Magic and Machines

Adds Magic, Adds Machines, Adds Rotation, Adds Contraptions, Adds Physics, Adds more.

Inspired by Create, Create Aeronautics, AE2, Ars Nouveau, and Minecraft Redstone but does not use any of their code or assets.

 

All of the items added by the mod are explained in the tutorial book you get on first time loading into a server with the mod.

 

As a basic overview this mod adds Magic, it adds rotation powered things including contraptions, it adds some Tech, it adds Physics, and it adds certain things to utilize those physics.

The tech aspect of the mod is by far the least expanded and this is purposeful, in the future there will be an 'MnM Industrial' mod that will be heavily focusing on the technology side of things.

The Magic System is similar to Ars Nouveau but some tokens can hold data. The Magic system does have a logic system inside of it, letting you set variables, create lists, lead into other spells, repeat, etc, you should theoretically be able to do pretty much anything that the main tokens (eg. place block, break block, conjure water, etc) would allow for inside of it. The main tokens are quite expansive so you should not have trouble doing most things you could imagine. There are also visual tokens for if you want to create your own visuals from spells, things ranging from customized casting animations (arm movements that you can control the chain/position/speed/fluidity of, opening grimoire, swinging staff, arcane circles, etc). There is also control over the projectile, beam and raycast visuals and then also lots of impact visual options. Additionally there are many magic items, such as ones that allow you to transport items over distances or mana over distances (with a hefty wireless tax) or electricity over distances (with a hefty wireless tax) or things like a vacuum that can pick up blocks that drop around it, or a spell turret which can cast spells as a block and many other things.

The Rotation system is very similar to Create, the main difference is there is no stress system (the stress system will be exclusive to MnM Industrial), there are certain rotation powered machines such as the placer, the breaker, the dropper, the grabber, etc. There are also contraptions, you can make a piston contraption, a gantry carriage contraption, a rope pulley contraption or a mechanical bearing contraption. There are also some other small things such as conveyer belts, converting rotation to electricity (and vice versa) and some other things.

The Physics system is very similar to Create Aeronautics, you create vehicles/physics objects with super super glue, there is a physics bearing, there are many ways to move these vehicles ranging from propellers in the water to wheels on the ground to sails in the sky to clouds for levitation or gryoscopic wheels for stabiliation or hot air balloons for more stable lift. On these physics objects you can place/break things normally, you can interact with things normally and all vanilla items and items added by this mod should work (and most other mods things should also work provided they don't have a distance/area check).

The Tech system is currently quite simple as there is a planned entire mod that will be a tech addon for this mod, however what is currently in place (use wise) is: An ME System (like from AE2) with all the notable features including auto crafting. An Electric Furnace for smelting stuff with electricity. A chunk loader for keeping chunks loaded with electricity. An Item Portal for teleporting dropped items to another portal on the same port of the opposite color. There's other things like the stuff for transfer or electricity generation or otherwise and there are also some player items like a mechanical suit that can be worn that consumes energy but this is the most lackluster part of the mod.

 

This mod is for release, not pre release. This mod was tested in single player only, but theoretically should work fine in multiplayer.

I wouldn't really recommend using the mod in a server that is anything more than just friends playing together as there are many ways to purposefully crash or lag the server through the physics stuff and I do not plan on capping these for people who are just playing for fun just so that it can be utilized on large servers.

 

This does have Rapier (the physics engine) embedded as dll/so/dylib so that the physics properly works for windows (x86 and arm), mac and linux (x86 and arm), if for some reason these do not load properly then it will fall back to a worse and slower java physics engine.

 

This mod has no dependencies on other mods, has compatability with eyespy and blocchio (but does not require them) for displaying rpm/energy/mana in blocks that store it. It also has compatability with simple claims for like respecting claims.

 

if there's any sound designers that would want to contribute or any modeler who would consider redoing any models they find subpar then reach out, it's not a comm but I'll obviously credit on curseforge, modtale, in the manifest and in the tutorial book.

The Magic and Machines Team

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