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Piogre

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Posts posted by Piogre

  1. Hey, this server's built-in downloadable texture pack is an expanded version of Rhodox's Painterly Pack.  This server pack is meant to provide a consistent expected style so you can make assumptions about how your buildings will appear to people, and also support special server features in a way the vanilla textures can't.  Wahrheit originally worked to keep the server pack up-to-date with newer updates after Rhodox stopped updating the pack, but as of 1.16 I've been working to keep the pack updated, using additions from people on the server, from original alternate pack options, and from the Painterly Continuation Project Discord https://discord.gg/HFxBurd.

     

    You should be able to enable auto-downloading the server pack by selecting Summa Crossroads on the server select screen, hitting "Edit", and setting "Server Resource Packs" to "Enabled" -- this will cause you to automatically load the pack upon logging into the server.

     

    However, you can also choose to download and run the pack locally.  By doing so you run the risk of your version falling out-of-date if you aren't paying attention, but you can avoid having to wait for the pack to load every time you log in.  This also allows you to add your own patches on top if there are parts you'd like to change.

     

    I make a post on the server discord when I release a new version, but will endeavor to keep this post up-to-date.

    Current Pack, CustomPainterly1.20v1.0: https://github.com/Piogre/SummaXR-Custom-Painterly/releases/tag/1.20v1.0

    This should be run layered atop the current base pack release from the Painterly Continuation Project Discord https://discord.gg/HFxBurd.

    However, if you want to avoid running multiple packs locally, you can use the combined server pack used by the server itself:  https://github.com/Piogre/SummaXR-Custom-Painterly/releases/tag/1.20v1.0SERVER

    Vanilla pack currently not available for latest release, should be available for followup release.
    This pack includes support for several server features not reflected in vanilla textures, which means some server features will not work properly when using a different pack, or using no resource pack.  If you want to use the server features while running otherwise-vanilla textures, use the vanilla adapter pack, CustomVanilla1.19v1.2: https://github.com/Piogre/SummaXR-Custom-Vanilla/releases/tag/1.19v1.2 -- you can also use this pack as a guide for adapting your own resource pack for use on this server, as it includes only the parts of the pack that need to be replaced to support server features.


    This pack supports version 1.20.2v2.4.28 of the henkelmax "Simple Voice Chat" mod for Fabric, a mod supported by the server.  The mod's page can be found here: https://www.curseforge.com/minecraft/mc-mods/simple-voice-chat.  To ensure you are using the pack's support when running locally, ensure on the "Resource Pack" screen, you have the CustomPainterly1.20v1.0 entry (above the base pack entry) located ABOVE the "Fabric Mods" entry, so that the game will prioritize textures from the pack over integrated assets from the mod.  If you are using a different version of the voice chat mod, this might break the textures -- if you see broken textures, put the "Fabric Mods" entry on top instead to use those primarily.


    This pack SHOULD run just fine with the vanilla "High Contrast" gui textures running over it.  If you see any issues, reach out to me.
     

    Old versions of these packs, or specific pieces of those versions, are available upon request, assuming I still have them (I do try to hold onto them).

     

    A couple patches you can run on top of that pack, to taste:

    • Optifine Water Patch -- before 1.13 Mojang let us make water look a lot nicer.  Currently we make do with what we can.  If you're running optifine, this patch adjusts the water to look more like what it used to.  If you're not running optifine it will make it uglier.  I've been trying to find a way to only load the different texture if running optifine but so far no luck -- if I find a way in the future or if they add a way, I'll integrate this into the main pack to have the best of both worlds  https://github.com/Piogre/SummaXR-Custom-Painterly/releases/tag/OptifineWaterPatch
    • Lava Grout Patch -- the old version of the texture pack included lava between the bricks in the nether brick texture.  The current version no longer has this.  This patch adds lava to the grout of nether brick, red nether brick, and blackstone brick to emulate the old pack feature https://github.com/Piogre/SummaXR-Custom-Painterly/releases/tag/LavaPatch
    • Bee Proud -- a version of the "Trans Bee Recolor" meme based on the painterly-style Bee in this pack, for Pride month https://github.com/Piogre/SummaXR-Custom-Painterly/releases/tag/BeeProud

    This thread can be linked with a shortened URL: tinyurl.com/SummaXRPack
     

    If you need to reach me, I'm most easily reached on the server's discord https://discord.gg/qZ3c9x2

  2. Ok so I don't know if this is a *bug* bug but it's long-winded and probably better here than anywhere else.

     

    Once upon a time imbued/burnished hoes had boosted-above-vanilla efficiency enchantments on them in the same way imbued/burnished picks and hoes do.  At the time, there was a bug with how this interacted with the game that made it impossible to till soil with them -- efficiency above the maximum prevented the primary function of the hoe.

     

    I and many others made light of this, made jokes about how useless the burnished hoes were.  whether in response to this, or in parallel with this, a change was made and newer burnished/imbued hoes dropped with boosted unbreaking instead.  This made sense given that this does not block the primary function of hoes.

     

    As of now, that old bug no longer exists.  I've tested with multiple pre-patch burnished/imbued hoes and they are now able to till soil just fine, and they are better-than-vanilla at the secondary function of the hoe, breaking a handful of plant blocks (a function that's become more prominent with the higher incidence of nether wart, hay bales, sponges, etc, and the fact that mcmmo leaf blower no longer works).

     

    As of now, if burnished/imbued hoes were changed back to dropping with efficiency instead of unbreaking, they would be improved.  obviously they work fine as is, and it's up to wahr-discretion, but just wanted to make it known that the previous issue which is I assume the reason for the change would no longer be an issue if it were reverted.

    TLDR despite past issues, if imbued/burnished hoes were changed back to efficiency, they would be better as that bug is gone

  3. I just drank a small redstone cache and it played the whole drinking animation, then didn't give the redstone.  IDK if this also happens with regular redstone caches (if I get one as a drop I'll test)

     

    Also, apparently zombie villager healing isn't working

     

  4. Ok, by way of example, my shop at 28,79,48 sells a Burnished Bow with Sealed Potential.  This is one of the ones that consistently breaks.

    I've just re-made the shop, so the stock is currently one, and the chest has just the one bow in it.

    At some point in the future, it will change to say it has zero stock, despite still having the same bow in it (assuming no one actually buys it in this amount of time).

    I haven't figured out what causes the change, but in the past, when I've checked again the same day, it wasn't broken, so it seems to break after at least one overnight -- could be the server restart, the daily reset clock, or possibly the week tribute event reset.  I haven't really been able to test since I don't have control over these things, but if I had to guess I'd guess it's the server restarts that does it.

  5. On 11/24/2020 at 10:26 AM, Wahrheit said:

    Is this still happening? I updated the shop plugin.

    Yes, shops still getting marked as empty without any purchases happening, that previously were marked as having stock without the stock changing

  6. By Trait:

     

    MINING:

    -super breaker is great, especially for newer players who don't have imbued/burnished.

    -double drops are nice to have but not vital

    -blast mining, bigger bombs, and demolitions is really not vital, especially as tnt can't be used for mining in prosperus

     

    WOODCUTTING:

    -Tree Feller is arguably the MOST useful ability in the whole plugin.  Having a working and well-functioning tree feller ability is a vital QOL component.  This has in the past been a dealbreaker for whether I choose to play on a server or not.

    -Leaf Blower is also one of the best abilites to have, for the same reasons as tree feller, though not quite to the same degree

    -double drops are nice to have but not vital

     

    HERBALISM:

    -Green/Shroom Thumb (for dirt/cobble/stonebrick) is a big deal; being able to make nice landscape and building detail with excess wheat seeds is great for making builds look better

    -Green Thumb (for crops; AKA crop replanting) isn't really very useful even if it looks cool; it still consumes the resources to replant and it's impossible to get a 100% replant rate so you have to go back through your farmland all the way anyway so it doesn't save much effort

    -Farmer's Diet hasn't honestly been useful in my experience but it could be good for newer players

    -Hylian Luck is not very useful despite the cool name.  If anything it leads to clogged inventories.

    -double drops are nice to have but not vital

     

    EXCAVATION:

    -giga drill breaker is great, especially for newer players who don't have imbued/burnished.

    -the treasures are kinda neat, especially once you start getting glowstone dust, but overall mostly just clog your inventory

    -double drops are nice to have but not vital

     

    FISHING:

    -Treasure/Magic Hunter are both neat but it's hard to tell how much when treasure hunting also exists in vanilla (I believe this skill predates vanilla treasure fishing) and it's hard to see how the two interact and which drop is from which.  Meanwhile the "Traps" (tnt and poison potions" are just unnecessarily harsh on new players

    -I honestly can't tell if Master Angler really does anything

    -Shake is a neat idea but it would really only be useful on vets and upwards -- I think I tried it once on them and either it didn't work, or it did and I decided to not continue using it because I felt it was exploitative.

    -Fisherman's Diet hasn't honestly been useful in my experience but it could be good for newer players

    -The "Summon the Kraken" mechanic deletes the rod and usually kills you.  I know it's meant to be an anti-botting mechanic but I've triggered it by accident while not-botting so now I always walk on eggshells when I fish.  Hypothetically a version of this where it's harder to summon by accident and it summons a champ with real balanced combat mechanics and drops would be neat.

     

    UNARMED:

    -Unarmed is kind of a joke -- the ramp-up of xp requirements for levels on the server means its painfully slow to level.  The Disarm and Iron Grip are PVP-specific which isn't really a thing on this server.  Don't think I've ever had "Arrow Deflect" proc.  "Iron Arm" seems fine but haven't gotten enough levels to really experience it.

    -Berserker is remotely useful but not for combat; it's good as a secondary giga drill breaker.  It can also make cracked stone brick but that's also doable with a furnace so w/e

     

    ARCHERY:

    -Daze is PVP only, so not really a thing on this server

    -Arrow retrieval is nice to have but not vital

    -EDIT: Having gotten a chance to try fighting without it, the Bonus Damage is a big deal and very helpful

     

    SWORDS:

    -Serrated Strikes is definitely good to get bonus damage in a pinch.

    -Bleed is nice to have but not vital

     

    AXES:

    -Axe skills are overall better for the handful of players that have pre-nerf burnished axes than they are for the remainder of players

    -Skull Splitter is definitely good to get bonus damage in a pinch.

    -Critical Strike, greater impact and bonus damage is nice to have but not vital

    -Armor Impact is PVP-specific and therefore not important here

     

    TAMING:

    -I haven't used Taming enough to speak authoritatively on it.  The ability to summon wolves to fight for you, or cats to... be cats seems good but I've used it only minimally, and more by accident than on purpose.  All the other skills are really tied to this.  I know some others use wolves a lot more though so I don't want to assertively say it's useless.

     

    REPAIR:

    -This ability is essentially useless now that vanilla anvils exists (I believe it predates anvils).  I've only put levels into it to increase salvage and overall power level.  It has also claimed at least one SS bow from me (my Tower bow got wiped when I accidentally held right-click while an iron block drifted into my crosshair and I "repaired" it, wiping the enchants)

     

    ACROBATICS:

    -Acrobatics pre-nerf was my FAVORITE ABILITY because having decent roll/gracelanding chance is great for reducing the damage you take by gleefully gallivanting around the world.

    -Post-nerf even with a vastly higher level of acro than anyone else my roll chance is a rounding error so it's not that big a deal.  I understand why the nerf was made, but the resulting ability is a novelty rather than something significantly useful and shouldn't be considered a priority for conversion.

    -dodging is nice to have but not vital

     

    ALCHEMY:

    -Catalysis is hardly noticeable as far as the speed increase goes

    -Having access to non-vanilla potions is nice but I've used it very little

    -This trait is painfully time-consuming to level

     

    SALVAGE:

    -Being able to salvage random gear is nice, but iron and gold gear you can do this anyway by vanilla smelting.  The benefits are overall minimal and this suffers the same accidentally-break-your-shit issue as repair.

     

    SMELTING:

    -Fuel Efficency and Second Smelt are great for increasing output from mining though I know this largely goes against the get-minerals-by-hunting philosophy

    -increased XP gain is nice to have but not vital

    -I've never used flux mining in my life

  7. We don't have a lot of the mechanics on but many of the ones we do are deeply ingrained into server builds and practices

     

    The Good:

    "Better Sponge" is great and makes sponges actually useful on this server.  Also it's the only good way to clear water.

    IDK if "Drops" is what this server uses to make custom drops but if it is it's obviously deeply ingrained in the server system

    "Elevator" has been a huge part of this server for long enough that many builds would no longer be correctly navigable without it

    "Painting Switcher" is good for avoiding massive and frustrating wastes of time rolling for the desired painting

    "Exit remover" for boats (drops boat in your inventory when you dismount) is nice to have and reduces boat pollution

    IDK if Craftbook is the plugin making it so crops and farmland don't get trampled -- if it is, that functionality prevents a lot of needless frustration and is great

    Minecart mechanics -- The Minecart mechanics are great and make minecart use on the server more pleasant.  Removing "constant speed" would break a lot of builds, as would removing the minecart command blocks (dispenser, reverse, eject, station, etc).  The command blocks may seem trivial since not everyone has access but non-knights have access to using an iron block to eject a player and losing that would break builds

     

    The less good:

    "Ammeter" works on here but I don't think I've ever used it

    "Gate" is neat but unknown enough that very few use it and likely wouldn't be too missed

    While most of the cart mechanics are great, the bit where mobs can't board minecarts makes villagers a bit rougher to handle (but totally fine keeping that if it means the rest of the very vital minecart mechanics can stay)

  8. EDIT: The below is not fixed buy wahr has acknowledged and is deprecating mcmmo; anyone who came here because of this bug may want to see

     

    A whole bunch of MCMMO abilities are broken.  This started either during or after the 1.16.4 upgrade.  Below are all the ones I could test:

     

    ACROBATICS:

    -Graceful landing is no longer listed in the mcmmo description.

    -Rolling is listed, but after testing >64 times , do not work (P>99.5%)

     

    MINING:

    -Using a pickaxe in the normal way does not activate the "ready your pickaxe" text -- super breaker does not activate.

     

    EXCAVATION:

    -Using a shovel in the normal way does not activate the "ready your shovel" text -- giga drill does not activate.

     

    HERBALISM:

    -passive green thumb replanting doesn't activate (P>99.99%)

    -active green thumb stone-mossing does not activate

     

    WOODCUTTING:

    -Using an axe in the normal way activates the "ready your axe" text and says tree feller activates, but ability stays active indefinitely and does not function

     

    ARCHERY:

    -no abilities listed under archery (there were before)

     

    There are a couple others but I shan't go on; I can't find any mcmmo ability that functions as intended, at least in a way I can demonstrate

  9. as of 1.16.4 adding an enchanted book to a burnished/imbued gear will break the name
    2020-11-22_22.25.00.png?width=400&height

    this is without making a change to the name

    This differs from previous behaviour in which you could have the name stay the same and keep its color so long as you didn't make a change to the name when adding books

     

    edit: not fixed but behaviour has changed see below

     

    also with the update to 1.16.4 mobs no longer show the X/Y health text when attacked -- this broke with the upgrade to 1.16.3 and was fixed quickly, think it may have broken again. Fixed

  10. Thought of a couple more things

     

    -Server resource pack still isn't downloading.  Upon joining the server it shows the "downloading resources" screen and counts to 100%, but then it doesn't show the textures, and inspecting the local folder that stores server packs shows that it didn't download.  If in trying to reproduce this you see the textures, it may be loading the already-downloaded pack; you can reproduce this by deleting the server packs from .minecraft/server-resource-packs and re-joining; it will show the downloading overlay but not actually download. Fixed

     

    -The front forum page https://summaxr.com/ isn't showing the images it used to.  These images are referred to by name in the DOM still, just with dead links, so I assume this wasn't intentional.

  11. Going to dump a bunch of things here -- some of these have been mentioned in discord etc already but wanted to make them posted etc:

     

    -Re the gate/bridge bit above, was able to get [gate] working but it's finnicky about the blocks it's willing to use, block ids not always being recognized, etc.  Still couldn't figure out how to get [bridge] working

     

    -Still unable to quit a quest -- can't find a command that works for it.  I know quests are being worked on right now and this will 99% be fixed with the quest system rewrite but wanted to make sure it was documented  Quests as a whole are broken now but this is technically fixed; I can quit a quest

     

    -Dying while holding burnished or imbued gear causes the gear to vanish.  other held items still drop as normal.  I've reproduced this in a controlled environment.  This was I thought implied to be something that would fix itself with 1.16.4 but I may have misunderstood the discord message; it may have been referencing something else.  It is still broken as of 1.16.4 (re-tested it in 1.16.4)fixed

     

    -Signshops for some burnished/imbued gear change to saying they have zero stock without any purchases or inventory changes occurring.  This is not related to the known expected behaviour of there being different versions of equipment and the stock of one doesn't recognize another etc -- I've created a shop with one item, seen that the stock shows as one, then come back later and the same item was there and it said the stock was zero.  This happens for some but not all imbued/burnished and appears to trigger on server resets.

     

    -Unlocking sockets and adding gems is broken again -- talking to the dude and selecting an option opens a broken container that shows a duplicate of your inventory, and no action can be performed.  Moving items around in this odd inventory view can cause items to be deleted from your inventory if you're not careful (not the item you're moving but the item in the slot it gets erroneously moved to).

     

    -Tribute appears to change version every night within a weekend -- tribute collected before the reset saturday night doesn't stack with tribute collected after the reset (sunday morning) and can't be turned in even though it's still the same tribute weekend.  I think this has been reported before but don't see it in this thread.

     

    -I've re-tested golden brews and they still don't work.  While under the golden brew effect the notes of "X dropped Y gold"  stay the same amounts (not just for vanilla mobs but also vets and elites).  I checked to see if it was maybe just the text and the brew was still working by comparing /money before and after killing vanillas, vets, and elites, and the numbers still line up to indicate that no change is being applied.  As far as the item-finding brews go, I have anecdotal evidence to believe they do work but cannot confirm.

     

    -Heavens portals can't be lit, and trying an already-lit heavens portal doesn't take me anywhere.

     

    Sorry for the wall; if you have any clarifying questions feel free to hit me up.

  12. In the time since the upgrade to 1.16, shops of mine that sell burnished and imbued gear keep breaking, showing stock of 0 rather than the stock of what's in them.

    This can be fixed by breaking and re-making the shop, which I've done, but many of these shops I've fixed and seen broken several times since the upgrade, the same shops, with no purchases made or any other activity on the shops themselves -- it spontaneously ticks from a non-zero stock to a stock of 0.

  13. I think this was already mentioned in the discord but I'm posting it here and going to ping in the discord just in case.

    Spells that cause a teleport don't seem to be working.  Screenshot below is the results of attempting to cast Escape, Realmwarp-Avenfeld, and Blink in that order.  This takes place on Prosperus but I know Elec mentioned it also happens in the end.  Other spells like Sun, Night, and Confusion seem to be working.

    Reagents don't seem to be consumed when this happens.

    xWZwW9h.png

  14. I'm not sure if this is a bug or working as intended -- please let me know if there is a better avenue for "Is this a bug?" inquiries.

    Shortly after the upgrade to 1.16 attempting to place boats on land resulted in "You can't place that on land!" and a failure to place the boat.

    After trying today, placing boats on land seems to work again.

    I'm not sure which is intended so IDK if the bug was before or after, and I don't mind either way but I'd like to know which is intended if possible so I can properly redesign my ice tube stations if needed.

  15. I'm creating this thread to house railway maps since attempting to make maps available in-game is exponentially difficult with new expansions.

    Full Rail Map:

    9SRw8jv.png

     

    Spawn Area Rails:

    p47nwSt.png

     

    Arrakis Area Rails:

    KQh77k6.png

     

    If anyone has any additional suggestions for systems to add maps of, please reply to this topic or DM me on Discord.  Same goes for if you claim an area at an abandoned stop, wish to correct a name, or need a part of the map updated.  I'll try to keep this primary post up-to-date.

    This thread can be linked with a shortened URL: tinyurl.com/SummaXRail

  16. Currently Tribute isn't stacking

    I'm realizing my texture pack isn't clear -- tribute is the glowing coins here.  they can't be stacked.

    The "tribute vanishes" text is still showing every time you close a chest, though the tributes are not vanishing from chests

    zUjlYpH.png

  17. Oracle's blessing of luck is currently at 4x bonus.  It displays 0/2000 towards 5x, but when I try to donate it says the gods are already offering as much of this blessing as they deem worthy etc.  This seems fine; it's odd it would show 0/2000 when I can't add to it but that's fine it makes sense there'd be a cap.

     

    However, when I try to donate towards either of the other blessings, both of which are at 0/250 towards the first level, I get the same message.  These other blessings aren't leveled *at all* so it seems like this may be a bug; I'm not sure.

  18. night -- Changes the time to night in Prosperus and makes the weather sunny.  Cost: 20 redstone.

     

    night-heavens -- Changes the time to night in the Heavens and makes the weather sunny.  Cost: 20 redstone.

     

    farm -- Make crops grow nearby.  Cost: 8 redstone and 20 seeds.

     

    Escape -- fix the description

  19. After trying /money before and after killing monsters I'm pretty sure the "golden aura" from the golden brew is broken.  No change from the normal amount of gold dropped.

    IE regular mobs say dropped 1 and increment money by 1, vets say dropped 25 and increment money by 25, etc...

  20. twfGUHX.png

    He who fights and runs away, lives to fight another wave.

    Until Umbra spawns, obviously.

    kp5fzW8.png

    After many waves of kiting Lesser Drow around the arena picking them off one-by-one with a bow, my chickens came home to roost at round 50.

     

    -----

     

    Also, did an open-team round with Elec and Imperv earlier tonight, which I expect him to post soon.

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