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 Jul 14, 2015@Shadoward12
The energy system will entirely replace the uses and timing system. In essence we are auto engraving runes onto their items. So, it will cost you energy to destroy (power pick), create (transmutation rod), and move (runic forklift). Getting energy will be consuming (rune activations) or burning items. Amuxix and Josiah are both the ones that are working on getting the energy numbers to a proper state. Every player has their own energy numbers, meaning that just giving a power pick to someone will not let them use the effects, they will need energy to use the power pick.
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Posted Jul 14, 2015I'm quite curious about the transmutation rod as well as this player energy system. What exactly does the energy system do?
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Posted Jul 14, 2015@cyberiantiger
After Runecraft 3 releases, we do plan on going OpenSource. This was after careful consideration of the group of developers. People will be able to make pull requests, but do not expect every pull request to be put in. We will look over them and if it will break things, we will deny it. If it will break the balance, we will recode it balanced. If it will be an op me on any server I am on, we will deny it. This goes for everyone, not just for you. We have migrated to using Maven already thanks to our wonderful Amuxix friend. Keep in mind, a lot of things are changing in Runecraft 3. All known bugs will be fixed and we will be taking 15 days to really make use of the plugin play testing it on the Official Runecraft server. Thus I do have this announcement: Runecraft 3 will be uploaded on August 15th. Reason for this being that with our current deadline, we will not have any time to test everything. If you wish to come test with us, apply for the whitelist for the Official Runecraft Server. We will be uploading and resetting the server on July 31st and you will be able to play with Runecraft 3.0 before August 15th when it goes public.
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Posted Jul 14, 2015@Rivkiin
Open source it so I can send you PRs which break everything, and fix/modify stuff myself.
And migrate to using maven if you haven't already please :P
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Posted Jul 1, 2015@Rivkiin
If you guys have any questions or anything, post it into the forums!
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Posted Jul 1, 2015Check out this forum post for those of you that wish to know what is going on with Runecraft 3! http://officialrunecraft.net/forum/threads/runecraft-3-changelog-wip.43/
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Posted Jun 16, 2015Sooo...work on Runecraft 3 is working well! Tell us what you think of this: http://imgur.com/DrrXPA2
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Posted May 31, 2015@Admiral_Minell
We were just discussing this. Topsy Turvy will be restricted from moving bedrock. :)
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Posted May 31, 2015@Mouse1703
Some of us build Bedrock 3D Printers with Faith XD. In my opinion, Topsy Turvy should be restricted from ever moving bedrock, but Faith should be allowed. I definitely agree it should be controllable by the Server Admin.
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Posted May 31, 2015@Mouse1703
Bedrock can be moved by faith indeed. Diamond blocks cannot. And again, I can talk to the others to see their thoughts on the idea. :)
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Posted May 31, 2015Well it wouldn't be increasing the restrictions so much as allowing them to be increased on a per-server basis. Diamond blocks (and bedrock too, right?) would remain the only things unmoveable by Faith by default, and servers could then add blocks they don't want moved for their own reasons much the same way as disabling runes.
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Posted May 31, 2015@Mouse1703
All thing protection oriented will be fixed in Runecraft 3. As for increasing the restrictions...ships can be made out of any material, except diamond blocks, because it gives the player all forms of customization. I can talk to the other DEV's and see what they think overall. :)
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Posted May 31, 2015The ones I had in mind were monster spawners and end portal frames/blocks, but that's for server-specific reasons. I can see why they'd be allowed to be moved by default, but I think it'd be a nice addition to allow servers to increase the restrictions on what can and can't be moved via Faith. For instance, if servers are using Faith to create moveable airships, it could be used to ensure that the ships aren't made of blocks that ships logically shouldn't be able to be made of. Maybe have Topsy Turvy operate under a different list of restricted blocks, to allow servers to limit the griefing that could potentially be caused with it (pulling chests out of protected areas, for instance).
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Posted May 31, 2015@Mouse1703
Not currently. And I do not think we will increase that list. What blocks do you think they should not move?
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Posted May 31, 2015Is there a way to add blocks to the list of blocks that Faith and related runes can't move?
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Posted May 23, 2015@cyberiantiger
Yeah, that was a bad on my part. :) Happens when you are sorta rushing. However, that code is completely outdated with the new Runecraft 3 code. Runecraft 3 afterall is a refactor/rewrite. As well as the fact that we may...MAY...go open source in the future. Depends how many people want it. :)
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Posted May 23, 2015If it's supposed to be a closed source plugin you probably shouldn't include the entire git repo in the jar file (for the latest version off your site).
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Posted May 17, 2015Also! Forgot to mention! If you are on 1.8.3, there is a build up. For some reason Bukkit has not been letting me upload it here, but you can get it on: http://llama.cerberusstudios.net/runecraft/
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Posted May 17, 2015You can also tweet your ideas to @Runecraft_MC or make a post on our Official Forums here: http://officialrunecraft.net/forum/
Make a topic! Talk! IDEAS!
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Posted May 17, 2015Hello people of Runecraft! I am here to ask you guys for your thoughts, for your ideas. What would you like of Runecraft? What would you want added? Changed? What would make it even more epic? Let us know here: http://dev.bukkit.org/bukkit-plugins/runecraft/tickets/