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    posted a message on EcoCraft: Life Expanded! - Animal, Village & Environment Overhaul

    Passing by and thought I'd drop my two cents in as a fan of realism mods on a minor point. There's never been any historical accounts of "studded leather" armor, it's always been a misinterpretation of Brigandine style armor by the creators of Dungeons and Dragons and perpetuated ever since. In reality those studs would be fastening the leather and/or cloth over metal plates and you could expect it to be about as good as any proper breastplate. Things like jack chains or leather armor reinforced with scales in certain areas as the ancient Greeks did would be more historical inspirations.

    Posted in: WIP Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    Been testing this mod out a bit and I've got to say I find it a happy medium inbetween vanilla and the more hardcore ore redistributions. Definitely makes for a much more engaging experience than plain COG. That said, I'd like to report a crash I've been encountering with the latest version that only occurs with a combination of mods which the previous version was fine with. I haven't been able to narrow it down much more than this.


    ---- Minecraft Crash Report ----
    // This doesn't make any sense!

    Time: 8/12/15 10:56 PM
    Description: Exception in server tick loop

    java.lang.NullPointerException: Exception in server tick loop
    at com.draco18s.ores.block.ores.BlockHardOreBase.func_149726_b(BlockHardOreBase.java:189)
    at net.minecraft.world.chunk.Chunk.func_150807_a(Chunk.java:655)
    at net.minecraft.world.World.func_147465_d(World.java:451)
    at CustomOreGen.Server.MapGenOreDistribution$Component.attemptPlaceBlock(MapGenOreDistribution.java:808)
    at CustomOreGen.Server.MapGenCloud$DiffuseCloudComponent.func_74875_a(MapGenCloud.java:220)
    at net.minecraft.world.gen.structure.StructureStart.func_75068_a(StructureStart.java:44)
    at CustomOreGen.Server.MapGenOreDistribution$StructureGroup.func_75068_a(MapGenOreDistribution.java:711)
    at CustomOreGen.Server.MapGenOreDistribution.func_75051_a(MapGenOreDistribution.java:540)
    at CustomOreGen.Server.MapGenOreDistribution.populate(MapGenOreDistribution.java:264)
    at CustomOreGen.Server.ServerState.populateDistributions(ServerState.java:139)
    at CustomOreGen.Server.ServerState.onPopulateChunk(ServerState.java:196)
    at CustomOreGen.FMLInterface.generate(FMLInterface.java:81)
    at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:112)
    at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:280)
    at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1055)
    at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:190)
    at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:131)
    at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:101)
    at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:265)
    at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:130)
    at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:153)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)


    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 7 (amd64) version 6.1
    Java Version: 1.7.0_55, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 467965104 bytes (446 MB) / 1228406784 bytes (1171 MB) up to 1908932608 bytes (1820 MB)
    JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2048M -XX:MaxPermSize=256m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 263611, allocated: 0, tallocated: 0
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 Optifine OptiFine_1.7.10_HD_B6 18 mods loaded, 18 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
    UCHIJAA Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
    UCHIJAA CodeChickenCore{1.0.5.37} [CodeChicken Core] (minecraft.jar)
    UCHIJAA NotEnoughItems{1.0.4.95} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.95-universal.jar)
    UCHIJAA CustomOreGen{1.2.20} [Custom Ore Generation] (CustomOreGen-1.7.10-1.2.20.jar)
    UCHIJAA Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
    UCHIJAA HardLib{4.10.0a} [HardLib] (1.7.10-ReasonableRealism-4.10.0aaaaa.jar)
    UCHIJAA HarderUnderground{4.10.0a} [HarderUnderground] (1.7.10-ReasonableRealism-4.10.0aaaaa.jar)
    UCHIJAA ExpandedIndustry{4.10.0a} [ExpandedIndustry] (1.7.10-ReasonableRealism-4.10.0aaaaa.jar)
    UCHIJAA HarderOres{4.10.0a} [HarderOres] (1.7.10-ReasonableRealism-4.10.0aaaaa.jar)
    UCHIJAA HarderWildlife{4.10.0a} [HarderWildlife] (1.7.10-ReasonableRealism-4.10.0aaaaa.jar)
    UCHIJAA ATG{0.10.0} [Alternate Terrain Generation] (ATG-1.7.10-0.12.0.jar)
    UCHIJAA chocolateQuest{1.0} [Chocolate Quest] (chocolateQuest-1.7.10-1.0.jar)
    UCHIJAA FastCraft{1.9} [FastCraft] (fastcraft-1.9.jar)
    UCHIJAA journeymap{5.0.1} [JourneyMap] (JourneyMap5.0.1_FairPlay_MC1.7.10.jar)
    UCHIJAA Mantle{1.7.10-0.3.2.jenkins184} [Mantle] (Mantle-1.7.10-0.3.2.jar)
    UCHIJAA TConstruct{1.7.10-1.8.6b.build976} [Tinkers' Construct] (TConstruct-1.7.10-1.8.6b.jar)
    Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
    TConstruct Environment: Environment healthy.
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Player Count: 0 / 8; []
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'


    Keep up the good work Draco, interested in seeing where this mod goes!

    Posted in: Minecraft Mods
  • 0

    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    I haven't seen any mention in the thread of this after searching so I don't know if this is a known problem or if it's just me. Am I the only one having a problem with the default cloud distribution of HarderOres tin? For me it causes COG to silently fail and unable to enter debugging, in addition to not generating any kind of ores at all and leaving the world barren in this bizarre failure state. Unfortunately I couldn't find anything interesting in the logs to post.


    It works fine if I switch tin distribution to veins, but I get the impression it's intended to be played with cloud. My test environment that I narrowed this down with is only running Forge build 1448, Fastcraft 1.9, CustomOreGen 1.2.20, ReasonableRealism-3.9.0acaaa, and JRE build 1.7.0_55-b13.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.6]v2 Custom Ore Generation (updated Jan. 5th)
    This looks like an interesting alternative to BOD and I'd like to try this when it does update. Is this mod able to hijack the generation of ores and mineables that other mods add if they don't include a config option to disable their mod's worldgen?
    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers' Construct Suggestions
    I didn't see many detailed armor suggestions skimming the thread so I thought I'd give what I've always wanted to see in a Minecraft mod armor-wise.

    Mail
    This has been the armor of choice for ancient soldiers for a very long time. It is time consuming but simple to make, protective, and easy to repair. But it is also very heavy, often heavier than plate, and vulnerable to a couple certain weapons. The way I would represent these in-game would most importantly be to make it craftable without needing a tool forge as no casting is involved in making rings, making rings involved drawing ingots through simple machines to make wire. The downside is that the metal must be a relatively soft metal like copper or iron for this to work, and making wire in this fashion out of steel or other very hard metals should be hard or impossible.

    Mail would be the best tier-1 option available, requiring no casting and no tool forge. Mail should be restricted to soft metals only, including iron but probably not bronze or above. It is easy to repair, fairly cheap, and fairly protective. Optionally mail may suffer extra penalties against armor-piercing type attacks like the rapier or any blunt weapons. It may be reasonable for it to also suffer against arrows somewhat if bodkin arrowheads (and mobs using them) aren't planned.

    Possible mail-specific upgrades may be to increase ring density to lessen the AP / arrow penalty. Possible penalties would include somewhat lowered sprinting speed due to extreme weight.

    Currently chainmail is a melting recipe for steel ingots and this can be explained away as mail found in the world being made in a superior fashion or some other method for steel can be put in place.

    Padded Armor
    Leather or cloth jackets stuffed with wool or cotton have been the armor of choice for poor soldiers throughout the medieval age. With enough padding it can be very difficult to cut through and can even stop some weaker arrow shots such as those from a short bow.

    In game, this would essentially be slightly-improved leather armor and would give players some cheap early-game options. For example, leather would not be necessary and the jacket could be wool or other cloth at the cost of durability. Many things could be valid stuffing other than wool; Natura's cotton, barley, wheat, feathers, maybe even slime. Damage could be repaired with string or its jacket's material.

    It may be nice to allow sewing metal plates to padded armor as a customization to increase durability and protection somewhat. Extra padding may increase projectile protection. Dyeable.

    Scale Armor
    This type of armor is similar to mail but with some key differences that put it inbetween mail and plate armors. For one, it would require casting into small plates instead of the simpler wire-drawing which makes it more difficult to make than mail but scales do not necessarily have to be made of metal. Nothing should stop you from making small scales of all kinds of things like bone or leather or obsidian if you so wished despite serious durability problems. Brittle materials like bone or obsidian break easily as armor after all.

    Similar to mail it is easy to repair using its parent material. I would represent the differences between scale and mail ingame by having scale have somewhat less durability and require a bit more material to repair but not have any sprinting or AP penalty. It may not be worth having mail if they are too similar since it's unbelievable to have a wide variety of materials be made into wire but I think having two main choices for the mid-game would give the game flavor.

    One vulnerability scale armor suffered is the material used to bind the scales to its backing and depending upon the construction method the thread or cord might be exposed. It would be worth considering giving scale armor a small chance to suffer a critical failure upon being hit, causing it to lose some chunk of its durability or suffer lowered protection value until repaired.

    Plate Armor
    The obvious late game choice and the pinnacle of armor. Expensive tier-2 armor with few drawbacks besides its cost. Lighter and more protective than mail, plate shows no obvious gaps and is shaped to stand a tremendous beating.

    In the spirit of not having overpowered armor however, some kind of drawback should be in order. I feel this should be related to its repair or lack thereof. Plate armor should not be able to repaired or should lose significant total durability every time it is repaired to represent a weakening of the metal as it is banged up and reshaped, fatiguing the metal. I'm really not certain how to balance plate armor out with other types so it's an open question. It would probably be reasonable to have the durability penalty taper off and stop when it's in line with other armors. This way it would be worth investing in new suits without ever really losing them or becoming useless. The easier repairs for tier-1 armor would make them always viable even in late game.

    What about helmets or greaves or boots?
    I admittedly have done zero minecraft modding so from now on I'm just going to throw out a few final ideas unsupported by any solid idea of what's even possible to implement and generally wrap this post up.

    All the previous sections save for plate really only describe forms of armor for the torso and upper legs. For tier-1 helmets I would have a bowl helmet (with reinforcing bands to allow a second material and customization) that can be made without casting, just hammered from ingots. Tier-2 helms can be thought of as plate armor is. Repair of bowl helmets might also have to fatigue to be in line with plate, I don't know. For even simpler head protection you can have padded caps.

    Regarding greaves, they weren't very common and while this is not meant to be a historical mod or anything it should still leave us examining the reasons and considering their implementation. For one thing, armor is heavy and you need to be able to move your legs and feet to do much of anything. The further down your leg you place a weight, the more that same weight will restrict your movement because it's like placing a weight further away from the fulcrum on a lever. Furthermore legs don't contain any vital organs and are a bit harder to take a swing at. For this reason I would consider greaves to be extremely optional and one that most players would choose to not use for tier-1. Greaves should reduce sprinting speed and only offer minimal extra armor. They should be an upgrade for those wanting that little bit extra even if it costs some sprinting speed. Armored boots other than tier-2 plate boots shouldn't even exist.

    Considering the previous, this is how I would simplify armor somewhat and open up some design possibilities to the author and to players. There should only be two armor slots, one for a helmet and one for your armor. Greaves should be an upgrade for your tier-1 torso armors with the drawback of lowering sprinting speed. Tier-2 plate armor has greaves and boots integrated and doesn't suffer from that penalty. Customizable boots should be an accessory for non-armor purposes. This would hopefully be easier to implement into the game than many individual pieces since you'd have fewer assets and items and would make a lot of sense from a historical standpoint as well.

    Anyways, that's just my two cents on armor, so thanks for reading. Nothing specific or original but I hope the ideas presented are food for thought. If you like this suggestion mDiyo I'd be willing to make some (bad) textures showing what I think some of these would look like.
    Posted in: Mods Discussion
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Are many other people having issues with 3.0.5e and the Thaumonomicon displaying incorrect recipes if certain mods are present? Using Thaumcraft 3.0.5e, Railcraft 7.1.0.0, and Fancy Fences 3.1.3 with Forge build 688 resulted in the inkwell recipe being completely blank, knowledge fragments displaying the recipe for a Thaumium helmet, the wand recipe displaying the recipe for Thaumium boots and so on. I have also tried Forge build 716 and the only fix I've found so far is simply to remove the conflicting mods.
    Posted in: Minecraft Mods
  • 3

    posted a message on Tinkers Construct
    Quote from sciguyryan

    Oh dear, there is the bad word again.

    Did you ever consider that maybe it is doing exactly what it is intended on doing? Rapiers are meant to punch through armour, that is kinda the point.

    Rapiers emerged in Spain after the advent of firearms as a lighter weapon than heavier longswords. It is no better at piercing armor than other swords; the thin profile simply cuts weight and allows for faster strikes. Swords have never been good weapons for fighting armored opponents and it's very telling that rapiers only appeared when firearms made armor largely obsolete.

    My suggestion would be to remove all armor piercing from the rapier but keep the quick strikes, and to make a new class of weapon for defeating armor such as a mace or some kind of polearm.
    Posted in: Minecraft Mods
  • 0

    posted a message on =[ToxicPotato's Skin Thread]= [I'm lazy]
    Thanks ToxicPotato, I like what you did with the colors and hair.
    Posted in: Skins
  • 0

    posted a message on =[ToxicPotato's Skin Thread]= [I'm lazy]
    Would you be so kind as to improve a skin I attempted to make? I only recently got into Minecraft and thought it would be nice to have a skin other than the default. I shamelessly used some details regarding the head from one of your skins by the way, it was a great help to get it started.

    And of course, a reference.
    Posted in: Skins
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