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Source code for Electroblob's Wizardry, a Minecraft mod about magic, exploration and adventure. Open-source so other aspiring wizards (a.k.a. programmers ๐Ÿ˜Ž) can see the real magic! โœจ Just want to download and play? Head over to the CurseForge page via the link below:

Home Page: https://minecraft.curseforge.com/projects/electroblobs-wizardry

License: Other

Java 100.00%
minecraft minecraft-mod forge forge-mod magic wizardry java java-8

wizardry's Introduction

Wizardry ย Curseforge Curseforge Discord

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Source code for Electroblob's Wizardry, a Minecraft mod currently for versions 1.7.10, 1.10.2, 1.11.2, and 1.12.2. Wizardry adds an RPG-style system of magic spells to Minecraft with the aim of being as playable as possible. No crazy constructs, no perk trees, no complex recipes - simply find spell books, cast spells, and master the arcane!

Please read the guide for contributing before submitting an issue or a PR.

Links

CurseForge: https://minecraft.curseforge.com/projects/electroblobs-wizardry
Minecraft Forum thread: http://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/2818029-electroblobs-wizardry-the-expandable-rpg-magic-mod

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wizardry's Issues

Overlay Issue in the Wizard Handbook

Minecraft version: 1.12.2
Wizardry version: 4.1.2
Environment: SMP Server

Overlay issue on page 47 of the Wizard Handbook (see screen capture below).

wizard-handbook

[feature request] more control over loot spawning

Minecraft version: 1.12.2
Wizardry version: Electroblob's+Wizardry+-+4.1.1+-+MC+1.12.2

I'm building a modpack, and am finding lots of your loot in every single chest - is going to devalue this mod a lot, as everyone is going to have chests full of the mod's loot.

You have this in your config:

# Whether to generate wizardry loot in dungeon chests.
     B:generateLoot=true

but no way to set the amount of loot. Is there any chance that you could add this ?

Is particularly important in modded minecraft, as the more mods you have adding chests, the lower you need to set the chance of a particular type of loot, otherwise the game just gets flooded with free loot and players have less of a good time.

I could obviously turn off all the loot from this mod, but am not sure what that would do to the mod in terms of playability. I notice that many of the items have no recipes, so presumably have to be found in chests or drop as loot off mobs.

Add smelting recipe for crystal ore -> magic crystal

Minecraft version: 1.12.2
Wizardry version: 4.1.1

Issue details: There are no recipes involving Crystal Ore, which means that if the player acquires it, using Silk Touch, for example, there's nothing that can be done with it other than place it back down and use a non-Silk Touch tool to harvest it. Vanilla ores have smelting recipes, which, while inefficient on their own, other mods tend to draw from those recipes for their own mechanics.

In my case, I'd like to process those crystal ores in Thermal Expansion machines, so adding recipes that the Redstone Furnace or Pulverizer can pick up on would streamline the process. Thermal Expansion now has support for JSON recipes, so I can easily add it myself, but you may wish to solve the pure (Vanilla + Wizardry) use case yourself, just to improve the user experience.

Snare Spell Oddity and Crashes with OptiFine

Minecraft version: 1.12.2
Wizardry version: 4.1.1

Issue details:

No Other Mods Installed just this mod Only issue: Whenever a Mob activates the snare trap you've casted beforehand: the particle effects gets rendered on you instead of the mob that activated the snare trap. (I don't know If posting a separate issue for this one is necessary or not)


(yes, Optifine is the culprit for this crash unfortunately)

Opifine installed issue -Crash-: Whenever a Mob activates the snare trap: the game will crash resulting in a Rendering Particle -1 crash.

Reproducing:

  1. Get a Snare spell, scroll or wand doesn't matter which.
  2. Cast the Snare Spell on the ground. (You can cast as many as you want)
  3. Get a Mob Spawn egg. (I go for slimes because their sizes varies)
  4. Spawn the mob on top of the trap or have it walk onto it.
  5. If Optifine is installed, the game will crash. Or If it isn't Installed, the particle effects gets rendered on the player/caster instead of the mob that walked on the snare trap.

Using internal shaders does make the crash happen a little later. But using no shaders makes it happen instantly, which is what's happening.

Other mods involved: Just Optifine.


Crash Report (been cut to important bits): https://pastebin.com/1P6cDw0L (client-side crash)

Uncommonly or Rarely I'll get this problem too: https://pastebin.com/DKu4wPhJ (server crash)

Arcane tinkering advancement granted incorrectly

Minecraft version: 1.12.2
Wizardry version: 4.1.0
Environment: Singleplayer

Issue details: The arcane tinkering advancement seems to be granted whenever the apply button in the arcane workbench is pressed, regardless of whether a special upgrade was applied or not.

Other mods involved: N/A

Link to crash report (if applicable): N/A

Small oddities with spawned Wizards (a couple apply to Worldgen wizards as well)

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Singleplayer - probably also MP

Issue details: Wizards have a small cosmetic/nomenclature issue* - at least as far as professions, they seem to show up as normal EntityVillager. It's only obvious when mods like Waila/Wayla are being used, but I also ran into a little weirdness when using the summon command with custom nbt (unfortunately I apparently overwrote the /summon command that caused the wizard to offer normal villager trades, which was a weird thing but I'm assuming I must have done something like set an NBT value the WizardEntity doesn't support which caused it to revert to being a villager? I dunno )

I'm no expert on java or forge, but this issue is probably due to EntityWizard extending EntityVillager. The "easy" solution seems to be to create & register a VillagerProfession and VillagerCareer to assign to EntityWizard.

I'm not sure if possibly being able to bork an entity with the summon command should even be worried about, since the summon command is kind of on the person doing it.

Other mods involved: [only list mods that are relevant to the problem]

Other mods don't cause this issue, but it's possible that players wouldn't notice if they don't have a Waila/Wayla style mod active.

Link to crash report (if applicable): [give a link to the crash report on gist, pastebin, etc.]

No crashing.

Minor Visual Flickering Bug

Minecraft version: 1.12.2
Wizardry version: 4.1.0

Issue details: Trying out the mod today, while messing around with some wizard vs evil wizard/wizard vs evoker. Sometimes, or most the time whenever one of the wizards cast a spell that involves particle effects: the water, rain, or other particles would flicker as they were in complete darkness.

Repeating the issue:

  1. Have some wizards fight some random mobs with water/rain in sight. (Spawn eggs work too)
  2. Watch the wizards fight other mobs while some water/rain is in sight.
  3. The water may flicker as soon as any of the wizards cast a spell.

Other mods are totally out of the question, I've tried this only with this and it still happens. This is only a Minor Issue but is kind of annoying.

Alignment not 100% correct

Minecraft version: 1.12.2
Wizardry version: 4.1.0
Environment: Any, it is client sided

Issue details:
When changing the allignment
The Picture and name are changed but the cooldown for the spell is still in the bottom left corner

Wizardry Guide Book

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Server

Issue details: Me and my friend started a modded survival server and we added the mod and in the beginning we could open the book fine but after a while every time we try and open it, it crashes our game.

Other mods involved: Rouge like Dungeons, Bookshelf, AbyssalCraft,Hunter Dimension, Industrial Craft and Buildcraft

Link to crash report: https://pastebin.com/9sY7YZh9

[1.12.2] Out of Memory Crash

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Singleplayer

Issue details: Creating a new world gives a crash: Out of Memory. I've got an instance setup with 8gigs of ram on a 16gig machine. There are that many mods and I'm running other mod packs with many more just fine. Something else here is at play.

Other mods involved: https://pastebin.com/Vz60qj72

Link to crash report (if applicable): https://pastebin.com/DR5Ur4K7

NoSuchMethodError: getValuesCollection() crash on load

Minecraft version: 1.12.2
Wizardry version: 1.12.2
Forge 14.23.3.2684:
Environment: Singleplayer

Issue details: Crash onload

Other mods involved: None, only mod loaded

Link to crash report (if applicable):

The game crashed whilst initializing game
Error: java.lang.NoSuchMethodError: net.minecraftforge.registries.IForgeRegistry.getValuesCollection()Ljava/util/Collection;

Crash when using spell (From vadudosinka)

Minecraft version: 1.12.2
Wizardry version: 4.1.2
Environment: Singleplayer

Issue details: Just use "Trap spell" on Slime

Other mods involved: ActullyAdditions
AlternateFlux
AntiqueAtlas
AP2
AstralSorcery
Baubles
BiblioCraft
Bonfires
ChikenChunks
ElectroblobsWizardy
Embers
ExtraCells
HorsePower
IceAndFire
Immersive Ingineering (petroleum)
JEI
JER
MegaLoot
NuclearCraft
OpenGlider
OptiFine
Prefab
Roots
SimpleRPG
StorageDrawlers
TConstract (TinkerToolLeveling)
Thaumcraft
ThermalExpansion (Dynamics, Foundation)
TTRF
xRay
+Libraries for mods

Link to crash report (if applicable):
crash-2018-06-17_11.26.03-client.txt

Using the "elements" tag of the "ebwizardry:random_spell" function in the loot table causes a crash when opening the chest.

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Singleplayer

Issue details:

Crash when opening a chest with a modified loot table using the "elements" tag:

{"function": "ebwizardry:random_spell", "elements":["necromancy"], "tiers":["basic"]}

For reference, I'm using LootTweaker to modify the loot tables. I tested the loot table after restarting the world by using a command:

/blockdata ~ ~ ~ {LootTable:"twilightforest:structures/tower_library/tower_library"}

Replace the "~ ~ ~" with the coordinates of a chest, of course. Omitting the "elements" tag seems to work fine.

Other mods involved:

LootTweaker
The script I'm using is here, with the relevant lines commented out: https://github.com/belathus/Wanderlust-Renewed/blob/master/scripts/loot/twilightforest/lich_library.zs

Link to crash report (if applicable):

https://gist.github.com/belathus/cef1d7228dc2278331693e6f98082d31

Wizard hat does not rotate with armour stand

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Singleplayer

Issue details: When placed on an armour stand, wizard hats always face south regardless of the armour stand's orientation, despite the rest of the wizard armour rotating normally.

Other mods involved: None

Link to crash report (if applicable): N/A

Transfer documentation from curseforge

The documentation pages on curseforge could be transferred to the wiki here, left as they are, or the developer-related information could be moved here and the rest could stay where it is. Need to decide at some point.

Wizards spawn in large numbers in other dimensions/add evil wizard dimension whitelist

Minecraft version: 1.12.2 (but it occurs in all of them I think)
Wizardry version: 4.1.0
Environment: Any, presumably

Issue details: This was posted by a few people on mcf/curseforge, logging it here so I don't forget. Evil wizards spawn in large numbers (far more than intended) in the end, twilight forest and possibly other dimensions. A related feature request was to add a dimension whitelist to the config to control their spawning, similar to the existing worldgen options.

Other mods involved: Any mods that add dimensions (inc. twilight forest), but also occurs with no other mods installed

Link to crash report (if applicable): N/A

Possible recipe issue

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Singleplayer

Issue details: I looked at the crafting recipe for the magic crystals in JEI and noticed two uncrafting recipes for the block of crystal, one giving one magic crystal, and one giving nine of them.

2018-04-29_01 57 17

NoSuchMethodError

Minecraft version: 1.12.2 [change as necessary]
Wizardry version: 1.12.2
Environment: Singleplayer

Issue details: Crash onload

Other mods involved: None, only mod loaded

Link to crash report (if applicable):

The game crashed whilst initializing game
Error: java.lang.NoSuchMethodError: net.minecraftforge.registries.IForgeRegistry.getValuesCollection()Ljava/util/Collection;

Crash using a recipe book

Minecraft version: 1.12.2
Wizardry version: 4.0.0
Environment: Singleplayer

Issue details: Crash when clicking on some wands in a recipe book interface:
ebwiz_crush
(not to mention negative mana values in the tooltip)

Other mods involved: none

Link to crash report: https://pastebin.com/tw6jE6aQ

Wizard Armor pieces breaking

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Server

Issue details: The wizard armor broke. I was fighting a few zombies, and then had my helm break. Then my boots broke a few moments after due to getting hit. From what the handbook says, I would expect the wizard robes to continue being an armor piece, but have an armor rating of 0, not just breaking when it says they are unbreakable.

Other mods involved: Considering it was against a vanilla zombie, I don't really know what mods would interact with the armor. Apologies.

Link to crash report (if applicable): Not applicable.

-Greenking13

Throwable entities hit their caster when aimed at another entity at close range

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Both

I'm not talking about Wither Skull, Fireball Spells, or Detonate cause those spells you CAN hurt yourself with. (Explosive Radius from those spells are expected to hurt anything, so that's normal)

Issue details:

But,

These spells below that you're normally unable to hurt yourself with. (But they do, by glitching out and immediately hitting and hurting you before you even see the projectile)

When using certain spells like (there could be more then I know):


Fire bomb
Lightning Disk
Spark bomb
Poison bomb
Darkness Orb
Fire Bolt
Ice Charge


When casting these spells, it may randomly instead immediately hit the caster and can actually hurt them instead of shooting projectiles like it's supposed to be. This issue is possible to both Wizards and Players.

Certain spells like Firebomb and Firebolt (which you're not supposed to hurt yourself with) may end up hitting their own caster and setting them on fire instead of actually shooting out to their target like it's suppose to be.

Reproducing is quite random, but it's plausible:

# 1

(Make sure you're in survival otherwise you can't tell if the projectile decides to glitch out or not)

  1. Get a Wand or a scroll with one of the specified spells. (I'd suggest using a wand for this as you may have to repeat this bug multiple times)
  2. Use one of specified spells than could potentially glitch out and hit/hurt you instead.
  3. Proceed to cast one of specified spells (Firebomb and Firebolt are usually best)
  4. Keep casting in random directions. (This one may require a little of messing around)
  5. If you did get hurt then the firebomb/firebolt projectile glitched out and damaged you and set you on fire instead. (If not, you may need to repeat to step 2)

# 2

(Creative mode only with wizard spawn eggs and Firebolt/Firebomb Spellbooks)

  1. Get the Wizard Spawn eggs and get the spells for them.
  2. Spawn the Wizards and right click them with the firebomb/firebolt spell in hand.
  3. Spawn a Hostile Mob. (I'll go for spiders/skeletons/husks/zombies)
  4. This one also may require a little of messing around. (So you may need to repeat to step 2 or 3)
  5. One of the Wizards will get hurt by his own projectiles when using firebomb/firebolt for trying to target a Hostile Mob.

Note: Vanilla Snowballs/eggs also do this, but doesn't hurt the thrower. For eggs, it just spawns a baby chicken right in your face instead.

[1.12.2] Unlocalised death message

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: SMP
Forge: *.2702

In this instance im presuming a wizard died or a zombie or something and the msg said: death.attack.indirectWizardyMagic

Flame Ray ignores Damage Immunity TImers with Potion Core Installed

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: All

Issue details: When you have Potion Core Installed alongside with this, default config provided. Flame Ray goes from balanced to Insanely OP. Any Mob getting attacked by flame ray inflects constant damage every tic. Instead of every 60 tics?

Although, setting "Separate Invulnerability Timers" to false from Potion Core's config makes flame ray behave normally again.

Like I said, this can easily be worked-around from what I've said above. (So hopefully, nothing to fix, but to point out)

Other mods involved: Potion Core

Wizard's Life Drain Ticking Entity crash

Minecraft version: 1.12.2
Wizardry version: 4.1.0

Issue details: While playing around, Apparently Wizards while they're doing their life drain spell to their victims: if you move far away enough from them the game freezes later resulting in a crash related to a Ticking Entity crash while the wizard were life draining other mobs.

Reproducing this crash through steps (This is best tested in creative mode cus it's faster):

  1. Load a World, doesn't matter if it's existing or not.
  2. Get the Wizard spawn eggs then spawn them. (Again, you can probably find them naturally spawning but this is faster)
  3. Right click the Wizards with the Life Drain Spell Book so they can cast it. (You can find them spawning with the Life Drain spell but I Just do this to make sure)
  4. Get any Hostile Mob Spawn Egg and spawn those. (I Usually go for slimes so you can reproduce the issue more easily)
  5. Run or Fly Away from the Wizard while they're life draining the hostile mobs you've spawned.
  6. The game will freeze shortly resulting it in saving the world and then crash the game.

Other mods involved: None, just this mod only.

Crash Report (Been cut down to the important bits):


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

Time: 4/12/18 12:12 AM
Description: Ticking entity

java.lang.NullPointerException: Ticking entity
at electroblob.wizardry.spell.LifeDrain.cast(LifeDrain.java:75)
at electroblob.wizardry.WizardryEventHandler.onLivingUpdateEvent(WizardryEventHandler.java:324)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_25_WizardryEventHandler_onLivingUpdateEvent_LivingUpdateEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:179)
at net.minecraftforge.common.ForgeHooks.onLivingUpdate(ForgeHooks.java:566)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2086)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295)
at net.minecraft.world.World.func_72866_a(World.java:1990)
at net.minecraft.world.World.func_72870_g(World.java:1952)
at net.minecraft.world.World.func_72939_s(World.java:1756)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1845)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1096)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:397)
at net.minecraft.client.main.Main.main(SourceFile:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

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

-- Head --
Thread: Client thread
Stacktrace:
at electroblob.wizardry.spell.LifeDrain.cast(LifeDrain.java:75)
at electroblob.wizardry.WizardryEventHandler.onLivingUpdateEvent(WizardryEventHandler.java:324)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_25_WizardryEventHandler_onLivingUpdateEvent_LivingUpdateEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:179)
at net.minecraftforge.common.ForgeHooks.onLivingUpdate(ForgeHooks.java:566)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2086)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295)
at net.minecraft.world.World.func_72866_a(World.java:1990)
at net.minecraft.world.World.func_72870_g(World.java:1952)

-- Entity being ticked --
Details:
Entity Type: ebwizardry:wizard (electroblob.wizardry.entity.living.EntityWizard)
Entity ID: 113581
Entity Name: Wizard
Entity's Exact location: -174.28, 4.00, 271.04
Entity's Block location: World: (-175,4,271), Chunk: (at 1,0,15 in -11,16; contains blocks -176,0,256 to -161,255,271), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Entity's Momentum: 0.01, -0.07, 0.01
Entity's Passengers: []
Entity's Vehicle: ERROR NullPointerException: null
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1756)

Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:420)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2737)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:418)
at net.minecraft.client.main.Main.main(SourceFile:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

Details:
FML: MCP 9.42 Powered by Forge 14.23.2.2654 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored

| State     | ID         | Version      | Source                                         | Signature                                |
|:--------- |:---------- |:------------ |:---------------------------------------------- |:---------------------------------------- |
| UCHIJAAAA | minecraft  | 1.12.2       | minecraft.jar                                  | None                                     |
| UCHIJAAAA | mcp        | 9.42         | minecraft.jar                                  | None                                     |
| UCHIJAAAA | FML        | 8.0.99.99    | forge-1.12.2-14.23.2.2654.jar                  | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCHIJAAAA | forge      | 14.23.2.2654 | forge-1.12.2-14.23.2.2654.jar                  | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCHIJAAAA | ebwizardry | 4.1.0        | Electroblob's+Wizardry+-+4.1.0+-+MC+1.12.2.jar | None                                     |

Loaded coremods (and transformers): 
Launched Version: 1.12.2-forge1.12.2-14.23.2.2654
LWJGL: 2.9.4
GL Caps: Using GL 1.3 multitexturing.

Question for a workaround: Is disabling the Life Drain Spell also persist on wizards as well? Which means does it prevent them from using/casting Life Drain?

Some Console Spam when casted spells

Minecraft version: 1.12.2
Wizardry version: 4.1.2
SpongeForge version: 1.12.2-2705-7.1.0-BETA-3203
Environment: Server

Issue details: When i put spell in my inventory in creative mode, and take - i have a console spam

[15:03:35] [Server thread/INFO] [ebwizardry]: A mod has called ItemScroll#getItemStackDisplayName from the server side. Using thedeprecated server-side translation methods as a fallback.

Link to error log: https://gist.github.com/pingvikin/a1de64425659e6093eb01ea292cdab06

Player Summoned Mobs lose Ownership when Entering/Leaving the End Dimension

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: All (Single/Multiplayer)

Issue details:
Apparently, If you or your summon tries to enter the End dimension, The Summons are no longer considered to be owned by you. Resulting them attacking you as if a evil wizard summoned it instead of you.

Their names are also affected, It no longer says 'PlayerName's Summon', but just says the original mob's Name.

Steps to Repeat:

  1. Get a wand with a Summon Mob Spell or a Summon Mob Scroll.
  2. Cast the Summon Spell. (It can be any mob, so as long it doesn't fly.)
  3. Spawn an End Portal using this command cus it's faster: /fill ~ ~ ~ ~ ~ ~ end_portal
  4. Proceed to push your summoned Mob the End Dimension Portal. [Or you can do Step 5 instead] (You can also use whirlwind or just let it walk into the portal)
  5. Walk into the End Dimension Portal.
  6. Let the Game load the End Dimension.
  7. Go back to the Overworld. (If you did step 4, skip this step)
  8. Find your Previous Summoned Mob, it will attack you and lose it's Ownership Tag.

They will still despawn after 30 seconds like normal.

This bug isn't really a big deal (Cause the fact that leaving and Entering the End Dimension is coded really funny), but i'm just gonna point this oddity out.

Other mods involved: None

Mod Conflict with Conquest Reforged.

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Singleplayer/LAN game

Issue details: Very simply when holding a wizardry wand while in a world with the conquest reforged mod/texture pack (the mod has a dedicated texture pack integral to its use) a black square covers the area behind your reticle (but not the cross-hairs themselves) obscuring whatever lies behind it. I double checked that it was the conquest mod by stripping all my other mods away one by one till I had only the problematic one left.

Other mods involved: Conquest Reforged

I've ported this to 1.12...

Hi there,

I really wanted to play this, on 1.12, so I ported it for my own enjoyment. I don't want to be presumptuous about your own porting work you may already be doing, but I'm of course happy to submit a pull request. Otherwise I'll just be playing it until you release the official port. Thank you for a great mod and thank you for making it open source!

The port is here:
https://github.com/12foo/Wizardry/tree/1.12.2

Edited to add-- an apology for not coordinating with you in advance on this; I just thought 'let's give this a shot' yesterday and, well, it's somehow done now. Sorry.

Arcane Workbench does not drop held items when broken

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: SSP / SMP

Issue details: If you break an Arcane Workbench with items inside of it, the items are deleted. In singleplayer, the magic crystal slot drops on the ground, but no other slots do. In multiplayer, no slots drop.

Removing sigil spells

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Server

Issue details: One of the players placed a couple of fire sigils in their base while discovering spells. He left it there for a few server reboots, I stopped by and he wanted to get rid of them, so he unfriended me. Nothing happened when I walked across the sigil, even tried spawning a zombie to do the same.

We have created new sigils and placed them on top of this non-functioning one. Those worked fine, but did not overwrite the old one. It is still there.

How can I remove the sigil he placed.

Other mods involved: N/A

Link to crash report (if applicable): N/A

Blacklist Config for Mind Controllable Targets (Mind Control Spell)

Minecraft Version: 1.12.2
Wizardry Version: 4.1.1

Description: When using mind control against certain custom mobs that uses special behavior usually ends up causing an erratic outcome. I've had some custom mobs from doing nothing to crashing the game and rendering that world broken forever when they're being mind controlled. (Aka Ticking Entity Crash)

Maybe there could be a configurable option to blacklist certain mobs that can't be mind controlled?

Cause at the moment, Only Bosses, Mini Bosses, and wizards (Evil Only?) are the only Mobs that can't be mind controlled. And doesn't seem to be an option to add custom modded mobs yet.

Without any other mods involved, the only mob that causes an erratic outcome when being mind controlled is the evoker.

EX:


#List of names of entities that are immune to mind control. (Bosses and Mini Bosses are automatically immune to Mind Control)
S:mobsimmunetomindcontrol
<
modid:custommobname
minecraft:evoker
>


World generation crash

Minecraft version: 1.10.2
Wizardry version: 2.1.0
Environment: Singleplayer

Issue details: flying around while generating the world

Other mods involved: none?

Link to crash report (if applicable):


java.lang.ArrayIndexOutOfBoundsException: 7
	at electroblob.wizardry.loot.RandomSpell.func_186553_a(RandomSpell.java:105)
	at net.minecraft.world.storage.loot.LootEntryItem.func_186363_a(LootEntryItem.java:36)
	at net.minecraft.world.storage.loot.LootPool.func_186452_a(LootPool.java:68)
	at net.minecraft.world.storage.loot.LootPool.func_186449_b(LootPool.java:83)
	at net.minecraft.world.storage.loot.LootTable.func_186462_a(LootTable.java:42)
	at net.minecraft.world.storage.loot.LootTable.func_186460_a(LootTable.java:57)
	at electroblob.wizardry.WizardryWorldGenerator.generateWizardTower(WizardryWorldGenerator.java:340)
	at electroblob.wizardry.WizardryWorldGenerator.generate(WizardryWorldGenerator.java:60)
	at net.minecraftforge.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:120)
	at net.minecraft.world.chunk.Chunk.func_186034_a(Chunk.java:1001)
	at net.minecraft.world.chunk.Chunk.func_186030_a(Chunk.java:974)
	at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:154)
	at net.minecraft.world.World.func_72964_e(World.java:303)
	at net.minecraft.world.World.func_175726_f(World.java:298)
	at net.minecraft.world.World.func_180495_p(World.java:842)
	at thaumcraft.common.world.ThaumcraftWorldGenerator.generateOres(ThaumcraftWorldGenerator.java:321)
	at thaumcraft.common.world.ThaumcraftWorldGenerator.generateAll(ThaumcraftWorldGenerator.java:347)
	at thaumcraft.common.world.ThaumcraftWorldGenerator.worldGeneration(ThaumcraftWorldGenerator.java:69)
	at thaumcraft.common.world.ThaumcraftWorldGenerator.generate(ThaumcraftWorldGenerator.java:57)
	at net.minecraftforge.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:120)
	at net.minecraft.world.chunk.Chunk.func_186034_a(Chunk.java:1001)
	at net.minecraft.world.chunk.Chunk.func_186030_a(Chunk.java:974)
	at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:154)
	at net.minecraft.server.management.PlayerChunkMapEntry.func_187268_a(PlayerChunkMapEntry.java:126)
	at net.minecraft.server.management.PlayerChunkMap.func_72693_b(SourceFile:147)
	at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:222)
	at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698)
	at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
	at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
	at java.lang.Thread.run(Unknown Source)

Add an item version of the random_spell loot function (random spellbook item)

Minecraft version: 1.12.2
Wizardry version: 4.1.2

Issue details: Since Roguelike Dungeons does not support loot functions, maybe spell books can be added to them by making random spell book items that drop a random spell book when right clicked. The item should have variations that only drop a certain tier to make it balanced based on where I put it.

Stone of Transportation hardness rating

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: SMP

Issue details: The stone of transportation, despite requiring a pickaxe, has a hardness of 0. This means that if one accidentally punches a stone, it gets deleted.

Ars Magica 2 Incompatibility?

Minecraft version: 1.7.10

Environment: Singleplayer

Issue details: Game crashed, this mod and Ars Magica 2 share an enchantment ID, and I'm honestly not good with mods so I don't think I could fix it myself.

Other mods involved: Ars Magica 2

Report:
The game crashed whilst initializing game
Error: java.lang.IllegalArgumentException: Duplicate enchantment id! class electroblob.wizardry.enchantment.EnchantmentMagicSword and class am2.enchantments.EnchantMagicResist Enchantment ID:100

Mod Crash On Start Up

Minecraft version: 1.12.2
Wizardry version: 2.1.1
Forge version: 14.23.1.2555
Environment: Singleplayer

Issue details: Once I add the mod into the Mod folder and attempt to run the game it would always crash on start up. It used to leave a crash log but now it no longer does. I had someone else give me their working version of the mod but it still crashes. I'l add the crash log if that helps unless you're looking for something else I am welcome to comply.

Mod: Electroblob's Wizardry

Link to crash report (if applicable):---- Minecraft Crash Report ----

WARNING: coremods are present:
LoadingPlugin (Bloodmoon-MC1.12-1.5.1.jar)
llibrary (LLibrary-1.12.2.jar)
Contact their authors BEFORE contacting forge

// Daisy, daisy...

Time: 5/13/18 12:10 AM
Description: Initializing game

java.lang.NoSuchMethodError: net.minecraftforge.registries.IForgeRegistry.getValuesCollection()Ljava/util/Collection;
at electroblob.wizardry.spell.Spell.getTotalSpellCount(Spell.java:374)
at electroblob.wizardry.item.ItemSpellBook.func_150895_a(ItemSpellBook.java:42)
at electroblob.wizardry.client.model.WizardryItemModels.registerItemModel(WizardryItemModels.java:177)
at electroblob.wizardry.client.model.WizardryItemModels.register(WizardryItemModels.java:47)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_38_WizardryItemModels_register_ModelRegistryEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus$1.invoke(EventBus.java:143)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:179)
at net.minecraftforge.fml.client.FMLClientHandler.fireSidedRegistryEvents(FMLClientHandler.java:1095)
at net.minecraftforge.fml.common.FMLCommonHandler.fireSidedRegistryEvents(FMLCommonHandler.java:757)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:604)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:270)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:466)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:377)
at net.minecraft.client.main.Main.main(SourceFile:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

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

-- Head --
Thread: Client thread
Stacktrace:
at electroblob.wizardry.spell.Spell.getTotalSpellCount(Spell.java:374)
at electroblob.wizardry.item.ItemSpellBook.func_150895_a(ItemSpellBook.java:42)
at electroblob.wizardry.client.model.WizardryItemModels.registerItemModel(WizardryItemModels.java:177)
at electroblob.wizardry.client.model.WizardryItemModels.register(WizardryItemModels.java:47)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_38_WizardryItemModels_register_ModelRegistryEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus$1.invoke(EventBus.java:143)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:179)
at net.minecraftforge.fml.client.FMLClientHandler.fireSidedRegistryEvents(FMLClientHandler.java:1095)
at net.minecraftforge.fml.common.FMLCommonHandler.fireSidedRegistryEvents(FMLCommonHandler.java:757)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:604)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:270)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:466)

-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:377)
at net.minecraft.client.main.Main.main(SourceFile:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

-- System Details --
Details:
Minecraft Version: 1.12.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1127729904 bytes (1075 MB) / 1744830464 bytes (1664 MB) up to 10737418240 bytes (10240 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx10G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.42 Powered by Forge 14.23.1.2555 31 mods loaded, 31 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored

| State | ID                | Version              | Source                                                 | Signature                                |
|:----- |:----------------- |:-------------------- |:------------------------------------------------------ |:---------------------------------------- |
| UCH   | minecraft         | 1.12.2               | minecraft.jar                                          | None                                     |
| UCH   | mcp               | 9.42                 | minecraft.jar                                          | None                                     |
| UCH   | FML               | 8.0.99.99            | forge-1.12.2-14.23.1.2555.jar                          | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCH   | forge             | 14.23.1.2555         | forge-1.12.2-14.23.1.2555.jar                          | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCH   | mercurius_updater | 1.0                  | MercuriusUpdater-1.12.2.jar                            | None                                     |
| UCH   | aquaculture       | 1.6.1                | Aquaculture-Mod-1.12.2.jar                             | None                                     |
| UCH   | biomesoplenty     | 7.0.1.2302           | BiomesOPlenty-1.12.2-7.0.1.2302-universal.jar          | None                                     |
| UCH   | bloodmoon         | 1.5.1                | Bloodmoon-MC1.12-1.5.1.jar                             | None                                     |
| UCH   | cw                | 1.0.1                | Creature-Whisperer-Mod-1.12.2.jar                      | None                                     |
| UCH   | customspawner     | 3.11.3               | CustomMobSpawner-3.11.3.jar                            | None                                     |
| UCH   | dldungeonsjdg     | 1.11.1               | DoomlikeDungeons-1.11.1-MC1.12.2.jar                   | None                                     |
| UCH   | mocreatures       | 12.0.3               | DrZharks MoCreatures Mod-12.0.3.jar                    | None                                     |
| UCE   | ebwizardry        | 4.1.1                | Electroblob's+Wizardry+-+4.1.1+-+MC+1.12.2 (1).jar     | None                                     |
| UCH   | enhanced_snowman  | 1.0                  | Enhanced-Snowman-Mod-1.12.2.jar                        | None                                     |
| UCH   | erebus            | 1.0.22               | Erebus-1.0.22.jar                                      | None                                     |
| UCH   | gargoyles         | 1                    | Gargoyles-Mod-1.12.2.jar                               | None                                     |
| UCH   | gravestone        | 1.0.13               | GraveStone-1.12-Graves-1.0.13.jar                      | None                                     |
| UCH   | astikoor          | 1.0.0                | Horse-Carts-Mod-1.12.2.jar                             | None                                     |
| UCH   | llibrary          | 1.7.7                | LLibrary-1.12.2.jar                                    | None                                     |
| UCH   | iceandfire        | 1.3.1                | Ice-and-Fire-Mod-1.12.2.jar                            | None                                     |
| UCH   | melongolem        | 1.0.1                | Melon-Golem-Mod-1.12.2.jar                             | None                                     |
| UCH   | overlord          | 2.4.10               | Overlord-1.12.2-2.4.10.jar                             | None                                     |
| UCH   | rotd              | 1.0                  | Realm+Of+The+Dragons+1.12.2+(TheRPGAdventurer)-1.0.jar | None                                     |
| UCH   | roguelike         | 1.8.0                | RoguelikeDungeons-1.12.2-1.8.0.jar                     | None                                     |
| UCH   | spartanweaponry   | beta 1.1.2           | SpartanWeaponry-1.12.2-beta-1.1.2.jar                  | None                                     |
| UCH   | toroquest         | 1.12.2-5.2           | toroquest-1.12.2-5.2.jar                               | None                                     |
| UCH   | twilightforest    | 3.5.263              | twilightforest-1.12.2-3.5.263-universal.jar            | None                                     |
| UCH   | waddles           | 0.5.6                | Waddles-Mod-1.12.2.jar                                 | None                                     |
| UCH   | thejungle         | 1.011.1222           | Welcome-to-the-Jungle-Mod-1.12.2.jar                   | None                                     |
| UCH   | wolfarmor         | 1.12.2-2.1.0-RELEASE | Wolf-Armor-Storage-Mod-1.12.2.jar                      | None                                     |
| UCH   | xlfoodmod         | 1.12.2-1.3.0         | XL-Food-Mod-1.12.2.jar                                 | None                                     |

Loaded coremods (and transformers): 

LoadingPlugin (Bloodmoon-MC1.12-1.5.1.jar)
lumien.bloodmoon.asm.ClassTransformer
llibrary (LLibrary-1.12.2.jar)
net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer
net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcher
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.6.0 NVIDIA 397.64' Renderer: 'GeForce GTX 1080/PCIe/SSE2'
Launched Version: 1.12.2-forge1.12.2-14.23.1.2555
LWJGL: 2.9.4
OpenGL: GeForce GTX 1080/PCIe/SSE2 GL version 4.6.0 NVIDIA 397.64, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.

Using VBOs: Yes
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: John Smith Legacy 1.12.2 v5.zip
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 8x Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz

Throwable entites still hit their caster at point blank range

Minecraft version: 1.12.2
Wizardry version: 4.1.2
Environment: Both

Issue details:
This bug behaves differently for mobs and players apart. Although the patch did fix most of the spells except for Darkness orb.

Players can hurt themselves at point blank range when using the darkness orb spell at a target. If I cast it against a wall, it won't hurt me,

It won't matter where your angle is, so as long you're in point blank range of your target. So you can be looking up towards your target.

Wizards seems to be somewhat similar, except firebomb can also (sorta?) hurt them at point blank range.

Note: I've tested without any other mods involved, so the same issue still applies.

Reproducing is shown in the videos. You only need to cast Darkness Orb to reproduce the issue more effectively.


Videos of the issue (sounds included):

Players:

https://www.youtube.com/watch?v=kpBKFfdg66Y


Wizards:
Notice, Slimes in vanilla ONLY attack the player and always.

https://www.youtube.com/watch?v=gLgTT7FFKVg

Wizards (not evil) no longer sound like villagers

Minecraft version: 1.12.2
Wizardry version: 4.1.2
Environment: Client

Issue details:
Wizards (not evil cause they use witch sounds) no longer use villager sounds whenever they get hurt, killed, or make idle noises.

A suggestion, you could even give wizards (and evil) their own sound events (they can still use vanilla sounds), rather then sharing sound events from vanilla. So that resource pack makers are allowed to change them without affecting vanilla ones.

Vanilla sound events borrowed:

(Used by Evil Wizard at a lower pitch)
entity.witch.ambient
entity.witch.hurt
entity.witch.death

(Used by Wizard. Well, they used to)
entity.villager.ambient
entity.villager.hurt
entity.villager.death

Wizardry's new sound events:

wizard.ambient (uses entity.villager.ambient sounds)
wizard.hurt (uses entity.villager.hurt sounds)
wizard.death (uses entity.villager.death sounds)

wizardevil.ambient (uses entity.witch.ambient sounds at pitch 0.7)
wizardevil.hurt (uses entity.witch.hurt sounds at pitch 0.7)
wizardevil.death (uses entity.witch.death sounds at pitch 0.7)

Example for Borrowing Vanilla Sounds:

"wizardevil.hurt": {
"sounds": [
{
"type": "event",
"name": "minecraft:entity.witch.hurt",
"pitch": 0.7
}
]
}

Crash report in entity immunity list on start up

Minecraft version: 1.12.2 [change as necessary]
Wizardry version: 4.1.2[change as necessary]
Environment: Singleplayer

Issue details: [crash on start up]

Other mods involved: [none]

Link to crash report (if applicable): [ https://pastebin.com/u6vWL97F ]

Wizard Armour appears to provide significantly more protection than intended

Minecraft version: 1.12.2
Wizardry version: 4.1.1

Issue details: The stats on the tooltip appear to be correct for regular wizard armour, but when equipped, the player gains twice as much armour rating as comparable armour. The tooltip for Legendary wizard armour appears to be wrong, displaying the same amount of armour as the regular wizard armour, and provides more than twice as much armour rating when equipped.

It's difficult to measure damage taken because the range of values is so small, but it does not appear to be wildly wrong, so it may just be a visual problem. When equipping or unequipping the armour, some of the armour icons appear, and after a brief delay, the remainder appear, so it may be due to setting the various armour stats in multiple places. There have been significant changes to how armour works since 1.7, and many mods have had similar issues.

Here's what each piece appears to be applying, separated into the initial armour value plus the additional amount that appears a moment later. Note that each armour point is half an icon.

Hat:		2 + 2
Robes:		4 + 4
Leggings:	5 + 5
Boots:		2 + 2

Legendary:
Hat:		2 + 3
Robes:		4 + 8
Leggings:	5 + 6
Boots:		2 + 3

The additional armour value added appears to be the correct amount, as in the case of the Legendary wizard armour, it matches the base values of Diamond armor.

Request: command to spawn wizards who want to protect blocks.

I'm considering making custom wizard towers using Recurrent Complex. It'll be fine for the evil wizards, but I can't think of a way to make normal wizards protective of their new home.

I did see that they have a list of blocks they protect in their NBT tag, but since it is a data-packed tag, I can't think of any way to apply a list of protected blocks using a script/command block. I'm thinking I might need a custom spawn command specifically for this.

Thanks!

Crash after adding creatures to the immunity list

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Server

Issue details: Crash after adding entities to the config for damage immunity. Specifically, I tried adding the Twilight Forest's Snow Queen to the ice immunity list.

Other mods involved: Twilight Forest.

Link to crash report (if applicable): https://gist.github.com/belathus/4dc0471b2d0fe41a7e3393bf73254fd6

Here are two versions of the config file I was using; both caused crashes: belathus/Wanderlust-Renewed@7828cc7

Stone of transportation does not drop when unsupported

Minecraft version: 1.12.2
Wizardry version: 4.1.1
Environment: Singleplayer

Issue details: Stones of transportation do not drop when the block beneath them is removed

Other mods involved: None

Link to crash report (if applicable): N/A

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