings. No clue on purpose, but I'd top alla my totem poles with that just because I could. ^.^
Anti teleporting would have a use for mobtraps, so they woudn't teleport away in water moving themYes to the anti griefing totem. Anti teleporting totem seems a little pointless since they only teleport if you shoot a projectile (not an AM2 one, by the way), if you look at their face, or if it is raining. And to prevent rain there is the Sun totem.
Suggestion: darker totems, currently the totems are all based around helping players. how about naturally spawning totems that have negative buffs to the player? Like spawning lots and lots of mobs, but can help the player when you turn them into a new totem that is ultimately more powerful than the ones implemented.
Totem range increasing has -kinda- been designed, its one of those 'wait and see' things, since it doesn't fit into the current code concept that well, we'll seeMaybe this could increase the range of the totem polls. Maybe different animals are craftable and add more range per tier
Vague question, but quite wellSo how goes the totems?
Vague question, but quite well
Writing the new multiblock system now, then i need up other stuff, then it will be -ready- for past a weird release like here.
How are you? :3
I had a look at the code, door breaking is AI code, which I cannot change/interact with."Reinforced Totem" - Stops Zombies being able to break down wooden doors on Hard Mode, plus give +1 armour buff to players within range. (Dark version breaks doors on normal mode and -1 armour buff)
Ooh, excited to see itGood. Busy trying to get my tech tree/recipe rewrite done for BnB so I can do final testing.
What about instead if the totem detects a vanilla door in range, it switches it with a new door that zombies don't recognize as a door. That would solve the AI change on hard mode.I had a look at the code, door breaking is AI code, which I cannot change/interact with.
Armour, maybe, ill have a look at that in a minute.
Seems a little bit elaborate...What about instead if the totem detects a vanilla door in range, it switches it with a new door that zombies don't recognize as a door. That would solve the AI change on hard mode.
Many mod doors zombies haven't a clue about.
If the totem as a larger radius, you could build a totem in a village, and protect it that way. Looks better then dirt blocks in front of doorways
Seems a little bit elaborate...
These things are always the things that get really buggy >.> I may try in the future.
Also, would people want the totems to turn off with a redstone signal?
Sound coolSo with code actually being done and content actually being created, I thought it'd be about time for a thread, since totemic allows for easy implementation of simple concepts.
What is totemic?
Totemic, to put it simply is a basic 'magical based' minecraft mod which revolves around the creation of totems, which are comparable to vannila beacons.
Totemic is created by yours truely (Pokefenn) in a very messy combination of Scala and Java (Mostily java currently)
What Totemic adds
Totemic adds, as you would expect totems, they are fuel'd by plant essence and do their effects based on what totems are inside.
Totem Base:
This is a basic block which you put your totems and chlorophyll crystal, it will do the effect of the totems and drain the chlorophyll crystal.
In the future this will become apart of the multiblock totem system.
Totem of Draining:
This will drain the life essence of all nearby plants (reducing their metadata), this plant essence will then be used to fuel your totems.
This is gui-less.
Chlorophyll Solidifier:
By using this machine you can infuse things with Liquid Chlorophyll, placing a diamond in here with 16 buckets of chlrophyll will create your Chlorophyll solidifier.
This is guil-less.
Totem Table:
This is the main crafting mechanic in Totemic, by placing something in here then using a certain item on it you can do certain things to it.
For example, placing a totem in then hitting it with a whittling knife will create a different totems.
This is also gui-less.
Totems:
Ocelot: This will stop all nearby creepers from exploding - Implemented
Horse: This gives you a speed boost: Implemented
Quartz Block: This works like a magnet and will fill up nearby inventories with items nearby on the ground: Kinda implemented
Blaze: This will give nearby players fire resistance: Implemented
Cactus: Damages nearby entities: Implemented
Bat: Gives nearby players flight: Kinda implemented
Sun: This will stop rain: Implemented
Food: This feeds you: implemented
Future plans:
Totems will be a multiblock strucutre, since the code for this is a bit annoying, It's not gonna happen for a little bit
Totem beads:
This will allow you to give the players DIRECTLY the power of the totems, so you don't need a nearby totem to have the effects.
Downloads:
While totemic is still HEAVILY in development, I may drop a build or two every once in awhile to get the bugs out to a wider audience, these builds should not be used in a proper world and MAY ruin it, because of this i would appreciate if you didn't put it into modpacks
Latest:
https://www.dropbox.com/s/9d17inn87j9jl88/Totemic-0.0.3.jar
Changelog:
0.0.3
Added the Totem of Food (This feeds nearby players ) and fixed a few little derps.
Started on the multiblock system.
0.0.2
Fixed bugs and added a few more textures, NBT tag items cant be put in the chlorophyll solidifier.
0.0.1
Added all the things!
I also want to point out that I don't want to turn this into another vineacraft thread, this is mearly for suggestions and thoughts, not some weird hype train... xD
Totemic is open source at https://github.com/Pokefenn/Totemic
If you need to know anything, grab me on irc at #totemic, @Pokefenn on twitter or on this thread.
(The incredible logo is done by Mr BigBadChris, go thank him ! )
Potentially in the future, the cactus totem does that, yet in a small range (since it is made for mob traps )Some defensive totems? Like spitting fire bolts (not balls, don't want to have a destroyed lawn after a night) at mobs in range. Fixed facing so you will need to place them properly for proper coverage?
...
Future plans:
Totems will be a multiblock strucutre, since the code for this is a bit annoying, It's not gonna happen for a little bit
...