Arithmancy: A Transmutation Overhaul

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Arithmancy: A Transmutation Overhaul

Postby Fayd » Mon Jan 04, 2010 4:58 pm

Arithmancy overhauls Torchlight’s Gem Transmutation system with 135 new recipes, designed to make the system operate more smoothly and intuitively.

In Vanilla (un-modded) Torchlight, Gems can be combined in sets of two or four identical gems. Arithmancy expands this system to allow the transmutation of any combination of up to four gems that are algebraically equivalent to the original system’s combinations. For example: Two Cracked Flow-Embers and a Dull Flow-Ember will combine to create a single Discolored Flow-Ember, while Two Cracked Flow-Embers, a Dull Flow-Ember, and a Discolored Flow-Ember will create a single Flow-Ember.

The numbers have not been changed from Runic Games’s original design. 512 Cracked Pure-Embers are required to make a single “The Infinite Pure-Ember Shard.” It is simply easier to construct from materials at hand.

Please, if you find any bugs, let me know. This mod will conflict (more specifically: will fail to work) with any mod that changes the regular gem and regular gem prefix names.

I have fixed a significant bug in this mod. However, due to the nature of the bug, the fix is in another mod. Find more information here: viewtopic.php?f=20&t=10213

TorchLit.net: Here
Runic Games Fansite: Here
Last edited by Fayd on Thu Jan 07, 2010 9:40 am, edited 3 times in total.
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Re: Arithmancy: A Transmutation Overhaul

Postby Yojimbo » Mon Jan 04, 2010 7:39 pm

Fayd wrote:. 512 Cracked Pure-Embers are required to make a single “The Infinite Pure-Ember Shard.” It is simply easier to construct from materials at hand.



Nice mod dude, but how the hell do i get that?
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Re: Arithmancy: A Transmutation Overhaul

Postby Fayd » Mon Jan 04, 2010 8:09 pm

It's actually just the math involved in making the most powerful Pure-Ember in the game.

2 Cracked Ember make a Dull Ember. 2 Dull Ember make a Discolored Ember. This is 4 Cracked Ember in a Discolored Ember, or 2^2 Cracked Ember. The next grade up has no prefix, and requires 2 Discolored Ember. This is 8 Cracked Ember, or 2^3 Cracked Ember. The grades of Ember are as follows, with the equivalent amount of Cracked ember necessary to make that grade of ember. The letters after that are used in the proof I used to make the mod.

Code: Select all
Cracked Ember       1 Cracked Ember      A
Dull Ember          2 Cracked Ember      B
Discolored Ember    4 Cracked Ember      C
Base Ember          8 Cracked Ember      D
Cut Ember           16 Cracked Ember     E
Polished Ember      32 Cracked Ember     F
Star Ember          64 Cracked Ember     G
Flawless Ember      128 Cracked Ember    H
Perfect Ember       256 Cracked Ember    I
Special Ember       512 Cracked Ember    J


The Special Ember is the highest grade possible in Vanilla Torchlight, and is where "The Infinite Pure-Ember Shard" or "The Pirate Skull" are. And my proof for the formulae I used to make the mod:

Code: Select all
2A=B and 4A=C
4A= 2A+2A
C=2A+B

2B=C and 4B=D so
4B=2B+2B
D=2B+C
It is easy enough to see that this pattern will hold indefinitely.

D=2B+C
D=B+B+C and B=2A
D=2A+B+C
And because, like the previous proof, all of the numbers translate upwards equally, this holds.


That's my explanation for how my mod works...any questions? :ugeek:
Last edited by Fayd on Mon Jan 04, 2010 8:19 pm, edited 1 time in total.
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Re: Arithmancy: A Transmutation Overhaul

Postby Jonaleth » Mon Jan 04, 2010 8:14 pm

Now, after Storepacks, Itempacks, Characterpacks and Monsterpacks ... RECIPEPacks :lol:

Haven't downloaded this yet (since it's not in TLeech) but with the growing number of recipe expansions, something's bound to conflict ;)
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Re: Arithmancy: A Transmutation Overhaul

Postby Fayd » Mon Jan 04, 2010 8:19 pm

Well, to ease concerns of conflicts, Arithmancy won't conflict unless they name their recipe the same file name I did, which is quite unlikely, as I tried to make sure that that type of conflict is impossible unless it is intentional. If they change the names of the gem files, things are going to get nasty quick...but...

And I'm working on getting TorchLeech to add Arithmancy, it's only a matter of time.
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Re: Arithmancy: A Transmutation Overhaul

Postby Yojimbo » Mon Jan 04, 2010 8:52 pm

Fayd wrote:maths..


I get you now, you were just adding all the gems used to get to the end point lol.

Cheer's =)
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Re: Arithmancy: A Transmutation Overhaul

Postby TormakSaber » Tue Jan 05, 2010 7:41 am

I won't pretend to know how long it must have taken you to do all those recipes. ._.
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Re: Arithmancy: A Transmutation Overhaul

Postby Fayd » Tue Jan 05, 2010 7:51 am

Longer than I'd like, as the "Clone recipes" function returned an error and failed to work every time I tried it.

That said, because all of the recipes are similar, I got into a cycle that churned them all out really quickly. I was finishing each type of gem in about 10 minutes towards the end.
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Re: Arithmancy: A Transmutation Overhaul

Postby Fayd » Tue Jan 05, 2010 1:38 pm

My next mod, Thaumaturgy, a companion mod to Arithmancy, has been released! Check it out here.
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Re: Arithmancy: A Transmutation Overhaul

Postby PBnJ » Tue Jan 05, 2010 3:55 pm

/downloaded/ this looks great can't wait to try it out. :D
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Re: Arithmancy: A Transmutation Overhaul

Postby Fayd » Tue Jan 05, 2010 7:18 pm

Thanks! I hope you enjoy it!
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Re: Arithmancy: A Transmutation Overhaul

Postby Capn » Tue Jan 05, 2010 10:02 pm

This mod is an AMAZING improvement to the existing game.

Thank you for taking the time to create it.

I think I found a bug, but I'm not sure...

Here's what happened:

1. Transmuted two cracked eyeballs + 1 dull eyeball. Intended result was discolored eyeball, instead I got an eyeball. :o
2. Transmuted this eyeball with one other eyeball. Got star eyeball instead of a cut eyeball. It skipped polished eyeball... :shock:
3. Transmuted this star eyeball with one other star eyeball. Got Eldritch's Eyeball, skipping flawless and perfect eyeball. :?

Since I didn't want to test any other gems and profit, I removed the mod for now.

Can you replicate this? I am using a recipe mod from this thread, but I think this mod only affects spells and items and does not affect socketables.

Thanks for looking into this! :D
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Re: Arithmancy: A Transmutation Overhaul

Postby Fayd » Wed Jan 06, 2010 8:05 am

Thanks for the report. I'm looking into it now...I didn't touch the original recipes, so I don't know what could have happened there, but I'll investigate.

EDIT: Looking at the files, I cannot see why this would happen. I didn't change the defaults, and according to TorchED, that shouldn't have happened. The recipes themselves are sound, near as I can tell. I've checked every recipe you said you used...I cannot figure out what went wrong. I think there might be a bug in the transmuting system in general for that to happen.

EDIT 2: Freddy, maker of Freddy's Gem Mod, has informed me of the current bug in transmuting that's causing the errors people are seeing. A 1.1 version of Arithmancy and Geomancy will be out once I figure out how to do this easily.
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Re: Arithmancy: A Transmutation Overhaul

Postby Fayd » Wed Jan 06, 2010 7:44 pm

You will be pleased to know that a fix has been created. I'm still figuring out distribution though (I may package it as a separate mod, because it fixes more than just my mod)
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Re: Arithmancy: A Transmutation Overhaul

Postby Jonaleth » Wed Jan 06, 2010 11:14 pm

My friend, if there's a fix, you should fix it in the mod itself (what if people don't wanna download the other mod?? They'll be forced to play a broken game ;))
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Re: Arithmancy: A Transmutation Overhaul

Postby jdowling » Thu Jan 07, 2010 5:40 am

I wanted to say this is a great idea :).

Also, could you share what the current bug with transmutation is?
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Re: Arithmancy: A Transmutation Overhaul

Postby Fayd » Thu Jan 07, 2010 5:45 am

I'm not entirely sure of the details, as I've never actually experienced it, but...putting 1 thing in the Transmuter causes problems, if it is a part of an ingredient with more than 1 different ingredient...well, as my mods both do that, I'm pushing out a fix today. I'm waiting on some advice from TorchLeech, but at the moment, my current thoughts are: I will be publishing a 3rd mod that fixes both of mine, and other gem transmutation issues.

Freddy, maker of Freddy's gem mod, pointed me towards a very simple solution.
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Re: Arithmancy: A Transmutation Overhaul

Postby TorchLeech » Thu Jan 07, 2010 7:26 am

Fayd wrote:current bug in transmuting that's causing the errors

If this bug has nothing to do with you own recipes but is a general issue = make a seperate bugfix-mod with Freddy together. All gem mod authors should link to this bugfix mod. Maybe someone will not use your gem mods but Freddy's mod + bugfix-mod. To have the fixes seperate is way more flexible. If you fix this general issue in both mods you publish the same files/changes multiple times - conflicts between the both mods are the result. The experienced users know to ignore the issues and the normal user will skip your mods. Avoid conflicts (even if they can be ignored) as much as possible. It is possible, our MOD Compilation installs dozen of different mods without a single conflict.

If this bug force you to change something on your own new mod files = fix these files in your original mod.

For TLeech we can bundle your mods with your bugfix mod in one group. Every player who install your gem mods will see the bugfix mod. I guess we will introduce "dependency installs" with 1.4 where we can do an automatic install of the bugfix mod every time someone install your gem mods.

But for sure, these are only recommendations from our point of view.
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Re: Arithmancy: A Transmutation Overhaul

Postby Fayd » Thu Jan 07, 2010 8:42 am

Freddy and I have 2 different solutions to this. His fix is Freddy's Gem Transmutater mod, here: viewtopic.php?f=20&t=9642&start=0

Freddy's will give a random gem of the same grade, while my fix, to be released in about an hour, will be called Geomancy (found a use for the name afterall!) and will make no functional changes to Transmutation. I have, however, talked with Freddy, and our mods will fix each other. My mods work so long as the basic gem system of Torchlight remains the same as far as file-names are concerned.

Also, thank you very much for your recommendations. I really appreciate it...you guys have been on the scene for far longer than I, and definitely know what you're doing.
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Re: Arithmancy: A Transmutation Overhaul

Postby Fayd » Thu Jan 07, 2010 9:36 am

And the fix is complete. The fix is kept as a separate mod because it fixes more than just my work. You can find more information, and a link to it, here: viewtopic.php?f=20&t=10213
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