Sounds good, actually. I do like the loss of enchantments after a bow deteriorates.
Also, I've been aware of this bug for a while, however it's not something uncommon in a few mods and most likely a Vanilla mechanic that causes a crash.
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 5/22/13 4:34 AM
Description: Ticking entity
java.lang.ClassCastException: net.minecraft.entity.boss.EntityDragonPart cannot be cast to net.minecraft.entity.EntityLiving
at net.minecraft.entity.projectile.EntityArrow.func_70071_h_(EntityArrow.java:1135)
at net.minecraft.world.World.func_72866_a(World.java:2336)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2298)
at net.minecraft.world.World.func_72939_s(World.java:2144)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.projectile.EntityArrow.func_70071_h_(EntityArrow.java:1135)
at net.minecraft.world.World.func_72866_a(World.java:2336)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:717)
at net.minecraft.world.World.func_72870_g(World.java:2298)
-- Entity being ticked --
Details:
Entity Type: Arrow (net.minecraft.entity.projectile.EntityArrow)
Entity ID: 38063
Entity Name: arrow
Entity's Exact location: -21.57, 87.78, -35.78
Entity's Block location: World: (-22,87,-36), Chunk: (at 10,5,12 in -2,-3; contains blocks -32,0,-48 to -17,255,-33), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Entity's Momentum: -2.07, 2.42, -4.24
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2144)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['Arcadiace'/602, l='New World', x=-2.10, y=61.00, z=4.45]]
Chunk stats: ServerChunkCache: 442 Drop: 0
Level seed: -4790577658136855687
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
As far as I'm concerned, this will always occur whenever an entity that cannot receive a type of potion effect but has said effect forced upon it outside of the Vanilla "splash" effect -- the result is this exact same crash. For example, Biomes O' Plenty and its Mudball, which 'forces' the Slowness potion effect onto such an entity, such as a Cannon from Ancient Warfare, will result in exact same report. (Given the IDs differ.)
And unfortunately, the world almost always becomes "corrupted" in the sense that it'll load only for FML to become corrupted. Thereafter it's feasible to reload without a problem.
Not entirely sure if you could find a workaround for this or not, but please do keep it in mind. And if you do so have any feedback regarding it, please let me know. I'm sure the creators from the aforementioned mods would be grateful.
That error wasn't hard to fix, though I'm skeptical whether it's actually impossible to give the ender dragon potion effects. The error seems to have been caused by the arrow hitting a *part* of the ender dragon, meaning I could probably write some code to find the parent mob (in this case the ender dragon) and give it the effects.
I liked the idea of it being a trade-off between using arrows and using the bow up, though. And the name fits with not using up arrows more than there just being a chance of not using them up. hmm...
That error wasn't hard to fix, though I'm skeptical whether it's actually impossible to give the ender dragon potion effects. The error seems to have been caused by the arrow hitting a *part* of the ender dragon, meaning I could probably write some code to find the parent mob (in this case the ender dragon) and give it the effects.
As far as I'm concerned, I do believe the Enderdragon, specifically, is suppose to be immune to all potion effects; including Harming. Needless to say nothing happens in Vanilla when you land a splash potion on any part of him.
As far as I'm concerned, I do believe the Enderdragon, specifically, is suppose to be immune to all potion effects; including Harming. Needless to say nothing happens in Vanilla when you land a splash potion on any part of him.
Yep, you're pretty much right. There might be some more abstract ones that do affect him, but the harming and poison ones are useless. But anyway, if anyone wants to experiment, they can give him the effects with the arrows anyway.
Edit: Can you tell me specifically why you'd prefer that infinity should only sometimes not use arrows? I'm trying to figure out what I should do still.
I had been thinking about what you had said about showing off the mod so I changed the banner.
Oh, good choice. I'll give you the actual icon so you can use it instead of that image.
But might I suggest you make the text say something more like "Ender arrows!"? Something that makes it seem like they're real things, I guess, since a question mark sort of makes it seem like it's a suggestion for vanilla Minecraft or a mod.
Oh, good choice. I'll give you the actual icon so you can use it instead of that image.
But might I suggest you make the text say something more like "Ender arrows!"? Something that makes it seem like they're real things, I guess, since a question mark sort of makes it seem like it's a suggestion for vanilla Minecraft or a mod.
Yep, you're pretty much right. There might be some more abstract ones that do affect him, but the harming and poison ones are useless. But anyway, if anyone wants to experiment, they can give him the effects with the arrows anyway.
Edit: Can you tell me specifically why you'd prefer that infinity should only sometimes not use arrows? I'm trying to figure out what I should do still.
By fixing the bug, did you change how it reacted with just the Enderdragon or tweak how your arrows afflict targets?
And it simply goes back to the whole overpowered aspect. The potency of certain Potion arrows, and even Drill arrows, can be overwhelming when one doesn't have to use the resources to use them, but simply a single enchantment. So the fact that there should only be a chance to retain certain arrows is a simple balancing factor of such potency. Like you said, you didn't want to simply disable the enchantment's effect. Honestly, I can't quite think of a perfectly balanced mechanic to abide by.
By fixing the bug, did you change how it reacted with just the Enderdragon or tweak how your arrows afflict targets?
I just made it so that it would check whether it hit an EntityDragonPart (one of the bits that makes up the Ender dragon, I guess) and get the parent EntityDragon from it. So it doesn't affect any other mobs.
And it simply goes back to the whole overpowered aspect. The potency of certain Potion arrows, and even Drill arrows, can be overwhelming when one doesn't have to use the resources to use them, but simply a single enchantment. So the fact that there should only be a chance to retain certain arrows is a simple balancing factor of such potency. Like you said, you didn't want to simply disable the enchantment's effect. Honestly, I can't quite think of a perfectly balanced mechanic to abide by.
Yeah, I guess you're right. I'll test it out and see if I can make it reasonably balanced.
I just made it so that it would check whether it hit an EntityDragonPart (one of the bits that makes up the Ender dragon, I guess) and get the parent EntityDragon from it. So it doesn't affect any other mobs.
Very nicely done. Can't wait to see if any other "abstract" potion effect will work on him.
Yeah, I guess you're right. I'll test it out and see if I can make it reasonably balanced.
Don't stress yourself too much on perfecting it. For one, it's YOUR mod; you do unto it however you feel necessary. Besides, it's not like any other mod doesn't have its "OP moments."
For some reason, when i shoot any bow , it freezes my game with no crash report. I have Ars Magica , Thaumcraft, Tinkers Construct, EE3 , and more furnaces. Are any of these mods incompatible ?
-c1001
Run Minecraft in a command line (unless your launcher has a log) and find out whether it says anything that might be helpful.
Do any of these mods do anything with bows or arrows?
You can install that mod after this one and it should work fine. The skeletons won't use this mod's bows if you do, though, so you won't see the pull-back animation and you'll get vanilla bows from them.
Edit: Never mind, just tested it and it didn't work. I'll have to find out why tomorrow.
Edit 2: Just noticed that it's a mods folder mod... That changes things...
So this error (The error from the post you responded to. The one with FatherToast's Special Mobs) crashes the server upon startup 100% of the time. Changing it to peaceful and then, in game-changing it to hard again will stop it from crashing until the server is started again, it appears.
Are there any plans to somehow fix this issue, or is it just a 'one-or-the-other' type thing?
Also, is there any way to use the world without this mod after playing on it on it with it? Since it overwrites the arrows, Forge complains about an ID mismatch and refuses to let me join the world.
That, my good sir, is an even better suggestion.
That error wasn't hard to fix, though I'm skeptical whether it's actually impossible to give the ender dragon potion effects. The error seems to have been caused by the arrow hitting a *part* of the ender dragon, meaning I could probably write some code to find the parent mob (in this case the ender dragon) and give it the effects.
No, it's fine for now. I'm currently busy fixing bugs rather than working on a new banner.
I liked the idea of it being a trade-off between using arrows and using the bow up, though. And the name fits with not using up arrows more than there just being a chance of not using them up. hmm...
As far as I'm concerned, I do believe the Enderdragon, specifically, is suppose to be immune to all potion effects; including Harming. Needless to say nothing happens in Vanilla when you land a splash potion on any part of him.
Yep, you're pretty much right. There might be some more abstract ones that do affect him, but the harming and poison ones are useless. But anyway, if anyone wants to experiment, they can give him the effects with the arrows anyway.
Edit: Can you tell me specifically why you'd prefer that infinity should only sometimes not use arrows? I'm trying to figure out what I should do still.
Oh, good choice. I'll give you the actual icon so you can use it instead of that image.
But might I suggest you make the text say something more like "Ender arrows!"? Something that makes it seem like they're real things, I guess, since a question mark sort of makes it seem like it's a suggestion for vanilla Minecraft or a mod.
I believe that's on my to-do list for later.
Thanks!
By fixing the bug, did you change how it reacted with just the Enderdragon or tweak how your arrows afflict targets?
And it simply goes back to the whole overpowered aspect. The potency of certain Potion arrows, and even Drill arrows, can be overwhelming when one doesn't have to use the resources to use them, but simply a single enchantment. So the fact that there should only be a chance to retain certain arrows is a simple balancing factor of such potency. Like you said, you didn't want to simply disable the enchantment's effect. Honestly, I can't quite think of a perfectly balanced mechanic to abide by.
I just made it so that it would check whether it hit an EntityDragonPart (one of the bits that makes up the Ender dragon, I guess) and get the parent EntityDragon from it. So it doesn't affect any other mobs.
Yeah, I guess you're right. I'll test it out and see if I can make it reasonably balanced.
Very nicely done. Can't wait to see if any other "abstract" potion effect will work on him.
Don't stress yourself too much on perfecting it. For one, it's YOUR mod; you do unto it however you feel necessary. Besides, it's not like any other mod doesn't have its "OP moments."
Run Minecraft in a command line (unless your launcher has a log) and find out whether it says anything that might be helpful.
Do any of these mods do anything with bows or arrows?
Thanks! Looked pretty complete to me. I'm glad it worked with the shaders, I was wondering if the new rendering code would work with that.
Do you mind if I put this in the first post?
Whoops, didn't see your post. You installed it wrong, install it into minecraft.jar.
I meant the log that Minecraft outputs to when it's run in the command line, but that doesn't matter, just look at my reply above yours.
So this error (The error from the post you responded to. The one with FatherToast's Special Mobs) crashes the server upon startup 100% of the time. Changing it to peaceful and then, in game-changing it to hard again will stop it from crashing until the server is started again, it appears.
Are there any plans to somehow fix this issue, or is it just a 'one-or-the-other' type thing?
Also, is there any way to use the world without this mod after playing on it on it with it? Since it overwrites the arrows, Forge complains about an ID mismatch and refuses to let me join the world.