At the Forge files website, hover over the 1.8 and select 1.8.9. Download the installer-win for the latest 1.8.9 version and install it. When you select your profile when you start Minecraft, make sure it says that it's using the version that you downloaded.
I have a suggestion. When a block is mined with combustion, it should check what the block drops, instead of the block, and drop what the drops smelt into. This would fix drops which were affected by fortune in the first place, such as redstone and lapis (1 lapis per block yay!).
Rollback Post to RevisionRollBack
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
I have a suggestion. When a block is mined with combustion, it should check what the block drops, instead of the block, and drop what the drops smelt into. This would fix drops which were affected by fortune in the first place, such as redstone and lapis (1 lapis per block yay!).
Another suggestion! Maybe change the luminescence enchantment to create 1-tick lights only where the player is standing, because otherwise it constantly flashes and becomes a junk enchant from annoyance. Also, do multiple luminescence enchants on armor stack with each other?
Rollback Post to RevisionRollBack
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
Another suggestion! Maybe change the luminescence enchantment to create 1-tick lights only where the player is standing, because otherwise it constantly flashes and becomes a junk enchant from annoyance. Also, do multiple luminescence enchants on armor stack with each other?
It isn't currently possible to do that in 1.8 as it causes major lag with lighting updates, it flickers because it doesn't do the lighting every tick. Multiple enchantments of the same type do not stack.
I've always been a fan of summoning items, and anything to do with summoning in general. Maybe make some weapons with summoning doomsdays? Or just items that summon minions? I could suggest some if needed.
I've always been a fan of summoning items, and anything to do with summoning in general. Maybe make some weapons with summoning doomsdays? Or just items that summon minions? I could suggest some if needed.
I'm not too keen on things like summoning minions with an item or Doomsday but there's always a possibility that it will happen with some items in future updates. Suggestions are always welcome though.
Go over to the red "Download Latest" box.
Click "Installer-Win".
Once it's downloaded, click it and run it.
Now, it should be the correct installer (for 1.8.9), correct?
I have 1.8.9 and forge already, though it still doesn't work, i may send a screenshot.
When I do the next 1.8.9 release, I'll backport it to 1.8. On a related note, for the like 3 people that still use 1.7.2, I backported the last 1.7.10 version to 1.7.2.
It uses vanilla biome IDs but does not generate them anywhere except in the Dimensions added by the mod.
Oh ok I was concerned that if it did it might not be compatible with abyssalcraft which doesn't have compatibility with other mods that add biomes to the overworld. on another note, where can I find a list of mobs that spawn in the overworld?
Oh ok I was concerned that if it did it might not be compatible with abyssalcraft which doesn't have compatibility with other mods that add biomes to the overworld. on another note, where can I find a list of mobs that spawn in the overworld?
The wiki should have some of the information about each mob's spawn biomes, but there's not an actual list.
They target players but will retaliate to attacks from other mobs.
alright so other mobs should be fine. I have 2 other questions, how do I get to the other dimension? I can't find any info about it. and the other question is, do inklings respect the mobgriefing rule?
alright so other mobs should be fine. I have 2 other questions, how do I get to the other dimension? I can't find any info about it. and the other question is, do inklings respect the mobgriefing rule?
You can get to the Collision by crafting a Dimensional Key and then to the Synapse by getting a Corrupted Spire Seed and getting a Synapse Link. Inklings should respect the Vanilla mobGriefing rule and otherwise can have their griefing toggled in the config.
You can get to the Collision by crafting a Dimensional Key and then to the Synapse by getting a Corrupted Spire Seed and getting a Synapse Link. Inklings should respect the Vanilla mobGriefing rule and otherwise can have their griefing toggled in the config.
thanks. I think I'll use this mod in my private modpack then. don't know when it will be done though.
Finally finished the newest release, this is probably the most work I've put into a release (and the busiest I've been during). Lots of internal changes and a new HUD for Doom and Amulets. Lots of user-friendly stuff added to descriptions and new Neko-themed content added. Also back-ported to 1.8. After I'm sure this is a very stable release, I'll start working on the new 1.9.4 version.
Release 19 - v4.52.3327 - Changelog
TL;DR: Lots of major internal rewrites for optimizations and future updates and tons of bug fixing! Also added new content and stuff.
General bug fixes:
Fixed Archangel's flight AI being stupid
Enlarged the Hunter's hitbox and fixed model offset
Added null-check for Doomsday-imbued item tooltips
Fixed the Forge update checker for the mod, it should now always return a correct check value
Fixed blending issue with sky renderers for the Dimension
Fixed projectiles that have wonky vector paths when used via the Projectile item
Fixed rendering of entities that had animated textures
Fixed Collision ores not being able to be smelted into their corresponding ores
Fixed my grass blocks not allowing my bushes or tall grass to be placed on them
Fixed Digital Sea generation in the Synapse
Fixed broken ItemStacks not being removed from the Amulet Inventory
Fixed a lot of possible crashes from having certain config options disabled
Fixed Kurayami AI not being updated to 1.8 standards
Fixed Claymation dropping death loot multiple times
Fixed Enyvil's crystals not staying near it and it not taking double-damage when hurt when it has no active crystals
Fixed Enyvil spawning too many Dark Energy entities when using it's energy spray attack
Fixed Sirv not properly telling others of it's attacker
Fixed Vox Stellarum not properly attacking things on colliding with them, fixed it not using it's special abilities more often
Fixed Vox Stellarum not rendering it's effects when it is healing, added sound for when it is healing
Fixed Gas blocks applying their effects too often and reduced the amount of particles they spawn
Fixed Fear causing too many AI updates per tick
Fixed DropHelper sometimes attempting to put invalid Doomsday Scrolls into the drop list
Fixed rare crash when a Dimensional Key cannot obtain a Dimension's properties
Fixed backlashed Doomsdays still doing their effects while the user is in Creative mode
Fixed rare, possible crash related to Reach
Fixed Directed Lightning causing crashes when it interacted poorly with other mods
Fixed Neko Rockets targeting Creative mode players
Fixed possible crash from getting the look vector from an entity
Fixed Combustion being broken, fixed exploit that allowed you to get a basically infinite number of blocks
Fixed possible concurrency crash while getting an entity's drops
Minor fixes and changes were done to various Structure schematics
Fixed bug with Nekos celebrating at the start of every month instead of just in their birth week
Fixed Guardian's Call shields doing wonky things when hit by their owner
Fixed Creative Mode players being affected by Corruption radiation
Fixed Statues causing a game crash due to a Datawatcher bug
Fixed Amulet drops not being put into the proper drop events on death
Fixed some mobs and Bosses initiating a teleport while they are dead
Fixed typo in Juniper Bush blockstate
Fixed possible crash when looking at the tooltip for a Dimensional Key
Fixed Berserker not doing minimum effects when used at full Doom
Fixed Poison Break using incorrect vectors and having it's projectiles improperly colliding with themselves
General balancing passes and other changes:
Did away with potion reflection and removed potion IDs from the config as they are no longer used in 1.8.9
Made tooltips for Doomsdays more minimal
Removed Dynamic mob health scaling from my mobs and bosses, this caused weird stuff to happen sometimes so it was judged best to be removed
Increased XP amounts for all mobs and bosses across the board, usually a 10x increase
Removed the Achievements category from the config, it wasn't and will not be used
Doomsday command use confirmation now only logs on the server and no longer displays a message to the user
Integrated the Doom and Amulet Status Guis, they are now cleaner and display more information (they can still be disabled separately)
Amulets now display on their tooltip how to open the Amulet Inventory Gui
Mobs can now instantly transform into a Mini-Boss if they are corrupted and kill something with higher base max health than them
Reduced possible Amulet Modifier value amounts
Adjusted the Pulse Doomsday to apply more vertical velocity to entities
Lightweight mode now enables Doomsday Scroll imbue by default
Barebones mode was renamed to TragicMC mode, it now enables spawn overrides by default, putting multiple entities into Vanilla biomes
Rewrote the custom json format used for creating custom lores and re-enabled toggling of the mod's default lores
Harmony Bell now does +1 damage on hit, right-click now does an AoE harmony effect on all nearby entities
Reduced sound volume of Nor-Vox and Cryse species sounds
Rarity is not enforced anymore for Overlord Armor and the Sentinel weapon, they will now more commonly come unenchanted, also added some lores for lower rarity tiers
Reduced time you are inflicted with Poison II by Spore projectiles
Changed some recipes to implement items added in 1.8 and to also use more Vanilla items
Added more drops for various Vanilla mobs, including the Guardian mob
Modified the drop lists and reduced amount of items that generate per chest
Modified how reflection is done in the mod, should reduce the chance of things that use it erroring and causing logger spam
Modified recipes for Neko related items
Reduced chance of getting a music file drop from releasing a Neko
Neko rockets no longer collide with other projectiles (including other rockets)
Added more spread and randomness to the Suicidal Tendencies Doomsday, justice now rains from above
Increased how often Reach checks for wall collision and entity hits
Increased frequency and randomness of Fireballs being shed by the Solar Bomb projectile
Slight modification done to Neko hitboxes
Reduced base attack damage and max health of Tragic Nekos to keep them more in line with the new Neko types
Adjusted Void Pits and normal Pits to "destroy" more blocks when they are generated
Removed extra Dimensional Keys from the Creative Tab that already had a Survival counterpart
Ensure that Fusea will target whoever hit them with a fireball (for the achievement)
Logger now displays when a Master config is being used
New features:
Added chat confirmation for when a Doomsday completes it's effects, only applies on non-instant Doomsdays
Added a small death update thing to Bosses that spaces out their XP spawning more until they are actually dead, configurable and defaults to disabled due to sporadic crashes that it causes
Added ability to edit and modify Master config presets via their own separate config files in the config folder (config/tragicmc)
Added a TickBuilder, it will now build structures over the course of time instead of structures being generated all at once, causing the game to freeze up in the case of larger structures
TickBuilder is configurable, being able to be disabled completely in favor of the previous method, you can also set the limit for blocks placed per tick and per structure per tick
Added configurability of the Overlord's AI to go along with the other mobs
The Sound Extrapolator can now play living, hurt and death sounds, you can cycle between them by sneak-right-clicking
Added render effect to the mod's mobs that render them darker the longer they are corrupted, configurable for the client
Added Kurayami allowance to the config, separate from the Doomsday
Added ability to ignore air during placements in the TickBuilder, can be used to see more of the actual structure built per tick but otherwise causes a fluctuating amount of blocks to be placed per tick, use with care
Added compatibility with Thaumcraft's Aspect system && Tinkerer Construct's Smeltery, these aren't currently active but will be in the future, looking to add compatibility to other mods like this as well so suggestions are welcome (must be in 1.8.9+ of course to do so)
Known major bugs:
1.8.9: Structures generated via the TickBuilder may sometimes generate before the chunk is loaded, resulting in the insides of structures being partially filled with terrain
1.7.10, 1.7.2: Structures don't generate properly due to an error with randomization
1.8, 1.8.9: Mob Illumination causes major lag due to block light updates
Beat me to it
I have a suggestion. When a block is mined with combustion, it should check what the block drops, instead of the block, and drop what the drops smelt into. This would fix drops which were affected by fortune in the first place, such as redstone and lapis (1 lapis per block yay!).
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
is this mod compatible with the highlands mod?
Already done for next release.
It should be.
Another suggestion! Maybe change the luminescence enchantment to create 1-tick lights only where the player is standing, because otherwise it constantly flashes and becomes a junk enchant from annoyance. Also, do multiple luminescence enchants on armor stack with each other?
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
It isn't currently possible to do that in 1.8 as it causes major lag with lighting updates, it flickers because it doesn't do the lighting every tick. Multiple enchantments of the same type do not stack.
I've always been a fan of summoning items, and anything to do with summoning in general. Maybe make some weapons with summoning doomsdays? Or just items that summon minions? I could suggest some if needed.
I'm not too keen on things like summoning minions with an item or Doomsday but there's always a possibility that it will happen with some items in future updates. Suggestions are always welcome though.
I have 1.8.9 and forge already, though it still doesn't work, i may send a screenshot.
When I do the next 1.8.9 release, I'll backport it to 1.8. On a related note, for the like 3 people that still use 1.7.2, I backported the last 1.7.10 version to 1.7.2.
does tragic mc add any biomes to the overworld?
It uses vanilla biome IDs but does not generate them anywhere except in the Dimensions added by the mod.
Oh ok I was concerned that if it did it might not be compatible with abyssalcraft which doesn't have compatibility with other mods that add biomes to the overworld. on another note, where can I find a list of mobs that spawn in the overworld?
The wiki should have some of the information about each mob's spawn biomes, but there's not an actual list.
I'm a bit worried about the apis. Do they attack all mobs or just players?
They target players but will retaliate to attacks from other mobs.
alright so other mobs should be fine. I have 2 other questions, how do I get to the other dimension? I can't find any info about it. and the other question is, do inklings respect the mobgriefing rule?
You can get to the Collision by crafting a Dimensional Key and then to the Synapse by getting a Corrupted Spire Seed and getting a Synapse Link. Inklings should respect the Vanilla mobGriefing rule and otherwise can have their griefing toggled in the config.
thanks. I think I'll use this mod in my private modpack then. don't know when it will be done though.
Finally finished the newest release, this is probably the most work I've put into a release (and the busiest I've been during). Lots of internal changes and a new HUD for Doom and Amulets. Lots of user-friendly stuff added to descriptions and new Neko-themed content added. Also back-ported to 1.8. After I'm sure this is a very stable release, I'll start working on the new 1.9.4 version.
Release 19 - v4.52.3327 - Changelog
TL;DR: Lots of major internal rewrites for optimizations and future updates and tons of bug fixing! Also added new content and stuff.
General bug fixes:
General balancing passes and other changes:
New features:
Known major bugs: