The enchanted pickaxes do have a limited number of uses..
It's not a matter of the advantages that they offer being too much, but more the issue that even simple things like the ranged fire using an enchanted sword could be used as a way to place fire in an area that they don't have permission such as in my sphere where i used netherrack for some of the design to place fire all over.
Our first priority is how to avoid making ways for someone's work to be damaged by the use of these runes. Even things like the instant wall could be placed to suddenly make a wall through the middle of someone else's city. A spiral mine rune could accidentally cut a hole into someone's underground area, even if that area was previously protected with world guard. The RuneCraft does not have ways to prevent interference of this mod within protected areas. Until we have some way to make the mod safe we'd have barely any runes that we can leave to public use.
It's much like when we were deciding how craftbook IC's could be allowed. Most of them are not allowed but the ones that are safe are being allowed for public use. You are allowed to use things like remote sensors and such but when it comes to the monster generating IC we have to remove them from public use.
We have to make sure that the runes can be used safely. even with the ability to remove runes we'd be left with only a few runes left. these are largely just the few ice runes that are left.
The only place i could see most of these runes being used is the war world, which has fallen to be mostly ignored.
Our first priority is how to avoid making ways for someone's work to be damaged by the use of these runes. Even things like the instant wall could be placed to suddenly make a wall through the middle of someone else's city. A spiral mine rune could accidentally cut a hole into someone's underground area, even if that area was previously protected with world guard. The RuneCraft does not have ways to prevent interference of this mod within protected areas. Until we have some way to make the mod safe we'd have barely any runes that we can leave to public use.
It's much like when we were deciding how craftbook IC's could be allowed. Most of them are not allowed but the ones that are safe are being allowed for public use. You are allowed to use things like remote sensors and such but when it comes to the monster generating IC we have to remove them from public use.
We have to make sure that the runes can be used safely. even with the ability to remove runes we'd be left with only a few runes left. these are largely just the few ice runes that are left.
The only place i could see most of these runes being used is the war world, which has fallen to be mostly ignored.
shell_shock_fire wrote:
I like the idea but i think normal players should have to buy it off the admin shop because if normal people can make it, there will be no use of furnaces.
The Fire Pick isn't actually that good. it only has like 20 uses before it wears off, but its useful if you dont want to have to smelt your iron and gold ore. it uses quite a bit of redstone too, so thats kind of a waste.
Cryston wrote:
It's not a matter of the advantages that they offer being too much, but more the issue that even simple things like the ranged fire using an enchanted sword could be used as a way to place fire in an area that they don't have permission such as in my sphere where i used netherrack for some of the design to place fire all over.
Our first priority is how to avoid making ways for someone's work to be damaged by the use of these runes. Even things like the instant wall could be placed to suddenly make a wall through the middle of someone else's city. A spiral mine rune could accidentally cut a hole into someone's underground area, even if that area was previously protected with world guard. The RuneCraft does not have ways to prevent interference of this mod within protected areas. Until we have some way to make the mod safe we'd have barely any runes that we can leave to public use.
It's much like when we were deciding how craftbook IC's could be allowed. Most of them are not allowed but the ones that are safe are being allowed for public use. You are allowed to use things like remote sensors and such but when it comes to the monster generating IC we have to remove them from public use.
We have to make sure that the runes can be used safely. even with the ability to remove runes we'd be left with only a few runes left. these are largely just the few ice runes that are left.
The only place i could see most of these runes being used is the war world, which has fallen to be mostly ignored.
Our first priority is how to avoid making ways for someone's work to be damaged by the use of these runes. Even things like the instant wall could be placed to suddenly make a wall through the middle of someone else's city. A spiral mine rune could accidentally cut a hole into someone's underground area, even if that area was previously protected with world guard. The RuneCraft does not have ways to prevent interference of this mod within protected areas. Until we have some way to make the mod safe we'd have barely any runes that we can leave to public use.
It's much like when we were deciding how craftbook IC's could be allowed. Most of them are not allowed but the ones that are safe are being allowed for public use. You are allowed to use things like remote sensors and such but when it comes to the monster generating IC we have to remove them from public use.
We have to make sure that the runes can be used safely. even with the ability to remove runes we'd be left with only a few runes left. these are largely just the few ice runes that are left.
The only place i could see most of these runes being used is the war world, which has fallen to be mostly ignored.
The Wall Master (revered to as the "instant wall") isn't and instant wall. Simply put, it lets place blocks in a redstone U that will automatically build the placed blocks into a wall in the asigned direction. Its purpose is to let you build walls without having to jump around and misplace blocks, but it still takes time.
The Spiral Mine Shaft will NOT break through someones underground area as long as there is worldguard on that area. on previous versions of runecraft, it did not obey worldguard, but it is now fixed according to the Minecraft Wiki.
In the standard world (not the war world) firespread is off, so the the fire sword and Pyrokenisis (long distance fire sword) aren't much of a problem either.
The problems listed by Cryston are actually not problems.
In case i haven't mentioned, a lot of the runes are made with material you have to work to get, like redstone, and iron ore. Griefers wouldn't want to waste their time collecting ores just to do some very mild damage. The really dangerous ones like "Faith" and "topsy Turvy" use a ton of gold and iron blocks, thus making extremely diffucult to use. plus these could be just turned off.
I'll give you a list of the useful runes that i use (most of them):
-Teleporter: lets you build private two-way teleporters. (You don't have to be a mod or admin)
-Wall Master: Helps build walls about 2-3x faster.
-Bridge Master: Like the wall master, but makes bridges
-Shield: Enchantes a sword to make a temporary glass box around you when desired
-Ice Pick: Lets you harvest ice blocks
-Power Pick: lets you mine a larger area at one time, making mining easier
-Farmers Charm: Automatically plants seeds when hoeing the ground.
-Diver's Helmet: Refills your air underwater under water for 30 seconds
-Cold Feet: lets you freeze water you step on, so you can walk on water (ice melts as soon as you walk away)
-Magic Beacon: Makes a very tall 1x1 glowstone tower. (if one block is broken, the whole tower disappears yeilding no glowstone)
-Phase Blocks: Lets you place blocks that can be "toggled" on and off, so they disappear and reappear when clicked
-Spring: Holding string, it lets you fly (more like spring) forward about 5 blocks in the direction of your cursor (many uses).
-Endurance Rune: Upon use, decreases the damage you take for a limited time (kind of like invisible armor)
-Initiator: (Required bedrock, so only mods and admins can build it) If a certain server setting is turned on (see Forum page) players wont be able to use any runes unless they use this rune. This allows admins and mods to choose which people can use runes, and can prevent grieving with runes. (rune does not have to be rebuilt after usage. Admins can remove the bedrock with the Admin Pick if needed)
Also, most runes require more rare blocks to be worthwhile. For example making a Spring Rune with cobble will only let you have 5 uses, whereas using bookcases will give you 24 uses. Same thing for the other enchanted picks: rarer block=more uses.
I'll give you a list of the useful runes that i use (most of them):
-Teleporter: lets you build private two-way teleporters. (You don't have to be a mod or admin)
-Wall Master: Helps build walls about 2-3x faster.
-Bridge Master: Like the wall master, but makes bridges
-Shield: Enchantes a sword to make a temporary glass box around you when desired
-Ice Pick: Lets you harvest ice blocks
-Power Pick: lets you mine a larger area at one time, making mining easier
-Farmers Charm: Automatically plants seeds when hoeing the ground.
-Diver's Helmet: Refills your air underwater under water for 30 seconds
-Cold Feet: lets you freeze water you step on, so you can walk on water (ice melts as soon as you walk away)
-Magic Beacon: Makes a very tall 1x1 glowstone tower. (if one block is broken, the whole tower disappears yeilding no glowstone)
-Phase Blocks: Lets you place blocks that can be "toggled" on and off, so they disappear and reappear when clicked
-Spring: Holding string, it lets you fly (more like spring) forward about 5 blocks in the direction of your cursor (many uses).
-Endurance Rune: Upon use, decreases the damage you take for a limited time (kind of like invisible armor)
-Initiator: (Required bedrock, so only mods and admins can build it) If a certain server setting is turned on (see Forum page) players wont be able to use any runes unless they use this rune. This allows admins and mods to choose which people can use runes, and can prevent grieving with runes. (rune does not have to be rebuilt after usage. Admins can remove the bedrock with the Admin Pick if needed)
Also, most runes require more rare blocks to be worthwhile. For example making a Spring Rune with cobble will only let you have 5 uses, whereas using bookcases will give you 24 uses. Same thing for the other enchanted picks: rarer block=more uses.
-Wall Master: Helps build walls about 2-3x faster.
-Bridge Master: Like the wall master, but makes bridges
-Shield: Enchantes a sword to make a temporary glass box around you when desired
-Ice Pick: Lets you harvest ice blocks
-Power Pick: lets you mine a larger area at one time, making mining easier
-Farmers Charm: Automatically plants seeds when hoeing the ground.
-Diver's Helmet: Refills your air underwater under water for 30 seconds
-Cold Feet: lets you freeze water you step on, so you can walk on water (ice melts as soon as you walk away)
-Phase Blocks: Lets you place blocks that can be "toggled" on and off, so they disappear and reappear when clicked
those all sound nice, except the Cold Feet could screw up water if it has a certain flow probably
-Bridge Master: Like the wall master, but makes bridges
-Shield: Enchantes a sword to make a temporary glass box around you when desired
-Ice Pick: Lets you harvest ice blocks
-Power Pick: lets you mine a larger area at one time, making mining easier
-Farmers Charm: Automatically plants seeds when hoeing the ground.
-Diver's Helmet: Refills your air underwater under water for 30 seconds
-Cold Feet: lets you freeze water you step on, so you can walk on water (ice melts as soon as you walk away)
-Phase Blocks: Lets you place blocks that can be "toggled" on and off, so they disappear and reappear when clicked
those all sound nice, except the Cold Feet could screw up water if it has a certain flow probably
I guess your right. The water freezing and melting would count as a block update, so if you have some type of special water system that only works if it doesn't have a block update, that might mess it up, but the chances of that are pretty slim. Plus, all you have to do to cause a block update is to break or place a block next to the water.
Other than a very rare occasions of special water flow, Cold Feet isn't much of a problem.
Other than a very rare occasions of special water flow, Cold Feet isn't much of a problem.
We've only had input from one admin so far. Anyone else?
I guess not...
i like the idea of it