Ah okay, the Looting situation makes the orb rarity make a bit more sense. I'm exclusively using the Lord of the Rings mod in this pack, though, so I don't have access to enchantments, and adding new ruins won't work with the setting. I had been originally hoping to use Father Toast's Custom Chest Loot to put skill orbs in the LotR mod's buildings' chests, but unfortunately LotR doesn't have the right kind of API hooks to let Custom Chest Loot get at its chests.
Ahh, okay. So with all the settings maxed out, I have a 100% chance of each mob trying to drop an orb, and then a 1% chance of each individual orb dropping? That's still pretty rare, but not vanishingly so... Maybe I was just really unlucky.
One other thing: I'm not sure that the "Enable skill orbs to drop as loot from mobs" config option is working correctly. I turned every numerical value in that section up to the maximum and then killed several hundred zombies in an arena, and not one orb dropped.
Oh, also, what does "Chance for specified mobs to drop a random orb" do? There's no place in the config to specify mobs.
I just started using DSS in my latest modpack (built around the LotR mod), and I've been enjoying it a lot. There's one thing that's really irking me, though: if I'm riding a horse and turn on Z-targeting, it automatically targets my horse instead of my enemies. Could you put in an option so that you can never Z-target creatures you're riding? And perhaps ones you own, too.
It was... pretty hard, though. The ship was in an unloaded chunk because everybody who came close enough to load it would catch sight of it and crash. Moreover, it looks like an entity will be given a new ID every time it's loaded anew. And finally, the way my server is set up I can't connect to Minecraft while I'm connected to the server console, due to shenanigans.
What this meant was that I had to log into Minecraft and connect to the server on one computer, then switch to the server console window (which I had open on a second computer), and in the three or so seconds between the server registering my presence and the client starting to render the world, run "/ships list", memorize the eight-digit ID it gave me, and then enter "/ships dock <the ID>". I think it's to my credit that I managed it within half a dozen attempts.
Are you talking to me? Because no, I crash permanently as soon as I look at it. It's really easy to duplicate, though: just put a spawner on any ship and undock it. I've tested with more than one shape, and it makes no difference.
(That said, if it doesn't crash you then it might be some weird side effect of another mod in my modpack. I can provide a link on request.)
I've got a really serious and urgent issue. I tried putting a spawner on a ship, and it crashed me to desktop... and now I don't know how to get rid of it. Any person who looks at the ship gets crashed to desktop, and crashes again immediately if they rejoin the server. Other people on the server are fine, as long as they've never seen the ship. I'm guessing the bug has to do with trying to render the little spinning entity in the spawner as part of the ship's entity?
In any case, how do I kill it? This thing is literally Cthulhu. We're in 1.7.10, so there's no @e selector I can use to target the ship with a /kill command. Is there a command I can use to force all ships to redock or delete, maybe? At the moment my best idea is to try a texture pack with an opaque texture for spawners, and hope that keeps the spinning entity from rendering.
Why do the elemental armours have such high stats? A full suit is worth 47 armour points, which is more than one and a half times the maximum value any person can have. Did somebody miss a "x0.5" in the code somewhere?
Other than that, and the crippling lag caused by caves containing earth crystals, I really like this mod a lot.
May I have permission to use Coral Reefs in a modpack? I've got a survival island / ocean exploration pack in the works, and I think this would be a perfect fit. Thanks!
Hi, I'm planning to use this in a survival-island / ocean exploration modpack tentatively titled PWoT Island. Really excited to try this mod out; I'm hoping this will take Archimedes Ships' place in all my future packs!
I found an interesting little bug when Flaxbeard Steam Power is used together with Archimedes Ships. If you open a ship's helm while you're wearing an exosuit that includes Steam Wings, you'll freeze and crash with this error message.
I don't know where the problem is between the two mods, so I'm posting this to both mods' threads.
Also, unrelated: do you know that the wiki link in the OP just goes to about:blank?
So, uh, how exactly does one make the mobs from a mob event despawn naturally? Whenever I have a mob event on my server, the mobs stick around forever, even if I set the difficulty to Peaceful. I've set "event forced no despawning" to false for all events, but that doesn't see to change anything. I'd rather not have to use /xu_killliving each time, say, the Swarm gets too big and I can't move with all the lag.
Say, is it intentional that the microblocks are really hard to break? Would it be possible to add a config option to modify how quickly they can be broken?
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Ah okay, the Looting situation makes the orb rarity make a bit more sense. I'm exclusively using the Lord of the Rings mod in this pack, though, so I don't have access to enchantments, and adding new ruins won't work with the setting. I had been originally hoping to use Father Toast's Custom Chest Loot to put skill orbs in the LotR mod's buildings' chests, but unfortunately LotR doesn't have the right kind of API hooks to let Custom Chest Loot get at its chests.
This'll work though!
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Ahh, okay. So with all the settings maxed out, I have a 100% chance of each mob trying to drop an orb, and then a 1% chance of each individual orb dropping? That's still pretty rare, but not vanishingly so... Maybe I was just really unlucky.
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Right, but if I set
then that should make every mob drop a random orb every time, right? (The individual orbs have their drop chances set to 10.)
That's not what I'm seeing, though. I've killed several hundred zombies after putting that setting to 100, and I haven't seen a single orb drop.
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Great!
One other thing: I'm not sure that the "Enable skill orbs to drop as loot from mobs" config option is working correctly. I turned every numerical value in that section up to the maximum and then killed several hundred zombies in an arena, and not one orb dropped.
Oh, also, what does "Chance for specified mobs to drop a random orb" do? There's no place in the config to specify mobs.
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I just started using DSS in my latest modpack (built around the LotR mod), and I've been enjoying it a lot. There's one thing that's really irking me, though: if I'm riding a horse and turn on Z-targeting, it automatically targets my horse instead of my enemies. Could you put in an option so that you can never Z-target creatures you're riding? And perhaps ones you own, too.
Thanks.
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Thank you 4HeadTiger! That worked!
It was... pretty hard, though. The ship was in an unloaded chunk because everybody who came close enough to load it would catch sight of it and crash. Moreover, it looks like an entity will be given a new ID every time it's loaded anew. And finally, the way my server is set up I can't connect to Minecraft while I'm connected to the server console, due to shenanigans.
What this meant was that I had to log into Minecraft and connect to the server on one computer, then switch to the server console window (which I had open on a second computer), and in the three or so seconds between the server registering my presence and the client starting to render the world, run "/ships list", memorize the eight-digit ID it gave me, and then enter "/ships dock <the ID>". I think it's to my credit that I managed it within half a dozen attempts.
I guess I should go make a bug report now...
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Are you talking to me? Because no, I crash permanently as soon as I look at it. It's really easy to duplicate, though: just put a spawner on any ship and undock it. I've tested with more than one shape, and it makes no difference.
(That said, if it doesn't crash you then it might be some weird side effect of another mod in my modpack. I can provide a link on request.)
0
I've got a really serious and urgent issue. I tried putting a spawner on a ship, and it crashed me to desktop... and now I don't know how to get rid of it. Any person who looks at the ship gets crashed to desktop, and crashes again immediately if they rejoin the server. Other people on the server are fine, as long as they've never seen the ship. I'm guessing the bug has to do with trying to render the little spinning entity in the spawner as part of the ship's entity?
In any case, how do I kill it? This thing is literally Cthulhu. We're in 1.7.10, so there's no @e selector I can use to target the ship with a /kill command. Is there a command I can use to force all ships to redock or delete, maybe? At the moment my best idea is to try a texture pack with an opaque texture for spawners, and hope that keeps the spinning entity from rendering.
Please help.
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Why do the elemental armours have such high stats? A full suit is worth 47 armour points, which is more than one and a half times the maximum value any person can have. Did somebody miss a "x0.5" in the code somewhere?
Other than that, and the crippling lag caused by caves containing earth crystals, I really like this mod a lot.
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May I have permission to use Coral Reefs in a modpack? I've got a survival island / ocean exploration pack in the works, and I think this would be a perfect fit. Thanks!
1
Hi, I'm planning to use this in a survival-island / ocean exploration modpack tentatively titled PWoT Island. Really excited to try this mod out; I'm hoping this will take Archimedes Ships' place in all my future packs!
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I don't know where the problem is between the two mods, so I'm posting this to both mods' threads.
Also, unrelated: do you know that the wiki link in the OP just goes to about:blank?
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