Open deadspidervenom opened 1 month ago
would like to note, i do like "draconic evolution" just feels to unstable to lock stuff behind its end game.
In the pack you have 6 different ways of automating the Infusion crafting, 2 of which can do all recipes in a single station. It is however a pain to detect the outcome from it IF you are using things like AE2, mainly because those do not detect NBTs or ignore them as they should.
Weapons can be auto-crafted if you are using something like RS instead of AE2 or a Crafter from RFTools, for those that do not require the infusion crafting.
For the means of auto-crafting the infusion crafting system you can use:
The LaserIO seems to be able to automate all crafts if done right (as far as I have seen other people do it), and the Super Factory Manager can do it easily, and it can also detect the NBT of items correctly.
The mod has numerous issues, first the boss being down right annoying to kill with a built in "/kill" attack if you don't do it "just right" but it seems to also just use the attack at random.
From all the issues presented, I do not believe any of them are actually issues. As for the built in "/kill" attack I am assuming you refer to the Laser Attack? It is possible to tank the laser without dying, it does deal a lot of damage, but it is not insta-kill. Further more it is meant to be a end-game boss, which makes since being "hard" to kill but it can be made into a really easy fight:
With a single Soul Stone enchanted with Unbreaking and a Repair Talisman the fight becomes basic, as you cannot really die.
With that said, Project Architect 2 is at the end of its development cycle, we have gone into Maintenance Mode on version 4.0 meaning we are not adding or removing anything content related, nor will we be modifying anything currently in place unless it is causing crashes or is small Quality of Life tweaks or bug fixes.
The suggestion to remove the mod or make it fully optional does not constitute any of the things mentioned above, it would be a major change at this time.
So this late into the development cycle, we will not be making the suggested changes, nor will we be adding the suggested mod alternatives.
From all the issues presented, I do not believe any of them are actually issues. As for the built in "/kill" attack I am assuming you refer to the Laser Attack? It is possible to tank the laser without dying, it does deal a lot of damage, but it is not insta-kill. Further more it is meant to be a end-game boss, which makes since being "hard" to kill but it can be made into a really easy fight:
I legit swapped to creative mode mid attack and it still killed me. I went from 9 deaths to 22 because of the damn laser. ProjectE's Gem armor gives you functionally creative mode as it makes you all but un-targetable. I also had on the Draconic Chest piece maxed for defense. The baubles heart container maxed out with the undying. I was legit maxed on defense, even bypassed my totem of undying.
The issue with the automation is not so much the hassle of setting it up, but its the random voiding of items. I've went back to watch the crafting (cause the animation is cool) to find that it was not crafting because it was some how out of an item. Upon viewing for some reason it keeps "placing" items into slots that have items, but once the stack limit is reached (if its set to single mode then the limit is 1) it starts voiding the items. I'd earnestly ask for at least an alternative method to get the important items for later autocrafting recipes as randomly voided items is not fun to deal with.
I legit swapped to creative mode mid attack and it still killed me. I went from 9 deaths to 22 because of the damn laser. ProjectE's Gem armor gives you functionally creative mode as it makes you all but un-targetable. I also had on the Draconic Chest piece maxed for defense. The baubles heart container maxed out with the undying. I was legit maxed on defense, even bypassed my totem of undying.
So to address this first, Gem Armor is not creative mode protection, actually in a lot of RPG like modpacks most damage eats right through it like it was not even there, it only gives you "invulnerability" to basic damage types.
The Dragon's laser is Void-Like Damage, which also bypasses the Creative Mode protection, so it will still kill you because it is still giving you real damage. Creative Mode makes you ignore damage types, not the void, which is why you die in creative if you fall into the void in vanilla.
I said there are ways of tanking the laser, if you min max everything, enchant the unenchantable items with the custom mechanic we added, etc. but it is a very long process to do so (and it is not guaranteed to work always), the Soul Stone is still your best option because its an infinite Totem of Undying that should work on that fight, as everyone has been doing it like that.
The issue with the automation is not so much the hassle of setting it up, but its the random voiding of items. I've went back to watch the crafting (cause the animation is cool) to find that it was not crafting because it was some how out of an item. Upon viewing for some reason it keeps "placing" items into slots that have items, but once the stack limit is reached (if its set to single mode then the limit is 1) it starts voiding the items. I'd earnestly ask for at least an alternative method to get the important items for later autocrafting recipes as randomly voided items is not fun to deal with.
I have not seen a report about the voiding of items before, I can get what you meant with it, might have been from an update to the mod, in any of the more recent updates. Can you describe to me or post a screenshot with some explanation of how you set it up? I want to replicate it and see if it voids items for me and figure out why, if it is a bug with the mod from an update, or something else, since it didn't do that before.
This is my crafting setup, i have 3 of them. The green is for redstone, after 20 ticks of an item being in the center it sends a redstone signal of 15. The yellow handles the items. The logic is was my attempt to prevent multiple recipes from going out of order. Only the inserts to the crafters have them.
The voiding seems to occur very randomly when bulk items are being crafted. It happens more often if you set the controller to extract to "stack mode". I also noticed it happens a lot more frequently if you are crafting "Chaotic Core" with the Chaos fragments.
As for the dragon, this damage it did to me is different, the initial damage was blocked like all other damage types with the gem armor and the draconic shield. However at the end of the attack it just straight up killed me. Like someone did "/kill" it did not matter if i left its range and got full draconic shield and walked back into its range, or if i just waited for it. At the end of its attack it just killed me from full health unless i waited for like 5 minutes out of its range. It also got bugged once and just left it on and it was like a killzone, the moment i entered its radius i was dead.
Is my config supposed to be like this for the guardian? I was looking at it to see the DE reactor settings as i was feeling for when you get it its not producing very much. (my bigger reactors turbine reactor setup is doing 11m/t (15m but they can only output 11m) and the DE reactor is capped at 5m which feels massively underwhelming for the cost and the risk.)
The config is correct, the -99 means the default value set internally for the mod. The Reactor wasn't changed because of the risk/reward, and there is a lot of other things to make energy so it seem unnecessary.
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Yea the mod seems bugged for it anyway. I tried raising it up to make it at least outperform the bigger reactor i made to warrant the massive risk that they are. At first i wanted to get a feel for the multiplier so i tried raising it by 10, but it seems there is an internal cap of 30m rf/t as even though it could go higher it would not. i dont know if the cap is the flux gate or the stabilizer.
If you want to adjust it, i changed it from 1.0 to 4.0 so it generates at 25m rf/t which can still be outperformed, but makes the risk of having your entire base (or outpost) evaporated more worth it.
I already had one blow up on accident in my dangerous reactor dim. so default blast radius is insane.
Is your feature request related to a problem? Please describe. -> The mod has numerous issues, first the boss being down right annoying to kill with a built in "/kill" attack if you don't do it "just right" but it seems to also just use the attack at random.
The fusions crafting is annoying to setup auto-crafting for, you need to use like Xnet, but then you can only attach 5 recipes per controller due to how finicky it is, as well as space the stations far away from each else they will interfere with each other, and just now started randomly voiding entire stacks items (which in this chase is "Large chaos fragment") when its trying to input them into the machine.
Armor and tools can not be auto crafted as due to how they are setup so half the mods wont recognize the armor or tool as the right item.
Describe the solution you'd like A clear and concise description of what you want to happen. -> Ideally just remove the required crafting recipes stuff and maybe replace it with a different mod or something that only needs like 1 craft using them so players can just hand craft.
Describe alternatives you've considered A clear and concise description of any alternative solutions or features you've considered. ->
Could try "Avaritia" or "extended crafting" both very popular mods for end game crafting stuff.
Mod Sugestions -> https://www.curseforge.com/minecraft/mc-mods/extended-crafting https://www.curseforge.com/minecraft/mc-mods/avaritia-universal