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    posted a message on Vampirism - Become a vampire! OLD THREAD

    Oh? Do tell. What part of "... vamps are still spawning in lit areas." is part of a different mod?

    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD

    My mod pack is "Fear the Dark" hosted on Curse. Not to be confused with "Fear of the Dark". I have Also installed Random Things, and have updated a few of the mods to their latest release, regardless of what the pack has in it. Vampirism, Ender IO, Ender Core, and Blood Magic are updated to the bleeding edge.


    One other note. The bit where slimes and vampires could spawn in my face is totally on Blood Moon. It has a config that lets mobs spawn 2 meters out instead of 24. And the fact that slimes are affected even underground is their problem. Though you might want to check why the game treats Vampires the same as slimes, all the same.


    And just to be clear, vamps are still spawning in lit areas, blood moon or not.


    Ok. Now off to ask the blood moon guys about their issues. Cheers.

    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD

    Had the problem with vamps spawning in my fully-lit base. The last 1.7 alpha version fixed it. Upgraded my world to 1.10. Now have vamps in my base again. Grabbed the 1.10 fix, but it did not help. This happens during normal gameplay, but is far worse with the ExtraUtilities blood moon in effect. Vampires will spawn literally in my face. Under 2 meters from me. The blood moon reduces the spawn exclusion zone for all mobs, but this is crazy. I'm guessing this has to do with the custom spawning code, but I am the last person to ask about code.


    *Edit* a few quick notes. At least in 1.10, ExtraUtilities 2 doesn't cause the Blood Moon. Blood Moon has a mod all to itself. EU2 does have the moonstone, that is supposed to help you cause or prevent the next Blood Moon.


    The Blood Moon is not supposed to do anything to you while deep under ground. It should only affect surface spawning (under the light of the cursed moon and what not.) Strangely, slimes are affected while deep under ground. Spawn rate goes up and they can spawn right in front of you. So do vampires. Not just on the surface or in your base, but deep below as well. Are they using some spawn code borrowed from slimes? Or is there something about them that causes Minecraft itself to treat them like slimes? Just food for thought.

    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD

    Ah, yes. Sorry for leaving out some identifying pronouns. But maxanier got it in one. On that note, thank you ever so much for the fix. Downloading now.

    Posted in: WIP Mods
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    posted a message on Vampirism - Become a vampire! OLD THREAD

    So I've been playing the 1.9 modpack "Fear the Dark" by Aldun. It has this mod in it. My question is... how do they keep getting into my base?!? Light levels are up, no doors are open, and it is daytime. But I come up the stairs from the mine to find one behind my smeltery and two inside it. hehe. Soup, anyone? But there seriously isn't one square meter inside my base, including inside the smeltery, below light level 9. What gives?

    Posted in: WIP Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Thanks for the quick reply. They spawn like crazy upstairs, so I made a hole in the ceiling. I had slimes land on top of the altar, where I finished them with the dagger. Still no juice. :(

    /ignore
    Unrelated, I'm trying to make a weak binding agent. I have the LP in my orb, have catalysts and clay in the chemistry set. Yet, no chemistry. There is not supposed to be anything in the two empty slots, right?
    /ignore

    sorry. I saw that this one needed any orb greater than the weak orb. my bad.

    Very intrigued so far. Can't wait to auto-drain some mobs.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    Using the Dagger of sacrifice, the wiki separates mobs into: villagers, passive mobs, hostile mobs (skeletons, zombies, creepers, etc.)

    Are slimes included in the etc? I'm playing the Agrarian Skies pack v2.1.2. I have a platform with hundreds of slimes, but I can't get any LP for sacrificing them. My altar is tier 2, has one rune of sacrifice and two of capacity.

    Ideas?
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Did some testing on scythes, see above. Undamaged and nearly damaged scythes (all wood with a cactus binding) dealt the same damage to an elephant I spawned in. 3 points every time. Same goes for a wood scythe, cactus binding, with diamond and emerald added. 1281 durability. Deals 3 points of damage at 1281 and the same at 3. But the tool forge shows that while damaged, it gets a speed penalty. It also says there is no bonus to damage. But the base damage jumps from 2 to 2 1/2 hearts when below 50% and returns to 2 when repaired above 50%. So my question is this: Is jagged worth it on a scythe at all? Does it only give a 1/2 heart bonus that sometimes doesn't actually translate into more damage? Or does it add 20% more damage. If my overall damage were much higher, would the jagged effect be more dramatic. I'll do more testing, but it would be nice if someone is familiar with the actual code and can hand out some hard answers. Anyway, I'll keep testing. Laters.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from Graypup

    Stonebound increases speed and decreases damage as the tool wears out. Awesome tip: make your stonebound tools electric right before they break (at 2 durability), and so long as you keep them charged, they will always stay at that durability.
    Cactus does the opposite of stonebound, and increases damage at the cost of blockbreaking speed. Again, Electric keeps the durability exactly the same so long as you charge the tool.
    Two points out of 1000 sounds like it'd do more damage, because it's a lower percentage, but I'm not entirely sure about that one.
    I'm not entirely sure about splinter effect, but by the looks of it, it will completely cancel out stonebound.


    Ok, to clarify. Yes, I meant the jagged effect given by cactus. And I don't want to add jagged and stonebound to the same tool. But thanks for letting me know they would cancel out. Trying to test this with a scythe in creative, but a jagged scythe deals the same damage new as it does with only 2 or 3 strikes left until breaking. Does jagged not work on the scythe because it is still counted as a tool and not a weapon? I wanted to make one with cactus binding, two thaumium handles, and a head of manamana. 7 modifiers later it would have:

    looting 3
    smite (max)
    fire aspect
    sharpness
    sharpness
    gold/diamond combo: sharpness
    nether star: recharge

    If the scythe doesn't profit from cactus and being worn out, I'll swap the recharge for a moss regen.

    Also, the question about 1/100 vs 1/1000 is because I want to make a ridiculous hammer with insane durability, wear it down to 1 or 2 points, and make it chargable. I'm thinking a head of steel or aluminite, a green slime rod, one green slime plate, and one ardite plate for stonebound 2. give it speed, speed, speed, gold/diamond: speed, nether star: battery. It should go through obsidian like butter. But if cranking up the total durability has no affect, I won't waste the slime and instead put in some thaumium for more speed mods.

    Let me know what you think. Laters.

    And if you must know, I started wanting a truly epic scythe after seeing Rooster Teeth's new catoon series.
    And sorry if this duplicates, bad net connection again. My edit didn't seem to be working.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from Graypup

    Stonebound increases speed and decreases damage as the tool wears out. Awesome tip: make your stonebound tools electric right before they break (at 2 durability), and so long as you keep them charged, they will always stay at that durability.
    Cactus does the opposite of stonebound, and increases damage at the cost of blockbreaking speed. Again, Electric keeps the durability exactly the same so long as you charge the tool.
    Two points out of 1000 sounds like it'd do more damage, because it's a lower percentage, but I'm not entirely sure about that one.
    I'm not entirely sure about splinter effect, but by the looks of it, it will completely cancel out stonebound.


    Ok, to clarify. Yes, I meant the jagged effect given by cactus. And I don't want to add jagged and stonebound to the same tool. But thanks for letting me know they would cancel out. Trying to test this with a scythe in creative, but a jagged scythe deals the same damage new as it does with only 2 or 3 strikes left until breaking. Does jagged not work on the scythe because it is still counted as a tool and not a weapon? I wanted to make one with cactus binding, two thaumium handles, and a head of manamana. 7 modifiers later it would have:

    looting 3
    smite (max)
    fire aspect
    sharpness
    sharpness
    gold/diamond combo: sharpness
    nether star: recharge

    If the scythe doesn't profit from cactus and being worn out, I'll swap the recharge for a moss regen.

    Also, the question about 1/100 vs 1/1000 is because I want to make a ridiculous hammer with insane durability, wear it down to 1 or 2 points, and make it chargable. I'm thinking a head of steel or aluminite, a green slime rod, one green slime plate, and one ardite plate for stonebound 2. give it speed, speed, speed, gold/diamond: speed, nether star: battery. It should go through obsidian like butter. But if cranking up the total durability has no affect, I won't waste the slime and instead put in some thaumium for more speed mods.

    Let me know what you think. Laters.

    And if you must know, I started wanting a truly epic scythe after seeing Rooster Teeth's new catoon series.
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    I have a few questions. Forgive me if this has been covered, having net problems. Also, I'm using the 1.5.X version as used on zephyr unleashed.com now. Posting from my phone. With stone bound and splinter effect, more damaged equals more speed or attack. Will a tool with two durability points out of 1000 be better/faster than one with two points out of 100? The other is, will adding two cactus parts give the weapon more damage when worn out? Will try to test these, but net its so bad I can't even authenticate my login. Thanks for any assistance. Cheers!
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    Quote from kravyn

    I agree that should be possible to add more nuggets but I tested all the nugget types in my mod pack and not a single one works with the smeltery, and it should not be listed as nuggets if it does not actually allow nuggets. it should be shown as 0.5 instead of it saying 3 nuggets. because the math is way off. or as TDM said a milli-bucket setup.


    I'm running into similar problems. While I don't mind the nugget/milibucket split, I have issues whenever I melt down oreberries and make alloys. Aluminum-brass in particular, is impossible to make even ingots (involving odd numbers) with the even number of nuggets this makes. This makes me wonder why not one nugget can be melted in the smeltery. Also why silver and lead don't work, but that's another matter. I'd like to make nuggets (craft an ingot) and melt them to make up mismatched amounts. Seems this would be an even easier fix than adding the nugget cast.

    *edit* A recent update added lead, silver, ferrous, shiny, invar, and electrum. Consider that bit retracted.
    Posted in: Minecraft Mods
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    posted a message on Support Answer Database | Smithite Support
    Quote from oweedee17

    Hi,

    Noob Minecraft -er here and was wondering before I spend my money on downloading it, can I buy it on my PC and then install it on my laptop and play on both??

    I know it's a naff question but just wanted to make sure I could :)

    Thanks


    Yes indeed! You can use your login and password to play on from any computer. Just download the client to the machine and you're in.
    Posted in: Java Edition Support
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    posted a message on Support Answer Database | Smithite Support
    Hey Smithite. Wonderful thread! Hope you can shed some light on this. I seem to have a slightly different problem.

    I'm running Linux, and have made sure that all my video and audio drivers are working. But the sound in minecraft goes silent while I'm sill in the menu. Sometimes, I can get the menu "click" sound a few times. Then nothing. If I start a game right away, total silence.

    My list of programs that are using sound shows "java" when minecraft starts up, and the list doesn't change when the sound disappears. And all other sound on the system is working. I know, because I've had to test everything a few times due to audio drivers. Minecraft is the only thing left that doesn't.

    Along with what others have run into, I made sure that the sound files were downloaded. My resources folder is full of them, and I can play them directly.

    I'm running SolusOS (having same issue on 32 and 64 bit) and using the Java 6 runtime. Java 7 crashes.

    Have you heard of this one before? I'm having a hard time sifting through all the other similar, but not identical, sound problems.

    Thanks.
    Posted in: Java Edition Support
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    posted a message on Falling Meteors Mod [v2.14.3]
    Quote from ezradavid

    really awesome mod but i can not use it because MinecraftForge-3.3.8.152-Client does not work with modloader on my computer :( .
    but great job one of the best mods i have ever seen!

    P.S. Could you make a modloader only version or would that not work?


    I had some VERY minor issues with block ID's that I had to change in .cfg files, but other than that, no probs. I never installed any version of modloader, just Forge 3.3.8.170. Many mods that say they need modloader just go in the mods folder. Some (like meteors) are installed the traditional way (inject into the .jar file) but still show up in Forge's "Mods List." Try it! :)
    Posted in: Minecraft Mods
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