And the Nian Zhu changes are now released, plenty of stuff has changed/was added so vampire369 you may want to check these out.
- Nian Zhus are no more, now the items are called mob charms
- The old Nian Zhus can be crafted into new Mob Charms, just put them in the crafting grid
- Mob charms take damage when the mob they protect from is killed by the players
- They can be repaired with the special drops that were used to craft the mob charms
- When damaged they will show up in the HUD for a bit
- there are 3 settings related to this
- all accessible in the ingame mod config GUI
- position where they show
- number of damaged mob charms that show at the same time
- setting to determine whether very damaged mob charm will stay displayed in the HUD
- Mob Charm belt is now a thing
- Can store mob charms
- Can be put in the baubles belt slot
- Renders on the player when in the baubles slot (totally didn't check how botania does this :D)
- Of course player is protected from mobs when charms are in the belt the same as if they were in player's inventory
- And they do take damage in the belt as well
- Both mob charms and mob charm fragments got new graphics
I haven't posted here in quite a while, but have just released a lot of new stuff. Grab it on CF if interested.
Added lingering potions to potion system, can be crafted for all kinds of effects that the regular and splash can as well
- created in cauldron by adding dragon's breath on top of prepared splash potion
- similar to vanilla potions
- they don't get durability or amplifier cut down on crafting them, which makes them more useful
- can be shot out of dispensers
- JEI recipes include the needed dragon's breath for these
Added tipped arrows for all Reliquary lingering potion variants
- limitted to 1/8th of duration the same as vanilla ones
- can be shot out of dispensers
- JEI recipes are included for the different combinations
Added potion shots and related potion magazines
- any shot types can be enhanced with potions by surrounding lingering potion with that shot type
- duration is only shortened to 1/5th for potion shots making them a little better alternative to arrows
- and of course once you put these potion shots in a magazine it will retain both the shot type and the attached potion
- the maximum basic (non potion) damage of potion shots is limitted to 4 to allow for more gentle applying of potions to entities
- JEI recipes are included for neutral shot/magazine combinations with potions
Hero Medallion changes
- additional pedestal functionality - searches for mending items in nearby pedestals and repairs them with its xp
- there are new config options related to this functionality for cooldown, range and maximum amount of xp used for repairs each step
- in HUD it now displays xp levels instead of stored experience points and in addition to levels it shows xp bar for the next level
Made a change to cauldron so that it will work with fluidhandler capability items
Made a change so that all potions are not called the same, but instead we have empty vial, potion, splash potion and lingering potion
Lowered default redstone and glowstone limits on cauldron to more reasonable level - 3 redstone and 2 glowstone (you would need to edit this in your preexisting config file)
Added Single block hoe action to harvest rod, which was missing despite AOE one being there
Added translations for potion amplifiers higher than III
Added compatibility with new tinkers after it has been restructured quite a bit
Fixed using Alkahestry Tome for ore dictionary items
Change to hopefully fix NPEs primarily with Rending Gale, but can affect Ender Staff and Harvest Rod as well
Updated twilight cloak description in JEI to include note on turning it on first
Fixed issue with pedestals inserting into slots they can't and effectively destroying items
Fixed JEI descriptions for mob charms
Not sure if this is intentional or not but in the Hermitpack mod pack, the Tome can be crafted and functions correctly with adding and removing redstone but none of the duplication recipes work at all. Doesn't matter if it's fully charged or not. Any help would be amazing.
The tome works correctly in the version they have there, I don't see minetweaker script removing recipes and Reliquary config has the recipes setup correctly.
So this is some mod interaction causing the issue. And figuring those out is quite difficult. I would suggest you log this against the pack and see if FTB has an answer.
Thanks for porting Reliquary! This was my magic mod if Thaumcraft or Ars Magica was too big for my pack!
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
i have a problem where most Reliquary v1.3 items are invisible and some other items are too from other mods i like this mod but i have to take it out cause that fixes the problem
i have a problem where most Reliquary v1.3 items are invisible and some other items are too from other mods i like this mod but i have to take it out cause that fixes the problem
i have a problem where most Reliquary v1.3 items are invisible and some other items are too from other mods i like this mod but i have to take it out cause that fixes the problem
It would help to understand what is the exact issue. Could you post a screenshot of what you're seeing? Any errors in log?
I very much doubt that Reliquary is causing this as it doesn't do anything special about the items rendering and it's also included in quite a few packs and this is the first time I am hearing of an issue like this. Seems more like some other mod or Optifine as mentioned is causing this based on some condition unknown to me.
Not sure if this is the thread to post this in, not much activity here lately. Anyway, using Reliquary-1.10.2-1.3.3.585 in the latest Hermitpack with the default config. Created a couple Mob Charms and they work fine and put them in the belt in the baubles slot. But, when I enchant them with unbreaking, it takes the enchant, but when I put the charm in the belt, the enchant disappears.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Not sure if this is the thread to post this in, not much activity here lately. Anyway, using Reliquary-1.10.2-1.3.3.585 in the latest Hermitpack with the default config. Created a couple Mob Charms and they work fine and put them in the belt in the baubles slot. But, when I enchant them with unbreaking, it takes the enchant, but when I put the charm in the belt, the enchant disappears.
I use a simple storage for the charms in the belt which doesn't support enchants. Also unbreaking doesn't do anything on the charm and is just ignored. I am probably going to ban any enchants from applying to the charms which will take care of the confusion here.
I use a simple storage for the charms in the belt which doesn't support enchants. Also unbreaking doesn't do anything on the charm and is just ignored. I am probably going to ban any enchants from applying to the charms which will take care of the confusion here.
Ah, OK, good to know! Thanks!
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Hoping this gets seen here. I'm having an issue with the Hunter's Handgun in the Resonant Rise 3 pack on ATLauncher. It used to work fine, but now I'm having an issue where, regardless of how many bullets are left in the magazine, I can only fire it once before it starts to click like it's empty. It's disheartening because of the time and effort I put into farming those damned ender hearts for it. When I say once, I mean 'once per loading up of the world'. I get to shoot it once, and then chuck it back in the box until next time.
One last thing you can check is what the settings of frozen_core_looting and frozen_core_base are in xreliquary.cfg config file. should be set to 5 for looting and 10 for the base one. If that is correct then I don't understand what's going on.
Aye everyone, more than late to the party, but I'm working on a sweet mod pack with an RPG feel.
I really like the rare drop aspect of Reliquary and the cool items. Problem is, I want that rare drop to feel rare.
I tried tweaking the settings by adding molten_core_base=0.005 in the config file to tone down the loot chance to 0.5%, but after extensive testing with skeletons (bone_rib_base=0.005) and spiders (chelicerae_base=0.005), it seems my modifications have no effects and I still hover around the respective 10~15% loot chance.
I'd be really grateful if someone could send some help my way, I've done my researches (even dove into the source but that's too complex for my little brainio) and could not find any info.
And the Nian Zhu changes are now released, plenty of stuff has changed/was added so vampire369 you may want to check these out.
- Nian Zhus are no more, now the items are called mob charms
- The old Nian Zhus can be crafted into new Mob Charms, just put them in the crafting grid
- Mob charms take damage when the mob they protect from is killed by the players
- They can be repaired with the special drops that were used to craft the mob charms
- When damaged they will show up in the HUD for a bit
- there are 3 settings related to this
- all accessible in the ingame mod config GUI
- position where they show
- number of damaged mob charms that show at the same time
- setting to determine whether very damaged mob charm will stay displayed in the HUD
- Mob Charm belt is now a thing
- Can store mob charms
- Can be put in the baubles belt slot
- Renders on the player when in the baubles slot (totally didn't check how botania does this :D)
- Of course player is protected from mobs when charms are in the belt the same as if they were in player's inventory
- And they do take damage in the belt as well
- Both mob charms and mob charm fragments got new graphics
I haven't posted here in quite a while, but have just released a lot of new stuff. Grab it on CF if interested.
Added lingering potions to potion system, can be crafted for all kinds of effects that the regular and splash can as well
- created in cauldron by adding dragon's breath on top of prepared splash potion
- similar to vanilla potions
- they don't get durability or amplifier cut down on crafting them, which makes them more useful
- can be shot out of dispensers
- JEI recipes include the needed dragon's breath for these
Added tipped arrows for all Reliquary lingering potion variants
- limitted to 1/8th of duration the same as vanilla ones
- can be shot out of dispensers
- JEI recipes are included for the different combinations
Added potion shots and related potion magazines
- any shot types can be enhanced with potions by surrounding lingering potion with that shot type
- duration is only shortened to 1/5th for potion shots making them a little better alternative to arrows
- and of course once you put these potion shots in a magazine it will retain both the shot type and the attached potion
- the maximum basic (non potion) damage of potion shots is limitted to 4 to allow for more gentle applying of potions to entities
- JEI recipes are included for neutral shot/magazine combinations with potions
Hero Medallion changes
- additional pedestal functionality - searches for mending items in nearby pedestals and repairs them with its xp
- there are new config options related to this functionality for cooldown, range and maximum amount of xp used for repairs each step
- in HUD it now displays xp levels instead of stored experience points and in addition to levels it shows xp bar for the next level
Made a change to cauldron so that it will work with fluidhandler capability items
Made a change so that all potions are not called the same, but instead we have empty vial, potion, splash potion and lingering potion
Lowered default redstone and glowstone limits on cauldron to more reasonable level - 3 redstone and 2 glowstone (you would need to edit this in your preexisting config file)
Added Single block hoe action to harvest rod, which was missing despite AOE one being there
Added translations for potion amplifiers higher than III
Added compatibility with new tinkers after it has been restructured quite a bit
Fixed using Alkahestry Tome for ore dictionary items
Change to hopefully fix NPEs primarily with Rending Gale, but can affect Ender Staff and Harvest Rod as well
Updated twilight cloak description in JEI to include note on turning it on first
Fixed issue with pedestals inserting into slots they can't and effectively destroying items
Fixed JEI descriptions for mob charms
Not sure if this is intentional or not but in the Hermitpack mod pack, the Tome can be crafted and functions correctly with adding and removing redstone but none of the duplication recipes work at all. Doesn't matter if it's fully charged or not. Any help would be amazing.
I have no idea what causes it.
The tome works correctly in the version they have there, I don't see minetweaker script removing recipes and Reliquary config has the recipes setup correctly.
So this is some mod interaction causing the issue. And figuring those out is quite difficult. I would suggest you log this against the pack and see if FTB has an answer.
Thanks for porting Reliquary! This was my magic mod if Thaumcraft or Ars Magica was too big for my pack!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
i have a problem where most Reliquary v1.3 items are invisible and some other items are too from other mods i like this mod but i have to take it out cause that fixes the problem
Are you using a mod like Optifine?
It would help to understand what is the exact issue. Could you post a screenshot of what you're seeing? Any errors in log?
I very much doubt that Reliquary is causing this as it doesn't do anything special about the items rendering and it's also included in quite a few packs and this is the first time I am hearing of an issue like this. Seems more like some other mod or Optifine as mentioned is causing this based on some condition unknown to me.
this is what it does to one probe
and if its not causing then what would cause it ? cause i don't know what would
Can you show what Reliquary looks like? Also have you checked log for errors? And what modpack are you using?
Not sure if this is the thread to post this in, not much activity here lately. Anyway, using Reliquary-1.10.2-1.3.3.585 in the latest Hermitpack with the default config. Created a couple Mob Charms and they work fine and put them in the belt in the baubles slot. But, when I enchant them with unbreaking, it takes the enchant, but when I put the charm in the belt, the enchant disappears.
D_B
To tell them how to live is to prevent them living.
I use a simple storage for the charms in the belt which doesn't support enchants. Also unbreaking doesn't do anything on the charm and is just ignored. I am probably going to ban any enchants from applying to the charms which will take care of the confusion here.
Ah, OK, good to know! Thanks!
D_B
To tell them how to live is to prevent them living.
Why did you change the potion system and remove the old potions from the creative inventory and WHY ARE YOU NO LONGER UPDATING 1.7.10?!?!??!?!?!?!?!
I gave myself an internet...NOT ASHAMED!
isn't it open source? if you want it updated for 1.7.10, do it yourself.
Hoping this gets seen here. I'm having an issue with the Hunter's Handgun in the Resonant Rise 3 pack on ATLauncher. It used to work fine, but now I'm having an issue where, regardless of how many bullets are left in the magazine, I can only fire it once before it starts to click like it's empty. It's disheartening because of the time and effort I put into farming those damned ender hearts for it. When I say once, I mean 'once per loading up of the world'. I get to shoot it once, and then chuck it back in the box until next time.
Aye everyone, more than late to the party, but I'm working on a sweet mod pack with an RPG feel.
I really like the rare drop aspect of Reliquary and the cool items. Problem is, I want that rare drop to feel rare.
I tried tweaking the settings by adding molten_core_base=0.005 in the config file to tone down the loot chance to 0.5%, but after extensive testing with skeletons (bone_rib_base=0.005) and spiders (chelicerae_base=0.005), it seems my modifications have no effects and I still hover around the respective 10~15% loot chance.
I'd be really grateful if someone could send some help my way, I've done my researches (even dove into the source but that's too complex for my little brainio) and could not find any info.
Have a great day !