• 2

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from jjjworley»



    They haven't added it back in yet. :( We keep checking every day


    Soon™
    Posted in: Minecraft Mods
  • 1

    posted a message on Draconic Evolution[2.0.1.126]

    I would need to see your setup to be able to give you any real advice. But with something like the reactor you absolutely have to have it chunk loaded. That should fix your issue. Theoretically the reactor itself should not care is say one of its stabilizers becomes unloaded because it has safety checks for that but if the system maintaining the reactor was to unload while the reactor istelf was still laded you would have issues.


    If you dont have access to chunk loading your best bet would be to try to build the reactor and all of its supporting systems within a single chunk.

    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]

    That is not what that message means.

    The CCL dep loader is being phased out. The dep loader is the code that automatically downloads CCL on start up. This is as a part of a massive update by the new maintainer of CB's mods (Covers1624) The CB mods are still very much alive and being maintained. In fact they are now a lot more stable than they were when CB was maintaining them.


    Edit: Oh and btw that message should be gone with the latest BC build.

    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from PeKlim»

    In information tablet in part about draconic reactor... There has to be method getReactorInfo for example. All methods I get are:

    1. getEnergyStored
    2. getAdvancedMethodsData
    3. getMaxEnergyStored
    4. doc
    5. listMethods
    6. listSources


    Latest DE 1.7.10-1.0.2.h

    Latest ComputerCraft 1.75

    Is this intended?


    Not sure why you are "getReactorInfo" Which returns a table of
    temperature, fieldStrength, maxFieldStrength, energySaturation, maxEnergySaturation, fuelConversion, maxFuelConversion, generationRate, fieldDrainRate, fuelConversionRate, status

    There should also be chargeReactor activateReactor and stopReactor methods.
    Are you connecting your computer to a stabilizer or injector?
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from 6210classick»


    Magic Damage is any damage that is done by magic such as spells from AM2 or Thumcraft Wand Fuci

    basically when the Guardian health is low he fires off a green projectile that re-ignites a dead crystal therefore healing him within rang and block all damage until it's destroyed again


    and no there is nothing that can bypasses the Draconic Armor unless it's a new custom type of damage


    I updated the original post just so all the information is in one place.
    Posted in: Minecraft Mods
  • 0

    posted a message on Brandon3055's Mods [Draconic Evolution],[Town Builder],[Potion ID Helper],[Brandon's Core]
    Quote from mineman98709»

    Oh, ok. I was using multiMC, i had recently heard about it and decided to try it out.


    MultiMC 5 is in my opinion the best minecraft manager around. Just remember that most mods these days will go in "Loader mods" infact i dont even see an option to install core mods. Unless you mean you used the "Add jar mod" option in which case i should tell you that absolutely no forge mods will ever be installed in that way.
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from SacredSpawn»

    Fair enough. I always just go max RF capacity, because the shield hits 0 no matter how hard I pump into it during your reactor melt downs, chaos island explosions, and like 3 of CG's red attacks -- the dark red ones he fires once you break his crystals. (also is there any information on how the 5 or so different projectiles he fires differ? I get the general idea behind them but I'd like specifics on what the red and blue do differently)

    I had fought a Guardian last night without taking a whole lot of damage. Albeit it took maybe twice as long as it had to, I still managed. I'll try again with your Bow this time and see how I do. A problem with the TiC bow is it can only shoot 4x a second so it gets messy when trying to actually shoot down the storm of red/blue attacks that follow me as I prepare to actually kill the CG.

    Also am I right in thinking that there's a transfer rate of 10m on the Draconic Capacitor? If so would having multiple Capacitors remedy the problem of my DE last stand cutting off when I need it? I'm at a point where making more of them isn't a problem outside of inventory limits.

    And lastly, about 1.9... Do you have any idea when we could expect to see that? Kind of excited. This is my girlfriend's favorite mod and your armor and tools are a must-have for me in every playthrough. Wish the reactor wasn't as risky as it was or I'd have 'em all over my base haha.

    Oh, and does that mean the Guardian's 2 hearts from before the Reactor update isn't going to make a comeback?


    Ok first off the projectiles. (I will just use the code names because i havent given them proper in game names)

    • FIREBOMB [Damage Properties: Magic damage, Explosion damage, Allowed in creative mode]
    • This is the projectile used in both the "firebomb attack" where the guardian flies to the center of the island and bombards you with fireballs. Its also used in the charging attack.
      It follows a strait trajectory and explodes on contact with any object. It also has a secondary trigger. If it detects that it is going to miss the player it will explode when it reaches its closest distance to the player assuming the player is in range of its explosive damage.

    • TELEPORT [Damage Properties: fall damage]
    • This is used in the guardians low health strategy. On contact with a player this will teleport the player to a random location within 300 blocks.

    • FIRE_CHASER
    • Similar to the firebomb except it tracks and follows the player its fired at.

    • ENERGY_CHASER [Damage Properties: Bypass Armor, Allowed in creative mode]
    • This is an energy based projectile similar to the fire chaser except it deals more damage and passes through blocks.

    • CHAOS_CHASER [Damage Properties: Bypass Armor, Is absolute ,Allowed in creative mode]
    • This id the guardians most powerful attack. The guardian will not fire these much at the start of the fight. But he will fire a number of them whenever you destroy a crystal. He also uses them more as he gets lower on health.
      Similar to the Energy Chaser except it deals even more damage and drains RF based armor on contact. Is Absolute means it ignores things like resistance potions which reduce damage dealt to the player.
      On contact with the player or after a certain number of ticks it explodes and splits up into a number of "mini chaos chaser's" which fly off in random directions before they start tracking the original target

    • MINI_CHAOS_CHASER [same as chaos chaser]
    • These are a smaller version of the chaos chaser that act the same but deal less damage.

    • IGNITION_CHARGE [No player damage]
    • Every now and then the guardian will fire 2 of these projectiles. But these do not lock onto players instead they target the nearest disabled healing crystal. These will revive a disabled crystal on contact.
      At first the guardian will almost never use these but as he gets lower on health he will use them more and more often.

    Damage Properties (For those who do not know how the vanilla damage system works)

    • Bypass Armor This damage type as the name suggests will bypass any armor using the vanilla armor mechanics. This dose not include DE armor because the DE shield uses a completely custom system that protects against almost all types of damage.
    • Magic Damage Used in vanilla by potions that deal damage as well as a lot of damage types from magic based mods. Bypasses most armor.
    • Absolute Damage Damage types with this flag ignore things like the resistance effect that reduce damage taken by an entity.
    • Allowed In Creative As the name suggests any damage type marked with this is effective against creative players. Thats rite! The chaos guardian is potentially more powerful than a player in creative mode!

    The last stand effect of the armor is meant to be just that. Your not meant to be able to sustain it by pumping large amounts of energy into it. But yes having more capacitors in your inventory should in theory help.

    1.9 will be on display in BTM Cant say when it will be ready for full public release but i hope to have beta builds ready soon.

    Posted in: Minecraft Mods
  • 0

    posted a message on Brandon3055's Mods [Draconic Evolution],[Town Builder],[Potion ID Helper],[Brandon's Core]

    BransonsCore dose not go in the core mods folder... As far as i know there shouldnt be a "coremods" folder. Atleast not one added by forge.

    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from SacredSpawn»

    Hey Brandon, I'm just kind of curious.


    How are you intended to fight the Chaos Guardian?


    Any time I've tried, OpenBlocks was installed in the pack and I just fought him easy mode with 250 levels and enchanted the armor with Last Stand II, along with a fully upgraded Draconic Flux Capacitor and a signalum Extra TiC Crossbow loaded with Enderium Bolts.


    The Bows in DE aren't the best I've seen, especially not when compared to the Signalum Crossbow when it comes to expense VS power. In addition the Flux Capacitor seems to have a limited charge rate of 10,000,000 RF/t towards the Armor, so I'd be dying long before my capacitor hit 0 provided CG hit me enough times to drain me to 0 and hit me again within a tick.


    He can't be easily killed with a huge damage staff of power either (not sure how much health you gave him, but it seems like enough to mitigate the ridiculous possible damage output of that thing, even if you could manage to hit him).


    Not saying it's unreasonable (it's kinda fair given how fuel efficient you made that reactor provided it doesn't explode). But I'm not gonna lie I miss getting 2 hearts from it. Is there a chance you'll maybe add a recipe to craft 5 shards + 4 wyvern cores or something into a dragon heart? it'd be more incentive to fight the chaos guardian multiple times for players with a reactor


    Draconic armor with lots of upgrades towards capacity and recovery. And the bows are extremely powerful when upgraded and configured properly. The best fighting strategy has also changed with the new shield mechanic. You can no longer just sit there and take the hits. You need to have your speed maxed out and avoid them as much as possible. You should also have a rapid fire mode on your bow to shoot down some of the projectiles when they build up to much.

    I wont be making any more changes in 1.7 but a lot is changing in 1.9+ and there will be more uses for chaos shards.
    Posted in: Minecraft Mods
  • 1

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from BookerTheGeek»

    Correct, and I could have worded that much differently. I apologize for coming off as an asshole.


    IMC stands for Inter Mod Communication. This allows other mods to call upon your mod to add compatability without introducing dependencies.


    So my question boiled down to;

    I know you don't have a configuration to disable flight, but do you allow other mods to turn off your flight via API calls.


    Looks like i am going to have to push a new release soon to fix an issue with the bows so i will add a config option to disable flight. Also you can disable the upgrade system by simply disabling the upgrade modifier.
    Quote from danny_djdk»

    I know! How did that even work? He blindly drifted in there with no idea what to expect, shot the guardian a few times and he was dead. I'm thinking: was that even the same dragon? :blink:

    Pretty sure Soaryn took most of the fire.
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]

    Yea i was a little disappointed that he didnt die even once... Oh and about the flam enchant. I actually kinda completely forgot about that but considering the kind of damage you can get with the bows flame would be kinda pointless.

    Posted in: Minecraft Mods
  • 1

    posted a message on Draconic Evolution[2.0.1.126]

    Well it gets bigger when the temperature passes 10000c :P
    Chances are it wont happen in 1.7.10 but anything is possible in 1.9.x

    Posted in: Minecraft Mods
  • 1

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from chaNcharge»

    Sorry to pester you about this, but do you have any plans for a 1.9 version? I personally think the combat system in here would be perfect for 1.9 combat :)


    Yes! Yes! 1.9 is coming!! Its a fair way from completion but i will be releasing alpha builds as soon as it has enough content to be worth it.
    Posted in: Minecraft Mods
  • 1

    posted a message on Draconic Evolution[2.0.1.126]

    The issue with the gravel was on my end and will be fixed in the next version. Normally any block that can be broken with a shovel can also be broken by hand but the gravel block cant and my AOE handler was not taking blocks like that into consideration when determining if it should break a block.


    There probably wont be a Chaotic tier for the tools. Instead you will infuse the draconic tools with chaotic energy to make them more powerful and allow them to be upgraded with chaotic cores. But that wont happen till 1.9 And in case you are not aware you can upgrade the capacitors. The draconic version can hold 1.4 billion when fully upgraded.

    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]

    New DE release

    http://minecraft.curseforge.com/projects/draconic-evolution/files/2294644


    ######## 1.0.2b ########
    -fixed not being able to close the flow gate gui's by pressing the inventory key.
    -fixed inability to pick up arrows fired by the bows.
    -fixed conflict with the travellers gloves from Tinkers Construct (And other mods that do something similar)
    -fixed broken shield texture (That did not show in the dev environment so i kinda missed it until now)
    -hopefully fixed particles in chaos chamber not despawning on Cauldron servers...
    -fixed Item Dislocator range issues.

    Posted in: Minecraft Mods
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