Closed blackdragonIV closed 9 years ago
As soon as you turn the rings on they don't have an emc value anymore because their metadata changes.
@williewillus
after looking through the original EE2 sound files i can not make a match for the sound the tools used when right clicking, the closest thing i got was the sound of flash.ogg from the mod files however the sound the tools make is the exact sound made when the tools are charged to max level this sound applied to red morning star right click,shovels right click,pickaxe right click to mine an ore clusterand the katae AoE of mob slaying. the current sound used is for destruction catalyst.
as for the watch when "G" is activated the arrow coming toward you will come to a full stop (like if it hit a wall) once near you and fall harmless to the ground, however the gem armor (legging part) had the ability where mobs near you will become slower and if you sneak you will be able to repel enemy's away from you and DEFLECT arrows back
yes i made sure and the shovel dose have the tall,wide and long shot mode as seen here http://imgbox.com/fB6fkSlh
this test was made with the tekkit modpack which features EE2 in it
as for the arrow damage i can not be specific because there is no mod to indicate damage dealt for MC 1.2.5 however the current arrows deal damage of about slightly drawn bow , maybe up to a half drawn bow damage should suffice (2 hearts i think). UPDATE: after a bit of testing it takes about 5 arrows to kill a zombie from full health , therefor i was right in my guessing it was 2 hearts of damage per arrow (since zombies are mobs with 10 hearts /20 pts) on none armored mobs
as for the amulet they both had charge levels and the charge level determined the amount of lava will be placed when right clicking also pressing the "c" key with volcanite amulet will instantly evaporate all water near player (charge level will determine the range of effect) and pressing "c" with evertide amulet will instantly turn nearby water to ice and near by lava to obsidian (charge level also effect the range of the amulet effect)
one final note that the evertide amulet effect of the "c" key is not in EE2 however it was in the original EE and i see it would be nice to have it back
as for the recipe i cant not provide a list however they date back to the original EE mod and to EE2 for minecraft 1.0.0 if you can search their you might find them, however they might need changing a bit
one last thing is the "R" functionality for destruction catalyst please
i have done all the test in tekkit modpack so all is the real stuff XD
@blackdragonIV As far as EE1 content goes I have plans, but as a separate mod.
As for tool EMC we should probably have that as a config @MaPePeR .
I think you can use setEMC to change the values. No additional config needed.
@MaPePeR A overall toggle would be better, he is right about them lacking EMC in the original.
unless something's changed, the GoED doesn't eat tools from projectE (at least in my experience), I was worried about that the first time i used one and was surprised that it didn't. Being able to blacklist torches is useful, so definite improvement over the previous gem
So many different and random things, both already implemented and not implemented yet, are listed here. If OP still is concerned about this plethora of "issues", he or she should file CONCISE tickets for each of them, SEPARATELY
@williewillus i really don't see the need of opening 10 different issue tickets instead of a single post just to get things out.
@blackdragonIV The point of a issue tracker is to pinpoint and resolve specific issues, then mark them as resolved. With tickets consisting of multiple items we are unable to properly mark a issue as resolved until the entire list is resolved, this causes alot of confusion, duplicate issues in other tickets, and in general results in the issues not being resolved.
the new implemented sound do not match the original EE2 sound. ex shove right click functionality dose not produce the sound from EE2 rather creates the sound meant for the destruction catalyst.
mercurial eye takes no regard of what block being clicked at when in transmutation mode, in another word,if i have small patch of dirt surrounded by stone and i want to turn the dirt into wood the eye will transmute both of the dirt and stone regardless,as a pose to how mercurial eye in EE2 did it,where it turned all the blocks of the same type you clicked on
tools,armor,rings and the stones (life,body..etc) should NOT have an EMC value, just like in EE2 because having EMC value makes them a target of the gem of eternal density and we don't want them to be eaten, and honestly if one can afford them then he can afford 4 seconds of crafting, it is not the end of the world if we cant condense them or transmute them
forth thing is the harvest goddess band cant harvest fully grown nether wart
please set the limit of bonus ticks applied by watch of flowing to more than 256, or maybe even no limit at all since i didn't enjoy breaking the game enough using it with collectors :).Also the "G" function of the watch dose not stop arrows like it used to do in EE2
the arch angel smite arrows damage need to be buffed
tall , wide and deep shot mode is not implemented on the dark/red matter shove also mega impact mode on hammers and the morning star is missing as well
finally the aggressive gem armor mode, ex lighting strikes and explosions.. etc are not yet implemented despite a small claim in here https://github.com/sinkillerj/ProjectE/issues/676 saying that some are implemented, I tried every button and nothing happend
the evaporation and freezing ability of the water and lava amulet plz :)
as for my suggestions i would love to see the ability to enchant matter tools , I know this is over suggested at this point but i would love some fortune with my OP mining tools
also please bring back some of the transmutation recipes of the old EE2, ex glass back into glass pains , rotten flesh + some stone = soul sand...etc
finally thanks for the development of the awesome mod :)