Well, I have yet to find a single piece of Wolframite. Does it really spawn raw Wolframite with Handpicks? I am using a Blue Steel one.
Edit: Full stacks of heatable items will not heat up.
Also, chimneys will not function with Bloomeries. Bloomeries should use an attached chimney stack to check for if it is in the sky, rather than requiring access to sunlight.
I mean, when armour gets damaged it loses some protection. A percentage of how much defence was lost would be nice.
A Sandwitch is a witch made of sand, a Sandwich is food between two slices of bread.
I don't know why I got instakilled. I had full Obsidian Splintmail, and the defence was positive. I had repaired it once before, and every damage source was becoming far more damaging.
I'll look into it.... Hm.. Can't recreate it, armour works fine. What durability was it at, what did the zombie have (bare hands I presume)?
Also, apparently something as simple as powdered flowers (dye), with a highly advanced mechanical suit (cogworks w/ reinforcement) can be crafted together to duplicate the cogworks armour, giving back both an undyed reinforced cogworks armour piece, and an ordinary unreinforced cogworks armour piece
Yeh that stuff is from the gods. I've actually cursed the flowers never to do that again in the next update.
Well, I have yet to find a single piece of Wolframite. Does it really spawn raw Wolframite with Handpicks? I am using a Blue Steel one.
Ore blocks should be the primary source. I'm going to balance the spawning anyway, making it more common (since it's equal to diamond and obsidian tier)
The armour was at around half durability, one piece (Boots?) was Superior, and the zombie was unarmed. But every damage source did more (Blast Furances did over 8 hearts per hit, most mobs would be a one-hit KO, etc).
ha. I've just had a look, turns out: durability has no effect on the damage reduction, got that fixed at least.
Try a more controlled test: What I did was put some steel bolts in a dispenser, rigged with a lever. Got two copper splint suits, (1 was about 40% durability, giving half damage resistance), and hit myself with the dispenser. 8 damage (4hearts) came through unarmoured, and 2 damage(1 heart) for full copper splint, the same result from the damaged one.
Anyway that test can check see what's wrong with your armour increasing damage.
I noticed that only your mod's food restored stamina, will there be an option to add other mod's food to a list alongside stamina restoration/regeneration?
EDIT: I'm not sure about this, but the Dragonforge tools don't seem to do extra damage to the Enderdragon. It is a dragon, after all.
Also, will there be dragonforge arrows/bows/bolts/crossbow mods? Because sometimes that dragon refuses to come down for a fisticuff fair fight.
Wolframite needs to be far more common. It may not be used in that much (that I can tell) but it is waaaay too uncommon.
Edit: Also, mobs have all the reflexes. Good luck killing that one zombie with a sword, because you will never get past his guard. It would not be so bad, but mobs attack on collision, so they can block and attack at the same time. Once a mob blocks, it should be unable to for around half a second.
Edit 2: If a zombie pigman comes through your nether portal holding a sword...
Leave it alone. Its not worth all the deaths you will face as it blocks all your attacks and brutally murders you.
Edit 3: Woah, ANY armour, once it's defence starts dropping, will cause mobs to deal HUGE amounts of damage (a spider did 7.5 hearts in one hit). Something is wrong here. It could be a mod incompatibility, but everything was working fine earlier. Although I did add ProjectRed and AppleCore, but I don't think either of them modify anything significant.
Mythic ore 0.05 rarity, Wolframite 0.1 Rarity.. 0.1 is 20x more common
This is what it looks like in config
"1d: [ore gen] wolframite ore" {
# Wolframite will try spawn between min and this veins per chunk
I:"Wolframite Frequency Max"=8
# Wolframite will try spawn between this and max veins per chunk
I:"Wolframite Frequency Min"=1
# Wolframite veins spawn below this layer
I:"Wolframite Layer Max"=16
# Wolframite veins spawn above this layer
I:"Wolframite Layer Min"=0
# The chance for wolframite to spawn in a chunk. (0=never, 1.0=always), this means some chunks may not have any
D:"Wolframite Rarity"=0.1
# How many blocks consist of the vein
I:"Wolframite Size"=1
}
Eh their pretty easy to kill- Sure if you stand there and spam like an idiot you'd lose in a second, but their easy to circle, and if you power attack (shift-attack when falling) it bypasses their block. I may have gone a bit overboard in that respect, trying to evolve the style to be more strategic than what it was.
-Edit-
Oh right and also: Wolframite ore (handpick and oregen) existed back when their only use was for the cogwork armour (which was difficult to know how it should cost). Generation is a bit hard too since it's difficult to average how much will be found and when.
Anyway It will be more common now it's a proper tier material. likely a bit more common than diamond I suppose only generating in veins of 1, or something similar (with it being the same tier and all).
0.1 is 2 x 0.05 Also, I have my config at 0.25 for Wolframite, which is 2.5x what your config is and 5x as common as Mythic. Maybe its because Mythic makes a noise, but it is still annoyingly rare.
Anyway, circling enemies normally works fine for me - but Zombie Pigmen are so fast, it makes it very difficult. Also, that block! It works in what appears to be a 90 degree work and blocks all damage - that is all non-power attack damage in 90 degrees nullifies any blockable attack. Meanwhile, blocking for the player slows you down severely and prevents you from attacking back.
Also, why does armour count against the player when damaged? Like I said, I use other mods but everything was working fine before, and the only mods I added between updates were Project Red and AppleCore, but I don't think that should affect anything...
Edit: Also: What is with bandages? They seem to work completely at random.
I don't know if it's been posted here already, but whenever I try to host a server with this mod, this happens:
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 4/2/16 11:13 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: detailTex
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:739)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:97)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:319)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:210)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoSuchFieldError: detailTex
at minefantasy.mf2.item.archery.ItemArrowMF.<init>(ItemArrowMF.java:173)
at minefantasy.mf2.item.gadget.ItemExplodingArrow.<init>(ItemExplodingArrow.java:26)
at minefantasy.mf2.item.list.ToolListMF.<clinit>(ToolListMF.java:218)
at minefantasy.mf2.MineFantasyII.load(MineFantasyII.java:105)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_73, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 450847304 bytes (429 MB) / 576716800 bytes (550 MB) up to 3801088000 bytes (3625 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHI mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHI FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar)
UCHI Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar)
UCHE minefantasy2{Alpha_2.6.9} [MineFantasyII] (MineFantasyII-2.6.9.jar)
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Ah. Server I see. Yeh there seems to be a client-only field being accessed even though its told not to. Fixed anyway, I'll get the next release going soon enough
Changelog for 1.6.10
+Added Coal flux (can be used in bloomeries and blast furnaces coal slot)
*Coal, Charcoal and coke can all be used in bloomeries/blastfurns
+Added Rich Coal (less common than coal, high yield)
-Reduced Nitre spawning
+Carpenter benches have 4 extra slots for surplus (like empty jugs)
*Syringes can be used on others by hitting them
*Ingot Moulds can now be stacked\
*Changed many recipes to use the carpenter instead
*Wolframite smelting cost less coal
*Wolframite is more common
+Increased gold/silver work temperature
-Removed Saw plank crafting
*Hoes only take damage on success
*Hoe success is nolonger affected by difficulty
-Removed "Damage Threshold" System
*Changed knife recipe to use 1 ingot
-Reduced default interval which dragons spawn (4x a day to 2x a day)
*Fixed Icon-related crash on server startup
*Fixed shears not recognising wood tiers
*Tongs nolonger get damaged when hitting enemies
as I said before, I may try it if I had any idea of how it worked. There was another contributor awhile back who did. Main problem is MF systems are way different from what's normally there. Anyway the books there nonetheless. good enough.
Well, I have yet to find a single piece of Wolframite. Does it really spawn raw Wolframite with Handpicks? I am using a Blue Steel one.
Edit: Full stacks of heatable items will not heat up.
Also, chimneys will not function with Bloomeries. Bloomeries should use an attached chimney stack to check for if it is in the sky, rather than requiring access to sunlight.
System.out.err("Nope");
I'll look into it.... Hm.. Can't recreate it, armour works fine. What durability was it at, what did the zombie have (bare hands I presume)?
Yeh that stuff is from the gods. I've actually cursed the flowers never to do that again in the next update.
Ore blocks should be the primary source. I'm going to balance the spawning anyway, making it more common (since it's equal to diamond and obsidian tier)
The armour was at around half durability, one piece (Boots?) was Superior, and the zombie was unarmed. But every damage source did more (Blast Furances did over 8 hearts per hit, most mobs would be a one-hit KO, etc).
System.out.err("Nope");
ha. I've just had a look, turns out: durability has no effect on the damage reduction, got that fixed at least.
Try a more controlled test: What I did was put some steel bolts in a dispenser, rigged with a lever. Got two copper splint suits, (1 was about 40% durability, giving half damage resistance), and hit myself with the dispenser. 8 damage (4hearts) came through unarmoured, and 2 damage(1 heart) for full copper splint, the same result from the damaged one.
Anyway that test can check see what's wrong with your armour increasing damage.
I noticed that only your mod's food restored stamina, will there be an option to add other mod's food to a list alongside stamina restoration/regeneration?
EDIT: I'm not sure about this, but the Dragonforge tools don't seem to do extra damage to the Enderdragon. It is a dragon, after all.
Also, will there be dragonforge arrows/bows/bolts/crossbow mods? Because sometimes that dragon refuses to come down for a
fisticufffair fight.Can be done through the API, there's a bunch of scripts that restore or boost stamina.
Is there a link to the decompiled API/code that is current, and not 5 months-1 year old?
Mythic Ore: 11
Wolframite Ore: 0
Wolframite needs to be far more common. It may not be used in that much (that I can tell) but it is waaaay too uncommon.
Edit: Also, mobs have all the reflexes. Good luck killing that one zombie with a sword, because you will never get past his guard. It would not be so bad, but mobs attack on collision, so they can block and attack at the same time. Once a mob blocks, it should be unable to for around half a second.
Edit 2: If a zombie pigman comes through your nether portal holding a sword...
Leave it alone. Its not worth all the deaths you will face as it blocks all your attacks and brutally murders you.
Edit 3: Woah, ANY armour, once it's defence starts dropping, will cause mobs to deal HUGE amounts of damage (a spider did 7.5 hearts in one hit). Something is wrong here. It could be a mod incompatibility, but everything was working fine earlier. Although I did add ProjectRed and AppleCore, but I don't think either of them modify anything significant.
System.out.err("Nope");
Mythic ore 0.05 rarity, Wolframite 0.1 Rarity.. 0.1 is 20x more common
This is what it looks like in config
Eh their pretty easy to kill- Sure if you stand there and spam like an idiot you'd lose in a second, but their easy to circle, and if you power attack (shift-attack when falling) it bypasses their block. I may have gone a bit overboard in that respect, trying to evolve the style to be more strategic than what it was.
-Edit-
Oh right and also: Wolframite ore (handpick and oregen) existed back when their only use was for the cogwork armour (which was difficult to know how it should cost). Generation is a bit hard too since it's difficult to average how much will be found and when.
Anyway It will be more common now it's a proper tier material. likely a bit more common than diamond I suppose only generating in veins of 1, or something similar (with it being the same tier and all).
0.1 is 2 x 0.05 Also, I have my config at 0.25 for Wolframite, which is 2.5x what your config is and 5x as common as Mythic. Maybe its because Mythic makes a noise, but it is still annoyingly rare.
Anyway, circling enemies normally works fine for me - but Zombie Pigmen are so fast, it makes it very difficult. Also, that block! It works in what appears to be a 90 degree work and blocks all damage - that is all non-power attack damage in 90 degrees nullifies any blockable attack. Meanwhile, blocking for the player slows you down severely and prevents you from attacking back.
Also, why does armour count against the player when damaged? Like I said, I use other mods but everything was working fine before, and the only mods I added between updates were Project Red and AppleCore, but I don't think that should affect anything...
Edit: Also: What is with bandages? They seem to work completely at random.
System.out.err("Nope");
my bad, didn't pay attention (something really messed up with my head today i guess) .. anyway points still valid of increasing it.
What do you mean work at random? Bandages don't work if you take damage while using them (as their easily interrupted).
I don't know if it's been posted here already, but whenever I try to host a server with this mod, this happens:
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 4/2/16 11:13 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: detailTex
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:739)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:97)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:319)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:210)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoSuchFieldError: detailTex
at minefantasy.mf2.item.archery.ItemArrowMF.<init>(ItemArrowMF.java:173)
at minefantasy.mf2.item.gadget.ItemExplodingArrow.<init>(ItemExplodingArrow.java:26)
at minefantasy.mf2.item.list.ToolListMF.<clinit>(ToolListMF.java:218)
at minefantasy.mf2.MineFantasyII.load(MineFantasyII.java:105)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_73, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 450847304 bytes (429 MB) / 576716800 bytes (550 MB) up to 3801088000 bytes (3625 MB)
JVM Flags: 0 total;
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHI mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHI FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar)
UCHI Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10-universal.jar)
UCHE minefantasy2{Alpha_2.6.9} [MineFantasyII] (MineFantasyII-2.6.9.jar)
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
Ah. Server I see. Yeh there seems to be a client-only field being accessed even though its told not to. Fixed anyway, I'll get the next release going soon enough
Changelog for 1.6.10
+Added Coal flux (can be used in bloomeries and blast furnaces coal slot)
*Coal, Charcoal and coke can all be used in bloomeries/blastfurns
+Added Rich Coal (less common than coal, high yield)
-Reduced Nitre spawning
+Carpenter benches have 4 extra slots for surplus (like empty jugs)
*Syringes can be used on others by hitting them
*Ingot Moulds can now be stacked\
*Changed many recipes to use the carpenter instead
*Wolframite smelting cost less coal
*Wolframite is more common
+Increased gold/silver work temperature
-Removed Saw plank crafting
*Hoes only take damage on success
*Hoe success is nolonger affected by difficulty
-Removed "Damage Threshold" System
*Changed knife recipe to use 1 ingot
-Reduced default interval which dragons spawn (4x a day to 2x a day)
*Fixed Icon-related crash on server startup
*Fixed shears not recognising wood tiers
*Tongs nolonger get damaged when hitting enemies
Anything else missing?
Another thing I noticed was that Raw Beef gives one raw generic meat, but when cooked it gives seven cooked generic meat.
Doesn't it say in the guide it's better to use raw food since it gives more meat?
Edit: Also, could you add in stairs for all the stone brick variants?
erg.. cooked is ment to give 1..
Maybe you could add NEI intergration, but it only shows recipes you unlock. Anything else has their recipe hidden until they too are unlocked.
as I said before, I may try it if I had any idea of how it worked. There was another contributor awhile back who did. Main problem is MF systems are way different from what's normally there. Anyway the books there nonetheless. good enough.
True. I wonder, what is your plans for porting to a newer Minecraft version? Would you go to 1.8.9 or skip to 1.9?
Ahahahahaha haha ha! HA... haha... bloody hell not likely, 1.8 killed updating and 1.9 buried it.
-Still sticking to the idea of making MF3 when updating stops though.
Oh yeah, 1.8 changed block models, and you made a ton of them.... Ouch.
Another feature request, would be interesting to see Underground Biomes compatibility.