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CorpseComplex

Customize all aspects of player death, including drops, kept items, durability, experience, and more!

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corpsecomplex's Issues

[Feature Request] Support for the Betweenlands items (rings, pouches, amulets)

Heya,

The Betweenlands has it's own equipment system, similar to something like Baubles. You can equip different things in their equipment slots, such as rings, amulets, and pouches from the betweenlands.

Currently with corpse complex and all "keep x" enabled, those items still drop unfortunately.

Would it be possible to get support for those?

Cheers!

Scroll of Return for new versions

It would be wonderful to see the Scroll of Return again in newer versions of Corpse Complex (for Minecraft 1.14x/1.15.x/1.16.x). Its ease of use and unique functionality (consumable item teleport to death location) are still unparalleled, especially as a tool for modpack authors.

Thanks for the consideration!

Special respawn grace period. 1.12.2 request.

OK really like the mod so far highly configurable etc. really neat for my Hardcore pack. One question. Would it be possible, to give the player a phase invulnerability (grace period for a configurable time) where they can’t take damage or be targeted? Until they do damage to something or break a block, pick up a grave etc. (also would it be possible to add something like a grave or do I need a secondary mod for that)

Please describe the new feature or change.

  1. Grace period after respawn for configurable time until player interacts with something
  2. Maybe a gravestone like thing.

Please describe why you want this feature.

  1. To give players a chance to escape a spawn camp situation. But also prevent abuse of invulnerability (breaks that buff once they do something other than walk back to their grave)
  2. To not add extra mods that may or may not randomly conflict at some point.

Compatibility with Toolbelt

Please describe the new feature or change.
Basically, at the moment the toolbelt from https://www.curseforge.com/minecraft/mc-mods/tool-belt isn't kept on death when kept in a curios slot.
here's a crosspost from my issue tracker: mahjerion/Craft-to-Exile-Dissonance#221

Please describe why you want this feature.
Similar to how you add configuration for curios and cosmetic armor, could you add it for toolbelt?

I actually don't know if this is a bug or feature request :|

Stuck on death screen after exiting to title screen while dead

Versions (Be specific, do not write "latest"):

  • Corpse Complex: corpsecomplex-FORGE-1.14.4-2.0-beta2
  • Forge: 28.2.0

Observed Behavior: After dying, exiting straight to title screen, and logging back in again, I am unable to respawn.

Expected Behavior: Be able to respawn.

Steps to Reproduce:

  1. Die. Instead of respawning, exit straight to title screen.
  2. Log back in and click respawn
  3. You should now be stuck on the death screen.

Crash Log: Please use a paste site like hastebin.
https://hastebin.com/guwopunowu.pl

[Suggestion] Increase max Power for effects

Hello I'm making a modpack and want to give the player resistence 5 so he is invulnerable for a short period of time. At the moment this isn't possible, because as statet in your wiki the highest powerlevel is 4.
Is there a chance that you could increase it?

[suggestion] binding enchantment

would you be so kind as to (optionally) add an enchanment to this mod that can be applied to items with regular enchantment/anvil+book mechanics that makes that item stay in the player's inventory regardless of the other mod settings? it would be great to have so the player can keep the items they consider important even if the setting is to drop/destroy them
maybe make the enchantment not applicable to items in the cursed list

thank youuuu <3 <3 <3

Suggestion: Different options depending on type of death

What I'd really like is the ability to set inventory damage (and maybe other things) etc based on whether the player was killed, drowned, starved etc. Like, a player who drowned may spawn with the anti-eating debuff. Someone killed by a monster would mostly take equipment damage (and maybe have some items looted by the enemy). Falling damage could damage inventory items, boots/leggings, and grant slowness for a while - and so on.

I haven't gotten to try the mod yet, but the wiki didn't seem to mention these features, so I thought I'd suggest them.

I understand if that's outside of your scope, but I figured I'd ask!

Thank so much for your time.

"Prevent Items From Breaking On Death Due to Durability Loss" does not work

Versions (Be specific, do not write "latest"):

  • Corpse Complex: 1.12.2-1.0.10
  • Forge: latest 1.12.2 build

Observed Behavior:

Dying with durability loss turned on results in items being destroyed upon respawn, despite enabling the config option that would ensure otherwise.

Expected Behavior:

Items are kept at 1 durability instead of breaking.

Steps to Reproduce:

  1. I had "Keep Hotbar, Armor, Baubles" options on and 15% loss on death for kept items
  2. Filled hotbar with weapons
  3. Died repeatedly. Upon dying with the items at 15% durability, they were all destroyed without being used once, and were not kept at 1 durability.

Unsure if I set this up correctly

Was looking for an alternative to the SoulBound enchant from EnderIO for 1.12, and found your mod! I think I setup the config properly, but don't see any books or possible enchants with the SoulBind enchant on them. I set the "Enable Inventory Module" to true, and then the "Enable Soulbinding Enchantment"to true... but don't see the enchant. Am I missing something? Or does it just not show in JEI?

[Bug] Server Hang on Energy Drain with EnderIO "Ender"

If Energy Drain from CorpseComplex is > 0.0 and enabled,
and if a player dies with a "The Ender" from EnderIO in their inventory that has been upgraded to have energy
then the server hangs, stopping players from interacting with anything until the server has been rebooted.

The issue works in both server and sp environments.
You can grab an upgraded version of "The Ender" easily from JEI (it has a purple bar).
Could be an issue with EnderIO's uI (micro-infinity) energy system implementation, or how corpse complex interacts with that system.
Durability loss is okay, energy drain is not.
This issue does not produce a crash log, nor does it produce entries in minecraft or server logs; the server simply stops responding.

No Return Scroll option

Versions (Be specific, do not write "latest"):

  • Corpse Complex: 1.16.3 - 4.0.0.2
  • Forge: 1.16.3 - 34.1.33

Observed Behavior: There is no config option for Return Scroll

Expected Behavior: An option to add the Return Scroll to the game

Steps to Reproduce: Have Corpse Complex mod installed.

...

Crash Log: Please use a paste site like hastebin.

[Bug] Soulbinding enchant not working

Title, happening in version 1.0.1.1 for MC 1.12.2. Was able to reproduce in both SSP and SMP. Soulbound-enchanted objects were still dropping on death. Here are the configs for my inventory and soulbound modules:

##########################################################################################################
# inventory
#--------------------------------------------------------------------------------------------------------#
# Customize how your inventory is handled on death and respawn
##########################################################################################################

inventory {
    # Set to true to enable inventory module
    B:"Enable Inventory Module"=true

    # Set to true to keep equipped armor on death
    B:"Keep Armor"=true

    # Set to true to keep non-mainhand hotbar items on death
    B:"Keep Hotbar"=true

    # Set to true to keep mainhand item on death
    B:"Keep Mainhand"=true

    # Set to true to keep offhand item on death
    B:"Keep Offhand"=true

    # Set to true to keep main inventory (non-equipped non-hotbar) items on death
    B:"Keep Main Inventory"=true

    # Percent of durability lost on death for drops
    D:"Durability Loss on Drops"=0.0

    # Percent of durability lost on death for kept items
    D:"Durability Loss on Kept Items"=0.0

    # Percent of energy drained on death for drops
    D:"Energy Drain on Drops"=0.0

    # Percent of energy drained on death for kept items
    D:"Energy Drain on Kept Items"=0.0

    # Percent chance that items that are kept will still drop
    D:"Random Drop Chance"=0.5

    # Percent chance that dropped items will be destroyed
    D:"Random Destroy Chance"=0.0

    # List of items that are always kept
    S:"Essential Items" <
        antiqueatlas:antique_atlas
        theoneprobe:probe
        theoneprobe:probe_goggles
        questbook:itemquestbook
        minecraft:compass
		everlastingabilities:ability_bottle
     >

    # List of items that are always dropped
    S:"Cursed Items" <
     >

    # Set to true to destroy cursed items instead of dropping them
    B:"Destroy Cursed Items"=false

    # Set to true to keep Baubles on death
    B:"Keep Baubles"=true

    ##########################################################################################################
    # soulbinding
    #--------------------------------------------------------------------------------------------------------#
    # Enable and customize the soulbinding enchantment
    ##########################################################################################################

    soulbinding {
        # Set to true to enable Soulbinding enchantment
        B:"Enable Soulbinding Enchantment"=true

        # The max level of the enchantment
        I:"Max Level"=1

        # The percent chance that the item will drop a level in the enchantment on death when kept
        D:"Chance to Drop Level on Saved Item"=0.0

        # The base percent chance that the enchantment will save an item on death regardless of level
        D:"Base Save Probability"=1.0

        # The percent chance increase that each level in the enchantment will give to saving an item on death
        D:"Extra Save Probability per Level"=0.0

        # Set to true to allow enchanting Soulbinding at the enchantment table
        B:"Can Apply at Enchanting Table"=true

        # Set to true to allow enchanting Soulbinding on books
        B:"Allowed on Books"=true

        # The rarity of the enchantment (COMMON, UNCOMMON, RARE, or VERY_RARE)
        S:Rarity=VERY_RARE
    }

}

Thanks!
Luke616

Unable to join server, nullpointerexception

Versions (Be specific, do not write "latest"):

  • Corpse Complex: 1.14.4-2.0-beta5
  • Forge: 28.2.0

Observed Behavior:

Upon joining, after "encrypting..." the player is disconnected. Server logs don't say anything. latest.log seems to be relating to corpsecomplex. Interestingly, I was able to connect to the server once, but after reconnecting, i am no longer able to connect. Singleplayer works fine, tried refreshing corpsecomplex configs serverside, but that didn't work.

Expected Behavior:

player can join normally.

Steps to Reproduce:

  1. Start MC
  2. Join server
    ...

Crash Log: Please use a paste site like hastebin.
https://pastebin.com/n9n0kNg5

Loss of all items and gear upon death.

Was inside of my house during the Rat moon event, ended up getting surrounded so I backed up towards my wooden door, forgot there were spikes on the other side so i cornered myself. ended up dying by a Brute Zombie in the corner, spawned in my bed about 10 blocks away and had lost everything in my inventory, hotbar, and my backpack disappeared. including what was in my hotbar, baubles stayed and anything in my belt stayed.
Was using a gladiolus and an iron pickaxe, had a backpack on and no other armor

I play on the modpack Rebirth of Night. version 2.77.5
Corpse Complex version 1.0.10.1

Expected Behavior: was expecting most of my inventory to drop but my backpack to stay on and my hotbar to stay intact

Steps to Reproduce:

1.rat moon event.
2. die by a brute zombie

From my tests, No matter what gear or what world im in, if i die by a zombie brute, i lose all of my gear, and armor.

Unable to respawn with keepInventory enabled

Versions (Be specific, do not write "latest"):

  • Corpse Complex: 1.15.2-2.0-beta8
  • Forge: 31.2.37

Observed Behavior:

When keepInventory is enabled and you die, you are not able to respawn. Clicking the respawn button produces a NullPointerException.

Expected Behavior:

Be able to respawn without triggering any of Corpse Complex's respawn events like losing/damaging items and xp.

Steps to Reproduce:

  1. Set the gamerule keepInventory to true
  2. Kill yourself
  3. Click on the respawn button

Crash Log: Please use a paste site like hastebin.
https://pastebin.com/3tJpfcEv

SoulBound enchantment missing

In version 1.0.6 of CorpseComplex I am unable to obtain the SoulBound enchantment despite the module being enabled.

Forge version:

forge-1.12.2-14.23.5.2768

Java version:

openjdk version "1.8.0_202"

OS version:

$ uname -a
Linux Asunder 4.18.17_1 #1 SMP PREEMPT Tue Nov 6 19:10:50 UTC 2018 x86_64 GNU/Linux

Current mods being used:

BetterThanMending-1.1.2.jar
BlueIceV1.0(1.12.2).jar
BowInfinityFix-1.12.2-rv5.1.jar
Clumps-3.1.2.jar
EnchantingTable-1.12-1.1.3.jar
FastFurnace-1.12.2-1.3.1.jar
FastWorkbench-1.12.2-1.7.2.jar
ForgivingVoid_1.12.2-1.0.23.jar
IncreaseMobs_1.12.2-v1.1.0.jar
PiTweaks-1.12-1.1.1.jar
coroutil-1.12.1-1.2.32.jar
corpsecomplex-1.12.2-1.0.6.jar
creaturebeacons-1.12.2-1.0.1.jar
diethopper-1.1.jar
enchcontrol-1.12.2-1.1.5-0.jar
jei_1.12.2-4.15.0.268.jar
respawntimer-1.12.2-2.0.0.0.jar
zombieawareness-1.12.1-1.11.16.jar

I have enabled the module, I have double and triple checked. The enchanted book does not show in JEI. I have also attempted to remove the enchcontrol mod but the effect remains the same.

I am not aware of most minecraft logging methods so if you could tell me which ones you want and where they are I would be happy to provide them

[Compatibility Error - v2.0 beta1 - 1.14.4] Corpsecomplex's soulbinding enchantment is incompatible with Quark's ancient tomes, causing the game to crash while it loads.

Versions:

  • Corpse Complex: 1.14.4-2.0-beta1
  • Forge: 28.2.3

Observed Behavior:

When Corpsecomplex, Quark, and AutoRegLib (Quark's library mod) is installed on the same minecraft instance, forge will crash before quark can load. This is due to the soulbinding enchantment conflicting with Quark's ancient tomes, and results in the game crashing when it tries to load in Quark's ancient tomes, even if that feature is disabled.

Expected Behavior:

The game is presumably supposed to work with both corpsecomplex and quark, and not crash whilst loading.

Steps to Reproduce:

  1. Install a 1.14.4 minecraft instance and Forge 28.2.3 (I used MultiMC, but the error should appear with any launcher)
  2. Install Corpsecomplex 1.14.4-2.0.beta1, Quark r2.0-2.1.2, and Autoreglib 1.4-35
  3. Run the minecraft instance

Crash Log: [hastebin] https://paste.ee/p/kl5nx (don't mind the mentions of other mods, they are all disabled)

Unable to join when using Vanilla tweaks

Versions (Be specific, do not write "latest"):

  • Corpse Complex: corpsecomplex-FORGE-1.15.2-2.0-beta6
  • Forge:1.15.2: 31.2.27

Observed Behavior:

Expected Behavior:

Steps to Reproduce:

  1. Have Vanilla tweaks and this mod installed on a server + client
  2. more mods it doesn't work with but don't have time to test which one of them.

Crash Log: internal execption: java.lang.nullpointer.exception

debug last lines:
[27Jun2020 13:03:32.917] [Netty Server IO #2/DEBUG] [net.minecraftforge.fml.network.FMLLoginWrapper/FMLHANDSHAKE]: Recieved login wrapper packet event for channel fml:handshake with index 32
[27Jun2020 13:03:32.917] [Netty Server IO #2/DEBUG] [net.minecraftforge.fml.network.FMLHandshakeHandler/FMLHANDSHAKE]: Received client indexed reply 32 of type net.minecraftforge.fml.network.FMLHandshakeMessages$C2SAcknowledge
[27Jun2020 13:03:32.917] [Netty Server IO #2/DEBUG] [net.minecraftforge.fml.network.FMLHandshakeHandler/FMLHANDSHAKE]: Received acknowledgement from client
[27Jun2020 13:03:32.917] [Server thread/DEBUG] [net.minecraftforge.fml.network.FMLHandshakeHandler/FMLHANDSHAKE]: Sending ticking packet info 'Config behgameon-config.toml' to 'fml:handshake' sequence 34
[27Jun2020 13:03:32.971] [Server thread/INFO] [net.minecraft.network.login.ServerLoginNetHandler/]: com.mojang.authlib.GameProfile@449021fb[id=e0asd4ae5-8ccb-4ffe-9a7c-93484aafd6ed,name=afs,properties={textures=[com.mojang.authlib.properties.Property@4d97a5c2]},legacy=false] (/"ip") lost connection: Disconnected

[Feature Request] Items Kept and Durability Penalty Vary with Ingame Difficulty

Please describe the new feature or change.
Items Kept and Durability Penalty vary with ingame difficulty (with config to adjust the default parameters of each difficulty level)

Example:

Easy - All Items Kept - 5% durability lost on kept items
Normal - Hotbar, Armor, [Baubles - if enabled] Kept - 15% durability loss on kept items
Hard - Main and Offhand Kept, 20% durability loss on kept items

Please describe why you want this feature.
CorpseComplex is a fantastic tool that can make death range anywhere from essentially irrelevant to extremely punishing. I think it would be excellent for modpacks to have some built in options to make this sliding scale a little more controllable on the user end. Of all the options CC offers, these two would be some of the most direct and "easily" (I'm not a modder) scalable with difficulty.
The details of this would ideally be configurable as well.

Problem with CC and Forge Essentials

I installed Forge Essentials and decided to remove it. I deleted the mod, and the folder it created(I didn't find a config), but I can't get Corpse Complex to work the way I had it set up. I've replaced the config for corpse complex, tried restarting the server without it and then again with it added back in, and nothing has worked. Forge Essentials changed something that did not change back once it was removed.

I posted on Forge Essentials Github first, but I thought I'd ask you too, just in case.

Inventory lost if server restarts.

A few of us playing on a Rustic Waters server have had our inventory wiped on death. I think all the times it has coincided with the server restarting while we were dead/dying. If I can get a log or any other info from the admins I'll add it here.

CorpseComplex: 1.0.6
Minecraft: 1.12.2
Forge: 14.23.5.2847

Duplication bug

There's a bug that causes some items to be duplicated upon respawning. This occurs very rarely, and seems to disregard whether it is kept or dropped. This is a bug that has appeared since very early iterations of the code so I hoped it would have disappeared after several major rewrites but it is still possible as of version 0.5b. I cannot currently decipher what code is causing this and I cannot reliably duplicate it (I only see it once every few dozen deaths at most, even duplicating the exact situation immediately following the bug's occurrence does not duplicate it), so I am at a bit of a standstill.

I'm opening this issue myself to gather any information from players who may have encountered this bug as well, until a time where I am certain the bug has been fixed.

The Camping Mod slots

Noted an issue with mod incompatibility with The Camping Mod. Item in the always kept list will be kept unless they are in The Camping Mod specific item slots. Would love to see some compatibility included.

# List of items that are always kept
S:"Essential Items" <
camping:bag
camping:knife
camping:lantern

[Feature Request] [1.12.2] Change values depending on difficulty

Please describe the new feature or change.
Example of what I mean:
Easy: No durability loss on death, keep toolbar and armor
Normal: 15% durability loss on death, keep toolbar and armor
Hard: 20% durability loss on death, drop everything

I don't know how this would be implemented exactly other than just having different configs for each difficulty. That way, it'll allow for the most customizability.

Please describe why you want this feature.
Lots of players for Rebirth of the Night want to challenge themselves or they don't like how they lose durability or keep their items. Instead of telling everyone to change the config, we can simply tell them to change the difficulty.

[Feature Request] Per-Player Keep Inventory

I've been looking high and low for a mod that lets me turn the Keep Inventory game rule off for most players, but able to put in a list of player names that allows those specific players to keep their whole inventory upon death.

I play with a lot of people ranging from very experienced to very little experience, and these less experienced players tend to die often in the modpacks we play. I'd love to be able to ease their experience so they can relax and build/explore peacefully while the hardcore players can die to their hearts content. (I really do have friends that prefer to lose their stuff on death.)

I felt like this might be the best mod to put that kind of suggestion forward! But I totally understand if its something that cant be done. I primarily use the 1.12.2 version and would love the update for it, but I also understand it is falling out of date and is not always maintained.

Sync (Suggestion)

I'm unsure if there IS compatibility between this mod and Sync, but I would love the idea of being able to modify what happens when the player runs out of shells, aka a keepinventory ability that only works if there are shells left! If there is any cross compatibility between this mod and that one, this will definitely stay a must have on my list.

1.15.2 Curios Crash

Mods

Corpse Complex
Botania
Curios API (Forge)
Patchouli

Versions:

  • Corpse Complex: 1.15.2-2.0-beta11
  • Forge: 1.15.2 (31.2.45)
  • Botania: r1.15-388
  • Patchouli: 1.15.2-1.2-35
  • Curios API: 1.15.2-2.0.2.6

Observed Behavior:

Game crashes when you die with Botania curios in any curio slot.
(this may affect any curios, but I only have Botania)

Expected Behavior:

The game should not crash, and instead, let the player respawn

Steps to Reproduce:

  1. set inventory keep chance to something greater than 0 in the server config
  2. place a Botania curio in its curio slot
  3. cause yourself to die. Easiest way would be "/kill"

Crash Log: https://hastebin.com/soxiyiwoto.properties

Feature Suggestion: Spawn a Mob When You Die

As an additional death penalty, I'd like to make it so that a difficult mob is spawned where you died, making the task of returning to your previous objectives more challenging. It may be necessary to temporarily keep the chunk you died in loaded for this purpose. Optionally, killing this mob is necessary to get your inventory back.

Option for durability of items not going below 1

Please describe the new feature or change.
Add a true/false option for if gear loses durability on death, it will not go below 1 durability, so that you always have the chance to repair it.

Please describe why you want this feature.
We're debating as the Rebirth of the Night dev team about death punishments, and decided this feature will help balance death punishment the best. Losing durability on death is EXTREMELY punishing, yet if the item does not break, it will still disincentivize death but will not be as punishing, since you can always recover from it by repairing your very expensive gear.

Suggestion: change item despawn time on drop

Please describe the new feature or change.
The ability to change how long it takes for the items the player drops on death to despawn. Perhaps have an option to never despawn, and then one for any minutes:seconds value?

Please describe why you want this feature.
The main reason I use any sort of tombstone/grave/deathchest mod (and I'm sure the same is true for many other players) is because it can take a long time to find, and especially get to, where you actually died. By the time you find your way to the cave you died in, your items are long gone. I'd love to have a feature like this because it'd be so much simpler than getting frustrated over losing special items (baubles, for example) because the specific tomb/grave mod you decided to use doesn't support those extra inventory slots and doesn't save them to the grave.

Suggestion: Finer grained control for random drop in Inventory module

Ideally I'd like to be able to configure it so that equipment is not dropped, but is damaged, and then a partial random amount of any stackable items are dropped.

Currently this seems impossible as if random drop percentage is turned on, it applies to everything.

As a probably easier middle ground, it would be nice if I could apply the random drop chance only to the main inventory and guarantee keeping hotbar, mainhand, offhand, armour.

Soulbinding

Soulbinding is not not showing in JEI and I cannot seem to get it during playthrough, double checked the config to enable it &
to enable on books, both true

Setting to give player item(s) on respawn

While using Hardcore Darkness along with Optifine I found it quite nice to be able to have night vision on respawn but soon realized it would be nicer to just have a torch, as it kinda hurts the game aesthetic to just be able to see everything at night, or have night vision in the day.

I'd think you can use the same code that gives you a death scroll and such, and then add the preferred method of, similar to the inventory settings, choose where said respawn items should go, such as offhand or armor slot.

Optionally it might be nice to remove these items from the player's inventory if they recover their items from a corpse or gravestone. Simplest way probably being to let the player choose an item that when right clicked or destroyed gets rid of just the respawn items.

[Feature Request] [1.12+] Item Durability Tiers

Please describe the new feature or change.
Various whitelists for customized tiers of item durability damage.

Please describe why you want this feature.
Death would be less punishing with higher-tier items, as determined by modpack creators. Certain items could be particularly fragile and take 50 or 100% durability damage from dying, while end-game armor would not only have higher base durability, but also suffer less percentage-wise from death.

Ideally you'd somehow be able to set your own "tiers". The default would be determined by these values:
# Percent of durability lost on death for drops

# Percent of durability lost on death for kept items

Everything else would be a whitelist, you could set for example tiers of "15%, 10%, 5%" durability loss and add items like minecraft:iron_sword, minecraft:fishing_rod to a given tier.

Pam's harvestcraft support

When I try to add a Pam's harvestcraft item as a curative item doesn't work. i have tried juices, smoothies.

loss of all items upon death in base

Versions (Be specific, do not write "latest"):2.77.5

  • Corpse Complex: na
  • Forge: na

Observed Behavior: dying and losing everything while in base

Expected Behavior: dying and keeping hotbar items and armor, and dropping items

Steps to Reproduce: die via fire zombie near spawn

...

Crash Log: Please use a paste site like hastebin.

Feature Suggestion: Game Stages Support

I'd like it if I could stage the death penalty settings, so that the death penalty could be made better or worse as the player progresses through a pack.

[Bug] Players gaining XP on death rather than losing it with XP module installed.

This is currently happening on my multiplayer server, with version 1.0.1.1 for MC 1.12.2. I had configured the XP module to have the players lose 25% of their XP, but otherwise keep in when they die (not drop it as orbs). However, players were reporting gaining XP when they died instead. As a result I changed the XP module config to just keep XP on death and not attempt to drop any, but this seemed to only raise the amount of XP players were gaining. Testing this bug has been inconsistent, sometimes I'll edit the config and the lose-xp-on-death will seem to work, only for the bug to return after a few hours of play. I also have been unable to replicate the bug in single player. Here are my config settings, I can provide more info if you'd like.

  experience {
    # Set to true to enable experience module
    B:"Enable Experience Module"=true

    # Set to true to keep all XP on death
    B:"Keep All XP"=false

    # Percent of experience lost on death
    D:"Lost XP Percent"=0.5

    # Maximum amount of experience that can be recovered, 0 to disable
    I:"Maximum Recoverable XP"=0

    # Percent of lost experience that can be recovered
    D:"Recoverable XP Percent"=0.0
}

Thanks!
Luke616

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