• 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from Builderb0y»

    This explains why the field buffer seems to increase slower and slower the closer to 100% it gets, but as you said, it is a bit confusing that some of the energy you put in is simply wasted. I really would like some way to recover the rf that doesn't go into the buffer, and I'd also like my own reactor to stabilize somewhere a bit higher than 33%. Maybe make the diminishing returns start at say 80%, like the temperature load factor?

    Its not wasting energy thats just the way its intended to work. The more charge the field has the more energy it "consumes" i just need to modify the gui so it reflects the amount of energy thats actually being used.


    Quote from chaosblad3»

    I rather like the new Staff, and I don't even necessarily mind the armour model, but oh god does the armour look horrible with the glowing effect when fully enchanted, can we perhaps have a config option to disable just enchant glow? :/



    Thats something i will look into before the next release.

    Quote from Cayo_ser»

    Love the job you did with the Chaos Crystal. I've never felt so utterly creeped out. On that note, there's a thing about the Chaos Crystal and matter transporters from Practicalities that you might want to address. After all, I'm not so sure you intended for their explosions to be portable and reusable ... seriously, I feel like inadvertently created a wmd.


    Thanks for letting me know about that! It will... "take care of it" in the next update.

    p.s. for your own safety i would not recommend trying this again when you update.
    Quote from Builderb0y»

    I have just discovered that changing the amount of fuel in a draconic reactor doesn't update some of its stats properly. Specifically: If you put 8 blocks in, start it up, wait for the field strength and saturation to max out, shut it down, take most (but not all) of the fuel out, and then restart it again, the field strength/saturation values will both be very far above 100%. As such, the temperature will be 0 instead of 2000, so you can break it while active and it won't explode (technically, it's at NaN, but the gauge in the GUI says 0). It will also generate negative amounts of power. There should probably be a check for that to reset those values if they are above the max, below the min, or at NaN. Fun fact: it'll generate an infinite amount of energy while the temperature is at NaN, but it spams your logs with errors, so I wouldn't recommend it.


    Additionally, starting up the reactor doesn't seem to update the GUI slots properly, as they are still clickable when the reactor is charging/online (assuming you don't close the GUI). This means you can insert/extract fuel while the reactor is running, and if you extract all of it, it will start producing negative power again. There should probably be a check for this too so that clicking the slots does nothing unless the reactor is offline. The reverse of this is true as well; shutting down the reactor doesn't make the slots clickable, and re-opening the GUI is required in order to remove fuel.


    I will look into that before the next update.
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from Xaldin»

    Just out of Curiosity since the Armor has got new Models... Do you plan on doing so for the Tools as well? Because I bet The Staff of Power would look Awesome with a cool model like the Armor...


    Maby you should go check out the latest version ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from Builderb0y»

    Does the containment field for the reactor drain into its saturation? I setup a CC program to control the power going into the injector, and it attempts to keep the containment field at 50%. It sets the flux gate to the amount returned by fieldDrainRate, but also multiplies that by the amount above or below 50% that it's currently at. So at 50%, multiplies by 1, at 25% it multiplies by 2, at 75% it multiplies by 1/2, and at higher/lower values, multiplies by higher/lower numbers. The point is that it seems to have stabilized at 33%. fieldDrainRate is only returning 351k rf/t, but since it's lower than 50%, the computer decided to set its input to 525k rf/t. However, this isn't making the field any stronger, so some of that power is obviously going elsewhere. Any idea where it's going?


    On a side note, I have the output multiplier set to 3 in the configs (to balance it with reactorcraft reactors, which output far more than draconic ones), and in my test world it seems to be able to output 1.8M rf/t before going over 8000°. However, on my survival world it only seems to be able to get to 1.6M rf/t, and starts overheating above that. I can get slightly higher than that, but it overheats first (and then cools down after a while, after its saturation increases enough). The containment field holds up during this time, but it still didn't happen in my test world. Any ideas why this might be the case?


    Nevermind, after letting the reactor stabilize overnight, the core temperature dropped to only 5k° (and was still falling). As such, I was able to boost the output to over 2M rf/t and haven't even reached 8k° yet. I suspect this is probably due to having a slightly higher fuel conversion level (as the tablet says that will increase the output).



    I really need to do something about that because its very confusing for anyone who doesn't know exactly how its coded.
    Field drain rate is the amount of charge currently being drained from the field buffer BUT as the buffer gets higher less and less of the energy you pump in actually makes it to the buffer. The code looks something like this.

    Assuming in this instance fieldBuffer is a value between 0 and 1 (for 0% - 100%),
    rfToBuffer is the amount or energy that actually makes it into the field buffer
    and inputFromInjector is the RF/t you are feeding into the energy injector

    rfToBuffer = (1 - fieldBuffer) * inputFromInjector

    Quote from KillerMapper»

    Is it possible to change the distance between each chaos island? I would like to avoid players going so far in the End on my server.



    I guess i can make the distance configurable but unless you have a mod installed that adds a lot of terrain to the end like HEE the file size for the end should be considerably smaller then any other dimension no matter how far you explore.

    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from TheFreeHighBR»

    No, this "resource pack" returns all Draconic Textures, but the armor are the same. I can only select between the old 2D and the new NEW 3D one. I want the SNAPSHOT 6 one, without having to downgrade. I think I'll stay with the 2D one until I can have the Armor.


    Most people didn't like that armor... But the code for it is still there so i guess i could add a config option to re enable it.
    Quote from danny_djdk»

    Are the chaos dragons crystals supposed to re-appear after being destroyed? Every time I get a few hits on the dragon, he spontaneously regenerates shortly thereafter. I don't see any active crystals when it happens, but they seem to reappear a few minutes later. Then, I can't hit the dragon (basically, his hit box disappears) until I destroy the crystals, then leave The End and come back. I always have to leave and come back, or he will take no hits. Then I can get a few hits in and cause some damage, and a little while later, he regenerates and the cycle repeats. I've tried this in a few worlds, both server and single player, survival and creative, in FTB Infinity with the same results.

    I like that he's so much tougher now, but with this pattern, it is virtually impossible to kill him, and essentially a waste of time.


    This sounds like a syncing issue of some sort. When the guardian gets low on health he is supposed to occasionally reignite a crystal. Then you have to quickly destroy it again before he regains too much health. But it sounds like the state of the crystal isnt being synced with the client properly. I will try to get that fixed in the next update and if i cant i will just disable his ability to reignite the crystals.


    P.S. The guardian dose not deal void damage. But it may aswell be void damage. It is actually a custom damage type that bypasses armor and works on creative players. The reason draconic armor is so effective is because it blocks all types of damage including damage that would normally bypass armor.
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]

    DE 1.0.2-Snapshot 6 is now available!

    This update includes some minor changes to the info tablet but the main feature is a complete texture replacement thanks to @Sn0wShepherd
    She also created custom models for the armor and tools so go check it out and have fun!


    http://minecraft.curseforge.com/projects/draconic-evolution/files


    ######## 1.0.2-Snapshot 6 ########
    -added new textures and models for ALL THE THINGS! Thanks to @Sn0wShepherd
    -added config option to disable custom tool models.
    -removed some debug code.
    -fixed guardian teleport attack teleporting the ender crystals.
    -added contributors page to the information tablet.
    -added autoscaling to the Information Tablet GUI.


    Requires BrandonsCore 1.0.0.9
    http://minecraft.curseforge.com/projects/brandons-core/files


    If you have grown accustom to the old high res textures and would like them back they are available in the form of a resource pack here.

    https://github.com/brandon3055/Random-Bits/raw/master/Draconic Evolution old textures.zip


    If for some reason you dont want to use the new 3D tool models they can be disabled in the config.

    Posted in: Minecraft Mods
  • 1

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from chaosblad3»

    Any chance you could change the mode switch key for things like the draconic bow so it isn't tied to shift+rclick, or alternatively add a mode lock option in the tool gui?


    Nothing more frustrating when chasing a dragon that is flying below me and trying to draw my bow and lower my altitude at the same time only for the bow to repeatedly toggle between rapid and sharp mode!


    That has also been bugging me so you can expect some sort of a fix at some point in the future.
    Posted in: Minecraft Mods
  • 1

    posted a message on Draconic Evolution[2.0.1.126]
    Please keep in mind everyone snapshot 5 is still just that... A snapshot. I will most certainly be making changes to the guardian to fix bugs and maby make it a bit easier to defeat. In snapshot 6 i am implementing a massive number of new 16x textures and some new models as well as some changes to the info tablet (+ bugfixes). In snapshot 7 i will redirect my attention to the chaos guardian.
    Quote from MoJoCashem»

    Snapshot 5 needs looked over. In just three hits my armors power is depleted and I die no matter if full draconic with enchants, and appls. Still get 2 to 3 hit deaths. and I don't dmg the dragon. I also used Draconic Energy Flux Capacitor x20.


    It takes more then 3 hits to completely drain your armor and 20 draconic capacitors is just silly. I can kill the guardian with nothing but draconic armor 4 draconic capacitors and a draconic bow with no other mods installed. Although i usually need to stop once or twice during the fight to recharge my capacitors.
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from Saric92»

    Sorry for another post, but here's the console log. http://paste.atlauncher.com/view/8d8dca8e

    After requesting the speed packet from the server a little while, it threw out a bunch of other stuff, located near the bottom of the log.

    Even nearer to the bottom the console threw out a stack overflow error then more of the stuff afterward. It just keeps repeating itself from there, being stuck at downloading terrain.

    I dont think it has anything todo with the speed packet at all. It looks like its ether something todo with Fastcraft, Natura cloud generation or DE comet generation. Try running without fastcraft and see if that changes anything.
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]

    Ok so first off i would like to clarify some facts about the new chaos guardian. I will be making a video about it at some point but this should help for now.


    1. It is impossible to damage the dragon before you kill ALL of the crystals. Note. The crystal entities are not completely deleted when you kill them but it is obvious when they are dead.


    2. One of the dragons most common behaviors is to circle the player and just keep firing its different ranged attacks. When it is in this mode it is almost impossible to catch it and deal melee damage because the closer you get to it the faster it will fly to maintain a set distance from you.


    3. This guardian is meant to be one of the most powerful bosses in existence even against draconic armor. The extreme difficulty is very much intended.


    4. Everything 6210classick said about the crystals health is correct. They have 50 hit points and when you hit them (assuming you dont kill them) they activate a shield which protects them and attracts the guardian. So wait till the shield goes down then hit them again until you kill them. Pro tip the draconic staff will kill them in one hit.


    5. You CAN get the chaos shards. Once you kill the guardian dig down close to the center of the island (about 5 blocks from the dead center) and you will find a "Chaos Chamber" At the center of which there is a chaos crystal which when broken will drop 5 chaos shards. WARNING once you break the crystal you must collect the shards and leave the island as quickly as possible. What happens next WILL kill you unless you are wearing full draconic armor. You should be safe when you reach the ring around the island (Or you could just dislocate the hell out of there)


    Note. You can not break the crystal until you kill the guardian. It is protected by a shield that is disabled when the guardian dies.

    Quote from Saric92»

    Having a rather large game breaking issue. I'm figuring it's due to DE. As a forward, I'm using the mod in a modded joegaming's modpack on the ATLauncher.


    Anyway, whenever I enter the end the game hangs up on receiving a speed packet from DE. It ends up in an infinite load, and then I have to kill the MC process to get back to playing. So I can't even enter into the end to fight the ender dragon, chaos dragon, get any reasonable amount of draconium dust thus leaving this mod completely broken.


    I'm almost certain that it's not an issue on my end as the infinite loading happens when trying to receive the speed packet. Any idea how I can go about fixing this?


    Is this on a server? And are you using a public mod pack or a custom pack? What dose it show in the console when it is frozen?
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from SpokenSpark»

    Yes, The Draconium Infused Obsidian is TOTALLY wither proof..
    O_O Thanks for destroying my Witherator


    (Rereads the Item Description)..

    Ohh, So by Resistant it means it is NOT Wither Proof? O_O


    Quote from mathwizi2005»

    I find that other mods would be better for use around the wither, I tend to use Warded Wand Focus from Thaumcraft and just make the blocks invulnerable from all sources.


    Quote from 6210classick»

    Wither Resistant means that it will survive the wither explosion when he spawns but it will not survive against the wither blue skull projectile


    in DE only the Awakened Draconium Block is Wither Proof


    Well GG minecraft. Draconium Awakened Draconium and Infused Obsidian are all supposed to be 100% wither proof and yes i did a lot of testing to make sure the wither could not destroy them. But i just did the same test again after changing absolutely nothing about those blocks and it tears through them like cobble.

    There is very specific code built into blocks that allows you to prevent certain mobs including the wither from destroying them. But it seems the wither is now completely ignoring that code. Im not sure if or when i will be able to fix this issue.
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from Cayo_ser»


    The drowning and suffocation immunity and the mining slow down prevention have never worked for me. Also, is it possible to leave the reactor indefinitely in the charged state, not producing energy or consuming fuel? It looks awesome and I'd like to use it, at the very least for decorative purposes, without risking blowing up my base by leaving it unattended.


    For the drowning and suffocation immunity you need the draconic helmet and for the mining slowdown prevention you need the chest. And yes you can leave the reactor in the charged state indefinitely.
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from mathwizi2005»

    That's not a crash you corrected. That's what the logger always details on full boot minecraft. Texture errors happen all the time and I see no crash details there so its not Draconic Evolution.


    In fact, what you posted proves that DE works for you. Post your original crash report Here. We can't do anything about another mod crashing minecraft.


    Edit: After posting this, I was thinking of how Grimoire of Gaia 3 V1.2.2 + Morph lets the player have immunity to certain effects (Succubus is immune to fire, Baphomet is immune to Wither, Siren can breathe water and air, etc)

    Could this be added to the Draconic Armor set considering its top teir? It would also trump MPS in terms of usefulness as it doesn't offer immunities at much cheaper material costs and make DE armors a viable replacement. How you decide to implement this is your choice (passive buff or an enchant for each piece, up to you. Enchant seems a bit more balanced IMO)


    The helm already makes you immune to all negative buffs including wither. It also makes you immune to drowning and suffocation. The chest makes you immune to fire and gives the effect of aqua affinity and air affinity which prevents mining slow down while under water or while flying. And the boots of course make you immune to fall damage but so dose the chest.
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]
    Quote from Ghostly_Golem»

    THis mod crashes on it's own for some reason please help, also when I asked about the armor I meant in bars


    ---- Minecraft Crash Report ----
    // Don't be sad, have a hug! <3

    Time: 10/23/15 4:19 AM
    Description: There was a severe problem during mod loading that has caused the game to fail

    cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: thehippomaster/MutantCreatures/MutantSkeleton
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
    at net.minecraft.client.main.Main.main(SourceFile:148)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:606)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Caused by: java.lang.NoClassDefFoundError: thehippomaster/MutantCreatures/MutantSkeleton
    at thehippomaster.MutantCreatures.item.ChemicalX.<clinit>(ChemicalX.java:83)
    at thehippomaster.MutantCreatures.MutantCreatures.preInit(MutantCreatures.java:91)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:606)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
    at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:606)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:606)
    at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
    at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
    at com.google.common.eventbus.EventBus.post(EventBus.java:275)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
    at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
    ... 10 more
    Caused by: java.lang.ClassNotFoundException: thehippomaster.MutantCreatures.MutantSkeleton
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
    ... 38 more
    Caused by: java.lang.NoClassDefFoundError: thehippomaster/AnimationAPI/IAnimatedEntity
    at java.lang.ClassLoader.defineClass1(Native Method)
    at java.lang.ClassLoader.defineClass(ClassLoader.java:800)
    at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
    ... 40 more
    Caused by: java.lang.ClassNotFoundException: thehippomaster.AnimationAPI.IAnimatedEntity
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
    ... 44 more

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.7.10
    Operating System: Windows 8 (x86) version 6.2
    Java Version: 1.7.0_51, Oracle Corporation
    Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    Memory: 144737560 bytes (138 MB) / 361586688 bytes (344 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 36 mods loaded, 36 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
    UCH Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
    UCH CodeChickenCore{1.0.7.46} [CodeChicken Core] (minecraft.jar)
    UCH NotEnoughItems{1.0.5.111} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.111-universal (1).jar)
    UCH lucky{5.1.0} [Lucky Block] ([1-7-10]_Lucky_Block_v5-1-0.jar)
    UCH etfuturum{1.4.4} [Et Futurum] (Et Futurum-1.4.4.jar)
    UCH ganysend{1.11.1} [Gany's End] (Ganys End-1.11.1.jar)
    UCH ganysnether{1.8.1} [Gany's Nether] (Ganys Nether-1.8.1.jar)
    UCH ganyssurface{1.12.6} [Gany's Surface] (Ganys Surface-1.12.6.jar)
    UCH HardcoreEnderExpansion{1.8.4} [Hardcore Ender Expansion] (HardcoreEnderExpansion MC-1.7.10 v1.8.4.jar)
    UCH headcrumbs{1.6.2} [Headcrumbs] (Headcrumbs-1.6.2.jar)
    UCH lycanitesmobs{1.13.0.3 - MC 1.7.10} [Lycanites Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH arcticmobs{1.13.0.3 - MC 1.7.10} [Lycanites Arctic Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH demonmobs{1.13.0.3 - MC 1.7.10} [Lycanites Demon Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH desertmobs{1.13.0.3 - MC 1.7.10} [Lycanites Desert Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH forestmobs{1.13.0.3 - MC 1.7.10} [Lycanites Forest Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH freshwatermobs{1.13.0.3 - MC 1.7.10} [Lycanites Freshwater Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH infernomobs{1.13.0.3 - MC 1.7.10} [Lycanites Inferno Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH junglemobs{1.13.0.3 - MC 1.7.10} [Lycanites Jungle Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH mountainmobs{1.13.0.3 - MC 1.7.10} [Lycanites Mountain Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH plainsmobs{1.13.0.3 - MC 1.7.10} [Lycanites Plains Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH saltwatermobs{1.13.0.3 - MC 1.7.10} [Lycanites Saltwater Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH shadowmobs{1.13.0.3 - MC 1.7.10} [Lycanites Shadow Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCH swampmobs{1.13.0.3 - MC 1.7.10} [Lycanites Swamp Mobs] (LycanitesMobsComplete 1.13.0.3 [1.7.10].jar)
    UCE MutantCreatures{1.4.9} [Mutant Creatures] (MutantCreatures-1.7.10-1.4.9.jar)
    UCH mwaw{1.7.10-0.0.6} [Elemental Witch Mod] (mwaw-1.7.10-0.0.6.jar)
    UCH OreSpawn{1.7.10.20.3} [OreSpawn] (orespawn-1.7.10-20.3 (1).zip)
    UCH primitivemobs{1.1test} [Primitive Mobs] (primitivemobs-1.1WIP (1).jar)
    UCH examplemod{1.0} [examplemod] (Pun Mod 1.6 -1.7.10.jar)
    UCH gibby_pun{1.5} [The Pun Mod] (Pun Mod 1.6 -1.7.10.jar)
    UCH SmartCursor{1.5.0} [SmartCursor] (smartcursor-150-mc17109072065.zip)
    UCH SpecialMobs{3.2.0} [Special Mobs] (SpecialMobs-1.7.10-3.2.0.jar)
    UCH erebus{0.3a} [Erebus] (TheErebus-0.3a.jar)
    UCH TwilightForest{2.3.7} [The Twilight Forest] (twilightforest-1.7.10-2.3.7.jar)
    UCH nolpfij_wildycraft{1.7.4} [Wildycraft] (wildycraft-1.7.10-1.7.4.jar)
    GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.2.12422 Compatibility Profile Context 13.152.1.1000' Renderer: 'AMD Radeon HD 8570D'


    The armor bars dont really mean much when it comes to modded armor but it gives a full armor bar. And that crash has absolutely nothing todo with DE it has something todo with Mutant Creatures.
    Posted in: Minecraft Mods
  • 0

    posted a message on Draconic Evolution[2.0.1.126]

    snapshot 4 which i released today fixes that issue.

    Posted in: Minecraft Mods
  • 1

    posted a message on Draconic Evolution[2.0.1.126]

    First please dont post entire crash logs. Use spoilers.
    Second your crash has absolutely nothing todo with Draconic Evolution.

    Posted in: Minecraft Mods
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