Energy system can be added by simply making more tiers, persistent world runes like Topsy Turvy can't change.Import new features and concepts from Runix in a compatible way.Maintain backwards compatibility with all existing Runecraft servers.Runecraft is used as an introduction to Java for many people and it's a bad example at the moment.Priority number one is to get the code base into a sane, maintainable state that follows code best practices.Runix / Runecraft Integration Proposal: Goals: Instead of explaining my long train of thought I'll just skip to the proposal. After sleeping on it, I have a plan for how to get the best of both worlds. I think it was a really good decision to start Runix as a separate project to get perspective on the core value of Runecraft and to figure out how to improve it. Furthermore, it looks like Runecraft already has a good user community and a strong legacy that is worth keeping. Our conversation last night () convinced me that Bukkit is still a very viable, and long-term more popular platform, than Forge is at the moment. Would be nice to get runecraft some more publicity it definitely deserves it.I've been mulling over all the history and decisions that have brought us to this point. Also, curses could be disabled by default, and isn't this whole thing what disabled_runes.txt is for? So the server owner can choose? Also, there could be a config setting for the length of the curse cooldowns.Īlso, thought you might like to know I will be starting a "runecraft 102" series on YouTube where I go over every single rune. But instead of lighting my friend on fire, the guy who cast the mousetrap would get a message saying "the target is already saturated with dark energy" or something like that. Then, some other guy tries to cast mousetrap on him. For example, let's say I cast lightning on my friend. Add a cool down on how often someone can be cursed. But, I do have to agree, they can be pretty debilitating. When I saw them on the removed runes list, I was saddened, because they're pretty awesome. Previous Developers and Current Consults: C'tri, Zeerix, Der_niabs, Fayettemat, Amuxix, Josiah42 Runecraft has been worked on by a number of different people: The current team: Runecraft is an extremely popular addon for roleplay, PVP, and small servers because of it's out of the box ability to just be installed and start running, and covering a variety of pseudo-administrative and gameplay mechanics from an entirely in game point of view. Everything can be done in-game by players, constructing the runes to create the effects they're looking for. Runecraft prides itself on its immersive nature, with no need for any slash commands. Easy configuration: it's simple to disable a rune entirely, or a rune per person.Commandless setup: Runecraft is designed for minimum hassle in configuring it.Multi-world support: all features are completely compatible with multiple-world servers.Redstone compatibility: allowing runes to be activated by redstone signals.Magic blocks that flip between two blocks when you activate them, or reveal secret passages.Specific enchantments for dealing with natural hazards (lava, floods, falling gravel).Player built simple Teleporters that use unique combinations of blocks to identify destinations.These runes can create unique short-term tool enchants, teleporters, hidden walls/passageways, and even the ability to create mobile teleporting bases. Magic is done through the form of "runes", significant shapes of materials laid out in the actual game world. Everything you need in one, immersive, magic plugin. Runecraft boasts over 120 runes and is still under active development. Runecraft is the longest running Minecraft mod, dating back to the Alpha days. Runecraft is a gameplay modification for SMP, that adds magic to the game without any commands.
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