did you ever thing about 1.8.9 cause i get used to the tranlocator to "jump around" and the S O U L S
regards
I will be updating to 1.8.9 as soon as the current 1.7.10 version is finished. Speaking of witch thats getting pretty close. If anyone wants to help bugtest there is currently a beta build available via my IRC channel.
I believe you misunderstood my question, I want to change its damage from the config files or modify it, I want to increase it because I am making a small modpack for me and my brother only, And I want to make the staff way more stronger than it is, Because of the tons of mods I added makes the staff look like a toy.
There currently is no way to adjust the damage of the staff in the way you are asking however in the next version i am adding an upgrade system that allows you to upgrade attack damage (among other things)
Thanks. I didn't notice any drains but it killed me to fast to notice anything.
I'll add some capacitors and test again.
You should check out the video i posted earlier in this thread. One of the things i mentioned in that is its best to just take the hits rather then trying to avoid them. The reason being when you keep running away from them they can build up and if the hit you all at once they can drain your armor faster then the capacitors can recharge it.
I'm not sure if this is a bug but when you sit on a horse with the Draconic or Wyvern armor on, you start to move your arms around and it looks a bit funny.
Looks like it was an issue related to the speed effect. It will be fixed in the next release.
It would be good to know because i wanted to write an Addon, adding some features about chaos and energy storage and maybe more tools ...
Edit:
Is a port to 1.8 planned?
I dont currently have a public list of planned features because i dont really have any concrete plans. I just have a big list of possible features some of which are too crazy or not crazy enough, some get implemented and a lot dont. The only major feature i have planned is an upgraded more stable version of the reactor but that will probably get added in 1.8.
Speaking of 1.8 YES i do plan to update to 1.8 just as soon as get mu current fairly large update finished. But 1.8 will likely take a while because im planning to do a complete rewrite to clean up a lot of my old code from back when i was learning java.
The crystal can only be destroyed after you defeat the chaos guardian at which point the red shield around it should deactivate. Its twice as hard as obsidian so unless your using a staff it may take a little while to break but definitely a lot less then 10 minutes (im assuming that was an exaggeration).
I recommend checking out the end of this video before you break the crystal just so you know what your in for when you do
Note: If you decide to stick around and watch the show without full draconic armor you WILL die
a decorative version could be nice, or one where I can still break it and take up an area if I want, akin to a stonger IC2 nuke. You could originally spawn one in creative mode if you chose but I would at least like to option of keeping or removing the feature instead of "you're a naughty boy for doing whatever you want on your own server." I just don't see an option like that in the config is all.
/give player DraconicEvolution:creativeStructureSpawner 1 2
That command will give you a creative item that will replace whatever block you right click with a chaos crystal. It can also be used to destroy a crystal without detonating it.
/give player DraconicEvolution:creativeStructureSpawner 1 0
Using damage value 0 instead of 2 will give you a different version of the item that spawns a random comet at your coordinates. Damage value 1 used to spawn a chaos island but since the redesign that one no longer works.
This item was only added for testing purposes but it is there if you want to use it.
P.S. The guardian dose not deal void damage. But it may aswell be void damage. It is actually a custom damage type that bypasses armor and works on creative players. The reason draconic armor is so effective is because it blocks all types of damage including damage that would normally bypass armor.
But .. But I just said that.. O_Oi am going to take a suggestion from someone over on github (or it may have been here i dont recall)
Good idea though, That's exactly what we needed.. I love the sword model though.. It is so neat, Also, Do not take any of comments as hate, I absolutely love this mod.
Quote from brandon3055
i am going to take a suggestion from someone over on github (or it may have been here i dont recall)
It seems no matter what i do im not going to be able to make everyone happy with the custom models. I know there are a lot of people who dont like the current models but there are also a lot that do. So to solve this problem i am going to take a suggestion from someone over on github (or it may have been here i dont recall) and try adding the ability to make any of the Draconic tools (and maby the armor) look like any other tool tool in the game.
it's possible if you convert a vanilla wither spawner which can be obtained with a command or might be added by some mod (probably Grave Stone mod) to a Draconic Spawner directly
Its also possible to spawn in a soul for any mob using the give command. e.g.
/give brandon3055 DraconicEvolution:mobSoul 1 0 {Name:EnderDragon}
Or even
/give brandon3055 DraconicEvolution:mobSoul 1 0 {Name:DraconicEvolution.ChaosGuardian}
I appear to be having a problem with the mod. When ever I use the search item tab in creative mod, the game freezes for a sec and then crashes. It even affects survival mode where I got to The End but the world had trouble responding like it would not register anything I do in there. I could destroy a block and it would just vanish without dropping the said block. I could jump off and I would just keep going down endlessly without dying. When I try to close the game, it freezes and stops responding to the point where I have to force close it.
This seems to have no effect on the number returned by getReactorInfo(); the GUI says 33k, but computercraft says 22k. Since 22k is below 50%, it set the input to around 33k. This stabilized at 33% again, instead of 50% as intended. On the plus side, the NaN temperature seems to be fixed. On the down side, I seem to randomly get an error sometimes when shutting down the reactor, though I have yet to figure out how to reproduce it:
[17:22:52] [Server thread/ERROR] [FML]: There was a critical exception handling a packet on channel DEvolutionNC
java.lang.RuntimeException: ALLAROUNDPOINT expects a TargetPoint argument
at cpw.mods.fml.common.network.FMLOutboundHandler$OutboundTarget$7.validateArgs(FMLOutboundHandler.java:183) ~[FMLOutboundHandler$OutboundTarget$7.class:?]
at cpw.mods.fml.common.network.FMLOutboundHandler.write(FMLOutboundHandler.java:262) ~[FMLOutboundHandler.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:637) ~[DefaultChannelHandlerContext.class:?]
at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:115) ~[MessageToMessageEncoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.write(MessageToMessageCodec.java:116) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:688) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:717) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.writeAndFlush(DefaultChannelPipeline.java:893) ~[DefaultChannelPipeline.class:?]
at io.netty.channel.AbstractChannel.writeAndFlush(AbstractChannel.java:239) ~[AbstractChannel.class:?]
at cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper.sendToAllAround(SimpleNetworkWrapper.java:210) ~[SimpleNetworkWrapper.class:?]
at com.brandon3055.draconicevolution.common.tileentities.TileObjectSync.sendObjectToClient(TileObjectSync.java:20) ~[TileObjectSync.class:?]
at com.brandon3055.draconicevolution.common.tileentities.TileObjectSync.sendObjectToClient(TileObjectSync.java:15) ~[TileObjectSync.class:?]
at com.brandon3055.draconicevolution.common.tileentities.gates.TileGate.callMethod(TileGate.java:112) ~[TileGate.class:?]
at com.brandon3055.draconicevolution.integration.computers.cc.CCAdapter.callMethod(CCAdapter.java:33) ~[CCAdapter.class:?]
at dan200.computercraft.core.apis.PeripheralAPI$PeripheralWrapper.call(PeripheralAPI.java:110) ~[PeripheralAPI$PeripheralWrapper.class:?]
at dan200.computercraft.core.apis.PeripheralAPI.callMethod(PeripheralAPI.java:477) ~[PeripheralAPI.class:?]
at dan200.computercraft.core.lua.LuaJLuaMachine$2.invoke(LuaJLuaMachine.java:332) ~[LuaJLuaMachine$2.class:?]
at org.luaj.vm2.lib.VarArgFunction.onInvoke(Unknown Source) ~[VarArgFunction.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.TailcallVarargs.eval(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.TailcallVarargs.arg1(Unknown Source) ~[TailcallVarargs.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.lib.BaseLib.pcall(Unknown Source) ~[BaseLib.class:?]
at org.luaj.vm2.lib.BaseLib$BaseLibV.invoke(Unknown Source) ~[BaseLib$BaseLibV.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.call(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.execute(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.onInvoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaClosure.invoke(Unknown Source) ~[LuaClosure.class:?]
at org.luaj.vm2.LuaThread$State.run(Unknown Source) ~[LuaThread$State.class:?]
at java.lang.Thread.run(Thread.java:745) ~[?:1.8.0_65]
Darn i meant to change that... Will be in the next release. It looks like the error is happening when a computer calls setFlowOverride of a flow gate but i have no idea why....
keep updating 1.7.10 , at least until 1.0.2 is out of the snapshots phase (seriously you don't know how many players including me that are unwilling to update just because of the snapshot tag)
Yea i will definitely release a "completed" 1.0.2 build before i start on 1.8.8 im just not sure if im going to be adding any new features.
This is mostly just another bugfix which i wanted to get out before i start working on new features. Or many i will start updating to 1.8.8... Haven't decided yet.
######## 1.0.2-Snapshot 9 ########
-added config option to adjust the distance between chaos islands.
-fixed infused obsidian and draconium blocks wither resistance.
-nurfed crasy op weapons effectiveness against the chaos guardian a little.
-hopefully fixed the chaos guardian crystal syncing issue (cant reproduce this so not sure if its actually fixed)
-fixed the damage bonus on draconic weapons (+X% mob health) now works on dragons including the chaos guardian.
-addressed the issue of certain mod items being able to move the chaos crystal...
-added some missing localization.
-disabled enchant effect on armor.
-fixed issue with particle gen view distance.
-added config option to reanable the original 3D armor models by Skeletonpunk.
-field drain rate (now called field input rate) in the reactor gui makes more sense now.
-added hover text to values in the reactor stats page.
-fixed some bugs in the reactor code.
-fixed a minor bug in the custom spwner blacklist.
0
I will be updating to 1.8.9 as soon as the current 1.7.10 version is finished. Speaking of witch thats getting pretty close. If anyone wants to help bugtest there is currently a beta build available via my IRC channel.
0
Sounds like you are using the last stand enchant on your armor. That enchant for some reason breaks the draconic armor.
There currently is no way to adjust the damage of the staff in the way you are asking however in the next version i am adding an upgrade system that allows you to upgrade attack damage (among other things)
0
You should check out the video i posted earlier in this thread. One of the things i mentioned in that is its best to just take the hits rather then trying to avoid them. The reason being when you keep running away from them they can build up and if the hit you all at once they can drain your armor faster then the capacitors can recharge it.
1
Looks like it was an issue related to the speed effect. It will be fixed in the next release.
0
I dont currently have a public list of planned features because i dont really have any concrete plans. I just have a big list of possible features some of which are too crazy or not crazy enough, some get implemented and a lot dont. The only major feature i have planned is an upgraded more stable version of the reactor but that will probably get added in 1.8.
Speaking of 1.8 YES i do plan to update to 1.8 just as soon as get mu current fairly large update finished. But 1.8 will likely take a while because im planning to do a complete rewrite to clean up a lot of my old code from back when i was learning java.
0
The crystal can only be destroyed after you defeat the chaos guardian at which point the red shield around it should deactivate. Its twice as hard as obsidian so unless your using a staff it may take a little while to break but definitely a lot less then 10 minutes (im assuming that was an exaggeration).
I recommend checking out the end of this video before you break the crystal just so you know what your in for when you do
Note: If you decide to stick around and watch the show without full draconic armor you WILL die
0
/give player DraconicEvolution:creativeStructureSpawner 1 2
That command will give you a creative item that will replace whatever block you right click with a chaos crystal. It can also be used to destroy a crystal without detonating it.
/give player DraconicEvolution:creativeStructureSpawner 1 0
Using damage value 0 instead of 2 will give you a different version of the item that spawns a random comet at your coordinates. Damage value 1 used to spawn a chaos island but since the redesign that one no longer works.
This item was only added for testing purposes but it is there if you want to use it.
1
0
Turns out it was someone here
0
It seems no matter what i do im not going to be able to make everyone happy with the custom models. I know there are a lot of people who dont like the current models but there are also a lot that do. So to solve this problem i am going to take a suggestion from someone over on github (or it may have been here i dont recall) and try adding the ability to make any of the Draconic tools (and maby the armor) look like any other tool tool in the game.
0
Its also possible to spawn in a soul for any mob using the give command. e.g.
/give brandon3055 DraconicEvolution:mobSoul 1 0 {Name:EnderDragon}
Or even
/give brandon3055 DraconicEvolution:mobSoul 1 0 {Name:DraconicEvolution.ChaosGuardian}
1
That crash has nothing todo with DE (looks more like a vanilla issue) and i was unable to reproduce the issue.
You will be fine as long as you dont try to place them.
0
oops... Oh well atleast its not a game breaker. Will be fixed in the next release.
0
Darn i meant to change that... Will be in the next release. It looks like the error is happening when a computer calls setFlowOverride of a flow gate but i have no idea why....
Yea i will definitely release a "completed" 1.0.2 build before i start on 1.8.8 im just not sure if im going to be adding any new features.
1
Snapshot 9 is now available!
This is mostly just another bugfix which i wanted to get out before i start working on new features. Or many i will start updating to 1.8.8... Haven't decided yet.
######## 1.0.2-Snapshot 9 ########
-added config option to adjust the distance between chaos islands.
-fixed infused obsidian and draconium blocks wither resistance.
-nurfed crasy op weapons effectiveness against the chaos guardian a little.
-hopefully fixed the chaos guardian crystal syncing issue (cant reproduce this so not sure if its actually fixed)
-fixed the damage bonus on draconic weapons (+X% mob health) now works on dragons including the chaos guardian.
-addressed the issue of certain mod items being able to move the chaos crystal...
-added some missing localization.
-disabled enchant effect on armor.
-fixed issue with particle gen view distance.
-added config option to reanable the original 3D armor models by Skeletonpunk.
-field drain rate (now called field input rate) in the reactor gui makes more sense now.
-added hover text to values in the reactor stats page.
-fixed some bugs in the reactor code.
-fixed a minor bug in the custom spwner blacklist.
http://minecraft.curseforge.com/projects/draconic-evolution/files