I'm "fighting" the Hologram in Hoanna, and keep getting a server crash [pastebin] when I log back in.
How tested is this boss fight? Knowing nothing about the combat, being made blind half the time, and having my health knocked down to half a heart repeatedly for no apparent reason... It seems like a total mess. Things are happening that make no sense and there's nothing to attack but the occasional minion that appears. Most of the time I'm blind, every armor I've tried fails to block any of the damage, I can't fly, multiple simultaneous negative potion effects, unexplained beams and spheres that I assume must be avoided (but maybe you are suppose to go into them?) and basically nothing to do but run around in circles with a blacked-out screen (did I mention the near-constant blindness?).
The fact that the "EntityArmorDestroyer" seems to be crashing the server ever time I log back in just makes it more clear that this battle hasn't been tested much for stability or playability. I'm sure the devs are quite good at defeating the boss by now, but they know what needs to be done. To make this battle better, it needs to either A) ramp up the danger in stages, giving the player enough time to learn their way through it, or separate the dangers so that only one is in play at a time (like the blindness—don't combine it with cluster bomb dodging, that's unfair).
But the crash is the big thing right now. I can't continue with my EC3 let's play as long as logging in kills the server. Is there a quick fix?
EDIT: Here is the .git commit, which shows, that it has been fixed(In case you need additional proof ;))
EDIT2: As to the fight - it is supposed to be extremely tough and nearly impossible untill you figure it out. The idea is, that you are supposed to attack the boss while it is not doing anything - since it is the only time he is vulnerable to damage. Can be done either by melee or ranged, though melee is more effective. However - do too much damage at a time - and he will go invincible again, doing another random attack. You are supposed to be dodging everything he creates - those spheres are what debuffs you, and the rays... you better not touch those rays Also, the flight is disabled for the fight, since it makes it too easy. Also you are supposed to stay near him, since if you don't - he teleports you back into fight.
Here is the deal - the boss is supposed to be something you should die fighting again first couple of times, untill you manage to get the strategy behind him. It is not your regular bossfight, like the Wither one.
It is a pretty weird java path you have there. You would also need to make sure, that your java installation is correct, and corresponds to your system(if you have a 32b system, java would also need to be 32b)
Also, make sure that Eclipse is also correct(32b for 32b system.)
Also you PATH variable must be correct, there might be a problem there too, so make sure it is fine.
Cant update it as that Cauldron doesnt exist... as i run the mod on server as well as client
A quick google search allowed me to find out that the latest forge version supported by Cauldron for 1.7.10 is 1388. Your crash was a forge bug upon parsing groups in Wavefront Models(.obj) containing dots in their names(like in the error it is o Cube_Cube.001). This was fixed in forge's build 1235, so to avoid crash you would need to use forge versions after 1235.
EDIT: Here is the .git commit, which shows, that it has been fixed(In case you need additional proof ;))
Good that it's fixed! I didn't think to check since we had recently updated the server, but I know the mod is under active development, so I should have.
As to the fight - it is supposed to be extremely tough and nearly impossible untill you figure it out. The idea is, that you are supposed to attack the boss while it is not doing anything - since it is the onlytime he is vulnerable to damage. Can be done either by melee or ranged,though melee is more effective. However - do too much damage at a time -and he will go invincible again, doing another random attack. You are supposed to be dodging everything he creates - those spheres are what debuffs you, and the rays... you better not touch those rays Also, the flight is disabled for the fight, since it makes it too easy. Also you are supposed to stay near him, since if you don't - he teleports youback into fight.
Here is the deal - the boss is supposed to be something you should die fighting again first couple of times, untill you manage to get the strategy behind him. It is not your regular bossfight, like the Wither one.
I've got to say that I dislike any gameplay that requires you to die to progress. When I play survival Minecraft, I survive—I never die. I know some players will jump off cliffs just to save themselves the walk home, but I always play as if it's Hardcore. Speaking of which, that means no one can possibly beat your boss in Hardcore mode. You might want to think about that—there are always other options.
For example, you could replace death—when fighting the Hologram—with a loss of material and/or progress. Make summoning the boss very expensive and if the player fails to beat it, they don't die (because the fight was "virtual"—it IS a hologram after all ) but they lost their summoning materials and have to start from scratch. This way you can make it as hard as you like without making it impossible in Hardcore mode (and distasteful to true survival players, like me ).
Actually, it looked like one of the waves was an attack by minions. I'd say keep their damage "real" and death from them real too. That's the sort of attack players expect and so they had better be ready for it. The massive, instant damage from the boss itself though... That's another story. I had two additional rows of hearts from Tinker's Construct heart canisters, but I was still getting knocked down to half a heart or killed with a single blow—the source of which I never saw. Making all THAT damage "virtual," ending the battle if it "kills" you, would be a cool gimmick to the boss fight. And it would still require you to fight it multiple times in order to learn from your (non-lethal) mistakes.
Your points are good, the only question I have is: How would that system work in multiplayer? What would stop a 'thrown from the battle' player to come back to the fight, should there be another player fighting at the moment?
Updated the topic: Added screenshots of all current multiblock structures.
Also while I'm at it, v4.6 is coming, and it has Magical Inventory Manager removed(there is a new, much better system now), so if you want to keep all your items - remove the manager and it's nodes from the world, since they will be gone anyway.
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Beta build of 4.6 is available for download at curse.com as usual. Make sure to backup your world before updating - it is called 'Beta' for a reason!
Also, please, report all bugs to the usual github location.
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No, no, we can't. The change means, that the quarry will skip the bedrock blocks should it attempt to mine one, instead of just stopping there as it used to be
when I fight the hologram when I get it down about 3/4 of it's hp it just disappears, am I doing something wrong or missing something to keep him in the fight?
when I fight the hologram when I get it down about 3/4 of it's hp it just disappears, am I doing something wrong or missing something to keep him in the fight?
It is not supposed to dissapear. What version of EC3 are you using? How exactly does it dissapear? Is it always fixed at 3/4 of it's hp, or random? Also, are you having any errors in the log by any chance, and if you do - is the forge config option for removing erroring entities enabled?
I'm using Difficult Life (personal/private modpack). I just wanted to make a suggestion that could be a config option. Instead of ramping up difficulty based on play time, you could ramp up difficulty based on experience gained. Just thought that might be an interesting way of doing things, and in that case it would be less of a "rush for the end game" and more of a "at your own pace" game. Although, if people have a lot of automation, that would perhaps bypass a lot of the experience gaining process. Oh well.
Has been fixed ~week ago in 4.5.1710.223.
EDIT: Here is the .git commit, which shows, that it has been fixed(In case you need additional proof ;))
EDIT2: As to the fight - it is supposed to be extremely tough and nearly impossible untill you figure it out. The idea is, that you are supposed to attack the boss while it is not doing anything - since it is the only time he is vulnerable to damage. Can be done either by melee or ranged, though melee is more effective. However - do too much damage at a time - and he will go invincible again, doing another random attack. You are supposed to be dodging everything he creates - those spheres are what debuffs you, and the rays... you better not touch those rays Also, the flight is disabled for the fight, since it makes it too easy. Also you are supposed to stay near him, since if you don't - he teleports you back into fight.
Here is the deal - the boss is supposed to be something you should die fighting again first couple of times, untill you manage to get the strategy behind him. It is not your regular bossfight, like the Wither one.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Sorry, but my my question isn't in the theme of the page. When I try to start eclipse, I have got an exit code 13, what, should I do?
Emmm... Google it? Also it would be nice to at least see the error report(aka stacktrace or log).
Also, you should ask your question here, instead of this topic - you have a much higher chance of your problem being fixed then.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Full window crash-report:
Java was started but returned exit code=13
C:/ProgramData/Oracle/Java/javapath/javaw.exe
-Xms256m
-Xmx1024m
-jar D:/ Eclipse//plugins/org.eclipse.equinox.launcher_1.3.100.v20150511-1540.jar
-os win32
-ws win32
-arch x86_64
-showsplash
D:/Eclipse//plugins/org.eclipse.platfirm_4.5.0.v20150603-2000/splah.bmp
-launcher D:/Eclipse/eclipse.exe
-name Eclipse
--launcher.library
D:/Eclipse//plugins/org.eclipse.equinox.launcher.win32.win32.x86_64_1.1.300.v201
50602-1417/eclipse_1611.dll
-startup
D:/Eclipse//plugins/org.eclipse.equinox.launcher_1.3.100.v20150511-1540.jar
--launcher.appendVmargs
-exitdata 4a0_5c
-vm C:/ProgramData/Oracle/Java/javapath/java.exe
-vmargs
-Xms256m
-Xmx1024m
-jar D:/Eclipse//plugins/org.eclipse.equinox.launcher_1.3.100.v20150511-1540.jar
I can't just copy this text and I rewrote it, but I didn't find the left slash, the the text was only with right.
Well, first of all, please provide the output of
java -version
Also. provide the output of
"C:/ProgramData/Oracle/Java/javapath/javaw.exe" -version
It is a pretty weird java path you have there. You would also need to make sure, that your java installation is correct, and corresponds to your system(if you have a 32b system, java would also need to be 32b)
Also, make sure that Eclipse is also correct(32b for 32b system.)
Also you PATH variable must be correct, there might be a problem there too, so make sure it is fine.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Thank you, I had wrong JRE.
It is pretty much the way it works right now, though the world problems are much less threatening than the player's.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Cant update it as that Cauldron doesnt exist... as i run the mod on server as well as client
A quick google search allowed me to find out that the latest forge version supported by Cauldron for 1.7.10 is 1388. Your crash was a forge bug upon parsing groups in Wavefront Models(.obj) containing dots in their names(like in the error it is o Cube_Cube.001). This was fixed in forge's build 1235, so to avoid crash you would need to use forge versions after 1235.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Good that it's fixed! I didn't think to check since we had recently updated the server, but I know the mod is under active development, so I should have.
I've got to say that I dislike any gameplay that requires you to die to progress. When I play survival Minecraft, I survive—I never die. I know some players will jump off cliffs just to save themselves the walk home, but I always play as if it's Hardcore. Speaking of which, that means no one can possibly beat your boss in Hardcore mode. You might want to think about that—there are always other options.
For example, you could replace death—when fighting the Hologram—with a loss of material and/or progress. Make summoning the boss very expensive and if the player fails to beat it, they don't die (because the fight was "virtual"—it IS a hologram after all ) but they lost their summoning materials and have to start from scratch. This way you can make it as hard as you like without making it impossible in Hardcore mode (and distasteful to true survival players, like me ).
Actually, it looked like one of the waves was an attack by minions. I'd say keep their damage "real" and death from them real too. That's the sort of attack players expect and so they had better be ready for it. The massive, instant damage from the boss itself though... That's another story. I had two additional rows of hearts from Tinker's Construct heart canisters, but I was still getting knocked down to half a heart or killed with a single blow—the source of which I never saw. Making all THAT damage "virtual," ending the battle if it "kills" you, would be a cool gimmick to the boss fight. And it would still require you to fight it multiple times in order to learn from your (non-lethal) mistakes.
Your points are good, the only question I have is: How would that system work in multiplayer? What would stop a 'thrown from the battle' player to come back to the fight, should there be another player fighting at the moment?
Updated the topic: Added screenshots of all current multiblock structures.
Also while I'm at it, v4.6 is coming, and it has Magical Inventory Manager removed(there is a new, much better system now), so if you want to keep all your items - remove the manager and it's nodes from the world, since they will be gone anyway.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Beta build of 4.6 is available for download at curse.com as usual. Make sure to backup your world before updating - it is called 'Beta' for a reason!
Also, please, report all bugs to the usual github location.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Thank you I was waiting for ages.
I saw the update very quick, but I already have two questions:1. Why magical chests aren't connecing; 2. Is this update only for inventory mamager?
The magical chests are not supposed to connect - they have a huge storage even without connecting.
A full changelog is available here.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Excuse me, how could we break bedrock?
No, no, we can't. The change means, that the quarry will skip the bedrock blocks should it attempt to mine one, instead of just stopping there as it used to be
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
when I fight the hologram when I get it down about 3/4 of it's hp it just disappears, am I doing something wrong or missing something to keep him in the fight?
It is not supposed to dissapear. What version of EC3 are you using? How exactly does it dissapear? Is it always fixed at 3/4 of it's hp, or random? Also, are you having any errors in the log by any chance, and if you do - is the forge config option for removing erroring entities enabled?
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Hey there,
I'm using Difficult Life (personal/private modpack). I just wanted to make a suggestion that could be a config option. Instead of ramping up difficulty based on play time, you could ramp up difficulty based on experience gained. Just thought that might be an interesting way of doing things, and in that case it would be less of a "rush for the end game" and more of a "at your own pace" game. Although, if people have a lot of automation, that would perhaps bypass a lot of the experience gaining process. Oh well.
Anyways, thanks for the great mod.