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Home Page: https://www.curseforge.com/minecraft/mc-mods/lacrimis
License: MIT License
Large magical Minecraft mod using Crying Obsidian
Home Page: https://www.curseforge.com/minecraft/mc-mods/lacrimis
License: MIT License
https://crashy.net/OlaHgNH9XGyUxl51ejof
it says
Entity Type lacrimis:ghost (modfest.lacrimis.entity.GhostEntity)
Entity ID 5866
Entity Name Ghost
so i filed a report here and at rei.
I think it would be nice if taint would fall down if there's no blocks underneath it. Either like gravel or manual slow gravity simulation (like slow fluid?)
Tears soak into materials so you need a special cauldron to hold them. But where does taint appear from when you break this cauldron? How is taint actually related to tears (lore-wise)?
If it's possible to add enchantment description on Enchantment Descriptions Mod
So yeah, first of all, in game I moved to a village that I found then occupied a house only for Lacrimis devices after that I went deep below underground, I spent two hours or three hours gathering resources, building and other stuff, then I want back to the up to the surface and I found the entire village consumed by taint blocks, I think the Taint appears because of me because I broke a crucible full of tears to move it and I didn't notice the taint.
My suggestions are:
Would love to add this into my modpacks 1.18 release
Considering there are a lot of other mods to make the Totem of Undying work from anywhere in the inventory, it would be nice to have an option in Lacrimis to make its more expensive and powerful equivalent also work from the inventory, without requiring it be held all the time.
I can't find the exact source of the problem, but the log mentions tickgoals
and fillPatchouliContext
, and I have 2 mods that relies on Patchouli, but I'm only using Lacrimis at the moment.
Patchouli_release-1.16-37-fabric-1.16-37.1-FABRIC
lacrimis-1.1.0
logs:
crash-2020-07-03_22.33.42-client.txt
latest.log
Well, player isn't touching taint. Why does it affect player? I guess it should damage tools instead
P.s.: Also if player is wearing boots he shouldn't get effects too. It should damage his armor instead
P.s. 2: Also effect shouldn't be applied in creative mode
I'm trying to create Warded Runes, using a properly build tier 3 soul cage and the Warding Rune, however, all methods I've tried of creating the warded runes have failed:
Using the warding rune to enchant the tear-soaked armor worked successfully, though.
This was reproduced on 1.16.5 with Lacrimis 2.0.2
Importing/referencing clientside-only classes in common classes causes crashes on dedicated servers. This is most notably apparent in a ClassNotFoundException at server boot due to not finding these classes. I tested a quick-fix involving just removing all clientside code from the server's source, which fixed it.
As far as I can tell, the most effective fix would be to separate the server/common and client versions of the ModEntityTypes, ModCrafting, ModNetworking, and ModParticles classes.
not seeing a recipe
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