Hello. I wanted to start by saying thank you for your time in making this mod. My family is really enjoying this in our homeworld. We run this mod in conjunction with another mod called Dragon Mounts. In that mod you need fish to tame the dragon. It's relatively random with how much fish it takes to tame your dragon (some can get quite greedy!). So you can imagine there was a lot of fishing going on. Is there a way to reduce or change the frequency to which one catches a potion fish vs a regular fish? The consensus in our world is that its nice and all but it is also eating into the loot table for getting things like books, saddles, and other goodies.
Hello. I wanted to start by saying thank you for your time in making this mod. My family is really enjoying this in our homeworld. We run this mod in conjunction with another mod called Dragon Mounts. In that mod you need fish to tame the dragon. It's relatively random with how much fish it takes to tame your dragon (some can get quite greedy!). So you can imagine there was a lot of fishing going on. Is there a way to reduce or change the frequency to which one catches a potion fish vs a regular fish? The consensus in our world is that its nice and all but it is also eating into the loot table for getting things like books, saddles, and other goodies.
Again, thanks for your time. Cheers!
Glad to hear you are enjoying the mod, and I totally understand what you mean about loot tables - without getting off topic, the more mods you run, adding their own loot to the mix, the worse the problem gets. So I absolutely get where you are coming from.
There is not currently a config to adjust the chance of getting a potion fish, though I will add that to the next update, if you like.
For now though, you can adjust the loot tables using the vanilla method. This is not particularly difficult to do, but can be somewhat daunting the first time.
There is a tutorial on how to do so, HERE
I have gone ahead and done the loot table for you - Loot Table
I have already structured it and reduced the potion fish chance by half for you. You will need to unzip the file, then just follow the tutorial for where to put it. I hope this helps.
I already considered cooking potion fish for a longer effect when I added them, but I decided against it, as they are only intended as an early game alternative to brewing.
I don't intend to do anything like a falling light source, for the same reason I will not be adding a thrown light source - I think it's cheaty. You could light up an area before going in and avoid all the fun of fighting a room full of mobs.
My flowers all extend the vanilla base class 'BlockBush' - meaning they extend from vanilla flowers. I don't know if Garden Stuff or Witchery can use my flowers, but I presume it is possible.
If you want to grow my flowers you can use bonemeal on mossy cobble to spawn them.
O.k while I myself am not a big fan of ranged weapons I do feel that this mod lacks a bit in the ranged weapon department, thus I'm suggesting that you should add in some bows that are reinforced with vanilla materials (stone, iron, gold, diamond, possibly also guilded and bejeweled versions plus modded)
other then that I feel that this mod is perfect for a small vanilla-based dungeon-crawling modpack. (Also is there a way to modify the generation rates of the structures in the config file?)
O.k while I myself am not a big fan of ranged weapons I do feel that this mod lacks a bit in the ranged weapon department, thus I'm suggesting that you should add in some bows that are reinforced with vanilla materials (stone, iron, gold, diamond, possibly also guilded and bejeweled versions plus modded)
other then that I feel that this mod is perfect for a small vanilla-based dungeon-crawling modpack. (Also is there a way to modify the generation rates of the structures in the config file?)
I had previously considered more bows, but other than more durability I couldn't think of a good reason to add, for example, an iron bow. Obviously, a golden bow would have lower durability but more enchantability, in line with vanilla materials. Part of the reason I added the slingshot and the potshot was because it gave you a ranged alternative to the bow, that did something different. Such as; the slingshot uses a verity of items for ammo.
Have you got any suggestions to bridge this gap? Or were you just suggesting bows with different materials for the variety?
(Fun Fact) I did also consider adding something along the lines of a flintlock pistol or a musket, but that ultimately became the potshot.
There is a config option to adjust the dungeon spacing, if you turn this down, dungeons and towers will spawn closer to one another, there is a separate setting for ships but it works the same way.
I just had a new and better idea (unless this is already a feature). Perhaps you could make it so that the bone charms could be equipped in the charm slot from baubles?
Could we get the ability to add/remove items to the book and potion bags? We're looking to among other things add the documentation from other mods, blank books, paper and parchment, magic scrolls, and other similar sundries. For the potion bags, well, in addition to things like AM2 mana potions which are technically food, there's the nonfunctional potions from a few mods it's handing out.
Could we get the ability to create our own bag types? I can think of a few offhand which could alternately be implemented.
Spellcasting components to hand out potion ingredients and other mods magic. We'd probably include things like ability totems or bottles from everlasting abilities.
Ammo Pouches for Arrows, Slingshots, Potshots, and various mod guns.
Tool Parts for things like ductape (glorious ductape), tinker's tool components, and cyberware component parts.
Could we get the ability to configure the amount of something provided? This would let us do a lot more balancing to make less bags be either killer drops or disappointments.
Also, does the config support wildcard characters? So doing things like adding all of Pam's Harvestcraft food doesn't umptuple the size of the config file?
I just had a new and better idea (unless this is already a feature). Perhaps you could make it so that the bone charms could be equipped in the charm slot from baubles?
I have considered this previously. At the moment I have no intention of adding Baubles compatibility. However, I have been playing with the idea of trinkets, such as rings and pendants, which grant certain effects. IF I go ahead with this idea, I will reconsider Baubles compat, though probably not for bone charms, given that I want a delay when using them.
Could we get the ability to add/remove items to the book and potion bags? We're looking to among other things add the documentation from other mods, blank books, paper and parchment, magic scrolls, and other similar sundries. For the potion bags, well, in addition to things like AM2 mana potions which are technically food, there's the nonfunctional potions from a few mods it's handing out.
Currently, book and potion bags simply pick a random entry from the respective registry, i.e. any item registered as an enchantment or potion.
I will have a go at adding a config, similar to the other bags. However, it will not allow you to specify a specific enchanted book or potion, due to how that works in code, but adding items like books or mana potions should be no problem.
Could we get the ability to create our own bag types? I can think of a few offhand which could alternately be implemented.
Spellcasting components to hand out potion ingredients and other mods magic. We'd probably include things like ability totems or bottles from everlasting abilities.
Ammo Pouches for Arrows, Slingshots, Potshots, and various mod guns.
Tool Parts for things like ductape (glorious ductape), tinker's tool components, and cyberware component parts.
I don't know how to do it so you could add an unlimited amount of custom bags, but I could maybe add some additional generic bags that you can customise.
Side note: Glad to see you are enjoying the Duct Tape, but it does have a side effect. *mysteriously leaves the mystery mysterious*
Could we get the ability to configure the amount of something provided? This would let us do a lot more balancing to make less bags be either killer drops or disappointments.
Also, does the config support wildcard characters? So doing things like adding all of Pam's Harvestcraft food doesn't umptuple the size of the config file?
Do you mean the amount for each entry, like "iron ore = 3" - "diamond ore = 1", or do you mean just a general number for each bag? I can do the latter, but I don't like the idea of the former.
I don't know, to be honest. I never tested for wildcarding, but I would assume not. However, I can give it a go.
Currently, book and potion bags simply pick a random entry from the respective registry, i.e. any item registered as an enchantment or potion.
I will have a go at adding a config, similar to the other bags. However, it will not allow you to specify a specific enchanted book or potion, due to how that works in code, but adding items like books or mana potions should be no problem.
I don't know how to do it so you could add an unlimited amount of custom bags, but I could maybe add some additional generic bags that you can customise.
Side note: Glad to see you are enjoying the Duct Tape, but it does have a side effect. *mysteriously leaves the mystery mysterious*
Some Generic bags would be nice. I have no idea what the duct tape's side effect is.
Do you mean the amount for each entry, like "iron ore = 3" - "diamond ore = 1", or do you mean just a general number for each bag? I can do the latter, but I don't like the idea of the former.
I don't know, to be honest. I never tested for wildcarding, but I would assume not. However, I can give it a go.
A response for each entry, defaulting to 1, would be best. The utility of the latter would depend on the ability to make enough generic bags I think.
I have considered this previously. At the moment I have no intention of adding Baubles compatibility. However, I have been playing with the idea of trinkets, such as rings and pendants, which grant certain effects. IF I go ahead with this idea, I will reconsider Baubles compat, though probably not for bone charms, given that I want a delay when using them.
o.k one final question: how ofter do the dungeons generate? Are they as common as battle towers and ruins or more rarer?
A response for each entry, defaulting to 1, would be best. The utility of the latter would depend on the ability to make enough generic bags I think.
I can give you a mix/max range. But the ability to dictate the amount for each entry is the sort of control I just don't want to add. I feel that it detracts from the fun of randomisation.
Yes, relying on random numbers to save your day can be a kick in the family jewels, but it can also be the difference between being simply rewarded and being surprised.
o.k one final question: how ofter do the dungeons generate? Are they as common as battle towers and ruins or more rarer?
I don't want to answer this, because it would spoil the fun of hunting down a dungeon.
However, read on if you do not love RNGeesus:
The config does state the the number given is the space between each attempt to generate a structure, this distance is in blocks. The game will start at zero and always attempt to place a structure at each interval (every 1000 blocks, by default). I have added fuzz, so the generation is not on a perfect grid, and there are some conditions that will stop a structure from generating and the game will skip to the next location.
How would I go about defining a block or item drop that has a specific metadata as a drop for the loot bags in the config? Specifically I'm trying to add ores from other mods to the ore bag, a lot of which are differentiated by metadata.
So far I've tried putting immersiveengineering:ore:1 and immersiveengineering:ore,1 but neither of those work, and since there is zero documentation on the format of these sections of the configs, I'm left with the options of fumbling in the dark or presuming that your bags don't support metadata (which would honestly be a bit stupid considering the amount of modded content that is defined by metadata).
The loot bags do indeed support metadata, and your format is correct.
After doing some testing, it seems that the config is broken - it was working previously, and the only change I made was adding the invalid entry output.
I will get this fixed when I have time.
Having just installed the mod recently, I'd like to report a bit of a game breaking bug, seems that the engineer's doorag causes something of a ticking player issue, but only when equipped and on a multiplayer server.
[20:30:37] [Server thread/WARN]: Failed to handle packet for ip
net.minecraft.util.ReportedException: Ticking player
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:380) ~[lu.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_73660_a(NetHandlerPlayServer.java:162) ~[me.class:?]
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:213) ~[NetworkDispatcher$1.class:?]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:287) ~[eo.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180) [md.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:732) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387) [ld.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_31]
Caused by: java.lang.NoSuchMethodError: net.minecraft.potion.Potion.func_188408_i()Z
at PegBeard.DungeonTactics.Items.DTArmourAdventure.onArmorTick(DTArmourAdventure.java:121) ~[DTArmourAdventure.class:?]
at net.minecraft.entity.player.InventoryPlayer.func_70429_k(InventoryPlayer.java:353) ~[zr.class:?]
at net.minecraft.entity.player.EntityPlayer.func_70636_d(EntityPlayer.java:510) ~[zs.class:?]
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2013) ~[sf.class:?]
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:233) ~[zs.class:?]
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:303) ~[lu.class:?]
... 9 more
[20:30:37] [Server thread/INFO]: Icebelly lost connection: TextComponent{text='Internal server error', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}
The trap is checking whether or not you are wearing the dungarees, and whether it should trigger or not - I was certain I fixed this, but I will look into it.
Other than that, it's mostly sponge doing network stuff, which may be causing a conflict, but I don't even know what sponge is, so I am not sure.
~EDIT~
Having looked through my code, the lines called out in your log are either blank, or closing brackets - please update to the latest version, or specify the actual version you are using.
I am playing the Invasion Modpack and trying to use duct tape to repair a iron axe. I have tried having the duct tape in both the off hand and main hand and right click with the iron axe in the other hand and it won't repair it. I have tried this with iron armor as well. Am I doing something wrong or is the a key binding I am not using?
Hello. I wanted to start by saying thank you for your time in making this mod. My family is really enjoying this in our homeworld. We run this mod in conjunction with another mod called Dragon Mounts. In that mod you need fish to tame the dragon. It's relatively random with how much fish it takes to tame your dragon (some can get quite greedy!). So you can imagine there was a lot of fishing going on. Is there a way to reduce or change the frequency to which one catches a potion fish vs a regular fish? The consensus in our world is that its nice and all but it is also eating into the loot table for getting things like books, saddles, and other goodies.
Again, thanks for your time. Cheers!
Glad to hear you are enjoying the mod, and I totally understand what you mean about loot tables - without getting off topic, the more mods you run, adding their own loot to the mix, the worse the problem gets. So I absolutely get where you are coming from.
There is not currently a config to adjust the chance of getting a potion fish, though I will add that to the next update, if you like.
For now though, you can adjust the loot tables using the vanilla method. This is not particularly difficult to do, but can be somewhat daunting the first time.
There is a tutorial on how to do so, HERE
I have gone ahead and done the loot table for you - Loot Table
I have already structured it and reduced the potion fish chance by half for you. You will need to unzip the file, then just follow the tutorial for where to put it. I hope this helps.
I do have a few suggestions I thought of while watching a mod review of this, if you don't mind hearing them-
I think it'd be nice if when you cook the potion fish the time becomes longer. (If it doesn't already)
Maybe a light source that falls like sand or gravel (it'd really help in ravines or any vertical shaped dungeons!!)
Also I have a few questions about the mod-
Can the flowers of this mod go into "Garden Stuff" flower pots?
Can I get the flowers with "Witchery" mutandis?
Alright thanks for reading these if you did, I hope you consider them!
I already considered cooking potion fish for a longer effect when I added them, but I decided against it, as they are only intended as an early game alternative to brewing.
I don't intend to do anything like a falling light source, for the same reason I will not be adding a thrown light source - I think it's cheaty. You could light up an area before going in and avoid all the fun of fighting a room full of mobs.
My flowers all extend the vanilla base class 'BlockBush' - meaning they extend from vanilla flowers. I don't know if Garden Stuff or Witchery can use my flowers, but I presume it is possible.
If you want to grow my flowers you can use bonemeal on mossy cobble to spawn them.
Anything else I can help with, just let me know.
O.k while I myself am not a big fan of ranged weapons I do feel that this mod lacks a bit in the ranged weapon department, thus I'm suggesting that you should add in some bows that are reinforced with vanilla materials (stone, iron, gold, diamond, possibly also guilded and bejeweled versions plus modded)
other then that I feel that this mod is perfect for a small vanilla-based dungeon-crawling modpack. (Also is there a way to modify the generation rates of the structures in the config file?)
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-5-2-4-updated-2016-3-17
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2437825-tainted-magic-r7-3
I had previously considered more bows, but other than more durability I couldn't think of a good reason to add, for example, an iron bow. Obviously, a golden bow would have lower durability but more enchantability, in line with vanilla materials. Part of the reason I added the slingshot and the potshot was because it gave you a ranged alternative to the bow, that did something different. Such as; the slingshot uses a verity of items for ammo.
Have you got any suggestions to bridge this gap? Or were you just suggesting bows with different materials for the variety?
(Fun Fact) I did also consider adding something along the lines of a flintlock pistol or a musket, but that ultimately became the potshot.
There is a config option to adjust the dungeon spacing, if you turn this down, dungeons and towers will spawn closer to one another, there is a separate setting for ships but it works the same way.
Eh it just seemed like a good idea to me, thanks for the response
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-5-2-4-updated-2016-3-17
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2437825-tainted-magic-r7-3
I just had a new and better idea (unless this is already a feature). Perhaps you could make it so that the bone charms could be equipped in the charm slot from baubles?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-5-2-4-updated-2016-3-17
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2437825-tainted-magic-r7-3
Bag Thoughts and Feedback
Could we get the ability to add/remove items to the book and potion bags? We're looking to among other things add the documentation from other mods, blank books, paper and parchment, magic scrolls, and other similar sundries. For the potion bags, well, in addition to things like AM2 mana potions which are technically food, there's the nonfunctional potions from a few mods it's handing out.
Could we get the ability to create our own bag types? I can think of a few offhand which could alternately be implemented.
Could we get the ability to configure the amount of something provided? This would let us do a lot more balancing to make less bags be either killer drops or disappointments.
Also, does the config support wildcard characters? So doing things like adding all of Pam's Harvestcraft food doesn't umptuple the size of the config file?
---
I make modpacks, and am an Esteemed Innovator.
I have considered this previously. At the moment I have no intention of adding Baubles compatibility. However, I have been playing with the idea of trinkets, such as rings and pendants, which grant certain effects. IF I go ahead with this idea, I will reconsider Baubles compat, though probably not for bone charms, given that I want a delay when using them.
Currently, book and potion bags simply pick a random entry from the respective registry, i.e. any item registered as an enchantment or potion.
I will have a go at adding a config, similar to the other bags. However, it will not allow you to specify a specific enchanted book or potion, due to how that works in code, but adding items like books or mana potions should be no problem.
I don't know how to do it so you could add an unlimited amount of custom bags, but I could maybe add some additional generic bags that you can customise.
Side note: Glad to see you are enjoying the Duct Tape, but it does have a side effect. *mysteriously leaves the mystery mysterious*
Do you mean the amount for each entry, like "iron ore = 3" - "diamond ore = 1", or do you mean just a general number for each bag? I can do the latter, but I don't like the idea of the former.
I don't know, to be honest. I never tested for wildcarding, but I would assume not. However, I can give it a go.
That'd be a step in the right direction.
Some Generic bags would be nice. I have no idea what the duct tape's side effect is.
A response for each entry, defaulting to 1, would be best. The utility of the latter would depend on the ability to make enough generic bags I think.
---
I make modpacks, and am an Esteemed Innovator.
o.k one final question: how ofter do the dungeons generate? Are they as common as battle towers and ruins or more rarer?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-5-2-4-updated-2016-3-17
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2437825-tainted-magic-r7-3
Ok. I will work on these for the next update. No ETA yet (kind of busy with life).
I can give you a mix/max range. But the ability to dictate the amount for each entry is the sort of control I just don't want to add. I feel that it detracts from the fun of randomisation.
Yes, relying on random numbers to save your day can be a kick in the family jewels, but it can also be the difference between being simply rewarded and being surprised.
I don't want to answer this, because it would spoil the fun of hunting down a dungeon.
However, read on if you do not love RNGeesus:
The config does state the the number given is the space between each attempt to generate a structure, this distance is in blocks. The game will start at zero and always attempt to place a structure at each interval (every 1000 blocks, by default). I have added fuzz, so the generation is not on a perfect grid, and there are some conditions that will stop a structure from generating and the game will skip to the next location.
How would I go about defining a block or item drop that has a specific metadata as a drop for the loot bags in the config? Specifically I'm trying to add ores from other mods to the ore bag, a lot of which are differentiated by metadata.
So far I've tried putting immersiveengineering:ore:1 and immersiveengineering:ore,1 but neither of those work, and since there is zero documentation on the format of these sections of the configs, I'm left with the options of fumbling in the dark or presuming that your bags don't support metadata (which would honestly be a bit stupid considering the amount of modded content that is defined by metadata).
The loot bags do indeed support metadata, and your format is correct.
After doing some testing, it seems that the config is broken - it was working previously, and the only change I made was adding the invalid entry output.
I will get this fixed when I have time.
Having just installed the mod recently, I'd like to report a bit of a game breaking bug, seems that the engineer's doorag causes something of a ticking player issue, but only when equipped and on a multiplayer server.
[20:30:37] [Server thread/WARN]: Failed to handle packet for ip
net.minecraft.util.ReportedException: Ticking player
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:380) ~[lu.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_73660_a(NetHandlerPlayServer.java:162) ~[me.class:?]
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:213) ~[NetworkDispatcher$1.class:?]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:287) ~[eo.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180) [md.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:732) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:387) [ld.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_31]
Caused by: java.lang.NoSuchMethodError: net.minecraft.potion.Potion.func_188408_i()Z
at PegBeard.DungeonTactics.Items.DTArmourAdventure.onArmorTick(DTArmourAdventure.java:121) ~[DTArmourAdventure.class:?]
at net.minecraft.entity.player.InventoryPlayer.func_70429_k(InventoryPlayer.java:353) ~[zr.class:?]
at net.minecraft.entity.player.EntityPlayer.func_70636_d(EntityPlayer.java:510) ~[zs.class:?]
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2013) ~[sf.class:?]
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:233) ~[zs.class:?]
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:303) ~[lu.class:?]
... 9 more
[20:30:37] [Server thread/INFO]: Icebelly lost connection: TextComponent{text='Internal server error', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}
Thank you for letting me know.
Hey, great mod, really digging it. One thing I have to ask, could you flesh out the config file? Adding options for things is always a good thing.
Especially the ore clusters, I really would like to disable them but no option exists.
The trap is checking whether or not you are wearing the dungarees, and whether it should trigger or not - I was certain I fixed this, but I will look into it.
Other than that, it's mostly sponge doing network stuff, which may be causing a conflict, but I don't even know what sponge is, so I am not sure.
~EDIT~
Having looked through my code, the lines called out in your log are either blank, or closing brackets - please update to the latest version, or specify the actual version you are using.
I am playing the Invasion Modpack and trying to use duct tape to repair a iron axe. I have tried having the duct tape in both the off hand and main hand and right click with the iron axe in the other hand and it won't repair it. I have tried this with iron armor as well. Am I doing something wrong or is the a key binding I am not using?
Ok I figured it out you need exp.