Abandoning all hope of getting TiC to do what I wanted, I approached the problem from a new angle:
Rebuild what TiC gives the player, but in a non-craftable, non-renewable way.
Artifacts that take damage are unrepairable. Powerful artifacts might come with downsides. Non-enchantable, unimprovable, random. Bizarre combinations (attack mobs to refill your food bar!?)
I've got a basic structure down* (about to code a block to apply a random effect to the blank item, because, uh, I don't have any way to give myself functioning artifacts, because NBT compound tags aren't functional in the /give command yet), but I need a list of effects people would like to see. I have no idea what I can accomplish yet.
Right now I have one effect component: Healing. Which works on three triggers: onUpdate, onHitEntity, and onItemRightClick (which trigger is used is just as random as what effect).
*Implementing a Component Composition pattern on top of Minecraft's Object Inheritance pattern was not strait forward. But it should work.Downloads
1.6.2 / 1.6.4Download version 0.7.0
(AdFly) (Forge 859 recommended)The 0.7.0 APIDownload Plunder Rummage Addon
(Requires Plunder Rummage
1.5.2Download version 0.6.3b
(AdFly) (Forge 737 recommended)