Many of you may be of the mindset that there are too many magic mods already, but I'm definitely not. As such, I'm starting up a new magic-themed mod -- while I'm yet not ready to reveal details on the theme, mechanics, etc (know that I am going with a rather.. unique system, with some early-game elements, but the real power of it will come out late-game), I'm interested in hearing what kinds of tricks, toys and tools people would like to see come out of the mod.
One thing that I should note, before ideas are posted, is that I have a very specific mindset when it comes to magic (and this is something that runs counter to what a lot of people like to do in heavily modded Minecraft instances): Magic is personal. It is a thing that a witch, wizard, sorcerer, whatever does, based on his/her abilities (and possibly help from friends), but it is not something that should be automated. The mod will provide means of automating several tasks (farms, for instance), yes, and it will even provide means of automating the results of some lower-level elements of the mod. But the magic itself, the core of the mod, the high-end content. That will not be automatic -- because, as I said, "Magic is Personal."
So, here's a quick recap of what I am and am not looking for.
Looking For: Mechanics, things you would like to be able to do (whether you can or cannot currently do them), tools, powers, etc. that you would like to see. Content that doesn't already exist is preferable, because that's always more fun to create, but I'm not averse to implementing things that already exist (especially if they're only achievable through tech-based mods).
Not looking for: I already have a fairly good idea of how I want the system to function, and what kind of theme I intend for the mod. If you like Eastern Mystical magic themes, that's cool -- but that's not what I'm looking for. If there's something specific about that theme you like (for instance, the art of scrying (spoiler alert, that's an idea already)), I'm happy to hear that. So please, keep it to mechanics and things you would like to do, rather than how you would like to do them or how you want it to look when you do them.
All ideas will be properly credited, and this mod (as with most of my other mods) will be free, licensed under the GPLv3. ^-^
--Edits--
1. From Reddit
2. Testing Opportunity
When the mod reaches a testable phase (this will not be for quite some time), I intend to choose from amongst those who have proposed ideas as early testers. I am hosting the source on two separate Git servers - a private one, and GitHub. The GitHub host is going to be the public access, which will be behind (but not by too long, I promise!) the main repository and may be missing some brand-new untested features that may never actually stay in the mod.
One thing that I should note, before ideas are posted, is that I have a very specific mindset when it comes to magic (and this is something that runs counter to what a lot of people like to do in heavily modded Minecraft instances): Magic is personal. It is a thing that a witch, wizard, sorcerer, whatever does, based on his/her abilities (and possibly help from friends), but it is not something that should be automated. The mod will provide means of automating several tasks (farms, for instance), yes, and it will even provide means of automating the results of some lower-level elements of the mod. But the magic itself, the core of the mod, the high-end content. That will not be automatic -- because, as I said, "Magic is Personal."
So, here's a quick recap of what I am and am not looking for.
Looking For: Mechanics, things you would like to be able to do (whether you can or cannot currently do them), tools, powers, etc. that you would like to see. Content that doesn't already exist is preferable, because that's always more fun to create, but I'm not averse to implementing things that already exist (especially if they're only achievable through tech-based mods).
Not looking for: I already have a fairly good idea of how I want the system to function, and what kind of theme I intend for the mod. If you like Eastern Mystical magic themes, that's cool -- but that's not what I'm looking for. If there's something specific about that theme you like (for instance, the art of scrying (spoiler alert, that's an idea already)), I'm happy to hear that. So please, keep it to mechanics and things you would like to do, rather than how you would like to do them or how you want it to look when you do them.
All ideas will be properly credited, and this mod (as with most of my other mods) will be free, licensed under the GPLv3. ^-^
--Edits--
1. From Reddit
What spawned this new project in the first place is my recently beginnings playing a custom modded set in 1.7 - a lot of the major mods, both in the tech and magic spaces, you can't even start until mid-game. Vanilla, on the other hand, gives you plenty to do when starting out -- while it's kinda low-tech and by this point a lot of people are bored by it, the important takeaway for me is that there's always something to do. And that's one of my guiding goals with this project - I want you, from the moment you start a game, to have something you can do with this mod. You won't have to hunt down iron and gold to make wands with loads of content to research, you don't have to hunt down diamonds and iron and a wealth of materials to begin with the magic -- you'll need them for progression, to be sure, but you can start almost immediately after spawning into a world for the first time.
2. Testing Opportunity
When the mod reaches a testable phase (this will not be for quite some time), I intend to choose from amongst those who have proposed ideas as early testers. I am hosting the source on two separate Git servers - a private one, and GitHub. The GitHub host is going to be the public access, which will be behind (but not by too long, I promise!) the main repository and may be missing some brand-new untested features that may never actually stay in the mod.
Last edited: