P.S.-Считаю развитие сюжета с возможностью уничтожения мира очень хардкорным и подстёгивающим к действию.Да и хочется какого-то приключения в игре, а не тупого рубилова всех и вся как в большинстве модов.)
The Meaning of Life, the Universe, and Everything.
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You mention Difficult Life is global. Is it possible to make per-player? I feel like it's not fair if players on a server have over 50 MC days on the server having played and a poor guy logs in as his first day and just gets annihilated by spawning mobs due to the difficulty level. Is there any way to make it based on per-player and just average the difficulty between the players which are nearby?
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Tinkerer of magic, queen of the turtle army, and cuddler of all things fluffy
How up-to-date is Buffed Tools? As in, Will it work with the newest versions of Forge and Dummy Core for 1.7.10? And also what about Essential Thaumaturgy? I've seen no recent posts regarding either of them, so I thought I'd ask.
You mention Difficult Life is global. Is it possible to make per-player? I feel like it's not fair if players on a server have over 50 MC days on the server having played and a poor guy logs in as his first day and just gets annihilated by spawning mobs due to the difficulty level. Is there any way to make it based on per-player and just average the difficulty between the players which are nearby?
Would take quite a lot of calculations per-player each time a monster spawns. I suppose it is possible to make, but that would be a .cfg option
How up-to-date is Buffed Tools? As in, Will it work with the newest versions of Forge and Dummy Core for 1.7.10? And also what about Essential Thaumaturgy? I've seen no recent posts regarding either of them, so I thought I'd ask.
BT is pretty outdated due to me not working on it. ET is fine and pretty stable as far as I can tell
Would take quite a lot of calculations per-player each time a monster spawns. I suppose it is possible to make, but that would be a .cfg option
Please and thank you? I'm trying to build a modpack and while I really would like to include the difficulty scale, I'm not sure how well it'd work on servers that have more than one player and which involve people joining later. I want to be able to accomodate players that join in later instead of getting them murdered instantly. I do thank you for how configurable you've made it so far, though. Doing it this way will give me tighter control over how mobs spawn and where in addition to a few places. If you don't do this or do this, are there console commands like /hw difficulty add 50 or eventually /hw difficulty add 50 playername?
The Meaning of Life, the Universe, and Everything.
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Does not seem to be a problem caused by dc/ec3 on their own since the stacktrace mentions AetherCraft only. Seems to be an incompatibility of sorts. No, I have no idea what could cause it. You could report the error to the AC's author since it seems like the problem is on their end
Is there any way to tell the current espe in something like the wind rune? I can, of course, see if I have enought to create an item currently in hand, but I mean the current total?
If there isn't, can I get an estimate on how long it would take to generate the 10k espe needed for a wind diamond?
Also, since it seems a wind tool just instantly becomes another wind tool, is there logically any reason to go for anything other than making the wind shovel, since it seems to just turn into all the other tools when needed?
Is there any way to tell the current espe in something like the wind rune? I can, of course, see if I have enought to create an item currently in hand, but I mean the current total?
No, there is no way to tell the amount of ESPE in the devices.
If there isn't, can I get an estimate on how long it would take to generate the 10k espe needed for a wind diamond?
Based on the setup of your wind rune and the dimension it is in it can take from eternity to ~2 mins
Also, since it seems a wind tool just instantly becomes another wind tool, is there logically any reason to go for anything other than making the wind shovel, since it seems to just turn into all the other tools when needed?
No, there is no need to make anything but a shovel. There are recipes for other tools for those people who just browse NEI without actually reading the book
I have noticed something working not as intended with the mod. if you use the magical enchanter to enchant a book, instead of making a book that lets you apply it's effects to tools (a book with a yellow name), you get a book with a blue name that acts using the enchants themselves. AKA I can slap mobs with a sharpness 5 enchanted book and it does extra damage, but I can't use the same book to actually enchant a sword.
Also, I've tried some of the focuses from essential thaumaturgy and they don't seem to do anything. Even just stripping my instance down to essentialcraft, essential thaumaturgy, thaumcraft, dummycore, the only focus from ET seems to be the movement one. the others drain vis from the wand but don't animate or effect anything. Is this typical, or am I experiencing something weird here?
I have noticed something working not as intended with the mod. if you use the magical enchanter to enchant a book, instead of making a book that lets you apply it's effects to tools (a book with a yellow name), you get a book with a blue name that acts using the enchants themselves. AKA I can slap mobs with a sharpness 5 enchanted book and it does extra damage, but I can't use the same book to actually enchant a sword.
I was pretty sure I've fixed that bug a long time ago. Well, guess not.
Also, I've tried some of the focuses from essential thaumaturgy and they don't seem to do anything. Even just stripping my instance down to essentialcraft, essential thaumaturgy, thaumcraft, dummycore, the only focus from ET seems to be the movement one. the others drain vis from the wand but don't animate or effect anything. Is this typical, or am I experiencing something weird here?
The movement focus is supposed to throw ender pearl at the direction you are looking. The foci also use UBMRU from your matrix - this can be the case of them doing nothing.
Updated DummyCore to minecraft 1.8.8. Note, that for MC 1.8 you should still use DC for 1.8!
Yes, that means that I am planning on releasing something for 1.8.8
Hi, I'm really liking the Difficult Life mod. Unfortunetly, my server is experiencing crazy lag!!! I noticed that there is a lot going on in the console from Difficult Life. Does this mod have a lot processing to do? When reducing lag in a server, should this mod be near the top of my list? Or is it pretty "light weight"?
The Meaning of Life, the Universe, and Everything.
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nah, I think DL is pretty light, since it does almost nothing on it's own actually.
The only thing it does is it detects the mob spawning via Forge's events(it means the code only gets executed when something happens rahter than every tick) and then changes it's stats with some math it does, adds some potion effects, etc - this is all pretty much vanilla. The console is spammed with simple save messages - every time the world is saved the mod saves it's data, and, well, let's just say - saving, like 3 lines of text is much faster than saving every block there is in the chunk and doing that for all loaded chunks
The Meaning of Life, the Universe, and Everything.
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I guess I'll show what I've been up to for last... week or so? for the people visiting this thread
Here is... yes, EC... V? For Minecraft 1.8.8... Well, it is kind of a concept I am working on
As you can see the book got a huge rework(I find it better now, personally), and since researches seem to be in trend now - well, I have introduced that mechanic aswell - though mine is proceduraly generated, random and only covers some things that can be bypassed.
There will be a variety of puzzles for the research minigame - the one you are seing in the video is not going to popup for every research you make
i don't care about the 1.8 version, as i still play on 1.7.10
Ah, I see. Well, I do not think the 1.7.10 version will get an update any time... ever? If only the difference between 1.8 and 1.7 would not be THAT huge...(/me looks at the .json-ifying of everything) that could be possible, but currently... believe me - when I am saying that it takes less time to rewrite the mod from scratch than it takes to update it... I am only lying a tiny bit
Ah, I see. Well, I do not think the 1.7.10 version will get an update any time... ever? If only the difference between 1.8 and 1.7 would not be THAT huge...(/me looks at the .json-ifying of everything) that could be possible, but currently... believe me - when I am saying that it takes less time to rewrite the mod from scratch than it takes to update it... I am only lying a tiny bit
so, what your saying is, 1.7 will be dead in terms of new features once TB updates to 1.8.8?
P.S.-Считаю развитие сюжета с возможностью уничтожения мира очень хардкорным и подстёгивающим к действию.Да и хочется какого-то приключения в игре, а не тупого рубилова всех и вся как в большинстве модов.)
Ещё раз удачи вам.Ждём новых реализованных идей.
Куда делся мой топик(847)?:(
You mention Difficult Life is global. Is it possible to make per-player? I feel like it's not fair if players on a server have over 50 MC days on the server having played and a poor guy logs in as his first day and just gets annihilated by spawning mobs due to the difficulty level. Is there any way to make it based on per-player and just average the difficulty between the players which are nearby?
How up-to-date is Buffed Tools? As in, Will it work with the newest versions of Forge and Dummy Core for 1.7.10? And also what about Essential Thaumaturgy? I've seen no recent posts regarding either of them, so I thought I'd ask.
Would take quite a lot of calculations per-player each time a monster spawns. I suppose it is possible to make, but that would be a .cfg option
BT is pretty outdated due to me not working on it. ET is fine and pretty stable as far as I can tell
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Please and thank you? I'm trying to build a modpack and while I really would like to include the difficulty scale, I'm not sure how well it'd work on servers that have more than one player and which involve people joining later. I want to be able to accomodate players that join in later instead of getting them murdered instantly. I do thank you for how configurable you've made it so far, though. Doing it this way will give me tighter control over how mobs spawn and where in addition to a few places. If you don't do this or do this, are there console commands like /hw difficulty add 50 or eventually /hw difficulty add 50 playername?
Okay, thanks.
Does not seem to be a problem caused by dc/ec3 on their own since the stacktrace mentions AetherCraft only. Seems to be an incompatibility of sorts. No, I have no idea what could cause it. You could report the error to the AC's author since it seems like the problem is on their end
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Is there any way to tell the current espe in something like the wind rune? I can, of course, see if I have enought to create an item currently in hand, but I mean the current total?
If there isn't, can I get an estimate on how long it would take to generate the 10k espe needed for a wind diamond?
Also, since it seems a wind tool just instantly becomes another wind tool, is there logically any reason to go for anything other than making the wind shovel, since it seems to just turn into all the other tools when needed?
No, there is no way to tell the amount of ESPE in the devices.
Based on the setup of your wind rune and the dimension it is in it can take from eternity to ~2 mins
No, there is no need to make anything but a shovel. There are recipes for other tools for those people who just browse NEI without actually reading the book
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Ahh, thank you very much for the information!
I have noticed something working not as intended with the mod. if you use the magical enchanter to enchant a book, instead of making a book that lets you apply it's effects to tools (a book with a yellow name), you get a book with a blue name that acts using the enchants themselves. AKA I can slap mobs with a sharpness 5 enchanted book and it does extra damage, but I can't use the same book to actually enchant a sword.
Also, I've tried some of the focuses from essential thaumaturgy and they don't seem to do anything. Even just stripping my instance down to essentialcraft, essential thaumaturgy, thaumcraft, dummycore, the only focus from ET seems to be the movement one. the others drain vis from the wand but don't animate or effect anything. Is this typical, or am I experiencing something weird here?
I was pretty sure I've fixed that bug a long time ago. Well, guess not.
The movement focus is supposed to throw ender pearl at the direction you are looking. The foci also use UBMRU from your matrix - this can be the case of them doing nothing.
Updated DummyCore to minecraft 1.8.8. Note, that for MC 1.8 you should still use DC for 1.8!
Yes, that means that I am planning on releasing something for 1.8.8
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Hi, I'm really liking the Difficult Life mod. Unfortunetly, my server is experiencing crazy lag!!! I noticed that there is a lot going on in the console from Difficult Life. Does this mod have a lot processing to do? When reducing lag in a server, should this mod be near the top of my list? Or is it pretty "light weight"?
Thank you for your time
nah, I think DL is pretty light, since it does almost nothing on it's own actually.
The only thing it does is it detects the mob spawning via Forge's events(it means the code only gets executed when something happens rahter than every tick) and then changes it's stats with some math it does, adds some potion effects, etc - this is all pretty much vanilla. The console is spammed with simple save messages - every time the world is saved the mod saves it's data, and, well, let's just say - saving, like 3 lines of text is much faster than saving every block there is in the chunk and doing that for all loaded chunks
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
is the thaumic bases mod dead, or is it still being developed?
I guess I'll show what I've been up to for last... week or so? for the people visiting this thread
Here is... yes, EC... V? For Minecraft 1.8.8... Well, it is kind of a concept I am working on
As you can see the book got a huge rework(I find it better now, personally), and since researches seem to be in trend now - well, I have introduced that mechanic aswell - though mine is proceduraly generated, random and only covers some things that can be bypassed.
There will be a variety of puzzles for the research minigame - the one you are seing in the video is not going to popup for every research you make
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
It is pretty much hardly worked on - there is a version for thaumcraft 5.0.3 around for... like a month?
Currently waiting for Azanor to update to 1.8.8 as he wants, so I can keep up
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
i don't care about the 1.8 version, as i still play on 1.7.10
Ah, I see. Well, I do not think the 1.7.10 version will get an update any time... ever? If only the difference between 1.8 and 1.7 would not be THAT huge...(/me looks at the .json-ifying of everything) that could be possible, but currently... believe me - when I am saying that it takes less time to rewrite the mod from scratch than it takes to update it... I am only lying a tiny bit
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
so, what your saying is, 1.7 will be dead in terms of new features once TB updates to 1.8.8?