Evilcraft is the 1.7.10-0.9.5
Other mods that genarate biomes are Biomes o Plentie, TW Forest, Erebus and AbyssalCraft. I'm new to mooded minecraft so i might be doing something wrong. I checked the config file but there werent any disable option for the biome, only the ID.
Evilcraft is the 1.7.10-0.9.5
Other mods that genarate biomes are Biomes o Plentie, TW Forest, Erebus and AbyssalCraft. I'm new to mooded minecraft so i might be doing something wrong. I checked the config file but there werent any disable option for the biome, only the ID.
Thank you for the quickly reply =)
You shouldn't disable the biome (you can do that by setting it to -1 though), you should thoroughly check the log files to see if there went anything wrong with the biomes and resolve the problem accordingly.
You might want to check out the mod Intangible, which also deals with spirits. Perhaps you can connect up with them somehow...
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 already pointed him in that direction. He said that he'll look into integration when he gets the chance. We're on the same page here (not literally of course).
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
So, I had an idea for the "gem dust" problem: Crafting it with a spike, optionally keeping the spike. Well, I went looking at your recipes, and realized that there's clearliy something I'm missing: I don't know how you're getting the shears back from the undead sapling recipe, or the bucket back from the poison potion recipe, and so on for several other recipes. What am I missing here?
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.
So, I had an idea for the "gem dust" problem: Crafting it with a spike, optionally keeping the spike. Well, I went looking at your recipes, and realized that there's clearliy something I'm missing: I don't know how you're getting the shears back from the undead sapling recipe, or the bucket back from the poison potion recipe, and so on for several other recipes. What am I missing here?
That's something you won't be able to do with the xml recipe system, because for these things you are required to manually hook into Forge's recipe handlers. It would be possible to add something for this to the xml recipe system, but I have too much other stuff to do unfortunately...
That's something you won't be able to do with the xml recipe system, because for these things you are required to manually hook into Forge's recipe handlers. It would be possible to add something for this to the xml recipe system, but I have too much other stuff to do unfortunately...
I take it there are special cases behind the scenes.
I don't usually say "I told you so", but this really is why it's usually better to use a preexisting framework than to roll your own. By which I mean, MineTweaker/ModTweaker does have syntax for returnable and/or durable ingredients.
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 take it there are special cases behind the scenes.
I don't usually say "I told you so", but this really is why it's usually better to use a preexisting framework than to roll your own. By which I mean, MineTweaker/ModTweaker does have syntax for returnable and/or durable ingredients.
I created this xml recipe system primarily for myself, so I can quickly add new recipes during development, it's something purely internal.
I just happened to make it available to players as well.
It would be very strange if I were to make ModTweaker a required dependency just for this, which is why I created my own lightweight system which is shared across all other mods I develop.
It's perfectly possible to add ModTweaker as well, but this is something that is really low on my todo-list, but if someone else wants to implement this I'd be happy to support it.
Sure the player can install ModTweaker, but AFAICT, you're not actually supporting it, or vice versa: Their site doesn't list your mod, so presumably they can't get at your blood infuser recipes, let alone the environmental accumulator or purifier.They imply they need an API to get into your mod, but presumably you could also provide information to their own API. And linking their API doesn't make their mod a dependency.
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.
So, been playing with more advanced machinery, including grails, pedestals, and the Spirit Furnace. It's not clear to me how youre supposed to use the grails, without external piping (which I don't have) they have pretty limited access aside from manual handling:
They can take blood from a jar atop them in "auto-supply mode". I guess this covers being fed by pedestals too, but it looks to me like they can't feed blood to a jar.
They can be put in the "blood source" slot for an infuser (or blood chest?) if they have some blood in them already, but that's input-only: If you try putting them in the "infusion" slot, they get filled up... and then transferred to the output slot.
The third grail I added to the network didn't stack with the first two, and after playing with them a bit the original two didn't stack either.
So far, I can see two basic uses: Feeding blood from a farm or hand-collection back to the infuser, or sticking a bigger jar behind a machine such as the spirit furnace. My suggestions:
Fix the stacking so that (only) grails in the same network always stack.
They should be placeable in the fourth (or any) "upgrade" slot of the infuser, to link the infuser's storage into their network. If you can't catch a "draw on empty" or "overfilling" event, perhaps they draw or fill blood from an infuser when something else drains/fills them within 1000 points of empty/full.
Optionally, allow them to hook up with any jar placed adjacent to them (remembering that an upgraded infuser is still likely to be the biggest thing on the network).
Position-dependent option: Horizontally adjacent adds the jar to the network, a jar on top is drained, a jar below is filled.
For more complexity, they could be right-clicked as blocks to switch individual grail blocks between input, output, or duplex/position-dependent.
Regardless, you'd need rules for arbitrating among multiple infusers/jars/etc. The 1000-point buffer from above has the advantage of handling that fairly well, especially if there's also an I/O switch.
Similarly, let pedestals feed to nearby grails.
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.
Oh hey, new version... I can't seem to find the changelogs (your "changes" tab is a copy of the description), but I'll try it...
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.
So, been playing with more advanced machinery, including grails, pedestals, and the Spirit Furnace. It's not clear to me how youre supposed to use the grails, without external piping (which I don't have) they have pretty limited access aside from manual handling:
They can take blood from a jar atop them in "auto-supply mode". I guess this covers being fed by pedestals too, but it looks to me like they can't feed blood to a jar.
They can be put in the "blood source" slot for an infuser (or blood chest?) if they have some blood in them already, but that's input-only: If you try putting them in the "infusion" slot, they get filled up... and then transferred to the output slot.
The third grail I added to the network didn't stack with the first two, and after playing with them a bit the original two didn't stack either.
So far, I can see two basic uses: Feeding blood from a farm or hand-collection back to the infuser, or sticking a bigger jar behind a machine such as the spirit furnace. My suggestions:
Fix the stacking so that (only) grails in the same network always stack.
They should be placeable in the fourth (or any) "upgrade" slot of the infuser, to link the infuser's storage into their network. If you can't catch a "draw on empty" or "overfilling" event, perhaps they draw or fill blood from an infuser when something else drains/fills them within 1000 points of empty/full.
Optionally, allow them to hook up with any jar placed adjacent to them (remembering that an upgraded infuser is still likely to be the biggest thing on the network).
Position-dependent option: Horizontally adjacent adds the jar to the network, a jar on top is drained, a jar below is filled.
For more complexity, they could be right-clicked as blocks to switch individual grail blocks between input, output, or duplex/position-dependent.
Regardless, you'd need rules for arbitrating among multiple infusers/jars/etc. The 1000-point buffer from above has the advantage of handling that fairly well, especially if there's also an I/O switch.
Similarly, let pedestals feed to nearby grails.
Thanks for your suggestions!
I agree that without the help of external mods, automation can be quite tricky.
Something for this has been on my todo-list for a while, so I'll look into it eventually.
But it won't be part of the next feature update though, I don't know when yet.
Oh, I thought of a #6: renaming a grail should rename all grails in that network.
And on a different tack, can we haz slabs/stairs/doors/etc for undead wood? The planks look pretty cool, but so much for trimming my roof in scary-looking stairs. I had to settle for putting up some of the drippy leaves here and there...
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 have some specific ideas for Intangible integration when the time comes.
1. Creatures that have been drained of their souls can not produce Vengeance Spirits.
2. Vengeance Spirits are a new type of soul that can be absorbed by a Well of Souls, damaged by Doom Bolt spells, etc. You still need to do Intangible progress as normal to use this however. Any spells or abilities using them primarily unleash retributive types of effects. They are immune to Soul Leash spells and can ignore Soul Relays and similar "soul leading" blocks if targeting a player. If imbued into stone it gains the ability to act like a Spiked Plate that doesn't extract blood.
3. A Box of Eternal Closure (and Vengeance Focus) can be used to catch any wandering soul. This could best be tracked with the new "contents" line being "Mob name (Soul-type)."
4. Using Intangible's soul extraction apparatus you can pull a soul back out of the Box of Eternal Closure. This resets the timer on Vengeance Spirits before they vanish. If a Forgotten Player is released they count as Wise Souls.
5. New "Spirit Corrupter" machine. (Should be an option Evilcraft-side.) A Box of Eternal Closure placed in it has the type of soul inside it changed to Vengeance Spirit. If non- Vengeance Spirit souls wander too closely they will be corrupted into Vengeance Spirits. This requires a supply of blood to perform either way.
6. Gemstone Torches also prevent soul types other than Vengeance Spirits in their active radius from forming. It banishes all spirits regardless.
7. If any type of soul is destroyed (by a Doom Bolt or otherwise) it doesn't grant any blood.
8. Soul imbued stones (of any type or "vengeance" only?) may be a new option for building the Spirit Machine.
Do these sound like some good base rules and additions for integration with Intangible?
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
I have some specific ideas for Intangible integration when the time comes.
1. Creatures that have been drained of their souls can not produce Vengeance Spirits.
2. Vengeance Spirits are a new type of soul that can be absorbed by a Well of Souls, damaged by Doom Bolt spells, etc. You still need to do Intangible progress as normal to use this however. Any spells or abilities using them primarily unleash retributive types of effects. They are immune to Soul Leash spells and can ignore Soul Relays and similar "soul leading" blocks if targeting a player. If imbued into stone it gains the ability to act like a Spiked Plate that doesn't extract blood.
3. A Box of Eternal Closure (and Vengeance Focus) can be used to catch any wandering soul. This could best be tracked with the new "contents" line being "Mob name (Soul-type)."
4. Using Intangible's soul extraction apparatus you can pull a soul back out of the Box of Eternal Closure. This resets the timer on Vengeance Spirits before they vanish. If a Forgotten Player is released they count as Wise Souls.
5. New "Spirit Corrupter" machine. (Should be an option Evilcraft-side.) A Box of Eternal Closure placed in it has the type of soul inside it changed to Vengeance Spirit. If non- Vengeance Spirit souls wander too closely they will be corrupted into Vengeance Spirits. This requires a supply of blood to perform either way.
6. Gemstone Torches also prevent soul types other than Vengeance Spirits in their active radius from forming. It banishes all spirits regardless.
7. If any type of soul is destroyed (by a Doom Bolt or otherwise) it doesn't grant any blood.
8. Soul imbued stones (of any type or "vengeance" only?) may be a new option for building the Spirit Machine.
Do these sound like some good base rules and additions for integration with Intangible?
1, 7. Will do
2, 4, 6 Sound interesting, I'll see what's possible.
The others also sound interesting, but I'll have to draw a line somewhere, because my time is very limited unfortunately :/ (I still have a lot of fun things planned for EvilCraft on itself)
If someone would come along and be interested in making an addon mod for this, I'd be happy to support it though.
Your welcome Kroeser! I'll also run this through the Intangible thread and see what Emoniph and the others think. Hopefully this can be done collaboratively from both sides for best results. Who knows? Maybe Emoniph wants to take things even further?
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
I just checked your Twitter Kroeser. I love the new brooms! When I shift over my Solitarycraft from 1.8 to 1.8.9 and start making brooms rather than searching for them I'm going to have a lot of fun! "Broom closet" anyone? What else would you expect from a "Dimensional Witch" like me? I may even try giving Integrated Dynamics a spin then.
Rollback Post to RevisionRollBack
If regular is Vanilla then what flavor is your Minecraft?
Which version are you using? They should not even spawn at all. It might also be possible that you are experiencing a mod biome conflict.
Evilcraft is the 1.7.10-0.9.5
Other mods that genarate biomes are Biomes o Plentie, TW Forest, Erebus and AbyssalCraft. I'm new to mooded minecraft so i might be doing something wrong. I checked the config file but there werent any disable option for the biome, only the ID.
Thank you for the quickly reply =)
You shouldn't disable the biome (you can do that by setting it to -1 though), you should thoroughly check the log files to see if there went anything wrong with the biomes and resolve the problem accordingly.
You might want to check out the mod Intangible, which also deals with spirits. Perhaps you can connect up with them somehow...
I already pointed him in that direction. He said that he'll look into integration when he gets the chance. We're on the same page here (not literally of course).
If regular is Vanilla then what flavor is your Minecraft?
Last time I checked, Intangible was still in alpha and didn't have an API out. When I finish porting my mods to 1.9, I'll have another look at it.
So, I had an idea for the "gem dust" problem: Crafting it with a spike, optionally keeping the spike. Well, I went looking at your recipes, and realized that there's clearliy something I'm missing: I don't know how you're getting the shears back from the undead sapling recipe, or the bucket back from the poison potion recipe, and so on for several other recipes. What am I missing here?
What I have so far is:
That's something you won't be able to do with the xml recipe system, because for these things you are required to manually hook into Forge's recipe handlers. It would be possible to add something for this to the xml recipe system, but I have too much other stuff to do unfortunately...
I take it there are special cases behind the scenes.
I don't usually say "I told you so", but this really is why it's usually better to use a preexisting framework than to roll your own. By which I mean, MineTweaker/ModTweaker does have syntax for returnable and/or durable ingredients.
I created this xml recipe system primarily for myself, so I can quickly add new recipes during development, it's something purely internal.
I just happened to make it available to players as well.
It would be very strange if I were to make ModTweaker a required dependency just for this, which is why I created my own lightweight system which is shared across all other mods I develop.
It's perfectly possible to add ModTweaker as well, but this is something that is really low on my todo-list, but if someone else wants to implement this I'd be happy to support it.
Sure the player can install ModTweaker, but AFAICT, you're not actually supporting it, or vice versa: Their site doesn't list your mod, so presumably they can't get at your blood infuser recipes, let alone the environmental accumulator or purifier.They imply they need an API to get into your mod, but presumably you could also provide information to their own API. And linking their API doesn't make their mod a dependency.
So, been playing with more advanced machinery, including grails, pedestals, and the Spirit Furnace. It's not clear to me how youre supposed to use the grails, without external piping (which I don't have) they have pretty limited access aside from manual handling:
So far, I can see two basic uses: Feeding blood from a farm or hand-collection back to the infuser, or sticking a bigger jar behind a machine such as the spirit furnace. My suggestions:
Oh hey, new version... I can't seem to find the changelogs (your "changes" tab is a copy of the description), but I'll try it...
Thanks for your suggestions!
I agree that without the help of external mods, automation can be quite tricky.
Something for this has been on my todo-list for a while, so I'll look into it eventually.
But it won't be part of the next feature update though, I don't know when yet.
Oh, I thought of a #6: renaming a grail should rename all grails in that network.
And on a different tack, can we haz slabs/stairs/doors/etc for undead wood? The planks look pretty cool, but so much for trimming my roof in scary-looking stairs. I had to settle for putting up some of the drippy leaves here and there...
(and also: blood pudding. )
I have some specific ideas for Intangible integration when the time comes.
1. Creatures that have been drained of their souls can not produce Vengeance Spirits.
2. Vengeance Spirits are a new type of soul that can be absorbed by a Well of Souls, damaged by Doom Bolt spells, etc. You still need to do Intangible progress as normal to use this however. Any spells or abilities using them primarily unleash retributive types of effects. They are immune to Soul Leash spells and can ignore Soul Relays and similar "soul leading" blocks if targeting a player. If imbued into stone it gains the ability to act like a Spiked Plate that doesn't extract blood.
3. A Box of Eternal Closure (and Vengeance Focus) can be used to catch any wandering soul. This could best be tracked with the new "contents" line being "Mob name (Soul-type)."
4. Using Intangible's soul extraction apparatus you can pull a soul back out of the Box of Eternal Closure. This resets the timer on Vengeance Spirits before they vanish. If a Forgotten Player is released they count as Wise Souls.
5. New "Spirit Corrupter" machine. (Should be an option Evilcraft-side.) A Box of Eternal Closure placed in it has the type of soul inside it changed to Vengeance Spirit. If non- Vengeance Spirit souls wander too closely they will be corrupted into Vengeance Spirits. This requires a supply of blood to perform either way.
6. Gemstone Torches also prevent soul types other than Vengeance Spirits in their active radius from forming. It banishes all spirits regardless.
7. If any type of soul is destroyed (by a Doom Bolt or otherwise) it doesn't grant any blood.
8. Soul imbued stones (of any type or "vengeance" only?) may be a new option for building the Spirit Machine.
Do these sound like some good base rules and additions for integration with Intangible?
If regular is Vanilla then what flavor is your Minecraft?
1, 7. Will do
2, 4, 6 Sound interesting, I'll see what's possible.
The others also sound interesting, but I'll have to draw a line somewhere, because my time is very limited unfortunately :/ (I still have a lot of fun things planned for EvilCraft on itself)
If someone would come along and be interested in making an addon mod for this, I'd be happy to support it though.
Thanks for the suggestions!
Your welcome Kroeser! I'll also run this through the Intangible thread and see what Emoniph and the others think. Hopefully this can be done collaboratively from both sides for best results. Who knows? Maybe Emoniph wants to take things even further?
If regular is Vanilla then what flavor is your Minecraft?
Just released small updates for 1.7.10 and 1.8.9.
EvilCraft is now also available for 1.9, no new features, just a straight port.
I just checked your Twitter Kroeser. I love the new brooms! When I shift over my Solitarycraft from 1.8 to 1.8.9 and start making brooms rather than searching for them I'm going to have a lot of fun! "Broom closet" anyone? What else would you expect from a "Dimensional Witch" like me? I may even try giving Integrated Dynamics a spin then.
If regular is Vanilla then what flavor is your Minecraft?