Runecraft
Runecraft is a gameplay modification for SMP, that adds magic to the game without any commands. Runecraft is the longest running Minecraft mod, dating back to the Alpha days. Runecraft boasts over 120 runes and is still under active development. Everything you need in one, immersive, magic plugin.
Magic is done through the form of "runes", significant shapes of materials laid out in the actual game world. These runes can create unique short-term tool enchants, teleporters, hidden walls/passageways, and even the ability to create mobile teleporting bases.
- Player built simple Teleporters that use unique combinations of blocks to identify destinations
- Specific enchantments for dealing with natural hazards (lava, floods, falling gravel)
- Magic blocks that flip between two blocks when you activate them, or reveal secret passages
- Redstone compatibility: allowing runes to be activated by redstone signals
- Multi-world support: all features are completely compatible with multiple-world servers
- Commandless setup: Runecraft is designed for minimum hassle in configuring it. plugin and go!
- Easy configuration: it's simple to disable a rune entirely, or a rune per person.
- Optional permissions compatibility
- Requires no client modification
Runecraft prides itself on its immersive nature, with no need for any slash commands. Everything can be done in-game by players, constructing the runes to create the effects they're looking for. Runecraft is an extremely popular addon for roleplay, PVP, and small servers because of it's out of the box ability to just be installed and start running, and covering a variety of pseudo-administrative and gameplay mechanics from an entirely in game point of view.
Runecraft has been worked on by a number of different people: The current team:
Creator: SuperLlama
Current Project Lead: RivkiinShadows
Current Lead Developer: lvletei
Current Developers: -
Previous Developers and Current Consults: C'tri, Zeerix, Der_niabs, Fayettemat, Amuxix, Josiah42
Our Twitter: https://twitter.com/Runecraft_MC
Our Facebook: https://www.facebook.com/OfficialMcRunecraft
Our Forums: http://runecraft.arcanestudios.net/forums
Our Discord: https://discord.com/invite/t8CdMDpEJg
Our Wiki: https://runecraft.wiki/Main_Page
@marten01
I guess the mods are enjoying the Easter break, I uploaded the file last night but it's still pending approval xD
will u update soon? :P
@xlibria
Thanks!
Quick note to everyone , as it is relevant:
This build contains an APRIL FOOLS mode.
To activate add "april fools" to the disabled-runes.txt file. Do a backup first
Just want to send a great thank you for all your hard work, I'm a big fan of your mod and looking forward to start playing with runecraft again. got all the permitions ready now ;)
Hey chaps, I'll put up a dev build for 1.5.1in an hour or so =) Aaaand that's it uploaded. A mod will have to approve it before it shows up.
@1cec0ld
i agree. I have magics to use, and combining this with movecraft would be absolutely stunning
And on that note, can I be the annoying one and ask when Runecraft will be updating to 1.5.1? I hate going without it for too long.
@Kazi42
i agree.
but if you put that one into your bukkit, it gives you a whole deluge of error reports :/
@praxitilies
I was just checking, a lot of times plugin will still work if there have been only minor changes between versions. I am missing runecraft so i felt there was no harm in asking :D
@Kazi42
"Runecraft 2.17 (dev #20) for 1.5.0"
1.5.0
not 1.5.1
does the 2.17 dev 20 build work on 1.5.1?
@Diabloste
Quite right! Bukkit admins can already distinguish between merely activating a rune, and using it's effect (in the case of tool runes) with the permissions nodes.
However, the request was made for bans made in the disabled-runes.txt to affect previously enchanted tools.
Hey C'tri,
I'm not sure where I read/heard it, but I believe that 2.17 should have a feature that, if a rune is disabled, even if you enchanted it before it got disabled, you can't use it. Is that true?
Regards, Diabloste.
Hy Cake, look here:
http://www.minecraftwiki.net/wiki/Runecraft
Most runes are implemented, some few are missing, mainly the Wards.
Where can I look to see how to build all the runes?
@Sadorhael
the wedding was good, thanks :-) Der_Niabs looked into this and discovered why it wasn't working, there was a logic inconsistency (part of the code stripped out spaces, part of the code expected it)
Per request we're making it so there there are no spaces when it comes to Bukkit permissions, in terms of rune names. This is to make it compatible with in-game commands as well. That should hopefully solve all issues :-)
@Ctri
How did the wedding go? Did you all have a good time?
Whenever you have time, it'd be great if you could look into the permission/runecraft not working-problem.
Noted & thx
Hy Alpha,
if you place a light source around 3 blocks away from the ice it doesn't melt - and it is still light enough so mobs cannot spawn.
The Multishot does not work with Infinity because that was a fix for the Multishot rune.
It duplicated the arrows / you could retrieve them, so they had to fix it that way.
Regarding your rune suggestions: Post a Ticket ?
Click "Tickets" and there you can see some other rune suggestions or reports of rune bugs or alikes. There you can also see whether or not someone already posted a bug you want to report, if you set the Filter status from the default "All Open" to "All" - so you can also see the ones that have been fixed or declined already.
Some runes have no effect and some can be troublesome.
Multishot runes: Seems not to work with a bow with Infinite Enchantment
Butter-Finger: The ice melts when too close to a light source... meaning that even the counter-rune will have problem if it melts. So maybe make the rune in 2 stages, placing the Ice under the rune. With "Smooth" sandstone above the ice and around it.