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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    Hi, new Alpha preview release for the Wilds was done. This release is meant mostly to test stuff that affects the rest of the mod for stability (balance passes, bug fixes, config option changes/additions) but also keeps in all the new content instead of hiding it so you can see it and mess with it if you want.



    TragicMC 3 - Wilds Alpha Preview - v1.62.5655


    This is just a preview release as I've been getting a lot of questions about the new content and it's taking longer than I anticipated to finish :D
    This is meant mostly as a new release for the new balance passes, config options and fixes included but new content is kept in and available to view using Creative mode shenanigans


    Wilds Preview Release Notes:
    -A full Changelog will be posted when an actual release is done
    -It is not recommended to generate the Wilds in a world that you intend to continue with the mod as WorldGen might be heavily changed still, which could alter how the world generates in future updates
    -There's a lot of new content, including new mobs, bosses, biomes, blocks, weapons, unique gear, food, other items
    -There are a lot of new config options
    -There is minor integration with Baubles and JER
    -There are hooks for TConstruct and Thaumcraft but no current implementation
    -New Mobs/Bosses do not have models, textures, sounds, notifications and most other aesthetic effects yet
    -New Mobs/Bosses are not balanced yet so they may be difficult to attempt to fight in Survival
    -Merokite higher tiers (Tier 4/5) do not have their stats set properly yet
    -New Unique gear hasn't had stats set for them yet and new archetypes don't have certain attributes set yet
    -Dungeons do not generate yet in the Wilds so you can't actually fight some of the new Bosses in Survival yet
    -Asphyxiate Blessing abilities do not have their effects added yet, nor their default cooldown, cost and knowledge requirement
    -Lots of config options relating to new content aren't able to be changed yet, mostly relating to mobs and weapons
    -Lots of new items don't have textures yet
    -The Wiki doesn't have entries related to new content yet
    -There are no Advancements related to Wilds content yet
    -There are no crafting recipes for certain items needed for progression yet
    -Mobs don't have proper drops yet so their crafting components cannot be obtained
    -Mobs don't properly save some aspects of their NBT data yet so they may not save important things on world reload
    -New Blocks don't have hardness/resistance or sounds set properly yet
    -New Armor sets don't have abilities yet
    -Other things are probably missing/not working properly
    -Sounds were re-exported in lower quality to lessen the overall filesize, if you notice any that were accidentally swapped please let me know

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)
    Quote from TomTrench»

    also one question why is it called tragicmc because it's a signature (ex: Lycanite's Mobs or in more simple term adding it to know who made it ) or because something tragic happened in the world of minecraft

    also would you consider this an RPG

    plus im using tragicmc 2 in my modpack


    It's called TragicMC cuz I couldn't think of a name when I was making it so I just used part of my username in it. It has RPG elements so... RPG-lite?

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)
    Quote from TomTrench»

    I Like this mod too bad that 2 and 3 isn't recongnized that much compared to the first one

    also if you have a idea to make a 4 one i really want to merge all 3 versions together to make the 4th one but it's your choice


    The plan currently is to just add more content to 3. I don't think I could put myself through creating an entirely new version again unless I change literally everything and make it almost a new mod lol. A port would only happen for 3 at this point, the other 2 versions would require a huge amount of rewriting to get ported forward at all. For the content of the first two, I'll probably slowly reintroduce old mobs and bosses as I add more to 3. I'm glad you like the mod though :D

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)
    Quote from refsil_twitch»

    Thanks!


    There are few guns with infinity firerate from ingame tips;what value should I put for those?


    Another question:How do I get enchantments for my gear?

    with achromy infusion,all I get is duriablity enchantments(duriablity V at 200 achromy);

    Do I need some other Items?(I tried to influence them,but doesn't seems to work)

    Really likes achromy system,so I'd rather not use book enchants if possible


    Infinite fire rates means they have a fire rate of 0, so you can set it to anything below 0 to get the same value as the fire rate has a cap anyway, it'll just display as a different value on the tooltip.


    Some gear only has Unbreaking set for its default enchantments, mostly the Uniques like the guns. Evolutionary weapons/armor can be influenced to get an additional Enchantment based on the Influence but it requires a Complex Influence for this to happen.

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)
    Quote from refsil_twitch»

    I've tried to change gun damage in config file,but gun damage remain the same in my game.

    Am I missing something?I assume a value of zero means that I dont change that specific value

    my edit looks like this:

    # a simple change to gun damage
    D:weapon_info.starseed_shredder.bullet_damage=7.0 
    D:weapon_info.starseed_shredder.fire_rate=0.0


    Config overrides only apply if both values are changed, if one of them is 0 then they don't apply at all. It was very difficult to implement the stat config overrides for the mod's gear so this was one of the unfortunate requirements. The default fire rate for Starseed Shredder is 5.0 if you want to keep that the same as the default and only modify the damage output.

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    Another lightweight release as I'm still dealing with a lot of things. More requested config options. This release wasn't tested super heavily so report any issues found please.


    TragicMC 3 - v1.57.5258



    Changes/Additions:
    Added config option to disable Achromy on items, Charisma still function as intended but Remnant/Regress basically do nothing with this disabled
    Modified the config option to disable Achromy infusion enchants (the built-in Enchantments that weapons/items gain when you increase their Achromy value) on items to additionally enable normal enchantments on those items, they can also be book enchanted in that case
    Added config options to disable corruption affecting Achromy and to separately disable dying from Corruption/Withdrawal
    Added separate config option to disable having your attacks/hits regenerate your Achromy



    Fixes:
    Hopefully fixed an issue where FakePlayers would cause a crash when activating Stin's defensive teleport ability
    Fixed a situation where if you toggled a config option that disables Corruption, you could have it permanently applied until death upon world reload



    Extra notes:
    Keep in mind that just because Enchantments are enabled on the mod's gear when the config option is disabled, doesn't mean proper enchantments will be chosen for each item type, this also applies to book enchanting
    The localization file for the mod has been added to github in the case that people want to localize it (https://github.com/TragicNeko/TragicMC3/blob/main/en_us.lang) the rest of the mod's code probably will not be uploaded

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    New release, more requested config options and a bugfix.


    These last few releases have been lightweight as I'm dealing with a lot of things and new content has taken a bit of a backseat to that. Config options are easier to implement even if they add more work later down the line with new content so that's why they are being done now.


    TragicMC 3 - v1.57.5234


    Changes/Additions:
    Added config option to disable Dimensions, this just disables the dimension being registered and automatically negates setting Spatial Anomalies to those dimensions and disables use of the Porter to reach that dimension (it defaults to teleporting to the Overworld instead)
    Added config options to set bullet damage and fire rate for the mod's guns
    Moved a couple of config options pertaining to weapons that were in the Weapon Info category previously to the Misc category instead as they were hard to find mixed in with the massive amount of weapon configs that are there now


    Fixes:
    Fixed an issue where the mod's Spawn Eggs were unintentionally removed due to a shift in registration of the mod's entity info internally

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    New release, just adds some requested config options.


    TragicMC 3 - v1.57.5228


    Changes/Additions:
    Added config option to disable Divine Ability use
    Further refined Simple Mode for Achromy by disallowing being Consumed
    Added config option to disable Achromy, this disables any kind of Achromy interaction with the Player and disables use of Divine Abilities, this does not affect items that use Achromy
    Made it so that the HUD automatically disables the main Achromy modules when Achromy is disabled, this only works on the client-side so having it disabled server-side doesn't hide that portion of the HUD unless the client-side setting is the same
    Added config option to set BiomeDictionary terms in the mob spawns config settings (use dict:HOT for example, to set all biomes that have the HOT BiomeDictionary value set)
    Added config option to set a filter for mob spawns, if set makes it so that mobs can only spawn in the dimension IDs that are input, one line per ID
    Added config option to disable mob health attribute reflection, which allows the health values to go above 1,024 (Default sets the new limit to 50,000)
    Added config option to disable the extra Enderman spawn the mod adds to balance against the other mobs that are added from the mod
    Delayed mob spawn biome registration until the init phase, to allow for other mod's biomes further chance to be registered before this is checked (if this is checked before they are registered, it returns a null value that defaults to Ocean)


    Fixes:
    Fixed the version number being incorrect in the previous version by updating the version number for this release :D

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    Yeah I figured the Ocean default was some kind of thing it lays back on, though I didn't know initialization had an impact on it though. I'll use InControl to add TMC3 spawns to the biomes. Thanks!


    Related topic: do you consider adding support to BiomeDictionary for mob configs later in development? It would make it vastly easier to select different categories of biomes that the mobs spawn in rather than having to pluck out entries from a huge list (e.g; having to add Biomes O' Plenty biomes to spawnlists for certain mobs and changing it for each one). Being able to also specify what dims they can also spawn in would also help to avoid them from being spawned in another dimension's biomes.


    I'll look into adding support for BiomeDictionary types in the spawn biome config filter, shouldn't be too difficult. A dimension filter would be a bit weird to uphold but I can look into that as well.

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    Not sure if you've ever recreated this bug yet, but it seems that trying to assign the TragicMC3 mobs to spawn in specific Advent of Ascension biomes (e.g, having the painted biome mobs being able to spawn in AoA's Mysterium dimension ['aoa3:mysterium', as the dimension uses a single biome] in the configs) will cause them to spawn in the Ocean biome instead.


    If there is no biome found with a certain name, it defaults to Ocean to avoid a crash when registering spawn biomes. If that resource name is correct, then AoA is probably registering their biomes way later in initialization so that when the config is checked to register my entities' spawn biomes, it hasn't been registered yet and is null, defaulting to Ocean.

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    New release, mostly just new config settings as there hasn't been many new crashes or bugs reported since last release. There was some adjustments done to capability updates for entities, so this should help some with worlds that have a huge amount of entities causing a lot of updates per tick. Also I typoed the version in the actual mod so it'll show 1.56.514 but that doesn't matter much.


    TragicMC 3 - v1.56.5215


    Changes/Additions:
    Added config option to turn off Bosses breaking blocks on spawn, which was to help prevent them from spawning into a wall naturally and suffocating
    Added config options to override the Attack and Attack Speed values of the mod's weapons (only applies to melee weapons)
    Added config options to override the Armor and Toughness values of the mod's armor (only applies to Armor Sets)
    Added config option to disable entities sending Misc capability updates for displaying Potion Effects in the HUD (players still send updates to the client)
    Made it so that only living entities check to update their Misc capability and they send updates less frequently to nearby players

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)
    Quote from refsil_twitch»

    Bug(?) report:


    I was playing on my custom mod pack on single player; after adding tragicMC3(tried newest version and second newest version),my game suffers extreme have traffic on server tick event,effectively make it unplayable(strangely,it seems to not affect client thread at all);


    Screen shot from LagGoggles:(check that lower right corner!)(this analysis is from my main save;I've tried creating new worlds,it doesn't lag as bad,but I still get over 400us/t in a brand new world,which is quite heavy as well)


    Interesting, I'm assuming this is played single player? Literally all the server tick update event does is update the Player's capabilities that the mod uses, which shouldn't be that heavy after the very first update.

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    New release, mostly tested but I didn't want to delay it further to do complete testing. I have too many things going on.


    TragicMC 3 - v1.56.5208


    Important note:
    Merged version numbers from the 1.10 & 1.12 versions as the 1.12 version is the new main one and no longer requires a sub-branch.


    Changes/Additions:
    Reduced extra Absorption hearts given from eating Ambrosian Fruit to 10 from 12
    Adjusted range check for the mod's melee weapons to do less false negatives on hits near the edge of their range
    Impending Doom's damage is no longer affected by Enchantments or Armor and now also removes Absorption hearts on damage activation
    Adjusted the mod's custom damage sources to always have proper death strings attached to them, even if its normally impossible for them to be seen
    Made it so that the mod's guns can properly hitscan a fireball projectile now, the projectile must be attackable in the first place for this to happen
    Adjusted debug mode internally to avoid situations where debugging/logging was enabled on a release inadvertently
    Made some changes to weather in the Collision, timestorms (thunderstorms) can now be separately disabled in the config and rain no longer occurs
    Block breaking in Creative mode now works the same for the mod's weapons as they do for Vanilla swords, meaning you no longer break blocks instantly when using them
    Traits that affected attack speed are now a bit more impactful with larger values
    Increased difficulty of Yelnor's encounter by increasing scaling of its speed boost when at low health, increasing healing from successful damage, increasing projectile firing speed at lower health and lowering time it remains stationary when doing so and by making it remember its lowest health amount and maintain the speed boost until it gets unloaded/reloaded
    Slowed Echo's move speed while immune to stun/stagger so that it could be outrun more easily during that time
    Removed the Locked On, Hunted and Burning potion effects, these were utility effects but are unused now
    Adjusted Empariah Prime's flame aura and Frostburn's AoE to no longer burn item entities in their radius
    Reduced effectiveness of the Duchess and Dewdrop fruits
    Adjusted Gorgon's Gaze to do a smaller, fixed amount of damage
    Adjusted Gorgoth to remove Gorgon's Gaze when it changes attack targets mid-fight
    Made it so that on initial defeat of the Overlord in the Synapse, it spawns a Spatial Anomaly above the initial spawn platform , in case the player forgets to bring a Porter or other teleport device to leave the Synapse
    Made some minor adjustments to charge up sounds playing for teleporting items (Porter, Hearthstone, etc.) so that they can be heard more fully before teleport
    Adjusted Fruit leaves to have a 25% chance to "break" on harvest, 16% chance if the leaf block wasn't moved from it's natural generation location
    Added config options to enable/disable Fruit leaves breaking on harvest and to enable/disable Impending Doom removing Absorption hearts on activation


    Fixes:
    Removed logger debug text for checking melee range from the mod's gear
    Fixed an issue where the HUD couldn't properly identify a mouse button keybinding and would crash the Client as a result
    Fixed an issue where Armor wouldn't update properly to the Client on a Server
    Fixed an issue where Mortyr's Nova would alter motion vector on projectiles it uses, resulting in them going in a single direction while the Nova was active
    Fixed the Agile and Extended Traits being set improperly, causing them to inversely affect attack speed from how they were intended to work
    Fixed the displayed Trait modifier to Attack Speed being inverted (this is just a visual fix to the ItemStack description and otherwise doesn't affect stats)
    Fixed an issue where Optifine would cause the removal of Nova Blast entities after a second of them existing for seemingly no reason
    Fixed localization for some of Echo's notifications
    Fixed an issue where Biomes o Plenty would crash the client due to an invalid render on a Potion Effect in the HUD
    Fixed an issue where Friendly Nano Swarm would randomly cause a crash due to an unused AI task
    Fixed an issue where rain would render in the Collision, even when it wasn't actually raining due to a visual bug with Vanilla's handling of weather, this fix simply disables rain in the Collision as it does nothing to affect gameplay there anyway
    Hopefully fixed a crash that could occur when Gorgoths had their attack target removed or changed before they could apply Gorgon's Gaze
    Hopefully fixed a crash that could occur when an Aegis Mortor was deflected via Analagous Exchange when it had no Aegis associated with it (like on a world reload mid-fight)

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    Some of the fruits will have their effects adjusted. Gorgoth's Gaze has been adjusted already, reducing final effect damage, and removing the debuff if Gorgoth changes targets for whatever reason.


    Mob throttling (and you being able to set light sources around where you're fighting a boss to prevent spawns) should help negate issues with Bosses ending up in the void.


    The reported crashes should be fixed now. The flame aura from Empariah Prime and Frostburn's AoE affecting items is indeed a bug and has been fixed.


    I currently have no plans to make the code for TragicMC 3 publicly available.

    Posted in: Minecraft Mods
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    posted a message on TragicMC mod, tough Bosses, Mobs, Weapons and Dimensions (TragicMC3)

    Not sure if you've gotten these bugs already. Apparently this version has a few interesting bugs:


    * Aegis will create a ton of ghost items for its regulator after its shields get disabled. This will cause your framerate to slow down to a crawl unless you leave, switch to peaceful, and rejoin.


    * Skeletine's clones are "dead" and spin in place, getting exponentially faster at spinning and creating blinding gas. The particles from the blinding gas lag the hell out of the game too (Link here)


    * The influence an armor piece requires to evolve doesn't seem to show on the anvil once upgrading an item to max achromy level for its tier.


    I can't recreate any of these bugs.


    Armor doesn't require a specific Influence to evolve.

    Posted in: Minecraft Mods
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