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

    Hey ive got a missing texture for the soul box thingy and once placed it is invisible.


    Yes, in 1.8, the Box of Eternal Closure and Entangled Chalice don't have models yet.
    I hope to (re-)implement them in the next coming weeks.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Yay! Thanks!


    Did you put in a retrogen for the ore?


    Yes, retrogen can be enabled in the config file.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12

    EvilCraft has finally been updated to 1.8.9, download link in the original post.

    This includes support for Thaumcraft, Waila and JEI.

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

    I think I figured out what caused the crash I had previously, but I'm not 100% sure. I think it was caused due to the mobs having special defenses against melee damage. I was trying to farm Darknuts from Zelda Sword Skills. They have special defenses against attacks from the front until you break enough of their armor. Maybe a good line of text in the book should be "Caution: Exploiting spirits may not work well if they had special defenses against swords in life."


    I'll need a crash log, otherwise I can't really figure out what is wrong.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Welp,Thaumcraft just updated to 1.8.9. I'm hoping it works on 1.8.8 too, given most of my other mods are up to 1.8.8 and/or 1.8.9


    Just so you know, I already have a EvilCraft dev build ready for 1.8.8/9.
    Once I find the time to polish things up and update Thaumcraft integration, I'll release it as well.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12

    How does one get crushed dark gem?


    Mine Dark Ore with a fortune pickaxe. The higher the fortune level, the more chance on a higher amount of crushed dark gems.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from GlitchReaper»

    I'm going to be showing this off soon as part of a Solitarycraft (Rift in Time) series, but I've ran into a problem with the 1.8 version that should be easy to recreate. If you try to use the Spirit Reanimator on most non-Vanilla mobs that have Spawn Eggs it simply doesn't work, but trying to use the Spirit Furnace with them crashes the console and sends you back to the launcher. Placing the Box of Eternal Closure with their contained Vengeance Spirit in it is fine, but if any blood is in the machine and it tries to process them it crashes and will keep crashing on returning to the world. I'm using the ATL launcher for this.

    I also have a minor suggestion. Could you allow "crusher" type machines to turn Dark Gems into Crushed Dark Gems? I know they're decently common, but you never know when a conversion could come in handy.


    So I just looked into your issue with the Spirit Furnace, but I can't seem to reproduce it.
    Could you send me a crash log?
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from GlitchReaper»

    Always nice to be appreciated for my bug hunting. As for the crusher I've been using it's the Electric Crusher from Neotech. It's a new mod and the only one with a crusher I've seen after 1.8. Thaumcraft 5 is also in the pack and it uses Native Clusters as a magical method of ore doubling. The previous version (Thaumcraft 4) eventually had auto-support for ores, but I don't think Azanor is ready for that yet after 1.8.


    I looked into Neotech, but it looks like they don't provide an API to add crusher recipes, but it seems they have a config file in which you should be able to add crusher recipes yourself.
    For Thaumcraft, we'll have to wait :)
    But eventually, I'll add some kind of crushing mechanic to EvilCraft.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from GlitchReaper»

    I'm going to be showing this off soon as part of a Solitarycraft (Rift in Time) series, but I've ran into a problem with the 1.8 version that should be easy to recreate. If you try to use the Spirit Reanimator on most non-Vanilla mobs that have Spawn Eggs it simply doesn't work, but trying to use the Spirit Furnace with them crashes the console and sends you back to the launcher. Placing the Box of Eternal Closure with their contained Vengeance Spirit in it is fine, but if any blood is in the machine and it tries to process them it crashes and will keep crashing on returning to the world. I'm using the ATL launcher for this.



    I'll look into these issues, thanks for reporting.

    Quote from GlitchReaper»

    I also have a minor suggestion. Could you allow "crusher" type machines to turn Dark Gems into Crushed Dark Gems? I know they're decently common, but you never know when a conversion could come in handy.



    I added crushing support for TE and IC2 (which are not out yet for 1.8).
    Could you tell me which crusher machines you are using? Then I'll see if I can add support for them.

    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Another couple of suggestions, both basically for amusement.


    (1) The text for the "spikes" notes that mobs don't like them; they should be usable weapons -- perhaps 1 or two damage points above fists, with some blood bonus for hits; perhaps half the extra you'd get from a vein sword, but pro-rated per damage point. Also, both spikes and vein sword should have a blood bonus for critical hits, if the latter doesn't already.


    (2) Have some weapon (perhaps one or more of the existing ones), throw a bloodstain on kills, or perhaps even hits. I'd say the stain should land where the "corpse" lands (same as the experience), being cancelled if the corpse falls into the void, despawns before landing, or lands someplace unsuitable.


    I might combine both ideas into some kind of 'Spiked Brass Knuckle' which you can wear over your fist and produces bloodstains and/or a blood bonus.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Yup, and it gets better. As noted above, you can craft the tanks together to make bigger tanks, and any blood they contain will also combine into the result tank.

    Minor bug warning: Any time you have more than one tank in your inventory, their icons will be a little confused. The icons are supposed to reflect the fullness of the individual tanks, but with more than one visible at once, they may all show as the icon for any one of them. Check their hovertext to see "which is the full one" and so on.

    Hmmm, I don't seem to have this issue. Could you elaborate?
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from Killaheala»

    I have one totally full, if i break i dont lose the blood? thats pretty cool


    Indeed, you can break it and it will retain the blood, you can even break it with your hand if you want :-)
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from Killaheala»

    How do you upgrade the tanks? im having alot of blood


    Just combine them with other Dark Tanks in a crafting grid, they must either be empty, or all having the same fluid inside them.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Oh hey, I just thought of a suggestion: I've found some of that Concentrated Blood stuff from treasure chests -- it occurs to me there should be some way to craft it. Something slightly lossy... perhaps infusing one of the dried-blood shards with enough blood to just counter the Productivity bonus and a tad more. Still less efficient per inventory space than a boosted tank, but easier to measure out, and it would work with hoppers and the like. Another option would be just smelting a bucket of blood, but that would either be too lossy, or not enough, depending if you get 1 or 2 out.


    I'm not very sure about this. The Concentraded Blood is created just to be loot, I prefer for them not to be craftable.
    Quote from MentalMouse42»



    And another suggestion I'm unsure about: I've already suggested allowing smelting gems into dust, but it occurs to me that IIUC most industrial mods actually do things the other way, turning dusts into ingots or such. So... why not make it semi-reversible? Smelt gems to dust 1:1, dust to gems 2:1. This seems less important, though -- just a way to make use of excess dust. The catch there is if any industrial mod "automatically" allows crushing gems into 3 or more dust (I don't know the mods too well), that would be a problem. Alternative option: Infuse dust with a fair bit of blood to get 1 gem, or something you could smelt into 1 gem.



    I think if I would add such a reverse mechanic, this would introduce a lot of exploits with the many ore-doubling mechanics that already exist.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    BTW, either you or 1.8 have moderated the purifier exploit. Both the Vein Sword and Vengance Pickaxe can still have their inbuilt echantments stripped to books, but at least trying to use the Fortune X book in an anvil only yields Fortune III now.


    That must be a 1.8 change, which is good I guess.
    Posted in: WIP Mods
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