[WIP] The Manaforged - A Race and Magic Mod by Spoolicus

I should point that the Candyland mod is quite outdated, and I’ve been trying to update it but it’ll take a long time.

You can override trees and colors but nowadays you should just add a new biome from scratch. This way you’ll have full control over the terrain shape and colors, and you’ll decide exactly how much and which flora and fauna it will have.

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From out of nowhere sprung a large stone structure, the insides containing a bright blue light. Emerging from this light were 7 humanoids, their eyes blue and hair a dark purple, covered with scars.

They looked around at the forest they found themselves in. One piped up, his voice cracking in the process. “We’re home.”

As the last of their kind came through the structure, the light shattered, leaving behind nothing in its wake. Home, indeed.

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just when i start to think i’m getting good at modeling, you come in here with this awesome piece which puts all my work to shame! the detail in this is amazing, and the story to go along with it just completes the whole thing!

glad to have you back mate, can’t wait to see what other wonders you have in store for us :smile:

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Thanks for inspiring me to actually work on this again! Feels good to get back into the swing of things. And don’t be too hard on yourself. Your stuff is great!

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Hey guys! Sure has been a while since my last real post, hasn’t it? Well, college certainly got in the way of that, but now that the semesters over, I figured I’d start a new series I’d like to call State of the Mod. This series, starting now, will be a weekly segment hightlighting where the mod is going, where it’s come from since the last segment, and what YOU GUYS would like to the ! Let’s get started!


Where the Mod is Going

Over the next week, I’d like to hammer out most, if not all of the biome code. I have a good idea of what it will look like, but I haven’t looked at any of the existing documentation for it. I’d also like to finish up what the Manaforged will actually look like. I’ve been having trouble differentiating them enough from the current vanilla races to make it not seem like a reskin of the same stuff. Finally, I want to look into changing the camp standard and Hearthling spawn code, to determine where they are placed at the beginning, and how you gain new settlers.

Over the long term, I want to get as much done as possible before college starts again in August. Hopefully I’ll have a playable release that is actually enjoyable, but life might make that difficult. I’ll try my best, however!

Since this is the first segment, I can’t really show what I’ve accomplished since the last one, so I guess I’m good there.

Finally, this is the part where I get to ask you guys what you would like to see more of! This can be anything related to the mod. For example, I’d you want to see more model concepts for enemies, or flora, go ahead and ask! If you want to see something new, like a new class concept or something, fine too! It’s up to you guys.


There you have it! The first State of the Mod segment. I’ll hopefully have these out every Saturday from now on. I also apologize for spelling errors, I’m writing this on my phone and will edit this sometime tomorrow. Until then, I need some sleep. Thank you for reading, and there’s more to come this week! Cheers!

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“Father?”

A grown man, no older than 25, looked up from his leather bound book and removed his spectacles. “Yes, my child?”

“Why am I…” the boy started, struggling to finish his sentence. “Why am I different?”

The brown-haired man was speechless. Where had this come from? “Different?”

The boy shuffled his feet, head tilted towards the ground. “The other kids stare at me. They think I can’t hear them when they talk about me, but I can. They think I’m a monster.” The boy looked up, his eyes glistening. “Am I?”

The man put his book down, rose from his chair, and walked toward his child. Kneeling down, he wrapped his arms around the crystalline boy’s body. “No, my son. You’re not a monster. Those other boys don’t know what they’re talking about.” He pushed back from his son, looking him in the eyes. "You’re different because I made you different, son. You’re special, nothing could ever change that.

The young boy responded by holding his hand up and creating a small fire, giggling to himself as his father hugged him once more.

“Come on, now,” the man said, putting his hands on his knees to stand up. “Let’s get you some supper.”


Well, I think I got my concept down! No more are the Manaforged created to look like humans. They take on the purest form of Magic the known world has seen - Crystal. I don’t have much time to write on the subject, but tomorrow I will go in depth as to what I intend for the race as a whole. For now, Cheers!

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Sounds dangerous :hushed:
I like the colour palette; I massively struggled getting crystal to look… crystal.

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I do as well. The only reason it looks the way it does is because magicavoxel has a glass render mode, which helps. Wish Stonehearth had something like that, though I understand why it doesn’t. I still think it’s missing… something, but once I refine it a bit more as I implement the code it should fall into place.

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Hey everybody! Spoolicus here with another exciting update! Here, we’ll be talking about The Manaforged As a Race and the exciting things that entails.

First, I’d like to show you all something I’ve been working on to help with biome coding: A little color palette tester!

It’s a little diorama world I can use to make sure my colors look okay together, and this is the first draft of it! I don’t have an actual biome picture yet, though the colors for foothills and plains are implemented the same as in the picture. As expected, Biome coding has been a real pain, because the water just does not want to go away. Mind giving me a hand, @BrunoSupremo?


Anyway, that’s not what this post is about. I’m here to talk to you today about The Manaforged and by extension, their starting class. The Mnaforged are a fairly new race to the world of Stonehearth, created by Silas Thorne, a secret practitioner of magic who was unable to have kids of his own. The town he lived in was barely tolerant of the being he created, and eventually drove him, and his creations, out of the town. Silas knew they would eventually come, and created a portal to the Outerlands, a dark forest teeming with raw magical power that no one dared go to, sending them and himself through. He, however, did not come through on the other side. Perhaps a campaign will tell the story of what happened to him?

The Manaforged are a blue crystalline race that thrive on magical energy. They require much of the same things humans do: food, shelter, sleep, etc. There is one thing, however, that allows them to stand apart from normal humans: their natural affinity for magic. The magic in my vision of Stonehearth is a bit… volatile. Unchecked, it can spread to create hostile landscapes and corrupt creatures - much like what has happened in the Outerlands. It is even believed that the very same magic is responsible for the recent developments of walking trees and boulders. As such, many forms of magic were outlawed (or something). The Manaforged, therefore, have a distinct advantage of being created by, and can powerfully wield magic. It’s up to them and by extension, you, to use the magic for something good. Or maybe bad.

The Manaforged’s starting class is the Ritualist. The Ritualist has the ability to unlock new aspects of magic never before seen. Eventually, he might unlock a form of necromancy by studying a musty tome in a graveyard. You could resurrect long-dead settlers into something more. Necromancy, after all, can be used for good.

Or, the Ritualist might unlock new ways to gain resources. By combining magical materials and some stone, you could create iron ore, for example. The Ritualist is one of the key components of the Manaforged, and as such you always start with the Ritualist’s Tome, which you can see here.

Anyway, there’s a basic overview of what I’m planning with the class. It’s probably a lot more than I can chew, so wish me luck!


With that out of the way, lets move on to a few things I was considering. After seeing @8BitCrab’s snazzy Wizard’s n’ Stuff mod WIP, I figured it would be best if I split my mod into modules. Let’s say, one for the biome, one for the base Manaforged race, and another for the magic system? I’m not sure how it’ll work in the end, but the biome will be separate. The reason being that there will be some people out there who may like the concept of the Biome and are looking for a harder challenge, but don’t want a new race to go along with it, or vice versa. Am I being silly here? How many of you guys would like to see everything released separately, with everything the biome needs separate from the race and magic stuff? Answer below!


That about does it for this update! If I can get it working, I’ll have Biome pictures up with the new generation stuff by the end of the week! Cheers!

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love the look of the biome in the little world diorama, can’t wait to see it in-game!

having been playing a lot of modded minecraft lately (mainly magic mods) i’m really liking the sound of the Ritualist :smile: [quote=“Spoolicus, post:49, topic:18877”]
After seeing @8BitCrab’s snazzy Wizard’s n’ Stuff mod WIP
[/quote] thanks for the shout out :blush:

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I’ve been playing a lot of modded MC too, though less magic and more tech lately. Really good inspiration from modded MC, though.

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To remove water:

At the very end of the biome files there are a few controls for it. Set range to 0 and the mean for plains, foothill and mountains to negatives like -100, this would be enough to prevent it. And if you are not using water anyway, set the water octaves to 1, cause the higher values here, slower it will be to generate the map. (More octaves, more calculations being made, and each one doubles the time of the previous)

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Thank you! I’ll definitely try that when I get home later tonight. I should have pictures up sometime tomorrow with much of the different flora that will spawn. You’ve been a big help!

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I could see splitting these, but also having a main mod with everything in one mod. (I believe someone was able to figure out a way to put mods within mods and defer load from there)

Would be interesting to see you and @8BitCrab work together to add some sort of “Magic Affinity” choice added to the pre-game selection screen (or another screen) that you could choose what type of magic mod you would like to load for that game. :wink:

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For me, one mod would be fine, if i get to play in a magic world, i would rather have magic wielding magic people to inhabit it. :smile:

I’m really impressed by this stuff, keep at it!

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Hi @Spoolicus :merry:
Just had a look at this idea you were working on a while back. It looks really awesome and i was of course wondering if you had moved on from it or if you have plans to continue your work on the project?
Great models you have made here!
May the winds be at your back.

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