Something I noticed again while making trial worlds for 1.10.2: EvilCraft puts lots and lots of stacks of coagulated blood into the starting bonus chest. Enough that I'm starting to wonder if it might actually limit contributions from other mods to the chest.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I think you may run into difficulties with this. Since potion id's are stored as bytes and not integers in minecraft code, any id that is 128 or above will give you crashes, wrong potion effects or null pointers errors. Others have tackled this issue and to do it properly, you would have to change how minecraft stores potion data entirely. I know of at least one mod that uses byte transforms to change the data to integers.
If you want to test the robustness of your code, add mods to your dev environmnet that would put you over the 0-127 limit and see what happens. As I mentioned previously, this seriously caused me a lot of frustration tracking down how different mods were handling potion id's above 127 in a modpack I am putting together. Unless you want to add to your programming workload, you might want to consider not supporting this element and rely upon other mods such as Extend Potions to handle this.
Minecraft 1.9.x+ handles potions differently now, so this is not a problem anymore.
Feel free to open an issue on the EvilCraft issue tracker about this, I can't promise when I can look into this, since 1.7.10 is not our main target anymore.
Something I noticed again while making trial worlds for 1.10.2: EvilCraft puts lots and lots of stacks of coagulated blood into the starting bonus chest. Enough that I'm starting to wonder if it might actually limit contributions from other mods to the chest.
1) Since I installed the "1.10.2-0.10.10" I can not take the liquid in the tank with a bucket: it activates self-supply (shift or not does not change). I can always fill with a bucket but not empty. I tested only with evilcraft in several version of Forge of 2011 to 2073. I returned to "1.10.2-0.10.8" and everything works again as before.
2) I have not managed to make the blood Tinker (2.3.3a and 2.4.0) fully compatible with evilcraft blood. Is there a trick?
postscript: I do not speak English, this message is a google translation.
1) Last time I checked, this worked fine, I'll look into it.
2) You should be able to pump tinker's blood into any EC machine, if this is not possible, please let me know, because that would be a bug :). EC blood that is pumped into a TCon smeltery doesn't automatically transform into TCon blood though.
1) Since I installed the "1.10.2-0.10.10" I can not take the liquid in the tank with a bucket: it activates self-supply (shift or not does not change). I can always fill with a bucket but not empty. I tested only with evilcraft in several version of Forge of 2011 to 2073. I returned to "1.10.2-0.10.8" and everything works again as before.
I just tested this myself, and everything seems to work just fine.
Right-clicking with a filled bucket on a non-full tank will move that fluid to the tank (if the tank has at least 1000mB of free space).
Shift+right-clicking with an empty bucket on a non-empty tank will move the fluid from the tank to the bucket (if the tank has at least 1000mB).
I tested this with only EvilCraft and CyclopsCore installed.
If you still encounter this problem, then it might be another mod breaking it. Try it with only EC and CC installed, and iteratively add mods to see when it breaks again, then you'll know what mod causes the issue.
System Windows 10. The mouse control is standard (no specific function). The keyboard setting is standard (no specific function).
Minecraft loader MultiMC 0.4.11
Minecraft version 1.10.2
Minecraft Controls
- RIGHTCLICK = use item/place block
- LSHIFT = sneak
Minecraft Mods
- Forge (2046 or 2073)
- EvilCraft-1.10.2-0.10.8 or EvilCraft-1.10.2-0.10.8
- CyclopsCore-1.9.4-0.7.5 or CyclopsCore-1.9.4-0.7.6
Tests
Forge 2046 + EvilCraft-1.10.2-0.10.8 + CyclopsCore-1.9.4-0.7.5 :
a1)RIGHTCLICK or LSHIFT+RIGHTCLICK on the dark tank with hand = self-supply switch
b1)RIGHTCLICK on the dark tank with empty bucket = take a liquid bucket
c1)RIGHTCLICK on the dark tank with liquid bucket = give a liquid bucket
d1)LSHIFT+RIGHTCLICK on the dark tank with empty bucket = take a liquid bucket
e1)LSHIFT+RIGHTCLICK on the dark tank with liquid bucket = liquid on the ground
Forge 2073 + EvilCraft-1.10.2-0.10.8 + CyclopsCore-1.9.4-0.7.5 :
a2)RIGHTCLICK or LSHIFT+RIGHTCLICK on the dark tank with hand = self-supply switch
b2)RIGHTCLICK on the dark tank with empty bucket = take a liquid bucket
c2)RIGHTCLICK on the dark tank with liquid bucket = give a liquid bucket
d2)LSHIFT+RIGHTCLICK on the dark tank with empty bucket = not working
e2)LSHIFT+RIGHTCLICK on the dark tank with liquid bucket = liquid on the ground
Please note the difference in operation between (d1 & d2)
Forge 2046 + EvilCraft-1.10.2-0.10.10 + CyclopsCore-1.9.4-0.7.6 :
a3)RIGHTCLICK or LSHIFT+RIGHTCLICK on the dark tank with hand = self-supply switch
b3)RIGHTCLICK on the dark tank with empty bucket = self-supply switch
c3)RIGHTCLICK on the dark tank with liquid bucket = give a liquid bucket
d3)LSHIFT+RIGHTCLICK on the dark tank with empty bucket = take a liquid bucket
e3)LSHIFT+RIGHTCLICK on the dark tank with liquid bucket = liquid on the ground
Forge 2073 + EvilCraft-1.10.2-0.10.10 + CyclopsCore-1.9.4-0.7.6 :
a4)RIGHTCLICK or LSHIFT+RIGHTCLICK on the dark tank with hand = self-supply switch
b4)RIGHTCLICK on the dark tank with empty bucket = not working
c4)RIGHTCLICK on the dark tank with liquid bucket = give a liquid bucket
d4)LSHIFT+RIGHTCLICK on the dark tank with empty bucket = not working
e4)LSHIFT+RIGHTCLICK on the dark tank with liquid bucket = liquid on the ground
Please note the difference in operation between (b1;b2) and (b3 & b4) Please note the similarities in operation between (d1 & d2) and (d3 & d4)
Conclusion
friendly and good luck
Thanks for the detailed tests ;-)
So it looks like something has changed in Forge between versions 2046 and 2073. The behaviour with 2046 is the intented one (I used 2049 to test).
I'll look into it.
(Follow up on the issue here: https://github.com/CyclopsMC/EvilCraft/issues/470)
Hmm. Since upgrading to 0.10.10, I'm not actually seeing Vengance spirits from the Pickaxe. This can't be intentional....
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Come to think of it, where is the changelog? The download page only gives a few lines that don't seem to pertain, and I can't find it offhand on github.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Come to think of it, where is the changelog? The download page only gives a few lines that don't seem to pertain, and I can't find it offhand on github.
Is there a general way to get at the changelog for a given version?
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Thanks. BTW, I seem to have picked up Vengeance II on my diamond boots....
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Thanks. BTW, I seem to have picked up Vengeance II on my diamond boots....
While enchanting? Or by using the Blood Chest?
That enchanment should not be able to occur when using the Enchantment Table... (If it does occur, you can report it as a bug ;-) )
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
While enchanting? Or by using the Blood Chest?
That enchanment should not be able to occur when using the Enchantment Table... (If it does occur, you can report it as a bug ;-) )
Hah -- probably the Blood chest, thinking about it. Doesn't seem to do anything for armor, though.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Playing in 1.10.2 with evilcraft 0.10.11 and forge 12.18.1.2076
I found a village and it had several werewolvians and they turn to werewolves every night but they don't attack me. Is this a feature or a bug? If it's a bug I'll report it properly.
First noticed in a village with several werewolves every night and none attacked.
Reproduced by using only:
cyclops core 0.7.7
EvilCraft 0.10.11
Forge: different versions between 2053 and 2076
To reproduce I spawned a werewolf in at night with an egg. Had gamemode 0 (survival) on when I spawned it in.
Tested in different biomes and also by going to village and setting time to night. Doesn't help to attack the werewolf. Other mobs, including the poison one from EC works correctly.
I'm having some trouble with the evilcraft/blood magic compatibility. I feel like I'm missing something, but can't get a response on the blood magic thread.
For some reason, it seems like buckets of life essence aren't considered fluid. Whenever I try to place some in a dark tank, it instead simply toggles output on the tank as if I wasn't holding something relevant. The same thing occurs with immersive engineering fluid barrels. Do dark tanks only accept life essence pumped directly out of a blood altar via piping? Is there a method within either mod that will allow me to move fluid in and out of tanks and altars? The only pipes I have available afaik are from immersion engineering, which interact fine with evilcraft, but don't recognize a blood altar as a valid input/output point.
I apologize if this is not the best place to ask, I'm just so frustrated and confused at this point, any advice/direction would be welcome.
Thanks!
(For reference, the modpack the server is running is a 1.8.9 pack)
That's the problem, 1.8.9 is not supported anymore.
Between 1.8 and 1.10, some fluid changes were done, what caused fluid incompatibilities between mods.
These have all been resolved now in 1.10(.2).
So update your pack, everything will work better ;-)
Something I noticed again while making trial worlds for 1.10.2: EvilCraft puts lots and lots of stacks of coagulated blood into the starting bonus chest. Enough that I'm starting to wonder if it might actually limit contributions from other mods to the chest.
Minecraft 1.9.x+ handles potions differently now, so this is not a problem anymore.
Feel free to open an issue on the EvilCraft issue tracker about this, I can't promise when I can look into this, since 1.7.10 is not our main target anymore.
I'll look into it.
In other news the Spirit Reanimator is fixed for 1.10.2. I did something for the cause and saved a Shoggoth (from Abyssalcraft). Yay!
If regular is Vanilla then what flavor is your Minecraft?
1) Last time I checked, this worked fine, I'll look into it.
2) You should be able to pump tinker's blood into any EC machine, if this is not possible, please let me know, because that would be a bug :). EC blood that is pumped into a TCon smeltery doesn't automatically transform into TCon blood though.
I just tested this myself, and everything seems to work just fine.
Right-clicking with a filled bucket on a non-full tank will move that fluid to the tank (if the tank has at least 1000mB of free space).
Shift+right-clicking with an empty bucket on a non-empty tank will move the fluid from the tank to the bucket (if the tank has at least 1000mB).
I tested this with only EvilCraft and CyclopsCore installed.
If you still encounter this problem, then it might be another mod breaking it. Try it with only EC and CC installed, and iteratively add mods to see when it breaks again, then you'll know what mod causes the issue.
Thanks for the detailed tests ;-)
So it looks like something has changed in Forge between versions 2046 and 2073. The behaviour with 2046 is the intented one (I used 2049 to test).
I'll look into it.
(Follow up on the issue here: https://github.com/CyclopsMC/EvilCraft/issues/470)
Hmm. Since upgrading to 0.10.10, I'm not actually seeing Vengance spirits from the Pickaxe. This can't be intentional....
Have a look at the (0.10.9) changelog. Vengeance Pickaxes crafted before that update will indeed not produce spirits anymore.
Come to think of it, where is the changelog? The download page only gives a few lines that don't seem to pertain, and I can't find it offhand on github.
Here is the one for 0.10.9: https://minecraft.curseforge.com/projects/evilcraft/files/2325842
Is there a general way to get at the changelog for a given version?
Yes, the changelogs are available in the description of each curseforge file, or on github: https://github.com/CyclopsMC/EvilCraft/tree/master-1.10/resources/changelog
Thanks. BTW, I seem to have picked up Vengeance II on my diamond boots....
While enchanting? Or by using the Blood Chest?
That enchanment should not be able to occur when using the Enchantment Table... (If it does occur, you can report it as a bug ;-) )
OK, .../tree/master-#.##/resources/changelog . Thanks!
Hah -- probably the Blood chest, thinking about it. Doesn't seem to do anything for armor, though.
They should attack you, so that must be a bug :-)
Thanks :-)
I'm having some trouble with the evilcraft/blood magic compatibility. I feel like I'm missing something, but can't get a response on the blood magic thread.
For some reason, it seems like buckets of life essence aren't considered fluid. Whenever I try to place some in a dark tank, it instead simply toggles output on the tank as if I wasn't holding something relevant. The same thing occurs with immersive engineering fluid barrels. Do dark tanks only accept life essence pumped directly out of a blood altar via piping? Is there a method within either mod that will allow me to move fluid in and out of tanks and altars? The only pipes I have available afaik are from immersion engineering, which interact fine with evilcraft, but don't recognize a blood altar as a valid input/output point.
I apologize if this is not the best place to ask, I'm just so frustrated and confused at this point, any advice/direction would be welcome.
Thanks!
(For reference, the modpack the server is running is a 1.8.9 pack)
That's the problem, 1.8.9 is not supported anymore.
Between 1.8 and 1.10, some fluid changes were done, what caused fluid incompatibilities between mods.
These have all been resolved now in 1.10(.2).
So update your pack, everything will work better ;-)