Harken Scythe: Reap -What- You Sow *Biomass Blocks and Adjustments*[V2.1.6 UPD: MAY 14]
Poll: How are you enjoying the new Axe Augment: Decapitate?
Ended May 15, 2014
Poll: HOw is the Defiled Flame Residue Adjustment working out?
Ended May 15, 2014
Poll: What feature are you waiting for the most?
Ended May 15, 2014
Some recipes are shared between the two versions, others have alternated. More items and goodies are on the way (Livingmetal, Biomass, relics, ReAnimation system), just hold tight.
Sorry, to address your idea.
Its a good idea, I do have plans for the following...
Necronomicon is hard to craft since the pages must be found in the world or traded from villagers. Necronomicon is used in the ReAnimation system.
ReAnimation allows a soul to come back to life by holding down the right click while holding the Necronomicon to utter the needed words. These minions will be a transparent / ghostly looking of what they normally look like.
It will take 20 blood + its soul to reanimate the fallen mob back to life and I am thinking some item to tame it. Why only 20 blood? The reanimated Minions only live for 10mins then die.
As for the resurrection of Mobs, is simply to bring the dead back to life (if its hostile, it will still be hostile). I am mainly focusing on this purely for an ally res (if possible to work on players). This process will work much like an talisman that the player gets to choose which to use it on. I'll post more information once its more designed.
Next, There will be a block called "Altar of Sacrifice"/ "Sacrificial Altar" which will allow players to turn mob eggs, blood, or souls in exchange for Exp, time change, and maybe even weather change.
All in all, I am not trying to make a custom spawner for players to create. Instead I feel the ability to hunt down Mob Eggs, Ressurect dead mobs/players, and the ability to ReAnimate the fallen into minions is more then enough of a unique Mob system.
and,Jade,I want to know why livingmetal hasn't been added back since 1.5...(I have so many livingmetal stuffs waiting me...
I'm just a wanderer.....
It will be in the next update, no worries. 1.5 update was just a crazy one @_@
Yeah I can't wait for Livingmetal to be added again! I agree that 1.5 was one huge update so it makes sense that it would take a long time for anyone to update their mods.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Whatever,I'll check if there is any little(or maybe big?)bugs in this ver.
I'm just a wanderer.....
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
The next update will include the following:
-Livingmetal ingot
-Livingmetal equipment
-Biomass
-Biomass Material
-Creep / Biomass System
-Reactivation of New Moon event
Stuff I wish to work on however putting off to finish projects above:
-ReAnimate System
-Resurrection Item
-Spectral Dye
ETA: On next update: Long as everything goes well with Biomass System, I should have it about by the end of the week
All in all things are shaping up, taking time... yes however Released content has been quite satisfying.
I mean even with the 1.5 update, take a look at stuff that was improved.
-Crucibles now have a visual fill amount.
-Ecto and Hemo Slimes no longer have green stuff flying about while jumping.
-Talisman creeper fix
-Step closer with Souls to being resurrect-able.
-Not counting all the code I had to redo just to be compatible with 1.5.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
since you decrease the spawn rate,I can't find one even it's new moon....
(or it's my world's problem ? I've faced a lot problems with my world before though...)
I'm just a wanderer.....
And i double checked, none of the items shared anywhere near the same id range. There was a 2,000 range difference. something with how you did the textures.
Edit - Included picture proof.
I have no clue of why you have this problem.... Optifine? MCpatcher? Random texture sizes? (16,32,64, ect)..
As for the way I handled textures is following the same direction as many other modders, In fact instructed by Atomic himself on this Tut.
Give it some time and see what else happens with other mods.
To others, if you get a similar issue please info me
I could do this.
This is in my best mod list good job Jade, you are awesome
On another note, I had some ideas for world gen and mobs.
Lich - Basically a Skeleton with red glowing eyes, wearing a tattered version of soulweave robes. Shoots black lightning particles at the Player, and sometimes heals itself. It will sometimes summon a zombie and a skeleton to defend it.
Demilich - A floating skull with glowing red eyes. Has the hp of a boss mob, and does the same things as the Lich, but also can teleport and occasionally shoot black flames at the PC, which cause the wither effect.
Edit: Demilich would be immune to poison/wither/fire/explosions - to keep in line with it's immunity to magic.
Villager Skeleton - Villager Zombie that has lasted for far too long... less hp than a Villager Zombie, but much faster than one. Villager Skeletons are too far gone to be returned to Villagers. Can occasionally spawn from a skeleton spawner.
Lost Soul - Looks like the a dark colored soul drop, but is actually a mob that with attack the PC on sight. Will always drop a soul regardless of being reaped or having the soul stealing augment. Immune to drowning.
Decrepid Skeleton - Unarmed Skeleton... literally, it's missing an arm. Moves as slow as a zombie, but seems to be a little more resilient to damage and deal increased damage. Decrepid Skeletons are particularly resentful of the living and their rage glows red in one of their eyes. Immune to Drowning. They spawn in shipwrecks, the Lich's Tower, and the Demilich's Stronghold.
Edit: Bone Golem - Basically built like the Wither, but with regular skeleton skulls instead. Looks like a white wither, but with four sets of arms. Hostile ones can be found in the Lich's Tower, and in the Demilich's Stronghold.
World Gen:
Cursed Villages - Rarely, one of the villages spawn in as a Cursed Village instead. The buildings are run down with missing blocks, mossy cobblestone, broken glass and doors (cross compatibility with Thaumcraft and Forestry, having ruined versions of their structures spawn if the mods are available), and occasionally have zombie and skeleton spawners. The land itself is cursed, allowing the dead to continue existing ever during the day within the confines of the village. Only Villager Zombies and Villager Skeletons spawn naturally however.
Lich's Tower - And the Lich... A single new intact building exists within the cursed village, and that's the Lich's tower. Here resides the Lich, and plenty of treasure for those willing to fight for it. Lich's Tower is a good source of Necronomicon pages, getting 1-4 pages per tower, among other Harken Scythe items.
For good example of size, I'd suggest the Lich's tower would follow the Battletower format, but have it be about, four stories tall and each floor divided into rooms. Lich would be in the top room.
Demilich's Stronghold, rarely while spelunking the player can run into an ancient underground stronghold filled with riches and dangers. Equivalent in size to a normal vanilla stronghold, instead of a end portal chamber, it holds a much larger Demiliches chamber, where it awaits to bring a swift demise to the unprepared player. Plenty of riches can be found in the Demilich's stronghold, with chests filled with Harken Scythe items and other riches, such as ender pearls, diamonds, gold, enchanted gear.. Plenty of mob spawners as well.
Shipwreck - Found in the ocean biomes, one can find the resting places of lost mariners. these wrecks are filled with lost treasure, but beware the Lost Souls and Decrepid Skeleton that haunt its lost decks.
Dread Temples - These Temples are found deep in the Nether and are crafted purely from Nether Quartz blocks. Very rare sites, a Dread Temple can hold a vast pool of blood or souls, guarded by Harbringers or Revenants respectively.
Graveyards - Old, long forgotten resting places of the denzines of the Minecraft world. Haunted by Lost Souls, and occasionally hosting a hidden zombie or skeleton spawner or two. Dig up the graves to find coffins filled with bones and rotten flesh, and maybe even a few ancient trinkets. (The Coffin is basically the combined chest, but as a permanent single block, and is of a dark brown hue and without the latch)
Here's the reason I'm mentioning this:
// Sorry
Time: 3/19/13 8:06 PM
Description: Failed to start game
java.lang.RuntimeException: Duplicate stat id: "Unknown stat" and "achievement.TutorialAchievement" at id 5242907
at net.minecraft.stats.StatBase.func_75971_g(SourceFile:32)
at net.minecraft.stats.Achievement.func_75985_c(SourceFile:51)
at mod_HarkenScythe.common.mod_HarkenScythe.load(mod_HarkenScythe.java:430)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.GeneratedMethodAccessor7.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:681)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:443)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:728)
at java.lang.Thread.run(Thread.java:680)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5
Operating System: Mac OS X (x86_64) version 10.6.8
Java Version: 1.6.0_33, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 437841720 bytes (417 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.42 FML v5.0.24.582 Minecraft Forge 7.7.0.582 21 mods loaded, 21 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Familiars_API [Familiars API] (Familiars API.zip) Unloaded->Constructed->Pre-initialized->Initialized
Mystic Stones [Mystic Stones] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
Mystic Ruins [Mystic Ruins Rewritten!] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
Mystic Ores [Mystic Ores] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_sophwolves [mod_sophwolves] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_ocarina [The Ocarina Mod] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
Backpack [Backpack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
HarkenScythe_Core [HarkenScythe] (1.5HarkenScythe_v2.0.1Forge.zip) Unloaded->Constructed->Pre-initialized->Errored
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.4].zip) Unloaded->Constructed->Pre-initialized->Initialized
craftguide [CraftGuide] (CraftGuide-1.6.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
Familiars_ExtendedFamPack [ExtendedFamPack] (Extended Familiars Pack.zip) Unloaded->Constructed->Pre-initialized->Initialized
Familiars_DefaultMobPack [DefaultMobPack] (Familiars_DefaultMobPack_1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_grave_stone [mod_grave_stone] (GraveStone 1.3.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
darkhax_msm [MoreSwordMod] (More Swords Mod 2.4.0 For 1.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
PrimitiveMobs [PrimitiveMobs] (PrimitiveMobsv1.3.4aMC1.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod [Damage Indicators] ([1.5.0]DamageIndicators v2.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 9400M OpenGL Engine GL version 2.1 NVIDIA-1.6.36, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Faithful x32 Pack
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I got this Crash report after installing the three Mystic mods. Maybe you can see what's wrong.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Also (VERY minor thing, don't know if it's even worth the effort to be honest) Is there a way to make the dyes look more "bright"? I always hated how when you dye leather armor the colors look very dull. A good example of this would be dying blood-weave red; it's still "red" but it's much more dull, and doesn't look nearly as good. (I don't know why one WOULD dye it red, but it shows what I mean rather nicely)
Also: I believe you were the first person to update their mod to 1.5 out of the mods I use, thanks! : )
Hold the Armor and Right Click a Cauldron that has water. This wipes out dyes, on both leather and the new armors.
Thanks for taking time to post this You can bet I'll do my best to introduce these ideas into the mod
Yes that is just added template code for achievements later that will be added to Harken Scythe. I'll disable it for now since your getting an odd crash.
Believe when I say the Achievements will not be easy to get >D
Thanks for posting this helpful hint. Yes indeed I allowed Weaved armor to act just like leather, were Cauldrons can be used to removed dyes.
However, Spectral Dye will be different and will require a slightly more complex way to remove the transparent dye from armors.