Blood N Bones [Hardcore Survival]

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Ghooostie

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Jul 29, 2019
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Does anyone know how much damage the Jabberwock deals ? I can't seem to find much about it, but I do know it's absolutely insane on hard. I had Full health, full absorption hearts with an extra two and 3 times protection 2 on my armor. And it still after just one hit, took me down to around 4-5 hearts (low enough to get debuffs, so probably lower). That's around 40 damage or so for one hit, almost creeper hug level

Edit: Also, can anyone explain to me how the meteor defense stuff works ? I have one placed on a hill near my base, but a meteor just crashed down not too far away from me. I upgraded it to Tier 1, so I'd expect it to have the range needed.
It's at -553, 107, 304 and the crashed meteor is at -580, 72, 340.

Or does it need power regardless of rotarycraft not being installed ? Is that the issue ?

I'd assume that's in range ? Do you need to put the radar next to it ? Else I don't see how the radar is useful, since it doesn't say anything in chat, so I assume it's just a visual warning it gives (which is fairly useless unless you're just staring at it constantly)
 
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Batch2

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Jul 29, 2019
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Edit: Also, can anyone explain to me how the meteor defense stuff works ? I have one placed on a hill near my base, but a meteor just crashed down not too far away from me. I upgraded it to Tier 1, so I'd expect it to have the range needed.
It's at -553, 107, 304 and the crashed meteor is at -580, 72, 340.

Or does it need power regardless of rotarycraft not being installed ? Is that the issue ?

I asked Rieka about this and got this method for the range:
Code:
public int getProtectionRange() {
return 16*(this.getTier()*2+3);
}

The tiers are 0,1,2
This gives the following ranges: 48, 80, 112

So that meteor of yours should have been protected against... The meteor definitely crashed? It didn't explode and drop the blocks? Because that's what the gun causes.

I'm not sure about the power question. That's something I've been wondering myself... The documentation is surprisingly sparse... I haven't been hit by a meteor or had one explode over me yet so I'll waiting to see what happens.
If someone doesn't respond soon I may try and jump into the code myself and take a look.
 

Ghooostie

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Jul 29, 2019
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@Batch2 Afraid not, it most definitely crashed into the terrain, flames and all present. I would screenshot it, but I already cleaned it up (it was pretty close to my base too so it could've been worse I guess)

I guess a way to find out about the power thing, would be to place a power source below it (or next to it) and see if it drains or not.
 

Eyamaz

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Jul 29, 2019
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It shouldn't require power because Rotarycraft is not in the pack. Also, I believe the meteor gun only works if the point of origin is within the radius.
 

Batch2

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Jul 29, 2019
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@Batch2 Afraid not, it most definitely crashed into the terrain, flames and all present. I would screenshot it, but I already cleaned it up (it was pretty close to my base too so it could've been worse I guess)

I guess a way to find out about the power thing, would be to place a power source below it (or next to it) and see if it drains or not.

Okay I found the relevant code.
Code:
public void onMeteor(EntryEvent e) {
        EntityMeteor m = e.meteor;
        double dd = ReikaMathLibrary.py3d(e.x-xCoord, 0, e.z-zCoord);
        if (this.canPerformActions() && dd <= this.getProtectionRange()) {
            this.killMeteor(m);
        }
    }
and
Code:
public boolean canPerformActions() {
        if (!this.canSeeSky())
            return false;
        return ModList.ROTARYCRAFT.isLoaded() ? power >= this.getMinPower() : true;
    }
It has 3 requirements to work
Distance which appears to be circular (I'm assuming that's what py3d returns).
It has to be able able to see the sky.
And power ONLY if rotary craft is installed.

Is there anything blocking the guns view?

Something cool that I found is that reika blows up the meteors by placing them midair and then blowing them up with TNT!

It shouldn't require power because Rotarycraft is not in the pack. Also, I believe the meteor gun only works if the point of origin is within the radius.

Yep! It only checks upon the meteor entry.
 
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Ghooostie

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Jul 29, 2019
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@Batch2 Nothing is blocking it so that's not it. But good to know for sure about the power thing. Thanks for checking

@Eyamaz So I just got unlucky with that I guess.Whelp, better upgrade it to tier 2 then, hopefully that'll make me a little safer, because this one was too close for comfort.
Anyone know how far away from the point of entry it can travel ? Because if very far, the defense gun is very limited in usefulness
 

Eyamaz

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Jul 29, 2019
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I don't have access to that info atm, but iirc I've had them travel greater than 10 chunks (160 block range.)
Actually, come to think of it, the range is probably closer to 3 or 4 hundred for the point of origin from the player.
 

Ghooostie

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Jul 29, 2019
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So there's a pretty good chance the defense gun wont actually work as it turns out, but the higher tier you get, the lower that chance gets. Right, got it, should probably get a few more of them then, just to be on the safe side. Would be kinda fun to see a meteor crash into a meteor defense gun, since that seems like it could actually happen then.

A messy delivery of free ore that got too close for comfort to my base :<
 

Batch2

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Jul 29, 2019
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I don't have access to that info atm, but iirc I've had them travel greater than 10 chunks (160 block range.)
Actually, come to think of it, the range is probably closer to 3 or 4 hundred for the point of origin from the player.

Hmmm I'm just going off what's in the code, but it says something rather different. Maybe there is a disagreement between the smoke trail that is rendered and the entity mechanics (as they are separate objects) or I'm missreading something...

They spawn within 64 blocks from the player at world.provider.getHeight(). They have a y velocity of -4 and x/z velocities if +/- 0.25-0.75.
Default minecraft world height is 256. So the maximun drift (at bedrock) should be 256*(0.74/4) = 48 blocks x/z and ... That's assuming that the world height hasn't been raised... this would mean that it's entirely possible for a tier 0 gun to be hit by a meteor lol.
This would also mean that the gaurenteed zone of protection for a teir 1 gun would be 32 blocks z/x and only 8 on the diagonal!
Ohhh I may inform reika of this... That might be a bug/oversight. The low diagonal value occurs because the defense range is calculated using Pythagorean theorem and the velocity x/z values are calculated individually. This results in meteors moving fasting thus drifting more on diagonal while the effective range of the defense gun is even in all directions.

Edit* Though it's not that big a deal. If you were to space tier 1 guns 56 blocks apart on the diagonal everything inside would be protected... That's quite a large area...
 
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Eyamaz

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Jul 29, 2019
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Hmmm I'm just going off what's in the code, but it says something rather different. Maybe there is a disagreement between the smoke trail that is rendered and the entity mechanics (as they are separate objects) or I'm missreading something...

They spawn within 64 blocks from the player at world.provider.getHeight(). They have a y velocity of -4 and x/z velocities if +/- 0.25-0.75.
Default minecraft world height is 256. So the maximun drift (at bedrock) should be 256*(0.74/4) = 48 blocks x/z and ... That's assuming that the world height hasn't been raised... this would mean that it's entirely possible for a tier 0 gun to be hit by a meteor lol.
This would also mean that the gaurenteed zone of protection for a teir 1 gun would be 32 blocks z/x and only 8 on the diagonal!
Ohhh I may inform reika of this... That might be a bug/oversight. The low diagonal value occurs because the defense range is calculated using Pythagorean theorem and the velocity x/z values are calculated individually separately. This results in meteors moving fasting thus drifting more on diagonal while the effective range of the defense gun being even in all directions.

Unless he changed that recently, this is not the behavior I have visually seen. I've watched horizontal drift being over 5 chunks at y64. Figuring from my player to the impact displayed on the map. The contrail typically dictates a PoO on the opposite side of my player (with no way to judge actual distance.)
 

Batch2

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Jul 29, 2019
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Unless he changed that recently, this is not the behavior I have visually seen. I've watched horizontal drift being over 5 chunks at y64. Figuring from my player to the impact displayed on the map. The contrail typically dictates a PoO on the opposite side of my player (with no way to judge actual distance.)

Quite possible. I'm going off Rieka's github repository. The meteor spawn class was updated about 2 months ago. I'm unsure which version this would correspond too. I guess the best way to check for sure would be to hop in a creative would setup a few different guns then change the config options to increase the spawn rate and let it run for a while.
 

Ghooostie

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Jul 29, 2019
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Yea, I REALLY need to get that defense gun upgraded to tier two and make a couple more because this is just getting silly

On an unrelated note, is there a way to disable the speed boost the road from Minefactory Reloaded adds ? I checked the config for it and the "slippery as ice" option wasn't there.
 

Mikhaila666

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Jul 29, 2019
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Should see what happens when you get about a dozen meteors that airburst around your base all in a two minute period. I had stacks and stacks of loose blocks in inventory and the cleaner picked up over 1200, then i got to work cleaning up the landscape for a couple of hours. Never did get them out of the air where the jungle trees were when they came down.
 

Anesos

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Jul 29, 2019
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Hah! Too funny to see you guys talking about the meteor defense guns today. I was just playing with the /meteor command in a test world and got all sorts of random results. At one point, I thought you needed a radar attached, but that seems wrong now.

I actually just put a little of this at the end of my little "channel update" video that I just posted today. Take a look at about 3:30 in this video and you'll see several meteors avoiding a pair of Tier 2 defense guns. In fact, I even hit one block away from one of the guns.

So yeah, something seems odd here.

PS: Anyone know how I can just post a youtube link on this forum? I don't intend for it to come in with the player, but don't know how to get it to just stay a link instead of converting to a (media) thing.
 
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Ghooostie

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Jul 29, 2019
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Okay, I'm confused now. I read somewhere else that Lobbers and Cinders in the nether were like super evil and nasty, but all they're doing to me is just fly to my face and look at me. They don't ever attack me. Is there an issue on my end or are they just really weird ? On a clean install too (fairly recently anywho), so I really don't know what to make of it. I did have a little block lag earlier (not really anything crazy), could that have something to say in this ?

@Anesos So basically the defense guns are a cute little thing to have, but it wont really save you unless you spam them ? :p
 

Anesos

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Jul 29, 2019
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@Anesos So basically the defense guns are a cute little thing to have, but it wont really save you unless you spam them ? :p

I really don't know. They don't seem to be reliable at the moment. One of them fired, but the other one never did. In earlier testing offline, I did have a Tier 1 gun fire two or three times, but not every time I expected it.

Eyamaz might be right in that it's based on where the meteor spawns instead of where it lands, which is of course pretty dumb. But i guess if you had enough guns around to cover possible spawn points instead of landing points, it might work? Hopefully Batch2 or Eyamaz or someone can figure out a good answer. They don't seem very useful reliable at the moment.
 

Anesos

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Jul 29, 2019
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Ok, I did some more testing and it seems to me that the meteor guns are pretty much broken in 1.0.5.

I created a superflat world with 64 layers so it was a typical height. Then I put 5 tier 2 guns down at 0,0 and +/- 112 combinations.

I summoned half a dozen meteors at 0,0 and none of them got shot down. So then I dropped down a good 30+ tier 2's in a big circle around 0,0 and summoned another bunch of meteors. None of them fired either. I even placed a group of 4 of 'em up around y 100 or so on an angel block, but no luck.

I spent another 20 minutes placing guns and radars around in various positions, and only got 2 or 3 of them to fire once, but then not again. I was going to do a video with guns at various ranges, but I couldn't get anything to work reliably. Hopefully someone else can clue me in on how these are supposed to work, or if they're just bugged somehow.