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    posted a message on EvilCraft (Open Source) - v0.10.12

    Could you possible add an option to change the button to use to fart? The fart feature conflicts with boots of the meteor in thaumic exploration, and I really want to use both mods.


    You can toggle farts with a hotkey you define. Not sure it makes much sense to change the actual farting to anything other than sneaking.
    Posted in: WIP Mods
  • 0

    posted a message on EvilCraft (Open Source) - v0.10.12

    EvilCraft is updated for both 1.7.10 and 1.8. (Don't forget to update CyclopsCore for 1.8 as well)


    Unfortunately, the 1.8 version does not yet contain models for certain blocks, as Forge's OBJ loader is still not finished.

    The Thaumcraft 5 API will probably be included in the next version, as the current one still contains some bugs.

    Posted in: WIP Mods
  • 0

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

    is it for 1.8


    Yes, more information in the main post of this topic.
    Posted in: WIP Mods
  • 0

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


    Do you have an ETA? I'd been hoping to do a dual world, but worried about what I might lose having to upgrade Evilcraft later (so far, I only know about Dark Temple loot chests).


    Edited to add: And I realize I'm probably delaying things further, but I can think of a couple of exploity interactions offhand: Infusion Enchantment (depending how that works in TC5)+Purifier, Rejuvenating Amulet vs. Warp Effects.



    I should be able to get a first working alpha by the end of this weekend. Depending on the amount of bugs I discover during testing, maybe another week. But I don't guarantee anything.


    EDIT: I might even wait on the release of Forge for 1.8.8, that should not be too far of either.

    Posted in: WIP Mods
  • 0

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

    BTW, Thaumcraft 5 just got released, so if you want to maintain your compatibility with them, it's time to grab the new API. (Note that the aspect tree has changed a lot, so you'll likely want to reconsider what aspects to use.)


    Yeah, I noticed :)
    I'll probably look into it for the 0.9.0 release for 1.8.
    Posted in: WIP Mods
  • 0

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

    Speaking of the Undead leaves: The Book says those undead trees are supposed to "provide" a lot of Blood, but aside from the visual drippiness, they don't seem to do so when cut or even poked with the Extractor. Is that a bug, or simply not implemented?


    Well, when you have Forestry installed, you can use the squeezer to extract blood out of it.
    I've had the idea for a similar machine in EvilCraft like this for a long time now, but didn't get around to implementing it yet.
    Posted in: WIP Mods
  • 0

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

    And yet another bug... I suspect literally, with one of your netherfish. At least, there was this one block of netherrack which whenever I broke it, it was replaced with an invisible glitch block. save-and-restore, or trying to place a torch in its place, made it reappear. I tried with silk touch, sword, and regular pickaxe, same result.


    Hmm, sounds like the same issue as with the undead leaves. To be continued.
    Posted in: WIP Mods
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    posted a message on EvilCraft (Open Source) - v0.10.12
    Quote from MentalMouse42»

    And... yet another issue. The effortless ring speeds you up enough that when going down a long stairway (with headroom) you'll regularly take fall damage.


    I don't really consider this a bug, but I could look into bumping up the maximum fall distance a little bit for this.
    Posted in: WIP Mods
  • 0

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

    And a crash, with tick synching involved (I'd been broom-flying around the Nether, and having a queasy amount of jerkiness in flight)



    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    FairyLightsLoadingPlugin (fairylights-1.3.0-1.8.jar)
    NowWithRendering (redstonepaste-mc1.8-1.7.1.jar)
    CCLCorePlugin (CodeChickenLib-1.8-1.1.2.133-universal.jar)
    CodeChickenCorePlugin (CodeChickenCore-1.8-1.0.5.36-universal.jar)
    LoadingPlugin (Bloodmoon-1.3.jar)
    CCCDeobfPlugin (unknown)
    CoreMod (Aroma1997Core-1.8-1.0.3.4.jar)
    NowWithRendering (hopperducts-mc1.8-1.4.5.jar)
    NEICorePlugin (NotEnoughItems-1.8-1.0.5.104-universal.jar)
    Contact their authors BEFORE contacting forge

    // I let you down. Sorry :(

    Time: 10/28/15 10:58 AM
    Description: Exception ticking world

    java.lang.IllegalStateException: TickNextTick list out of synch
    at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:591)
    at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:219)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:693)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:164)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
    at java.lang.Thread.run(Thread.java:745)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at net.minecraft.world.WorldServer.func_72955_a(WorldServer.java:591)
    at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:219)

    -- Affected level --
    Details:
    Level name: Full of Darkness
    All players: 1 total; [EntityPlayerMP['MentalMouse42'/15745, l='Full of Darkness', x=-200.06, y=59.50, z=405.70]]
    Chunk stats: ServerChunkCache: 2306 Drop: 0
    Level seed: 498699214
    Level generator: ID 00 - default, ver 1. Features enabled: false
    Level generator options:
    Level spawn location: 0.00,0.00,0.00 - World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
    Level time: 0 game time, 0 day time
    Level dimension: 0
    Level storage version: 0x00000 - Unknown?
    Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
    Level game mode: ~~ERROR~~ NullPointerException: null
    Stacktrace:
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:693)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:164)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
    at java.lang.Thread.run(Thread.java:745)

    -- System Details --
    Details:
    Minecraft Version: 1.8
    Operating System: Linux (amd64) version 3.13.0-66-generic
    Java Version: 1.8.0_66, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 714967144 bytes (681 MB) / 2130706432 bytes (2032 MB) up to 2130706432 bytes (2032 MB)
    JVM Flags: 5 total; -Xmx2048M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn160M
    IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
    FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1521 28 mods loaded, 28 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAAAAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAAAAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1521.jar)
    UCHIJAAAAAAAAA Forge{11.14.3.1521} [Minecraft Forge] (forge-1.8-11.14.3.1521.jar)
    UCHIJAAAAAAAAA Aroma1997Core{1.0.3.4} [Aroma1997Core] (Aroma1997Core-1.8-1.0.3.4.jar)
    UCHIJAAAAAAAAA CodeChickenCore{1.0.5.36} [CodeChicken Core] (minecraft.jar)
    UCHIJAAAAAAAAA NotEnoughItems{1.0.5.104} [Not Enough Items] (NotEnoughItems-1.8-1.0.5.104-universal.jar)
    UCHIJAAAAAAAAA AfraidOfTheDark{1.8-1.0} [Afraid of the Dark] (AfraidOfTheDark-1.8-1.0.jar)
    UCHIJAAAAAAAAA Aroma1997CoreHelper{1.0.3.4} [Aroma1997Core|Helper] (Aroma1997Core-1.8-1.0.3.4.jar)
    UCHIJAAAAAAAAA AromaBackup{0.0.1.0} [AromaBackup] (AromaBackup-1.8-0.0.1.0.jar)
    UCHIJAAAAAAAAA BaMsGRAVE{1.4.3} [BaM's Grave] (bamsgrave-1.8-1.4.3.jar)
    UCHIJAAAAAAAAA Baubles{1.1.1.0} [Baubles] (Baubles-1.8-1.1.1.0.jar)
    UCHIJAAAAAAAAA Bloodmoon{1.2} [Bloodmoon] (Bloodmoon-1.3.jar)
    UCHIJAAAAAAAAA cyclopscore{0.2.0} [Cyclops Core] (CyclopsCore-1.8-0.2.0.jar)
    UCHIJAAAAAAAAA dlr{2.1.0} [Don's Lightning Rod] (Dons Lightning Rod-1.8-2.1.0.jar)
    UCHIJAAAAAAAAA emeraldobsidianmod{1.3.1} [Emerald & Obsidian tools/armor mod] (emeraldobsidianmod-1.8-1.3.1.jar)
    UCHIJAAAAAAAAA evilcraft{0.8.3} [EvilCraft] (EvilCraft-1.8-0.8.3.jar)
    UCHIJAAAAAAAAA fairylights{1.3.0} [Fairy Lights] (fairylights-1.3.0-1.8.jar)
    UCHIJAAAAAAAAA glass_shards{1.5.1} [Glass Shards] (glass_shards_mc1.8-1.5.1.jar)
    UCHIJAAAAAAAAA hopperducts{1.4.5} [Hopper Ducts] (hopperducts-mc1.8-1.4.5.jar)
    UCHIJAAAAAAAAA journeymap{5.1.1b7} [JourneyMap] (journeymap-1.8-5.1.1b7-unlimited.jar)
    UCHIJAAAAAAAAA fyberbackpack{1.0} [Just Backpacks] (justbackpacks-mc1.8-1.0.jar)
    UCHIJAAAAAAAAA mdecore{1.8-1.2.7} [MattDahEpic Core] (mdecore-1.8-1.2.7.jar)
    UCHIJAAAAAAAAA realtimeclock{1.7.10-0.1} [Real Time Clock] (RealTimeClock-1.8-0.3.jar)
    UCHIJAAAAAAAAA redstonepaste{1.7.1} [Redstone Paste] (redstonepaste-mc1.8-1.7.1.jar)
    UCHIJAAAAAAAAA telepacks{1.8-1.0} [TelePacks] (telepacks-1.8-1.0.jar)
    UCHIJAAAAAAAAA thelittlethings{1.0.0} [The Little Things] (The Little Things-v.1.0.0-mc1.8+.jar)
    UCHIJAAAAAAAAA utilityworlds{1.0.7} [Utility Worlds] (UtilityWorlds-1.8_1.0.7.jar)
    UCHIJAAAAAAAAA Waila{1.6.0_B1} [Waila] (Waila-1.6.0_B1_1.8.1.jar)
    Loaded coremods (and transformers):
    FairyLightsLoadingPlugin (fairylights-1.3.0-1.8.jar)
    com.pau101.fairylights.core.FairyLightsClassTransformer
    NowWithRendering (redstonepaste-mc1.8-1.7.1.jar)
    net.fybertech.nwr.NowWithRendering
    CCLCorePlugin (CodeChickenLib-1.8-1.1.2.133-universal.jar)
    codechicken.lib.asm.ClassHeirachyManager
    codechicken.lib.asm.RenderHookTransformer
    CodeChickenCorePlugin (CodeChickenCore-1.8-1.0.5.36-universal.jar)
    codechicken.core.asm.InterfaceDependancyTransformer
    codechicken.core.asm.TweakTransformer
    codechicken.core.asm.DelegatedTransformer
    codechicken.core.asm.DefaultImplementationTransformer
    LoadingPlugin (Bloodmoon-1.3.jar)
    lumien.bloodmoon.asm.ClassTransformer
    CCCDeobfPlugin (unknown)

    CoreMod (Aroma1997Core-1.8-1.0.3.4.jar)

    NowWithRendering (hopperducts-mc1.8-1.4.5.jar)
    net.fybertech.nwr.NowWithRendering
    NEICorePlugin (NotEnoughItems-1.8-1.0.5.104-universal.jar)
    codechicken.nei.asm.NEITransformer
    GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
    Profiler Position: N/A (disabled)
    Player Count: 1 / 8; [EntityPlayerMP['MentalMouse42'/15745, l='Full of Darkness', x=-200.06, y=59.50, z=405.70]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'


    I don't think this crash is related to EvilCraft. This crash can be caused by race conditions with tile entities by any mod, possible related to server lag. These crashes are unfortunately very hard to resolve, and I'm afraid that we'll see a lot of these crashes when more modders start updating to 1.8.
    FML used to have some resolution code for this, but this does not seem to exist anymore...
    Maybe when Forge updates to 1.8.8 (soon), this might be fixed or resolvable.
    Posted in: WIP Mods
  • 0

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

    Speaking of which, while I do like my broom (from my bonus chest!) I have to admit it's a little OP. Perhaps it should run on blood? The problem is, you'd need a GUI to show when you're running out.


    Yes, that will be part of the Broom rework. I will probably add several types of Brooms, some will run on Blood, others won't. Think of, Tinker's Construct for Brooms. And indeed, those running on Blood will need some kind of gui overlay to show it's contents.
    Posted in: WIP Mods
  • 0

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



    Hmm. Offhand, I'd set up a line with: Poison pit, BoxEC1, a pressure plate flanked by two dispensers (for ring and focus), bed. Not that I have nearly enough gems yet for that spirit mill.... I only just popped into the Nether for glowstone and quartz! (A thought: you probably ought to have at least a little Nether content.)


    1 BTW, do those get a proper model in 9.0? Right now, they're still invisible when placed.


    Correct, that would do it. If you have some machine available like TE's autonomous activator, you could even automate that process :)

    There actually is some nether content :) Did you not encounter a Nether Fish before? They are silverfish, but in the nether, which will light you on fire.

    I will try to add a proper model for them in the next update, but I can't promise anything (I heard Forge for 1.8.8 is being worked on, so that might influence this process)
    Posted in: WIP Mods
  • 0

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


    Yeah, it kind of is an problem, especially when collecting bloodstains under a waterfall or from a broom. I've dropped blood into the waterfall, and once in midair against a wall. (By the way, for a supposedly finite fluid, that stuff really gets all over the place when you drop a block of it.)


    Hmmm, I'll look into it.
    Quote from MentalMouse42»
    ETA: The update looks pretty awesome! I did get a Dark Temple fairly near spawn, and they-re pretty conspicuous, but I can understand if they're scarce enough to require locators. Can you kill yourself to get your own head?

    Yes, you can capture your own spirit to get your own head, but that won't be too easy to pull off :)

    Quote from MentalMouse42»


    Unfortunately, only the 1.7.10 version appears to have been updated! The 1.8 version is still the same... :(


    Also, talking about keybindings, it's also an issue that, besides the Extractor picking up stains/dropping blood, the Kineticator turns on and off with a shift-click... and of course, left-shift dismounts the broom.


    Ah yes, I forgot to mention that. The 1.8 version will be updated soon, that's the thing I'll work on next.

    I think the 'item toggle mod' we talked about could solve this issue. I think there will always be some conflicts with these keybindings, there are only so much key combinations.
    Posted in: WIP Mods
  • 0

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

    And... a problem with the Blood Extractor: Shift-click is both how you pick up a bloodstain, and also how you drop a block of blood. This is a conflict of interests.... I would suggest having a regular click on a block pick up a bloodstain, with a couple of rules for the corner case: If the stained block is also a blood-storage block, then the block gets fed unless either the block is full or the extractor is empty. In either of those cases, the stain gets picked up. ETA: If both block and extractor are full, nothing happens, for the obvious reasons.


    Actually, the thing you are saying used to be how the extractors worked, but because of some hard-coded Minecraft stuff with right-clicking, I had to change the way this worked. But I don't think the thing you are saying does not cause much trouble in practise?
    Quote from MentalMouse42»



    Also, an issue with the broom: When mounting or dismounting, you end up not only above your original postion (reasonable), but also to one side (not so reasonable). The broom is also prone to running the rider's head through the ceiling, but then a horse does that too. (The sideways motion might well be a result of swiping the horse code.) Also, the motion is pretty choppy, with an entry in the config file suggesting that there are desync problems. You might want to ask Azanor how he got Thaumcraft's Thaumostatic Harness to move smoothly, which it does.


    The choppy motion is because the Brooms are based on boats. I think Azanor just enables creative-mode flight with some small adjustments when using the harness, which is not something that could be done for the Brooms. I saw that 1.9 fixes these boat issues, so if Forge ever reaches that version, the Broom problems will also be resolved.
    The Broom will probably get a rewrite in one of the next versions, so I'll look into trying making it a bit smoother then.
    Posted in: WIP Mods
  • 0

    posted a message on EvilCraft (Open Source) - v0.10.12

    It took me a while, but EvilCraft 0.9.0 is finished!


    Many additions, changes and fixes are in this update, the most important ones can be seen in this visual changelog: http://imgur.com/a/dTtkp


    Download link can be found in the main post of this topic.


    Edit: Only the MC 1.7.10 version has been updated, 1.8 will come soon.

    Posted in: WIP Mods
  • 0

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


    Wait, do they eventually become unsuable? (That is, are Accumulators themselves a limited resource?)


    ETA: Also... Even when spirits are invisible (no vengance item) I think they are showing bubbles for their presence in water.


    No, they do not become unusable. It just becomes harder to use them every time. Next update will introduce a new mechanism where accumulators won't have such a degradation, at a cost...

    I think you are the first one to notice that spirits show water bubbles! I'll see if I can disable this somehow, but I'm afraid this is hardcoded in Minecraft. On the other hand, I think it's quite an interesting feature to have though ;)
    Posted in: WIP Mods
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