Idea for new name if you need one: Golemz Galore (or something like that)
Idea(s) for corestones: hmm... how about..
1. A corestone that buffs health of the golem (majorly) maybe.. a cake, 2 iron blocks (for reinforcement..lol.) and 2 glistering melons?
Note: it may also buff defense some?
2. A corestone that buffs attack of the golem, maybe something like 2 (insert materiel here) swords + 2 or 3 magma cream?
3.maybe one that allows the golem to launch slimeballs, which significantly slow down enemy movement and attack, and disable their jumping ability.
perhaps, 3 slimeballs + 2 bows? 4 slimeballs + 1 bow? heck, iunno. lol.
4. a joke corestone that makes the golem throw eggs at the opponent, maybe 3 eggs + 2 bows? 4 eggs + 1 bow? iunno
Idea for new name if you need one: Golemz Galore (or something like that)
Idea(s) for corestones: hmm... how about..
1. A corestone that buffs health of the golem (majorly) maybe.. a cake, 2 iron blocks (for reinforcement..lol.) and 2 glistering melons?
Note: it may also buff defense some?
2. A corestone that buffs attack of the golem, maybe something like 2 (insert materiel here) swords + 2 or 3 magma cream?
3.maybe one that allows the golem to launch slimeballs, which significantly slow down enemy movement and attack, and disable their jumping ability.
perhaps, 3 slimeballs + 2 bows? 4 slimeballs + 1 bow? heck, iunno. lol.
4. a joke corestone that makes the golem throw eggs at the opponent, maybe 3 eggs + 2 bows? 4 eggs + 1 bow? iunno
EDIT: P.S: this mod is kickawesome :biggrin.gif:
Great minds do think alike, we have most of those :tongue.gif:
Thank you anyway though!
Haven't checked here in a while, looking amazing! Downloaded latest version, made me a furnace golem and a netherrack golem. The nether one subsequently burned my house down, but I'm just so happy I made a good idea :biggrin.gif:
Also a couple more ideas for tier 1 golems: Soulsand arms should make attacks slow down monsters. A dispenser chest or arms should let you fill them up with splash potions arrows snowballs or eggs, anything a dispenser can fire. To make that balanced, it shouldn't shoot as far as a bow core golem or something. Keep up the great work, I definitely much appreciate it!
Bug report: built a golem like this:
Where is golem head and is a core with an iron axe, and it chopped down trees fine but seemed to have trouble putting the wood in a chest. I tried leading it over the chest several times and cycling through all the modes with the scepter but it still wouldn't.
also the netherrack golem seemed unable to move on its own.
EDIT: just made a pet golem with just a head. so cute with the slime jumping!
EDIT EDIT: Tier 2 ideas: Swords increase attack damage by a multiple of the type of sword. wood swords increase attack damage 1.1x, stone 1.5x, gold increases attack speed 2x, iron increases damage 2x, diamond 3x.
Armor increases HP by a multiple of the armor item times the armor material.
Feet & Helms: 1.2x, Pants: 1.5x, Chest: 1.7x,
Then multiply those values by the material: Leather: 0.7x, gold:1.0x, but instead of HP increase it's speed increase, Iron: 1.5x HP increase. diamond: 2x, Chainmail: 1.5x HP increase same as iron.
Of course these values are from the top of my head, might be more balanced to do them differently, up to you of course.
Edit the third: Just for fun the scepter should work as an stone sword without durability, just for style.
Yeah seriously another edit: Bug report: head-only golems get stuck in the stretched out model when loading a game when they are idle.
EDIT EDIT EDIT EDIT EDIT: If not already implemented, healstone golems should heal other golems, themselves, and tame wolves, as well as the player.
Edit^6: Healstone golems should have a stationary healing mode, where their healing sphere is bigger, but they can't move. Might help when you are defending your base and don't want your valuable heal stone to accidentally get destroyed, as well as heal golems that are in Patrol Mode or Defend Mode, when those get implemented. Also, if there is a Healing Golem in Work or Stationary mode, other golems should make a beeline for it if they're in reasonable range when they get low on health.
(pi(2)EDIT)+1: Head only golems should have a "pet" mode where they simply wander around like neutral mobs so you can keep one around the house without it being in idle mode.
cos(EDIT): Holy cow! Just tried a furnace golem. Yeah, you need to nerf him bad :blink.gif: I'd suggest using the Blaze's fire attacks instead of the Ghast's
pi(EDIT)^2: Out of curiosity I cheated myself in some Bedrock. First attempt: made a golem entirely out of the stuff. It vanished. Second attempt:
Where is a gold block. It died in one hit from an Iron sword. Trying to dissuade us from cheating? :tongue.gif:
Haven't checked here in a while, looking amazing! Downloaded latest version, made me a furnace golem and a netherrack golem. The nether one subsequently burned my house down, but I'm just so happy I made a good idea :biggrin.gif:
Also a couple more ideas for tier 1 golems: Soulsand arms should make attacks slow down monsters. A dispenser chest or arms should let you fill them up with splash potions arrows snowballs or eggs, anything a dispenser can fire. To make that balanced, it shouldn't shoot as far as a bow core golem or something. Keep up the great work, I definitely much appreciate it!
Bug report: built a golem like this:
Where is golem head and is a core with an iron axe, and it chopped down trees fine but seemed to have trouble putting the wood in a chest. I tried leading it over the chest several times and cycling through all the modes with the scepter but it still wouldn't.
also the netherrack golem seemed unable to move on its own.
EDIT: just made a pet golem with just a head. so cute with the slime jumping!
EDIT EDIT: Tier 2 ideas: Swords increase attack damage by a multiple of the type of sword. wood swords increase attack damage 1.1x, stone 1.5x, gold increases attack speed 2x, iron increases damage 2x, diamond 3x.
Armor increases HP by a multiple of the armor item times the armor material.
Feet & Helms: 1.2x, Pants: 1.5x, Chest: 1.7x,
Then multiply those values by the material: Leather: 0.7x, gold:1.0x, but instead of HP increase it's speed increase, Iron: 1.5x HP increase. diamond: 2x, Chainmail: 1.5x HP increase same as iron.
Of course these values are from the top of my head, might be more balanced to do them differently, up to you of course.
Edit the third: Just for fun the scepter should work as an stone sword without durability, just for style.
Yeah seriously another edit: Bug report: head-only golems get stuck in the stretched out model when loading a game when they are idle.
EDIT EDIT EDIT EDIT EDIT: If not already implemented, healstone golems should heal other golems, themselves, and tame wolves, as well as the player.
Edit^6: Healstone golems should have a stationary healing mode, where their healing sphere is bigger, but they can't move. Might help when you are defending your base and don't want your valuable heal stone to accidentally get destroyed, as well as heal golems that are in Patrol Mode or Defend Mode, when those get implemented. Also, if there is a Healing Golem in Work or Stationary mode, other golems should make a beeline for it if they're in reasonable range when they get low on health.
(pi(2)EDIT)+1: Head only golems should have a "pet" mode where they simply wander around like neutral mobs so you can keep one around the house without it being in idle mode.
cos(EDIT): Holy cow! Just tried a furnace golem. Yeah, you need to nerf him bad :blink.gif: I'd suggest using the Blaze's fire attacks instead of the Ghast's
pi(EDIT)^2: Out of curiosity I cheated myself in some Bedrock. First attempt: made a golem entirely out of the stuff. It vanished. Second attempt:
Where is a gold block. It died in one hit from an Iron sword. Trying to dissuade us from cheating? :tongue.gif:
Haha, glad to hear you're enjoying it :biggrin.gif:
So many good ideas, as usual from you Mac, I'll relay them to my team
as for those bug: Already fixed 'em both (for the next release)
Added a bunch of stuff I don't feel like typing out again so heres the copypasta'd changelog for those who don't feel like going to the main post!
Dec2: WIPv1.3
-Added Warp Stone! Warps you to another golem in warp state that has the same block for feet!
-Added The Force! (Corestone) Creates a forcefield against all non-golem mobs (excluding you)
-MASSIVE improvement and bug fixes in mining and lumberjack golem's AI
-New Scepter mode: Independent mode, Golems who can work/protect will only work/protect within a radius of the point where this mode was activated. allows for turrets and quarry golems
-Scepter now acts kinda works as an stone sword without durability, just for style. (MacTrekkie :tongue.gif:)
-Mega nerf on furnace golems, now they shoot blaze fireballs (MacTrekkie, again)
-Gave the golems a little more character by testing with some sounds (heheh)
-Bugs: If you warp too far away (outside of loaded-chunk range), any golems following you will not teleport to you
-Added absolutely no Tier1 secrets
All the info you need is either in the Revealed golems section or in the updated getting started section
But to briefly go over the new scepter mode:
When you first right click your golem into the Independent mode, it will remember where it was when you clicked him, and will only do his work within a certain radius of that point. Golems that can protect will act as stationary guards/turrets and golems that mine or chop trees will make a quarry or chop down all trees within the radius respectively.
this mod is getting to a new level of epicness at each update, cant wait to see the final product!
btw another idea: a golem that boost the damage you deal to mobs and a golem that feed you automaticaly , simple yet useful
this mod is getting to a new level of epicness at each update, cant wait to see the final product!
btw another idea: a golem that boost the damage you deal to mobs and a golem that feed you automaticaly , simple yet useful
Ooo hadn't thought of that feeding one, I'll add it to the list. Thanks!
We do have the damage boost one though :tongue.gif:
Just to make sure nobody thinks this is dead, a quick update on what the developers are doing
I just finished implementing a new framework to handle tier2 corestones in the code meaning more corestones, more abilities, more shenanigans, for less time
and a quick picture:
Turrets golems that fire arrows
should have been implemented a long time ago, but before where it would have taken an hour to or two, with the new framework it only took about 15 minutes :biggrin.gif:
Edit: I timed myself, three Tier2 corestones in under a minute (with delicious distractions)
Just to make sure nobody thinks this is dead, a quick update on what the developers are doing
I just finished implementing a new framework to handle tier2 corestones in the code meaning more corestones, more abilities, more shenanigans, for less time
and a quick picture:
Turrets golems that fire arrows
should have been implemented a long time ago, but before where it would have taken an hour to or two, with the new framework it only took about 15 minutes :biggrin.gif:
Edit: I timed myself, three Tier2 corestones in under a minute (with delicious distractions)
Like the turret designs. Do they have to be fed arrows or are they infinite?
Like the turret designs. Do they have to be fed arrows or are they infinite?
As of right now they are infinite, we don't know whether or not to change that.
However, they do not shoot arrows that you can pickup and loot :tongue.gif:
Tried using this mod and MC kept crashing. I tried both 1.4 and 1.3 by following the instructions and placing the zip in the mods folder and they both crash. My modloader.txt file shows it's 1.2 (FINE: Mod Initialized: "mod_Golems WIP v1.2" from mod_Golems.class), but I don't know how much that matters. I did also try loading the zip using MCPatcher and it says there is a conflict with a modloader file. I looked in the modloader.txt file and I think this is where the problem is.
java.lang.Exception: No more empty terrain sprite indices left!
at ModLoader.getUniqueTerrainSpriteIndex(ModLoader.java:678)
at ModLoader.getUniqueSpriteIndex(ModLoader.java:661)
at ModLoader.addOverride(ModLoader.java:330)
at BlockLifeBench.<init>(BlockLifeBench.java:27)
at mod_Golems.load(mod_Golems.java:223)
at ModLoader.init(ModLoader.java:830)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
Dec 7, 2011 8:00:28 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/GGE/lifebenchtop.png,0). 0 left.
Dec 7, 2011 8:00:28 PM ModLoader getUniqueItemSpriteIndex
FINER: THROW
java.lang.Exception: No more empty terrain sprite indices left!
at ModLoader.getUniqueTerrainSpriteIndex(ModLoader.java:678)
at ModLoader.getUniqueSpriteIndex(ModLoader.java:661)
at ModLoader.addOverride(ModLoader.java:330)
at BlockLifeBench.<init>(BlockLifeBench.java:28)
at mod_Golems.load(mod_Golems.java:223)
at ModLoader.init(ModLoader.java:830)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
Dec 7, 2011 8:00:28 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/GGE/lifebenchside.png,0). 0 left.
Dec 7, 2011 8:00:28 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/GGE/wand.png,231). 8 left.
Dec 7, 2011 8:00:28 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/GGE/corestone.png,232). 7 left.
Dec 7, 2011 8:00:28 PM ModLoader init
FINE: Mod Loaded: "mod_Golems WIP v1.2"
When I try to load it using MCPatcher is says:
Conflicts detected between the selected mods:
ModLoader
GGE_wip1.4
MLProp.class
Only the files from GGE_wip1.4 will be used.
Continue patching anyway?
These are the mods I currently have loaded:
ModLoader
AudioMod
Arrows Mod
More Stackables
Recipe Book
Shelf
Spawner GUI
TooManyItems
ReiMinimap
nocreeperexplosions
SinglePlayerCommands
animalbikes
ModLoaderMp
PortalGun
Millenaire
(and the ones that came with MCPatcher)
iampeppino graciously made these videos highlighting the mod, and gives great advice on how to get started.
Also, we are gladly accepting ideas for some more Tier3 Core Stones.
Idea(s) for corestones: hmm... how about..
1. A corestone that buffs health of the golem (majorly) maybe.. a cake, 2 iron blocks (for reinforcement..lol.) and 2 glistering melons?
Note: it may also buff defense some?
2. A corestone that buffs attack of the golem, maybe something like 2 (insert materiel here) swords + 2 or 3 magma cream?
3.maybe one that allows the golem to launch slimeballs, which significantly slow down enemy movement and attack, and disable their jumping ability.
perhaps, 3 slimeballs + 2 bows? 4 slimeballs + 1 bow? heck, iunno. lol.
4. a joke corestone that makes the golem throw eggs at the opponent, maybe 3 eggs + 2 bows? 4 eggs + 1 bow? iunno
EDIT: P.S: this mod is kickawesome :biggrin.gif:
Great minds do think alike, we have most of those :tongue.gif:
Thank you anyway though!
Now why would you ever want those silly little snowballs when you can have a golem that TELEPORTS YOU ACROSS THE WORLD! :biggrin.gif:
woo caps lock!
Another demonstration of an upcoming corestone. Notice that the golems only teleport you to other golems with the same block for feet.
Also a couple more ideas for tier 1 golems: Soulsand arms should make attacks slow down monsters. A dispenser chest or arms should let you fill them up with splash potions arrows snowballs or eggs, anything a dispenser can fire. To make that balanced, it shouldn't shoot as far as a bow core golem or something. Keep up the great work, I definitely much appreciate it!
Bug report: built a golem like this:
Where is golem head and is a core with an iron axe, and it chopped down trees fine but seemed to have trouble putting the wood in a chest. I tried leading it over the chest several times and cycling through all the modes with the scepter but it still wouldn't.
also the netherrack golem seemed unable to move on its own.
EDIT: just made a pet golem with just a head. so cute with the slime jumping!
EDIT EDIT: Tier 2 ideas: Swords increase attack damage by a multiple of the type of sword. wood swords increase attack damage 1.1x, stone 1.5x, gold increases attack speed 2x, iron increases damage 2x, diamond 3x.
Armor increases HP by a multiple of the armor item times the armor material.
Feet & Helms: 1.2x, Pants: 1.5x, Chest: 1.7x,
Then multiply those values by the material: Leather: 0.7x, gold:1.0x, but instead of HP increase it's speed increase, Iron: 1.5x HP increase. diamond: 2x, Chainmail: 1.5x HP increase same as iron.
Of course these values are from the top of my head, might be more balanced to do them differently, up to you of course.
Edit the third: Just for fun the scepter should work as an stone sword without durability, just for style.
Yeah seriously another edit: Bug report: head-only golems get stuck in the stretched out model when loading a game when they are idle.
EDIT EDIT EDIT EDIT EDIT: If not already implemented, healstone golems should heal other golems, themselves, and tame wolves, as well as the player.
Edit^6: Healstone golems should have a stationary healing mode, where their healing sphere is bigger, but they can't move. Might help when you are defending your base and don't want your valuable heal stone to accidentally get destroyed, as well as heal golems that are in Patrol Mode or Defend Mode, when those get implemented. Also, if there is a Healing Golem in Work or Stationary mode, other golems should make a beeline for it if they're in reasonable range when they get low on health.
(pi(2)EDIT)+1: Head only golems should have a "pet" mode where they simply wander around like neutral mobs so you can keep one around the house without it being in idle mode.
cos(EDIT): Holy cow! Just tried a furnace golem. Yeah, you need to nerf him bad :blink.gif: I'd suggest using the Blaze's fire attacks instead of the Ghast's
pi(EDIT)^2: Out of curiosity I cheated myself in some Bedrock. First attempt: made a golem entirely out of the stuff. It vanished. Second attempt:
Where is a gold block. It died in one hit from an Iron sword. Trying to dissuade us from cheating? :tongue.gif:
Haha, glad to hear you're enjoying it :biggrin.gif:
So many good ideas, as usual from you Mac, I'll relay them to my team
as for those bug: Already fixed 'em both (for the next release)
Thank you!
Added a bunch of stuff I don't feel like typing out again so heres the copypasta'd changelog for those who don't feel like going to the main post!
All the info you need is either in the Revealed golems section or in the updated getting started section
But to briefly go over the new scepter mode:
When you first right click your golem into the Independent mode, it will remember where it was when you clicked him, and will only do his work within a certain radius of that point. Golems that can protect will act as stationary guards/turrets and golems that mine or chop trees will make a quarry or chop down all trees within the radius respectively.
Hope you guys enjoy!
btw another idea: a golem that boost the damage you deal to mobs and a golem that feed you automaticaly , simple yet useful
Slingshot core. (Stick is string)
Allows a golem to shoot seeds.
No damage. Only knockback. But it shoots quickly.
Ooo hadn't thought of that feeding one, I'll add it to the list. Thanks!
We do have the damage boost one though :tongue.gif:
Adding that to the list too! Thank you!
Thank you for making them!
Also, new update!
Fixed many bugs and added The Notebook to record your findings
Check the Getting Started section to learn more!
I just finished implementing a new framework to handle tier2 corestones in the code meaning more corestones, more abilities, more shenanigans, for less time
and a quick picture:
Turrets golems that fire arrows
should have been implemented a long time ago, but before where it would have taken an hour to or two, with the new framework it only took about 15 minutes :biggrin.gif:
Edit: I timed myself, three Tier2 corestones in under a minute (with delicious distractions)
Like the turret designs. Do they have to be fed arrows or are they infinite?
As of right now they are infinite, we don't know whether or not to change that.
However, they do not shoot arrows that you can pickup and loot :tongue.gif:
Thank you!
Stay tuned though, it still has quite a few major features coming out soon :wink.gif:
Thank you so much for your banner, it is very nice, but coalheartly is working on one at the moment so I can't guarentee we'll use yours
And we plan on making it SMP once most of the main features are finished and out of the way
When I try to load it using MCPatcher is says:
These are the mods I currently have loaded:
ModLoader
AudioMod
Arrows Mod
More Stackables
Recipe Book
Shelf
Spawner GUI
TooManyItems
ReiMinimap
nocreeperexplosions
SinglePlayerCommands
animalbikes
ModLoaderMp
PortalGun
Millenaire
(and the ones that came with MCPatcher)
Everything else works fine.