And now... a functional bug: Gemstone Torches don't seem to work. Supposedly they prevent spirits spawning "in their light area", but I killed chickens right next to them, and got the usual spirits.
Also: There seems to be no way to "activate" a vengance ring that's in its Baubles slot, aside from activating it and then placing it in that slot (and then you need to take it off to deacticate it!).
Rollback Post to RevisionRollBack
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.
And now... a functional bug: Gemstone Torches don't seem to work. Supposedly they prevent spirits spawning "in their light area", but I killed chickens right next to them, and got the usual spirits.
Also: There seems to be no way to "activate" a vengance ring that's in its Baubles slot, aside from activating it and then placing it in that slot (and then you need to take it off to deacticate it!).
That's a bug indeed! Thanks for mentioning it.
The Vengeance Ring indeed works this way. Not really sure how activation/deactivation could work otherwise. I could add a hotkey, but then I'd need a separate hotkey for every item that can be activated/deactivated. Unless I add one hotkey to toggle activation for all items in your inventory... What do you think?
Indeed, hotkey multipication is an issue -- I already had to spend some time rearranging my key bindings, just between EC, Journeymap, and NEI/Waila. (And Afraid of The Dark, despite not having started that yet....) . For that matter... farting?
The best answer I can think of is to have a pop-up GUI that handles all your items in play. You could also think ahead and make it an API for people to do Evil add-ons.
Rollback Post to RevisionRollBack
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.
The best answer I can think of is to have a pop-up GUI that handles all your items in play. You could also think ahead and make it an API for people to do Evil add-ons.
That's a pretty good idea. I'll have to think about this a bit more on how I could do this practically.
1) Trying to shear undead leaves is glitchy: They appear to disappear without dropping, but when I then tried to climb the tree, I found myself trying to press through invisible sort-of-blocks. (They didn't completely block me, but didn't let me through either.)
2) After bottling a thunderstorm at a dark temple, I took some odd damage, but attributed it to a nearby skeleton. But after flying home (out of sight of the temple's beacon), the accumulator's power bar keeps appearing, especially but not exclusively when I look in that direction.
Rollback Post to RevisionRollBack
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.
The Vengeance Ring indeed works this way. Not really sure how activation/deactivation could work otherwise. I could add a hotkey, but then I'd need a separate hotkey for every item that can be activated/deactivated. Unless I add one hotkey to toggle activation for all items in your inventory... What do you think?
Really belongs in Baubles instead, but you could add a hotkey to perform a right click action on whatever's in each bauble slot. Ctrl-1 to Ctrl-4 would work.
A suggestion: You should have some sort of crossmod interaction with Blood Moon, just because, blood.
Rollback Post to RevisionRollBack
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.
1) Trying to shear undead leaves is glitchy: They appear to disappear without dropping, but when I then tried to climb the tree, I found myself trying to press through invisible sort-of-blocks. (They didn't completely block me, but didn't let me through either.)
2) After bottling a thunderstorm at a dark temple, I took some odd damage, but attributed it to a nearby skeleton. But after flying home (out of sight of the temple's beacon), the accumulator's power bar keeps appearing, especially but not exclusively when I look in that direction.
The first one seems like a bug.
The second one does not however. The more you use an Environmental Accumulator, the more 'degraded' it becomes, and it will then cause some random bad effects like damaging all entities nearby.
The power bar that keeps disappearing is a MC bug, this should be fixed when Forge updates past 1.8.0.
The second one does not however. The more you use an Environmental Accumulator, the more 'degraded' it becomes, and it will then cause some random bad effects like damaging all entities nearby.
The power bar that keeps disappearing is a MC bug, this should be fixed when Forge updates past 1.8.0.
Wait, do they eventually become unsuable? (That is, are Accumulators themselves a limited resource?)
ETA: Also... Even when spirits are invisible (no vengance item) I think they are showing bubbles for their presence in water.
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.
Wait, do they eventually become unsuable? (That is, are Accumulators themselves a limited resource?)
ETA: Also... Even when spirits are invisible (no vengance item) I think they are showing bubbles for their presence in water.
No, they do not become unusable. It just becomes harder to use them every time. Next update will introduce a new mechanism where accumulators won't have such a degradation, at a cost...
I think you are the first one to notice that spirits show water bubbles! I'll see if I can disable this somehow, but I'm afraid this is hardcoded in Minecraft. On the other hand, I think it's quite an interesting feature to have though
And... a problem with the Blood Extractor: Shift-click is both how you pick up a bloodstain, and also how you drop a block of blood. This is a conflict of interests.... I would suggest having a regular click on a block pick up a bloodstain, with a couple of rules for the corner case: If the stained block is also a blood-storage block, then the block gets fed unless either the block is full or the extractor is empty. In either of those cases, the stain gets picked up. ETA: If both block and extractor are full, nothing happens, for the obvious reasons.
Also, an issue with the broom: When mounting or dismounting, you end up not only above your original postion (reasonable), but also to one side (not so reasonable). The broom is also prone to running the rider's head through the ceiling, but then a horse does that too. (The sideways motion might well be a result of swiping the horse code.) Also, the motion is pretty choppy, with an entry in the config file suggesting that there are desync problems. You might want to ask Azanor how he got Thaumcraft's Thaumostatic Harness to move smoothly, which it does.
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.
And... a problem with the Blood Extractor: Shift-click is both how you pick up a bloodstain, and also how you drop a block of blood. This is a conflict of interests.... I would suggest having a regular click on a block pick up a bloodstain, with a couple of rules for the corner case: If the stained block is also a blood-storage block, then the block gets fed unless either the block is full or the extractor is empty. In either of those cases, the stain gets picked up. ETA: If both block and extractor are full, nothing happens, for the obvious reasons.
Actually, the thing you are saying used to be how the extractors worked, but because of some hard-coded Minecraft stuff with right-clicking, I had to change the way this worked. But I don't think the thing you are saying does not cause much trouble in practise?
Also, an issue with the broom: When mounting or dismounting, you end up not only above your original postion (reasonable), but also to one side (not so reasonable). The broom is also prone to running the rider's head through the ceiling, but then a horse does that too. (The sideways motion might well be a result of swiping the horse code.) Also, the motion is pretty choppy, with an entry in the config file suggesting that there are desync problems. You might want to ask Azanor how he got Thaumcraft's Thaumostatic Harness to move smoothly, which it does.
The choppy motion is because the Brooms are based on boats. I think Azanor just enables creative-mode flight with some small adjustments when using the harness, which is not something that could be done for the Brooms. I saw that 1.9 fixes these boat issues, so if Forge ever reaches that version, the Broom problems will also be resolved.
The Broom will probably get a rewrite in one of the next versions, so I'll look into trying making it a bit smoother then.
Actually, the thing you are saying used to be how the extractors worked, but because of some hard-coded Minecraft stuff with right-clicking, I had to change the way this worked. But I don't think the thing you are saying does not cause much trouble in practise?
Yeah, it kind of is an problem, especially when collecting bloodstains under a waterfall or from a broom. I've dropped blood into the waterfall, and once in midair against a wall. (By the way, for a supposedly finite fluid, that stuff really gets all over the place when you drop a block of it.)
The choppy motion is because the Brooms are based on boats. I think Azanor just enables creative-mode flight with some small adjustments when using the harness, which is not something that could be done for the Brooms. I saw that 1.9 fixes these boat issues, so if Forge ever reaches that version, the Broom problems will also be resolved.
The Broom will probably get a rewrite in one of the next versions, so I'll look into trying making it a bit smoother then.
Ah. Oh, well, then.
ETA: The update looks pretty awesome! I did get a Dark Temple fairly near spawn, and they-re pretty conspicuous, but I can understand if they're scarce enough to require locators. Can you kill yourself to get your own head?
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.
It took me a while, but EvilCraft 0.9.0 is finished!
Many additions, changes and fixes are in this update, the most important ones can be seen in this visual changelog: http://imgur.com/a/dTtkp
Download link can be found in the main post of this topic.
Unfortunately, only the 1.7.10 version appears to have been updated! The 1.8 version is still the same...
Also, talking about keybindings, it's also an issue that, besides the Extractor picking up stains/dropping blood, the Kineticator turns on and off with a shift-click... and of course, left-shift dismounts the broom.
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.
Yeah, it kind of is an problem, especially when collecting bloodstains under a waterfall or from a broom. I've dropped blood into the waterfall, and once in midair against a wall. (By the way, for a supposedly finite fluid, that stuff really gets all over the place when you drop a block of it.)
ETA: The update looks pretty awesome! I did get a Dark Temple fairly near spawn, and they-re pretty conspicuous, but I can understand if they're scarce enough to require locators. Can you kill yourself to get your own head?
Yes, you can capture your own spirit to get your own head, but that won't be too easy to pull off
Unfortunately, only the 1.7.10 version appears to have been updated! The 1.8 version is still the same...
Also, talking about keybindings, it's also an issue that, besides the Extractor picking up stains/dropping blood, the Kineticator turns on and off with a shift-click... and of course, left-shift dismounts the broom.
Ah yes, I forgot to mention that. The 1.8 version will be updated soon, that's the thing I'll work on next.
I think the 'item toggle mod' we talked about could solve this issue. I think there will always be some conflicts with these keybindings, there are only so much key combinations.
Yes, you can capture your own spirit to get your own head, but that won't be too easy to pull off
Hmm. Offhand, I'd set up a line with: Poison pit, BoxEC1, a pressure plate flanked by two dispensers (for ring and focus), bed. Not that I have nearly enough gems yet for that spirit mill.... I only just popped into the Nether for glowstone and quartz! (A thought: you probably ought to have at least a little Nether content.)
1 BTW, do those get a proper model in 9.0? Right now, they're still invisible when placed.
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.
Hmm. Offhand, I'd set up a line with: Poison pit, BoxEC1, a pressure plate flanked by two dispensers (for ring and focus), bed. Not that I have nearly enough gems yet for that spirit mill.... I only just popped into the Nether for glowstone and quartz! (A thought: you probably ought to have at least a little Nether content.)
1 BTW, do those get a proper model in 9.0? Right now, they're still invisible when placed.
Correct, that would do it. If you have some machine available like TE's autonomous activator, you could even automate that process
There actually is some nether content Did you not encounter a Nether Fish before? They are silverfish, but in the nether, which will light you on fire.
I will try to add a proper model for them in the next update, but I can't promise anything (I heard Forge for 1.8.8 is being worked on, so that might influence this process)
There actually is some nether content Did you not encounter a Nether Fish before? They are silverfish, but in the nether, which will light you on fire.
Oh yeah... I actually did encounter one of their blocks in soul sand, but it was pretty obvious because of the timing. Not terribly worried about getting lit on fire, (I have obsidian armor from the obsidian/emerald mod.) but it was high in the air, so I didn't even bother releasing the poor thing to fall to its death. ;-)
Speaking of which, while I do like my broom (from my bonus chest!) I have to admit it's a little OP. Perhaps it should run on blood? The problem is, you'd need a GUI to show when you're running out.
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.
Speaking of which, while I do like my broom (from my bonus chest!) I have to admit it's a little OP. Perhaps it should run on blood? The problem is, you'd need a GUI to show when you're running out.
Yes, that will be part of the Broom rework. I will probably add several types of Brooms, some will run on Blood, others won't. Think of, Tinker's Construct for Brooms. And indeed, those running on Blood will need some kind of gui overlay to show it's contents.
And now... a functional bug: Gemstone Torches don't seem to work. Supposedly they prevent spirits spawning "in their light area", but I killed chickens right next to them, and got the usual spirits.
Also: There seems to be no way to "activate" a vengance ring that's in its Baubles slot, aside from activating it and then placing it in that slot (and then you need to take it off to deacticate it!).
That's a bug indeed! Thanks for mentioning it.
The Vengeance Ring indeed works this way. Not really sure how activation/deactivation could work otherwise. I could add a hotkey, but then I'd need a separate hotkey for every item that can be activated/deactivated. Unless I add one hotkey to toggle activation for all items in your inventory... What do you think?
Indeed, hotkey multipication is an issue -- I already had to spend some time rearranging my key bindings, just between EC, Journeymap, and NEI/Waila. (And Afraid of The Dark, despite not having started that yet....) . For that matter... farting?
The best answer I can think of is to have a pop-up GUI that handles all your items in play. You could also think ahead and make it an API for people to do Evil add-ons.
That's a pretty good idea. I'll have to think about this a bit more on how I could do this practically.
More Bugs:
1) Trying to shear undead leaves is glitchy: They appear to disappear without dropping, but when I then tried to climb the tree, I found myself trying to press through invisible sort-of-blocks. (They didn't completely block me, but didn't let me through either.)
2) After bottling a thunderstorm at a dark temple, I took some odd damage, but attributed it to a nearby skeleton. But after flying home (out of sight of the temple's beacon), the accumulator's power bar keeps appearing, especially but not exclusively when I look in that direction.
Really belongs in Baubles instead, but you could add a hotkey to perform a right click action on whatever's in each bauble slot. Ctrl-1 to Ctrl-4 would work.
A suggestion: You should have some sort of crossmod interaction with Blood Moon, just because, blood.
The first one seems like a bug.
The second one does not however. The more you use an Environmental Accumulator, the more 'degraded' it becomes, and it will then cause some random bad effects like damaging all entities nearby.
The power bar that keeps disappearing is a MC bug, this should be fixed when Forge updates past 1.8.0.
Wait, do they eventually become unsuable? (That is, are Accumulators themselves a limited resource?)
ETA: Also... Even when spirits are invisible (no vengance item) I think they are showing bubbles for their presence in water.
No, they do not become unusable. It just becomes harder to use them every time. Next update will introduce a new mechanism where accumulators won't have such a degradation, at a cost...
I think you are the first one to notice that spirits show water bubbles! I'll see if I can disable this somehow, but I'm afraid this is hardcoded in Minecraft. On the other hand, I think it's quite an interesting feature to have though
And... a problem with the Blood Extractor: Shift-click is both how you pick up a bloodstain, and also how you drop a block of blood. This is a conflict of interests.... I would suggest having a regular click on a block pick up a bloodstain, with a couple of rules for the corner case: If the stained block is also a blood-storage block, then the block gets fed unless either the block is full or the extractor is empty. In either of those cases, the stain gets picked up. ETA: If both block and extractor are full, nothing happens, for the obvious reasons.
Also, an issue with the broom: When mounting or dismounting, you end up not only above your original postion (reasonable), but also to one side (not so reasonable). The broom is also prone to running the rider's head through the ceiling, but then a horse does that too. (The sideways motion might well be a result of swiping the horse code.) Also, the motion is pretty choppy, with an entry in the config file suggesting that there are desync problems. You might want to ask Azanor how he got Thaumcraft's Thaumostatic Harness to move smoothly, which it does.
It took me a while, but EvilCraft 0.9.0 is finished!
Many additions, changes and fixes are in this update, the most important ones can be seen in this visual changelog: http://imgur.com/a/dTtkp
Download link can be found in the main post of this topic.
Edit: Only the MC 1.7.10 version has been updated, 1.8 will come soon.
Actually, the thing you are saying used to be how the extractors worked, but because of some hard-coded Minecraft stuff with right-clicking, I had to change the way this worked. But I don't think the thing you are saying does not cause much trouble in practise?
The choppy motion is because the Brooms are based on boats. I think Azanor just enables creative-mode flight with some small adjustments when using the harness, which is not something that could be done for the Brooms. I saw that 1.9 fixes these boat issues, so if Forge ever reaches that version, the Broom problems will also be resolved.
The Broom will probably get a rewrite in one of the next versions, so I'll look into trying making it a bit smoother then.
Yeah, it kind of is an problem, especially when collecting bloodstains under a waterfall or from a broom. I've dropped blood into the waterfall, and once in midair against a wall. (By the way, for a supposedly finite fluid, that stuff really gets all over the place when you drop a block of it.)
Ah. Oh, well, then.
ETA: The update looks pretty awesome! I did get a Dark Temple fairly near spawn, and they-re pretty conspicuous, but I can understand if they're scarce enough to require locators. Can you kill yourself to get your own head?
Unfortunately, only the 1.7.10 version appears to have been updated! The 1.8 version is still the same...
Also, talking about keybindings, it's also an issue that, besides the Extractor picking up stains/dropping blood, the Kineticator turns on and off with a shift-click... and of course, left-shift dismounts the broom.
Hmmm, I'll look into it.
Yes, you can capture your own spirit to get your own head, but that won't be too easy to pull off
Ah yes, I forgot to mention that. The 1.8 version will be updated soon, that's the thing I'll work on next.
I think the 'item toggle mod' we talked about could solve this issue. I think there will always be some conflicts with these keybindings, there are only so much key combinations.
Hmm. Offhand, I'd set up a line with: Poison pit, BoxEC1, a pressure plate flanked by two dispensers (for ring and focus), bed. Not that I have nearly enough gems yet for that spirit mill.... I only just popped into the Nether for glowstone and quartz! (A thought: you probably ought to have at least a little Nether content.)
1 BTW, do those get a proper model in 9.0? Right now, they're still invisible when placed.
Correct, that would do it. If you have some machine available like TE's autonomous activator, you could even automate that process
There actually is some nether content Did you not encounter a Nether Fish before? They are silverfish, but in the nether, which will light you on fire.
I will try to add a proper model for them in the next update, but I can't promise anything (I heard Forge for 1.8.8 is being worked on, so that might influence this process)
Oh yeah... I actually did encounter one of their blocks in soul sand, but it was pretty obvious because of the timing. Not terribly worried about getting lit on fire, (I have obsidian armor from the obsidian/emerald mod.) but it was high in the air, so I didn't even bother releasing the poor thing to fall to its death. ;-)
Speaking of which, while I do like my broom (from my bonus chest!) I have to admit it's a little OP. Perhaps it should run on blood? The problem is, you'd need a GUI to show when you're running out.
Yes, that will be part of the Broom rework. I will probably add several types of Brooms, some will run on Blood, others won't. Think of, Tinker's Construct for Brooms. And indeed, those running on Blood will need some kind of gui overlay to show it's contents.