I hate admitting this (since I frequently use it) but the peaceful table from extra utilities gets loot bags.
Now, of course, the balancing factor is that the peaceful table ONLY works when the server is set on peaceful mode. This is probably self-balancing, since in peaceful mode there are no other options to get loot bags save a lucky dungeon drop.
and switching in and out of peaceful mode to get mob kills and peaceful table loot bags is already so close to the verge of cheatery that I don't think altering the loot bag mechanic is really terribly necessary for this item.
Bluedart, it's not something related to the magic meter. It must be some kind of odd interaction with another mod, because I can use other "flying" items but not the Force Armor, despite having a full magic meter.
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How rare, exactly, are the ChuChus in 0.2.11? Still haven't seen a single one, with spawn rates etc at default. :I
In addition, I like the new HUD stuff (although I feel it could look a LITTLE nicer (more clearly defined bar parts, brighter hearts)). Might look into if I can use a TP/RP to change that. And with a few tweaks to the config, I like how magic is used more (although, again, not being able to find Chus is a bit annoying).
You're right of course, I forgot to delete the config. Also I just tested the MFR grinder and I'm getting Magic Jars and Recovery Hearts along with some rare drops so I'm guessing it counts as a "player" kill.
I actually like the recent changes in the 0.2.11-update.
Especially since most (all?) of the changes can be configured in the configfile (which people seem to NOT use).
So please keep it up - and dont let all those "I dont like that" people bother you too much.
There is however one or two minor "issues" thats bugging me (some even before 0.2.11 I think):
1
Actually the infuser should/could take even more xp for infusing the upgrade-cores.
You can easily create an upgrade-core with luck4 (which is even better than fortune3?) for the price of only 4 xp-levels.
Even with the 100xp for the core itself its too cheap compared to "normal" enchanting in Minecraft.
Add the "non-randomness" to this - and it gets REALLY overpowered
And this time there does not seem to be a config-option to increase the needed XP-levels (?)
2
A Force-Drill with Speed5 is so damn fast that I keep breaking the walls in my base by accident
Its breaking the blocks instantly with one click.
One wrong click by accident - and a 3*3 pattern of my walls is gone - again.
Thats why I limited the Speed-Upgrade to level3 in the config (i like how most aspects of this mod can be changed in the config).
Maybe (just saying) Speed-upgrade in/on ForceDrills should generally be nerfed a little to avoid this "overkill-drill".
Even if there is a config-option for that
So, uh, *AHEM*, any chance of getting some Ars Magicka 2 support on the side for the next update? I'm not sure how rare it's Witchwood Saplings are supposed to be, but apparently it's 1/50 and it's working fine for Mithion(the dev), yet I am not as convinced.
EDIT: Derp, I meant for the Force Mitt. As in a bit like TC3/4 support for it's trees.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
minor thing....I dowload the lastest version and it say it has an update version, but it refers to the previous version....oops somebody forgot something....
A request: For features that you find obnoxious or config options that you find oddly missing, please legitimately request these options to be added instead of simply passive-aggressively complaining about them. If you request them, and I find a way to implement them without breaking something else, I'm very likely to include them in a future release. Also note that statements to the effect of "NERF THIS ZOMG!" are extremely unhelpful and will not affect development unless very explicit implementation is also presented.
Alright, it seems I owe an apology, so this is me saying I'm sorry. I could have phrased my objections much better than I did.
I guess part of me has got cynically accustomed to mods like, say, Tinkers' Construct, for which the approach to suggestions is "please place all suggestions in this thread which I have openly said that I don't read." So when it seemed like the mod was moving in a direction diametrically opposed to the communal playstyle that's the norm on my server, I didn't expect it to ever be optional to change that - and not just because of cynicism; by what had been stated about the inability to meld those two mechanics (using experience vs sharing the infuser), I thought there would be technical problems in trying to offer both options.
As an aside, would there be a possible compromise in using some form of distilled/extracted experience? Immibis's Liquid XP and MFR's mob essence come to mind as fluids that could be pumped into the infuser as an additional fuel. This would allow it to be supplied with experience, but in a way that doesn't specifically tie it to the player. The need to support an additional mod makes it a long shot - but maybe it's something DartCraft itself could look into? There's already the experience tome as a way to extract experience in a shareable manner.
Anyway, thanks for restoring my faith in the MineCraft modding scene, and, again, sorry for my prior negativity.
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Thanks for the huge update
I like the idea of the Zelda HUD and would like to make a few suggestions. Would it be possible to move the hunger bar under the magic bar in the upper left corner? This will keep the HUD more consistent. Now the hunger bar seems a bit out of place.
Also could you add an icon with a number on it or next to it to represent the current XP levels? Maybe something that looks like a rupee. That would make the HUD complete I think. Kind of like the HUD from Ocarina of Time:
In our mod pack the upper right corner is used by the mini map, leaving the lower left and right corners next to the item hot bar for XP if you would implement this idea.
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
Would it be possible to add lower resolution textures for the hearts and magic bags? They clash against all the other textures.
Would it also be possible to make the Magic Bar moved and maybe have alternate textures for it too?
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
Dart, I would like to apologise for my extremely childish outburst. I kinda went a bit xenophobic, and there was utterly no reason for me to do so. x: sorry.
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Resident Thaumaturge cake-dragon at your service o:
Hi, Dave from Resonant Rise here! We've already upgraded to 0.2.11 and we're seeing a widespread crash (I have over 1000 crash reports if you want!) on using the NEI "uses" function when DartCraft is installed. I'm not sure if this is unique to Resonant Rise's configs, or something else, but here is the crash log:
Using the RR configs I am getting the crash Dave mentioned. If I only have NEI + DartCraft + IC2 + Railcraft installed NEI crashed. Take any one out and NEI works fine.
Thanks so much for the great update. I would love a config option to black list spawners from the force wrench. Similar to how Dat wrench is configured by default. This would allow similar mods to shine if installed side by side. Soul shards for instance can be adjusted to make each tier harder to attain. As is it right now if you are using both it nullifies that entire mod. Or just a config to disable the force wrench all together would be ok too.
Thanks so much for the great update. I would love a config option to black list spawners from the force wrench. Similar to how Dat wrench is configured by default. This would allow similar mods to shine if installed side by side. Soul shards for instance can be adjusted to make each tier harder to attain. As is it right now if you are using both it nullifies that entire mod. Or just a config to disable the force wrench all together would be ok too.
Soul Shard's spawners are very, very different from vanilla/default spawners. Couple things off the top...they decrease time between spawns with each increase in tiers...at higher tiers they no longer require the player around to produce spawns, and they can be controlled via redstone.
Moving vanilla/default spawners with a force wrench gets you none of the above. So how again does a force wrench nullify the Soul Shards mod?
Hi, Dave from Resonant Rise here! We've already upgraded to 0.2.11 and we're seeing a widespread crash (I have over 1000 crash reports if you want!) on using the NEI "uses" function when DartCraft is installed. I'm not sure if this is unique to Resonant Rise's configs, or something else, but here is the crash log:
Do we have a config issue or is this a problem with 0.2.11 in general?
Honestly I am using most of RR's mods and I dont get crashes. Now in adding some mods and taking out others I re did most of the configs... So I would suspect its in your configs.. Anyways good luck
I hate admitting this (since I frequently use it) but the peaceful table from extra utilities gets loot bags.
Now, of course, the balancing factor is that the peaceful table ONLY works when the server is set on peaceful mode. This is probably self-balancing, since in peaceful mode there are no other options to get loot bags save a lucky dungeon drop.
and switching in and out of peaceful mode to get mob kills and peaceful table loot bags is already so close to the verge of cheatery that I don't think altering the loot bag mechanic is really terribly necessary for this item.
In addition, I like the new HUD stuff (although I feel it could look a LITTLE nicer (more clearly defined bar parts, brighter hearts)). Might look into if I can use a TP/RP to change that. And with a few tweaks to the config, I like how magic is used more (although, again, not being able to find Chus is a bit annoying).
You're right of course, I forgot to delete the config. Also I just tested the MFR grinder and I'm getting Magic Jars and Recovery Hearts along with some rare drops so I'm guessing it counts as a "player" kill.
Profile pic by Cheshirette c:
Especially since most (all?) of the changes can be configured in the configfile (which people seem to NOT use).
So please keep it up - and dont let all those "I dont like that" people bother you too much.
There is however one or two minor "issues" thats bugging me (some even before 0.2.11 I think):
1
Actually the infuser should/could take even more xp for infusing the upgrade-cores.
You can easily create an upgrade-core with luck4 (which is even better than fortune3?) for the price of only 4 xp-levels.
Even with the 100xp for the core itself its too cheap compared to "normal" enchanting in Minecraft.
Add the "non-randomness" to this - and it gets REALLY overpowered
And this time there does not seem to be a config-option to increase the needed XP-levels (?)
2
A Force-Drill with Speed5 is so damn fast that I keep breaking the walls in my base by accident
Its breaking the blocks instantly with one click.
One wrong click by accident - and a 3*3 pattern of my walls is gone - again.
Thats why I limited the Speed-Upgrade to level3 in the config (i like how most aspects of this mod can be changed in the config).
Maybe (just saying) Speed-upgrade in/on ForceDrills should generally be nerfed a little to avoid this "overkill-drill".
Even if there is a config-option for that
EDIT: Derp, I meant for the Force Mitt. As in a bit like TC3/4 support for it's trees.
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
I guess part of me has got cynically accustomed to mods like, say, Tinkers' Construct, for which the approach to suggestions is "please place all suggestions in this thread which I have openly said that I don't read." So when it seemed like the mod was moving in a direction diametrically opposed to the communal playstyle that's the norm on my server, I didn't expect it to ever be optional to change that - and not just because of cynicism; by what had been stated about the inability to meld those two mechanics (using experience vs sharing the infuser), I thought there would be technical problems in trying to offer both options.
As an aside, would there be a possible compromise in using some form of distilled/extracted experience? Immibis's Liquid XP and MFR's mob essence come to mind as fluids that could be pumped into the infuser as an additional fuel. This would allow it to be supplied with experience, but in a way that doesn't specifically tie it to the player. The need to support an additional mod makes it a long shot - but maybe it's something DartCraft itself could look into? There's already the experience tome as a way to extract experience in a shareable manner.
Anyway, thanks for restoring my faith in the MineCraft modding scene, and, again, sorry for my prior negativity.
I think that's a bug?
I like the idea of the Zelda HUD and would like to make a few suggestions. Would it be possible to move the hunger bar under the magic bar in the upper left corner? This will keep the HUD more consistent. Now the hunger bar seems a bit out of place.
Also could you add an icon with a number on it or next to it to represent the current XP levels? Maybe something that looks like a rupee. That would make the HUD complete I think. Kind of like the HUD from Ocarina of Time:
In our mod pack the upper right corner is used by the mini map, leaving the lower left and right corners next to the item hot bar for XP if you would implement this idea.
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
Would it also be possible to make the Magic Bar moved and maybe have alternate textures for it too?
Dart, I would like to apologise for my extremely childish outburst. I kinda went a bit xenophobic, and there was utterly no reason for me to do so. x: sorry.
https://gist.github.com/KirinDave/ddb82a277b5d74065f20
Do we have a config issue or is this a problem with 0.2.11 in general?
Soul Shard's spawners are very, very different from vanilla/default spawners. Couple things off the top...they decrease time between spawns with each increase in tiers...at higher tiers they no longer require the player around to produce spawns, and they can be controlled via redstone.
Moving vanilla/default spawners with a force wrench gets you none of the above. So how again does a force wrench nullify the Soul Shards mod?
Honestly I am using most of RR's mods and I dont get crashes. Now in adding some mods and taking out others I re did most of the configs... So I would suspect its in your configs.. Anyways good luck