v0.13:Symbols

From Mystcraft
Revision as of 18:16, 28 July 2018 by NightOwl (talk | contribs) (Finding Symbols)

Jump to: navigation, search
This article is about the current version of Mystcraft.

Symbols are key to creating Ages with a Descriptive Book in Mystcraft. Symbol define aspects of the Age created, allowing for customization and eliminating randomly decided aspects of the book's Age.

See Writing for how to use these symbols effectively.

Finding Symbols

Symbols can be discovered a couple ways. The first and most basic way is finding a village containing a Archivist; The Archivist's house will also contain a couple pages. The second and most common way to find Symbols would be to explore an age. Ages will have randomly spawning temples made of cobblestone that will contain several pages and possibly some Sealed Notebooks. The third and final way would be to explore dungeons. Dungeons have a chance to contain symbols and sealed notebooks.(Verify)

Pages

Symbols come on sheets of paper, called pages. As of 0.12.3.00 pages do not vary in quality or condition. Symbols can be written to paper or pages using a Writing Desk.

Kinds of Symbols

Biome Distributions

Celestials

Effects

Lighting

Visuals

Weather

World Feature

World Landscape

Modifiers

Modifiers allow for customizing other symbols by specifying things like colors or block types.

Modifiers are written before the symbol they modify, for instance Cyan Color ➡ Sky Color.

Angle Modifiers

Angle Modifiers are used for Celestial positioning. They define where on the horizon the celestial will rise.

Angles will consume other Angles and produce a point halfway between the two. North followed by West will produce a northwest angle. When more than two angles are blended, a rolling average will be used such as ((W + X) + Y) + Z.

In cases where there are two possible averages, the average will be clockwise from the first angle. For example, North ➡ South will result in East, while South ➡ North will result in West.

Symbol Name Angle
North Direction.png North Direction 0/360
East Direction.png East Direction 90
South Direction.png South Direction 180
West Direction.png West Direction 270

Biome Modifiers

Block Modifiers

Color Modifiers

Gradients

Length Modifiers

Length Modifiers are used for Celestial movement, as well as Gradients. They define how quickly the celestial will orbit or how quickly colors will last. Lower values are faster, higher values are slower. Note that daytime is ½ of an orbit.

Lengths will consume other Lengths and produce a point halfway between the two. When more than two Lengths are blended, a rolling average will be used such as ((W + X) + Y) + Z.

Symbol Name Value Notes
Zero Length.png Zero Length 0.0 When used alone, will result in a fixed position. When blended with other values, will cause the length to grow shorter.
Half Length.png Half Length 0.5 For suns and moons, this will cause an orbit to last ½ the length of a Minecraft day, or approximately 10 minutes. Suns will provide approximately 5 minutes worth of full daylight per orbit.
Full Length.png Full Length 1.0 For suns and moons, this will cause an orbit to last the length of a Minecraft day, or approximately 20 minutes. Suns will provide approximately 10 minutes worth of full daylight per orbit.
Double Length.png Double Length 2.0 For suns and moons, this will cause an orbit to last twice the length of a Minecraft day, or approximately 40 minutes. Suns will provide approximately 20 minutes worth of full daylight per orbit.

Phase Modifiers

Phase Modifiers are used for Celestial positioning. They define where in the sky the celestial will start. This is especially relevant for celestials with fixed positions, but can also be used to have multiple celestials that rise at different times of the day.

Phases will consume other Phases and produce a point halfway between the two. When more than two Phases are blended, a rolling average will be used such as ((W + X) + Y) + Z.

In cases where there are two possible averages, the average will be forward in the cycle from the first angle. For example, Rising ➡ Setting will result in Zenith, while Setting ➡ Rising will result in Nadir.

Symbol Name Notes
Rising Phase.png Rising Phase On the horizon and about to rise.
Zenith Phase.png Zenith Phase Directly above the player.
Setting Phase.png Setting Phase On the horizon and about to set.
Nadir Phase.png Nadir Phase Directly below the player, view will likely be blocked by the world.