Harken Scythe: Reap -What- You Sow *Biomass Blocks and Adjustments*[V2.1.6 UPD: MAY 14]
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Is there a cap I can set per user for us server host types? Tha'd be great. Thanks!
I do run the infernalmobs mod.
I believe its an Forge version issue. Any forge higher then 635 is a different mappings setup, of which Infernalmobs might be using Forge 636+.
I am using Forge Build 601, untill either a new offical forge update is released or 1.6 comes out.
I'm just a wanderer.....
Once I finished up with Asgard Shield, I think i'll start working on that.
Asgard Shield is looking pretty sweet with all the changes and added features
I'd offer, but my voice is... strange... (then again, considering some of the spotlights I've watched lately...)
Dont feel bad, I did the same thing (except I figured out it was a soul but I had NO idea how to capture it and I let a dozen evaporate before I finally read all the details :P)
Your adding more to Asgard Shield?! What more can be added, it's already perfect! (well discounting possibly a tie-in to Harken Scythe to make living metal 2-H/Shields.....)
Asgard Shield_Core Changes:
-No more Knockback while guarding!!!: That is right, skeletons no longer can pin you into a wall.
-Improved blocking Mechanics: No more sticking toggle.
-Removed Chance to Block Stat: Now 100% block chance while player has a Guard Gauge.
-Vanguard charge adjustment: Changed from reactive to timer, I guess it was too rare to be able to preform a Vanguard.
-New sound effects added: Now successful blocks make sound effects based on the material the Shield/Sword is created from.
-Players may feel their shields are breaking more quickly now, however this will be due to the 100% Chance to Guard while GG is filled. This is indeed intended, because shields are ment to take the beating for you....
-Overhauled Old code to new: *Sniffs* Mmm, that clean code smell!
ASAddon: Nether-Ender Changes:
-Nether Shield has been changed to: Nether Quartz Shield, which is an upgrade over Iron(Enough to stop pigmen from eating through Iron Armor quickly.
-- New Fire Catch Perk: Able to collect fire from blazes and Fireball Charges from Ghasts while blocking.
-- Weakness: Due to its high heat, it exhausts the players hunger bar slowly while guarding.
-Ender Shield changes: Is an upgrade over Nether Quartz shield, more durability, better enchant ability, and efficiency.
ASAddon: Hallowed Changes:
-Skull set has been adjusted to be slightly better then stone. High enchantablity.
-Patchwork set has been adjusted to be slightly worse then Wood, however its Shield Perk causes mobs (mostly Harbingers) to stop attacking the player for 3-5 secs.... not bad.
--Recipe has been changed to purely Rotten flesh, no more leather or sticks needed.
ASAddon Harken Scythe Compatibility and Changes:
-Nothing really new has been added to the equipment persay...
-Compatibility Bonuses:
--ReAdded "Ward" Soul Augment: Which increases the defense of the shield by 5%. (Both passive and damage shield takes).
--Added "Last Stand" Blood Augment: Which increases the rate Vanguard Charges while player suffers "Guard Break" Status. (When the GG hits Zero and the player no longer can Guard untill its 4/5 ths full again).
Yes, but I posted that in the hopes it can be sorted out. I want to use both mods.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
I know I tried 655 and everything went to crap, lol.
@MrB, sadly I can't sort anything out until Forge has a new official stable build. Try using Forge below your 664.
I have a few textures finished, however the work load has been great. I once asked the rest of the Dokucraft Communtiy for help, however they were all too busy with Tekkit or the Custom NPC mod... =/ (A few made a doku Soul crucible).....
I think there needs to be some way to differentiate between a "sitting" and non-sitting pet, I've found it difficult to keep them organized.
Some more thought about the creature system itself, I really like the idea of having witches act as healers for the pets, I've only found one in my world so far, I'm not sure how rare they are for other people, but if it's any where as low as mine then I think it would keep things balanced. Other ideas -
1) Reinstate the blood goblet, give one to your pet and it allows it to feed itself on spilt blood
2) Make pets Soul or Blood attuned. Give pet talisman that's attuned. Soul attuned turns it ethereal, attacks twice as fast, does 1/2 damage, takes 1/2 damage, doesn't take damage at night (or something cooler then that. Just tossing out some ideas). Blood attuned turns it more solid - does twice damage, goes 1/2 as slow, takes double damage, doesn't degrade in the day
3) Better integration with Asgard Shield? I'd love to be able to give my pet a shield and watch it vanguard some enemies.
4) Necromancer villagers. Raises the dead to attack the undead. Who's the smart guy now? Eh, zombies?
5) Question actually - can one make Harbringers into spectral pets? If not, can we in the future? I'd love a scythe wielding companion. Oh, as well, will they be able to raise their own pets? I think that would add another level of fun, watching them going around, killing animals to sic on you. Beware the Harbringer and it's army of undead cows!!!
Crash report
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Ticking memory connection
A full error report has been saved to C:\Users\BeMac\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-23_16.59.14-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 4bfd95b3 --------
Full report at:
C:\Users\BeMac\AppData\Roaming\.minecraft\crash-reports\crash-2013-04-23_16.59.14-server.txt
Please show that file to Mojang, NOT just this screen!
Generated 23/04/13 4:59 PM
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_11, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 160164336 bytes (152 MB) / 518062080 bytes (494 MB) up to 518062080 bytes (494 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 3041 (170296 bytes; 0 MB) allocated, 2880 (161280 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v7.44 FML v5.1.28.659 Minecraft Forge 7.7.1.659 Optifine OptiFine_1.5.1_HD_U_C4 27 mods loaded, 27 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{5.1.28.659} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{7.7.1.659} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_bspkrsCore{v1.03(1.5.1)} [bspkrsCore] ([1.5.1]bspkrsCorev1.03.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_TooManyItems{1.5.1 2012-03-23} [mod_TooManyItems] (TooManyItems2013_03_23_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartMoving{13.7} [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmartRender{1.1} [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TreeCapitator{Forge 1.5.1.r01} [TreeCapitator] ([1.5.1]TreeCapitator.Forge.1.5.1.r01.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GalacticraftCore{0.1.33} [Galacticraft Core] (Galacticraft-1.5.1-a0.1.33.69.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GuiAPI{0.15.4} [GuiAPI] (GuiAPI-0.15.4-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
HarkenScythe_Core{2.1.0} [HarkenScythe] (1.5.1HarkenScythev2.1.0Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod{2.5.9} [Damage Indicators] ([1.5.1]DamageIndicators v2.5.9.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap{v3.3_04 [1.5.1]} [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ArsMagica{5.50.007} [Ars Magica] (ArsMagica_5.50.007.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BasicComponents{1.3.1} [Basic Components] (BasicComponents_v1.3.1.358.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{1.12.2} [DrZhark's CustomSpawner] (CustomMobSpawner 1.12.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{5.0.8} [DrZhark's Mo'Creatures Mod] (DrZhark's Mo'Creatures Mod v5.0.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Myths&Monsters{WIP Version} [Myths&Monsters] (ForgeMyths&MonstersModmcv1.5.1d24.3.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil{1.0.0} [iChunUtil] (iChunUtil1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_MMM_MMMLib{1.5.1-4} [MMMLib] (MMMLib-1_5_1-4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_LMM_littleMaidMob{1.5.1-2} [littleMaidMob] (littleMaidMob-1_5_1-2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mmmPowersuits{0.4.2-314} [MachineMuse's Modular Powersuits] (ModularPowersuits-0.4.2-326.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PowersuitAddons{0.2.2-52} [Andrew2448's Modular Powersuits Addon] (MPSA-0.2.2-52_MPS-326.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LegendGear{1.5.2} [LegendGear] (NMcCoy-LegendGear-1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PortalGun{1.5.0.2} [PortalGun] (PortalGun1.5.0v2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PrimitiveMobs{1.4} [PrimitiveMobs] (PrimitiveMobsv1.3.5MC1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
UtilityMobs{2.0} [Utility Mobs] (UtilityMobs 2.0 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 704 (39424 bytes; 0 MB) allocated, 613 (34328 bytes; 0 MB) used
Player Count: 1 / 8; [GCCorePlayerMP['BeTheMac'/224, l='Conquerer', x=837.22, y=63.00, z=-427.51]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
java.lang.NullPointerException
at portalgun.common.core.MapPacketHandler.handleServerPacket(MapPacketHandler.java:78)
at portalgun.common.core.MapPacketHandler.handle(MapPacketHandler.java:38)
at cpw.mods.fml.common.network.NetworkRegistry.handleTinyPacket(NetworkRegistry.java:354)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket131Packet(FMLNetworkHandler.java:420)
at net.minecraft.network.NetServerHandler.func_72494_a(NetServerHandler.java:1275)
at net.minecraft.network.packet.Packet131MapData.func_73279_a(SourceFile:41)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
--- END ERROR REPORT e0533cad ----------
As for the Harbingers Necroing their slain targets...... hell yeah, you got it :D.
Atm, the only scythe holding minion would be the spectral miner, zombie, wither skeleton, and pigmen.
Witches are very rare sadly, I hope Mojang fixed their spawning issue...
I will see what I can do with the shield, have a tanky pet eh?
Was the necro harbringer an already planned feature, or did I just come up with something devilish? Haha.
Lol, you read my mind! I was thinking it'd be fun to give villagers shields and send them out front. Although that brings up a question, will you be adding in some way to control troops? I was thinking for the follow/sitting issue maybe just use different eye colours. Red for Sit, Green for Follow. As for more complicated commands you could just use an attack on sight mode where the pets will attack anything hostile they see, an attack when approached (or, if it's a ranged troop, attack at a distance but hold position) where they'll stay close to you and attack only if attacked or attack at a distance if a ranged troop, and a passive - don't attack anything mode but follow, and a sit mode. So, 4 different modes which would give enough complexity to your followers to make it dynamic.
edit - Oh, hell, while we're at it, why not add the ability for the Harbringer to use a shield too... With vanguard abilities... Muahahahahaha. That'd be so badass. Bone scythe, bone shield, army of undead farm animals, and it levels up too? People are going to have nightmares of this thing,
Woah! Awesome!
Not asking for it right-away but just curious if you do plan on sometime adding living-metal and biomass shields/swords to Asgard Shield...?
Atm I am hammering out one sorta annoying bug (Nothing big, its just I am a perfectionist when it comes to my Mods).
Other then that I am still tossing back and forth on the special Harken Scythe Augments for Asgard Shield mod. Right now it only helps the shields and leaves the Giant Swords in the dark... so I am revising my first concept to fit them both.