How does armor durability work? The minecraft wiki states that one point gets reducted every time you get hit, but I'm getting very different results.
Every time I get hit by a vanilla mob like a spider, I lose 6 points of durability (roughly) on each armour piece, which is frankly 6 times more than it should be. This may very well be a problem (plugin-related) on my side; I've yet to test for that, but then comes the weirder part. When I get hit by an Apis, in my testing, each armour piece lost 15-20 points of durability per hit, and so I actually ended up breaking valuable armor from other mods even before hitting the halfway mark on the Apis.
When I tested using a sword on mobs, hitting vanilla mobs caused a 1 point reduction - as it should - while hitting a minotaur and an Apis caused a 2-4 point reduction for some odd reason.
How does armor durability work? The minecraft wiki states that one point gets reducted every time you get hit, but I'm getting very different results.
Every time I get hit by a vanilla mob like a spider, I lose 6 points of durability (roughly) on each armour piece, which is frankly 6 times more than it should be. This may very well be a problem (plugin-related) on my side; I've yet to test for that, but then comes the weirder part. When I get hit by an Apis, in my testing, each armour piece lost 15-20 points of durability per hit, and so I actually ended up breaking valuable armor from other mods even before hitting the halfway mark on the Apis.
When I tested using a sword on mobs, hitting vanilla mobs caused a 1 point reduction - as it should - while hitting a minotaur and an Apis caused a 2-4 point reduction for some odd reason.
The armor durability should be completely vanilla, at least as much as my mod is concerned, the weapon durability use is intentional with the Apis and Minotaur. I've fought an Apis and a Death Reaper with a full set of armor while testing and the armor only got up to halfway durability throughout the entire fights, so I think it's another plugin or mod that's affecting that.
New release posted, this is a huge update to the mobs as it updates ALL of their AI, as well as adds all of the mob's animations! Some of the models and textures were updated as well, to fit with the new animations! On another note, weapon models were added as well for some of the stronger weapons! A few other annoying game crashes were fixed, including the crash with not being able to update to a new version from a previous one if you had the Dimension generated in the previous one (you can also go to your save and delete the TragicDimension folder as well), and the crash when attacking mobs in Twilight Forest with the Reach enchantment, among others.
Awesome, now I just have to sort out problems on my end (that are specific to my end).
Found out the Minecraft Wiki lied about how armour loses durability. Apparently, armour can lose durability depending on how much damage you took - for example, a hit that does 5 damage will tick off only 1 point whereas a 30-damage hit will tick off 5 points off a chestplate, even in vanilla Minecraft. Although, when I tested under a clean server environment with just Cauldron - no other plugin or mod - durability loss on armour was doubled for some bizarre reason I've yet to comprehend.
Anyway, enough irrelevant rambling aside, I found the description of "Corruption" to be interesting - it's almost comparable to the idea of radiation. This also explains why during my testing I was constantly inflicted with never-ending corruption. However, I was wondering if there could be an option to disable the spread of corruption to passive/utility mobs like cows and iron golems. I'd imagine that a farm of cows would be impossible once corruption is induced, because one would come back to a field of raw steak and leather.
Awesome, now I just have to sort out problems on my end (that are specific to my end).
Found out the Minecraft Wiki lied about how armour loses durability. Apparently, armour can lose durability depending on how much damage you took - for example, a hit that does 5 damage will tick off only 1 point whereas a 30-damage hit will tick off 5 points off a chestplate, even in vanilla Minecraft. Although, when I tested under a clean server environment with just Cauldron - no other plugin or mod - durability loss on armour was doubled for some bizarre reason I've yet to comprehend.
Anyway, enough irrelevant rambling aside, I found the description of "Corruption" to be interesting - it's almost comparable to the idea of radiation. This also explains why during my testing I was constantly inflicted with never-ending corruption. However, I was wondering if there could be an option to disable the spread of corruption to passive/utility mobs like cows and iron golems. I'd imagine that a farm of cows would be impossible once corruption is induced, because one would come back to a field of raw steak and leather.
That should be added in the next release (assuming I don't forget).
You also didn't assign names to a few blocks like "Circuit" "DeadCircuit" "ErodedStoneScatter" "Celled" etc.
And on a side note: holy ****, you may as well have renamed "Time Controller" to "Ultimate Blender of Doom". I usually gauge a mob's "fortitude" (AKA my own metric for measuring simple damage output/input ratio) by using one or many iron golems, and I wasn't impressed until I saw its "OHKO an entire mob of golems" attack.
Just realized, on the Jabba/Janna/Jarra, when I was testing their sounds, I forgot to change their sounds back to default. This doesn't affect gameplay, they will just have a weird sound pitch when they get attacked. Carry on!
The ragr's arm swing movements are way too fast compared to the ragr in the build you gave me.
Well, set the wrong parameter on it's animation when I converted it for use by the Claymation, derp. Anyway, thanks for your help in spotting these bugs!
You also didn't assign names to a few blocks like "Circuit" "DeadCircuit" "ErodedStoneScatter" "Celled" etc.
And on a side note: holy ****, you may as well have renamed "Time Controller" to "Ultimate Blender of Doom". I usually gauge a mob's "fortitude" (AKA my own metric for measuring simple damage output/input ratio) by using one or many iron golems, and I wasn't impressed until I saw its "OHKO an entire mob of golems" attack.
I totally just saw this edit! Yeah, when it's using that attack it absorbs damage and inflicts it evenly across all creatures nearby, I had some fun testing with a mob of Iron Golems against it during that. The Time Controller isn't really meant to be a strong Boss, it's meant to be really Tank-y and to take a long time to kill, but that ability it has really inflicts high damage if you don't know what you're doing with it.
I just updated the Wiki with information on all of the mobs/bosses, as well as descriptions of all of the Potion Effects and Enchantments! Now you guys can stop bothering me about that lol
I've a suggestion for nerfing/changing quicksand and similar blocks.
I find 2-block deep quicksand to be way too overpowered and frustrating for the player, and way too overpowered against monsters. If a monster that can't teleport lands in 2-block deep quicksand, you basically can create - if not an easy farm - then an easy barricade. If YOU land in this, you're just toast if you don't have any method of teleportation or a shovel. If you do have either or both, then it's just plain frustrating because you both move so slowly and because it's hard to get out. I know it's supposed to be *hard*, but it's more irritating than hard.
Instead of making the block slow you down harder than cobwebs, I was thinking you can have them slow down the player as much as cobwebs do. In addition, I was wondering if you could make it possible to "jump out" of quicksand by repeatedly tapping the jump button - or provide some other method of escape that doesn't involve breaking the block or teleporting out. I know it's quite unrealistic to "jump out of quicksand," but I feel it doesn't challenge the player in the sense of providing an intricate obstacle: it just punishes them harder for their mistake should they fall in.
And for another suggestion, World Shaper abilities (and other abilities that may alter blocks) would probably be unsuitable for servers considering how plugins cannot intercept block placement/removal/change. Now, I could just simply disable "World Shaper" abilities but that would render items like the Enigma Shield somewhat useless. I was wondering if you could have an option for abilities to not affect blocks (and for abilities that only affect blocks, possibly provide some other side effect in addition to this).
Concerning "Mob Griefing" I know one could set the gamerule to false, but I feel that option is rather lacking in configurability. On my server, I have a plugin called CreeperHeal which allows all explosions (induced by a vanilla method only) to automatically heal back. I could just turn off mobGriefing to also disable something like "Inkling eats torches" (which plugins cannot intercept and block), but then it would also disable the crater-making explosions that I want.
And last but not least, I know this is on your list, but I'd like to see some configurability for items/mobs in the future, like durability, doom cost, amount of health, etc.
I've a suggestion for nerfing/changing quicksand and similar blocks.
I find 2-block deep quicksand to be way too overpowered and frustrating for the player, and way too overpowered against monsters. If a monster that can't teleport lands in 2-block deep quicksand, you basically can create - if not an easy farm - then an easy barricade. If YOU land in this, you're just toast if you don't have any method of teleportation or a shovel. If you do have either or both, then it's just plain frustrating because you both move so slowly and because it's hard to get out. I know it's supposed to be *hard*, but it's more irritating than hard.
Instead of making the block slow you down harder than cobwebs, I was thinking you can have them slow down the player as much as cobwebs do. In addition, I was wondering if you could make it possible to "jump out" of quicksand by repeatedly tapping the jump button - or provide some other method of escape that doesn't involve breaking the block or teleporting out. I know it's quite unrealistic to "jump out of quicksand," but I feel it doesn't challenge the player in the sense of providing an intricate obstacle: it just punishes them harder for their mistake should they fall in.
And for another suggestion, World Shaper abilities (and other abilities that may alter blocks) would probably be unsuitable for servers considering how plugins cannot intercept block placement/removal/change. Now, I could just simply disable "World Shaper" abilities but that would render items like the Enigma Shield somewhat useless. I was wondering if you could have an option for abilities to not affect blocks (and for abilities that only affect blocks, possibly provide some other side effect in addition to this).
Concerning "Mob Griefing" I know one could set the gamerule to false, but I feel that option is rather lacking in configurability. On my server, I have a plugin called CreeperHeal which allows all explosions (induced by a vanilla method only) to automatically heal back. I could just turn off mobGriefing to also disable something like "Inkling eats torches" (which plugins cannot intercept and block), but then it would also disable the crater-making explosions that I want.
And last but not least, I know this is on your list, but I'd like to see some configurability for items/mobs in the future, like durability, doom cost, amount of health, etc.
That's funny because I was just messing with the Quicksand physics. You move a bit more freely in it, but you "sink" into the block faster and you can jump out of it. I've made it so that anything that isn't a player has way fewer effects from falling into it, but they may still suffocate in it.
I have TONS of things on my list for the mod, you should see the huge amount of notes, ideas, fixes, changes and stuff I have. I suppose I could make the mob's health and attack damage configurable, possibly even their armor rating. Doomsday cost is something I didn't think of allowing to be configurable, but I don't see why it couldn't be.
In regards to toggling specific "mobGriefing" instances and having World Shaper Doomsdays have extra side-effects, I could add these to the config and change up the Doomsday effects as well, but as I said, I have a lot of things to do still on the mod. Either way, I'll hopefully add these options soon at some point during this release, but if not in this one, definitely in the next release.
My current goal in this release is to add all of the final main content, so as soon as I get all of that done I'll probably add more configuration options.
I can't find any info on challenge scrolls (not on the wiki or anywhere) can anyone tell me how these work? it says stand in water and when I do it does nothing.
I can't find any info on challenge scrolls (not on the wiki or anywhere) can anyone tell me how these work? it says stand in water and when I do it does nothing.
Nevermind, fixed it. I had the block challenges marked as item challenges for some reason, but anyway, the water challenge will be impossible to complete in your current version.
How does armor durability work? The minecraft wiki states that one point gets reducted every time you get hit, but I'm getting very different results.
Every time I get hit by a vanilla mob like a spider, I lose 6 points of durability (roughly) on each armour piece, which is frankly 6 times more than it should be. This may very well be a problem (plugin-related) on my side; I've yet to test for that, but then comes the weirder part. When I get hit by an Apis, in my testing, each armour piece lost 15-20 points of durability per hit, and so I actually ended up breaking valuable armor from other mods even before hitting the halfway mark on the Apis.
When I tested using a sword on mobs, hitting vanilla mobs caused a 1 point reduction - as it should - while hitting a minotaur and an Apis caused a 2-4 point reduction for some odd reason.
The armor durability should be completely vanilla, at least as much as my mod is concerned, the weapon durability use is intentional with the Apis and Minotaur. I've fought an Apis and a Death Reaper with a full set of armor while testing and the armor only got up to halfway durability throughout the entire fights, so I think it's another plugin or mod that's affecting that.
Found out the Minecraft Wiki lied about how armour loses durability. Apparently, armour can lose durability depending on how much damage you took - for example, a hit that does 5 damage will tick off only 1 point whereas a 30-damage hit will tick off 5 points off a chestplate, even in vanilla Minecraft. Although, when I tested under a clean server environment with just Cauldron - no other plugin or mod - durability loss on armour was doubled for some bizarre reason I've yet to comprehend.
Anyway, enough irrelevant rambling aside, I found the description of "Corruption" to be interesting - it's almost comparable to the idea of radiation. This also explains why during my testing I was constantly inflicted with never-ending corruption. However, I was wondering if there could be an option to disable the spread of corruption to passive/utility mobs like cows and iron golems. I'd imagine that a farm of cows would be impossible once corruption is induced, because one would come back to a field of raw steak and leather.
That should be added in the next release (assuming I don't forget).
And on a side note: holy ****, you may as well have renamed "Time Controller" to "Ultimate Blender of Doom". I usually gauge a mob's "fortitude" (AKA my own metric for measuring simple damage output/input ratio) by using one or many iron golems, and I wasn't impressed until I saw its "OHKO an entire mob of golems" attack.
I forgot to do that but it's fine, those aren't obtainable in Survival currently anyway. That's for next release!
I'll look into it!
Well, set the wrong parameter on it's animation when I converted it for use by the Claymation, derp. Anyway, thanks for your help in spotting these bugs!
I totally just saw this edit! Yeah, when it's using that attack it absorbs damage and inflicts it evenly across all creatures nearby, I had some fun testing with a mob of Iron Golems against it during that. The Time Controller isn't really meant to be a strong Boss, it's meant to be really Tank-y and to take a long time to kill, but that ability it has really inflicts high damage if you don't know what you're doing with it.
I find 2-block deep quicksand to be way too overpowered and frustrating for the player, and way too overpowered against monsters. If a monster that can't teleport lands in 2-block deep quicksand, you basically can create - if not an easy farm - then an easy barricade. If YOU land in this, you're just toast if you don't have any method of teleportation or a shovel. If you do have either or both, then it's just plain frustrating because you both move so slowly and because it's hard to get out. I know it's supposed to be *hard*, but it's more irritating than hard.
Instead of making the block slow you down harder than cobwebs, I was thinking you can have them slow down the player as much as cobwebs do. In addition, I was wondering if you could make it possible to "jump out" of quicksand by repeatedly tapping the jump button - or provide some other method of escape that doesn't involve breaking the block or teleporting out. I know it's quite unrealistic to "jump out of quicksand," but I feel it doesn't challenge the player in the sense of providing an intricate obstacle: it just punishes them harder for their mistake should they fall in.
And for another suggestion, World Shaper abilities (and other abilities that may alter blocks) would probably be unsuitable for servers considering how plugins cannot intercept block placement/removal/change. Now, I could just simply disable "World Shaper" abilities but that would render items like the Enigma Shield somewhat useless. I was wondering if you could have an option for abilities to not affect blocks (and for abilities that only affect blocks, possibly provide some other side effect in addition to this).
Concerning "Mob Griefing" I know one could set the gamerule to false, but I feel that option is rather lacking in configurability. On my server, I have a plugin called CreeperHeal which allows all explosions (induced by a vanilla method only) to automatically heal back. I could just turn off mobGriefing to also disable something like "Inkling eats torches" (which plugins cannot intercept and block), but then it would also disable the crater-making explosions that I want.
And last but not least, I know this is on your list, but I'd like to see some configurability for items/mobs in the future, like durability, doom cost, amount of health, etc.
That's funny because I was just messing with the Quicksand physics. You move a bit more freely in it, but you "sink" into the block faster and you can jump out of it. I've made it so that anything that isn't a player has way fewer effects from falling into it, but they may still suffocate in it.
I have TONS of things on my list for the mod, you should see the huge amount of notes, ideas, fixes, changes and stuff I have. I suppose I could make the mob's health and attack damage configurable, possibly even their armor rating. Doomsday cost is something I didn't think of allowing to be configurable, but I don't see why it couldn't be.
In regards to toggling specific "mobGriefing" instances and having World Shaper Doomsdays have extra side-effects, I could add these to the config and change up the Doomsday effects as well, but as I said, I have a lot of things to do still on the mod. Either way, I'll hopefully add these options soon at some point during this release, but if not in this one, definitely in the next release.
My current goal in this release is to add all of the final main content, so as soon as I get all of that done I'll probably add more configuration options.
This was the longest fight ever.
Nevermind, fixed it. I had the block challenges marked as item challenges for some reason, but anyway, the water challenge will be impossible to complete in your current version.