Update on this, after testing for a while.. I find that this issue is only caused if it's run on a Multiplayer server...
I didn't see any tags anywhere saying it was either for single player or multiplayer...
It works fine if run on a single server within Minecraft, but connecting to a local server running the mod, and it does as described above.
(Where it will not show the entire message when you build a sword, and will duplicate items).
This is on a FRESH brand new installation of both Minecraft, and the server, with nothing else done to it.
(Install Minecraft/Server, install forge, put Levels2 in mod folder).
If I can provide you with anything to figure this out, let me know. I'd really like to get using this for my server.
Update on this, after testing for a while.. I find that this issue is only caused if it's run on a Multiplayer server...
I didn't see any tags anywhere saying it was either for single player or multiplayer...
It works fine if run on a single server within Minecraft, but connecting to a local server running the mod, and it does as described above.
(Where it will not show the entire message when you build a sword, and will duplicate items).
This is on a FRESH brand new installation of both Minecraft, and the server, with nothing else done to it.
(Install Minecraft/Server, install forge, put Levels2 in mod folder).
If I can provide you with anything to figure this out, let me know. I'd really like to get using this for my server.
Hi, just wanted to say my friends and I have been loving your mod!
With that said, I have a few questions/issues/requests.
The damage multiplier from rarer tiers of weapons is applied randomly, right? What's the exact percent chance that a weapon does more damage using the multiplier?
And assuming that's true, could you make a config option to raise or lower that percent chance?
Also, the ability menu for armor seems to be the same as that of weapons, and I'm not even sure if the weapon abilities work on the armor (which would be weird anyways).
I'll definitely look into adding a config option and displaying the percentage. I'm also thinking about removing the percentage chance and making it occur all the time.
Hi! Thanks for letting me know about the percentage, a toggle for percent chance or on all the time would be sick!
I downloaded 1.2.7, and it seems to be completely broken? Mobs don't take damage while using weapons, using bows crashes the game, and opening the Levels ability menu completely crashes the game as well.
Not sure if this is just on my end, but 1.2.6 still works perfectly fine. Any idea what's going wrong?
I don't. It's working perfectly fine in my environment, but I'm looking into fixing it right now. I'll delete those builds for now, since they seem broken.
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I have a crash report if it helps. Happened after I got blown up by a creeper. I was playing around in creative, then switched to survival to test things:
# Determines the location of the enemy level display. Can either be 'default', 'topleft', 'topright', 'bottomleft', 'bottomright', or 'cursor'. Default: 'default'
S:enemyLevelStringPosition=default
Visual explanation please?
Enemies have levels, and that level is displayed on the HUD when you are looking at a monster. This option essentially means where the String is displayed. It can be in any of those positions, with default being on the top and in the middle of your screen.
mobs with different rarities than normal don't spawn with change in
health pool, for example superior zombies spawn with 22.0 out of 39.6
HP, I think it might have to do with Infernal mobs mod - in it's config
file it is possible to set entity's base health.
I have Neat installed to check mobs' HP, their health won't even out after being hit.
It seems this happens only on forge server (2254), singleplayer of same version works as intended.
I had a question about item durability. When an item is close to breaking and I 'merge' the two in a crafting area, it loses the upgraded status (levels and skills). Is there something I'm missing here? I've sought all the documentation you've released and can't find anything pertaining to this aside from a small discussion in this thread about enabling/disabling durability altogether.
Levels 3 completely re-writes and overhauls the entire mod. While many features are similar and remain the same, some concepts have been removed and even re-written. Bows and Enemy Leveling is no longer in the mod, however, they will likely be re-written at a later point. For now, I have been focusing on working to create weapons and armors as in-depth as possible. Abilities have also been removed in favor of Attributes. Attributes work in a similar way, however, the key difference is they will be randomly assigned and unlocked on a per weapon/armor basis like in the original Levels. This idea might change, however, depending on how people like it. Other than this, the experience formula has changed slightly while the max level cap has increased to 10 by default. On top of all of these additions, Levels 3 has been completely re-written and many of the existing bugs should be fixed now. You can view a full list of changes below.
Downloads can be found here (1.10.2 and 1.11.2). Note this is a beta build. I've tested the mod a good bit and things seem to work normally, but I've been the only one testing it. There might be some issues.
Changelog:
+ Added Attributes (which replace Abilities).
+ Added Damage, Attack Speed, Armor, and Armor Toughness modifiers to all weapons and armor.
+ Added multipliers in which multiply the four aspects above each time you level up.
+ Added config option for Unlimited durability.
- Removed Enemy Leveling for the time being.
- Removed bow support for the time being.
- Removed Ultra Rare rarity.
- Removed Abilities.
- Removed GUI's. Attributes are gained randomly now.
* Increased difference between different rarities. Legendary and Mythic weapons are now much more powerful.
* Weapon experience is only gained when a mob is killed.
* All experience is now based on the enemies health and damage.
* Changed Archaic rarity to Mythic.
* Increased max level to 10. Configurable in the config.
* Unlimited durability now uses the Unbreakable tag.
* Fixed many bugs and issues with Levels 2.
* Optimized lots of code from Levels 2.
I'll try and duplicate it. I never got any issues like that though when I was testing everything.
It works fine if run on a single server within Minecraft, but connecting to a local server running the mod, and it does as described above. (Where it will not show the entire message when you build a sword, and will duplicate items).
This is on a FRESH brand new installation of both Minecraft, and the server, with nothing else done to it.
(Install Minecraft/Server, install forge, put Levels2 in mod folder).
If I can provide you with anything to figure this out, let me know. I'd really like to get using this for my server.
I'll let you know if I need anything. I'll test it in a second.
r1.2.6 fixes this issue.
Works good as far as I can tell!
Awesome
Hi, just wanted to say my friends and I have been loving your mod!
With that said, I have a few questions/issues/requests.
The damage multiplier from rarer tiers of weapons is applied randomly, right? What's the exact percent chance that a weapon does more damage using the multiplier?
And assuming that's true, could you make a config option to raise or lower that percent chance?
Also, the ability menu for armor seems to be the same as that of weapons, and I'm not even sure if the weapon abilities work on the armor (which would be weird anyways).
I'll definitely look into adding a config option and displaying the percentage. I'm also thinking about removing the percentage chance and making it occur all the time.
r1.2.7 has been released.
Fixes a weird in issue in when armor abilities could display weapon abilities.
Full Changelog:
* Fixes issue where armor abilities were displayed as weapon abilities.
Downloads can be found here.
Hi! Thanks for letting me know about the percentage, a toggle for percent chance or on all the time would be sick!
I downloaded 1.2.7, and it seems to be completely broken? Mobs don't take damage while using weapons, using bows crashes the game, and opening the Levels ability menu completely crashes the game as well.
Not sure if this is just on my end, but 1.2.6 still works perfectly fine. Any idea what's going wrong?
I don't. It's working perfectly fine in my environment, but I'm looking into fixing it right now. I'll delete those builds for now, since they seem broken.
I have a crash report if it helps. Happened after I got blown up by a creeper. I was playing around in creative, then switched to survival to test things:
http://pastebin.com/j0AzSmYm
Use r1.2.6 - the builds have been removed from curse forge, but the issues in r1.2.7 will be fixed in r1.2.8.
r1.2.8 has been released, fixing the issues in r1.2.7.
Everything should work properly now. Let me know if it doesn't.
Changelog:
* Fixes issues with r1.2.7
Downloads can be found here.
Enemies have levels, and that level is displayed on the HUD when you are looking at a monster. This option essentially means where the String is displayed. It can be in any of those positions, with default being on the top and in the middle of your screen.
Yes, that is planned.
Hi,
mobs with different rarities than normal don't spawn with change in
health pool, for example superior zombies spawn with 22.0 out of 39.6
HP, I think it might have to do with Infernal mobs mod - in it's config
file it is possible to set entity's base health.
I have Neat installed to check mobs' HP, their health won't even out after being hit.
It seems this happens only on forge server (2254), singleplayer of same version works as intended.
Hey man,
I had a question about item durability. When an item is close to breaking and I 'merge' the two in a crafting area, it loses the upgraded status (levels and skills). Is there something I'm missing here? I've sought all the documentation you've released and can't find anything pertaining to this aside from a small discussion in this thread about enabling/disabling durability altogether.
Any help would be appreciated.
Great work on this, by the way.
Levels 3 has been released!
Levels 3 completely re-writes and overhauls the entire mod. While many features are similar and remain the same, some concepts have been removed and even re-written. Bows and Enemy Leveling is no longer in the mod, however, they will likely be re-written at a later point. For now, I have been focusing on working to create weapons and armors as in-depth as possible. Abilities have also been removed in favor of Attributes. Attributes work in a similar way, however, the key difference is they will be randomly assigned and unlocked on a per weapon/armor basis like in the original Levels. This idea might change, however, depending on how people like it. Other than this, the experience formula has changed slightly while the max level cap has increased to 10 by default. On top of all of these additions, Levels 3 has been completely re-written and many of the existing bugs should be fixed now. You can view a full list of changes below.
Downloads can be found here (1.10.2 and 1.11.2). Note this is a beta build. I've tested the mod a good bit and things seem to work normally, but I've been the only one testing it. There might be some issues.
Changelog:
+ Added Attributes (which replace Abilities).
+ Added Damage, Attack Speed, Armor, and Armor Toughness modifiers to all weapons and armor.
+ Added multipliers in which multiply the four aspects above each time you level up.
+ Added config option for Unlimited durability.
- Removed Enemy Leveling for the time being.
- Removed bow support for the time being.
- Removed Ultra Rare rarity.
- Removed Abilities.
- Removed GUI's. Attributes are gained randomly now.
* Increased difference between different rarities. Legendary and Mythic weapons are now much more powerful.
* Weapon experience is only gained when a mob is killed.
* All experience is now based on the enemies health and damage.
* Changed Archaic rarity to Mythic.
* Increased max level to 10. Configurable in the config.
* Unlimited durability now uses the Unbreakable tag.
* Fixed many bugs and issues with Levels 2.
* Optimized lots of code from Levels 2.