Runecraft
Runecraft is a gameplay modification for SMP, that adds magic to the game without any commands. Runecraft is the longest running Minecraft mod, dating back to the Alpha days. Runecraft boasts over 120 runes and is still under active development. Everything you need in one, immersive, magic plugin.
Magic is done through the form of "runes", significant shapes of materials laid out in the actual game world. These runes can create unique short-term tool enchants, teleporters, hidden walls/passageways, and even the ability to create mobile teleporting bases.
- Player built simple Teleporters that use unique combinations of blocks to identify destinations
- Specific enchantments for dealing with natural hazards (lava, floods, falling gravel)
- Magic blocks that flip between two blocks when you activate them, or reveal secret passages
- Redstone compatibility: allowing runes to be activated by redstone signals
- Multi-world support: all features are completely compatible with multiple-world servers
- Commandless setup: Runecraft is designed for minimum hassle in configuring it. plugin and go!
- Easy configuration: it's simple to disable a rune entirely, or a rune per person.
- Optional permissions compatibility
- Requires no client modification
Runecraft prides itself on its immersive nature, with no need for any slash commands. Everything can be done in-game by players, constructing the runes to create the effects they're looking for. 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.
Runecraft has been worked on by a number of different people: The current team:
Creator: SuperLlama
Current Project Lead: RivkiinShadows
Current Lead Developer: lvletei
Current Developers: Penguin, Shaddowlinkk
Previous Developers and Current Consults: C'tri, Zeerix, Der_niabs, Fayettemat, Amuxix, Josiah42
Our Twitter: https://twitter.com/Runecraft_MC
Our Facebook: https://www.facebook.com/OfficialMcRunecraft
Our Discord: https://discord.com/invite/t8CdMDpEJg
Our Wiki: http://runecraftwiki.divinitystudios.net/mediawiki/index.php?title=Main_Page
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Posted Nov 21, 2015@Rchard333
That is indeed quite odd...will look into.
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Posted Nov 21, 2015Found a bug with runic energy.
Throw a firework into lava and get 2,147,483,647 runic energy.
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Posted Nov 20, 2015@erdrickk
Most things are fairly safe. Reality Master might be something to get rid of, but relatively safe otherwise. I would advise testing or looking up each rune to see exactly what you want as it is per server basis.
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Posted Nov 20, 2015Do you have like a suggest permissions or config list of what to disable to make this plugin fairly safe for most servers ? the number of runes and their functions are overwhelming and it would be great if there was a suggested list to help out us new people
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Posted Nov 13, 2015@Mouse1703
Hmmm...in play-testing they were being destroyed. Guess we will go back to that! :) As for Faith Islands and redstone, we are not doing block updates when we move the islands, so it is possible that it is picking up the redstone in it's unpowered state then placing it back down unpowered. There is not much we can do about it really.
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Posted Nov 13, 2015Reality Anchors, once created, can't be properly destroyed. The signature last used by an Anchor will remain "already in use by another anchor" even if that anchor is no longer present, and attempts to activate a Reality Master with that signature will fail, returning the error that one of the anchor's emerald blocks is merely missing. Also, when creating a new Anchor, if the default locations of the emerald blocks are obstructed, the emerald blocks will simply vanish. I believe, in previous versions of Runecraft, in this situation, each obstructed emerald block would remain in its respective location in the pattern of the rune, so it could be manually relocated. Unrelated, lit redstone wire moved by faith sometimes becomes un-lit at the destination, and doesn't become lit again until it receives a block update.
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Posted Nov 11, 2015@Mouse1703
Correct, we are not costing fuel block for pegasus anymore. Reality master is taking a small amount of energy each block. As for the island moving in the opposite, we know it is. We should have a fix in Runecraft 3.0.1.
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Posted Nov 11, 2015Also, Pegasus doesn't seem to consume fuel blocks placed in the slots, and moves the island in the opposite direction when a block is placed in a slot, and then the rune activated later. Activating Pegasus WITH the fuel block works normally. Also does not seem to consume Runic Energy, or at the very least does not display an energy cost in chat. Same with Reality Master.
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Posted Nov 11, 2015@Mouse1703
We will get that fixed up! :)
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Posted Nov 11, 2015Found a rather destructive bug where Reality Master, once triggered, will not stop until it the whole area designated by the Anchor is copied. Breaking the rune no longer stops the Master, nor does moving it via Faith/Pegasus, nor does it shut off when the person who activated it moves very far away. The rune will stop when the person who triggered it logs off, but will start up again the instant that person logs in, again.
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Posted Nov 9, 2015@Rchard333
Yep!
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Posted Nov 9, 2015@Rivkiin
Ok thanks for telling me.
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Posted Nov 9, 2015@Rchard333
Wards have been a bit buggy disengaging. As for Levitation Ward, it does nothing...yet.
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Posted Nov 9, 2015@Rivkiin
Might've found something else.
The levitation obelisk works just fine but when a flight/levitation ward is built and activated near it nothing happens. When you active it again after deactivating it you get it displaying a message that the ward awakens then rests and it being accepted and that something interferes. The first activation works just fine but it doesn't cancel out the levitation obelisk or do anything as far as I'm able to figure out.
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Posted Nov 9, 2015@Rchard333
Yep! Should be fixed in Runecraft 3.0.1! :)
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Posted Nov 9, 2015@Rivkiin
Least the bug was found and once I knew how to correct it in the txt it was a real quick fix.
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Posted Nov 9, 2015@Rchard333
It appears this is a bug on our end. When it is a 2 word rune, you will need to have a space where the rune name is.
By this I mean: hellmaw should be hell maw
This fixed it in my play test. Sorry about the inconvenience! D:
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Posted Nov 9, 2015@Rivkiin
http://pastebin.com/UUr3JEne
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Posted Nov 9, 2015@Rchard333
That is strange. From my own testing it has been working. Would you mind sending me your disabled-runes.txt? :)
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Posted Nov 9, 2015@Rivkiin
I did delete the old disabled-runes.txt (and made a backup just in-case) as I had problems with the old format having negative reactions with how the way it is now before this problem came up.
Also no need to apologize since it's kinda obvious since it happens whenever something restructures itself.