lol yep once you said there had to be space below it that made perfect sense. Tried it again on server and it works nicely! Only thing i have to critique is with the largest tier, either im doing it wrong or you have to place the pylons so close to the full structure is kinda makes it hard to design really cool looking ones... The pylons have to be literally touching the sphere with their blue bubbles to connect. Wish could have at least 2-3 blocks extra room there.
Overall great mod, have been having a blast with it..
Tho its funny with Hardcore Ender Expansion, the Chaos Dragon is actually easier than the regular dragon lol
You do have the entire 21x21 horizontal area to place the pylons, though I agree a bit more vertical room would be nice for exactly that reason.
And I actually came here to ask about HEE compatibility. Do they play nice together? (Draconium still spawn properly on the main island? Does it spawn on the other added islands?) I've been putting off going to the End in my current world because I'm not sure if I want to add HEE to the pack or not.
lol yep once you said there had to be space below it that made perfect sense. Tried it again on server and it works nicely! Only thing i have to critique is with the largest tier, either im doing it wrong or you have to place the pylons so close to the full structure is kinda makes it hard to design really cool looking ones... The pylons have to be literally touching the sphere with their blue bubbles to connect. Wish could have at least 2-3 blocks extra room there.
Overall great mod, have been having a blast with it..
Tho its funny with Hardcore Ender Expansion, the Chaos Dragon is actually easier than the regular dragon lol
Really? I thought i went a little overboard with the chaos dragon... You are talking about the one that spawns on the islands rite?
Maby i will have to work on them a little when i finish implementing the chaos islands. Any suggestions?
You do have the entire 21x21 horizontal area to place the pylons, though I agree a bit more vertical room would be nice for exactly that reason.
And I actually came here to ask about HEE compatibility. Do they play nice together? (Draconium still spawn properly on the main island? Does it spawn on the other added islands?) I've been putting off going to the End in my current world because I'm not sure if I want to add HEE to the pack or not.
Well since you are not the only one to mention it i think i will just make it 21x21x21.
As for HEE it should be fine. The ore should spawn on the main island and i think even the islands added by HEE. I also added support for the HEE dragon so that it will drop a heart and draconium dust. (since it is a compleatly different entity to the vanilla dragon it never used to drop a heart or draconium dust)
I am very interested in the mod, however I am having an issue where the multiblock energy core will not activate. As shown in the screenshot, it looks like I have everything setup how it should be even for Tier 0. It just will Not activate.
Edit: I apologize, this is in a server map. I can do it without issue in single player. Multi though doesn't work unless I use creative, which is how I just got it to work. There was nothing around it in the air blocks.
I love this mod! The only thing i dislike is that i have no way to read the level of RF stored in the multiblock with e.g. ComputerCraft, Comparators, BC Gates, and so on. That would be a feature i would highly request.
Oh I just found out that there IS a way to read the energy stored with ComputerCraft ^^
i just didn't think of putting a Computer next to a Energy Pylon Never mind
That works but keep in mind its only accurate up till 2,147,483,647 and the highest tiers go much higher then that. That is because the RF api is based on integers and the max possible value for an int is 2,147,483,647. I have plans to add comparator output in the next release and some time after that i will add proper computercraft integration. Both will be using the pulon as the connection point in the same way you already discovered.
I am very interested in the mod, however I am having an issue where the multiblock energy core will not activate. As shown in the screenshot, it looks like I have everything setup how it should be even for Tier 0. It just will Not activate.
Edit: I apologize, this is in a server map. I can do it without issue in single player. Multi though doesn't work unless I use creative, which is how I just got it to work. There was nothing around it in the air blocks.
Thats verry odd... The only thing i can think of that may cause that is ghost blocks such as the light sources created by the arcane lamp. But as you have so many torches in the room im guessing you dont have any of those nearby. Maby try placing blocks in the 3x3 area around the core and removing them to make sure there are no ghost blocks there. Let me know if you have any luck.
Quote from brandon3055jump
Thats verry odd... The only thing i can think of that may cause that is ghost blocks such as the light sources created by the arcane lamp. But as you have so many torches in the room im guessing you dont have any of those nearby. Maby try placing blocks in the 3x3 area around the core and removing them to make sure there are no ghost blocks there. Let me know if you have any luck.
The Railcraft "Residual heat" is a common cause of problems like that. It leaves a trail of invisible blocks wherever you walk. (And can be turned off via config.)
The Railcraft "Residual heat" is a common cause of problems like that. It leaves a trail of invisible blocks wherever you walk. (And can be turned off via config.)
Can confirm this is (most likely) the cause. Use a heavily modded server myself, no configuration would work. I surrounded the core in a 7x7x7 cube of cobblestone, broke all the stone, tried again, worked just fine, so it's an invis block stopping you.
I've been playing with this mod in Infinity 1.0.1 and I fell in love with it *o*
I especially like the draconic armor. The unmodfied mining speed while flying is just great!
While experimenting with some draconic tools, I noticed that enchantments don't work on them. (Example: Fortune doesn't affect the draconic pick or the staff of power).
I hope you'll keep adding new features, thanks for awesome mod!
im having problems setting up the multiblock storage unit on a ftb infinity server ive set it up multiple times all identical and it wont activate i get the config invalid statement can i get some help please.
im having problems setting up the multiblock storage unit on a ftb infinity server ive set it up multiple times all identical and it wont activate i get the config invalid statement can i get some help please.
Please read back not only two-three posts for the answer to your question.
The pylons of the energy storage multiblock will accept power directly from a Tesseract, but getting it back out requires cables of some sort, as it won't output directly to a Tesseract.
My swords use custom attack code so the vanilla damage indicator is not correct. Im pretty sure sharpness works because i added support for it but i will have to look into getting all the other enchants to work. I know it dosnt do much damage to regular mobs but i think that is balanced by its aoe and its ability to do massive damage to mobs that have a lot of health .
If you did not know both the de swords and the staff do extra damage to mods that have more then 20 health such as bosses. The way it works is.
If a mob has more then 20 health such as the dragon which 200.
It takes however many extra hearts the mob has (in the case of the dragon that is 180) and multiplies it by.
0.2 for wyvern, 0.3 for draconic or 0.5 for the staff (in the case of wivern and the ender dragon thats 0.2*180 = 36)
And adds that damage to the attack damage of the sword. But that also means that as the mob looses damage the attack bonus
gets smaller and smaller.
As for the default attack damage i may make some adjustments and increase that a bit.
With the draconic pickaxe I can't turn it into obliteration mode by just right clicking. Even when I go into the config menu to change it and change void junk to true it still doesn't work.
Am I missing something?
With the draconic pickaxe I can't turn it into obliteration mode by just right clicking. Even when I go into the config menu to change it and change void junk to true it still doesn't work.
Am I missing something?
There is now a filter in the config gui if you press the inventory button that allows you to specify what blocks are deleted.
Okay, I have some sweet suggestions for your mod as well. Since you are near-invincible with a full set of draconic gear, when attacking mobs that don't have knockback resistance, or players, is a pain in the butt. Could there be an item that, when an entity is attacked, positions the entity in front of you instead of knocking it back?
Another suggestion is, Could you add the Vacuum mechanic to the Grinder so it will pick up EXP orbs and Items?
Here's another, when you kill a chaos guardian and the hearts are temporarily charged, it's pointless to use the charge because you still have to use 16 parts per heart, mid-air, with no blocks around to place the charged draconium. I'm sure there's something different you can think of. I also think the guardians don't drop enough EXP.
Another idea: Open Blocks mod has an enchant called Last Stand I and II. What the enchant does is that once a player reaches fatal damage, the damage is transfered to the players experience instead. So for example, if I attack a player who would have died, he'll lose 1 level of his EXP instead. This continues until the player reaches level 0. But if a player has 400 levels of EXP, it'll take 400 extra hits to kill him. That's a really hard task to do at super-speed from the legs when both players are wearing them. So here's the suggestion: Could you implement some sort of EXP drain on the other player when you attack them? Like Wyvern Axe (not yet implemented) could remove 30 levels of EXP per hit, and de Axe could remove 100.
Now for some stuff needing fixing on your mod: The server I'm playing on has banned the Draconic Chest because it causes some lag. Here is a screenshot http://puu.sh/fX4wN.png This really sucks because I love that chest a lot.
Another fix is that the Infinity enchant doesn't work with Enderpearl arrows that you made. But if it did, that would be overpowered anyway, so my idea is another Shift-Click option that picks what arrow you want to use.
And as for the Chaos Guardians, in singleplayer they are VERY hard. But on Multiplayer servers they are VERY easy because you can get the guardians stuck in the air. If you outrun the dragon until the chunk unloads, then very slowly go back to the chunk, the dragon will be stuck in the air, thus allowing you to arrow it to death with ease.
Knockback: Maby.
XP: Already have something planned but no eta yet.
Last Stand: When a player is wearing full draconic they are invincible anyway. But i may change that. As for the actual request. I like the idea but instead of using the axes i think i will add an enchant that can be applied to any sword.
Draconic chest bug: I am aware of that bug and it will be fixed in the next snapshot.
Arrow selection: I have plans to completely rework the bows and that is something that will be added when i do.
Chaos Guardian: That shouldn't be too hard to fix. I will probably fix it in the next snapshot.
I'm curious if grief-prevention are causing the chaos guardian's to not generate the end portal when they die, as I have killed 4 so far on the server I'm playing on and not once did a portal generate(works fine in SP).
I'm playing on a server which is running FTB infinity 1.1.0, grief prevention version lastest(last time I brought it up to an admin)
If it's a bug with grief prevention I'll make a post on their issue page.
Thanks for reporting that. It is a bug with Draconic Evolution which will be fixed in the next release. It was not saving the portal spawn location so it should theoretically have spawned the dragon egg at 0, 0 on the main island.
You do have the entire 21x21 horizontal area to place the pylons, though I agree a bit more vertical room would be nice for exactly that reason.
And I actually came here to ask about HEE compatibility. Do they play nice together? (Draconium still spawn properly on the main island? Does it spawn on the other added islands?) I've been putting off going to the End in my current world because I'm not sure if I want to add HEE to the pack or not.
Really? I thought i went a little overboard with the chaos dragon... You are talking about the one that spawns on the islands rite?
Maby i will have to work on them a little when i finish implementing the chaos islands. Any suggestions?
Well since you are not the only one to mention it i think i will just make it 21x21x21.
As for HEE it should be fine. The ore should spawn on the main island and i think even the islands added by HEE. I also added support for the HEE dragon so that it will drop a heart and draconium dust. (since it is a compleatly different entity to the vanilla dragon it never used to drop a heart or draconium dust)
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.
I am very interested in the mod, however I am having an issue where the multiblock energy core will not activate. As shown in the screenshot, it looks like I have everything setup how it should be even for Tier 0. It just will Not activate.
http://i.imgur.com/uOjkXUG.jpg
FTB Infinity 1.0.1
Thank you.
Edit: I apologize, this is in a server map. I can do it without issue in single player. Multi though doesn't work unless I use creative, which is how I just got it to work. There was nothing around it in the air blocks.
That works but keep in mind its only accurate up till 2,147,483,647 and the highest tiers go much higher then that. That is because the RF api is based on integers and the max possible value for an int is 2,147,483,647. I have plans to add comparator output in the next release and some time after that i will add proper computercraft integration. Both will be using the pulon as the connection point in the same way you already discovered.
Thats verry odd... The only thing i can think of that may cause that is ghost blocks such as the light sources created by the arcane lamp. But as you have so many torches in the room im guessing you dont have any of those nearby. Maby try placing blocks in the 3x3 area around the core and removing them to make sure there are no ghost blocks there. Let me know if you have any luck.
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.
Can confirm this is (most likely) the cause. Use a heavily modded server myself, no configuration would work. I surrounded the core in a 7x7x7 cube of cobblestone, broke all the stone, tried again, worked just fine, so it's an invis block stopping you.
I especially like the draconic armor. The unmodfied mining speed while flying is just great!
While experimenting with some draconic tools, I noticed that enchantments don't work on them. (Example: Fortune doesn't affect the draconic pick or the staff of power).
I hope you'll keep adding new features, thanks for awesome mod!
Please read back not only two-three posts for the answer to your question.
Facebook Page - http://www.facebook..../Landofdraconis
IRC - http://webchat.esper.net/?channels=TolkienCraftII
The pylons of the energy storage multiblock will accept power directly from a Tesseract, but getting it back out requires cables of some sort, as it won't output directly to a Tesseract.
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.
If you did not know both the de swords and the staff do extra damage to mods that have more then 20 health such as bosses. The way it works is.
If a mob has more then 20 health such as the dragon which 200.
It takes however many extra hearts the mob has (in the case of the dragon that is 180) and multiplies it by.
0.2 for wyvern, 0.3 for draconic or 0.5 for the staff (in the case of wivern and the ender dragon thats 0.2*180 = 36)
And adds that damage to the attack damage of the sword. But that also means that as the mob looses damage the attack bonus
gets smaller and smaller.
As for the default attack damage i may make some adjustments and increase that a bit.
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.
Am I missing something?
There is now a filter in the config gui if you press the inventory button that allows you to specify what blocks are deleted.
Knockback: Maby.
XP: Already have something planned but no eta yet.
Last Stand: When a player is wearing full draconic they are invincible anyway. But i may change that. As for the actual request. I like the idea but instead of using the axes i think i will add an enchant that can be applied to any sword.
Draconic chest bug: I am aware of that bug and it will be fixed in the next snapshot.
Arrow selection: I have plans to completely rework the bows and that is something that will be added when i do.
Chaos Guardian: That shouldn't be too hard to fix. I will probably fix it in the next snapshot.
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.
Thanks for reporting that. It is a bug with Draconic Evolution which will be fixed in the next release. It was not saving the portal spawn location so it should theoretically have spawned the dragon egg at 0, 0 on the main island.
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.
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.
Yes it is possible i made sure of that.
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.