The lootable bodies mod doesn't play well with other death related thing in the pack.
White Stone: doesn't even activate.
Soulbound: does nothing.
Last Stand: keeps you alive but still strips you and puts all items in a body so you probably just die again.
Void Chest: it collects items you drop in the void, but if they are in a lootable body it all gets deleted.
There are some other death prevention type things in the pack that I didn't try, but I imagine they are similarly broken. I ended up just disabling the mod.
Are Gwycraft blocks supposed to be griefable? I have a bunch of glowy dyed cobble and cobble walls in and around my base. Something is randomly breaking individual blocks (so not explosions) of both type. My understanding was that the light source griefing was from the old removed AI and that the current AI should only target unimproved vanilla blocks.
Yup. Also, I made a clean install of my own with just chromaticraft, dragonapi and forge for testing something else and it definitely generated void reeds in swamps so the biome check normally works.
Are void reeds (chromaticraft) actually spawning in swamps like they should in this pack?
I have very little vanilla swamp near my base on my world so I thought maybe I just got unlucky rng and none spawned. So, I created an rftools dimension of entirely swamp but I still couldn't find any. I even tried using the redecorate command both in an overworld swamp and in the swamp dimension and got nothing. Then I made a dimension of all eerie (only other biome they can spawn in) and it had void reeds on basically every lake.
i noticed that in TR2 that the obsidian-void forged or whatever armor is as good for armor points as iron, yet the armor is lether... how? just wondering cuz that is cool how you did that xD
In TR2, the enderman miniboss (Durg?) in the third volcano wool area is able to teleport from his starting room down to one of your honeypot caves. He doesn't always teleport back on his own. I had to dig down to find him and hit him a couple times before he teleported back to the normal map area.
Great map. Felt like trance 3 was easier than trance 2 though despite approaching both with nearly the same gear. And yeah, sooo many potions, lol. Had nearly a double chest full of extras by the end.
I feel so horrible with this tool, haha, I just hope I can work out what I'm doing incorrectly.
It sounds like it isn't finding any of the chests. Are you just placing them with mcedit and then running the tool? My program only checks for the tile entity data for chests and mcedit doesn't put that in by default. But then loading the world in Minecraft and checking the chests (or just loading their chunks) would create those tile entities anyway so later runs of the program would catch them.
Was this in Blast Arrow Castle? No matter, uninstall your mods and it should help.
His coordinates place him in the first tunnel from spawn.
The error is happening in the entity renderer. There are some end crystals in the entity list. Those have caused problems for some people before.
Another possibility is the charged creeper spawner or the tnt spawners not updating to 1.4.6 properly (or being interfered with by the mods).
All I have on them is a Custom Sword, with Smite 2 on it, with custom name and lore, and a totally normal chestplate. No other equipment slots are checked. It also has some custom spawn time/data and two potion effects, but I can't fathom why a Soul Sand looking thing is appearing.
Halp?
What ID did you use for the chest? The only item that I know of that ends up looking like a flat bit of soul sand is the block version of skulls/heads.
Since we were talking about Steves, do you think Legendary is easier or harder without them? Also, why does everybody think that Legendary is so easy? There is nothing easy about that map. Even though the traps may be obvious, and loot may be good, there is that one place. You know, that big place. The place. With monsters. I shall not go forward in hints.
No difference. They are just reskinned zombies. They were put in for the creepiness factor, not for difficulty.
I select the Persistence Req. tag but the mob still despawns if I walk away far enough (tested on zombie pigman and creeper). Is it a bugor am I doing something wrong?
0
The lootable bodies mod doesn't play well with other death related thing in the pack.
White Stone: doesn't even activate.
Soulbound: does nothing.
Last Stand: keeps you alive but still strips you and puts all items in a body so you probably just die again.
Void Chest: it collects items you drop in the void, but if they are in a lootable body it all gets deleted.
There are some other death prevention type things in the pack that I didn't try, but I imagine they are similarly broken. I ended up just disabling the mod.
0
Are Gwycraft blocks supposed to be griefable? I have a bunch of glowy dyed cobble and cobble walls in and around my base. Something is randomly breaking individual blocks (so not explosions) of both type. My understanding was that the light source griefing was from the old removed AI and that the current AI should only target unimproved vanilla blocks.
0
Yup. Also, I made a clean install of my own with just chromaticraft, dragonapi and forge for testing something else and it definitely generated void reeds in swamps so the biome check normally works.
For anyone that wants to check for themselves, the biome check function is in Block/Worldgen/BlockDecoFlower.java line 303-304.
and it is called from World/DecoFlowerGenerator.java line 51.
0
Are void reeds (chromaticraft) actually spawning in swamps like they should in this pack?
I have very little vanilla swamp near my base on my world so I thought maybe I just got unlucky rng and none spawned. So, I created an rftools dimension of entirely swamp but I still couldn't find any. I even tried using the redecorate command both in an overworld swamp and in the swamp dimension and got nothing. Then I made a dimension of all eerie (only other biome they can spawn in) and it had void reeds on basically every lake.
1
Yup, just have to add a simple attribute tag to the item.
http://minecraft.gamepedia.com/Attribute
0
In TR2, the enderman miniboss (Durg?) in the third volcano wool area is able to teleport from his starting room down to one of your honeypot caves. He doesn't always teleport back on his own. I had to dig down to find him and hit him a couple times before he teleported back to the normal map area.
0
Great map. Felt like trance 3 was easier than trance 2 though despite approaching both with nearly the same gear. And yeah, sooo many potions, lol. Had nearly a double chest full of extras by the end.
0
Slimes have strict spawning requirements. Even with a spawner, they still require either a slime chunk or a swamp biome and the correct height ranges.
0
It sounds like it isn't finding any of the chests. Are you just placing them with mcedit and then running the tool? My program only checks for the tile entity data for chests and mcedit doesn't put that in by default. But then loading the world in Minecraft and checking the chests (or just loading their chunks) would create those tile entities anyway so later runs of the program would catch them.
0
0
His coordinates place him in the first tunnel from spawn.
The error is happening in the entity renderer. There are some end crystals in the entity list. Those have caused problems for some people before.
Another possibility is the charged creeper spawner or the tnt spawners not updating to 1.4.6 properly (or being interfered with by the mods).
0
What ID did you use for the chest? The only item that I know of that ends up looking like a flat bit of soul sand is the block version of skulls/heads.
3
0
No difference. They are just reskinned zombies. They were put in for the creepiness factor, not for difficulty.
0
You have to give the enchant a level as well. There are numerous examples throughout the thread (including the very first post and recent pages).
It worked fine all the times I've tested it.
The stuff under falling sand data (I believe the first five are required) and some position data.