[mod] Draconis [1.0.4] [draconis]

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TheNetYeti
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Re: [Mod] Dragons & Wyverns [0.11] [draconis]

by TheNetYeti » Post

Imk wrote:
Thu Feb 13, 2020 19:26

Code: Select all

2020-02-13 21:06:46: ERROR[Main]: ServerError: ....[clipped]
This bug occurs when a user sitting on a dragon leaves the server
I am getting this error too, on a MT 5.1 server with all requirements up to date. Has anyone figured out why this happens or how to prevent it?

Also, I cannot seem to be able to dismount the wyvern either... I have right-clicked everywhere (both with and without either dragon staff and/or mobs:saddle in hand/inventory) - any clues?
*Y*

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runs
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Re: [Mod] Dragons & Wyverns [0.11] [draconis]

by runs » Post

TheNetYeti wrote:
Sun May 31, 2020 22:32
Imk wrote:
Thu Feb 13, 2020 19:26

Code: Select all

2020-02-13 21:06:46: ERROR[Main]: ServerError: ....[clipped]
This bug occurs when a user sitting on a dragon leaves the server
I am getting this error too, on a MT 5.1 server with all requirements up to date. Has anyone figured out why this happens or how to prevent it?

Also, I cannot seem to be able to dismount the wyvern either... I have right-clicked everywhere (both with and without either dragon staff and/or mobs:saddle in hand/inventory) - any clues?
mobs_redo has an intrincated bug in the mount api that causes that (crash, in my case just to the main menu, not to the desktop, WTF, when abandon and mounted). I use that code for my petz mod and I thought I was never going to solve it, or that it was caused by the engine. Even it was random. After a lot of testing and changes (it took me literally months), I discovered that it was in the order of force_detach, attach and assign the driver, something really trivial but very difficult to see clear. I can't say exactly how, because it was a long time ago and my version is too tuned, precisely because of the attempts to solve that bug.
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Re: [Mod] Dragons & Wyverns [0.11] [draconis]

by ElCeejo » Post

TheNetYeti wrote:
Sun May 31, 2020 22:32
Imk wrote:
Thu Feb 13, 2020 19:26

Code: Select all

2020-02-13 21:06:46: ERROR[Main]: ServerError: ....[clipped]
This bug occurs when a user sitting on a dragon leaves the server
I am getting this error too, on a MT 5.1 server with all requirements up to date. Has anyone figured out why this happens or how to prevent it?

Also, I cannot seem to be able to dismount the wyvern either... I have right-clicked everywhere (both with and without either dragon staff and/or mobs:saddle in hand/inventory) - any clues?
It's a mobs_redo issue, and at the moment kind of unavoidable by any means short of rewriting mobs_redo or rewriting Draconis. Neither of those are easy but one is inevitable. For now don't expect any updates to fix or add anything but a big update will come this summer that'll fix some things, including the biggest issue of all ;)

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Re: [Mod] Dragons & Wyverns [0.11] [draconis]

by eye » Post

i have a problem, once i extract it from a zipped file, the file has a - in it which is apparently disallowed, so it doesn't work, what should i rename the file, or make another file and place it in that? what do i call the file?

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Re: [Mod] Dragons & Wyverns [0.11] [draconis]

by ElCeejo » Post

Rename the folder to "draconis".

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Re: [Mod] Dragons & Wyverns [0.11] [draconis]

by ElCeejo » Post

Image

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Update 1.0!

by ElCeejo » Post

Final mod update of the day! Just like the other 2, this one comes with some big changes. The biggest change is Dragon behavior, which is now vastly improved thanks to mobkit.

For Wyverns have been removed in favor of Dragons (These Dragon models are technically Wyverns, but this update was heavily inspired by Game of Thrones) and spawning now works on existing worlds and servers that use underch.

As with PaleoTest all assets have been revamped, with new models, textures and sounds.

Dragons are now a lot smarter, with improved pathfinding and switching between breath and bite attacks as needed.

There are a lot of updates to go over so I'd recommend reading the title page and testing the mod out for yourselves.

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Re: [mod] Draconis [1.0] [draconis] (Updated to mobkit!)

by runs » Post

My main character, Samantha, is well known as The Queen Of Dragons. She has a Cute-Little-Draco as mascot.

You should include a reference to her in future updates...
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Re: Update 1.0!

by cuthbertdoublebarrel » Post

ElCeejo wrote:
Thu Oct 29, 2020 05:11
and spawning now works on existing worlds and servers that use underch.
yay !!!! underch has just made it onto my must have mod list .
now how are your dragons going to react to the other dragons and predators of Doomobs ,horror and NSSM .
this is no place for puff the magic dragon .
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Re: [mod] Draconis [1.0] [draconis] (Updated to mobkit!)

by cuthbertdoublebarrel » Post

runs wrote:
Thu Oct 29, 2020 21:48
My main character, Samantha, is well known as The Queen Of Dragons. She has a Cute-Little-Draco as mascot.
You should include a reference to her in future updates...
does her head come off so i can mount it above the fireplace ? .
right above the petz skin rug .
Project BrutalTest...hide your Petz

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Patch 1.0.1

by ElCeejo » Post

Just a small patch with some small fixes and changes.

Image

- Heavily reduced lag while flying Dragons
- Slightly reduced on_step lag
- Fixed Dragon sounds not playing
- Age 100+ Dragon's breath can now destroy blocks
- Increased reach on Draconic Steel tools

Notes: Age 100+ Dragons can only destroy blocks if Terrain Destruction is enabled in settings and TNT mod is enabled (It's included with MTG so this shouldn't be an issue unless it's been removed)

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Re: [mod] Draconis [1.0.1] [draconis] (Updated to mobkit!)

by Sokomine » Post

Invasive species:
Image

Is there a way to do some population control? On Tunneler's Abyss, dragons and wyverns show no sign of dropping a last egg in shock when killed - yet they appear to have some secret way of reproducing because they show up again and again when trying to build on mountains. Perhaps...some poision, or some life-catching traps (preferably those!) would be great. Or heroes (npc) for hiring!
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Re: [mod] Draconis [1.0.1] [draconis] (Updated to mobkit!)

by ElCeejo » Post

Tunneler's Abyss is using the old version at the moment. The new version doesn't use the same spawning method as the old one unless you have it enabled. Now they spawn in nests above ground or caverns below ground, with the latter holding massive Dragons that drop will always drop an Egg (if female of course).

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Re: [mod] Draconis [1.0.1] [draconis] (Updated to mobkit!)

by Sokomine » Post

ElCeejo wrote: Tunneler's Abyss is using the old version at the moment. The new version doesn't use the same spawning method as the old one unless you have it enabled. Now they spawn in nests above ground or caverns below ground, with the latter holding massive Dragons that drop will always drop an Egg (if female of course).
Ah! That sounds good. Thanks! CalebJ said something in that direction as well.

I'm just wondering how they'll live below ground? Dragons/wyverns are pretty big. They love the sky and flying around there. While there certainly are enough big caves, they're not that big for huge, flying animals. And what will they eat? The occasional player comming past may not be enough to nuture a hungry dragon. Cave spiders perhaps?
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Re: [mod] Draconis [1.0.1] [draconis] (Updated to mobkit!)

by ElCeejo » Post

Wild Dragons don't get hungry like hatched Dragons do (So Players can't just afk above a cavern and let the Dragon starve to death). They don't really do much while in caverns, they just sleep. And they don't wake up until the Player tries to fight them.

Image

The Dragons above ground serve as something to keep the player on edge even during the day, that they can eventually kill and loot once they've progressed enough. The Dragons below ground are basically bosses that the player can try too kill if they're feeling brave.

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Re: [mod] Draconis [1.0.1] [draconis] (Updated to mobkit!)

by duckgo » Post

could this become a "sub game" in the future?
.. you are doing a good job, congratulations :)
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Re: [mod] Draconis [1.0.1] [draconis] (Updated to mobkit!)

by ObsidianBlade12 » Post

Hey all! I have a question about setting up the forge. My friend is having problems with the setup itself. Is there a certain way it should be ordered? (My friend is trying to set up the fire forge). Thank you and have a wonderful day!
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Patch 1.0.3

by ElCeejo » Post

Small patch, nothing major.

- Fixed crash when clicking ground with Summoning Gem

- Fixed Summoning Gem repeatedly failing after first use

- New message when Summoning Gem fails

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QOL Patch 1.0.4

by ElCeejo » Post

Bug fix and some quality-of-life improvements

- Fixed bug that stops Dragons in caverns from dropping eggs

- Increased odds of a Dragon dropping multiple eggs

- Reduced hunger drain

- Reduced growth time from 75 min/1 age to 25 min/1 age (21 hours until mountable)

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Re: [mod] Draconis [1.0.4] [draconis]

by Ni Hao Ma » Post

Hello, I have a question:

Is the Bestiary supposed to be able to open? If so, it isn't opening for me.

Also, how long does it take for an egg to hatch?

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Re: [mod] Draconis [1.0.4] [draconis]

by ElCeejo » Post

The Bestiary has to be placed in a Lectern and filled with Manuscripts (which spawn in dungeon chests). Dragon Eggs take 17 minutes to hatch, though this may vary depending on if you leave the area or if the server is lagging.

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Re: [mod] Draconis [1.0.4] [draconis]

by Ni Hao Ma » Post

ElCeejo wrote:
Wed Dec 23, 2020 04:37
The Bestiary has to be placed in a Lectern and filled with Manuscripts (which spawn in dungeon chests). Dragon Eggs take 17 minutes to hatch, though this may vary depending on if you leave the area or if the server is lagging.
Okay, thank you!

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Re: [mod] Draconis [1.0.4] [draconis]

by LordOfTheDragons » Post

can you add the feature of naming the dragons that'd be cool

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Re: [mod] Draconis [1.0.4] [draconis]

by ElCeejo » Post

Dragons can already be named with the nametag included with Mob Core.

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