Just a couple bugs I found, nothing major though. If you hit an Orge with a Splash Invisibility Potion, just their arms disappear.
Also, Golems still have their aura when invisible.
Those two aren't really so important unless you wanted to sneak an invisible orge into someone's house, but I still figured I'd bring them up.
The kitty model seems to be messing up some. I was testing every mob with the invisibility potions, and when I spawned some kitties, they only had one pair of legs(which were not attached), and their head was floating above their body.
I like the way you think! Sneaky ogres is so wrong yet so awesome at the same time.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
spawn rates work its the max npcs and despawn that messes it up if you set spawn rate to 20 that means your world will fill up fast and will prevent spawning of new mobs will its emptied aka they depsawn.
Do you have a solution then that will work on servers?
so i downloaded the dev version of the mod and tried it out, I'm loving the new ogre models, and undead wyverns as well. You should add skin decay to undead wyverns just like with the zombie horses and have them eventually become skeleton wyverns. how cool would a skeletal dragon mount be.
so i downloaded the dev version and whenever i open the zip, i get an error:
DrZharks MoCreatures Mod v5.1.1 DEV (1).zip: The archive is either in unknown format or damaged
i deleted the zip and downloaded it again. with the same issue. i cant do anything with it at all :/
edit: got another error: unexpected end of archive
edit2: ok, download # 3 worked. apparently my computer is just crappy. sorry for wasting your time here
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While using this mod, I can't get get any Mo' Creatures mobs to spawn in particular Highlands biomes. This is my config: http://pste.me/426xg
In biomes such as Lonely Mountain, Primordial Forest, and Outlands, I can't get Mo' Creatures mobs there. Other Highlands biomes, though, yes. Not much other info that I can give.
While using this mod, I can't get get any Mo' Creatures mobs to spawn in particular Highlands biomes. This is my config: http://pste.me/426xg
In biomes such as Lonely Mountain, Primordial Forest, and Outlands, I can't get Mo' Creatures mobs there. Other Highlands biomes, though, yes. Not much other info that I can give.
that's because 5.1.1 is bugged. 5.1.2 should fix it but its not out yet....
Hey dr zhark can you make this mod compatable with feed the beast? I really enjoy your mod and I wanna be able to use it with ftb I think the conflicting mod is thaumcraft based on the error report im not sure tho, thanks
I LOVE THIS IDEA may i add something to it?
Pack Leader/Alpha
can control all wolves, werewolf and also neutral with wraiths.
can become pack leader if you kill the wither boss.
variations of werewolves
fire: if bitten by the fire werewolf that's what you become. the fire werewolf has fire resistance and when attacking does fire damage, also neutral with blazes and ghasts
ice: has aqua affinity and is the fastest werewolf. can use poison and polar bears and arctic foxes as well as frost scorpion are always tame
Dark: The equivalent of ender werewolf. can teleport and has night vision. can shoot ender acid like the ender dragon on Xbox i think. the rarest werewolf type and also has a lesser chance to infect you. cave spiders, spiders and bat horses are tame
normal: the standard werewolf has more "armor"
also if you drink essence of undead you will slowly rot away and will either become a wraith werewolf or undead werewolf
undead werewolf will appear like a skeleton and has night vision. skeletons and zombie horses wont attack you and will become tame or neutral
wraith werewolf is clear and has night vision and can fly slowly. It can also walk through 1 block walls and wraiths wont attck you and may defend you.
hope you like my idea =)
Fcking asum! but, there should be consequences!, like loss of control and things like that
Fcking asum! but, there should be consequences!, like loss of control and things like that
losing direct control of a player character is a bad move unless its a cutseen which this wouldn't be.. the best consequences are the minor ones like hunger I during the night making you go through your food like crazy. and passive mobs running from you or in the case of villagers completely ignoring you. the best down sides are the ones that do minor changes that compound but are equal to the up sides.
the different werewolf types like cheekymouse posted would only make things complicated, why I suggested a branching tree instead of bit by werewolf type become werewolf type as a branching tree would make you want to stay alive and not lose the abilites seeing as minecraft is abit rogue like it makes sense to make the player get more powerfull as the nights go on but lose everything and need to get re infected once they die.
current concept for branching tree for werewolf player... if Drzhark doesn't make this some one else should.
stage I, infection
to access: get tier 2 golden apple eat it then get attacked by any werewolf gives 10% chance of contracting lycantrophy per hit.
stage II runt
to access: go 3 minecraft days with out curing lycantrophy
does: turns player into small werewolf and removes armor during night. gives strength 4 and 2 armor at night.
downs: passive mobs run, villagers will not trade during day and will run during night. can't use beds... can use dog mats(custom item works like 1.6 carpet only is made of bones and leather)
all stages have same down sides as lower stages + a new one some times.
stage III fledgling
to access: go 18 minecraft days as werewolf runt.
pack hunter: +hunger I at night, can howl (sneak) to summon wild wolves to help you attack also gain +8 armor during night.
stage IV
to access: go 32 minecraft days as a stage III
choice: pure wolf(lone wolf tree)m and pack member
pure wolf: turned into werewolf permanently, run 2x normal speed and can jump 3 blocks high.
stage V
to access: go 100 minecraft days as stage IV
werewolf alpha: past stage abilities + the ability to bottle the curse (so if you die you can drink it again) to bottle the curse have a empty bottle and right click the air at night will put your blood in the bottle (will be called werewolf blood) to gain the lycantrophy from it put in brewing stand with nether wort then fermented spider eye to make extract of werewolf.
I like the way you think! Sneaky ogres is so wrong yet so awesome at the same time.
Do you have a solution then that will work on servers?
DrZharks MoCreatures Mod v5.1.1 DEV (1).zip: The archive is either in unknown format or damaged
i deleted the zip and downloaded it again. with the same issue. i cant do anything with it at all :/
edit: got another error: unexpected end of archive
edit2: ok, download # 3 worked. apparently my computer is just crappy. sorry for wasting your time here
In biomes such as Lonely Mountain, Primordial Forest, and Outlands, I can't get Mo' Creatures mobs there. Other Highlands biomes, though, yes. Not much other info that I can give.
2: Any options I set in the global mod options tab always reset
that's because 5.1.1 is bugged. 5.1.2 should fix it but its not out yet....
also can you add sea dragon?
(i think the musroom cows would like another friend )
they will be the best of friend's
any ways not to be rude or anything hows 5.1.2 coming along i though it was going to be released yesterday?
Fcking asum! but, there should be consequences!, like loss of control and things like that
losing direct control of a player character is a bad move unless its a cutseen which this wouldn't be.. the best consequences are the minor ones like hunger I during the night making you go through your food like crazy. and passive mobs running from you or in the case of villagers completely ignoring you. the best down sides are the ones that do minor changes that compound but are equal to the up sides.
the different werewolf types like cheekymouse posted would only make things complicated, why I suggested a branching tree instead of bit by werewolf type become werewolf type as a branching tree would make you want to stay alive and not lose the abilites seeing as minecraft is abit rogue like it makes sense to make the player get more powerfull as the nights go on but lose everything and need to get re infected once they die.
current concept for branching tree for werewolf player... if Drzhark doesn't make this some one else should.
stage I, infection
to access: get tier 2 golden apple eat it then get attacked by any werewolf gives 10% chance of contracting lycantrophy per hit.
stage II runt
to access: go 3 minecraft days with out curing lycantrophy
does: turns player into small werewolf and removes armor during night. gives strength 4 and 2 armor at night.
downs: passive mobs run, villagers will not trade during day and will run during night. can't use beds... can use dog mats(custom item works like 1.6 carpet only is made of bones and leather)
all stages have same down sides as lower stages + a new one some times.
stage III fledgling
to access: go 18 minecraft days as werewolf runt.
pack hunter: +hunger I at night, can howl (sneak) to summon wild wolves to help you attack also gain +8 armor during night.
stage IV
to access: go 32 minecraft days as a stage III
choice: pure wolf(lone wolf tree)m and pack member
pure wolf: turned into werewolf permanently, run 2x normal speed and can jump 3 blocks high.
stage V
to access: go 100 minecraft days as stage IV
werewolf alpha: past stage abilities + the ability to bottle the curse (so if you die you can drink it again) to bottle the curse have a empty bottle and right click the air at night will put your blood in the bottle (will be called werewolf blood) to gain the lycantrophy from it put in brewing stand with nether wort then fermented spider eye to make extract of werewolf.