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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    OK, managed a little more play in between celebratory events: On the way back, the stick actually pointed back north on a somewhat different path, but eventually led me back to the village site. (I got back way faster, because my excursion had led me to a TC magical forest -- the multiple chests there finally netted me a broom, as well as a couple more vengance boxes.)


    At a guess, the stick is pointing to places where there would be temples, if the site weren't deep ocean. And this world has a lot of oceans, so if there's a tendency for them to line up N/S, I might have been passing far enough past one deep-ocean site, to be pointing to the next one. (ETA: Looking at the config files... every 250th chunk? I should have seen some anyway, in that huge mesa....)


    Suggestion: If you change the placement again, perhaps you could add a config option to retrogen the temples....


    It's good to hear you finally found one.

    I thought of adding retrogen for temples as well (and it definitely can be done), but I still haven't done this because it's a bit more dangerous than just respawning ores as these are smaller. Maybe I'll look into it in the future.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Sorry dude, I think your locators are broken. I've now followed my Dark Stick 3,000 blocks south on a winding path into new territory. "My new exercise program is to run 10 miles a day. It's been 3 months, and I feel great, but I don't know where the hell I am!"


    Strange, last time I tested they worked just fine.
    Do you have any special worldgen enabled? Like a lot of high mountains etc.?
    I'll see if I can reproduce here.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Grumble... I just discovered that when you added the dark-stick pointers, you also changed the generation locations for the temples. I've got two target spots in previously-generated areas, with nothing there (at least on the surface...). In one of them, the stick is actually rotating in place. (The other is right next to a village, and it was getting dark so I didn't want to stick around and risk the villagers).


    The rotation in place either means that you are in a chunk where there is a temple (which is not the case here), or that the closest possible temple is out of range to be detected.
    And yes, the generation location had to be rewriting in order to support this detection with sticks.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»


    Thanks for the response. It occurs to me, that you really ought to have some usefulness for spirits before the advanced (many gems) things like the Spirit Furnace. Right now, AFAICT the only reason to use the Vengance Ring is for the switchable buffs... but it's really not worth it, because if you even have it ready to use, any mob you kill spawns a hostile spirit, let alone if you actually do use it! Yet the VR is one of the first things you learn about, while the crucially useful Purifier and Vengance Pickaxe (not to mention the Vein Sword) are relegated to a late chapter of the Book. And the cheapest way to make use of spirits, the Reanimator, is practically the last thing in the book.


    Don't worry, there are some fun new features I intend to add related to spirits :)
    Quote from MentalMouse42»


    An aside: I'm not sure what happened to your treasure drops, but last game I had multiple brooms and vengance boxes starting with my bonus chest, this game I don't have any (so I couldn't do anything with spirits anyhow). Fewer chests because of my island start, but even so, I have looted two or three dungeons, and haven't found any EC stuff at all. I haven't yet tracked down an Accumulator or gotten into the Nether (the latter largely because, no flight yet, I'm just starting my Thaumcraft infrastructure).


    I lowered the spawn rates significantly, because it was just too easy to find a broom early in the game and other easy loot.
    (I'm however planning a broom-crafting mechanic which could allow you to have some low-tier broom early-game)
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Thank you! ETA: Hmm. What do you mean by "fix visibility of vengance spirits"? The ones from the pickaxe are visible, when ISTR other spirits aren't even when holding the pickaxe. (I'll have to check again, it's been a while).


    While testing, I noticed that spirits did not become visible when using the Vengeance Ring.
    I thought I fixed this before, so now it's definitely fixed :)
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12

    New updates for both 1.7.10 and 1.8 have been released which contain fixes for all reported issues.

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

    Hmm. Crafting a blood extractor with a jar works, crafting it with another extractor doesn't.


    That issue has already been fixed, it will be included in the next release, which will be soon (hopefully).
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Just for general reference, here's the recipe I made for smelting dark gems into the crushed version, 1:1. I recommend it strongly, because it makes a major difference in the early game before you get Fortune. In my current game, I just smelted my third-to-last gem to finish a Tenacity upgrade and thus be able to produce Blooks for the Purifier.



    <?xml version="1.0" encoding="utf-8"?>
    <recipes>
        
        <recipe type="smelting">
            <condition type="config">darkGem</condition>
    	<condition type="config">darkGemCrushed</condition>
            <input>
                <item>evilcraft:darkGem</item>
            </input>
            <output>
                <item>evilcraft:darkGemCrushed</item>
                <xp>10</xp>
            </output>
        </recipe>    
    </recipes>


    I'll think about it, it indeed seems pretty simple, maybe even a bit too simple?

    I'm glad to see that people are able to use my xml recipe system, it's something I put a lot of effort into :)
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Looking at 9.0 in 1.8: The Mace of Destruction's name is bugged in the Book of Evil -- it's showing an internal name.


    Hmm, that issue might also exist in 1.7.10 then, 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 MentalMouse42»

    I might have reported this already: it is possible to mount a broom while portaling to the Nether, which leaves the player stuck in the destination portal.


    No, I haven't heard that one before, but thanks for mentioning!
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12

    When I press shift in midair, it should do a ground pound attack. However, when i have evil craft installed, the groundpound does not go off.


    Then this should be a bug with that other mod you are using, because EvilCraft only checks if the shift key is pressed to do something, it does not block any other events that should occur when shifting. So I suggest that you report the issue to the author of the mod with those boots.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12

    I did disable it. Still interferes with the boots.


    I think I don't really understand the issue your having.
    EC farts are just produced when the player is sneaking, no other game mechanics are blocked with this, so this should not block the usage of the boots you are mentioning. What exactly does not work? (keep in mind that I have no idea how the boots you are refering to work)
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Fine, then Endermantenebris can do what I did: toggle it off and unset the toggle-key completely (ESC) to free up a spare key.


    I just remember, under the general section in the config file you can completely disable farting. The hotkey will in that case still exist, but it won't do anything when sneaking.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    Does farting actually have any in-game effect besides the particles? I turned it off just because I found it pointless.


    Indeed, it's pretty pointless. It was added to the mod way back as a joke, and it stayed in there since.
    I wanted to remove it once, but got too much resistance from certain users.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12

    No, I tried toggling the farts, but the actual key the farting is bound to is what conflicts. Maybe you could just have a config to disable the sneak to fart option?


    I don't think I really understand your problem. If you just disable farting with that togle hotkey, using shift won't produce any farts.
    Posted in: WIP Mods
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