I'm thinking it would be a nice small feature if, for every time a mob group spawned, one of them has a small chance of being a krampus, and if krampi were given the ability to constantly buff nearby hostile mobs.
What do "ores per vein" and "veins per chunk" in the Metallurgy 4 config file really mean? I personally think they're pretty misleading parameter names that don't do anything like what I thought they did (which is not to imply that they were intentionally misleading), but I think better names for what they do can be chosen.
Out of curiosity, was this mod partially inspired by Terraria? I just got the game and I'm getting some deja vu as I'm progressing along. (Corruption biome? Purple trees? What's next, a voodoo doll? Oh, wait...)
I've a few (potion) effect-related ideas. Originally I thought of them as new potion effects, but I figured it might be better if they were incorporated into preexisting potion effects.
Confusion (Nausea) gives the entity a chance of missing when performing melee. (Scales with level, -10% hit chance per level, meaning all melee attacks will miss with Level X Confusion. Applies to both players and mobs.)
Blindness reduces player reach distance. (Scales with level, -0.5 reach distance per level, meaning the player can't hit anything with Level VI Blindness. Applies to players only.) Tried implementing this myself, but I found out that merely tweaking the values in MouseEvents isn't sufficient to get this to work.
Disorientation prevents the player from changing their currently-equipped item (more broadly speaking, it should disable all inventory-based interactions).
Also, about the Submission potion effect (haven't looked into the other potion effects yet), I think the scaling per amplifier level could use a little bit of work (if I'm not misreading anything that is; see table below).
Amplifier | +Damage Taken
0 | 10%
1 | 100%
2 | 100% (same as a result of integer division)
3 | 100%
4 | 200%
5 | 200%
6 | 200%
7+ | 300% (caps at 300%)
I think it might be better to use a flat +50% increase in damage taken per amplifier level. (so 0 is +50%, 1 is +100%, and so on - I don't think there's a need for a damage cap either)
Is there a particular reason that dark armour doesn't require the legs to induce the set effect? (The code just checks if the player is wearing the helmet, chestplate, and boots only.)
I believe I've already asked for permission (and got it) to use your mod in a modpack, but is it permissible that I distribute an edited version of your mod (using v3.4.8 for MC-1.7.10 by the way)? Of course I have no intention of tampering with the mcmod.info (which gives credits to the original author) nor making any monetary gains. There's just some features in the mod which I don't want on my server (and potentially some things I want to implement on my own in the far future, but as of now it's beyond my skill level as I'm new to Java).
A quick update, 3.3.8 dev build r5 just pushed to address some more bugs. It does notinclude a fix for garage door recursion crashes...
Darn, and here I was hoping I could once again be irresponsible and do all sorts of crazy things that people normally shouldn't be doing.
Out of curiosity, have you thought about expanding the configurability of the mod? Two things I've thought about - the item to double a safe's capacity (default: gold_ingot) could be made configurable to accommodate servers where chests/safes are more expensive to create (totally not a self-motivated suggestion).
The other is to specify an item ID or item name instead of the item's display name (not sure which should be used - on the one hand IDs are deprecated but on the other, this mod is staying on 1.7.10 which still supports IDs). The main reason is simply because if xyz overlay required some rare item, "a", I could take an arbitrary not-so-rare-item, "b", and rename it so that it would work (although I haven't tested overlays in a long time so I'm not sure if this behaviour is still true with the current version I'm using).
Wings of Liberation do not break on their own (if you try hitting a mob with it when it's supposed to break, however, it will break). (I didn't test this myself, but one of my beta testers reported this.)
Also, I think the whole ID issue thing may have to do with the beta build of TragicMC you gave me (not saying that it caused the issue, but rather that it is one of many necessary conditions - I've yet to test this hypothesis at the time of writing though). I'm noticing whenever I try to summon, say, a psygote via "TRAGICMC_PSYGOTE", the server instead tries to spawn a pirah with the "data" of a psygote instead, leading to a client crash (at least that's what I think, I could be way off the mark). When I summon a psygote via the spawn item from creative, it summons a psygote that behaves exactly like a fusea.
Never mind the above. I've found out that numerous mob-related issues on my server was resolved by deleting the config file for TragicMC (I think this forces Cauldron to properly re-register and initialise mobs). Although I must say that the issue in itself was rather bizarre, given the mismatching of mob-related data.
Another issue: psygote AI is crippled by water/fluids. If you spawn one in water, they'll just sink to the floor and try to move around as if they were not in water. If they're caught in one-block deep water, they tend to move around in circles within the same cell.
Two suggestions: water seems to render minotaurs "harmless" (since they essentially become no better than zombies), so I was wondering if they could swim faster through water, or use their "charge" attack to rush through water more quickly. As for Tox mobs, I've had a beta tester fight them and I've noticed (given completely flat ground) that they tend to aim for below the player's feet if the player stands far away enough from them. They could aim a bit more upwards at players so as to hit their torso rather than the ground (I believe ghasts suffer a similar problem).
Small generation bug with tallgrass replacing logs:
Another small generation bug:
Also small feedback but the Inkling SFX is a bit too loud at close range. I think the volume could be lowered by about 25%. (Although I kinda chose "25%" arbitrarily.)
When I use certain doomsday abilities which require a certain block/entity to be in range, and there are no entities/blocks in range, it will spam "no x in range" every tick when it would be more friendly to display the message once every few seconds.
About the "Burned" potion effect, it doesn't display how long you're burning for - the timer always shows at 00:00. (I also think the particle effects should be a dark grey instead of a red to simulate smoke.)
Concerning the Kurayami issue, I've tested it (both in Survival and Creative) with varying amounts of Doom, and the health/duration of the spawn remains the same.
I tried out the Tungsten/Celestial Jack's doomsday ability and it disconnected my client from my ongoing singleplayer session (so it probably has to do with the server side of things on the client).
Tested the Frozen Lightning weapon, and I'm not too sure if the "Freeze" doomsday does anything with my current version of TragicMC (2.45.2818).
Tested the Tungsten armour set, and didn't really notice an effect with Berserker, even at max Doom.
Sky Fruit (the item in the survival tab, not the block in the Creative tab) places as a block and appears to be inedible.
I'm noticing that naturally generated darkwood generates with a damage value of 1 (as opposed to 0). Is there a difference between this naturally-generated darkwood and the one I might spawn via creative?
What's the difference between a dimensional key to the synapse and the synapse link item? And seeing as the dimensional key to the Collision is craftable, shouldn't that be in the survival tab?
Another question; do you want me to start posting bug reports and such as tickets on your GitHub page, or are you fine if I keep posting on your thread?
I'm noticing the Synthesis talisman gives you a permanent health bonus... or maybe I didn't wait long enough after I tossed mine out, not sure.
As for the Sunny Day (and other weather-altering talismans), I'm noticing it looks a bit strange as it tries to force the weather every tick. I haven't tested the other weather-altering talismans, but it doesn't look like the Sunny Day talisman loses durability (I've tried walking around with it for a bit while rain was turned on).
Out of curiosity, what is the burning potion effect for?
I'm actually able to confirm that, with a fresh startup (very few plugins, just your mod), the ID issue still occurs. If you need the server package I used, just PM me.
Also I'm sorry if I'm asking for too much, but I've noticed there isn't an option for disabling the extra drops from mobs (i.e. ashes when a flaming zombie dies). I've set the "commonMobDropChance" parameter to 0, but judging from the description, I take it this only affects the Looting enchantment. The thing is that I'm using two plugins which intercept (and technically cancel) the death event for entities, and tried forcing (for both of them) to make the entity drop nothing on death, but drops from this mod still persist.
I was just wondering if some sort of workaround was feasible (the config is getting rather heavy, and I feel it's partly my fault for asking more and more things to be configurable, so understandable if you don't want to add another option like this).
I was trying all kinds of ways to break my server and came across this neat crash involving infinite recursion on carpenter's garage doors. (How to reproduce: use WorldEdit to set a block to the garage door's block ID.)
0
I'm thinking it would be a nice small feature if, for every time a mob group spawned, one of them has a small chance of being a krampus, and if krampi were given the ability to constantly buff nearby hostile mobs.
0
What do "ores per vein" and "veins per chunk" in the Metallurgy 4 config file really mean? I personally think they're pretty misleading parameter names that don't do anything like what I thought they did (which is not to imply that they were intentionally misleading), but I think better names for what they do can be chosen.
0
Thanks for the quick reply as always.
Out of curiosity, was this mod partially inspired by Terraria? I just got the game and I'm getting some deja vu as I'm progressing along. (Corruption biome? Purple trees? What's next, a voodoo doll? Oh, wait...)
0
1.) It seems a Jabba will automatically target a Jarra (the miniboss) and the Jarra will never fight back in retaliation.
2.) Due to an annoying vanilla quirk, zombies and skeletons can spawn with your armour. That includes overlord armour, amusingly enough.
0
I've a few (potion) effect-related ideas. Originally I thought of them as new potion effects, but I figured it might be better if they were incorporated into preexisting potion effects.
Also, about the Submission potion effect (haven't looked into the other potion effects yet), I think the scaling per amplifier level could use a little bit of work (if I'm not misreading anything that is; see table below).
Amplifier | +Damage Taken
0 | 10%
1 | 100%
2 | 100% (same as a result of integer division)
3 | 100%
4 | 200%
5 | 200%
6 | 200%
7+ | 300% (caps at 300%)
I think it might be better to use a flat +50% increase in damage taken per amplifier level. (so 0 is +50%, 1 is +100%, and so on - I don't think there's a need for a damage cap either)
1
Is there a particular reason that dark armour doesn't require the legs to induce the set effect? (The code just checks if the player is wearing the helmet, chestplate, and boots only.)
0
I believe I've already asked for permission (and got it) to use your mod in a modpack, but is it permissible that I distribute an edited version of your mod (using v3.4.8 for MC-1.7.10 by the way)? Of course I have no intention of tampering with the mcmod.info (which gives credits to the original author) nor making any monetary gains. There's just some features in the mod which I don't want on my server (and potentially some things I want to implement on my own in the far future, but as of now it's beyond my skill level as I'm new to Java).
0
Darn, and here I was hoping I could once again be irresponsible and do all sorts of crazy things that people normally shouldn't be doing.
Out of curiosity, have you thought about expanding the configurability of the mod? Two things I've thought about - the item to double a safe's capacity (default: gold_ingot) could be made configurable to accommodate servers where chests/safes are more expensive to create (totally not a self-motivated suggestion).
The other is to specify an item ID or item name instead of the item's display name (not sure which should be used - on the one hand IDs are deprecated but on the other, this mod is staying on 1.7.10 which still supports IDs). The main reason is simply because if xyz overlay required some rare item, "a", I could take an arbitrary not-so-rare-item, "b", and rename it so that it would work (although I haven't tested overlays in a long time so I'm not sure if this behaviour is still true with the current version I'm using).
1
Wings of Liberation do not break on their own (if you try hitting a mob with it when it's supposed to break, however, it will break). (I didn't test this myself, but one of my beta testers reported this.)
Also, I think the whole ID issue thing may have to do with the beta build of TragicMC you gave me (not saying that it caused the issue, but rather that it is one of many necessary conditions - I've yet to test this hypothesis at the time of writing though). I'm noticing whenever I try to summon, say, a psygote via "TRAGICMC_PSYGOTE", the server instead tries to spawn a pirah with the "data" of a psygote instead, leading to a client crash (at least that's what I think, I could be way off the mark). When I summon a psygote via the spawn item from creative, it summons a psygote that behaves exactly like a fusea.Never mind the above. I've found out that numerous mob-related issues on my server was resolved by deleting the config file for TragicMC (I think this forces Cauldron to properly re-register and initialise mobs). Although I must say that the issue in itself was rather bizarre, given the mismatching of mob-related data.
Another issue: psygote AI is crippled by water/fluids. If you spawn one in water, they'll just sink to the floor and try to move around as if they were not in water. If they're caught in one-block deep water, they tend to move around in circles within the same cell.
Two suggestions: water seems to render minotaurs "harmless" (since they essentially become no better than zombies), so I was wondering if they could swim faster through water, or use their "charge" attack to rush through water more quickly. As for Tox mobs, I've had a beta tester fight them and I've noticed (given completely flat ground) that they tend to aim for below the player's feet if the player stands far away enough from them. They could aim a bit more upwards at players so as to hit their torso rather than the ground (I believe ghasts suffer a similar problem).
0
Small generation bug with tallgrass replacing logs:
Another small generation bug:
Also small feedback but the Inkling SFX is a bit too loud at close range. I think the volume could be lowered by about 25%. (Although I kinda chose "25%" arbitrarily.)
When I use certain doomsday abilities which require a certain block/entity to be in range, and there are no entities/blocks in range, it will spam "no x in range" every tick when it would be more friendly to display the message once every few seconds.
About the "Burned" potion effect, it doesn't display how long you're burning for - the timer always shows at 00:00. (I also think the particle effects should be a dark grey instead of a red to simulate smoke.)
0
What exactly does the "armour_multiplier" multiply by in the configuration?
1
Concerning the Kurayami issue, I've tested it (both in Survival and Creative) with varying amounts of Doom, and the health/duration of the spawn remains the same.
I tried out the Tungsten/Celestial Jack's doomsday ability and it disconnected my client from my ongoing singleplayer session (so it probably has to do with the server side of things on the client).
Tested the Frozen Lightning weapon, and I'm not too sure if the "Freeze" doomsday does anything with my current version of TragicMC (2.45.2818).
Tested the Tungsten armour set, and didn't really notice an effect with Berserker, even at max Doom.
Sky Fruit (the item in the survival tab, not the block in the Creative tab) places as a block and appears to be inedible.
I'm noticing that naturally generated darkwood generates with a damage value of 1 (as opposed to 0). Is there a difference between this naturally-generated darkwood and the one I might spawn via creative?
What's the difference between a dimensional key to the synapse and the synapse link item? And seeing as the dimensional key to the Collision is craftable, shouldn't that be in the survival tab?
Another question; do you want me to start posting bug reports and such as tickets on your GitHub page, or are you fine if I keep posting on your thread?
0
I'm noticing the Synthesis talisman gives you a permanent health bonus... or maybe I didn't wait long enough after I tossed mine out, not sure.
As for the Sunny Day (and other weather-altering talismans), I'm noticing it looks a bit strange as it tries to force the weather every tick. I haven't tested the other weather-altering talismans, but it doesn't look like the Sunny Day talisman loses durability (I've tried walking around with it for a bit while rain was turned on).
Out of curiosity, what is the burning potion effect for?
0
I'm actually able to confirm that, with a fresh startup (very few plugins, just your mod), the ID issue still occurs. If you need the server package I used, just PM me.
Also I'm sorry if I'm asking for too much, but I've noticed there isn't an option for disabling the extra drops from mobs (i.e. ashes when a flaming zombie dies). I've set the "commonMobDropChance" parameter to 0, but judging from the description, I take it this only affects the Looting enchantment. The thing is that I'm using two plugins which intercept (and technically cancel) the death event for entities, and tried forcing (for both of them) to make the entity drop nothing on death, but drops from this mod still persist.
I was just wondering if some sort of workaround was feasible (the config is getting rather heavy, and I feel it's partly my fault for asking more and more things to be configurable, so understandable if you don't want to add another option like this).
0
I was trying all kinds of ways to break my server and came across this neat crash involving infinite recursion on carpenter's garage doors. (How to reproduce: use WorldEdit to set a block to the garage door's block ID.)