Tainted World!
(Cross posted from the minecraft forums since I hang out here far more often)
Tainted World is a mod intended to form the foundation of a Thaumcraft focused mod pack in a similar way that ex nihilo is foundational for sky block maps. Where in large mod packs taint is an annoyance at best, tainted world it is the fundamental obstacle to be conquered. In Tainted World, everything is tainted, not just the biomes but the very resources of the world. Player must struggle to survive using the poisonous resources initially as they research ways to safely purify and process the tainted materials. All while building a base fortified against taint reclaiming their turf and destroying their crops. Eventually players will gather enough resources to build large multi block structures that not only remove the taint biome but remove the taint from all blocks within their area of effect.
This will be my first mod as I teach myself Java and the forge API. I’d welcome help. Mostly I need folks who’d wouldn’t mind helping me out when I get stuck on the code.
What follows is a development doc of sorts detailing the systems and blocks that need to be developed.
Current progress: Learning as much as I can about forge and Java. I'll be on the forge IRC. I'll be the one swearing at the typos in my code.
More to come I’m sure but I think this is plenty ambitious for now. Feedback welcome.
(Cross posted from the minecraft forums since I hang out here far more often)
Tainted World is a mod intended to form the foundation of a Thaumcraft focused mod pack in a similar way that ex nihilo is foundational for sky block maps. Where in large mod packs taint is an annoyance at best, tainted world it is the fundamental obstacle to be conquered. In Tainted World, everything is tainted, not just the biomes but the very resources of the world. Player must struggle to survive using the poisonous resources initially as they research ways to safely purify and process the tainted materials. All while building a base fortified against taint reclaiming their turf and destroying their crops. Eventually players will gather enough resources to build large multi block structures that not only remove the taint biome but remove the taint from all blocks within their area of effect.
This will be my first mod as I teach myself Java and the forge API. I’d welcome help. Mostly I need folks who’d wouldn’t mind helping me out when I get stuck on the code.
What follows is a development doc of sorts detailing the systems and blocks that need to be developed.
World Generation:
Taint all the things: This mod is intended for mod packs with some sort of map attached as the player will need a small safe area to get started. Perhaps later versions will auto generate the safe area but for the initial release the safe area will need to be edited in. Beyond the safe area is one huge taint biome. Ideally world generation will first spawn a vanilla biome and then slap a fully developed taint biome on top of it. This taint is so virulent that not even the nodes of silver wood trees have survived. All nodes generated will be tainted. (The safe zone will probably contain at least one node)
The taint will go deep: All blocks within a taint Biome will convert into a tainted version of that block. I’m hoping to implement this as a sort of status effect on the blocks. This will apply a purple tint to their textures. Unless this is a block that has a specific taint equivalent (detailed below) tainted blocks behave as normal with the following conditions: Tainted blocks have a chance to infect the player with taint when walked on or when harvested. They have a (small) chance to spawn a fibrous taint on top of them with exposed to air (regardless of biome). There is chance for them to taint the player if carried in their main inventory. Tainted blocks all have vitium replacing one half of their original aspects rounded up.
Specific tainted blocks: Valuable blocks are tainted and the resources ruined. Only by purifying and then using alchemical transformations can their usefulness be restored.
Tainted metal ore - Tainted iron, gold or any other metal becomes tainted ore. Aspects: Metallum and Vitium. Can be smelted into tainted ingots. (Use for these is detailed later)
Tainted gem ore - The fate of diamond, emeralds, lapis and redstone. When broken they yield tainted gems. Aspects: Vitreus, Vitium and Lucrum
Taint infused stone- Very dangerous to harvest, best to use a focus of Excavation as breaking this block can spawn taint goo or monsters to appear. Yeilds 2 to 4 tainted shards. Aspects: Vitium (2) and Praecantatio (2) per shard.
Tainted coal ore- Oddly simply yields coal.
Amber ore - Also resistant to taint.
Tainted Quicksliver - Spawns hungry tainted slimes as the player gets within two blocks.
Corrupted metal tools and Armor:
As standard iron tools and Armor but with one quarter of the durability. When a tool breaks it will spawn flux goo in the player’s inventory. If I’m feeling nasty tools might also have a chance to taint a block you harvest with it.
Armor: A full set of corrupted armor will set most tainted mobs to neutral to you. Except creepers. Creepers always hate you. Handy for harvesting vis from nodes within the taint biomes.
Research:
Tab: Purification
This is the research tab for the Tainted world mod.
Clear shard: Using a piece of amber to amplify order vis you manage to clean a shard of taint (And most of its magic. Recipe: Amber, tainted shard and 10 order vis. Aspects: Praecantatio. Starts unlocked.
Corrupted metal cap: made from corrupted metal nuggets. (Optional, Thaumicon and an iron wand might just spawn in player’s inventory)
Corrupted metal wand: even worse the iron wand. 5 vis of each type stored. Will get you the Thaumonomicon.
Poorly made Thaumometer: Corrupted shards, ingots and string will net you this sticky looking thaumometer. (Will just be an alternate Thaumometer recipe to start)
Purification foci: recipe: amber + 4 clear shards. 25 order, 10 ignus and 10 per do vis. Emits a beam that burns away the taint of a block. Its a bit rough around the edges as it removes the taint without replacing the magic. This will change a the condition of a block from tainted to charred, it gains a darker tint and ignus in place of vitreus. Uses one order, one perdito and one ignus per block purified. Does three hearts of damage to tainted mobs. Used the special tainted blocks:
Charred metal ore= yields 3 iron ingots
Tainted gem ore= no effect
Taint infused stone = Explodes with the force of TNT, can chain react with other infused stone.
Charred quicksilver = yields 3 quicksilver drops (Screams real good)
When a mob is killed by a purification foci it may drop a soul essence. Eight of which can be used to create a spawn egg for that animal.
Purifier furnace= A furnace powered by vis. Amber and Purification foci are in the recipe, plus a vanilla furnace. Has a slot for wands and is much more efficient than the foci alone. Uses a tenth of the vis per block and can either use coal or a wand for the ignus required.
Tainted metal ore yields five iron nuggets.
Tainted gem ore yields 1 purified gem. The purified gem is the catalyst for creating diamonds and yields several useful aspects.
Taint infused stone = 5 clear shards
Purifying bellows- Bellows that can be attached to the infernal furnace to allow it to purify everything it processes.
Various alchemical recipes to recreate all the tainted resources.
Taint washer- A specialized crucible, combined with several arcane centrifuges that break a block down into its component parts, extract the taint and use elemental vis to reconstruct the block intact. Ores will randomly become one of the things it could have been. Uses quite a bit of vis.
Enhanced purity node- A multi block structure that requires and immense about of essentia and infusions to build. At the heart of it must be placed a pure node with at least 100 order vis. It will purge the taint biome in a 64 block radius and purify the blocks within that radius if supplied with additional order essentia (drawn from nearby jars.
Taint all the things: This mod is intended for mod packs with some sort of map attached as the player will need a small safe area to get started. Perhaps later versions will auto generate the safe area but for the initial release the safe area will need to be edited in. Beyond the safe area is one huge taint biome. Ideally world generation will first spawn a vanilla biome and then slap a fully developed taint biome on top of it. This taint is so virulent that not even the nodes of silver wood trees have survived. All nodes generated will be tainted. (The safe zone will probably contain at least one node)
The taint will go deep: All blocks within a taint Biome will convert into a tainted version of that block. I’m hoping to implement this as a sort of status effect on the blocks. This will apply a purple tint to their textures. Unless this is a block that has a specific taint equivalent (detailed below) tainted blocks behave as normal with the following conditions: Tainted blocks have a chance to infect the player with taint when walked on or when harvested. They have a (small) chance to spawn a fibrous taint on top of them with exposed to air (regardless of biome). There is chance for them to taint the player if carried in their main inventory. Tainted blocks all have vitium replacing one half of their original aspects rounded up.
Specific tainted blocks: Valuable blocks are tainted and the resources ruined. Only by purifying and then using alchemical transformations can their usefulness be restored.
Tainted metal ore - Tainted iron, gold or any other metal becomes tainted ore. Aspects: Metallum and Vitium. Can be smelted into tainted ingots. (Use for these is detailed later)
Tainted gem ore - The fate of diamond, emeralds, lapis and redstone. When broken they yield tainted gems. Aspects: Vitreus, Vitium and Lucrum
Taint infused stone- Very dangerous to harvest, best to use a focus of Excavation as breaking this block can spawn taint goo or monsters to appear. Yeilds 2 to 4 tainted shards. Aspects: Vitium (2) and Praecantatio (2) per shard.
Tainted coal ore- Oddly simply yields coal.
Amber ore - Also resistant to taint.
Tainted Quicksliver - Spawns hungry tainted slimes as the player gets within two blocks.
Corrupted metal tools and Armor:
As standard iron tools and Armor but with one quarter of the durability. When a tool breaks it will spawn flux goo in the player’s inventory. If I’m feeling nasty tools might also have a chance to taint a block you harvest with it.
Armor: A full set of corrupted armor will set most tainted mobs to neutral to you. Except creepers. Creepers always hate you. Handy for harvesting vis from nodes within the taint biomes.
Research:
Tab: Purification
This is the research tab for the Tainted world mod.
Clear shard: Using a piece of amber to amplify order vis you manage to clean a shard of taint (And most of its magic. Recipe: Amber, tainted shard and 10 order vis. Aspects: Praecantatio. Starts unlocked.
Corrupted metal cap: made from corrupted metal nuggets. (Optional, Thaumicon and an iron wand might just spawn in player’s inventory)
Corrupted metal wand: even worse the iron wand. 5 vis of each type stored. Will get you the Thaumonomicon.
Poorly made Thaumometer: Corrupted shards, ingots and string will net you this sticky looking thaumometer. (Will just be an alternate Thaumometer recipe to start)
Purification foci: recipe: amber + 4 clear shards. 25 order, 10 ignus and 10 per do vis. Emits a beam that burns away the taint of a block. Its a bit rough around the edges as it removes the taint without replacing the magic. This will change a the condition of a block from tainted to charred, it gains a darker tint and ignus in place of vitreus. Uses one order, one perdito and one ignus per block purified. Does three hearts of damage to tainted mobs. Used the special tainted blocks:
Charred metal ore= yields 3 iron ingots
Tainted gem ore= no effect
Taint infused stone = Explodes with the force of TNT, can chain react with other infused stone.
Charred quicksilver = yields 3 quicksilver drops (Screams real good)
When a mob is killed by a purification foci it may drop a soul essence. Eight of which can be used to create a spawn egg for that animal.
Purifier furnace= A furnace powered by vis. Amber and Purification foci are in the recipe, plus a vanilla furnace. Has a slot for wands and is much more efficient than the foci alone. Uses a tenth of the vis per block and can either use coal or a wand for the ignus required.
Tainted metal ore yields five iron nuggets.
Tainted gem ore yields 1 purified gem. The purified gem is the catalyst for creating diamonds and yields several useful aspects.
Taint infused stone = 5 clear shards
Purifying bellows- Bellows that can be attached to the infernal furnace to allow it to purify everything it processes.
Various alchemical recipes to recreate all the tainted resources.
Taint washer- A specialized crucible, combined with several arcane centrifuges that break a block down into its component parts, extract the taint and use elemental vis to reconstruct the block intact. Ores will randomly become one of the things it could have been. Uses quite a bit of vis.
Enhanced purity node- A multi block structure that requires and immense about of essentia and infusions to build. At the heart of it must be placed a pure node with at least 100 order vis. It will purge the taint biome in a 64 block radius and purify the blocks within that radius if supplied with additional order essentia (drawn from nearby jars.
Current progress: Learning as much as I can about forge and Java. I'll be on the forge IRC. I'll be the one swearing at the typos in my code.
More to come I’m sure but I think this is plenty ambitious for now. Feedback welcome.