I have tried to use this mod with some increased dungeon mods, and I admit that I'm getting frustrated. All the dungeon generators seem to use their own loot tables, which means I need to sift through the wiki to find everything that is intended to be found in dungeon chests and add them to the mod's loot tables. I attempted this with Dungeons2 (I was hoping for something just a bit less lethal than Roguelike and Doomlike Dungeons), and nothing I added to the loot tables appeared in the game -- I'm not sure if that's a bug someplace or user error?
I don't suppose that someone with more experience at configuring loot could offer some guidance?
ETA: I know the forum is closing in a couple of weeks, but I'm not sure where the community is migrating.
I apologize if this has been addressed already, but are there plans to update this to v 1.13 please? Not trying to rush anyone, would just like to know if it's planned and if any sort of expected release date has been announced yet? Really looking forward to it, please and thanks
EDIT: Oops forgot I asked this already, sorry!
There's no forge for 1.13 yet as far as I can tell, so most mod updating can't even start.
Springboarding off the above suggestion, I'd really love to be able to add a very low-probability drop. Right now, if I understand the config, I can only provide a primary and secondary drop, but the secondary is still fairly common.
I just release and update. BiblioCraft is updated to v2.4.4 for Minecraft v1.12.2. I've fixed about a half dozen crashes that kept coming up. Some of them had me stumped for a long time, but I had a burst of success this last week and solved a bunch of problems. I also added a new feature to allow signs to retain their data when they are broken and placed back down.
Holy crap, I have wanted this sign tweak since I first ever used a sign. Thank you so much!
I'll have to look into that. I know that Vazkii does that mod now, and to me, his other mod Quark is a must have. But, honestly, I don't understand Botania. It's pretty complicated. But, it does have that epic spell effect of making floating islands.
Any thoughts on Astal Sorcercy alongside this one?
I'm likely going to try it. I found this incredible place with many floating islands and it might be fun to build a base up there.
I've never played Astral Sorcery.
All the tutorials on Botania emphasize that it's a tech mod with a magic theme, but I've never played with a tech mod, so that's not terribly useful information for me :). It's extremely complicated, but you do get the hang of it. There's a nice three-part spotlight that walks you through it in a decent amount of detail. It's also pretty satisfying IMHO. I'm not playing it very hard-core, but the lower-level craftables like Manasteel armor are really useful. Sort of like getting a Mending enchantment on all your stuff, provided you can produce enough mana to keep healing them.
So Botania allows you to craft increasingly powerful enchanted stuff, and combined with EBWizardry's actual spellcasting, it feels like a nicely rounded fantasy adventure world. YMMV.
FWIW, I love that this mod doesn't do much research and crafting. I have it in my modpack along with Botania, which is ALL THE CRAFTING. The two complement each other nicely.
There are also plenty of Minecraft server hosting services that are smaller businesses and likely cheaper than Microsoft. Through them, you can set up modded servers and whatnot as well.
Hey, I stored a bunch of crystals as blocks, but then when I placed a block on the craft table, it only produced one crystal. I assume that's not intended behavior?
I need help, I can't seem to ride any Draft Horse. I would feed them, give them water, and I use the crop to get on their back, but I can't move forward or anywhere, and the horse completely freezes until I get off its back
I think the latest release moved to using saddles rather than riding crops?
I realize you're already reexamining wizard loot, but I thought I'd add my experiences.
I'm not really a player who charges to endgame quickly. In fact, I've never actually killed the Ender Dragon. I reviewed dungeon mods for 1.12.x, and they made my eyes bleed. At my gear level, I couldn't make it through a room in either Roguelike Dungeons or Doomlike Dungeons. This stuff is more aimed at folks who have blown the top off the game and want a challenge. Recurrent Complex is lovely but SO MUCH, and loot-generating structures are more an afterthought. There's a milder dungeon generator, Dungeons2, that's my speed, but it's unfinished with development on hold, and it crashed my game on my test run. (Biomes o' Plenty was mentioned in the crash log, so there might be a compatibility issue there.)
So, since haven't yet found a wizard tower in my primary world, I haven't been able to get any ID scrolls.
For now, I'm just going to modify the mob loot tables to make mobs drop ID scrolls too.
I really like this mod a lot, and I'm eager to get more engaged.
0
I have tried to use this mod with some increased dungeon mods, and I admit that I'm getting frustrated. All the dungeon generators seem to use their own loot tables, which means I need to sift through the wiki to find everything that is intended to be found in dungeon chests and add them to the mod's loot tables. I attempted this with Dungeons2 (I was hoping for something just a bit less lethal than Roguelike and Doomlike Dungeons), and nothing I added to the loot tables appeared in the game -- I'm not sure if that's a bug someplace or user error?
I don't suppose that someone with more experience at configuring loot could offer some guidance?
ETA: I know the forum is closing in a couple of weeks, but I'm not sure where the community is migrating.
0
There's no forge for 1.13 yet as far as I can tell, so most mod updating can't even start.
0
Is this something that can be done with the current Animania config file?
1
Springboarding off the above suggestion, I'd really love to be able to add a very low-probability drop. Right now, if I understand the config, I can only provide a primary and secondary drop, but the secondary is still fairly common.
0
Holy crap, I have wanted this sign tweak since I first ever used a sign. Thank you so much!
There's a github. Here's its issues page: https://github.com/Nuchaz/BiblioCraft/issues
0
I really appreciate how seriously you take game balance. Just sayin'.
0
Wow. Thanks! That's awesome.
I'll load it up as soon as I can.
0
I've never played Astral Sorcery.
All the tutorials on Botania emphasize that it's a tech mod with a magic theme, but I've never played with a tech mod, so that's not terribly useful information for me :). It's extremely complicated, but you do get the hang of it. There's a nice three-part spotlight that walks you through it in a decent amount of detail. It's also pretty satisfying IMHO. I'm not playing it very hard-core, but the lower-level craftables like Manasteel armor are really useful. Sort of like getting a Mending enchantment on all your stuff, provided you can produce enough mana to keep healing them.
So Botania allows you to craft increasingly powerful enchanted stuff, and combined with EBWizardry's actual spellcasting, it feels like a nicely rounded fantasy adventure world. YMMV.
1
FWIW, I love that this mod doesn't do much research and crafting. I have it in my modpack along with Botania, which is ALL THE CRAFTING. The two complement each other nicely.
0
There are also plenty of Minecraft server hosting services that are smaller businesses and likely cheaper than Microsoft. Through them, you can set up modded servers and whatnot as well.
0
Hey, I stored a bunch of crystals as blocks, but then when I placed a block on the craft table, it only produced one crystal. I assume that's not intended behavior?
0
I think the latest release moved to using saddles rather than riding crops?
0
I realize you're already reexamining wizard loot, but I thought I'd add my experiences.
I'm not really a player who charges to endgame quickly. In fact, I've never actually killed the Ender Dragon. I reviewed dungeon mods for 1.12.x, and they made my eyes bleed. At my gear level, I couldn't make it through a room in either Roguelike Dungeons or Doomlike Dungeons. This stuff is more aimed at folks who have blown the top off the game and want a challenge. Recurrent Complex is lovely but SO MUCH, and loot-generating structures are more an afterthought. There's a milder dungeon generator, Dungeons2, that's my speed, but it's unfinished with development on hold, and it crashed my game on my test run. (Biomes o' Plenty was mentioned in the crash log, so there might be a compatibility issue there.)
So, since haven't yet found a wizard tower in my primary world, I haven't been able to get any ID scrolls.
For now, I'm just going to modify the mob loot tables to make mobs drop ID scrolls too.
I really like this mod a lot, and I'm eager to get more engaged.
0
I believe nature elements was the exact thing RPGAdventurer didn't want to do.
0
I just loaded these up on my Mac, and they're fabulous! I don't think I've ever had a shader this nice run so smoothly. Kudos!