you know what would be really cool? if the effects of the artifacts were hidden at first and you reveal them through trail and error by using them. but you could have a research book that unlock the effects in it so once you unlock them those effects automatically show on new items.
(Cough, don't quote the whole original post, its long and your reply isn't and it makes everyone have to load the video again)
That would be cool, but I'm not sure how I'd go about doing it. From a technical standpoint, that is.
Bug: use of any fireball effects crashes our server. same mods as last time.
Still? Odd.
I'll dig into it.
Problem located. God damn client-side-only constructors. It's the only one that allows specifying the Fireball's acceleration. The serverside one applies a randomize to it and I then have to go back and set it to what I want it to be.
Recompiling 1.6.2 as I type, 1.5.2 fix will take a few minutes more.
dungRare is a variable that is the value read from the config. The bigger the number, the more often its randomly selected. Diamonds tend to be ~1 whereas Bread tends to be closer to 10 or 20 (depends on the chest, of course).
Assuming diamonds are 1 and Bread is 10 (and those are the only two items) means that if 11 items are generated, only one (on average) will be a diamond.
Unfortunately, however. it seems all of my artifacts are defaulting to that glitchy checkerboard.
It's not a glitchy checkerboard, that's the Missing Texture texture (it used to be white and say "missing texture" rather than the industry standard checkerboard).
And...that's odd, I managed to delete the assets folder. *Fixes and reuploads*
Normally avoid that problem by not making new zips and rather just adding new files to old zips and renaming them.
Oh! I almost forgot.
xFyreStorm of You Will Die and I are semi-advertising each other's mods, as we both did very similar things, just he did mobs! Really neat, even if its not what I'd play. Check it out!
I think the problem that Malorn posted above was the presence of super explosive artifacts that can be used for extreme griefing. Maybe an option to remove block damage from the artifacts but keep the explosions.
I actually found his problem. But it was annoying to do so, as I had to first generate an item with the effect. I had been improperly checking to see if it was happening client side or server side.
As for explosions, those items take damage MUCH faster than other effects. IIRC it's 4 durability loss per explosion rather than the standard 1.
Sweet! I was skeptical about this mod when I first saw it, but it's looking really cool the more I play it. Hoarding a collection of rare artifacts is fun! Just a few questions, though:
Any plans to allow configuration of structure density? Sometimes I find quite a few in a small area, recently I can't seem to find any.
That's already been done, really. There's a minimum distance enforced, but there's not much I can do about them being too far apart.
Any plans to make artifacts slot equippable? (For example, compatible with the RPG Inventory mod, or having a similar inventory page to that)
I had thought about it, but I don't really want to go messing with the equip slots. I'd have to look at the RPG inventory mod to see if I could tie into that.
Looks like your version of Forge isn't reobfuscating properly, or at least not similarly to, 859.
Either the mapdata doesn't have a dimension, the world doesn't have a provider, or the provider doesn't have a dimensionID. All of which should be true, so it's a problem with MCP and dynamic obfuscation.
If you don't have mods that REQUIRE 871, I'd suggest downgrading your forge to 859 (checking the changelog, it doesn't look like there were any major changes, so you should be able to).
If that doesn't work, then it's a problem on Forge's end and they'd need to know about it.
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(Cough, don't quote the whole original post, its long and your reply isn't and it makes everyone have to load the video again)
That would be cool, but I'm not sure how I'd go about doing it. From a technical standpoint, that is.
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I hope that was the last bug. I like making new stuff, not bugfixing old stuff.
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Still? Odd.
I'll dig into it.
Problem located. God damn client-side-only constructors. It's the only one that allows specifying the Fireball's acceleration. The serverside one applies a randomize to it and I then have to go back and set it to what I want it to be.
Recompiling 1.6.2 as I type, 1.5.2 fix will take a few minutes more.
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Your imagining things.
dungRare is a variable that is the value read from the config. The bigger the number, the more often its randomly selected. Diamonds tend to be ~1 whereas Bread tends to be closer to 10 or 20 (depends on the chest, of course).
Assuming diamonds are 1 and Bread is 10 (and those are the only two items) means that if 11 items are generated, only one (on average) will be a diamond.
Sure. In general I've got no problem with private mod packs.
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It's not a glitchy checkerboard, that's the Missing Texture texture (it used to be white and say "missing texture" rather than the industry standard checkerboard).
And...that's odd, I managed to delete the assets folder. *Fixes and reuploads*
Normally avoid that problem by not making new zips and rather just adding new files to old zips and renaming them.
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xFyreStorm of You Will Die and I are semi-advertising each other's mods, as we both did very similar things, just he did mobs! Really neat, even if its not what I'd play. Check it out!
You're welcome.
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And to think I spent a day doing this before wrapping up Artifacts so I could mass-release all the updates.
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Download version 0.7.2 (AdFly) (Forge 859 recommended)
Download version 0.7.2b (AdFly) (Forge 737 recommended)
Plunder Rummage plugin update!
Download Plunder Rummage Addon (Requires Plunder Rummage)
I hope all the bugs are gone now. o..<
You sir, posted while I was uploading the zips. :3
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Already fixed for next version.
Sounds neat. Enjoy!
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Permission granted (but I'd still like to know what you've got in there).
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I actually found his problem. But it was annoying to do so, as I had to first generate an item with the effect. I had been improperly checking to see if it was happening client side or server side.
As for explosions, those items take damage MUCH faster than other effects. IIRC it's 4 durability loss per explosion rather than the standard 1.
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That's already been done, really. There's a minimum distance enforced, but there's not much I can do about them being too far apart.
I had thought about it, but I don't really want to go messing with the equip slots. I'd have to look at the RPG inventory mod to see if I could tie into that.
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Point! I'll dig that code back up and fix. Another side effect of the modID change.
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And...I have no idea
(Code literally pulled from the vanilla map)
Looks like your version of Forge isn't reobfuscating properly, or at least not similarly to, 859.
Either the mapdata doesn't have a dimension, the world doesn't have a provider, or the provider doesn't have a dimensionID. All of which should be true, so it's a problem with MCP and dynamic obfuscation.
If you don't have mods that REQUIRE 871, I'd suggest downgrading your forge to 859 (checking the changelog, it doesn't look like there were any major changes, so you should be able to).
If that doesn't work, then it's a problem on Forge's end and they'd need to know about it.