Bluh... this is the third time I've had to rewrite this post because my web page keeps crashing on me. Sorry if I seem a bit curt in my post, but.... well, I'm just tired of writing the same thing over and over again.
I've been trying out the difficult life mod for possible inclusion in my small private server. Its been a fun test, but I've been running into a couple of snags and wanted to ask questions and report bugs.
Most of the bugs wound up being problems with the vanity armors. I tested a lot of armors with it and most worked, but a few did not. Void robes from Thaumcraft seemed to be missing all the area on the torso, but the arms were clothed, and the void robe leggings were also missing some of the leg texture. Thaumic Fortress armor isn't doing the thing where it becomes cooler as you equip more pieces, either. The only other mod armor I had trouble with was the armor from WItchery. I'm not sure how much of it was problematic, but I know for certain the vampire armor set was bugged. The top hat just appeared as a single line around my head, and the "ladies" armor pieces had big chunks that just appeared as empty space instead of textures. Another mod, cosmetic armors, seems to handle all these all right - perhaps it would be possible to trade code with him, or something? Difficult life does one thing really well that his mod lacks, and thats control over packet flow - with one other player nearby wearing cosmetic armor, a computers latency goes through the roof, but I didn't have any issues with that with the vanity armor slots.
I had a couple of questions regarding the mod as well... like, does the looting enchant applied to heart canister drops? If it doesn't, could that be added, with maybe a configuration option?
How does the difficulty increase work in multiplayer? Like, on my server we have a couple of guys who are always on and get the best gear, but a couple of people who play once a week and are further behind. (theres only like, 4 people on my server) Anyway, my worry is that the more casual players will log in after only a couple of days of absence and find themselves getting slaughtered by high powered mobs. Does the mod like, only spawn creatures based on the difficulty setting of players near where they spawned, or is it a global variable? I know spawning based on nearby characters would probably be really complicated, but it would also make this into a mod I could actually use on my server and enjoy it with my friends, as opposed to just mess around with in single player.
As a final note, unrelated to difficult life actually, I actually tried out the Thaumic Bases mod as well today, and I think its one of the best Thaumcraft addons out there - in the top three, at the very least. The additions are really cool and seem pretty balanced. The only qualm I had to share about it is the Thaumonomicon entries - the writing was a little bit full of spelling and grammatical errors. I appreciate that english isn't your first language, so I was able to still feel confident about the mod in spite of this - heck, I'm just a dumb American who knows at best 20 words from other languages. However, I do feel like it could benefit from the proofreading of a native english-speaker. If I went through the entries for this mod and possibly the essential thaumcraft mod and produced a list of changes that needed to be made for grammar and spelling, where would be a good place to do that?
Bluh... this is the third time I've had to rewrite this post because my web page keeps crashing on me. Sorry if I seem a bit curt in my post, but.... well, I'm just tired of writing the same thing over and over again.
Yep, the forum editor here is just... ughh...
I've been trying out the difficult life mod for possible inclusion in my small private server. Its been a fun test, but I've been running into a couple of snags and wanted to ask questions and report bugs.
Most of the bugs wound up being problems with the vanity armors. I tested a lot of armors with it and most worked, but a few did not. Void robes from Thaumcraft seemed to be missing all the area on the torso, but the arms were clothed, and the void robe leggings were also missing some of the leg texture. Thaumic Fortress armor isn't doing the thing where it becomes cooler as you equip more pieces, either. The only other mod armor I had trouble with was the armor from WItchery. I'm not sure how much of it was problematic, but I know for certain the vampire armor set was bugged. The top hat just appeared as a single line around my head, and the "ladies" armor pieces had big chunks that just appeared as empty space instead of textures. Another mod, cosmetic armors, seems to handle all these all right - perhaps it would be possible to trade code with him, or something? Difficult life does one thing really well that his mod lacks, and thats control over packet flow - with one other player nearby wearing cosmetic armor, a computers latency goes through the roof, but I didn't have any issues with that with the vanity armor slots.
There are some problems here and there, I know about one with the Iron Man mod. It sure could be fixed, I don't even need to trade code, it's just a thing that the guy who manages the mod is not me - its DarkxElocius, and he is currently working on a Weapon Module for the Difficult Life.
I had a couple of questions regarding the mod as well... like, does the looting enchant applied to heart canister drops? If it doesn't, could that be added, with maybe a configuration option?
The looting has no effect due to some mods adding ridiculous looting enchanted tools(like looting X) nowdays, and that would be.. not op, but not that controllable as it is right now. However, it is a pretty good idea to make this a config option.
How does the difficulty increase work in multiplayer? Like, on my server we have a couple of guys who are always on and get the best gear, but a couple of people who play once a week and are further behind. (theres only like, 4 people on my server) Anyway, my worry is that the more casual players will log in after only a couple of days of absence and find themselves getting slaughtered by high powered mobs. Does the mod like, only spawn creatures based on the difficulty setting of players near where they spawned, or is it a global variable? I know spawning based on nearby characters would probably be really complicated, but it would also make this into a mod I could actually use on my server and enjoy it with my friends, as opposed to just mess around with in single player.
yes, this is the problem of the difficulty - it is global, it affects the whole world. On the other hand it could be configured in the cfg file. It would not be that easy to manage mob spawns based on the difficulty per player - it would require to take the closest player to the spawned mob and get his difficulty value, which would actually load the server quite a bit, especially if there would be >10 people, and if there would be any auto-spawning systems.
As a final note, unrelated to difficult life actually, I actually tried out the Thaumic Bases mod as well today, and I think its one of the best Thaumcraft addons out there - in the top three, at the very least. The additions are really cool and seem pretty balanced. The only qualm I had to share about it is the Thaumonomicon entries - the writing was a little bit full of spelling and grammatical errors. I appreciate that english isn't your first language, so I was able to still feel confident about the mod in spite of this - heck, I'm just a dumb American who knows at best 20 words from other languages. However, I do feel like it could benefit from the proofreading of a native english-speaker. If I went through the entries for this mod and possibly the essential thaumcraft mod and produced a list of changes that needed to be made for grammar and spelling, where would be a good place to do that?
Responses in bold(copying the ideas section of the forums, am I?), since I thought that with your large suggestion amount that would be easier to read.
Responses in bold(copying the ideas section of the forums, am I?), since I thought that with your large suggestion amount that would be easier to read.
Course, does make responding to your responses a touch more difficult. I think I can manage though. To start, I'm glad the armor fix is on the to-do list, but for now it is the kind of thing I can overlook if everything else starts working out.
For the looting enchantment, what if you made each point of looting increase the chances of drop by like, instead of a large amount, 1/2 the original value per point? then, even if you had looting 10, by default it would be like.... 6 percent chance of drop? Alternatively, could make looting give diminishing returns; the first point of looting adds 50% of the original value, the second point adds 33% more of the original, etc; then looting 10 wouldnt be much more then looting 5. (I think the highest I can get is looting 5 or 6 with the mods I have available...)
As for difficulty.... would it be possible to whitelist or blacklist the difficulty effects from happening to certain mobs or certain dimensions via config? I'm reminded of the infernal mobs mod, which had an option for "these mobs should always be infernal" that I requested so I could make every boss fight that extra bit of ridiculous awful challenge. With that, we could restrict the awful difficulty to like, the twilight forest or the eldritch dimension, while leaving the overworld safe for those of a more noobish persuasion.
Edit: knew I'd forget a reply.... I'll take a look at making a pull when I get a chance. I'm not entirely sure how these things work, never tried using github before beyond just a casual glance, but I'm sure I can figure it out.
The Meaning of Life, the Universe, and Everything.
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Modbder, I really like the Vazkii's update thing, like you can see a change-log or just download the latest version of the Botania, could you do the same thing for your mods, please?
Course, does make responding to your responses a touch more difficult. I think I can manage though. To start, I'm glad the armor fix is on the to-do list, but for now it is the kind of thing I can overlook if everything else starts working out.
For the looting enchantment, what if you made each point of looting increase the chances of drop by like, instead of a large amount, 1/2 the original value per point? then, even if you had looting 10, by default it would be like.... 6 percent chance of drop? Alternatively, could make looting give diminishing returns; the first point of looting adds 50% of the original value, the second point adds 33% more of the original, etc; then looting 10 wouldnt be much more then looting 5. (I think the highest I can get is looting 5 or 6 with the mods I have available...)
As for difficulty.... would it be possible to whitelist or blacklist the difficulty effects from happening to certain mobs or certain dimensions via config? I'm reminded of the infernal mobs mod, which had an option for "these mobs should always be infernal" that I requested so I could make every boss fight that extra bit of ridiculous awful challenge. With that, we could restrict the awful difficulty to like, the twilight forest or the eldritch dimension, while leaving the overworld safe for those of a more noobish persuasion.
Edit: knew I'd forget a reply.... I'll take a look at making a pull when I get a chance. I'm not entirely sure how these things work, never tried using github before beyond just a casual glance, but I'm sure I can figure it out.
There is a cfg file option, which allows you to blacklist mobs from getting difficulty buffs/becoming blights. the dimension blacklist idea is nice, it will be implemented.
Modbder, I really like the Vazkii's update thing, like you can see a change-log or just download the latest version of the Botania, could you do the same thing for your mods, please?
You can use the version checker mod to always know if there is an updated version of ec3, since ec3 has version checker integration. The changelog is available at github. Personally I find the Botania's chat reminders very annoying, so I'm not going to do the same in my mods.
EC3 seems to introduce an exploit into ProjectE. I don't know on which side this is but when installed together, the EMC values of diamond blocks are just 18432. I think it's because the recipe for the block made out of pale gems which are worth 2048 EMC instead of 8192 for diamonds.
The Meaning of Life, the Universe, and Everything.
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You can disable the usage of pale items in regular crafts - that should fix the issue. Or you can manually assign the EMC value for the diamond block using the ProjectE's commands.
I am having an error that only happens when I have Difficult Life on the client and on the server. Every time I try to join it times me out after a few seconds. Any ideas? When I remove Difficult Life I can join as usual.
I am having an error that only happens when I have Difficult Life on the client and on the server. Every time I try to join it times me out after a few seconds. Any ideas? When I remove Difficult Life I can join as usual.
You'd have to attach both a server and a client log so I could see what's happening.
Hello! I am in the process of making the solar array and I cannot figure out how to change the balance on the radiation chamber, so I can make the Chaos MRUMP. How do I change this?
Also, if the answer is different MRUCUs, is there a way of making them?
Hello! I am in the process of making the solar array and I cannot figure out how to change the balance on the radiation chamber, so I can make the Chaos MRUMP. How do I change this?
Also, if the answer is different MRUCUs, is there a way of making them?
Thanks!
The balance of the device is always the same as the balance of the MRU storage it is pulling energy from. Most generators will have a random balance upon placement. You could also get MRU from MRUCU Enrichment Chamber - the balance there is the same as the balance of the MRUCU inside it. MRUCU can be formad by throwing a diamond on top of an emerald block, or just by using any corruption producing device without there being an MRUCU nearby.
I can't find any information on how to use the Magical Activator and the GUI doesn't explain much with the stick and dye (?) ghost icons in the slots. How does it work? What do the different upgrades (?) do? Can it shoot a bow? Use a wrench on a machine?
Also, there's a bug that needs fixing with it that I've written up on GitHub. Finding the bug didn't require getting the thing to work—I found it by flailing about.
I can't find any information on how to use the Magical Activator and the GUI doesn't explain much with the stick and dye (?) ghost icons in the slots. How does it work? What do the different upgrades (?) do? Can it shoot a bow? Use a wrench on a machine?
Also, there's a bug that needs fixing with it that I've written up on GitHub. Finding the bug didn't require getting the thing to work—I found it by flailing about.
The stick slot is for the item you want to perform a click with.
The dye is for the camouflage.
The upgrades are-
Slimeball is Sneaky - performs a shift-click
Chest is inventory - adds 8 more slots. The activator will perform a right-click with all items in all slots from the top-left to the bottom-right.
Redstone is advanced - it will make the activator actually care about other items in it's slots while performing an operation - for example if there is an instant bow in any mods out there it would shot an arrow if there would be an arrow in any of it's slots.
It is not able to shot a bow, since a bow is more of an on RMB released, than on RMB pressed type of action. There are dispensers for that.
I made Pale crystals. How do I use them? Can I replace mitrilene crystals with pale ones on my multiblock devices? Do all crystals have to be replaced at once or can I replace a few at a time?
I made Pale crystals. How do I use them? Can I replace mitrilene crystals with pale ones on my multiblock devices? Do all crystals have to be replaced at once or can I replace a few at a time?
The next tier crystals are used as a part of different structures. For example, the Soul Pentacle will need them to advance to tier 2. However, they do not act as a replacement for tier 1 crystals. The example would be a mithriline furnace, which would only work with tier 1 crystals.
The balance of the device is always the same as the balance of the MRU storage it is pulling energy from. Most generators will have a random balance upon placement. You could also get MRU from MRUCU Enrichment Chamber - the balance there is the same as the balance of the MRUCU inside it. MRUCU can be formad by throwing a diamond on top of an emerald block, or just by using any corruption producing device without there being an MRUCU nearby.
Is there a way to tell the balance of a MRUCU before you put it in a MRUCUEC? Do MRUCU interact with each other? What happens if you try to put more than one MRUCU inside a MRUCUEC?
Bluh... this is the third time I've had to rewrite this post because my web page keeps crashing on me. Sorry if I seem a bit curt in my post, but.... well, I'm just tired of writing the same thing over and over again.
I've been trying out the difficult life mod for possible inclusion in my small private server. Its been a fun test, but I've been running into a couple of snags and wanted to ask questions and report bugs.
Most of the bugs wound up being problems with the vanity armors. I tested a lot of armors with it and most worked, but a few did not. Void robes from Thaumcraft seemed to be missing all the area on the torso, but the arms were clothed, and the void robe leggings were also missing some of the leg texture. Thaumic Fortress armor isn't doing the thing where it becomes cooler as you equip more pieces, either. The only other mod armor I had trouble with was the armor from WItchery. I'm not sure how much of it was problematic, but I know for certain the vampire armor set was bugged. The top hat just appeared as a single line around my head, and the "ladies" armor pieces had big chunks that just appeared as empty space instead of textures. Another mod, cosmetic armors, seems to handle all these all right - perhaps it would be possible to trade code with him, or something? Difficult life does one thing really well that his mod lacks, and thats control over packet flow - with one other player nearby wearing cosmetic armor, a computers latency goes through the roof, but I didn't have any issues with that with the vanity armor slots.
I had a couple of questions regarding the mod as well... like, does the looting enchant applied to heart canister drops? If it doesn't, could that be added, with maybe a configuration option?
How does the difficulty increase work in multiplayer? Like, on my server we have a couple of guys who are always on and get the best gear, but a couple of people who play once a week and are further behind. (theres only like, 4 people on my server) Anyway, my worry is that the more casual players will log in after only a couple of days of absence and find themselves getting slaughtered by high powered mobs. Does the mod like, only spawn creatures based on the difficulty setting of players near where they spawned, or is it a global variable? I know spawning based on nearby characters would probably be really complicated, but it would also make this into a mod I could actually use on my server and enjoy it with my friends, as opposed to just mess around with in single player.
As a final note, unrelated to difficult life actually, I actually tried out the Thaumic Bases mod as well today, and I think its one of the best Thaumcraft addons out there - in the top three, at the very least. The additions are really cool and seem pretty balanced. The only qualm I had to share about it is the Thaumonomicon entries - the writing was a little bit full of spelling and grammatical errors. I appreciate that english isn't your first language, so I was able to still feel confident about the mod in spite of this - heck, I'm just a dumb American who knows at best 20 words from other languages. However, I do feel like it could benefit from the proofreading of a native english-speaker. If I went through the entries for this mod and possibly the essential thaumcraft mod and produced a list of changes that needed to be made for grammar and spelling, where would be a good place to do that?
Responses in bold(copying the ideas section of the forums, am I?), since I thought that with your large suggestion amount that would be easier to read.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Course, does make responding to your responses a touch more difficult. I think I can manage though. To start, I'm glad the armor fix is on the to-do list, but for now it is the kind of thing I can overlook if everything else starts working out.
For the looting enchantment, what if you made each point of looting increase the chances of drop by like, instead of a large amount, 1/2 the original value per point? then, even if you had looting 10, by default it would be like.... 6 percent chance of drop? Alternatively, could make looting give diminishing returns; the first point of looting adds 50% of the original value, the second point adds 33% more of the original, etc; then looting 10 wouldnt be much more then looting 5. (I think the highest I can get is looting 5 or 6 with the mods I have available...)
As for difficulty.... would it be possible to whitelist or blacklist the difficulty effects from happening to certain mobs or certain dimensions via config? I'm reminded of the infernal mobs mod, which had an option for "these mobs should always be infernal" that I requested so I could make every boss fight that extra bit of ridiculous awful challenge. With that, we could restrict the awful difficulty to like, the twilight forest or the eldritch dimension, while leaving the overworld safe for those of a more noobish persuasion.
Edit: knew I'd forget a reply.... I'll take a look at making a pull when I get a chance. I'm not entirely sure how these things work, never tried using github before beyond just a casual glance, but I'm sure I can figure it out.
Modbder, I really like the Vazkii's update thing, like you can see a change-log or just download the latest version of the Botania, could you do the same thing for your mods, please?
There is a cfg file option, which allows you to blacklist mobs from getting difficulty buffs/becoming blights. the dimension blacklist idea is nice, it will be implemented.
You can use the version checker mod to always know if there is an updated version of ec3, since ec3 has version checker integration. The changelog is available at github. Personally I find the Botania's chat reminders very annoying, so I'm not going to do the same in my mods.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
I said about the "Download" button, will you do the thing, that when you've got an update checker message there will be the "Download" button?
If you do not know how the version checker works, I suggest you visiting it's thread.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
EC3 seems to introduce an exploit into ProjectE. I don't know on which side this is but when installed together, the EMC values of diamond blocks are just 18432. I think it's because the recipe for the block made out of pale gems which are worth 2048 EMC instead of 8192 for diamonds.
You can disable the usage of pale items in regular crafts - that should fix the issue. Or you can manually assign the EMC value for the diamond block using the ProjectE's commands.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Okay, disabling pale items for other recipes does the trick. The EMC values are as exspected now. Thank you.
When I open first tier book and first category, then close the category, I can open any of categories.
I am having an error that only happens when I have Difficult Life on the client and on the server. Every time I try to join it times me out after a few seconds. Any ideas? When I remove Difficult Life I can join as usual.
You'd have to attach both a server and a client log so I could see what's happening.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Hello! I am in the process of making the solar array and I cannot figure out how to change the balance on the radiation chamber, so I can make the Chaos MRUMP. How do I change this?
Also, if the answer is different MRUCUs, is there a way of making them?
Thanks!
The balance of the device is always the same as the balance of the MRU storage it is pulling energy from. Most generators will have a random balance upon placement. You could also get MRU from MRUCU Enrichment Chamber - the balance there is the same as the balance of the MRUCU inside it. MRUCU can be formad by throwing a diamond on top of an emerald block, or just by using any corruption producing device without there being an MRUCU nearby.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
I can't find any information on how to use the Magical Activator and the GUI doesn't explain much with the stick and dye (?) ghost icons in the slots. How does it work? What do the different upgrades (?) do? Can it shoot a bow? Use a wrench on a machine?
Also, there's a bug that needs fixing with it that I've written up on GitHub. Finding the bug didn't require getting the thing to work—I found it by flailing about.
The stick slot is for the item you want to perform a click with.
The dye is for the camouflage.
The upgrades are-
Slimeball is Sneaky - performs a shift-click
Chest is inventory - adds 8 more slots. The activator will perform a right-click with all items in all slots from the top-left to the bottom-right.
Redstone is advanced - it will make the activator actually care about other items in it's slots while performing an operation - for example if there is an instant bow in any mods out there it would shot an arrow if there would be an arrow in any of it's slots.
It is not able to shot a bow, since a bow is more of an on RMB released, than on RMB pressed type of action. There are dispensers for that.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
I made Pale crystals. How do I use them? Can I replace mitrilene crystals with pale ones on my multiblock devices? Do all crystals have to be replaced at once or can I replace a few at a time?
The next tier crystals are used as a part of different structures. For example, the Soul Pentacle will need them to advance to tier 2. However, they do not act as a replacement for tier 1 crystals. The example would be a mithriline furnace, which would only work with tier 1 crystals.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Is there a way to tell the balance of a MRUCU before you put it in a MRUCUEC? Do MRUCU interact with each other? What happens if you try to put more than one MRUCU inside a MRUCUEC?