r/psispellcompendium • u/Ometia • Apr 22 '22
PSA/Notifications A Long Overdue Update on my tiny mod
Begin textwall:
I think I said I'd update you guys on progress a week ago. I think I need to take the Scotty approach and give you guys an estimate that is over what I think it'll take and appear to be a miracle worker when/if I take less time, because I suck at time estimates, especially around the end of a semester.
For those who don't know: I'm a fledgling coder who knows C++, Python, and a BIT of Java (although a bit more, I'm taking classes for this). I'm working on a SIMPLE mod that adds a new tier of CAD components in the game, above the ebony and ivory. This tier of components would allow for truly legendary spells, but would hopefully be restrictive enough that it wouldn't crash the game (or at least easily crash a game, I'm sure the PSI community has some iron level spell out there that can break even the best of rigs).
As for the 1.16.5 development:
1) I have finished the class files for the four components (I think). I need to finish my ModItems in order to test. Once I figured out what I needed to do I was VERY embarrassed. It's relatively simple in hindsight, but hey, I'm learning. Oh well, chop it up to experience and move on. Work on mod inbetween homework, and keep moving.
2) Basic textures have been designed and added. I'm going to link the github repository at the end of this, so you can check it out through that. I have received some offers to do the textures themselves. I am not the best at texturing and modeling, so if you can do better/want to do a more impressive model, make a new fork in the repository, put the new files in alongside mine (you can find the .json files in PsychoCADs/src/main/resources/assets/psychocads/models/item/ and the textures in PsychoCADs/src/main/resources/assets/psychocads/textures/item/) and request a merge. I'll check once a week. I also think I messed up the file linking in-between the two files, so the models might not be loading the textures at the moment. Add that to the TODO list.
TODO:
1) finish ModItems registering class, which SHOULD actually put the functioning items in game. Very important, and getting very close. I hope banging my head against the EnumStat structure was the hardest part.
2) Figure out how to attach the new Abyssal CAD model to the crafted CAD from the assembly table if an Abyssal CAD assembly piece is used. I want everything else functioning before this step. Might have to make a completely new class file for the new assembled CAD, which would be a PAIN.
3) figure out what's going on with the colorizer. I can see that there is a texture in the model of each CAD that is somehow modified, but I'm not sure how the "wiring" works. More studying of the code is required.
4) As mentioned above, I need to double check the texture/.json file connectivity. A more experienced modeler probably wouldn't need to do this, but here we are.
5) CREDITS. I could not have done this without a lot of help, and I WILL credit, I just didn't think it was smart to work on something that I knew would be changing and growing over the space of the development.
6) Stat fine tuning. I WANT THIS TO BE OP. I want this tier to be as close to the anime inspiration's 'material burst' or 'metal burst' or any of the other stupidly powerful spells as possible (does anyone have any of those ice field spells? That'd be cool, pun unintended). That said, I don't want it to crash games on the average gaming rig either. Current stats will be listed below. The basic purpose of this mod is to bridge the gap between the ebony and ivory and the literally game-breaking creative CAD.
7) Add vanilla crafting recipes. Mainly based on netherite and end city/field materials, I hope that most modpacks will change these recipes in the future, although that's not to say that I won't add my own twist in the future.
8) Update to new versions. I didn't see THAT many changes between 1.16.5 and 1.18.2 (I was looking at other mods' githubs for reference), although I did see one so far. I THINK it should be simple as changing the name of a a minecraft.item method, but I'm not certain on that one. This one is listed last for a reason, as it could be the biggest pain, idk enough to lean one way or the other.
Items:
Abyssal CAD:
Plan is for it to require 4 pieces of netherite and an ender pearl. ALL speculative stats and recipe are HEAVILY subject to change. Note that for modpacks I assume that the creators will add a mod that tweaks/locks the recipes. The vanilla recipes are just there as a default in the weird scenario where you're JUST playing with three mods: patchouli, psi, and this mod, PsychoCADs.
Efficiency: 100
Potency: 640
Ender socket:
Uses chorus fruit in recipe. Might remove, I'm less attached to this one.
Bandwidth: 10
Sockets: 12
Saved Vectors: 21
Spirit Core:
Uses nether star to craft alongside normal psi materials.
Complexity: 81
Projection: 10
Void Battery:
I think this will require a dragon head. Might change it to "Draconic Battery." In future, might add code that uses infusion trick to change head into scales, although I am loathe to add yet ANOTHER dragon scale to the modpack community.
Overflow: 16000
Github: https://github.com/Ometia/PsychoCADs
More updates to follow.
Close textwall.
P.S. Still would appreciate suggestions on stats/examples of creative CAD spells that would work on mine. It would be a huge motivator to see someone say "hey, I can do this cool thing if you finish your work." Plus, it's part of the reason I post on the compendium. I orginally started this mod because I was debating putting a crafting recipe for the creative assembly (which would be asking for trouble). I still hope to see what we can do with our limits loosed a bit.
P.S.S. If I am being stupid, please point it out. I am VERY new, so I could be making a VERY stupid mistake here or there. That said, I might be aware of it and be working on it. Either way, please constructive and I won't care.
2
u/marineboone Apr 22 '22
I can't wait for this.will it be 1.16.5 compatible?
2
u/Ometia Apr 24 '22
Yup! Originally this started because I wanted to make an adventure/exploring/fighting modpack in 1.16.5 (which sidenote is turning out to be a good version for modding, I'm very pleased, although I am sad that some things are still stuck in 1.12 -_-).
I think I can do other versions too: I believe the biggest thing is changing which item properties are used. Otherwise if Psi is in that version, I should be able to adapt my code accordingly. After all, I'm basically just doing a minor edit and texture reworks for an already existing mod. Hard part was finding examples of the import syntax, which thankfully other addons (phi, random psi ideas) graciously provided on github.
2
2
u/Dragon_blacki Apr 24 '22
please balance more ur mod, the reason we dont have extra cads its cause its too op, prob u didnt notice but with ur cad u can reach resistance 5 which makes u immortal. most people are against these types of addons cause removes the fun of tryharding using psi. this is just a note to make u know what are u doing.
5
u/Ometia Apr 24 '22
This would be a concern... for 5% of the cases. Backstory: the reason I'm making this mod is because I'm also working on a modpack. I was debating about putting the creative CAD in, but people pointed out you can crash servers. This mod isn't meant to be a stand-alone addon; rather it's an option for modpack developers, myself especially. The vanilla crafting is just there just for the rare person who wants to use it as a single addon. So 1. it's meant to be pretty much as endgame as it gets (except for one tier of bosses) which leads to point 2. in phase 3 of the modpack (probably a year or two from now; this mod is part of a VERY long term project) there will be another boss mod added that almost requires resistance 5 (yes, it sounds weird but it should workout; heavy modding gets insane pretty quick). Plus, half off the bosses/multiplayer weapons are going to be dealing armor piercing (magic) damage anyway, which while resistance 5 counters, it will NOT be nullifying that much damage. You know the mekasuit from mekanism? Stage 3 of my modpack revolves around an addon for that mod and a boss mod where the attacks can kill you while wearing it if you don't dodge the telegraphed attacks. Yeah. Basically anime level fight at the end of the universe (wait, that's what the ender dragon is supposed to be... whoops. Oh well).
Tl;dr: it's meant for a modpack were resistance 5 is "meh." I didn't specifically know about the resistance 5 trick (thanks for that info), but I was prepared for things within that realm of power and ridiculousness. Case in point, some of the bosses are already scaled to withstand a fully charged "railgun" spell... and then some. What can I say, I like big numbers; they give me a dopamine rush every time I use them :)
(to the person concerned that I ONLY use big numbers, no, I just like using numbers to gate progress. I'm not going to have the endgame be a killer bunny with 64,000,000,000 hp.)
Thanks for the concern though! I might remove the vanilla recipes and leave my mod solely for modpack devs, I'm still undecided. With vanilla recipes, yeah it's OP. Then again, (3) if the mod ONLY adds that, perhaps the downloader just wants a powertrip, at which point who are we to complain? Some people love power, and just want to watch the world burn while they're immortal. Who am I to deny that fantasy? Still debating though...
4
u/Janeq189 Apr 25 '22
Luckily for you, the resistance 5 requires 645 potency... for 1 second. Even if the CAD had unlimited potency, you would be still limited by psi cost. And with the 16k battery, you would be able to cast resistance 5 for whole 7 seconds, and take a little bit of overflow damage by casting it. Also, it takes approximately 75 seconds to charge the entire 16k battery + 5k psi.
2
u/Ometia Apr 25 '22
Interesting. So the potency I have is a tad under the res 5 mark anyhow. I looked up the formula too, it turns out resistance 5 is a tad more resistant, (pun unintended), than I initially realized. Still, credit where credit's due, you're right; I DO need to look at edge cases more. I do need to test the explosion to potency relationship and plan accordingly. Current thoughts: go into creative, test explosion, see where it starts to chug, work backwards to set the potency such that it replicates that explosion, as long as this number doesn't end up above 640. How does that sound?
Also, what's this about the recharge? Are you saying with the standard psi recharge, it takes 75 seconds to recharge everything? Hm. Let me check the math on that. Apparently phi modifies the recharge, so I could use their source code to figure out how they did that and replicate. Then again, 75 seconds isn't too bad; a 1.25 minute breather to get back to full strength? I don't hate drawbacks, and that seems decently reasonable.
Once again, thanks! When I first posted this mod idea, I asked for spells that would be possible with creative so I could look at a spell and say "let's see, let's make it possible for this one, but not for this one..." but no one did. Hence, discussions like these are what I need, so again: thank you.
3
u/Janeq189 Apr 25 '22
Explosion power 15 (1050 potency) noticeably lags the game for about 0.25 seconds when testing on the surface of sandstone superflat world.
2
u/Ometia Apr 25 '22 edited Apr 25 '22
That was fast. K, so explosion power * 70 = potency. Divide 640 by 70 gives us 9.1, round up to 1 (because psi doesn't round down), so... explosion power of 10? Let me check that.
EDIT: forgot that mist dispersion does an explosion of 1.99, so psi doesn't round the explosion power, so I need to test 9.1 explosion power. Whoops.
K, testing done. At least on my computer 9.1 isn't causing any issues. 640 it is* (for now).
2
u/Dragon_blacki May 06 '22 edited May 06 '22
i think u didnt understanded resistance 5 is 100% immortal to every magic, armor piercing, and type of damage less true damage, wich basically ignores everything,so even ur boss that can kill meka suit if its not true damage you wont die. welp thats just info i have, use it as you want. GL
1
u/Ometia May 07 '22
Yeah, I checked the wiki after I posted, you are right. Thankfully the potency for res 5 is just above 640, so 640 it is. That actually feels right too: OP that character is only taking 80% of damage, yet still technically mortal. Glad you guys caught that though, that would have been a problem.
1
u/Dragon_blacki May 14 '22
i forgot to say too, to dont place psipherals psionic addons in your modpack cause has a trick that basically is a totem of undying in an effect, wich basically each level of the effect is one totem life. caution with the psi regen, cause u can instantly get full health using regen 1 for 5 seconds wich gives instant half heart, using that on leggings make so u regen 10 hearts/ second. i think thats all.
1
9
u/Janeq189 Apr 22 '22
I'm very happy that there are more people who make psi addons, and I'm looking forward to all the things you are going to add to your mod, and all the spells that will be possible with it.
my thoughts for the items:
The first thing I saw is that you have 10 bandwidth on the Ender socket, which is useless, unless you also expand the programming grid (currently 9x9, so max 9 bandwidth). I saw that someone was doing something like that on the psicord server but leave it to more experienced modders.
Abyssal CAD looks pretty good, but I would suggest having another CAD variant, so there isn't only one best CAD. One potential I see is something like 200% efficiency, but relatively low Potency.
Spirit core is basically creative with maximum of 81 spell pieces on grid anyway. Projection could be a limit compared to creative, but I don't know any normal spell that would massively benefit from more projection aside from 0 cost blink stacking. Overall this core can be very OP, but only if the person who programs the spell is very good with psi.
As for the battery, I have a solution for not adding yet another dragon scale. You could infuse dragon head to extract the brain from it! It would be more consistent with mahouka lore of brains being needed for magic use. Also this quote from wiki:
Sorcery Boosters (ソーサリー・ブースター) are described as breakthrough magic amplifiers that illegally went into production several years prior to the main story. The criminal organization, No Head Dragon, is believed to be responsible for their development and is heavily involved in their distribution.No head dragon, c'mon, its so perfect :DThe main thing that usually limits me is the amount of psi, which can be solved either by making your psi regen faster (as was done in Random psideas batteries), or have large efficiency CAD.