Yea i was a little disappointed that he didnt die even once... Oh and about the flam enchant. I actually kinda completely forgot about that but considering the kind of damage you can get with the bows flame would be kinda pointless.
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Quick question. I'm making a pack and part of the theme is no flight whatsoever, among others. I looked at the configuration and saw no way to do so. Is their a configuration I am missing, or an IMC I can use to remove that ability, or upgrades in general? I really want to include this mod, but flight is going to break it for me.
Thanks for taking the time to help me with this.
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given the right set of modded armor you could use that instead OF DE, just that so far no other moddedd armor protects against the damage, and it is not a custom damage type as you were led to believe, it is void damage, the same damage done if you fall into the void in the end and can damage creative players as well
I believe you might be mistaken. BloodMagic gives 100% immunity from void damage as long as you have LP. Please explain why it does not stop DE void damage then?
Hi I recently updated to try the latest evolution and I'm getting a lot of complaints on my server of the zoom while running. It was not on the previous versions I had. I've looked at config and various other things but cannot find out how to turn that off. I though the inertia setting in the GUI would change it but that didn't work. So how do I fix it to disable that while running?
1) Your wrong. BloodMagic gives 100% immunity from void damage as long as you have LP. Please explain why it does not stop DE void damage then?
That is because I was incorrect, it was changed to a custom damage type. FYI, starting off by saying your wrong as the first two words, not the best way to start off a sentence.
In regards to your other question, not familiar with anything called IMC, but most likely.
Hi I recently updated to try the latest evolution and I'm getting a lot of complaints on my server of the zoom while running. It was not on the previous versions I had. I've looked at config and various other things but cannot find out how to turn that off. I though the inertia setting in the GUI would change it but that didn't work. So how do I fix it to disable that while running?
The zoom when running or moving fast is a minecraft mechanic. slow down your speed and the amount of zoom will decrease.
I know! How did that even work? He blindly drifted in there with no idea what to expect, shot the guardian a few times and he was dead. I'm thinking: was that even the same dragon?
Correct, and I could have worded that much differently. I apologize for coming off as an asshole.
IMC stands for Inter Mod Communication. This allows other mods to call upon your mod to add compatability without introducing dependencies.
So my question boiled down to;
I know you don't have a configuration to disable flight, but do you allow other mods to turn off your flight via API calls.
Looks like i am going to have to push a new release soon to fix an issue with the bows so i will add a config option to disable flight. Also you can disable the upgrade system by simply disabling the upgrade modifier.
I know! How did that even work? He blindly drifted in there with no idea what to expect, shot the guardian a few times and he was dead. I'm thinking: was that even the same dragon?
Any time I've tried, OpenBlocks was installed in the pack and I just fought him easy mode with 250 levels and enchanted the armor with Last Stand II, along with a fully upgraded Draconic Flux Capacitor and a signalum Extra TiC Crossbow loaded with Enderium Bolts.
The Bows in DE aren't the best I've seen, especially not when compared to the Signalum Crossbow when it comes to expense VS power. In addition the Flux Capacitor seems to have a limited charge rate of 10,000,000 RF/t towards the Armor, so I'd be dying long before my capacitor hit 0 provided CG hit me enough times to drain me to 0 and hit me again within a tick.
He can't be easily killed with a huge damage staff of power either (not sure how much health you gave him, but it seems like enough to mitigate the ridiculous possible damage output of that thing, even if you could manage to hit him).
Not saying it's unreasonable (it's kinda fair given how fuel efficient you made that reactor provided it doesn't explode). But I'm not gonna lie I miss getting 2 hearts from it. Is there a chance you'll maybe add a recipe to craft 5 shards + 4 wyvern cores or something into a dragon heart? it'd be more incentive to fight the chaos guardian multiple times for players with a reactor
Any time I've tried, OpenBlocks was installed in the pack and I just fought him easy mode with 250 levels and enchanted the armor with Last Stand II, along with a fully upgraded Draconic Flux Capacitor and a signalum Extra TiC Crossbow loaded with Enderium Bolts.
The Bows in DE aren't the best I've seen, especially not when compared to the Signalum Crossbow when it comes to expense VS power. In addition the Flux Capacitor seems to have a limited charge rate of 10,000,000 RF/t towards the Armor, so I'd be dying long before my capacitor hit 0 provided CG hit me enough times to drain me to 0 and hit me again within a tick.
He can't be easily killed with a huge damage staff of power either (not sure how much health you gave him, but it seems like enough to mitigate the ridiculous possible damage output of that thing, even if you could manage to hit him).
Not saying it's unreasonable (it's kinda fair given how fuel efficient you made that reactor provided it doesn't explode). But I'm not gonna lie I miss getting 2 hearts from it. Is there a chance you'll maybe add a recipe to craft 5 shards + 4 wyvern cores or something into a dragon heart? it'd be more incentive to fight the chaos guardian multiple times for players with a reactor
Draconic armor with lots of upgrades towards capacity and recovery. And the bows are extremely powerful when upgraded and configured properly. The best fighting strategy has also changed with the new shield mechanic. You can no longer just sit there and take the hits. You need to have your speed maxed out and avoid them as much as possible. You should also have a rapid fire mode on your bow to shoot down some of the projectiles when they build up to much.
I wont be making any more changes in 1.7 but a lot is changing in 1.9+ and there will be more uses for chaos shards.
Wait did the forums bug out? I posted here before but it vanished.
A small request for the config, just like with the dimension blacklist, could there be a dimension whitelist? At least for the overworld ore.
I wanted to make the overworld draconium ore only appear in witchery's spirit world, I was already able to do such with metallurgy's fantasy metals, I was just hoping I could do the same with draconium ore.
Draconic armor with lots of upgrades towards capacity and recovery. And the bows are extremely powerful when upgraded and configured properly. The best fighting strategy has also changed with the new shield mechanic. You can no longer just sit there and take the hits. You need to have your speed maxed out and avoid them as much as possible. You should also have a rapid fire mode on your bow to shoot down some of the projectiles when they build up to much.
I wont be making any more changes in 1.7 but a lot is changing in 1.9+ and there will be more uses for chaos shards.
Fair enough. I always just go max RF capacity, because the shield hits 0 no matter how hard I pump into it during your reactor melt downs, chaos island explosions, and like 3 of CG's red attacks -- the dark red ones he fires once you break his crystals. (also is there any information on how the 5 or so different projectiles he fires differ? I get the general idea behind them but I'd like specifics on what the red and blue do differently)
I had fought a Guardian last night without taking a whole lot of damage. Albeit it took maybe twice as long as it had to, I still managed. I'll try again with your Bow this time and see how I do. A problem with the TiC bow is it can only shoot 4x a second so it gets messy when trying to actually shoot down the storm of red/blue attacks that follow me as I prepare to actually kill the CG.
Also am I right in thinking that there's a transfer rate of 10m on the Draconic Capacitor? If so would having multiple Capacitors remedy the problem of my DE last stand cutting off when I need it? I'm at a point where making more of them isn't a problem outside of inventory limits.
And lastly, about 1.9... Do you have any idea when we could expect to see that? Kind of excited. This is my girlfriend's favorite mod and your armor and tools are a must-have for me in every playthrough. Wish the reactor wasn't as risky as it was or I'd have 'em all over my base haha.
Oh, and does that mean the Guardian's 2 hearts from before the Reactor update isn't going to make a comeback?
Wait did the forums bug out? I posted here before but it vanished.
A small request for the config, just like with the dimension blacklist, could there be a dimension whitelist? At least for the overworld ore.
I wanted to make the overworld draconium ore only appear in witchery's spirit world, I was already able to do such with metallurgy's fantasy metals, I was just hoping I could do the same with draconium ore.
use COFH for that and just so you know Draconium Ore has a dynamic texture and it will change depending on the dimension its in and it has to the vanilla dimension you can't use custom-made dimension from mods such as RFtools or Mystcraft
Fair enough. I always just go max RF capacity, because the shield hits 0 no matter how hard I pump into it during your reactor melt downs, chaos island explosions, and like 3 of CG's red attacks -- the dark red ones he fires once you break his crystals. (also is there any information on how the 5 or so different projectiles he fires differ? I get the general idea behind them but I'd like specifics on what the red and blue do differently)
I had fought a Guardian last night without taking a whole lot of damage. Albeit it took maybe twice as long as it had to, I still managed. I'll try again with your Bow this time and see how I do. A problem with the TiC bow is it can only shoot 4x a second so it gets messy when trying to actually shoot down the storm of red/blue attacks that follow me as I prepare to actually kill the CG.
Also am I right in thinking that there's a transfer rate of 10m on the Draconic Capacitor? If so would having multiple Capacitors remedy the problem of my DE last stand cutting off when I need it? I'm at a point where making more of them isn't a problem outside of inventory limits.
And lastly, about 1.9... Do you have any idea when we could expect to see that? Kind of excited. This is my girlfriend's favorite mod and your armor and tools are a must-have for me in every playthrough. Wish the reactor wasn't as risky as it was or I'd have 'em all over my base haha.
Oh, and does that mean the Guardian's 2 hearts from before the Reactor update isn't going to make a comeback?
Ok first off the projectiles. (I will just use the code names because i havent given them proper in game names)
This is the projectile used in both the "firebomb attack" where the guardian flies to the center of the island and bombards you with fireballs. Its also used in the charging attack.
It follows a strait trajectory and explodes on contact with any object. It also has a secondary trigger. If it detects that it is going to miss the player it will explode when it reaches its closest distance to the player assuming the player is in range of its explosive damage.
TELEPORT [Damage Properties: fall damage]
This is used in the guardians low health strategy. On contact with a player this will teleport the player to a random location within 300 blocks.
FIRE_CHASER
Similar to the firebomb except it tracks and follows the player its fired at.
ENERGY_CHASER[Damage Properties: Bypass Armor, Allowed in creative mode]
This is an energy based projectile similar to the fire chaser except it deals more damage and passes through blocks.
CHAOS_CHASER [Damage Properties: Bypass Armor, Is absolute ,Allowed in creative mode]
This id the guardians most powerful attack. The guardian will not fire these much at the start of the fight. But he will fire a number of them whenever you destroy a crystal. He also uses them more as he gets lower on health.
Similar to the Energy Chaser except it deals even more damage and drains RF based armor on contact. Is Absolute means it ignores things like resistance potions which reduce damage dealt to the player.
On contact with the player or after a certain number of ticks it explodes and splits up into a number of "mini chaos chaser's" which fly off in random directions before they start tracking the original target
MINI_CHAOS_CHASER [same as chaos chaser]
These are a smaller version of the chaos chaser that act the same but deal less damage.
IGNITION_CHARGE [No player damage]
Every now and then the guardian will fire 2 of these projectiles. But these do not lock onto players instead they target the nearest disabled healing crystal. These will revive a disabled crystal on contact.
At first the guardian will almost never use these but as he gets lower on health he will use them more and more often.
Damage Properties (For those who do not know how the vanilla damage system works)
Bypass Armor This damage type as the name suggests will bypass any armor using the vanilla armor mechanics. This dose not include DE armor because the DE shield uses a completely custom system that protects against almost all types of damage.
Magic Damage Used in vanilla by potions that deal damage as well as a lot of damage types from magic based mods. Bypasses most armor.
Absolute Damage Damage types with this flag ignore things like the resistance effect that reduce damage taken by an entity.
Allowed In Creative As the name suggests any damage type marked with this is effective against creative players. Thats rite! The chaos guardian is potentially more powerful than a player in creative mode!
The last stand effect of the armor is meant to be just that. Your not meant to be able to sustain it by pumping large amounts of energy into it. But yes having more capacitors in your inventory should in theory help.
1.9 will be on display in BTM Cant say when it will be ready for full public release but i hope to have beta builds ready soon.
What exactly does Magic Damage mean, and does Bypass Armor still effect those in Draconic Armor?
And what's the mechanics of the 2 green ones he fires to revive the crystals?
Magic Damage is any damage that is done by magic such as spells from AM2 or Thumcraft Wand Fuci
basically when the Guardian health is low he fires off a green projectile that re-ignites a dead crystal therefore healing him within rang and block all damage until it's destroyed again
and no there is nothing that can bypasses the Draconic Armor unless it's a new custom type of damage
good call
Quick question. I'm making a pack and part of the theme is no flight whatsoever, among others. I looked at the configuration and saw no way to do so. Is their a configuration I am missing, or an IMC I can use to remove that ability, or upgrades in general? I really want to include this mod, but flight is going to break it for me.
Thanks for taking the time to help me with this.
There currently is no way to disable flight in the packm though could look into it for later versions as currently 1.7.10 is bug fixes only.
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I believe you might be mistaken. BloodMagic gives 100% immunity from void damage as long as you have LP.
Please explain why it does not stop DE void damage then?This is to include IMC then I assume?
Hi I recently updated to try the latest evolution and I'm getting a lot of complaints on my server of the zoom while running. It was not on the previous versions I had. I've looked at config and various other things but cannot find out how to turn that off. I though the inertia setting in the GUI would change it but that didn't work. So how do I fix it to disable that while running?
That is because I was incorrect, it was changed to a custom damage type. FYI, starting off by saying your wrong as the first two words, not the best way to start off a sentence.
In regards to your other question, not familiar with anything called IMC, but most likely.
Facebook Page - http://www.facebook..../Landofdraconis
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The zoom when running or moving fast is a minecraft mechanic. slow down your speed and the amount of zoom will decrease.
Facebook Page - http://www.facebook..../Landofdraconis
IRC - http://webchat.esper.net/?channels=TolkienCraftII
Correct, and I could have worded that much differently. I apologize for coming off as an asshole.
IMC stands for Inter Mod Communication. This allows other mods to call upon your mod to add compatability without introducing dependencies.
So my question boiled down to;
I know you don't have a configuration to disable flight, but do you allow other mods to turn off your flight via API calls.
I know! How did that even work? He blindly drifted in there with no idea what to expect, shot the guardian a few times and he was dead. I'm thinking: was that even the same dragon?
Looks like i am going to have to push a new release soon to fix an issue with the bows so i will add a config option to disable flight. Also you can disable the upgrade system by simply disabling the upgrade modifier.
Pretty sure Soaryn took most of the fire.
I am the author of Draconic Evolution
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Hey Brandon, I'm just kind of curious.
How are you intended to fight the Chaos Guardian?
Any time I've tried, OpenBlocks was installed in the pack and I just fought him easy mode with 250 levels and enchanted the armor with Last Stand II, along with a fully upgraded Draconic Flux Capacitor and a signalum Extra TiC Crossbow loaded with Enderium Bolts.
The Bows in DE aren't the best I've seen, especially not when compared to the Signalum Crossbow when it comes to expense VS power. In addition the Flux Capacitor seems to have a limited charge rate of 10,000,000 RF/t towards the Armor, so I'd be dying long before my capacitor hit 0 provided CG hit me enough times to drain me to 0 and hit me again within a tick.
He can't be easily killed with a huge damage staff of power either (not sure how much health you gave him, but it seems like enough to mitigate the ridiculous possible damage output of that thing, even if you could manage to hit him).
Not saying it's unreasonable (it's kinda fair given how fuel efficient you made that reactor provided it doesn't explode). But I'm not gonna lie I miss getting 2 hearts from it. Is there a chance you'll maybe add a recipe to craft 5 shards + 4 wyvern cores or something into a dragon heart? it'd be more incentive to fight the chaos guardian multiple times for players with a reactor
Draconic armor with lots of upgrades towards capacity and recovery. And the bows are extremely powerful when upgraded and configured properly. The best fighting strategy has also changed with the new shield mechanic. You can no longer just sit there and take the hits. You need to have your speed maxed out and avoid them as much as possible. You should also have a rapid fire mode on your bow to shoot down some of the projectiles when they build up to much.
I wont be making any more changes in 1.7 but a lot is changing in 1.9+ and there will be more uses for chaos shards.
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.
Wait did the forums bug out? I posted here before but it vanished.
A small request for the config, just like with the dimension blacklist, could there be a dimension whitelist? At least for the overworld ore.
I wanted to make the overworld draconium ore only appear in witchery's spirit world, I was already able to do such with metallurgy's fantasy metals, I was just hoping I could do the same with draconium ore.
Think I will be on here often? Haha no.
Fair enough. I always just go max RF capacity, because the shield hits 0 no matter how hard I pump into it during your reactor melt downs, chaos island explosions, and like 3 of CG's red attacks -- the dark red ones he fires once you break his crystals. (also is there any information on how the 5 or so different projectiles he fires differ? I get the general idea behind them but I'd like specifics on what the red and blue do differently)
I had fought a Guardian last night without taking a whole lot of damage. Albeit it took maybe twice as long as it had to, I still managed. I'll try again with your Bow this time and see how I do. A problem with the TiC bow is it can only shoot 4x a second so it gets messy when trying to actually shoot down the storm of red/blue attacks that follow me as I prepare to actually kill the CG.
Also am I right in thinking that there's a transfer rate of 10m on the Draconic Capacitor? If so would having multiple Capacitors remedy the problem of my DE last stand cutting off when I need it? I'm at a point where making more of them isn't a problem outside of inventory limits.
And lastly, about 1.9... Do you have any idea when we could expect to see that? Kind of excited. This is my girlfriend's favorite mod and your armor and tools are a must-have for me in every playthrough. Wish the reactor wasn't as risky as it was or I'd have 'em all over my base haha.
Oh, and does that mean the Guardian's 2 hearts from before the Reactor update isn't going to make a comeback?
use COFH for that and just so you know Draconium Ore has a dynamic texture and it will change depending on the dimension its in and it has to the vanilla dimension you can't use custom-made dimension from mods such as RFtools or Mystcraft
Ok first off the projectiles. (I will just use the code names because i havent given them proper in game names)
It follows a strait trajectory and explodes on contact with any object. It also has a secondary trigger. If it detects that it is going to miss the player it will explode when it reaches its closest distance to the player assuming the player is in range of its explosive damage.
Similar to the Energy Chaser except it deals even more damage and drains RF based armor on contact. Is Absolute means it ignores things like resistance potions which reduce damage dealt to the player.
On contact with the player or after a certain number of ticks it explodes and splits up into a number of "mini chaos chaser's" which fly off in random directions before they start tracking the original target
At first the guardian will almost never use these but as he gets lower on health he will use them more and more often.
Damage Properties (For those who do not know how the vanilla damage system works)
The last stand effect of the armor is meant to be just that. Your not meant to be able to sustain it by pumping large amounts of energy into it. But yes having more capacitors in your inventory should in theory help.
1.9 will be on display in BTM Cant say when it will be ready for full public release but i hope to have beta builds ready soon.
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.
What exactly does Magic Damage mean, and does Bypass Armor still effect those in Draconic Armor?
And what's the mechanics of the 2 green ones he fires to revive the crystals?
Magic Damage is any damage that is done by magic such as spells from AM2 or Thumcraft Wand Fuci
basically when the Guardian health is low he fires off a green projectile that re-ignites a dead crystal therefore healing him within rang and block all damage until it's destroyed again
and no there is nothing that can bypasses the Draconic Armor unless it's a new custom type of damage
Actually, the chaos guardian is not cheater-proof, if you use another mod.
I'm not gonna state it here, because I don't want to promote cheating.
EDIT: Nevermind, this was already noted.