1.10.2? Bah! I'm really liking the 1.11.2 changes. That's a little sad since a lot of mod authors are rearing on 1.11, but that's just the nature of mods in this environment I suppose. Not sure I can do without my llamas
There is a compatibility library meant to let mods run on either 1.10.2 or 1.11.2, but I don't know if it will cover everything Azanor will need to do.
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
There is a compatibility library meant to let mods run on either 1.10.2 or 1.11.2, but I don't know if it will cover everything Azanor will need to do.
Doesn't CompatLayer need specific integration from the mod's end to work though?
Doesn't CompatLayer need specific integration from the mod's end to work though?
Yes, Azanor would need to be using it. The question is whether it can do everything he needs to do for this mod.
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Я так понимаю, что достаточно скоро может выйти обновление 1.12. Так вот вопрос, может быть на ту версию перенести мод, там все же есть много новых фишек, что достаточно интересны - попугаи, крафт рецептов, ачивменты....
А в прошлой версии, тобеж настоящей, есть ламы. Как мы без лам ???
I understand that soon enough, there may be an update 1.12. So here's the question, maybe for that version to transfer the mod, there are still a lot of new chips that are quite interesting - parrots, crafting recipes, achievements ...
And in the last version, there is a real one, there are lamas. How are we without lam?
In the 1.7.10 version (4.2.3.5), can someone make it clear how the Crimson Cult portals work? I read that the portal will spawn knights as long as there is a cleric at the portal. Now I saw one cleric left there (previous tussles had aggroed all the others) and I was using a mystcraft portal system to take those knights and dump them in a trap in a separate dimension so I could hit their feet and kill them without the cleric noticing.
At some point, the cleric stopped streaming. I even saw a Furious Zombie burning to death at one point (it went through the portal and I killed it).
But after that I noticed that the crimson knights continued to spawn - at one point there was just one, then two, and then now around ten guarding the portal again.
The crimson cleric never once aggroed on me. He is still there, but he appears to be just wandering around and no longer beaming, though he remains closer to the obelisk than the knights.
Is this supposed to happen?
From my experience, Knights will protect the altar/portal and Clerics. If you get close to a Knight, he will aggro. The Clerics only aggro if you hit them. If at least one Cleric is present, Knights are able to respawn. I usually kited Knights a distance away to attack them.
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"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Maybe they have to "not be hunting a player" for the knights to spawn.
Which typically would only happen as long as they are focusing the obelisk, but sporadically when hunting a player, they will lose their aggro and wander back to the obelisk, without resuming their incantations.
I've seen that when they lose aggro but don't resume their incantations, less knights spawn, indicating they stopped spawning em.
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I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
I dont think you want to know what's happening inside of you, it's icky.
Last time this happened in TC5 I got eyes everywhere. I would even spit some out occasionally. That was awkward at Thaumaturge parties, lemme tellya. They wouldn't even try to help but just give snarky comments about warp. Gits.
So if the cleric is walking around and not beaming and there are no other clerics and knights are still spawning, something is wrong?
As I said before a furious zombie appeared there at one point and the number of knights sharply decreased but then they started spawning again.
The way it appears to work is this:
1. Clerics never respawn. Once they are dead, they are dead.
2. For as long as there is one cleric near the obelisk, crimson knights will keep on spawning.
3. For as long as a cleric is channeling, it is not subject to the normal hostile mob despawn rules - i.e. mobs that are in loaded chunks, but >~100 blocks from the player will despawn.
So, in theory (I've never tested this) you could make a obelisk spawn knights by placing a cultist in a box, with a nametag. Or otherwise teleporting to the obelisk rather than moving towards / away from it, so that the chunk with the priest in it is never 100 blocks away from the player while it is still loaded.
The way it appears to work is this:
1. Clerics never respawn. Once they are dead, they are dead.
2. For as long as there is one cleric near the obelisk, crimson knights will keep on spawning.
3. For as long as a cleric is channeling, it is not subject to the normal hostile mob despawn rules - i.e. mobs that are in loaded chunks, but >~100 blocks from the player will despawn.
So, in theory (I've never tested this) you could make a obelisk spawn knights by placing a cultist in a box, with a nametag. Or otherwise teleporting to the obelisk rather than moving towards / away from it, so that the chunk with the priest in it is never 100 blocks away from the player while it is still loaded.
Can confirm this, had a named cleric (who even though he aggro'd) still spawning knights. He stayed nice and put in his box until a dumb admin did a /butcher, was a sad time indeed.
Ok, this makes sense. So there is an importance to them beaming after all. I have a mod that lets me craft nametags (not sure which) and my portal system puts me close enough (about 40 blocks) to the cleric to make sure he doesn't despawn if I go fast. I just need an invisibility potion now.
What can aggro clerics though or cause them to stop chanelling? If I get far enough away from them do they go back? If I go to another dimension the Overworld time still moves so the cleric can get back, right?
(you know, if this really is correct, I should just safari net the cleric and auto-spawn him to oblivion)
Ah, I should have added this as point #4:
4. Once interrupted, Clerics never start channeling again. Only clerics that are spawned as part of the structure generation are channeling.
5. Depending on the version, Clerics (and Knights) might be added to the safari net blacklist.
But, when playing on a server, when I do find an active portal, I do 'capture' a Knight and a Cleric to spawn later as the rites is a very rare drop and I've never managed to keep everything working long enough to get it to drop - plus I want the armor for base decoration.
The next update will be for 1.10.2
1.10.2? Bah! I'm really liking the 1.11.2 changes. That's a little sad since a lot of mod authors are rearing on 1.11, but that's just the nature of mods in this environment I suppose. Not sure I can do without my llamas
But thaumcraft!
oh, why.. why make me choose </3
ps. j/k. This is what multiMC is for =D
There is a compatibility library meant to let mods run on either 1.10.2 or 1.11.2, but I don't know if it will cover everything Azanor will need to do.
Doesn't CompatLayer need specific integration from the mod's end to work though?
https://minecraft.curseforge.com/projects/llama-mod
Yes, Azanor would need to be using it. The question is whether it can do everything he needs to do for this mod.
really hope so.
Я так понимаю, что достаточно скоро может выйти обновление 1.12. Так вот вопрос, может быть на ту версию перенести мод, там все же есть много новых фишек, что достаточно интересны - попугаи, крафт рецептов, ачивменты....
А в прошлой версии, тобеж настоящей, есть ламы. Как мы без лам ???
I understand that soon enough, there may be an update 1.12. So here's the question, maybe for that version to transfer the mod, there are still a lot of new chips that are quite interesting - parrots, crafting recipes, achievements ...
And in the last version, there is a real one, there are lamas. How are we without lam?
From my experience, Knights will protect the altar/portal and Clerics. If you get close to a Knight, he will aggro. The Clerics only aggro if you hit them. If at least one Cleric is present, Knights are able to respawn. I usually kited Knights a distance away to attack them.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Yes, they have to be focused on the sinister node in the obelisk in order to spawn knights.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
I've seen that when they lose aggro but don't resume their incantations, less knights spawn, indicating they stopped spawning em.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
The wait is unbearable.
GIVE US EYES
GIVE US EYES ON THE INSIDE
Give us eyeballs on the eyeballs!
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
I dont think you want to know what's happening inside of you, it's icky.
Last time this happened in TC5 I got eyes everywhere. I would even spit some out occasionally. That was awkward at Thaumaturge parties, lemme tellya. They wouldn't even try to help but just give snarky comments about warp. Gits.
I made a D flip-flop!
The way it appears to work is this:
1. Clerics never respawn. Once they are dead, they are dead.
2. For as long as there is one cleric near the obelisk, crimson knights will keep on spawning.
3. For as long as a cleric is channeling, it is not subject to the normal hostile mob despawn rules - i.e. mobs that are in loaded chunks, but >~100 blocks from the player will despawn.
So, in theory (I've never tested this) you could make a obelisk spawn knights by placing a cultist in a box, with a nametag. Or otherwise teleporting to the obelisk rather than moving towards / away from it, so that the chunk with the priest in it is never 100 blocks away from the player while it is still loaded.
Can confirm this, had a named cleric (who even though he aggro'd) still spawning knights. He stayed nice and put in his box until a dumb admin did a /butcher, was a sad time indeed.
Ahh, Az, or some say Azanor… Do you hear our prayers?
whats MCreator?
Ah, I should have added this as point #4:
4. Once interrupted, Clerics never start channeling again. Only clerics that are spawned as part of the structure generation are channeling.
5. Depending on the version, Clerics (and Knights) might be added to the safari net blacklist.
But, when playing on a server, when I do find an active portal, I do 'capture' a Knight and a Cleric to spawn later as the rites is a very rare drop and I've never managed to keep everything working long enough to get it to drop - plus I want the armor for base decoration.