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3.8: Runechant

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Sporadic

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You indeed will have to wait until the config node of BanXP was turned off to allow access to enchanting tables once more.

 

Any ETA on this, Also.

 

I have had several tomes "Magic Books" GM Approved and stored as novelty items. Will the removal of the node make them useable again? If so how can we fix that. I don't want them to be useable as they would then likely get stolen. :(

 

When I say magic books, I of coarse mean "MC magic books" found in spawner rooms while mining. They go poof and disappear when you try to take them, unless you get them mod approved first.

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There goes my profession RP for enchanting.

hd2DFJK.gif

 

Hopefully Mods will still let me rename magic baubles for people to use in a noncombat way.

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If done well, this should make your profession easier. Not everyone will want to invest time into figuring out runes and gathering materials for them. It's easy to just purchase it off of an enchanter...

 

That being said, like any profession. If you charge to much that its easier and cheaper to figure it out on your own, you will be self defeating.

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We need a tech livestream or something asking questions about enchanting. It is kinda hard to figure out what you have to do. Like, too me a couple minutes to figure out I need to actually shape the enchants, in like patterns and stuff

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Live Tech Steam? You mean like the one they announced will be today? HAZZAAA

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To confirm, PVP-related enchantments are currently unable to be found? (Noting that I haven't yet experimented with the enchanting plugin or been online to see what works and what doesn't, I inquire upon the following): Are emeralds utilized in the enchanting process as well? Are there any diamond-emerald combination recipes? And, finally, are there any recipes that utilize blocks rather than single items?

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They exist, just weak, hard to find and even harder to retain. If they still turn out too common they will be removed.

 

Edit: scratch that, I removed them. I thought I was overestimating the difficulty at one point but it turns out I underestimated it.

Edit2: Yes I took out most PvP-related stuff. There's still some of it in there for fringe pvp use cases but sharpness and protection and the like are gone.

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They exist, just weak, hard to find and even harder to retain. If they still turn out too common they will be removed.

 

Edit: scratch that, I removed them. I thought I was overestimating the difficulty at one point but it turns out I underestimated it.

Edit2: Yes I took out most PvP-related stuff. There's still some of it in there for fringe pvp use cases but sharpness and protection and the like are gone.

What constitutes a "fringe" PVP enchantment? Fire protection? Projectile protection? And can any PVP-focused enchantments be expected to be added in the future?

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What constitutes a "fringe" PVP enchantment? Fire protection? Projectile protection? And can any PVP-focused enchantments be expected to be added in the future?

 

Thorns and the knockback enchantments are still in there. I moved sharpness and protection to the group that so far only contained the 'Fire aspect' enchantments, which will be released once profession-based enchanting is out.

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Wwhat about the already enchanted items? Will we have to turn em in?

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