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A Minecraft modpack that aims to turn MC into an ARPG similar to Path of Exile and Diablo II. Focused progression and exploration is the main goal of the modpack.

License: GNU General Public License v3.0

mcfunction 87.70% ZenScript 12.30%

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craft-to-exile-2-resolution's Issues

New Age of Exile

  • Transfer unique Items from [Harmony]
  • Transfer base/compat. from [Harmony]
  • Make new uniques for the new set items

[BUG] Typing @ in JEI crashes the client

Technical Specs (please complete the following information):

  • Craft to Exile Version [0.1.1 beta]
  • World Type: singleplayer/LAN/multiplayer
  • RAM Allocation 8GB

Describe the bug
Trying to type @ (Shift + 2) In JEI crashing the client everytime

To Reproduce
Steps to reproduce the behavior:

  1. Open JEI
  2. Type @ in the search bar
  3. Crash

Expected behavior
@ should be typed into the search bar without crashing

Additional Information (screen shots, etc.)
Add any other context about the problem here
crash-2021-11-06_02.50.57-client.txt
.

[suggestion] Entangling seed description

the description of entangling seed misses a part of the spell

at the end of entangling seed's duration there is a burst of damage to all affected mobs doing 100% spell damage while the description doesn't mention this at all

mentioning that it does damage instead of simply a petrify affect to clear things up would be nice to people making builds

[BUG] Inventory voided after death

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1 BETA
  • World Type [e.g. singleplayer/LAN/multiplayer]
  • RAM Allocation 8GB

Describe the bug
If you were one tapped by some mob there is a chance that you'll died twice or called double death, resulting in losing your whole inventory after death and all items were voided.

To Reproduce
Steps to reproduce the behavior:

  1. Start at level 1
  2. Find some mobs that is strong enough to kill you in 1 hit
  3. Die
  4. The whole inventory is gone.

Expected behavior
Keep inventory should work and Items shouldn't be loss.

Additional Information (screen shots, etc.)
2021-11-03_09 19 09

[BUG] Quest rewards are one tier too high BETA 0.1.2

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.2
  • World Type Multiplayer
  • RAM Allocation 9GB

Describe the bug
Starter quests are giving tier 1 stuff (meaning lvl 10) instead of tier 0 stuff

To Reproduce
Steps to reproduce the behavior:

  1. Complete quest
  2. Claim rewards
  3. See item with a higher tier

Expected behavior
The items should be one tier lower

Additional Information (screen shots, etc.)
2021-11-08_20 43 00
2021-11-08_20 43 13

[Feedback] General stuff and issues

Just general feedback and suggestions

Frost armour has 10x the physical armour of thorn armour which means that thorn armour isnt great defensively with its very low values and worse uptime while frost armour will give up to 50% damage reduction at max level and around 30% at 8 points invested with constant uptime

thorn armour description should mention that it poisons nearby enemies while active

hunting traps and dash don't show charges or cooldown and traps share charges across all 3 types (re-tested this a few hours later and the charges started working so honestly idk man). Also poison trap doesn't poison which isn't necessary since it technically doesn't state it does but I found it weird

Spread of Arrow Storm makes it hard to use against anything other than a very spread out horde and even then any other spell would work better because of its low scaling. Generally its just hard to use effectively in almost all situations

The hunger mob doesn't give xp or show a health bar (not really important just a small bug)

DoT values are scaled weirdly so that they seem to get a point or two of damage per level based on the DoT and can be stacked making them the best way to deal damage thus far since they aren't heavily limited by energy like many other attacks. Maybe make poison and burn damage scale off of spell power or something so that they are more inline with other skills and making burn less of a gamble by making it possible to be applied through another skill instead of only the 20% chance from fireball.

hunting spells change the attacks of bows instead of being direct attack spells causing them to not only cost mana per use but also cost a third of your energy like normal bow attacks making their use very limited.

inspiration being a 5 minute cooldown makes it not worth getting especially compared to something like the astral totem which has a strong mana over time effect with a 30 second cooldown. This is also seen to a lesser extent with hunters potion but not as egregious.

hunter dash is inconsistent maybe moving 6 blocks sometimes or more often than not, barely moving one

the hunt skill doesn't mention that it gives you a 30 second speed 2 buff alongside its nightvision and having the hunt and the nightvision skill seems a little redundant especially since nightvision barely affects combat

having cast time on hunter arrow spells slows down hunter combat even more on top of the energy problem essentially just making it a waiting game

Frost breathing is just water breathing my guy, like the effect is called water breathing too and water breathing fits the ocean theme but honestly that's just semantics

Seeing further information about spells like what changes if you level it up would be nice and on another note spells having more changes than just radius and increased mana cost would be nice and give you a reason to put more than one point into a lot of spells.

just my observation based on stats and you may completely disregard this but wish currently just seems like healing aura but worse since they have the same healing scaling but wish has higher cost and doesn't heal three times. maybe I'm wrong and maybe its use as a panic heal is viable but that's just my personal thought on it

this is the final part and just personal thoughts but the content after level ten is a bit hard to enter. since the Bumblezone is essentially a side zone I'm assuming the next place would be the nether but that is just courting death. This makes levelling past 10 pretty difficult since finding things within your level range that wont give you 20 experience (less than 1%) is fairly hard let alone being able to efficiently kill them. This is disregarding the whole favor system and mob spawning problems but you're probably already getting that figured out and tweaked.

anyways that was longer than I meant it to be but at least its been said, good luck Mahj and remember to take everything with a grain of salt since I can be a dumbass sometimes and could possibly overlook things here.

[BUG] Die and client stuck on Dying screen and couple secs client crashes

Technical Specs (please complete the following information):

    • Craft to Exile Resolution 0.1.0
  • World Type Multiplayer Dedicated server hosting
  • RAM Allocation 4GB

Describe the bug
I died to TNT explosion and then I'm just stuck on your dead screen and I can do nothing till it crashes the client.

To Reproduce
Steps to reproduce the behavior:
I think it's almost sometimes random, You happened to die.

Expected behavior
A clear and concise description of what you expected to happen.

Additional Information (screen shots, etc.)
https://pastebin.com/EjRecDep

[BUG] Game crashes when you open the potion? wiki ingame

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.0
  • World Type singleplayer
  • RAM Allocation 9GB

Describe the bug
game crashes when you open the potion? wiki ingame

To Reproduce
Steps to reproduce the behavior:

  1. Go to
    2021-11-01_23 11 24

  2. Click on
    2021-11-01_23 11 27

  3. Click on potion emblem (the three other tabs works fine)
    2021-11-01_23 11 38

  4. Game crashes, see crash report

Expected behavior
I expect the wiki to open properly

Additional Information (screen shots, etc.)
Add any other context about the problem here

crash-2021-11-01_22.56.24-client.txt

[BUG] Epic fight mod weapons cant get souls BETA 0.1.1

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.1
  • World Type Multiplayer
  • RAM Allocation 9GB

Describe the bug

Title

To Reproduce

  1. Make a weapon
  2. Drag soul to weapon
  3. Soul doesnt bind

Expected behavior
That the soul binds

Additional Information (screen shots, etc.)
Add any other context about the problem here.

[BUG] Spawners still drop age of exile stuff when broken BETA 0.1.1

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.1
  • World Type Multiplayer
  • RAM Allocation 9GB

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Go to Spawner
  2. Break spawner
  3. Watch things drop

Expected behavior
only vanilla exp to do

Additional Information (screen shots, etc.)
Add any other context about the problem here.

[Known Issues]

  • Mob health overlay doesn't properly render sometimes.
  • Damage indicators are wrong (always 1).

QOL early game. Infuse items with iron ore

Introduce a way to create low quality gear for beginners, without depending on loot to get souls.

e.g. Make iron ore behave the same way as a common soul. The essence yield of common T1 gear would have to be reduced to prevent exploitation.

This would solve the common problem of new/early game players being helpless after losing/breaking their first weapon, without yet having any alternatives.

VoidZ

  • Adds a new final boss for after The End

Set up act progression.

  • Overworld -> Bumble (optional) -> Nether -> Hell 1 -> Prehistoric -> Hell 2 -> The End -> Hell 3 -> VoidZ (final boss)
  • Miner's Dimension is optional mid-game (30-50)
  • Dungeons are introduced early on

[BUG] Hunting spells not working

  • Craft to Exile 2 Resolution 0.1.1
  • official server
  • 8gb

Poison arrow doesn't cast at all no matter what the character is holding
Arrow Barrage casts but doesn't send out a projectile essentially just wasting mana

  1. spec into hunting
  2. get poison arrow and arrow barrage and attempt to use them
  3. sadness

[BUG] Mine And Slash battle towers spawn in the void world BETA 0.1.2

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.2
  • World Type Multiplayer
  • RAM Allocation 9GB

Describe the bug
Mine And Slash battle towers spawn in the void world

To Reproduce
Steps to reproduce the behavior:

  1. Go to void world
  2. See battle tower

Expected behavior
That they dont spawn in the void

Additional Information (screen shots, etc.)
Add any other context about the problem here.
2021-11-08_23 56 23

[BUG] Server crash when exploring

Technical Specs (please complete the following information):

  • Craft to Exile Resolution 0.1 BETA
  • World Type Multiplayer
  • RAM Allocation 4GB

Describe the bug
Exploring the world and crashes server. Boots up fine.

To Reproduce
Steps to reproduce the behavior:
exploring the world

Expected behavior
A clear and concise description of what you expected to happen.

Additional Information (screen shots, etc.)
https://pastebin.com/tfRMM49p

[BUG] Typing Tier 1/2/3/4 in JEI

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.1
  • World Type multiplayer
  • RAM Allocation 6gb

Describe the bug
Using the JEI search bar, when typing Tier 1, 2, 3, or 4, you immediately crash. Your MC will close out to the launcher. Similar to the @ bug but worse lol.

To Reproduce
Steps to reproduce the behavior:

  1. Go to JEI
  2. Click onto the search bar
  3. Type Tier 1 or 2 or 3 or 4
  4. See yourself crash AND an error at the launcher

Expected behavior
You don't crash and you see what you're looking for in the JEI.

Additional Information (screen shots, etc.)
Add any other context about the problem here.

Party Friendly Fire

Honestly, its exhausting to fight with someone side by side and just get smacked by your own team-mate, you guys are trying to kill an enemy and end up stunning/killing yourselves, i suggest that if the players are in some sort of party, there is atleast an option to turn off friendly fire, its just stupid in my opinion to have friendly fire between team-mates/

[BUG] Epic Fight Mod Skills lost on death

Technical Specs (please complete the following information):

  • Craft to Exile Resolution 0.1.1
  • World Type Multiplayer
  • RAM Allocation 8 GB

Describe the bug
Epic Fight skills which are learned via book, are lost upon player death. I learned dodge, lost it when I died. I then learned guard and energized guard and lost both of those when I died as well.

To Reproduce
Steps to reproduce the behavior:

  1. Learn an Epic Fight skill
  2. Die
  3. Attempt to use Epic Fight skill
  4. See error

Expected behavior
Death does not remove all learned Epic Fight skills

Additional Information (screen shots, etc.)
The Epic Fight skills GUI that you can open with a hotkey looks strangely empty. I've never used the mod so I'm not sure if this is intended.

[BUG] Mass illager spawns around illager outposts BETA 0.1.1

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.1
  • World Type Multiplayer
  • RAM Allocation 9GB

Describe the bug
A very large amount of illagers spawn around illager outposts

To Reproduce
Steps to reproduce the behavior:

  1. Go to illager outpost
  2. Watch them spawn

Expected behavior
maybe 1/10 of the current amount of illagers

Additional Information (screen shots, etc.)
2021-11-05_01 52 01

[BUG] crossbow with hunting spells doesnt work

  • Craft to Exile Resolution 0.1.1

I already understand you know hunting spells are a bit bugged but this is a different part of it. For spells that require a ranged weapon it only strictly considers bows as ranged weapons causing it to not allow you to cast the spells if using a crossbow. You can force it to work by going into creative so it likely is just a classification problem though.

Good luck Mahj

  1. spec into hunting arrow spells
  2. have a Mine and Slash crossbow
  3. attempt to use spells
  4. sadness

[MOD] Experience lock.

So me and my friend were fighting an entire pillager outpost, and like 2 minutes in we stopped getting experience, and i am not saying that stopping gaining experience is bad idea, its just that it happens too quickly, if it was after like say 15-20 minutes of fighting and killing, or the amount of times you CAN kill something should be increased wayy more, it is unbearably bad to have such limited experience gain, especially when mob spawning is all fucked up and most the time only 1 of a certain type spawns.

[BUG] Towers still explode BETA 0.1.1

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.1
  • World Type multiplayer
  • RAM Allocation 9GB

Describe the bug
the battle tower things still explode

To Reproduce
Steps to reproduce the behavior:

  1. Go to the top
  2. Take the loot
  3. See tower disappear

Expected behavior
That the tower stays even after it is fully looted

Additional Information (screen shots, etc.)
Add any other context about the problem here
2021-11-05_01 43 31

Lighting issue in base. Light blocks not emitting light.[BUG]

Technical Specs (please complete the following information):

  • Craft to Exile Version: 2.13.2c
  • World Type: Official Tristram server
  • RAM Allocation: 8GB

Describe the bug
After one of the recent updates, a single chunk in my base refuses to emit light. Torches don't work, neither do redstone lamps. Breaking and re-placing all light sources temporarily fixes the light, but after leaving the area and returning, the light is set back to 0. Light level is not just visual, mobs spawn in the area.

To Reproduce
Steps to reproduce the behavior:
Load chunk.

Expected behavior
A light value of above 0.

Additional Information (screen shots, etc.)

https://i.imgur.com/Ofxz2Uw.png
https://i.imgur.com/QNXYgjJ.png
https://i.imgur.com/b7VukvD.jpeg

[BUG] MnS things are not dropping

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.1
  • World Type Multiplayer
  • RAM Allocation 9GB

Describe the bug
Mobs dont seem to be dropping MnS loot consistently

To Reproduce
Steps to reproduce the behavior:

  1. Kill stuff
  2. Get a few things
  3. Kill more stuff
  4. No MnS drops

Expected behavior
For MnS drops to consistently drop

Additional Information (screen shots, etc.)
Add any other context about the problem here.

Day 1 Feedback

As per Mahj's request I'm posting some feedback here:

I played all day yesterday (and by all day I mean literally all day :P it was the only thing I did basically).

The biggest QoL improvements in the shortest list I can think of so far would be:

-fixing not being able to use certain souls (so far seems to be the epic fight weapon souls) & making it so a weapon can't do 0 damage. I crafted a diamond spear and enchanted it with one of my last remaining reagents, only for it to turn into a 0 damage weapon.

-figuring out a way to display enemy level since its critical information for knowing where is an appropriate place to fight, and perhaps providing suggestions/guidance on where to go when

-ensuring that there's no way to be without at least basic mine & slash equipment (like if you have no souls and all your gear breaks, like what happened to me earlier today); extra: perhaps make it so when equipment 'breaks' it gains a broken condition instead of being deleted from your inventory and must be repaired? Similar to how the Tetra equipment mod requires you to fix broken items you build before using them again, rather than destroying your investment when durability runs out.

-doing something about XP, I'm not sure what the scaling goal is, but it seems like most people are getting levels from the quests and then breaking even on XP progress with trying to fight mobs vs dying occasionally. I played all day yesterday and wasn't able to gain any levels outside of quests; i would spend a long time working on getting XP, and then lose it to a death. This was a problem that I was not alone in experiencing based on what I heard from other players.

-Making it so the Epic Fight Mod skills aren't lost upon death, they seem really important for making the combat system flow well

-I also find that I run out of stamina really really fast with the Epic Fight Mod system; able to take only 3 or so attacks before I'm out of stamina.

-You may consider additional tiers of equipment, the difference between a tier 1 common helmet and a tier 2 rare helmet is incredibly dramatic, but because of the XP issue, getting to T2 is very difficult, this may solve itself.

-Bonus; if there is a way to make it so that Epic Fight Mod doesn't animation lock you while using it, that would honestly be incredible and make the combat much more fun, intuitive, and engaging. Getting animation locked, stun locked, or losing your special abilities because you get hit in the middle of activating them is a bummer.

Thanks! :>

[BUG] Scepter Souls

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.1 Beta
  • World Type Singleplayer
  • RAM Allocation 6GB

Describe the bug
Scepter Souls cap out at Epic Rarity. Upon attempting to use a Unique or Runeword rarity on a staff/scepter, it will change to the colour for 0.5s before turning back to grey common and defaulting to 1-3 damage and spell power.

To Reproduce
Steps to reproduce the behavior:

  1. Have any staff from Mine and Slash
  2. Have a scepter soul rarity of Unique or Runeword
  3. Bind it to the weapon

Expected behavior
A unique or runeword level scepter is born. Not a baby grey.

Additional Information (screen shots, etc.)
Not as major but Staff souls of Unique rarity default transform to Runeword rarity when you try to bind it as Unique.

[Suggestion] energy costs of ranged weapons

this isn't a bug but the energy cost of ranged weapons is 2x-3x the energy costs of melee weapons at the same level and rarity

At level 10 a my weapon takes 48 energy to attack something once this is about a third of my energy making fights drag on simply waiting for it to regen to do any damage

A simple way to change this is to either lower the costs of ranged weaponry or increase players energy reserves/ energy regen since regen at this point in the game takes a very long time

[BUG] Ocean Spell: Tidal Strike

Technical Specs (please complete the following information):

  • Craft to Exile Version 0.1.1 Beta
  • World Type Multplayer
  • RAM Allocation 6GB

Describe the bug
The spell says a Melee weapon is required to use it. But does NOT work when using a sword. Works with Staff/Scepter.
Secondly, it does 0 damage. Animation and FX are seen and heard but there is literally null damage.

To Reproduce
Steps to reproduce the behavior:

  1. Invest a point into Tidal Strike
  2. Use it on a mob
  3. Watch as the hp doesn't move at all

Expected behavior
A clear and concise description of what you expected to happen.

Additional Information (screen shots, etc.)
Add any other context about the problem here.

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