I had disabled the traps spawning in the Properties file, but for some reason, the game would act as if they still spawned because I walked over a block and caught on fire, and I was sneaking to make sure. So could you make an actual config file to turn off Trap Spawning for sure?
I had disabled the traps spawning in the Properties file, but for some reason, the game would act as if they still spawned because I walked over a block and caught on fire, and I was sneaking to make sure. So could you make an actual config file to turn off Trap Spawning for sure?
That might be a bug. They do still spawn, so if you decide to turn the traps back on they'll still be there, but all functionality is supposed to be disabled, i.e. act like it's not there at all. I'll go look in to it, because when I tested it the player didn't take any damage or anything. Might just be something I overlooked. It's a feature I added in v0.0.1b.
EDIT: Just tested it with the latest version, and it seemed to be working fine. Are you playing on a server or single player? And are you sure you're using the latest version?
That might be a bug. They do still spawn, so if you decide to turn the traps back on they'll still be there, but all functionality is supposed to be disabled, i.e. act like it's not there at all. I'll go look in to it, because when I tested it the player didn't take any damage or anything. Might just be something I overlooked.
Maybe for a future update, you should add a new Blessing that lets us see the traps without having to sneak. Having to sneak all the time really hurts my left hand...
EDIT: Im playing on a Singleplayer world (No server would ever have the mods I use) and I always check for the latest versions. I think the Properties file said that it couldnt find itself or something, and after opening it with Notepad, it showed that the changes saved but it acts like it doest.
Maybe for a future update, you should add a new Blessing that lets us see the traps without having to sneak. Having to sneak all the time really hurts my left hand...
*spoilers* There is one already!
I try not to give too much info about the list though, I'd like the players to discover them on their own, although if you go on the GitHub, there's a list in the To Do file.
EDIT: And I'll just do a bit more checking I suppose, although, like I said, it seems to be working fine. When changing the value, just make sure it says spawnTraps = false, or else it'll use the default value if you mistype it.
*spoilers* There is one already!
I try not to give too much info about the list though, I'd like the players to discover them on their own, although if you go on the GitHub, there's a list in the To Do file.
For the sake of my left hand's health (the hand I use to control my character in Minecraft), there better be a blessing like that. However, for the time being, Im not gonna be using this mod because quite honestly, it feels....incomplete to me. Like, it's the start of something good, but it feels like it's lacking something I cant quite point out...
For the sake of my left hand's health (the hand I use to control my character in Minecraft), there better be a blessing like that. However, for the time being, Im not gonna be using this mod because quite honestly, it feels....incomplete to me. Like, it's the start of something good, but it feels like it's lacking something I cant quite point out...
Yea, I mean, it hasn't even been a week since I started work on it. Like I said, I made it for ModJam, which ended two days ago, and you can only fit in so many features in 4 days of work. This mod is definitely going to have more as time goes on though.
Yea, I mean, it hasn't even been a week since I started work on it. Like I said, I made it for ModJam, which ended two days ago, and you can only fit in so many features in 4 days of work. This mod is definitely going to have more as time goes on though.
I mean, for the time put into it, it's an amazing mod. I'd love to see it worked on further for all sorts of new stuff. For me, I'd always try to find Blessing of the Mechanic to remove all the traps in the immediate area of my base and then switch to Blessing of the Guardian.
I mean, for the time put into it, it's an amazing mod. I'd love to see it worked on further for all sorts of new stuff. For me, I'd always try to find Blessing of the Mechanic to remove all the traps in the immediate area of my base and then switch to Blessing of the Guardian.
I agree, Blessing of the Mechanic is my favorite to find at the start, because it nullifies traps for the most part. The Blessing of the Scout is the one that lets you see them without sneaking, but you can't really disarm them so it's not quite as good. I think this mod will fit in great on servers, because then players can use a few different blessing in a team to get things done.
I definitely suggest checking back to this mod later in development though, because once things are polished and better executed, I think I'll be much more fun to play. The way it sits as it, it's more of a proof of concept.
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Developer of the Ice Cream Sandwich Creeper Mod, the (WIP) Borderlands Weapon Mod, and the "You Will Die" Mod!
I agree, Blessing of the Mechanic is my favorite to find at the start, because it nullifies traps for the most part. The Blessing of the Scout is the one that lets you see them without sneaking, but you can't really disarm them so it's not quite as good. I think this mod will fit in great on servers, because then players can use a few different blessing in a team to get things done.
I definitely suggest checking back to this mod later in development though, because once things are polished and better executed, I think I'll be much more fun to play. The way it sits as it, it's more of a proof of concept.
I never once saw Blessing of the Scout when I played, but it must be one of the new ones you added. But yeah, once this mod gets more polished and refined, I'll give it another shot.
I never once saw Blessing of the Scout when I played, but it must be one of the new ones you added. But yeah, once this mod gets more polished and refined, I'll give it another shot.
Actually, it's not, it was in the initial release. XD
As always, luck plays a huge factor. The thing is though, the more blessings I add, the less likely you are to come across any single one. But that's mainly why I tried to spawn so many pillars around the world, and also included them in dungeon towers, so you'd have an extra chance.
I really dig this. I have to ask, though: are there any insta-death effects hidden in those potions? As appropriate as that'd be for a roguelike, I tend to get pretty elaborate in my hardcore worlds, and I'd hate to suddenly drop dead halfway through a playthrough because I rolled the dice on drinking a mystery potion.
I really dig this. I have to ask, though: are there any insta-death effects hidden in those potions? As appropriate as that'd be for a roguelike, I tend to get pretty elaborate in my hardcore worlds, and I'd hate to suddenly drop dead halfway through a playthrough because I rolled the dice on drinking a mystery potion.
They're all vanilla effects. Also, if you have any mods installed, it'll use effects from those mods, and when you remove the mods, it'll update any invalid potion references. So as long as you don't have a mod that does insane potion effect damage, it most likely shouldn't. I don't think there are any vanilla potion effects that go past half a heart, but I can't remember.
If so, this mod + Roguelike Dungeons Mod + Infernal Mobs + ReDeath Mod = difficulty
So, who wants to call 1.6 the Difficult Mod Update?
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Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
If so, this mod + Roguelike Dungeons Mod + Infernal Mobs + ReDeath Mod = difficulty
So, who wants to call 1.6 the Difficult Mod Update?
As fair as I know, it should work fine with any other mod. If there are any item or block ID conflicts, feel free to change the numbers in the .properties file.
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Developer of the Ice Cream Sandwich Creeper Mod, the (WIP) Borderlands Weapon Mod, and the "You Will Die" Mod!
They're all vanilla effects. Also, if you have any mods installed, it'll use effects from those mods, and when you remove the mods, it'll update any invalid potion references. So as long as you don't have a mod that does insane potion effect damage, it most likely shouldn't. I don't think there are any vanilla potion effects that go past half a heart, but I can't remember.
Back porting is always a bit of a pain, but I'll see what I can do, maybe once I get a few more features in and the updates start to slow down, since the mod itself still isn't as complete as I'd like it to be.
You're a hero, man. Thank you for anything you manage to do.
Update to v0.0.1d:
Armor now spawns with rank which influences Damage Reduction stat. Prefixes for all ranked items are now chosen based off rank. Rebalanced 3 blessings. Version checking now correctly notifies the player (used to only print in console), again.
Mainly wanted to fix version checking not working still, but thought i'd throw in another quick feature.
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Developer of the Ice Cream Sandwich Creeper Mod, the (WIP) Borderlands Weapon Mod, and the "You Will Die" Mod!
That might be a bug. They do still spawn, so if you decide to turn the traps back on they'll still be there, but all functionality is supposed to be disabled, i.e. act like it's not there at all. I'll go look in to it, because when I tested it the player didn't take any damage or anything. Might just be something I overlooked. It's a feature I added in v0.0.1b.
EDIT: Just tested it with the latest version, and it seemed to be working fine. Are you playing on a server or single player? And are you sure you're using the latest version?
EDIT: Im playing on a Singleplayer world (No server would ever have the mods I use) and I always check for the latest versions. I think the Properties file said that it couldnt find itself or something, and after opening it with Notepad, it showed that the changes saved but it acts like it doest.
*spoilers* There is one already!
I try not to give too much info about the list though, I'd like the players to discover them on their own, although if you go on the GitHub, there's a list in the To Do file.
EDIT: And I'll just do a bit more checking I suppose, although, like I said, it seems to be working fine. When changing the value, just make sure it says spawnTraps = false, or else it'll use the default value if you mistype it.
Yea, I mean, it hasn't even been a week since I started work on it. Like I said, I made it for ModJam, which ended two days ago, and you can only fit in so many features in 4 days of work. This mod is definitely going to have more as time goes on though.
I agree, Blessing of the Mechanic is my favorite to find at the start, because it nullifies traps for the most part. The Blessing of the Scout is the one that lets you see them without sneaking, but you can't really disarm them so it's not quite as good. I think this mod will fit in great on servers, because then players can use a few different blessing in a team to get things done.
I definitely suggest checking back to this mod later in development though, because once things are polished and better executed, I think I'll be much more fun to play. The way it sits as it, it's more of a proof of concept.
Actually, it's not, it was in the initial release. XD
As always, luck plays a huge factor. The thing is though, the more blessings I add, the less likely you are to come across any single one. But that's mainly why I tried to spawn so many pillars around the world, and also included them in dungeon towers, so you'd have an extra chance.
They're all vanilla effects. Also, if you have any mods installed, it'll use effects from those mods, and when you remove the mods, it'll update any invalid potion references. So as long as you don't have a mod that does insane potion effect damage, it most likely shouldn't. I don't think there are any vanilla potion effects that go past half a heart, but I can't remember.
If so, this mod + Roguelike Dungeons Mod + Infernal Mobs + ReDeath Mod = difficulty
So, who wants to call 1.6 the Difficult Mod Update?
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
As fair as I know, it should work fine with any other mod. If there are any item or block ID conflicts, feel free to change the numbers in the .properties file.
Brilliant! Thanks.
Pretty long and thorough review. Hope you enjoy.
You're a hero, man. Thank you for anything you manage to do.
Nice! I'll add it to the list.
Armor now spawns with rank which influences Damage Reduction stat. Prefixes for all ranked items are now chosen based off rank. Rebalanced 3 blessings. Version checking now correctly notifies the player (used to only print in console), again.
Mainly wanted to fix version checking not working still, but thought i'd throw in another quick feature.