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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from wizard1399»

    I think you may run into difficulties with this. Since potion id's are stored as bytes and not integers in minecraft code, any id that is 128 or above will give you crashes, wrong potion effects or null pointers errors. Others have tackled this issue and to do it properly, you would have to change how minecraft stores potion data entirely. I know of at least one mod that uses byte transforms to change the data to integers.

    If you want to test the robustness of your code, add mods to your dev environmnet that would put you over the 0-127 limit and see what happens. As I mentioned previously, this seriously caused me a lot of frustration tracking down how different mods were handling potion id's above 127 in a modpack I am putting together. Unless you want to add to your programming workload, you might want to consider not supporting this element and rely upon other mods such as Extend Potions to handle this.

    Minecraft 1.9.x+ handles potions differently now, so this is not a problem anymore.
    Feel free to open an issue on the EvilCraft issue tracker about this, I can't promise when I can look into this, since 1.7.10 is not our main target anymore.
    Quote from MentalMouse42»

    Something I noticed again while making trial worlds for 1.10.2: EvilCraft puts lots and lots of stacks of coagulated blood into the starting bonus chest. Enough that I'm starting to wonder if it might actually limit contributions from other mods to the chest.


    I'll look into it.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from wizard1399»

    Interesting. How far back does this feature go? I am trying to track down an issue I am having with a modpack I am producing. I think this is some form of mod interaction with Ars Magica 2 ver. 1.4.0.009. Any time a potion effect is applied, does not matter form of application, I get a crash Also, what methodology are you using to do the extending of the array: reflection or core changes. I am not a coder, so I am going on what I have read in other places but I think reflection can only realistically extend the array size to 128.

    Reflection.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from GlitchReaper»

    Interesting. So how does Evilcraft determine what drops a player's Vengeance Spirit produces? Mine is giving me Lapis Blocks (which is suspiciously convenient for me). I also have been getting a crash that's the same with the latest version on Curse and the dev version. This wasn't on ATL, so I had to copy & paste it the old fashioned way.

    It's based on the player UUID.
    Please use pastebin for reporting crashlogs, and report crashes to the github issue tracker.
    That issue will be fixed in the next CyclopsCore release.
    Quote from wizard1399»

    Hello,


    Not sure if this is this is a bug or not, so I figured I would ask here. I recently updated a 1.7.10 modpack to version 0.9.9 of Evil craft. When I was poking around in the configs I noticed that S:general.version=0.9.7. Is this mismatch intended?


    I am also having trouble with potions in the same pack, so I was hoping you could give me some information to help me track down the problem. I am trying to figure out all the mods that are making changes to potions and array size. The problem I am having is that anytime a potion effect is applied to the player, I get a crash. I think this is related to class living entity, but not being proficient with coding in minecraft, I am unsure. I noticed a config to specify the potion array size. Does this actively change the potion array size? If so what methodology is being used. From what I have read, there seems to be a couple of methods, with some of them being better at actually changing all aspects connected with potion array size. Thanks for any help you can provide in helping to track down this bug.


    That config value is just the value indicating in which version the config file was generated, so it's nothing special.

    Yes, this actively changes the potion array size, here's the code: https://github.com/CyclopsMC/EvilCraft/blob/master-1.7/src/main/java/evilcraft/core/config/configurabletypeaction/PotionAction.java#L38
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from GlitchReaper»

    Nice to know. I've identified most of them already, but now I know that I still have a couple to go. Is there a command tag for specifying a (non-Forgotten) Player Soul to be in the Box of Eternal Closure? (Like the skullowner tag works for Player Heads.) I have a few RP ideas.

    No, there is not. The config file does however allow you to add player uuid's to the list of forgotten players (+which item to drop).
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from GlitchReaper»

    Thanks! I'll be testing it soon! Also I have an interesting question: How many "treasure" versions of Forgotten Player souls are there? I've collected several (including some repeats) and now I'm wondering what it would take to collect the whole set.

    There are currently 11 of those :-)
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from GlitchReaper»

    Send me the dev version link and I'll update my Curse profile manually. Then I'll see if everything is working right. Good point about Loot Tables. I don't know how aware most other modders are about that change they made in the 1.9 development cycle.


    All dev version can be found here: https://dl.bintray.com/cyclopsmc/dev/org/cyclops/evilcraft/EvilCraft/
    The latest version is 1.9.4-0.10.7-464. You'll need the regular .jar
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from GlitchReaper»

    This reminds me: Is there some kind of standard other modders could use to help make their mobs more compatible with Evilcraft? I've also had the same issue as MentalMouse with Baykok from Totemic, but I haven't tested it on the 1.10 version specifically yet (it was doing that on 1.9). I'm also wondering if some modders are holding onto their old Spawn Egg methods after Forge tried to standardize them since some updated mods still don't path to their Spawn Eggs correctly with the Spirit Reanimator. Mainly the ones with custom Spawn Egg designs like Lycanites Mobs.


    It will take some time for other mods to adopt loot tables, so the transition phase might be a bit annoying.

    The reanimator is currently bugged, so it won't produce valid spawn eggs at all. This will be fixed in the next release. (Already fixed in dev version, if you want to try it).
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Not sure if this qualifies as a bug, but the spirit of an Abyssalcraft Dreaded Abyssinalite Golem doesn't drop anything in the Spirit Furnace, and when incarnated it yields a nonfunctional gray spawn egg.


    Sure, you can create an issue on github. Be sure to mention the author of Abyssalcraft as well, we can look into it together.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from warownslife»

    do they work like the extractor but as an item? I know its stupid, probably super stupid, but they seem like they powered machines next to them like infuser and etc, not an item i could carry around me. Just been mass murdering while holding an extractor.

    Yes, they can also be used in item-form. Try picking them up ;-)
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from warownslife»

    ah hello, simple request, i use 3 + primed pendants at once for tough fights, could i please be able to combine them with a dark tank like the extractor?


    I could look into that. In the meantime, you can use the Entangled Chalice in omni-supply mode to fill all the containers in your inventory with blood.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12

    I don't see anything in the crashlog indicating EvilCraft's involvement.

    The problems seems to be with 'mca.ai.AIWorkday.writeToNBT', so Minecraft Comes Alive is crashing your game.

    I suggest you take a backup of your world, remove MCA, and see if you can start the game then.

    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from GlitchReaper»

    I have an interesting question. Does anyone know if the Undead Trees are compatible with Immersive Engineering's version of a squeezer? I know it works with Forestry, but that doesn't automatically mean it will work with a similar block/multi-block. I'm just trying to find a way of growing my blood supply options literally. Forestry has some things I'd rather not have in a pack I'm working on while Immersive Engineering seems sufficiently steampunk for it.


    I'll look into this when IE has updated to 1.9.4.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from GlitchReaper»

    Pretty good point there! This would go along with my general idea of "The Third Age of Evil" as well. It definitely need either a new machine or a modification to the Spirit Reanimator. Perhaps a "Promise of Obedience" could be an upgrade just for the Spirit Reanimator and it uses the new team dynamics to tag the creature with the team of whoever reanimated it?

    Great ideas here :-)
    If only I had to time to implement all of this...
    I'd be happy to assist anyone who would be willing to help with the development of all of this.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Your upgrade checker is suggesting I upgrade to 0.6.2. Too bad that's for 1.9.4, and half my mods won't load on 1.9.4.


    Supporting multiple MC versions is simply too much work.
    If I gave what people asked for, I would have to support 1.6.4, 1.7.2, 1.7.10, 1.8, 1.8.9, 1.9 and 1.9.4 all at once, which means that I wouldn't have any time to do anything useful, except for porting between the versions.

    The other mods will update to 1.9.4 soon enough.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12

    It certainly took a while, but EvilCraft 0.10.0 (for 1.9) is out now!

    It features fully modular and upgradable brooms and several other smaller things.

    I advise you to go though the Origins of Darkness, and read what it's all about ;-)


    Posted in: WIP Mods
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