The thing is though, as far as I can tell, they aren't so much a mob as a visual effect. Like...can you interact with them in any way other than looking at them?
I don't have much experience with them mind you, as I've only seen a few here and there as I work on updating the mod to 1.4, but that's the impression I'm getting anyways: they aren't really there in terms of being a gameplay element.
I was thinking of doing something with them in the future (guano farming ftw), but if it turns out the above is really the case, it may just be more trouble than it's worth.
With regards to the other features in 1.4, I'm largely in agreement with you, but I have been having some fun with both item frames, and mob heads (now that I've re-enabled them for other mob types).
You could use them with the detector block for something along the lines of doors opening when you come near or something?
Rollback Post to RevisionRollBack
People on Haven and Hearth don't care for me very much:P
Just ask them :]
Hardcore endermen? If you mean vanilla endermen those are one of the easiest mobs in the entire game to kill. You just make a roof over your head without walls. The look at the enderman and he can't hit you, but you can hit him. Remember, the player is two blocks tall and he is three.
Among other things, hardcore Endermen actually notice when one of them's pissed at Steve? and that makes them all pissed at him. One Enderman is a joke. Two or three, whatever. But when you have five or six or potentially more of those s (like in the End or any Sky biome area) all chasing you, it quickly becomes overwhelming because of how much health they have and how hard they hit relative to other monsters.
Hell, even zombies are threatening if you have enough of them attacking a single target.
Nothing comes close to cave spiders though. Man, those guys.
I can not seem to find a compatible ModLoader version anywhere for 1.3.2.
All attempts to use other Modloader versions (every re-post blog sites seems to have switched to 1.4.2 also) have spit this back at me in mcpatcher:
Exception in thread "main" java.lang.NoSuchFieldError: d
at afn.<clinit>(GenLayerBiome.java:5)
at aig.<clinit>(Block.java:1310)
at axk.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:128)
at anw.<init>(SourceFile:36)
at net.minecraft.client.MinecraftApplet.init(SourceFile:36)
at net.minecraft.client.Minecraft.main(SourceFile:1577)
Basically getting the black screen after log-in error thats been posted about hundreds of times, though I'm quite sure its my version of ModLoader (tested by itself, manually and through mcpatcher on a fresh 1.3.2 jar and still got black). I've tried the newest from Risugami's forum post (certain to fail since its 1.4.2), as well as some random one I found that might possibly be 1.3.2, or more likely 1.3.1 (probably would have helped if he'd put version numbers on his releases instead of just ModLoader.zip)
Hello everyone.
I'm popping out cause there is something that has been bugging me from the very first moment I started playing the mod (which is more than one year ago), It's something small and that doesn't matter that much cause it affects you only in the first stage of the tech tree, but since I've seen that a lot of things have changed lately due to some features making the game too easy, I've decided to point it out: I feel it's really cheaty that you can pull the hand crank until you're done with your work, ignoring the hunger and, if you aren't playing in hard, the starving damage. It kinda counter the drawback that using a hand crank should give, cause you can just ignore it and eat at the end. Steve shouldn't be able to pull the hand crank when the hunger bar is empty cause he's weak, or tired. I hope I'm not saying something that has already been discussed.
Hardcore cranking?
melikes...
Rollback Post to RevisionRollBack
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
I feel it's really cheaty that you can pull the hand crank until you're done with your work, ignoring the hunger and, if you aren't playing in hard, the starving damage. It kinda counter the drawback that using a hand crank should give, cause you can just ignore it and eat at the end. Steve shouldn't be able to pull the hand crank when the hunger bar is empty cause he's weak, or tired.
Yeah, that makes sense. I have some revisions to the way hunger works on my todo list already, so I'll make sure addressing the hand crank thing is part of that too.
Yeah, that makes sense. I have some revisions to the way hunger works on my todo list already, so I'll make sure addressing the hand crank thing is part of that too.
Good call.
I have some weird feeling that the Anvil in BTW is gonna change to something else. Is there gonna be some sort of problem with those two and a delay in the update due to that?
I have some weird feeling that the Anvil in BTW is gonna change to something else. Is there gonna be some sort of problem with those two and a delay in the update due to that?
I've already taken care of that, but it's the vanilla anvil that got the name change
Last time this happened, I renamed the mod's Cauldron to the "Stewing Pot" to accommodate the vanilla one. This time, I had decided that I had had enough of that and the resulting confusion it generated (I still habitually refer to the mod one as the Cauldron and constantly have to correct myself).
I already mentioned this in the dev diary thread on the BTW forums, but I actually finished the single-player port of the mod last night. I just have to port everything over to the server, and it should be ready for release.
I've already taken care of that, but it's the vanilla anvil that got the name change
Last time this happened, I renamed the mod's Cauldron to the "Stewing Pot" to accommodate the vanilla one. This time, I had decided that I had had enough of that and the resulting confusion it generated (I still habitually refer to the mod one as the Cauldron and constantly have to correct myself).
I already mentioned this in the dev diary thread on the BTW forums, but I actually finished the single-player port of the mod last night. I just have to port everything over to the server, and it should be ready for release.
Your a genius. A perfectly thing and now you've got me excited. I look forward to trying out this nice little update.
Last time this happened, I renamed the mod's Cauldron to the "Stewing Pot" to accommodate the vanilla one. This time, I had decided that I had had enough of that and the resulting confusion it generated (I still habitually refer to the mod one as the Cauldron and constantly have to correct myself).
I still call it the Cauldron as well. I see the reason in renaming it to prevent confusion, but I just thought that calling it a Stewing Pot honestly doesn't make a whole lot of sense since most of the stuff that you put into it isn't exactly food-related.
Any suggestions on how to get Risugami's death chest working with most recent version?
I've got a 1.3.2 version of Death Chest, it replaces the qf.class, but crashes to black when replaced in the jar.
This is after getting BTW up and running and testing before bringing in Death Chest. I've tried installing before and have also had a black screen after login.
I still call it the Cauldron as well. I see the reason in renaming it to prevent confusion, but I just thought that calling it a Stewing Pot honestly doesn't make a whole lot of sense since most of the stuff that you put into it isn't exactly food-related.
Well, coming up with a good alternate name for it wasn't exactly easy. The only other option that I seriously considered was the "Cistern", but honestly I think that fits the vanilla cauldron better than the mod one.
What I should probably do, now that I'm much more liberal with my base-class modifications than I was at the time, is switch the name back to the Cauldron and rename the vanilla one.
It's a fairly useless piece of junk anyways, so I doubt anyone would mind too much.
Anyways...must focus on server port and not get caught up in these details
EDIT: Actually, screw it. I just did exactly what I described above. The "Stewing Pot" is now back to being the "Cauldron", and the vanilla one is now called the "Cistern". If I'm going to be renaming vanilla blocks anyways for stuff like the anvil, I may as well just go ahead and do it for the Cauldron as well.
Any suggestions on how to get Risugami's death chest working with most recent version?
I've got a 1.3.2 version of Death Chest, it replaces the qf.class, but crashes to black when replaced in the jar.
This is after getting BTW up and running and testing before bringing in Death Chest. I've tried installing before and have also had a black screen after login.
Unless you are able to install Death Chest after Modloader and BTW, and have it work, it won't work.
No. One of the biggest parts of anarchy play is the fear of being caught stealing, or someone hearing you from the surface as you open that chest ten blocks below ground (in very early anarchy play this position of chests is surprisingly frequent.) Your suggestion doesn't fit the mod and removes a huge aspect of the game play you were attempting to improve with this idea.
Yeah...I've already got a big red flag on the invisibility potion. I really want to see how that plays out in anarchy, and I may rip it out based on the results.
Your killing me with suspence flower XD ive check the forums every day since 1.4.2 was released!, i made a ssp world since BTW dosent add any blocks naturaly "so i think" i made vanilla world i even have a farm ready for hemp for right when it comes out
I suppose I'll try that. I still have the issue of not being sure if it's growing when I'm too far away, though.
You could use them with the detector block for something along the lines of doors opening when you come near or something?
Just ask them :]
Among other things, hardcore Endermen actually notice when one of them's pissed at Steve? and that makes them all pissed at him. One Enderman is a joke. Two or three, whatever. But when you have five or six or potentially more of those s (like in the End or any Sky biome area) all chasing you, it quickly becomes overwhelming because of how much health they have and how hard they hit relative to other monsters.
Hell, even zombies are threatening if you have enough of them attacking a single target.
Nothing comes close to cave spiders though. Man, those guys.
To start with, Risugami has removed all ModLoader 1.3.2 versions from his post, including under the old versions link:
http://www.minecraftforum.net/topic/75440-v142-risugamis-mods-updated/
I can not seem to find a compatible ModLoader version anywhere for 1.3.2.
All attempts to use other Modloader versions (every re-post blog sites seems to have switched to 1.4.2 also) have spit this back at me in mcpatcher:
Basically getting the black screen after log-in error thats been posted about hundreds of times, though I'm quite sure its my version of ModLoader (tested by itself, manually and through mcpatcher on a fresh 1.3.2 jar and still got black). I've tried the newest from Risugami's forum post (certain to fail since its 1.4.2), as well as some random one I found that might possibly be 1.3.2, or more likely 1.3.1 (probably would have helped if he'd put version numbers on his releases instead of just ModLoader.zip)
Anybody have a way to get a 1.3.2 Modloader link?
Thank you!
Here's the link for anybody else looking:
http://www.olgh.net/risugamis-modloader-for-minecraft-1-3-2/
Hardcore cranking?
melikes...
A mighty machine built within the wake
Of a long dead dream, little demon awake
The citizens sleep, never quite knowing when
The device will reawaken, hungry again.
+1.
I feel the same, it feels very weird.
Good call.
I have some weird feeling that the Anvil in BTW is gonna change to something else. Is there gonna be some sort of problem with those two and a delay in the update due to that?
I've already taken care of that, but it's the vanilla anvil that got the name change
Last time this happened, I renamed the mod's Cauldron to the "Stewing Pot" to accommodate the vanilla one. This time, I had decided that I had had enough of that and the resulting confusion it generated (I still habitually refer to the mod one as the Cauldron and constantly have to correct myself).
I already mentioned this in the dev diary thread on the BTW forums, but I actually finished the single-player port of the mod last night. I just have to port everything over to the server, and it should be ready for release.
Your a genius. A perfectly thing and now you've got me excited. I look forward to trying out this nice little update.
I still call it the Cauldron as well. I see the reason in renaming it to prevent confusion, but I just thought that calling it a Stewing Pot honestly doesn't make a whole lot of sense since most of the stuff that you put into it isn't exactly food-related.
I've got a 1.3.2 version of Death Chest, it replaces the qf.class, but crashes to black when replaced in the jar.
This is after getting BTW up and running and testing before bringing in Death Chest. I've tried installing before and have also had a black screen after login.
Well, coming up with a good alternate name for it wasn't exactly easy. The only other option that I seriously considered was the "Cistern", but honestly I think that fits the vanilla cauldron better than the mod one.
What I should probably do, now that I'm much more liberal with my base-class modifications than I was at the time, is switch the name back to the Cauldron and rename the vanilla one.
It's a fairly useless piece of junk anyways, so I doubt anyone would mind too much.
Anyways...must focus on server port and not get caught up in these details
EDIT: Actually, screw it. I just did exactly what I described above. The "Stewing Pot" is now back to being the "Cauldron", and the vanilla one is now called the "Cistern". If I'm going to be renaming vanilla blocks anyways for stuff like the anvil, I may as well just go ahead and do it for the Cauldron as well.
Unless you are able to install Death Chest after Modloader and BTW, and have it work, it won't work.
Is that a bad thing somehow?
Yeah...I've already got a big red flag on the invisibility potion. I really want to see how that plays out in anarchy, and I may rip it out based on the results.