Hello, all.
I was wondering if you guys could help me with an idea of automating the Ovicaptor rune. I'm thinking of capturing mobs on industrial scale. For example having mobs dropped from farm in a funnel directly on the rune. But there is a problem of laying down the rune and activating it. Is there any way around these problems ? Any advice?
I actually know how to do this! I've done a ton of it.
Basically you put a piston to stop the mobs from dropping directly onto the ovicaptor rune, then when you have enough mobs built up you flip a switch and let them all drop at once. You will get anywhere from 50% to 100% of them turning into eggs from a single rune depending on lag and general wonkyness. I prefer to save up around 300 or so entities before I have the rune activated. It is amazingly helpful for farming wither skulls, the only way I'd do it!
Edit: I haven't played in a few months, so let me know if this isn't working anymore. It worked like a charm on my old server.
Hello, all.
I was wondering if you guys could help me with an idea of automating the Ovicaptor rune. I'm thinking of capturing mobs on industrial scale. For example having mobs dropped from farm in a funnel directly on the rune. But there is a problem of laying down the rune and activating it. Is there any way around these problems ? Any advice?
Taking a bit from andyhoi there, you can also set up the ovicaptor with automation! Place a stone block where you want the water to be, then automate it with your signature. Using pressure sensor, damage sensor, or redstone sensor, you can make it so that when you do any of the three, you activate the rune. When you have that all ready you do andyhoi's idea below, get them all on the rune (be sure that if you want to capture them in that 1 spot you use stone above the endstone!) and then activate the ovicaptor after they all drop, this will ensure 100% capture.
I actually know how to do this! I've done a ton of it.
Basically you put a piston to stop the mobs from dropping directly onto the ovicaptor rune, then when you have enough mobs built up you flip a switch and let them all drop at once. You will get anywhere from 50% to 100% of them turning into eggs from a single rune depending on lag and general wonkyness. I prefer to save up around 300 or so entities before I have the rune activated. It is amazingly helpful for farming wither skulls, the only way I'd do it!
Edit: I haven't played in a few months, so let me know if this isn't working anymore. It worked like a charm on my old server.
If you want a wither skull farm, just use faith to move skeleton spawners to the nether, C'tri has fixed it so the meta-data for the spawners stay, and with this you can make a farm. We have a farm on Weaver above the bedrock and over a nether fortress, that we use to get wither skulls!
how can this be helpful for farming wither skulls ?
You can use the ovicaptor rune to get skeleton eggs, in the nether you can then spawn them on a stronghold and it causes them to (mostly) be wither skeletons.
Oh yes but I was doing this before faith moved spawneres (back then they turned them into pig spawners - I actually had a pig grinder for a while!). And I always forget about automation. I'm horrible at that and at the secret doors.
I have a 1.6.4 server I'm running, and I would love to have Runecraft on it (I'm using the development build of CraftBukkit, which seems to be working fine). Any chance you could post a quick recompile with the newer bukkit? I tried editing the .class files by hand, but that caused .... problems.
With 1.7 coming out on Friday you're far better served waiting for Bukkit to update to that, and then make the new build afterwards.
I disagree. Since my server has several independently-updated plugins, I'm expecting to have to wait months before I can upgrade to 1.7, hence I (and anyone else who uses a lot of plugins) would greatly benefit from a build that works with 1.6.4.
How the heck do I install this? I remember running it once, years ago, and loving it.
I've got a server running TekkitLite 1.4.7, and I tried both putting the jar in the .technic\modpacks\tekkitlite-server\mods folder, and also merging the files in the server.jar with WinRar, but it ends up saying it's an invalid archive.
H'lo, illustrious Runecraft devs! I have a 1.6.4 server I'm running, and I would love to have Runecraft on it (I'm using the development build of CraftBukkit, which seems to be working fine). Any chance you could post a quick recompile with the newer bukkit? I tried editing the .class files by hand, but that caused .... problems.
I disagree. Since my server has several independently-updated plugins, I'm expecting to have to wait months before I can upgrade to 1.7, hence I (and anyone else who uses a lot of plugins) would greatly benefit from a build that works with 1.6.4.
Apologies. As stated above C'tri will be coming out with a build some time soon.
How the heck do I install this? I remember running it once, years ago, and loving it. I've got a server running TekkitLite 1.4.7, and I tried both putting the jar in the .technic\modpacks\tekkitlite-server\mods folder, and also merging the files in the server.jar with WinRar, but it ends up saying it's an invalid archive. Instructions are very unclear.
The instructions are quite clear. This is a Bukkit run plugin. Hopefully in the future this will be forge/modloader compatible. If you wish to run the plugin get a Bukkit server and run it there. But as stated by SuperLlama in the main post:
Before you ask, this does not work with Single Player! I hope to support it one day (when the real API comes out) but it's not really worth the trouble to support two different versions of the code, especially when notch keeps changing his obfuscation on both, and we've been stuck with just Bukkit lately anyway.
UNFORTUNATELY ONLY BUKKIT IS CURRENTLY SUPPORTED, VANILLA IS OUTDATED AND WE DON'T KNOW WHEN A PORT WILL BE READY
Apologies for not getting to you sooner, C'tri has been working hard on a 1.7 build as of currently. It should be out soon.
I simply replaced every appearance of "v1_6_R2" by "v1_7_R1" in the bytecode, renamed "l_()" in RunecraftArrow to "h()" and it appears to be running fine on spigot 1.7.2 until now.
I simply replaced every appearance of "v1_6_R2" by "v1_7_R1" in the bytecode, renamed "l_()" in RunecraftArrow to "h()" and it appears to be running fine on spigot 1.7.2 until now.
Could you post a mediafire or some link of your file?! I'd love to have it.
I simply replaced every appearance of "v1_6_R2" by "v1_7_R1" in the bytecode, renamed "l_()" in RunecraftArrow to "h()" and it appears to be running fine on spigot 1.7.2 until now.
Ok, I just noticed there are some serious NBT issues with the 1.6.4 version. Sorry guys.
Edit: I have a working version now, together with RCForce. Only the RunecraftPlayer.class has to be patched. May I upload mine?
Serious NBT issues make that version a no-go for my server so I would certainly appreciate this update. Unfortunately, I'm not in a position to give that permission
I am probably late to the party on this one, but I was looking through disabled-runes.txt to see what runes should be disabled on my server, and I noticed one I've never heard of.
"Fire Turret"
I've searched high and low but I've yet to find out how to make it.
Anyone have any clues?
I do have a bug report. In runecraft 2.18 (CB 1.7.2), waypoints do not seem to follow faith islands after FTP or pegasus. Also, there seems to be no differentiation in direction for Waypoints or Faith Points. The waypoint continues to function, however it teleports the user to whatever coordinates it was at before the ship moved.
I've noticed the lack of facing on Weaver, so I assume it is a known bug, but I thought I'd report it for the sake of thoroughness.
However, I haven't personally observed the problem with waypoints on Weaver, though that may be because my ships are locked together until pegasus is fixed, and my digger doesn't have a waypoint.
knowing Ctri, this is probably already fixed, but I thought I'd let others know that they're not alone.
Is there any way to completely erase all Runecraft data from my server? I've deleted all of the relevant files, and the .jar. However, when I re-uploaded the plugin, players could still use items that have been modified with runes - the effects are still there. I couldn't find a storage file for it...any idea on how i can fix this?
I actually know how to do this! I've done a ton of it.
Basically you put a piston to stop the mobs from dropping directly onto the ovicaptor rune, then when you have enough mobs built up you flip a switch and let them all drop at once. You will get anywhere from 50% to 100% of them turning into eggs from a single rune depending on lag and general wonkyness. I prefer to save up around 300 or so entities before I have the rune activated. It is amazingly helpful for farming wither skulls, the only way I'd do it!
Edit: I haven't played in a few months, so let me know if this isn't working anymore. It worked like a charm on my old server.
Taking a bit from andyhoi there, you can also set up the ovicaptor with automation! Place a stone block where you want the water to be, then automate it with your signature. Using pressure sensor, damage sensor, or redstone sensor, you can make it so that when you do any of the three, you activate the rune. When you have that all ready you do andyhoi's idea below, get them all on the rune (be sure that if you want to capture them in that 1 spot you use stone above the endstone!) and then activate the ovicaptor after they all drop, this will ensure 100% capture.
If you want a wither skull farm, just use faith to move skeleton spawners to the nether, C'tri has fixed it so the meta-data for the spawners stay, and with this you can make a farm. We have a farm on Weaver above the bedrock and over a nether fortress, that we use to get wither skulls!
You can use the ovicaptor rune to get skeleton eggs, in the nether you can then spawn them on a stronghold and it causes them to (mostly) be wither skeletons.
I have a 1.6.4 server I'm running, and I would love to have Runecraft on it (I'm using the development build of CraftBukkit, which seems to be working fine). Any chance you could post a quick recompile with the newer bukkit? I tried editing the .class files by hand, but that caused .... problems.
With 1.7 coming out on Friday you're far better served waiting for Bukkit to update to that, and then make the new build afterwards.
I disagree. Since my server has several independently-updated plugins, I'm expecting to have to wait months before I can upgrade to 1.7, hence I (and anyone else who uses a lot of plugins) would greatly benefit from a build that works with 1.6.4.
I've got a server running TekkitLite 1.4.7, and I tried both putting the jar in the .technic\modpacks\tekkitlite-server\mods folder, and also merging the files in the server.jar with WinRar, but it ends up saying it's an invalid archive.
Instructions are very unclear.
Apologies for not getting to you sooner, C'tri has been working hard on a 1.7 build as of currently. It should be out soon.
Apologies. As stated above C'tri will be coming out with a build some time soon.
The instructions are quite clear. This is a Bukkit run plugin. Hopefully in the future this will be forge/modloader compatible. If you wish to run the plugin get a Bukkit server and run it there. But as stated by SuperLlama in the main post:
Hope this answers your question.
I simply replaced every appearance of "v1_6_R2" by "v1_7_R1" in the bytecode, renamed "l_()" in RunecraftArrow to "h()" and it appears to be running fine on spigot 1.7.2 until now.
Interesting. Nice.
Here is a build that C'tri gave me for 1.6.4. All his work, none of it mine. https://www.mediafire.com/?phatr32d7axacfs
Thanks! Works great.
I won't upload anything unless I get explicit permission to do so. I could write a tool that modifies the runecraft.jar though.
Edit: I wrote such a tool (command line only, use with the 1.6.4 version of Runecraft).
[ Download v0.1 ]
Usage:
(<filename> has to be the path of your runecraft.jar)
Edit: I have a working version now, together with RCForce. Only the RunecraftPlayer.class has to be patched. May I upload mine?
Works like a charm! Thanks for posting, and pass on our thanks to C'tri!
Serious NBT issues make that version a no-go for my server so I would certainly appreciate this update. Unfortunately, I'm not in a position to give that permission
"Fire Turret"
I've searched high and low but I've yet to find out how to make it.
Anyone have any clues?
Edit: Derp. Formed the rune wrong...
I've noticed the lack of facing on Weaver, so I assume it is a known bug, but I thought I'd report it for the sake of thoroughness.
However, I haven't personally observed the problem with waypoints on Weaver, though that may be because my ships are locked together until pegasus is fixed, and my digger doesn't have a waypoint.
knowing Ctri, this is probably already fixed, but I thought I'd let others know that they're not alone.