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View Code? Open in Web Editor NEWHome Page: https://www.curseforge.com/minecraft/mc-mods/epic-knights-armor-and-weapons
License: Other
Home Page: https://www.curseforge.com/minecraft/mc-mods/epic-knights-armor-and-weapons
License: Other
[1.19.x]-Epic-Knights-Armor-and-Weapons-6.6v.jar
Hi, I am using this mod on my modpack - https://www.curseforge.com/minecraft/modpacks/darkrpg-forge
A user has reported some missing png lines in their log - https://github.com/gamerpotion/DarkRPG/issues/49
Just checking they can ingore this or does it need looking into from your end?
Armor equip via overwrites mob equipment even if chance is set low, due to a default item being set.
Could the default item set be removed, so that other mods can set equipment with EntityJoinWorldEvent? For instance:
if (entity instanceof WitherSkeletonEntity && rand0.getNextFloat() <= chance)
{
Random rand0 = new Random();
entity.setItemSlot(EquipmentSlotType.HEAD, getRandomItemStack(witherHelmets, chance, rand0));
entity.setItemSlot(EquipmentSlotType.CHEST, getRandomItemStack(witherChestplates, chance, rand0));
entity.setItemSlot(EquipmentSlotType.LEGS, getRandomItemStack(witherLeggings, chance, rand0));
entity.setItemSlot(EquipmentSlotType.FEET, getRandomItemStack(witherBoots, chance, rand0));
entity.setItemSlot(EquipmentSlotType.MAINHAND, getRandomItemStack(witherMeleeWeapons, chance, rand0));
}
is less invasive than
if (entity instanceof WitherSkeletonEntity)
{
Random rand0 = new Random();
entity.setItemSlot(EquipmentSlotType.HEAD, getRandomItemStack(witherHelmets, chance, rand0));
entity.setItemSlot(EquipmentSlotType.CHEST, getRandomItemStack(witherChestplates, chance, rand0));
entity.setItemSlot(EquipmentSlotType.LEGS, getRandomItemStack(witherLeggings, chance, rand0));
entity.setItemSlot(EquipmentSlotType.FEET, getRandomItemStack(witherBoots, chance, rand0));
entity.setItemSlot(EquipmentSlotType.MAINHAND, getRandomItemStack(witherMeleeWeapons, chance, rand0, Items.STONE_SWORD));
}
When using spears, they are considered two-handed weapons and therefore cannot use shields for spears.
While this mod is installed no other mods can add loot to vanilla loot tables. The problem is that the mod overrides data/minecraft/loot_tables and adds items that way instead of injecting them and that leads to incompatibility.
I tried to equip a villager with armor by a dispenser, and the game crashed. I can't enter the world again until I remove this mod.
Hi,
Obviously would be a decent amount of work, but compatibility with https://www.curseforge.com/minecraft/mc-mods/tetra would be amazing for medieval and RP.
Could you consider this?
Thanks
Could you add the rest of the gradle project in this repo too?
Hi ran into this issue but have not seen any comments or posts concerning it. Had a buddy on my server block an attack from another player and shattered his diamond rondache which was still over half durability. Any idea why this happened? I had a similar experience with a steel rondache breaking around 25% durability from a pillager.
https://gist.github.com/someaddons/0c8b42683f35adb0d797873ddb6e8482
Crashes on sth with a mob effect
crash-2022-07-23_15.55.48-client.txt
I'm on 1.18.2 with mod version 5.11. This crash only occurs when the waystones mod is installed. In order to cause the crash, you have to put an epic knight's banner pattern into the loom, and it will immediately crash the client.
Hi, as the title said, and if I keep trying to kill something with it, the server will crash
Issue description
When playing with this mod on minecraft 1.18.2, attribute bonuses of armour items in the player's hotbar are granted despite not having them equipped
Steps to reproduce
Add this mod to the forge mod loader
acquire some armour items in-game
place armour item in hotbar (but not equipping them)
Use mouse wheel to select the armour item in hotbar without equipping them
notice the player armour attribute increases permanently despite not having equipped any of the selected armour item
This persists sometimes even if the player equips and then unequips the previously selected item
Dying resets the armour value to 0 (as players will not respawn with anything), but selecting an armour item in the above manner causes the glitch again
Also my forge version is 40.1.0 in case that helps. Cheers!
I have numerous other mods which add armors to various mobs, but as this mod's default equip chance is 50%, I almost exclusively see this mod's armors on mobs. Any time I change the config file to reduce this, it regens to its default state.
Previous issue closed, still happening post-update
[1.19.x]-Epic-Knights-Armor-and-Weapons-6.7v.jar
Forge 43.1.34
Like above, Pavise shield(Very huge shield in this mod) slowness 2 debuff doesn't apply to player when shield is left handed.
Right handed pavise shield works normally.
Rusted equipment isn't registered in JEI. All other equipment is; however, their rusted variants don't appear.
I'm working on adding compat between Realistic Horse Genetics and Epic Knights, though now I'm realizing Epic Knights is All Rights Reserved. Before I proceed further with adjusting the armors and caparisons to fit the RHG horses I want to check in. Would I be allowed to create compat between the two mods?
The game crashed whilst rendering overlay
Error: net.minecraftforge.fml.ModLoadingException: Epic Knights: Armor and Weapons (magistuarmory) encountered an error during the enqueue_imc event phase
Crash Report: https://pastebin.com/WdyWEhzk
latest.log: https://pastebin.com/5nqCcuHR
Forge Version: 40.1.71
Minecraft Version: 1.18.2
Epic Knights Version: 6.6
Other Mods Installed:
Greek Fantasy 18.2.4
Assuming this isn't intended, I'm guessing you misunderstood how the "weight" property works. To my understanding, it's not a chance (x in 100), but a ratio (x in sum-of-all-entries).
So if you have a weight of 5 for chainmail_horse_armor, and a weight of 3 for barding, and nothing else, that means it'll always add one of them, and chainmail slightly more often than barding. and combined with your multiple rolls in each table means it'll always add multiple bardings.
You might wanna add the entry
{
"type": "empty",
"weight": 92
}
...to all these loot tables to fix this. Then it'll actually behave like a percentage, as I believe you intended. And even then, I'd reconsider the multiple rolls, because there's really no reason why a ruined portal chest should ever have up to 8 horse armors in there, imho.
If I'm wrong and this works exactly as intended, then.. please reconsider that anyway. This is just way too much horse armor!
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