Thanks for the recognition! Hopefully more people will see this now. Can you edit the statement in the OP saying I made it from scratch, though? A lot of the textures were taken from other places and recolored (as credited in my post). This would not have been possible without other artist's existing textures, it would be dishonest for me to say that I had created it from scratch.
Copied your post word for word, so shouldn't say that if it did/does, but you deserve the recognition for the work of putting it together for sure
Just give me a few days to get it on DE's main website
can you also change the tier 1 magnet recipe to use Draconuim ingots (not the awakened one) instead of iron ingot ? i find it stupid that the tier 2 magnet costs 2 awakened ingots with the range doubled
can you also change the tier 1 magnet recipe to use Draconuim ingots (not the awakened one) instead of iron ingot ? i find it stupid that the tier 2 magnet costs 2 awakened ingots with the range doubled
Well, the range on tier 1 is 8 blocks not 16, and tier 2 is 32 blocks, so 4 times the range. The magnet was intended to be an easy early game tool with the more advanced one only for those that have worked up to later game mechanics. As far as the ingots go, you are, it uses 4 to make the core for the magnet which is where it draws it's magnetic power from and also why it is weaker than the awakened one.
This are no more planned features for 1.7.10 im just waiting for any last bugs to show themselves before i make it official. In the mean time i have started the 1.8.9 update but it will be a while before that is ready for release. And the reason for starting a 1.8.9 update so close to 1.9 is that most if not all of the changes i need to make for 1.8.9 will carry over to 1.9.
AND considering 1.9 is the Combat Update, EVERY weapon in DE needs a rework to recover the original abilities and a slight re-balance to stay in line with vanilla mechanics
-Nope
-I have absolutely no idea as it was an anonymous user of my modpack having the crash
-I'm a paladin at the court of Don't Clutter Up This Forum With Enormous Logs
But if this hasn't been reported before, I'll test if I can reproduce this myself. I was just hoping to save myself that time.
Edit:
-I haven't tested it with only SM etc. and DE etc. yet
-Installing Smart Moving and Render and Player and Render Player API and Enhancer, then entering a game where you're wearing DE armour, should reproduce this crash. My guess is that traveling to another dimension while wearing this armour, or running into someone wearing this armour on the server, would cause it to happen as well.
-Changing the config setting indeed fixes it, like I expected.
I was not able to reproduce this crash in my dev world but i would not recommend using the custom models with smart moving anyway because they are really broken http://puu.sh/nPHzH/ad5bdba2c2.png And i dont have a clue how to fix it nor do i have the time to figure that out at this time with the 1.8.9 update in progress.
So am I correct in assuming that the rendering of the fancy Draconic Evolution Armour models cause this issue with Smart Moving that causes this crash?
Could Draconic Evolution perhaps support Smart Render?
Well, the current version of draconic evolution is at the bug fix stage as it is being updated for 1.8.x, so only bugs of the actual mod are being fixed. It looks like the way smart moving modifies the render clas is the cause so I would reach out to them if they are still updating as it will be a mute point with the move to 1.8
######## 1.0.2 ########
-fixed HUD not working with Dual Hotbars installed.
-draconic magnet now also accelerates the collection of XP orbs.
-added computer support to particle generator (Added by https://github.com/wlhlm)
-fixed player getting kicked from server when changing tool modes.
-fixed Wyvern sword, Draconic sword and Draconic hoe RF capacity upgrade not working.
-fixed FPS lag when you combine a custom spawner with rednet cable.
-fixed "fake" mobs spawning at 0, 0, 0 when using the custom spawner. This was actually a bug i caught from vanilla!
I bet this is when all the bugs are going to start showing up...
Wait... so you found out why I was having Twilight Forest Naga Segments falling in the void from 0,0,0 in every dimension for the last two years?
That is awesome man! You deserve a prize for this.
Yea turns out vanilla spawners spawn a client side entity at 0, 0, 0 every time they are loaded. Because its client side the entity technically dosnt exist so it has no logic controlling it and therefor just sits there looking all glitchy. I could not fix the issue with vanilla spawners but i fixed it with mine.
Just a heads up if you downloaded 1.0.2 immediately after release i forgot to remove some stuff i was testing which requires player API. So if you get an error saying you need player api just go and re download 1.0.2.
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I'm having a weird bug/ feature (idk, might be missing something) with the Chaos Dragon.
Every time we come upon him, he is stuck in the island and we can't seem to figure out how he's supposed to get out. He just stays in his tomb, fireballing us.
I was wondering if anyone knew of a solution.
If it helps, we're also running Hardcore Ender Expansion.
I'm having a weird bug/ feature (idk, might be missing something) with the Chaos Dragon.
Every time we come upon him, he is stuck in the island and we can't seem to figure out how he's supposed to get out. He just stays in his tomb, fireballing us.
I was wondering if anyone knew of a solution.
If it helps, we're also running Hardcore Ender Expansion.
It should not be possible for him to get "trapped" because he has the ability to fly through block. he also never stays in one place for long so even if he occasionally flies into the island it shouldn't take long for him to emerge again. The only thing i can think of is if you have a mod that blocks the dragons ability to fly through blocks. then he would be trapped at the center of the island where he spawns.
I dont currently know of any mods that do this but an easy way to test would be to load up a single player creative world and see if the vanilla dragon has the ability to fly through the obsidian pillars.
The Meaning of Life, the Universe, and Everything.
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The problem appeared to be with Hardcore Ender Expansion's overpoweredMobs setting being on true. For some reason it removed the chaos dragons ability to escape.... hmm.
Can I access the source code and change it to remove the shield mechanic for my own personal use?
The mod is open source so if you want to fork the project there is nothing stopping you. But its really not that hard to defeat the guardian with the new shield mechanic. In fact i think its easier for a few reasons which are not all related to the shield. 1. The armor speed buff has been fixed so you can strafe and even go backwards with the buf which makes it easier to evade the chaos charges. 2. The shield removes all knockback so now if you get hit it dose not slow you down and allow the rest to hit you. 3. With the new bow its a lot easier to shoot down the chaos charges and a lot easier to hit the guardian.
Copied your post word for word, so shouldn't say that if it did/does, but you deserve the recognition for the work of putting it together for sure
Just give me a few days to get it on DE's main website
Facebook Page - http://www.facebook..../Landofdraconis
IRC - http://webchat.esper.net/?channels=TolkienCraftII
I'd like to suggest an upgrade for the awakened item dislocator, which makes it suck in xp orbs instantly.
Not a bad idea although as the Draconic magnet is already an expensive upgrade i think i will add it by default.
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.
can you also change the tier 1 magnet recipe to use Draconuim ingots (not the awakened one) instead of iron ingot ? i find it stupid that the tier 2 magnet costs 2 awakened ingots with the range doubled
Well, the range on tier 1 is 8 blocks not 16, and tier 2 is 32 blocks, so 4 times the range. The magnet was intended to be an easy early game tool with the more advanced one only for those that have worked up to later game mechanics. As far as the ingots go, you are, it uses 4 to make the core for the magnet which is where it draws it's magnetic power from and also why it is weaker than the awakened one.
Facebook Page - http://www.facebook..../Landofdraconis
IRC - http://webchat.esper.net/?channels=TolkienCraftII
So I'm assuming that if this release goes well, it'll be the last 1.7.10 release b4 you start porting to 1.8.9?
Or is there another planned feature rework b4 that happens?
Why port to 1.8 at all? 1.9 seems to be the next place for mods.
This are no more planned features for 1.7.10 im just waiting for any last bugs to show themselves before i make it official. In the mean time i have started the 1.8.9 update but it will be a while before that is ready for release. And the reason for starting a 1.8.9 update so close to 1.9 is that most if not all of the changes i need to make for 1.8.9 will carry over to 1.9.
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.
AND considering 1.9 is the Combat Update, EVERY weapon in DE needs a rework to recover the original abilities and a slight re-balance to stay in line with vanilla mechanics
If the fancy Model causes crashes just turn it off in the config
Some things:
- have you tried it with just the required mods?
- Please provide some information on how to reproduce the crash
- Thanks for using something like pastebin for the crashlog
I was not able to reproduce this crash in my dev world but i would not recommend using the custom models with smart moving anyway because they are really broken http://puu.sh/nPHzH/ad5bdba2c2.png And i dont have a clue how to fix it nor do i have the time to figure that out at this time with the 1.8.9 update in progress.
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.
Well, the current version of draconic evolution is at the bug fix stage as it is being updated for 1.8.x, so only bugs of the actual mod are being fixed. It looks like the way smart moving modifies the render clas is the cause so I would reach out to them if they are still updating as it will be a mute point with the move to 1.8
Facebook Page - http://www.facebook..../Landofdraconis
IRC - http://webchat.esper.net/?channels=TolkienCraftII
1.0.2 is now finally finished!
http://minecraft.curseforge.com/projects/draconic-evolution/files/2289235
######## 1.0.2 ########
-fixed HUD not working with Dual Hotbars installed.
-draconic magnet now also accelerates the collection of XP orbs.
-added computer support to particle generator (Added by https://github.com/wlhlm)
-fixed player getting kicked from server when changing tool modes.
-fixed Wyvern sword, Draconic sword and Draconic hoe RF capacity upgrade not working.
-fixed FPS lag when you combine a custom spawner with rednet cable.
-fixed "fake" mobs spawning at 0, 0, 0 when using the custom spawner. This was actually a bug i caught from vanilla!
I bet this is when all the bugs are going to start showing up...
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.
Yea turns out vanilla spawners spawn a client side entity at 0, 0, 0 every time they are loaded. Because its client side the entity technically dosnt exist so it has no logic controlling it and therefor just sits there looking all glitchy. I could not fix the issue with vanilla spawners but i fixed it with mine.
Just a heads up if you downloaded 1.0.2 immediately after release i forgot to remove some stuff i was testing which requires player API. So if you get an error saying you need player api just go and re download 1.0.2.
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.
I'm having a weird bug/ feature (idk, might be missing something) with the Chaos Dragon.
Every time we come upon him, he is stuck in the island and we can't seem to figure out how he's supposed to get out. He just stays in his tomb, fireballing us.
I was wondering if anyone knew of a solution.
If it helps, we're also running Hardcore Ender Expansion.
It should not be possible for him to get "trapped" because he has the ability to fly through block. he also never stays in one place for long so even if he occasionally flies into the island it shouldn't take long for him to emerge again. The only thing i can think of is if you have a mod that blocks the dragons ability to fly through blocks. then he would be trapped at the center of the island where he spawns.
I dont currently know of any mods that do this but an easy way to test would be to load up a single player creative world and see if the vanilla dragon has the ability to fly through the obsidian pillars.
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.
The problem appeared to be with Hardcore Ender Expansion's overpoweredMobs setting being on true. For some reason it removed the chaos dragons ability to escape.... hmm.
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.
yep. once you mine the Chaos Crystal the island will explode
The mod is open source so if you want to fork the project there is nothing stopping you. But its really not that hard to defeat the guardian with the new shield mechanic. In fact i think its easier for a few reasons which are not all related to the shield. 1. The armor speed buff has been fixed so you can strafe and even go backwards with the buf which makes it easier to evade the chaos charges. 2. The shield removes all knockback so now if you get hit it dose not slow you down and allow the rest to hit you. 3. With the new bow its a lot easier to shoot down the chaos charges and a lot easier to hit the guardian.
I am the author of Draconic Evolution
My Twitter
IRC channels:
#DraconicEvolution For anything regarding Draconic Evolution.
#TolkienCraftII The official channel for the tolkiencraft mod pack.