I am what some people call a self sufficient "full stack developer". I know my way around data modeling, database tuning, scale-able architecture, front end code, service design, and performance. My passion is building a product, solving problems, and mentoring young engineers.
runeology's Introduction
runeology's People
runeology's Issues
[Rune] Plunder
Automatically pickup items on the ground
Can be stacked: no
[Rune] Item Modifier
Only Items are affected by the runestone. Maybe this one should be configurable to act like a filter?
After the Rune is created it could be placed in a crafting grid along with the other items. That would save some metadata on the rune to enable to filter
Can be stacked: Maybe, but that depends how many item it can be filtered per rune.
[Rune] Angler
Increase rate of catching fish
Can be stacked: no
[Rune] Restoration
Remove all negative effects of a player
Can be stacked: no
[Rune] Passive Modifier
Only passive mobs are affected by the runestone
Can be stacked: no
[Rune] Range
Increase the distance a runestone affects
Can be stacked: yes
[Rune] Fertile Land
Blocks within range will grow crops faster
Can be stacked: no
[Rune] Power
Increase the intensity of other runes at the cost of using more energy
Can be stacked: yes
Block Rendering
Figure out how to render blocks in the abstract Runestone way.
ref: https://mcforge.readthedocs.io/en/latest/blockstates/states/
Look at how stairs are rendered.
possible texture:
[Rune] Hostility
Slowly damage mobs or players
Can be stacked: yes
High level concept overview
Document what this mod is about, how it will be played, and what the goals are.
[Rune] Hostile Modifier
Only hostile mobs will be affected by the runestone
Can be stacked: no
[Rune] Harvest
Automatically harvest grown crops
Can be stacked: no
[Rune] Rot
Items within range are instantly destroyed. Best when used with the Item Modifier (#8)
Can be stacked: no
[Rune] Mending
Slowly heal nearby mobs or players
Can be stacked: yes
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