elytra / glasshearts Goto Github PK
View Code? Open in Web Editor NEWA balanced way to increase your health. Looking for a new maintainer, PRs welcome.
License: MIT License
A balanced way to increase your health. Looking for a new maintainer, PRs welcome.
License: MIT License
When placing a Bottle of Lifeforce into a Fluid Transposer from Thermal Expansion, the stack size will decrease to 0, and the item will remain as a 0 stack while the Fluid Transposer continues to operate, producing infinite Lifeforce at the cost of a little energy until trying to remove the 0 stack, at which point it disappears. Something similar happens when using the Barrels from Yabba, where after extracting the last item from an unlocked Barrel, the Barrel indicated there are 0 Bottles of Lifeforce instead of resetting to a blank barrel.
On a side note, it would be nice if emptying a Bottle of Lifeforce would return the bottle, so one does not have to craft vast quantities of bottles to stockpile Lifeforce.
1.0.66 (feature request for 1.0.67+), Minecraft 1.12.2, Forge 14.23.0.2544.
Integrating with Mantle would help with most heart rendering issues, and the possibility of condensing the heart render using mantle's heart colors (so that immortal bastards don't have to deal with some ridiculous amount of glass hearts taking up the screen).
It's not using baked models correctly, and is unpacking them into the psuedo-immediate-mode tessellator.
What to use instead? Model (i.e. the one used in entity rendering)? FastTESR? Get rid of the spinning animation and make it a static block?
I‘m a Chinese player and translator on mcbbs,like your mod very much,but we can't download it from github easily because of GFW(Great Fire Wall),so I want to repost it on mcbbs——we'll claim the mod‘s author is you。
Running Glass Hearts versions 1.12.1-1.0.66,
Minecraft version 1.12.2,
and Forge version 14.23.5.2838
when leaving through the end portal, any hearts bound to the player become unbound, and the player has to use their opal staff to bind them again upon entering the overworld.
Doesn't happen when run on just the client. I just put the modpack I'm developing on a dedicated server for testing, and this crash happened before it got very far into loading up.
Let me know if there is more information I can provide.
Having a nonfull glass heart attuned to you (ie. it appears on your health bar) causes saturation and hunger to drain as if you were healing, but the hearts are not refilled. As far as I know, having empty or partially empty glass hearts attuned should not consume saturation/hunger, as the hearts do not regenerate naturally.
Modlist
At least in the 1.10.2 version, when breaking the gem ores, the breaking particles show the wrong ore - each gem ore's breaking particle shows a different gem ore.
Minecraft Version: 1.12.2
Forge: 14.23.5.2815
Glass hearts: 1.12.1-1.0.66
Blood Magic: 1.12.2-2.4.0-102
Reproduction is easy, just pick up a Sacrificial Dagger and rightclick with it near a blood altar. You will see that the altar accumulates LP, but despite the appropriate sound effect, camera flinch, and even the health bar flashing, health is not removed. Also affects directly "using" an orb to directly sacrifice health into your personal LP network. Notably, overdrawing your LP network with a sigil (I tested with a lava sigil) subtracts health correctly.
I would love to be able to generate the gems in other dimensions and have a config option for it so I could say have rubies only generate in the nether, and the rest in the normal world; or just have them all spawn in all dimensions. I noticed in the code you use world provider surface to generate as of now, so it may not be easy to do just any dimension (such as those added by other mods), but even adding the nether and the end would be awesome.
Please add compatability for extra hearts from other sources (in particular, Botania's Ring of Odin). This was a feature that was promised to be coming when you originally released the mod, and it would be most helpful.
Please also add compatability for Redstone Arsenal. The armor does not reduce how much RF is stored unless it detects damage, and the replacement heart system in Glass Hearts interrupts that.
On a multiplayer server with an automated glass hearts filling system, logging out and back in seems to give you "ghost" glass hearts that still work, but don't affect their associated block in-world.
WAWLA adds descriptions for various enchantments. Would it be possible to add support for such a thing? If you give me a run down of what each enchantment does, I could add support into the mod for you even.
Example (taken from another mod):
https://user-images.githubusercontent.com/5614902/33523744-f60bcdc0-d7db-11e7-8c59-ae130b990d50.png
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