I'm still focussing on the re-write, and not bug fixing for the time being.. but here's what I've fixed so far as I've been passing through
- Fixed Armour counters being shared between all players
- Fixed some armours getting stuck and unable to activate
- Fixed typo in extraction for grenades - "You find many within the lava"
- Fixed skill crystals giving xp to the highest lvl, not the lowest
- Fixed extraction device only giving 1 dye instead of 32 if no space in inventory
- Fixed extraction device dumping dye way up in the air if no space in inventory
- Fixed extraction device dropping blaze rods 8 at a time instead of 4 if no space in inventory
- Fixed armour effects not taking into account health-adding mods
- Fixed energistic tools requiring 80 extraction instead of 70
- Fixed data storage storing double the amount of data it needs on a player
- Fixed energistic pickaxe not dropping xp randomly
- Fixed rune box incorrectly stating it gives gems
- Fixed treasure box incorrectly stating it gives gems
- Fixed weapons box incorrectly stating it gives gems
- Fixed flesh eater dropping abyssal gems 100% of the time
- Fixed diocus only dropping precasian coins in lots of 2
- Fixed heart fruit setting the player's hunter level to 30
- Fixed victory message not showing when beating the primordial five
- Fixed Skeletron doubling up on skelepig statue drop chances
- Fixed Corallus dropping coral staff 100% of the time
- Fixed Vinocorne doubling drop rates on rosidian sword
- Fixed CottonCandor being invulnerable
- Fixed heartstones not giving additional xp if picked up in piles
- Fixed heartstones being wiped from inventory when picking up more
- Fixed heartstones healing way too much on pickup at higher levels
- Fixed sharpshot armor set not working with facemask or night vision goggles
if you set your stuff up properly you shouldn't have to re-write it. "fixed armor counters being shared by all players" proves you don't know what object orientation is learn java then code not the other way around. The only thing that you might need to completely alter is the biomes and world since ints turned to enums and xyz turned to blockpos, bytes[] in biomes turned to chunk primers
That's not true in the slightest, and I'm baffled that you even decided to make that comment.
The mod in its current state was optimised very poorly, and actually made poor use of object-oriented programming practices.
"Setting your stuff up properly" is frankly just pretentious crap, and means literally nothing in this context.
The re-write is to much better optimise how the mod handles data and player interaction, something of which the mod sorely needs.
"fixed armor counters being shared by all players" proves you don't know what object orientation is learn java then code not the other way around.
How does that prove anything? Xolova made a choice, either intentionally or not, to have a single tracker for each armor, in a single instance of a class. There was no object mapping linking individual players, there was no instancing to keep players separated, it was just one.
As for java knowledge, I have been around working with Java. and a number of other languages for many, many years, it's not a new concept to me.
I'll thank you to refrain from accusing people of being lesser than you - something which you seem to do a lot judging by your post history.
I quickly went and downloaded a fresh copy of the mod and jdgui just to quickly ask what you're even talking about
The Busses creator, created and used exactly once as a global bus manager;
The static method in which he assigns a single armoreffects instance to the bus:
The code inside that class, clearly showing global counters:
Please feel free to tell me how it proves I know nothing? Otherwise keep the pretentious judgement to yourself
True enough, thanks Skele - not that I'd call his criticism constructive
So at this stage my re-write is basically done, and I'm definitely seeing some nice performance improvements.
I'm now moving to testing & bug fixing
I've pretty much fixed everything on Silence's first list
Bugs fixed in Advent of Ascension:
- Fixed Armour counters being shared between all players
- Fixed some armours getting stuck and unable to activate
- Fixed typo in extraction for grenades - "You find many within the lava"
- Fixed skill crystals giving xp to the highest lvl, not the lowest
- Fixed extraction device only giving 1 dye instead of 32 if no space in inventory
- Fixed extraction device dumping dye way up in the air if no space in inventory
- Fixed extraction device dropping blaze rods 8 at a time instead of 4 if no space in inventory
- Fixed armour effects not taking into account health-adding mods
- Fixed energistic tools requiring 80 extraction instead of 70
- Fixed data storage storing double the amount of data it needs on a player
- Fixed energistic pickaxe not dropping xp randomly
- Fixed rune box incorrectly stating it gives gems
- Fixed treasure box incorrectly stating it gives gems
- Fixed weapons box incorrectly stating it gives gems
- Fixed flesh eater dropping abyssal gems 100% of the time
- Fixed diocus only dropping precasian coins in lots of 2
- Fixed heart fruit setting the player's hunter level to 30
- Fixed victory message not showing when beating the primordial five
- Fixed Skeletron doubling up on skelepig statue drop chances
- Fixed Corallus dropping coral staff 100% of the time
- Fixed Vinocorne doubling drop rates on rosidian sword
- Fixed CottonCandor being invulnerable
- Fixed heartstones not giving additional xp if picked up in piles
- Fixed heartstones being wiped from inventory when picking up more
- Fixed heartstones healing way too much on pickup at higher levels
- Fixed Skelekyte going invisible quicker than usual after spawning
- Fixed Skeledons going invisible too frequently
- Fixed Ghastus effect boundary being 1 block too large
- Fixed pure gold accumulator sometimes consuming 2 gold
- Fixed gold accumulator sometimes consuming 2 gold
- Fixed typo in immortallis progressor - "Goldems"
- Fixed coniferon not healing properly on player death
- Fixed incorrectly getting tribute failure message when only Krasaun's tribute is complete at night
- Fixed rune randomizer sometimes stealing additional unpowered runes
- Allow additional non-melee attacks to work on melee-invulnerable mobs
- Fixed amethind armor set effect not working
- Fixed missing space in undead troll's name
- Fixed bugged name for Naturalist
- Fixed bugged name for Assassin
- Fixed bugged name for Metalloid
- Fixed bugged name for Okazor
- Fixed embrodium armor texture defaulting to yellow armor
- Fixed Death hunter pulling and throwing players in creative
- Fixed Walker setting creative players on fire
- Fixed Eilosapien setting creative players on fire
- Fixed Squiggler setting creative players on fire
- Fixed Graw pulling creative players
- Fixed Night watchers blinding creative players
- Fixed Toxxulous poisoning creative players
- Fixed sceptron dragging creative players
- Fixed Arkzyne pulling creative players
- Fixed crusilisk pulling creative players
- Fixed Poseido pushing creative players up
- Fixed Torano pulling creative players
- Fixed Orbitor grabbing creative players
- Fixed fungung throwing creative players
- Fixed Angler slowing creative players
- Fixed construct of mind effecting creative players
- Fixed double blinding creative players
- Fixed grobbler pulling creative players
- Fixed goalby weakening creative players
- Fixed arkback attempting to harm creative players
- Fixed alarmo becoming alarmed by creative players
- Fixed parasect nauseating creative players
- Fixed stalker making creative players lose tv signal
- Fixed stalker prime making creative players lose tv signal
- Fixed creeperlock teleporting to creative players & spawning minions
- Fixed face mask and night vision goggles not working with sharp shot armor
- Fixed concussion staff using durability and harming players while in creative
- Fixed typo in deeplands lava trap block name
- Fixed demon reaper only spawning in full moon events
- Fixed hunter not spawning properly
- Fixed luxon regeneration buff not working
- Fixed Zargonite leggings not dropping
- Fixed SpaceKing leggings not dropping
- Fixed zargonite armor set effect harming non-aggressive mobs
- Fixed vulcane damage causing mobs to not drop loot
- Fixed zargonite armor effect causing mobs to not drop loot
- Fixed hunter armor launching players off into space
True enough, thanks Skele - not that I'd call his criticism constructive
So at this stage my re-write is basically done, and I'm definitely seeing some nice performance improvements.
I'm now moving to testing & bug fixing
I've pretty much fixed everything on Silence's first list
Bugs fixed in Advent of Ascension:
- Fixed Armour counters being shared between all players
- Fixed some armours getting stuck and unable to activate
- Fixed typo in extraction for grenades - "You find many within the lava"
- Fixed skill crystals giving xp to the highest lvl, not the lowest
- Fixed extraction device only giving 1 dye instead of 32 if no space in inventory
- Fixed extraction device dumping dye way up in the air if no space in inventory
- Fixed extraction device dropping blaze rods 8 at a time instead of 4 if no space in inventory
- Fixed armour effects not taking into account health-adding mods
- Fixed energistic tools requiring 80 extraction instead of 70
- Fixed data storage storing double the amount of data it needs on a player
- Fixed energistic pickaxe not dropping xp randomly
- Fixed rune box incorrectly stating it gives gems
- Fixed treasure box incorrectly stating it gives gems
- Fixed weapons box incorrectly stating it gives gems
- Fixed flesh eater dropping abyssal gems 100% of the time
- Fixed diocus only dropping precasian coins in lots of 2
- Fixed heart fruit setting the player's hunter level to 30
- Fixed victory message not showing when beating the primordial five
- Fixed Skeletron doubling up on skelepig statue drop chances
- Fixed Corallus dropping coral staff 100% of the time
- Fixed Vinocorne doubling drop rates on rosidian sword
- Fixed CottonCandor being invulnerable
- Fixed heartstones not giving additional xp if picked up in piles
- Fixed heartstones being wiped from inventory when picking up more
- Fixed heartstones healing way too much on pickup at higher levels
- Fixed Skelekyte going invisible quicker than usual after spawning
- Fixed Skeledons going invisible too frequently
- Fixed Ghastus effect boundary being 1 block too large
- Fixed pure gold accumulator sometimes consuming 2 gold
- Fixed gold accumulator sometimes consuming 2 gold
- Fixed typo in immortallis progressor - "Goldems"
- Fixed coniferon not healing properly on player death
- Fixed incorrectly getting tribute failure message when only Krasaun's tribute is complete at night
- Fixed rune randomizer sometimes stealing additional unpowered runes
- Allow additional non-melee attacks to work on melee-invulnerable mobs
- Fixed amethind armor set effect not working
- Fixed missing space in undead troll's name
- Fixed bugged name for Naturalist
- Fixed bugged name for Assassin
- Fixed bugged name for Metalloid
- Fixed bugged name for Okazor
- Fixed embrodium armor texture defaulting to yellow armor
- Fixed Death hunter pulling and throwing players in creative
- Fixed Walker setting creative players on fire
- Fixed Eilosapien setting creative players on fire
- Fixed Squiggler setting creative players on fire
- Fixed Graw pulling creative players
- Fixed Night watchers blinding creative players
- Fixed Toxxulous poisoning creative players
- Fixed sceptron dragging creative players
- Fixed Arkzyne pulling creative players
- Fixed crusilisk pulling creative players
- Fixed Poseido pushing creative players up
- Fixed Torano pulling creative players
- Fixed Orbitor grabbing creative players
- Fixed fungung throwing creative players
- Fixed Angler slowing creative players
- Fixed construct of mind effecting creative players
- Fixed double blinding creative players
- Fixed grobbler pulling creative players
- Fixed goalby weakening creative players
- Fixed arkback attempting to harm creative players
- Fixed alarmo becoming alarmed by creative players
- Fixed parasect nauseating creative players
- Fixed stalker making creative players lose tv signal
- Fixed stalker prime making creative players lose tv signal
- Fixed creeperlock teleporting to creative players & spawning minions
- Fixed face mask and night vision goggles not working with sharp shot armor
- Fixed concussion staff using durability and harming players while in creative
- Fixed typo in deeplands lava trap block name
- Fixed demon reaper only spawning in full moon events
- Fixed hunter not spawning properly
- Fixed luxon regeneration buff not working
- Fixed Zargonite leggings not dropping
- Fixed SpaceKing leggings not dropping
- Fixed zargonite armor set effect harming non-aggressive mobs
- Fixed vulcane damage causing mobs to not drop loot
- Fixed zargonite armor effect causing mobs to not drop loot
- Fixed hunter armor launching players off into space
Hey Scimiguy, can we get in contact somehow? I am quite interested in your port/re-work, and want to see what a great job you have done on it. If it'll be possible, we can discuss something about this being a featured mod in my next modpack. More details PM/Discord me. Love what you're doing here.
That's not true in the slightest, and I'm baffled that you even decided to make that comment.
The mod in its current state was optimised very poorly, and actually made poor use of object-oriented programming practices.
"Setting your stuff up properly" is frankly just pretentious crap, and means literally nothing in this context.
The re-write is to much better optimise how the mod handles data and player interaction, something of which the mod sorely needs.
How does that prove anything? Xolova made a choice, either intentionally or not, to have a single tracker for each armor, in a single instance of a class. There was no object mapping linking individual players, there was no instancing to keep players separated, it was just one.
As for java knowledge, I have been around working with Java. and a number of other languages for many, many years, it's not a new concept to me.
I'll thank you to refrain from accusing people of being lesser than you - something which you seem to do a lot judging by your post history.
I quickly went and downloaded a fresh copy of the mod and jdgui just to quickly ask what you're even talking about
The Busses creator, created and used exactly once as a global bus manager;
The static method in which he assigns a single armoreffects instance to the bus:
The code inside that class, clearly showing global counters:
Please feel free to tell me how it proves I know nothing? Otherwise keep the pretentious judgement to yourself
re-write means take it from scratch and then start writing the same concept, I won't argue you don't have to re-write everything. If you want to go ahead but, it will no longer be AoA yes alot needs to be modified
@modpackmaker - I think you misunderstand my intentions. My re-write involved re-coding the core functions behind the scenes in the mod, not remaking the mod from scratch. Doing this means I can improve it further in the future, as well as improve its performance and stability.
This part I've now done as of last night. It runs identically to Xol's AoA, with the exception of it being a bit smoother.
Have some faith
@skelegrays - that's up to you if you want to. I'm not planning on dumping the 1.7.10 version, because that's still a very popular version of modded Minecraft. Either way the 1.12 version is a while away, it's a big project
@rongmario - You can find me on the temporary discord I've set up for this project (found in my signature below the post). As for my port/rework, I'm not planning on changing it to be different from AoA, I'm just improving the performance, fixing bugs, and continuing from where Xol. left off.
Firstly, I would like to say that the idea of rewriting the mod and fixing the glitches is very good. Here are a few bugs I'm not sure you know about:
-AoA dimensions show up incorrectly in maps
-Exiting the game while being in AoA dimensions throws you into the void upon return to the overworld
-Boss music is sometimes mixed in with normal music
-Certain messages such as the Corallus warning message and a couple of boss spawning messages are missing. There are so many of them, I can't remember them all.
-Certain damage sources such as life draining items and Tyrosaur's earthquake attack make the "you died" screen show up and send you to spawn, but don't really kill you (hard to explain, just use a primordial staff in creative until you die and you'll understand what I mean)
About unadded content, please, consider adding the Shyrelands. In the snapshot, it is pretty much finished. All that's left is assigning the realmstone to drop from a mob and fixing a few bugs. I've found 2 so far:
-Receiving damage from a damage-over-time debuff while wearing knight's armor causes a crash
-Using a Shyrelands realmstone has a high chance of creating an Everlands portal instead. I found what causes this. In the code for the Ancient Teleporter, there is a list of realmstones and what happens when they are used. Since there isn't a realmstone assigned for the Everlands, the game sometimes skips to the Everlands after opening the Shyrelands portal, therefore replacing it.
You should also consider adding the Everlands. The mobs are there (though they all have the same health), and the weapon sprites are in the files. If you decide to add it, the information about the dimension is on the wiki, but I found a few textures in the files that aren't on the wiki:
- There is a texture for an Everland lottoman
- There is a texture for an Everland furnisher (as well as for Etherus and Playtopia). I have no idea what these are meant to do.
- There is also a texture for a bow called the "dashing bow". Its color scheme is the same as the Everland's but different from the other Everland weapons (my guess is it's one of the Everland lottoman's trade).
Thank you for doing this regardless of whether you are able to release it or not.
- There is also a texture for a bow called the "dashing bow". Its color scheme is the same as the Everland's but different from the other Everland weapons (my guess is it's one of the Everland lottoman's trade).
Hang on, I never saw these when I looked through the textures a while ago?
Never the less, I found them.
Scimiguy. Since your fixing bugs, I'm gonna mention some bugs that I've seen while I played the mod.
When you leave the end dimension (by not dying), the resource systems, creation and the soul power reset to 0 and can never regenerate until you die and respawn.
(Not sure if this is a bug or intended) When it's raining or snowing in the overworld, when you enter one of AoA's dimensions, some of them show the weather happening in their dimension.
(Again not sure if bug or intended) When it's nighttime in the overworld, some of the AoA dimensions show it being nighttime.
Lots of AoA's dimensions temperature values should be changed like the abyss.
King charger can throw the player away from them in creative mode.
The random tips in the notice board that show controls like "Use the UP arrow to toggle expedition types" don't change the control key in the tip when the control is changed in the settings.
When the messages from the mod that are in a different color like "the ancient unrest is over, for now." are going into a second line in chat, the color disappears in the second line and will be shown in white.
When using the greckron or Runandor portals in a different dimension, when you enter it's dimension then go through the portal again, it takes you to mysterium.
Amphibiyte spawners only work when there's water nearby.
Clicking on pixon's with a bowl sometimes doesn't work. (Doesn't drain it's health and doesn't give xp for the infusion skill)
2 of the fish are missing their textures. (Candlefish and Rocketfish)
(FYI, Since Xolova made lvling up skills faster in 2.5, you should probably add this as well for 2.4B)
Can you set up the translation about Advent of Ascension in Crowdin.com? By the way, can you add me to lists of proofreaders in Chinese translations? Okay, thanks!
One bug I just remembered, the mcmod.info file is there, but when you look at the mod in the mod in-game modlist, it says that there is no mcmod.info file.
At the moment, only items, blocks, and entities are translateable.
I want to allow translation of everything in the mod, including event messages.
Once I've set that up, I'll look into crowd-sourcing the translations
Thanks DiamondWalker and Real_Confol.
I'm workin hard on getting as many bugs as I can fixed (and there's a lot of them), but I'm getting there I'll add your stuff to the list
There were two bugs I forgot to report... well, here they are anyways.
- The "freeze" effect inflicted by some things (sniper rifles and Dracyon's water shot) can easily be ignored by jumping. I'm not sure this is a glitch, but it seems to defeat the purpose (especially in the Dracyon fight).
-The way players hold modded bows is strange. Instead of holding them by the handle, they are held by the bowstring (even when charging it). Normally, this isn't noticeable, but in multiplayer (especially with someone who uses bows often), this quickly turns into something that can't be unseen.
Also, will the three new 2.5 bosses for existing dimensions (Baronness, Tyrosaur, and Mechbot) get a summoning item and custom drops?
There were two bugs I forgot to report... well, here they are anyways.
- The "freeze" effect inflicted by some things (sniper rifles and Dracyon's water shot) can easily be ignored by jumping. I'm not sure this is a glitch, but it seems to defeat the purpose (especially in the Dracyon fight).
-The way players hold modded bows is strange. Instead of holding them by the handle, they are held by the bowstring (even when charging it). Normally, this isn't noticeable, but in multiplayer (especially with someone who uses bows often), this quickly turns into something that can't be unseen.
Also, will the three new 2.5 bosses for existing dimensions (Baronness, Tyrosaur, and Mechbot) get a summoning item and custom drops?
The first one seems to be caused by a vanilla bug; https://bugs.mojang.com/browse/MC-2112 describes speed/slowness not affecting jumping or when the player is airborne (and the freeze effect is just a high level of slowness).
I do want to re-implement the stuff that Xol had for 2.5, yes.
Thanks for the additional bug reports, added all to the list
Ok. From what I’ve seen in the files, there isn’t any hint as to what item summons the bosses or what they drop, but I have a couple of ideas for boss items (made to fit into the mod). Since you are still working on bug fixes, let me know when the time comes if you’re interested in hearing some ideas.
Another bug report… Sorry I can’t put them all in one post. I haven’t played the mod for a few months so it’s difficult for me to remember them right away. Anyways, the bug is that the game deals with items that increase life regeneration (Commander armor and Nethengeic armor, for example) as if you were taking damage, meaning you get an annoying screen shake and slight but random knockback, making it difficult to jump.
No problem, pulling them off the list now.
I'm still focussing on the re-write, and not bug fixing for the time being.. but here's what I've fixed so far as I've been passing through
- Fixed Armour counters being shared between all players
- Fixed some armours getting stuck and unable to activate
- Fixed typo in extraction for grenades - "You find many within the lava"
- Fixed skill crystals giving xp to the highest lvl, not the lowest
- Fixed extraction device only giving 1 dye instead of 32 if no space in inventory
- Fixed extraction device dumping dye way up in the air if no space in inventory
- Fixed extraction device dropping blaze rods 8 at a time instead of 4 if no space in inventory
- Fixed armour effects not taking into account health-adding mods
- Fixed energistic tools requiring 80 extraction instead of 70
- Fixed data storage storing double the amount of data it needs on a player
- Fixed energistic pickaxe not dropping xp randomly
- Fixed rune box incorrectly stating it gives gems
- Fixed treasure box incorrectly stating it gives gems
- Fixed weapons box incorrectly stating it gives gems
- Fixed flesh eater dropping abyssal gems 100% of the time
- Fixed diocus only dropping precasian coins in lots of 2
- Fixed heart fruit setting the player's hunter level to 30
- Fixed victory message not showing when beating the primordial five
- Fixed Skeletron doubling up on skelepig statue drop chances
- Fixed Corallus dropping coral staff 100% of the time
- Fixed Vinocorne doubling drop rates on rosidian sword
- Fixed CottonCandor being invulnerable
- Fixed heartstones not giving additional xp if picked up in piles
- Fixed heartstones being wiped from inventory when picking up more
- Fixed heartstones healing way too much on pickup at higher levels
- Fixed sharpshot armor set not working with facemask or night vision goggles
Developer of Advent of Ascension
Come chat with us in the official Discord server!
Please consider supporting my development on Patreon. You might even get some little goodies in return
https://www.patreon.com/Tslat
if you set your stuff up properly you shouldn't have to re-write it. "fixed armor counters being shared by all players" proves you don't know what object orientation is learn java then code not the other way around. The only thing that you might need to completely alter is the biomes and world since ints turned to enums and xyz turned to blockpos, bytes[] in biomes turned to chunk primers
That's not true in the slightest, and I'm baffled that you even decided to make that comment.
The mod in its current state was optimised very poorly, and actually made poor use of object-oriented programming practices.
"Setting your stuff up properly" is frankly just pretentious crap, and means literally nothing in this context.
The re-write is to much better optimise how the mod handles data and player interaction, something of which the mod sorely needs.
How does that prove anything? Xolova made a choice, either intentionally or not, to have a single tracker for each armor, in a single instance of a class. There was no object mapping linking individual players, there was no instancing to keep players separated, it was just one.
As for java knowledge, I have been around working with Java. and a number of other languages for many, many years, it's not a new concept to me.
I'll thank you to refrain from accusing people of being lesser than you - something which you seem to do a lot judging by your post history.
I quickly went and downloaded a fresh copy of the mod and jdgui just to quickly ask what you're even talking about
The Busses creator, created and used exactly once as a global bus manager;
The static method in which he assigns a single armoreffects instance to the bus:
The code inside that class, clearly showing global counters:
Please feel free to tell me how it proves I know nothing? Otherwise keep the pretentious judgement to yourself
Developer of Advent of Ascension
Come chat with us in the official Discord server!
Please consider supporting my development on Patreon. You might even get some little goodies in return
https://www.patreon.com/Tslat
True enough, thanks Skele - not that I'd call his criticism constructive
So at this stage my re-write is basically done, and I'm definitely seeing some nice performance improvements.
I'm now moving to testing & bug fixing
I've pretty much fixed everything on Silence's first list
Bugs fixed in Advent of Ascension:
- Fixed Armour counters being shared between all players
- Fixed some armours getting stuck and unable to activate
- Fixed typo in extraction for grenades - "You find many within the lava"
- Fixed skill crystals giving xp to the highest lvl, not the lowest
- Fixed extraction device only giving 1 dye instead of 32 if no space in inventory
- Fixed extraction device dumping dye way up in the air if no space in inventory
- Fixed extraction device dropping blaze rods 8 at a time instead of 4 if no space in inventory
- Fixed armour effects not taking into account health-adding mods
- Fixed energistic tools requiring 80 extraction instead of 70
- Fixed data storage storing double the amount of data it needs on a player
- Fixed energistic pickaxe not dropping xp randomly
- Fixed rune box incorrectly stating it gives gems
- Fixed treasure box incorrectly stating it gives gems
- Fixed weapons box incorrectly stating it gives gems
- Fixed flesh eater dropping abyssal gems 100% of the time
- Fixed diocus only dropping precasian coins in lots of 2
- Fixed heart fruit setting the player's hunter level to 30
- Fixed victory message not showing when beating the primordial five
- Fixed Skeletron doubling up on skelepig statue drop chances
- Fixed Corallus dropping coral staff 100% of the time
- Fixed Vinocorne doubling drop rates on rosidian sword
- Fixed CottonCandor being invulnerable
- Fixed heartstones not giving additional xp if picked up in piles
- Fixed heartstones being wiped from inventory when picking up more
- Fixed heartstones healing way too much on pickup at higher levels
- Fixed Skelekyte going invisible quicker than usual after spawning
- Fixed Skeledons going invisible too frequently
- Fixed Ghastus effect boundary being 1 block too large
- Fixed pure gold accumulator sometimes consuming 2 gold
- Fixed gold accumulator sometimes consuming 2 gold
- Fixed typo in immortallis progressor - "Goldems"
- Fixed coniferon not healing properly on player death
- Fixed incorrectly getting tribute failure message when only Krasaun's tribute is complete at night
- Fixed rune randomizer sometimes stealing additional unpowered runes
- Allow additional non-melee attacks to work on melee-invulnerable mobs
- Fixed amethind armor set effect not working
- Fixed missing space in undead troll's name
- Fixed bugged name for Naturalist
- Fixed bugged name for Assassin
- Fixed bugged name for Metalloid
- Fixed bugged name for Okazor
- Fixed embrodium armor texture defaulting to yellow armor
- Fixed Death hunter pulling and throwing players in creative
- Fixed Walker setting creative players on fire
- Fixed Eilosapien setting creative players on fire
- Fixed Squiggler setting creative players on fire
- Fixed Graw pulling creative players
- Fixed Night watchers blinding creative players
- Fixed Toxxulous poisoning creative players
- Fixed sceptron dragging creative players
- Fixed Arkzyne pulling creative players
- Fixed crusilisk pulling creative players
- Fixed Poseido pushing creative players up
- Fixed Torano pulling creative players
- Fixed Orbitor grabbing creative players
- Fixed fungung throwing creative players
- Fixed Angler slowing creative players
- Fixed construct of mind effecting creative players
- Fixed double blinding creative players
- Fixed grobbler pulling creative players
- Fixed goalby weakening creative players
- Fixed arkback attempting to harm creative players
- Fixed alarmo becoming alarmed by creative players
- Fixed parasect nauseating creative players
- Fixed stalker making creative players lose tv signal
- Fixed stalker prime making creative players lose tv signal
- Fixed creeperlock teleporting to creative players & spawning minions
- Fixed face mask and night vision goggles not working with sharp shot armor
- Fixed concussion staff using durability and harming players while in creative
- Fixed typo in deeplands lava trap block name
- Fixed demon reaper only spawning in full moon events
- Fixed hunter not spawning properly
- Fixed luxon regeneration buff not working
- Fixed Zargonite leggings not dropping
- Fixed SpaceKing leggings not dropping
- Fixed zargonite armor set effect harming non-aggressive mobs
- Fixed vulcane damage causing mobs to not drop loot
- Fixed zargonite armor effect causing mobs to not drop loot
- Fixed hunter armor launching players off into space
Developer of Advent of Ascension
Come chat with us in the official Discord server!
Please consider supporting my development on Patreon. You might even get some little goodies in return
https://www.patreon.com/Tslat
Very cool.
Hey Scimiguy, can we get in contact somehow? I am quite interested in your port/re-work, and want to see what a great job you have done on it. If it'll be possible, we can discuss something about this being a featured mod in my next modpack. More details PM/Discord me. Love what you're doing here.
re-write means take it from scratch and then start writing the same concept, I won't argue you don't have to re-write everything. If you want to go ahead but, it will no longer be AoA yes alot needs to be modified
@modpackmaker - I think you misunderstand my intentions. My re-write involved re-coding the core functions behind the scenes in the mod, not remaking the mod from scratch. Doing this means I can improve it further in the future, as well as improve its performance and stability.
This part I've now done as of last night. It runs identically to Xol's AoA, with the exception of it being a bit smoother.
Have some faith
@skelegrays - that's up to you if you want to. I'm not planning on dumping the 1.7.10 version, because that's still a very popular version of modded Minecraft. Either way the 1.12 version is a while away, it's a big project
@rongmario - You can find me on the temporary discord I've set up for this project (found in my signature below the post). As for my port/rework, I'm not planning on changing it to be different from AoA, I'm just improving the performance, fixing bugs, and continuing from where Xol. left off.
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Firstly, I would like to say that the idea of rewriting the mod and fixing the glitches is very good. Here are a few bugs I'm not sure you know about:
-AoA dimensions show up incorrectly in maps
-Exiting the game while being in AoA dimensions throws you into the void upon return to the overworld
-Boss music is sometimes mixed in with normal music
-Certain messages such as the Corallus warning message and a couple of boss spawning messages are missing. There are so many of them, I can't remember them all.
-Certain damage sources such as life draining items and Tyrosaur's earthquake attack make the "you died" screen show up and send you to spawn, but don't really kill you (hard to explain, just use a primordial staff in creative until you die and you'll understand what I mean)
About unadded content, please, consider adding the Shyrelands. In the snapshot, it is pretty much finished. All that's left is assigning the realmstone to drop from a mob and fixing a few bugs. I've found 2 so far:
-Receiving damage from a damage-over-time debuff while wearing knight's armor causes a crash
-Using a Shyrelands realmstone has a high chance of creating an Everlands portal instead. I found what causes this. In the code for the Ancient Teleporter, there is a list of realmstones and what happens when they are used. Since there isn't a realmstone assigned for the Everlands, the game sometimes skips to the Everlands after opening the Shyrelands portal, therefore replacing it.
You should also consider adding the Everlands. The mobs are there (though they all have the same health), and the weapon sprites are in the files. If you decide to add it, the information about the dimension is on the wiki, but I found a few textures in the files that aren't on the wiki:
- There is a texture for an Everland lottoman
- There is a texture for an Everland furnisher (as well as for Etherus and Playtopia). I have no idea what these are meant to do.
- There is also a texture for a bow called the "dashing bow". Its color scheme is the same as the Everland's but different from the other Everland weapons (my guess is it's one of the Everland lottoman's trade).
Thank you for doing this regardless of whether you are able to release it or not.
Hang on, I never saw these when I looked through the textures a while ago?
Never the less, I found them.
PK Love
Scimiguy. Since your fixing bugs, I'm gonna mention some bugs that I've seen while I played the mod.
When you leave the end dimension (by not dying), the resource systems, creation and the soul power reset to 0 and can never regenerate until you die and respawn.
(Not sure if this is a bug or intended) When it's raining or snowing in the overworld, when you enter one of AoA's dimensions, some of them show the weather happening in their dimension.
(Again not sure if bug or intended) When it's nighttime in the overworld, some of the AoA dimensions show it being nighttime.
Lots of AoA's dimensions temperature values should be changed like the abyss.
King charger can throw the player away from them in creative mode.
The random tips in the notice board that show controls like "Use the UP arrow to toggle expedition types" don't change the control key in the tip when the control is changed in the settings.
When the messages from the mod that are in a different color like "the ancient unrest is over, for now." are going into a second line in chat, the color disappears in the second line and will be shown in white.
When using the greckron or Runandor portals in a different dimension, when you enter it's dimension then go through the portal again, it takes you to mysterium.
Amphibiyte spawners only work when there's water nearby.
Clicking on pixon's with a bowl sometimes doesn't work. (Doesn't drain it's health and doesn't give xp for the infusion skill)
2 of the fish are missing their textures. (Candlefish and Rocketfish)
(FYI, Since Xolova made lvling up skills faster in 2.5, you should probably add this as well for 2.4B)
Can you set up the translation about Advent of Ascension in Crowdin.com? By the way, can you add me to lists of proofreaders in Chinese translations? Okay, thanks!
I'll look at crowdin soon enough
At the moment, only items, blocks, and entities are translateable.
I want to allow translation of everything in the mod, including event messages.
Once I've set that up, I'll look into crowd-sourcing the translations
Thanks DiamondWalker and Real_Confol.
I'm workin hard on getting as many bugs as I can fixed (and there's a lot of them), but I'm getting there I'll add your stuff to the list
Developer of Advent of Ascension
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Do you want to be Advent of Ascension Wiki's bureaucrat?
One bug I just remembered, the mcmod.info file is there, but when you look at the mod in the mod in-game modlist, it says that there is no mcmod.info file.
PK Love
What do you mean Angrydog?
Silence is the wiki admin
Developer of Advent of Ascension
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Please consider supporting my development on Patreon. You might even get some little goodies in return
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There were two bugs I forgot to report... well, here they are anyways.
- The "freeze" effect inflicted by some things (sniper rifles and Dracyon's water shot) can easily be ignored by jumping. I'm not sure this is a glitch, but it seems to defeat the purpose (especially in the Dracyon fight).
-The way players hold modded bows is strange. Instead of holding them by the handle, they are held by the bowstring (even when charging it). Normally, this isn't noticeable, but in multiplayer (especially with someone who uses bows often), this quickly turns into something that can't be unseen.
Also, will the three new 2.5 bosses for existing dimensions (Baronness, Tyrosaur, and Mechbot) get a summoning item and custom drops?
I do want to re-implement the stuff that Xol had for 2.5, yes.
Thanks for the additional bug reports, added all to the list
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The first one seems to be caused by a vanilla bug; https://bugs.mojang.com/browse/MC-2112 describes speed/slowness not affecting jumping or when the player is airborne (and the freeze effect is just a high level of slowness).
Ok. From what I’ve seen in the files, there isn’t any hint as to what item summons the bosses or what they drop, but I have a couple of ideas for boss items (made to fit into the mod). Since you are still working on bug fixes, let me know when the time comes if you’re interested in hearing some ideas.
Another bug report… Sorry I can’t put them all in one post. I haven’t played the mod for a few months so it’s difficult for me to remember them right away. Anyways, the bug is that the game deals with items that increase life regeneration (Commander armor and Nethengeic armor, for example) as if you were taking damage, meaning you get an annoying screen shake and slight but random knockback, making it difficult to jump.