RCXcrafter / EmbersRekindled

Port of Embers Rekindled to a minecraft version beyond 1.12.2
MIT License
11 stars 7 forks source link

Embers Rekindled

Embers is best described as a dwarven magic mod. It features a smattering of magical and technical content, from staples such as ore doubling and item transport to alchemy and magical ray guns. All centered around the core mechanic of Ember, a limited form of power that you must extract from the world's core near bedrock.

Builds

You can download the latest files on curseforge or modrinth.
https://minecraft.curseforge.com/projects/embers-rekindled
https://modrinth.com/mod/embers

Contact

You can also talk about Embers Rekindled and contact me about the port on my discord in the Embers channel here: https://discord.gg/SthsknG

So about that port

Things I have changed:

Things I want to change:

Textures

Minecraft got a big texture update sometime after 1.12 and quite a few mods are changing their textures to fit better with the new style, however I don't think Embers Rekindled should follow this example. In my opinion Embers has great textures that actually fit the aesthetic of the modern Minecraft textures better than the old textures and I think the port should stick with these textures except in a few cases. Here is a list of textures I do intend on changing:

Food for thought:

What the hell do I do with Mystical Mechanics?

That might seem like a weird question with an obvious answer but the reason I struggle to answer it for myself is Create. Create is the second Minecraft mod that does a good job at adding mechanical power related game mechanics to Minecraft (the first being Mystical Mechanics) and it currently dominates this market since Mystical Mechanics left a power vacuum after not being ported. This in itself is not such a big deal, Create is a great mod and I think it deserves its position at the top of the food chain of mechanical power mods. The issue with porting Embers to a version where create also exists is that Mystical Mechanics is an important part of Embers and I don't want want to leave it out of the port. This leaves me with a few options, none of which I particularly like:

Leave all mechanical content out of the port

All of the Mystical Mechanics related content in the current version of embers is completely optional which makes this an easy option but as I said I don't want to leave it out because it's cool.

Make mechanical content depend on Create instead of Mystical Mechanics

This is not going to be easy since the Create power system in inherently different from Mystical Mechanics in a balance sense. Mystical Mechanics is focused on active power generation, this means the machines take fuel and stop running when they run out, Create is focused on passive power generation, you can build a machine and it will just run forever without needing any fuel. Passive power generation works great for Create because it's entirely balanced around that but for Embers it doesn't work so well, not without major changes at least. Also I don't want so much content to depend on a mod developed by an external team.

Just pretend Create doesn't exist and port Mystical Mechanics

Doing this would probably leave a lot of people wondering why the two systems aren't compatible and would probably cause a lot of people to ask questions. In the worst case someone might make an addon for a Create to Mystical Mechanics power converter which would then end up in every modpack that contains Embers Rekindled (since modpacks without Create don't exist) and in all of those modpacks the mechanical content from embers would be completely unbalanced because people would just use Create to generate the power.