(0.5.10) While I was wandering around, looking for something to do, the world suddenly froze in an instant. I wondered why the world froze for so long until I look at my portal. One of my cats touched the portal. I looked at the log file. It was 8 22(!) Mb. Three quarter of it was caused by the quirk you told us, and I wished I'd listen to you.Looks like I really need to update every single time.
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
(0.5.10) While I was wandering around, looking for something to do, the world suddenly froze in an instant. I wondered why the world froze for so long until I look at my portal. One of my cats touched the portal. I looked at the log file. It was 8 Mb. Three quarter of it was caused by the quirk you told us, and I wished I'd listen to you.
Looks like I really need to update every single time.
Yikes. It's not usually critical to update immediately, but this time it happened to be... my apologies again. Good reason not to keep cats, though xD
Time: 2/9/14 12:17 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:507)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Class.java:2484)
at java.lang.Class.privateGetPublicMethods(Class.java:2604)
at java.lang.Class.getMethods(Class.java:1446)
at net.minecraftforge.event.EventBus.register(EventBus.java:33)
at zeldaswordskills.ZSSMain.load(ZSSMain.java:79)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
... 10 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.event.world.BlockEvent$BreakEvent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 43 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 45 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (i386) version 10.6.8
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
Memory: 53244856 bytes (50 MB) / 117485568 bytes (112 MB) up to 533528576 bytes (508 MB)
JVM Flags: 1 total; -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.3.883 Minecraft Forge 9.11.0.883 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.3.883} [Forge Mod Loader] (minecraftforge-9.11.0.883.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.0.883} [Minecraft Forge] (minecraftforge-9.11.0.883.jar) Unloaded->Constructed->Pre-initialized->Initialized
zeldaswordskills{0.5.11} [Zelda Sword Skills] (coolaliasZSSbeta0.5.11.zip) Unloaded->Constructed->Pre-initialized->Errored
Oh great, I can finally delete that Master Sword mod I've been using. I'll miss the fact that its version of the evil's bane could shoot a beam with a simple right click and the fact that it and all the tools had 1 million uses before breaking, but that can be overlooked.
Something that might be a unintended bug with Naryu's Love is that if you play in peaceful, your hunger does not deplete from activating it. Not sure if it causes any adverse effects or anything so I'll look at it a bit more. Just wanted to point that out if it did cause anything slightly unexpected. Otherwise, nice work... and yes, I am aware that peaceful keeps hunger from going down.
Oh great, I can finally delete that Master Sword mod I've been using. I'll miss the fact that its version of the evil's bane could shoot a beam with a simple right click and the fact that it and all the tools had 1 million uses before breaking, but that can be overlooked.
Something that might be a unintended bug with Naryu's Love is that if you play in peaceful, your hunger does not deplete from activating it. Not sure if it causes any adverse effects or anything so I'll look at it a bit more. Just wanted to point that out if it did cause anything slightly unexpected. Otherwise, nice work... and yes, I am aware that peaceful keeps hunger from going down.
No, that's not a bug, it's just how Peaceful works. The only way to get rid of it once you activate it is to let the hunger bar fully deplete, or to log out, as the effect is not saved. The Master Sword in this mod, by the way, will never break, even after 10 million uses.
I randomly walk through caves sometimes and hear the secret noise without opening a room. Is that normal? I also have a large amount of other mods installed.
I randomly walk through caves sometimes and hear the secret noise without opening a room. Is that normal? I also have a large amount of other mods installed.
Yes, unfortunately that happens when a secret room generates on a chunk border; when the next chunk loads, there is a chance it may breach the secret room... I've thought about just centering the secret rooms in the chunk, but then once you find one, you could just dig straight down to find the rest. I'm still thinking about a way to resolve this, sorry.
In other news, there is a LOT of cool stuff coming in the next update, including a new mechanic, a new mob (with 4 interesting variations), a new Octorok model submitted by Jones7789, and support for Hunternif's Antique Atlas map mod, to name the highlights. Granted, a lot of time has been spent working on things behind-the-scenes, so to speak, making for an overall cooler gaming experience but not really visible to the player.
I'm pretty excited about the things I've been working on for this update, and hopefully you will be too when I finally finish it
do your dungeons generate in twilight forest? because i found a metric ton of jars. (whee smashing)
Hahaha, yeah, the jars are pretty abundant with the default settings. I should turn it down a bit.
Boss Dungeons generate based on biome name, so if the custom biomes contain certain strings ("forest", "ocean", "desert", etc.), then the Boss Dungeons will also generate there. Secret Rooms should be able to generate in any biome type, custom or otherwise, though the texture will likely default to stone.
Version 0.5.12 is out, with lots of cool new features!
With the addition of the Red, Green, and Blue Potions, I felt that Chus and Chu Jelly were the obvious next step, so here they are! Chus are related to slimes in that they can split apart, but can also merge back together, regaining full health and possibly even becoming more numerous. Some of them have special abilities that make them challenging for the unwary. See the updated mod description for full details and spoilers.
A big shout out to Hunternif for adding an API for his amazing Antique Atlas mod, as well as contributing the base dungeon textures. I highly recommend getting his mod to use alongside Zelda Sword Skills for that extra RPG feel, as well as being able to see where that last dungeon was and whether you have defeated it or not.
Also a big thank you to Jones7789 for sending in 3 models and several textures, of which I've only been able to add the Octorok model so far. It certainly looks much more like an Octorok than the retextured vanilla squid model
Screenshots
Antique Atlas support
New mob - the Chu!
New buff mechanic
Full Change Log
User Contributions:
+ Support for Antique Atlas! Thanks to Hunternif (author of Antique Atlas), Boss Dungeons show up on your antique map
+ New Octorok model and texture courtesy of Jones7789
Added:
+ A new Buff mechanic, granting resistances and weaknesses to different damage types (for players AND mobs)
+ Vanilla mobs all have appropriate resistances and weaknesses (Buffs) applied upon spawning into the world
+ Vanilla mob buffs can be disabled in the Config; see below for exact details on the mobs and buffs
+ HUD for active Buffs and Debuffs; alignment and orientation is configurable; press v to hide or display
+ New Mob: Chuchus, somewhat related to slimes, but in 4 distinct varieties
+ Chu Jelly: collect enough for the Doc (currently any librarian) to open up Potion trades
+ New Yellow Potion: grants resistance to shock damage for 5 minutes
+ Piece of Power: drops randomly from enemies; grants attack boost and stun resist, but cannot be saved for later
+ Spirit Crystals can now be recharged at the appropriate Sacred Flame
Changed:
+ Magic arrows (fire, ice, and light) now rely on Buff system for augmented damage
Fixed Bugs:
- Players easily stun-locked; now there is a stun resist time during which player is immune to further stun effects
- Hero Bow not rendering correctly in 3rd person view (still no zoom, sorry)
- Golden Sword could be attained after slaying only a single foe with the Tempered Sword
- Broken Swords could stack
- Left-clicking on an entity with any of the tunic armor pieces would cause damage
- Left-clicking on an entity with any of the new potions would cause damage
- Left-clicking on an entity with any of the masks would cause damage
- Left-clicking on an entity with any filled spirit crystal would cause damage
- Heavy and Pegasus Boots were erroneously purchased by priests instead of blacksmiths
- Unable to trade for water bombs if bomb bag trades were disabled
- Priests would sell magic arrows regardless of frienship status
Mob Buffs
- Any entity that is immune to fire receives double damage from cold and 1/4 from fire damage
- Undead creatures receive 4x damage holy damage but only 1/2 cold damage and 1/2 stun time
- Undead creatures that are not immune to fire receive 1.5x damage from fire sources
- Golems are completely immune to both cold and stun
- Witches receive 1/4 damage from magic sources
- The Wither, though immune to fire, is not weak to cold
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
What do you mean? They are similar to potion effects in that some you can add to yourself through items, and others get added to you from enemy attacks. Once you have a buff or debuff, the only way to get rid of it (at this time) is to wait for its duration to expire.
822(!) Mb. Three quarter of it was caused by the quirk you told us, and I wished I'd listen to you.Looks like I really need to update every single time.OcD Simple Add-On!
Yikes. It's not usually critical to update immediately, but this time it happened to be... my apologies again. Good reason not to keep cats, though xD
// I'm sorry, Dave.
Time: 2/9/14 12:17 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:507)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Class.java:2484)
at java.lang.Class.privateGetPublicMethods(Class.java:2604)
at java.lang.Class.getMethods(Class.java:1446)
at net.minecraftforge.event.EventBus.register(EventBus.java:33)
at zeldaswordskills.ZSSMain.load(ZSSMain.java:79)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
... 10 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.event.world.BlockEvent$BreakEvent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 43 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
... 45 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Mac OS X (i386) version 10.6.8
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
Memory: 53244856 bytes (50 MB) / 117485568 bytes (112 MB) up to 533528576 bytes (508 MB)
JVM Flags: 1 total; -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.3.883 Minecraft Forge 9.11.0.883 4 mods loaded, 4 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.4.3.883} [Forge Mod Loader] (minecraftforge-9.11.0.883.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.11.0.883} [Minecraft Forge] (minecraftforge-9.11.0.883.jar) Unloaded->Constructed->Pre-initialized->Initialized
zeldaswordskills{0.5.11} [Zelda Sword Skills] (coolaliasZSSbeta0.5.11.zip) Unloaded->Constructed->Pre-initialized->Errored
You are using an older version of Forge. Update your Forge to the required version as laid out in the installation instructions.
That's pretty cool - I don't think I can keep up with you! (don't stop though!)
Something that might be a unintended bug with Naryu's Love is that if you play in peaceful, your hunger does not deplete from activating it. Not sure if it causes any adverse effects or anything so I'll look at it a bit more. Just wanted to point that out if it did cause anything slightly unexpected. Otherwise, nice work... and yes, I am aware that peaceful keeps hunger from going down.
No, that's not a bug, it's just how Peaceful works. The only way to get rid of it once you activate it is to let the hunger bar fully deplete, or to log out, as the effect is not saved. The Master Sword in this mod, by the way, will never break, even after 10 million uses.
Oh! i can do the models! Like what? the Gohma? or the Dead Hand? i can make the models! please let me heeeelp!
I would like to see coding for something like Morpha from OoT. An easy boss could be Odolwa from Majora's Mask, though.
Yes, unfortunately that happens when a secret room generates on a chunk border; when the next chunk loads, there is a chance it may breach the secret room... I've thought about just centering the secret rooms in the chunk, but then once you find one, you could just dig straight down to find the rest. I'm still thinking about a way to resolve this, sorry.
In other news, there is a LOT of cool stuff coming in the next update, including a new mechanic, a new mob (with 4 interesting variations), a new Octorok model submitted by Jones7789, and support for Hunternif's Antique Atlas map mod, to name the highlights. Granted, a lot of time has been spent working on things behind-the-scenes, so to speak, making for an overall cooler gaming experience but not really visible to the player.
I'm pretty excited about the things I've been working on for this update, and hopefully you will be too when I finally finish it
Hahaha, yeah, the jars are pretty abundant with the default settings. I should turn it down a bit.
Boss Dungeons generate based on biome name, so if the custom biomes contain certain strings ("forest", "ocean", "desert", etc.), then the Boss Dungeons will also generate there. Secret Rooms should be able to generate in any biome type, custom or otherwise, though the texture will likely default to stone.
With the addition of the Red, Green, and Blue Potions, I felt that Chus and Chu Jelly were the obvious next step, so here they are! Chus are related to slimes in that they can split apart, but can also merge back together, regaining full health and possibly even becoming more numerous. Some of them have special abilities that make them challenging for the unwary. See the updated mod description for full details and spoilers.
A big shout out to Hunternif for adding an API for his amazing Antique Atlas mod, as well as contributing the base dungeon textures. I highly recommend getting his mod to use alongside Zelda Sword Skills for that extra RPG feel, as well as being able to see where that last dungeon was and whether you have defeated it or not.
Also a big thank you to Jones7789 for sending in 3 models and several textures, of which I've only been able to add the Octorok model so far. It certainly looks much more like an Octorok than the retextured vanilla squid model
Screenshots
Antique Atlas support
New mob - the Chu!
New buff mechanic
Full Change Log
User Contributions:
+ Support for Antique Atlas! Thanks to Hunternif (author of Antique Atlas), Boss Dungeons show up on your antique map
+ New Octorok model and texture courtesy of Jones7789
Added:
+ A new Buff mechanic, granting resistances and weaknesses to different damage types (for players AND mobs)
+ Vanilla mobs all have appropriate resistances and weaknesses (Buffs) applied upon spawning into the world
+ Vanilla mob buffs can be disabled in the Config; see below for exact details on the mobs and buffs
+ HUD for active Buffs and Debuffs; alignment and orientation is configurable; press v to hide or display
+ New Mob: Chuchus, somewhat related to slimes, but in 4 distinct varieties
+ Chu Jelly: collect enough for the Doc (currently any librarian) to open up Potion trades
+ New Yellow Potion: grants resistance to shock damage for 5 minutes
+ Piece of Power: drops randomly from enemies; grants attack boost and stun resist, but cannot be saved for later
+ Spirit Crystals can now be recharged at the appropriate Sacred Flame
Changed:
+ Magic arrows (fire, ice, and light) now rely on Buff system for augmented damage
Fixed Bugs:
- Players easily stun-locked; now there is a stun resist time during which player is immune to further stun effects
- Hero Bow not rendering correctly in 3rd person view (still no zoom, sorry)
- Golden Sword could be attained after slaying only a single foe with the Tempered Sword
- Broken Swords could stack
- Left-clicking on an entity with any of the tunic armor pieces would cause damage
- Left-clicking on an entity with any of the new potions would cause damage
- Left-clicking on an entity with any of the masks would cause damage
- Left-clicking on an entity with any filled spirit crystal would cause damage
- Heavy and Pegasus Boots were erroneously purchased by priests instead of blacksmiths
- Unable to trade for water bombs if bomb bag trades were disabled
- Priests would sell magic arrows regardless of frienship status
Mob Buffs
- Any entity that is immune to fire receives double damage from cold and 1/4 from fire damage
- Undead creatures receive 4x damage holy damage but only 1/2 cold damage and 1/2 stun time
- Undead creatures that are not immune to fire receive 1.5x damage from fire sources
- Golems are completely immune to both cold and stun
- Witches receive 1/4 damage from magic sources
- The Wither, though immune to fire, is not weak to cold
OcD Simple Add-On!
What do you mean? They are similar to potion effects in that some you can add to yourself through items, and others get added to you from enemy attacks. Once you have a buff or debuff, the only way to get rid of it (at this time) is to wait for its duration to expire.