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As indicated in the title, this is not a bug. It's more of a mechanical problem that can sometimes be bypassed (though with some limitations) and that doesn't break the game. And both of them are associated with projectiles like arrows, bolts and shuriken from Tinkers Construct with modifications "Psionic" and "Aggressive Tactics".
So, a little prehistory. For a long time I wanted to build something like an explosive crossbow, i.e. a crossbow that shoots explosive bolts. Of course, there are special addons for the Tinkers Construct itself for this purpose, but it is in Random Psi Ideas that you can (in theory) make not just an explosive crossbow, but, for example, lightning causing shurikens or bow creating walls when hitting the target. But, this idea has faced 2 problems, which we are talking about:
"A spell from bullets is called only when hitting a mob".
That is, if a spell is integrated into a tool from TCon, it can be called only if it breaks the block (without "Aggressive Tactics" modification) or hits the target. But, arrows fired from the bow can never break the block. An explosion spell might be a good way to clear territory or break through walls, but since the block is not a mob, a spell will never be triggered if a projectile hits the block. In this case, the in-game solution is to use standard CAD instead of bows or shuriken from TCon.
"The spell applies to an object but not to a projectile".
That is, if the spell looks like
I) Find hit coordinates ("focal point" -> "entity position").
II) Create an explosion at these coordinates.
If it hits the target, the spell will explode... in your pocket. No matter how far the target is, if you hit a living mob, this spell will explode exactly you. However, you can bypass this if you use "attack target" instead of "focal point", but the search radius of the mob will be limited to 32 blocks from the player. And, if you use projectile or grenade spell bullet instead of the usual spell bullet, the player "takes out his CAD" and "shoots" the spell inside the arrow.
Since this is a issue about mod enhancement, I suggest options:
To solve the first problem - a small modification (like "Aggressive Tactics") maybe specifically for throwing projectiles, which will cause the spell at any hit (or only hit in blocks), and not only when hitting mobs. If this modification will cause the spell only by hit in block (without breaking them), combination with "Aggressive Tactics" may create a combo "Any hit spell".
For the second problem, the solution is more complicated - bind the coordinates of the spell's call to the projectile (or the point it hits), not to the player. There are 2 options - either write a script which, when you call a spell from an arrow, will be bound not to the coordinates of the player but to the coordinates of the projectile, or, even more difficult, change the characteristics of the projectile depending on the type of bullets used, for example, when using Grenade Spell Bullet, Instead of a normal arrow, a spell will be triggered that has the same speed, range, trajectory, and damage to the original TCon arrow without the spell (as if a spell bullet had been attached to the tip of the arrow), or when using Charge Spell Bullet, an arrow will be created that explodes when the Spell Detonator is activated instead of hitting it.
The text was updated successfully, but these errors were encountered:
As indicated in the title, this is not a bug. It's more of a mechanical problem that can sometimes be bypassed (though with some limitations) and that doesn't break the game. And both of them are associated with projectiles like arrows, bolts and shuriken from Tinkers Construct with modifications "Psionic" and "Aggressive Tactics".
So, a little prehistory. For a long time I wanted to build something like an explosive crossbow, i.e. a crossbow that shoots explosive bolts. Of course, there are special addons for the Tinkers Construct itself for this purpose, but it is in Random Psi Ideas that you can (in theory) make not just an explosive crossbow, but, for example, lightning causing shurikens or bow creating walls when hitting the target. But, this idea has faced 2 problems, which we are talking about:
"A spell from bullets is called only when hitting a mob".
That is, if a spell is integrated into a tool from TCon, it can be called only if it breaks the block (without "Aggressive Tactics" modification) or hits the target. But, arrows fired from the bow can never break the block. An explosion spell might be a good way to clear territory or break through walls, but since the block is not a mob, a spell will never be triggered if a projectile hits the block. In this case, the in-game solution is to use standard CAD instead of bows or shuriken from TCon.
"The spell applies to an object but not to a projectile".
That is, if the spell looks like
I) Find hit coordinates ("focal point" -> "entity position").
II) Create an explosion at these coordinates.
If it hits the target, the spell will explode... in your pocket. No matter how far the target is, if you hit a living mob, this spell will explode exactly you. However, you can bypass this if you use "attack target" instead of "focal point", but the search radius of the mob will be limited to 32 blocks from the player. And, if you use projectile or grenade spell bullet instead of the usual spell bullet, the player "takes out his CAD" and "shoots" the spell inside the arrow.
Since this is a issue about mod enhancement, I suggest options:
To solve the first problem - a small modification (like "Aggressive Tactics") maybe specifically for throwing projectiles, which will cause the spell at any hit (or only hit in blocks), and not only when hitting mobs. If this modification will cause the spell only by hit in block (without breaking them), combination with "Aggressive Tactics" may create a combo "Any hit spell".
For the second problem, the solution is more complicated - bind the coordinates of the spell's call to the projectile (or the point it hits), not to the player. There are 2 options - either write a script which, when you call a spell from an arrow, will be bound not to the coordinates of the player but to the coordinates of the projectile, or, even more difficult, change the characteristics of the projectile depending on the type of bullets used, for example, when using Grenade Spell Bullet, Instead of a normal arrow, a spell will be triggered that has the same speed, range, trajectory, and damage to the original TCon arrow without the spell (as if a spell bullet had been attached to the tip of the arrow), or when using Charge Spell Bullet, an arrow will be created that explodes when the Spell Detonator is activated instead of hitting it.
The text was updated successfully, but these errors were encountered: