This will be fixed in the next release.
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May 12, 2016Posted in: WIP Mods
Could you report these issues to github?
May 5, 2016Posted in: WIP Mods
Does this mean Forgotten Players will be able to be resurrected eventually? In the book it mentioned that "Dark One" thought it wouldn't be possible for them. Maybe things that go past his research could be called the "Third Age?" Maybe the require the Spirit Reanimator to be fully upgraded? Either way resurrecting Forgotten Players would be handy for Intangible integration later.
No promises, I may or may not do something like this in the future.
May 4, 2016Posted in: WIP Mods
Understandable, as the current broom is somwhat OP. But if the replacement takes blood, can it please come with a full tank?
I'm been playing with my new Blood Pearl. Throwing it out of chunk-loading range is, um, startling. Especially when it lands in the ocean! Moseying along, maybe doing a shorter-range throw, and then BAM, underwater.
ETA: Also, the Blood Pearl doesn't seem to actually consume blood?
Are you sure that no blood is being consumed from another item in your inventory?
These sound like bugs. Could you report them both to our issue tracker: https://github.com/CyclopsMC/EvilCraft
Be sure to mention the mod and Minecraft version you are using.
May 3, 2016Posted in: WIP Mods
They will automatically be converted to brooms in the new system. But they may be slightly nerfed, in order to encourage people to craft brooms themselves.
May 1, 2016Posted in: WIP Mods
I don't want to release much info about this before the new release
Apr 30, 2016Posted in: WIP Mods
I thought of a very interesting alternative to a Dark Stick for the shaft of a custom Broom. A Werewolf Bone! That and a Skeleton Skull would be very dramatic. Could you imagine a coven of "blood witches" flying around like that? Halloween could be rather interesting this year!
I already implemented bone rods, but werewolf bones are definitely possible as well, I might look into that.
Apr 27, 2016Posted in: WIP Mods
That's probably a bug then, I'll look into it.
A lot has changed with block/item interaction in 1.9, so expect more similar bugs
Apr 20, 2016Posted in: WIP Mods
I have some specific ideas for Intangible integration when the time comes.
1. Creatures that have been drained of their souls can not produce Vengeance Spirits.
2. Vengeance Spirits are a new type of soul that can be absorbed by a Well of Souls, damaged by Doom Bolt spells, etc. You still need to do Intangible progress as normal to use this however. Any spells or abilities using them primarily unleash retributive types of effects. They are immune to Soul Leash spells and can ignore Soul Relays and similar "soul leading" blocks if targeting a player. If imbued into stone it gains the ability to act like a Spiked Plate that doesn't extract blood.
3. A Box of Eternal Closure (and Vengeance Focus) can be used to catch any wandering soul. This could best be tracked with the new "contents" line being "Mob name (Soul-type)."
4. Using Intangible's soul extraction apparatus you can pull a soul back out of the Box of Eternal Closure. This resets the timer on Vengeance Spirits before they vanish. If a Forgotten Player is released they count as Wise Souls.
5. New "Spirit Corrupter" machine. (Should be an option Evilcraft-side.) A Box of Eternal Closure placed in it has the type of soul inside it changed to Vengeance Spirit. If non- Vengeance Spirit souls wander too closely they will be corrupted into Vengeance Spirits. This requires a supply of blood to perform either way.
6. Gemstone Torches also prevent soul types other than Vengeance Spirits in their active radius from forming. It banishes all spirits regardless.
7. If any type of soul is destroyed (by a Doom Bolt or otherwise) it doesn't grant any blood.
8. Soul imbued stones (of any type or "vengeance" only?) may be a new option for building the Spirit Machine.
Do these sound like some good base rules and additions for integration with Intangible?
1, 7. Will do
2, 4, 6 Sound interesting, I'll see what's possible.
The others also sound interesting, but I'll have to draw a line somewhere, because my time is very limited unfortunately :/ (I still have a lot of fun things planned for EvilCraft on itself)
If someone would come along and be interested in making an addon mod for this, I'd be happy to support it though.
Thanks for the suggestions!
Apr 12, 2016Posted in: WIP Mods
So, been playing with more advanced machinery, including grails, pedestals, and the Spirit Furnace. It's not clear to me how youre supposed to use the grails, without external piping (which I don't have) they have pretty limited access aside from manual handling:
- They can take blood from a jar atop them in "auto-supply mode". I guess this covers being fed by pedestals too, but it looks to me like they can't feed blood to a jar.
- They can be put in the "blood source" slot for an infuser (or blood chest?) if they have some blood in them already, but that's input-only: If you try putting them in the "infusion" slot, they get filled up... and then transferred to the output slot.
- The third grail I added to the network didn't stack with the first two, and after playing with them a bit the original two didn't stack either.
So far, I can see two basic uses: Feeding blood from a farm or hand-collection back to the infuser, or sticking a bigger jar behind a machine such as the spirit furnace. My suggestions:
- Fix the stacking so that (only) grails in the same network always stack.
- They should be placeable in the fourth (or any) "upgrade" slot of the infuser, to link the infuser's storage into their network. If you can't catch a "draw on empty" or "overfilling" event, perhaps they draw or fill blood from an infuser when something else drains/fills them within 1000 points of empty/full.
- Optionally, allow them to hook up with any jar placed adjacent to them (remembering that an upgraded infuser is still likely to be the biggest thing on the network).
- Position-dependent option: Horizontally adjacent adds the jar to the network, a jar on top is drained, a jar below is filled.
- For more complexity, they could be right-clicked as blocks to switch individual grail blocks between input, output, or duplex/position-dependent.
- Regardless, you'd need rules for arbitrating among multiple infusers/jars/etc. The 1000-point buffer from above has the advantage of handling that fairly well, especially if there's also an I/O switch.
- Similarly, let pedestals feed to nearby grails.
Thanks for your suggestions!
I agree that without the help of external mods, automation can be quite tricky.
Something for this has been on my todo-list for a while, so I'll look into it eventually.
But it won't be part of the next feature update though, I don't know when yet.
Mar 30, 2016Posted in: WIP Mods
I take it there are special cases behind the scenes.
I don't usually say "I told you so", but this really is why it's usually better to use a preexisting framework than to roll your own. By which I mean, MineTweaker/ModTweaker does have syntax for returnable and/or durable ingredients.
I created this xml recipe system primarily for myself, so I can quickly add new recipes during development, it's something purely internal.
I just happened to make it available to players as well.
It would be very strange if I were to make ModTweaker a required dependency just for this, which is why I created my own lightweight system which is shared across all other mods I develop.
It's perfectly possible to add ModTweaker as well, but this is something that is really low on my todo-list, but if someone else wants to implement this I'd be happy to support it.
Mar 30, 2016Posted in: WIP Mods
So, I had an idea for the "gem dust" problem: Crafting it with a spike, optionally keeping the spike. Well, I went looking at your recipes, and realized that there's clearliy something I'm missing: I don't know how you're getting the shears back from the undead sapling recipe, or the bucket back from the poison potion recipe, and so on for several other recipes. What am I missing here?
What I have so far is:
<?xml version="1.0" encoding="utf-8"?> <recipes> <recipe type="shapeless"> <condition type="config">darkGem</condition> <condition type="config">darkGemCrushed</condition> <condition type="config">darkSpike</condition> <input> <item>evilcraft:darkGem</item> <item>evilcraft:darkSpike</item> </input> <output> <item>evilcraft:darkGemCrushed</item> </output> </recipe> </recipes>
That's something you won't be able to do with the xml recipe system, because for these things you are required to manually hook into Forge's recipe handlers. It would be possible to add something for this to the xml recipe system, but I have too much other stuff to do unfortunately...
Mar 27, 2016Posted in: WIP Mods
Last time I checked, Intangible was still in alpha and didn't have an API out. When I finish porting my mods to 1.9, I'll have another look at it.
Mar 25, 2016Posted in: WIP Mods
Evilcraft is the 1.7.10-0.9.5
Other mods that genarate biomes are Biomes o Plentie, TW Forest, Erebus and AbyssalCraft. I'm new to mooded minecraft so i might be doing something wrong. I checked the config file but there werent any disable option for the biome, only the ID.
Thank you for the quickly reply =)
You shouldn't disable the biome (you can do that by setting it to -1 though), you should thoroughly check the log files to see if there went anything wrong with the biomes and resolve the problem accordingly.
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