I knew I would come back to this mod. I play with Magical Crops a lot, and automating it is a pain cuz they takes so long to grow. I used DartCraft's Time Torches to bypass this in 1.6.4, but since that isn't updated to 1.7, I will the Lilypad of Fertility for now. And some other things. >=D Thanks for the awesome mod man!
To the above post concerning the Lantern of Paranoia not placing torches, it works fine in the newer dev builds so you must be using an old version.
I've made a bunch of adjustments to the potion system, the more important of which are:
completely overhauled/rebalanced mappings (OP potions are a little harder to do)
you no longer waste ingredients creating a potion essence that does nothing
you can only get essence when an items effects coalesce (two or more ingredients share an effect)
the duration merge is more generous (combine both durations, divide by 1.2)
the amplitude of most mappings is now 0, max is actually 1. This is to prevent ridiculous stacking without using high-tier ingredients.
Lots of bugs fixed. Standing in the cauldron no longer crashes. The particles are fixed.
Saturation is now treated as an instant effect, like it's supposed to be.
You can no longer use the same item twice in the mortar.
This includes potion essences. You can combine an essence with a familiar ingredient to increase its duration or amplitude, but you can't combine two essences. Thus potions aren't infinitely expandable (to a degree)
You can still make crazy potions, but they're less crazy, and are a slightly better reflection of what I think the vanilla mechanics would look like wrapped around a more entertaining system. All that said, they're still stronger and faster scaling than vanillas, in general.
That's it mostly. Feel free to play around, the new system is more forgiving. If you try to create an essence that would have had zero effects in the mortar, it simply gives you the items back. Experimentation (or peeking at configs) until I can get an NEI plugin assembled is the way to go. Feel free to post your favorites/findings here.
Edit: I forgot to mention, in order to see/use the newer mappings, you will have to purge your old ones. Find the potion ingredients section of your config and completely delete it, it will regenerate the new ones from scratch.
That doesn't look like an error with Reliquary, but I can't say for sure. Have you experimented with removing the "prize" items?
It looks like a network/packet error (NPE is in FMLProxyPacket). Reliquary doesn't have any packets being used, currently, which leads me to believe it's a different mod. If you figure out anything else or manage to isolate the problem, please let me know. I'll do what I can.
Edit: Sorry for lack of updates; work and the holidays have kept me somewhat busy and I have had my share of distractions on top of all that. I haven't gotten a shred of work done since the last mapping update, and I still haven't cracked open the NEI plugin stuff. I'm still planning on coming back to it, but this time of year gets hectic around the office and the result is me being more burned-out than usual. I will let you guys know as soon as I resume my usual tinkering.
I'm going to determine if its connected to HQM by removing HQM, and installing the latest dev version of Reliquary. If I still crash, it is not connected to HQM. Also, what version is this mod being built on?
Edit: It's connected, I will remove the old prizes from earlier versions of reliquary, to fix this, and replace them with the new versions.
Forge version 1230, I believe. for sure. Edit: If you find out from HQM or someone that there's something I'm doing wrong in Reliquary, just let me know, but I'm not doing anything unorthodox that I'm aware of. All my stuff's in pre-init where it belongs. I'll help if I can.
Tried with 1.2 and it didn't seem to work, guess there hasn't been a stable build that has it?
http://paste.ee/p/HXLCF Getting this with the newest version. line 1995 java.lang.IllegalArgumentException: Duplicate id: distributor
disregard that I'm retarded.
Uh.. I think you're correct. The official build doesn't have the recipe, I don't think. Sorry.
(This is not a double post. This is an intentional second post due to MCF really being trash. It is quite bad and frequently eats multiquotes. I am very tired of how bad MCF is. Curse good. MCF bad.)
I just wanted to ask if x3n0ph0b3 can may give an exact explaination of how the Lilypad's of Fertility work in the current implementation. I have recognized there is a config file and now there is a potency in the closer they are the better they work. To do a bit science i really need to know how exactly they work and what the 4 values in the config file do. Pls tell me thx dude x) would be awesome
If you have four values in your config, you're not using the dev build. The formulas in the configs were REALLY hard to understand, which is why they were changed. Also in the process of creating a post to explain both, I noticed the new formula was wrong. I stuck it on the issue tracker, but I don't think it's prudent to explain the formula when it's currently wrong.
I don't want to get into explaining the current stable build formula, it's stupid and will never be used again.
(This is not a double post. This is an intentional second post due to MCF really being trash. It is quite bad and frequently eats multiquotes. I am very tired of how bad MCF is. Curse good. MCF bad.)
The opposite. Curse is garbage. The Forums were perfectly fine pre-Curse.
Also, sad/neat bug with the void tear and JABBA, but not too big.
When dumping stuff into Jabba barrels with the tear, if you continue to r-click one it may void a lot of whatever you were dumping into the barrel when you run out or something.
The first time I did it was a long time ago, but after forcefully testing it once I think it's like this.
When it's activated to auto pick up items
and/or when you try and draw from the barrel with an empty tear.
Also wondering what's up with the recent builds; I was hoping to find a version wherein spent casings were actually useful, and it looks like the dev builds fixed them, but now they're inaccessible.
The opposite. Curse is garbage. The Forums were perfectly fine pre-Curse.
yeah no kidding, they work hard on making things worse around here.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/9/2012
Posts:
43
Member Details
Hey there!
I am having a strange problem with my minecraft, in which the bullets on the Hunter's Handgun are now shown. The gun is always asking for a magazine (on the UI in the corner). It registers the magazines, it fires, it works fine (it is just a graphical issue). My friend with an exact copy of my minecraft mod and config folders and in his, the bullets are shown once the magazine is inserted.
I am having a strange problem with my minecraft, in which the bullets on the Hunter's Handgun are now shown. The gun is always asking for a magazine (on the UI in the corner). It registers the magazines, it fires, it works fine (it is just a graphical issue). My friend with an exact copy of my minecraft mod and config folders and in his, the bullets are shown once the magazine is inserted.
Thanks in advance!
Thanks as well, this has been reported, I haven't had a chance to investigate it further, but it is a known bug. I appreciate the reports guys. Sorry for lack of feedback. Life is pretty insane for the moment. I haven't forgotten about you, I'm just having some ridiculous priority management issues lately. I will have to revisit a lot of this stuff when the holidays are over. I apologize for the lack of hotfixes/updates.
Thanks as well, this has been reported, I haven't had a chance to investigate it further, but it is a known bug. I appreciate the reports guys. Sorry for lack of feedback. Life is pretty insane for the moment. I haven't forgotten about you, I'm just having some ridiculous priority management issues lately. I will have to revisit a lot of this stuff when the holidays are over. I apologize for the lack of hotfixes/updates.
Class: Dark Thaumaturge
I've made a bunch of adjustments to the potion system, the more important of which are:
That's it mostly. Feel free to play around, the new system is more forgiving. If you try to create an essence that would have had zero effects in the mortar, it simply gives you the items back. Experimentation (or peeking at configs) until I can get an NEI plugin assembled is the way to go. Feel free to post your favorites/findings here.
Edit: I forgot to mention, in order to see/use the newer mappings, you will have to purge your old ones. Find the potion ingredients section of your config and completely delete it, it will regenerate the new ones from scratch.
http://pastebin.com/KYfrpuZ6
Could me using Hardcore Questing Mode, and having some of your items as possible prizes cause this?
It looks like a network/packet error (NPE is in FMLProxyPacket). Reliquary doesn't have any packets being used, currently, which leads me to believe it's a different mod. If you figure out anything else or manage to isolate the problem, please let me know. I'll do what I can.
Edit: Sorry for lack of updates; work and the holidays have kept me somewhat busy and I have had my share of distractions on top of all that. I haven't gotten a shred of work done since the last mapping update, and I still haven't cracked open the NEI plugin stuff. I'm still planning on coming back to it, but this time of year gets hectic around the office and the result is me being more burned-out than usual. I will let you guys know as soon as I resume my usual tinkering.
Edit: It's connected, I will remove the old prizes from earlier versions of reliquary, to fix this, and replace them with the new versions.
, I believe.for sure. Edit: If you find out from HQM or someone that there's something I'm doing wrong in Reliquary, just let me know, but I'm not doing anything unorthodox that I'm aware of. All my stuff's in pre-init where it belongs. I'll help if I can.It takes 128 [UberTier * 2] redstone dust [in the tome] and a Nether Star. I never tested it.. but it should work the same as the rest of the recipes.
addKey(new AlkahestRecipe(new ItemStack(Items.nether_star), 1, UBER_TIER * 2));
Uh.. I think you're correct. The official build doesn't have the recipe, I don't think. Sorry.
If you have four values in your config, you're not using the dev build. The formulas in the configs were REALLY hard to understand, which is why they were changed. Also in the process of creating a post to explain both, I noticed the new formula was wrong. I stuck it on the issue tracker, but I don't think it's prudent to explain the formula when it's currently wrong.
I don't want to get into explaining the current stable build formula, it's stupid and will never be used again.
The opposite. Curse is garbage. The Forums were perfectly fine pre-Curse.
Also, sad/neat bug with the void tear and JABBA, but not too big.
When dumping stuff into Jabba barrels with the tear, if you continue to r-click one it may void a lot of whatever you were dumping into the barrel when you run out or something.
The first time I did it was a long time ago, but after forcefully testing it once I think it's like this.
When it's activated to auto pick up items
and/or when you try and draw from the barrel with an empty tear.
You might want to be a bit more specific, otherwise it won't be fixed, just sayin.
yeah no kidding, they work hard on making things worse around here.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I am having a strange problem with my minecraft, in which the bullets on the Hunter's Handgun are now shown. The gun is always asking for a magazine (on the UI in the corner). It registers the magazines, it fires, it works fine (it is just a graphical issue). My friend with an exact copy of my minecraft mod and config folders and in his, the bullets are shown once the magazine is inserted.
Thanks in advance!
Thanks as well, this has been reported, I haven't had a chance to investigate it further, but it is a known bug. I appreciate the reports guys. Sorry for lack of feedback. Life is pretty insane for the moment. I haven't forgotten about you, I'm just having some ridiculous priority management issues lately. I will have to revisit a lot of this stuff when the holidays are over. I apologize for the lack of hotfixes/updates.
Very much what he said!
And thanks very much for the feedback!