Is the original mob intact in Special Mobs? As in the ordinary vanilla version still spawns? Soul Shards generally wants the specific mob (particularly with the same loot list). If special mobs is removing the vanilla version entirely I can see this being the problem. Soul Shards has very little mod compatibility, It won't register most custom mobs to make spawners for (with the exception of thaumcraft's angry zombies). Not much can be done I suppose for the majority of the two mod's compatibility. If the original mobs still spawned though it probably wouldn't be much of an issue, except probably being much harder to make soulshards xD
Vanilla Minecraft handles all the spawning for Special Mobs, but the vanilla versions are all replaced upon spawning. I'm not sure what you mean by the same loot list, but many special mobs don't override the vanilla item drops.
I don't know how the mod works, but I figure if it decides that anything extending the vanilla mobs count as the vanilla mobs for kills, then all should work fine between the two mods.
about the foods the spider eye is ok(the balance of hunger and difficulty also hunger replenish ) but the zombie to pork is not due the amount of food you get back, and you can also cook it !so that way is easier to collect meat killing zombies than killing pigs or cows , don't get me wrong the feature is awesome but i feel it needs to be tweaked, but as i say it would make more sense that only small chunks of the rotten flesh were eatable when the knife is used on the rotten flesh (which individually restore one of hunger with an appropriate saturation level and obviously no hunger poison) therefore like the gold nugget recipe(well more like the string to wool recipe) you could craft 4 of them together and make cook-able big version of it(flesh) ,like steak
about the sling
i was thinking of it like a better way of trowing rocks,which can stun the enemy with a really slim chance(microscopic) of insta-killing it (bible reference LOL) finally it could deal extra damage to skellys since is a weapon used against them(archers) and they are old bones
why cant written books be salvaged?
how about sticks to planks recipe?
how about way of cooking food that was more practical like a camp fire using only small amount of wood and lighting it up with flint and steel or 2 sticks (with the sticks may take a few tries) , you know something more survivalish like aaalso the improvised campfire will consume itself if it is not fed with wooden fuel items for period of time ..
one last thing can you disable recipes on the config?
GOD DAMN SO MUCH STUFF LOL
i encountered a duplication bug when fixing the knife with other knife ..
I agree, the zombie flesh thing is very powerful, but it's really just a placeholder until I get around to making the actual food items. I don't think I'll make the rotten flesh pieces combinable - they'll probably be very similar to chicken (still with a low food poison chance when raw), just giving a little less nourishment. Same with spider eyes, the raw version will still have a chance to poison, but much less than the spider eye's 100% chance!
Like shooting pebbles? I don't know, maybe. Not pebbles exactly, of course.
I'm not sure, mostly because it feels kinda cruel to shred a written book for scrap.
I think turning sticks to planks is a little overpowerful, especially considering the cactus to sticks and saplings to sticks recipes. However, I would like to include some kind of alternate way to create a workbench.
I am going to make smelting (and most things) more mobile. Smelting is next in line after crafting, which is mostly covered by the knife. I haven't entirely decided how yet, but it will basically be a campfire.
No, there's currently no way to disable recipes, other than by disabling an item used in the recipe or disabling recipe groups (you can disable the bone stick recipes and/or salvage recipes).
Also, ooh, not good. I didn't think about crafting knives together. I'll see what I can do.
I am having a similar problem with Random Mobs textures. All of my zombies are a noseless version of the Testificate. This only happens when I spawn vanilla zombies through Special Mobs. I can verify, however, that the Creepers ARE using the Random Mobs textures, and I believe the Spiders are as well, so it might just be a problem with the zombie.
Wait, they have the tall heads and everything, just with no noses? That's just downright bizarre. o.o
You are using all zombie_villager.png type images, right? Even for the vanilla-like zombies? The normal zombie.png isn't used if you have Special Mobs installed and special zombies enabled. Unless another mod uses it, of course.
I agree, the zombie flesh thing is very powerful, but it's really just a placeholder until I get around to making the actual food items. I don't think I'll make the rotten flesh pieces combinable - they'll probably be very similar to chicken (still with a low food poison chance when raw), just giving a little less nourishment. Same with spider eyes, the raw version will still have a chance to poison, but much less than the spider eye's 100% chance!
Like shooting pebbles? I don't know, maybe. Not pebbles exactly, of course.
I'm not sure, mostly because it feels kinda cruel to shred a written book for scrap.
I think turning sticks to planks is a little overpowerful, especially considering the cactus to sticks and saplings to sticks recipes. However, I would like to include some kind of alternate way to create a workbench.
I am going to make smelting (and most things) more mobile. Smelting is next in line after crafting, which is mostly covered by the knife. I haven't entirely decided how yet, but it will basically be a campfire.
No, there's currently no way to disable recipes, other than by disabling an item used in the recipe or disabling recipe groups (you can disable the bone stick recipes and/or salvage recipes).
Also, ooh, not good. I didn't think about crafting knives together. I'll see what I can do.
Pebbles are too easy to get.
At most, if I had them shootable, they would just go farther and maybe deal 2 damage.
Though, it would be cool to make up new enchantments. That might be reason enough to make a sling or slingshot. We'll see.
-nice rotten flesh consumables pieces is a great idea, you just modified it into something better i like it lot
-maybe turning 4 sticks into half slabs and then the half slabs into full blocks ?
-well throwing pebbles is kind useless is almost like snowballs , maybe the pebbles thrown by hand have a chance of dealing half heart or one heart of damage (or no damage at all) but with the sling it is a constant 2 hearts damage with a chance to stun or slow the foe?
-maan its to survive! after all some things have to be done in order to do so, plus if a zombie drops written book i would prefer some armor out of it if its not a good one
-good to know about the upcoming smelting changes
-aww too bad :c i want to disable recipes mainly because of the leather furnace recipe(meat to leather) , it doesn't makes too much sense to me and is also kinda op, in other words infinite leather, which takes out the fun of having to find it or savage it from any source
-im glad im being slightly useful be useful
-sounds really cool im just suggesting random stuff lolz
-nice rotten flesh consumables pieces is a great idea, you just modified it into something better i like it lot
-maybe turning 4 sticks into half slabs and then the half slabs into full blocks ?
-well throwing pebbles is kind useless is almost like snowballs , maybe the pebbles thrown by hand have a chance of dealing half heart or one heart of damage (or no damage at all) but with the sling it is a constant 2 hearts damage with a chance to stun or slow the foe?
-maan its to survive! after all some things have to be done in order to do so, plus if a zombie drops written book i would prefer some armor out of it if its not a good one
-good to know about the upcoming smelting changes
-aww too bad :c i want to disable recipes mainly because of the leather furnace recipe(meat to leather) , it doesn't makes too much sense to me and is also kinda op, in other words infinite leather, which takes out the fun of having to find it or savage it from any source
-im glad im being slightly useful be useful
-sounds really cool im just suggesting random stuff lolz
Well, nobody ever said throwing pebbles was an effective way to kill something.
Shooting them might be a little more useful, of course.
I guess I might make written and editable books salvageable. Though, I don't know if that will conflict with Utility Mobs (the upcoming 2.0 version uses books in place of GUIs), so I'll have to make sure before-hand.
Yeah, meat to leather does seem a bit powerful, especially from rotten flesh. At the minimum, I think I'll remove that one, but the others will be looked into. It mostly just refers to overcooked meat often being called leathery.
Wait, they have the tall heads and everything, just with no noses? That's just downright bizarre. o.o
You are using all zombie_villager.png type images, right? Even for the vanilla-like zombies? The normal zombie.png isn't used if you have Special Mobs installed and special zombies enabled. Unless another mod uses it, of course.
Sorry, I'll clarify.
0. I'm using the Isabella texture pack.
1. I see vanilla-style zombies because my config for special zombies has _vanilla=3.
2. The vanilla-style zombies are using the proper model, not the tall forehead one, but they are using the Testificate texture.
3. If I use the default texture pack, the vanilla-style zombies that spawn with Special Mobs active look normal.
4. If I remove Special Mobs but keep Isabella active, the zombies correctly use the Random Mobs textures and not just the weird, noseless testificate texture every time.
So it seems like the issue is an interaction between the texture and Special Mobs. Hope this helps nail it down!
Wait, they have the tall heads and everything, just with no noses? That's just downright bizarre. o.o
You are using all zombie_villager.png type images, right? Even for the vanilla-like zombies? The normal zombie.png isn't used if you have Special Mobs installed and special zombies enabled. Unless another mod uses it, of course.
Sorry, I'll clarify.
0. I'm using the Isabella texture pack.
1. I see vanilla-style zombies because my config for special zombies has _vanilla=3.
2. The vanilla-style zombies are using the proper model, not the tall forehead one, but they are using the Testificate texture.
3. If I use the default texture pack, the vanilla-style zombies that spawn with Special Mobs active look normal.
4. If I remove Special Mobs but keep Isabella active, the zombies correctly use the Random Mobs textures and not just the weird, noseless testificate texture every time.
So it seems like the issue is an interaction between the texture and Special Mobs. Hope this helps nail it down!
Yeah, it's the texture pack. Basically, it needs to be modified to work with Special Mobs, since it uses a different texture for zombie_villager for whatever reason.
As long as special zombies are enabled, zombie_villager.png is used instead of zombie.png. You'll just have to fix the existing zombie_villager.png so that it uses the proper "small" head texture and (if you want to) create Randomobs variants for zombie_villager.png.
Vanilla Minecraft handles all the spawning for Special Mobs, but the vanilla versions are all replaced upon spawning. I'm not sure what you mean by the same loot list, but many special mobs don't override the vanilla item drops.
I don't know how the mod works, but I figure if it decides that anything extending the vanilla mobs count as the vanilla mobs for kills, then all should work fine between the two mods.
That's probably it then. Soul Shards isn't reading the special mob versions as akin to the vanilla originals, so it doesn't add to the kill count on a shard. The only solution I could think of is if you were able to mark your mobs like other mods mark their ores for use of ore dictionary. So when you kill a special mobs mob it reads as "this is a zombie/skeleton/spider/creeper/etc" and marks it appropriately. I don't know if it's possible to do the same thing you do with blocks in forge as with mobs, though. As for the loot drop list, I was making assumptions on how it works.
That's probably it then. Soul Shards isn't reading the special mob versions as akin to the vanilla originals, so it doesn't add to the kill count on a shard. The only solution I could think of is if you were able to mark your mobs like other mods mark their ores for use of ore dictionary. So when you kill a special mobs mob it reads as "this is a zombie/skeleton/spider/creeper/etc" and marks it appropriately. I don't know if it's possible to do the same thing you do with blocks in forge as with mobs, though. As for the loot drop list, I was making assumptions on how it works.
Ah, okay. Nope, there's no way I can alter how it sees my mobs, it's just up to the creator of Soul Shards to check for class equality or extension. I'm sure the creator has his reasons, but equality generally doesn't lend itself to compatibility, as the case is here.
*i use pebbles to push mobs from cliffs mostly , but Goliath died to a well aimed sling lol
I guess I might make written and editable books salvageable. Though, I don't know if that will conflict with Utility Mobs (the upcoming 2.0 version uses books in place of GUIs), so I'll have to make sure before-hand.
why would it conflict? well and if it does conflict you can use a normal recipe for it(not shapeless) requiring a knife always in different positions so that way it will not conflict in any way.. i guess
-maybe turning 4 sticks into half slabs and then the half slabs into full blocks ?
still op? well it could be an interesting recipe tho
I get this error with Dungeon Crawler and the latest Forge when switching creative tabs:
java.lang.ArrayIndexOutOfBoundsException: -1
at toast.dungeonCrawler.ItemDCItem.func_77633_a(ItemDCItem.java:231)
at net.minecraft.creativetab.CreativeTabs.func_78018_a(CreativeTabs.java:184)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74227_b(GuiContainerCreative.java:501)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73879_b(GuiContainerCreative.java:471)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:131)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73867_d(GuiContainerCreative.java:589)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1496)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
I get this error with Dungeon Crawler and the latest Forge when switching creative tabs:
java.lang.ArrayIndexOutOfBoundsException: -1
at toast.dungeonCrawler.ItemDCItem.func_77633_a(ItemDCItem.java:231)
at net.minecraft.creativetab.CreativeTabs.func_78018_a(CreativeTabs.java:184)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74227_b(GuiContainerCreative.java:501)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73879_b(GuiContainerCreative.java:471)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:131)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73867_d(GuiContainerCreative.java:589)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1496)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
do you got the latest version of dungeon crawler too?
*i use pebbles to push mobs from cliffs mostly , but Goliath died to a well aimed sling lol
why would it conflict? well and if it does conflict you can use a normal recipe for it(not shapeless) requiring a knife always in different positions so that way it will not conflict in any way.. i guess
still op? well it could be an interesting recipe tho
i bet you are getting tired of me XD
The non-knife book salvage recipe would probably conflict.
I'm trying to think of a logical way to turn sticks to planks. We'll see.
Yes. And I just realized it happened because I disabled chains in the config - Since I'm using the Chainz mod. Could that be fixed?
Thank you for the heads-up! Yes, it seems I wasn't checking for disabled items when I was setting the items that go on creative tabs other than misc.
So, the same bug might happen for the pebble until I get the fix together and released. In my defense, the bug never happened to me for whatever reason!
scatter: shoots level +1 amount of pebbles at mobs max is 5.
Speaking of that. You should make enchanted books for the Special Mobs enchants. Found where normal enchanted books are, plus rare drop from Special Mobs.
And to add on to the Dungeon Crawler Enchant List:
(Rockshot) TNT-Infused = Creates very small explosion. Barely blows up a block, it is so small.
(Knives should not have the auto enchant) Stab = At low light levels, the Knife does extra damage.
(Knife) Don't have a clever name = Breaking a Block with this will bring it down to a simpler component, such as wool into string or Wooden Planks into Wooden Slabs.
Speaking of that. You should make enchanted books for the Special Mobs enchants. Found where normal enchanted books are, plus rare drop from Special Mobs.
And to add on to the Dungeon Crawler Enchant List:
(Rockshot) TNT-Infused = Creates very small explosion. Barely blows up a block, it is so small.
(Knives should not have the auto enchant) Stab = At low light levels, the Knife does extra damage.
(Knife) Don't have a clever name = Breaking a Block with this will bring it down to a simpler component, such as wool into string or Wooden Planks into Wooden Slabs.
(I will continue to edit this)
uh enchants for special mobs don't work that way. They work by using a special tag in the item to do specific things. I.e. Poison has a fx byte.
They only glow because of ench tag. You can't put these on books.
Speaking of that. You should make enchanted books for the Special Mobs enchants. Found where normal enchanted books are, plus rare drop from Special Mobs.
And to add on to the Dungeon Crawler Enchant List:
(Rockshot) TNT-Infused = Creates very small explosion. Barely blows up a block, it is so small.
(Knives should not have the auto enchant) Stab = At low light levels, the Knife does extra damage.
(Knife) Don't have a clever name = Breaking a Block with this will bring it down to a simpler component, such as wool into string or Wooden Planks into Wooden Slabs.
(I will continue to edit this)
hmmm i think it is alright how it is Right now, but i liked the idea of extra damage at low light levels
scatter: shoots level +1 amount of pebbles at mobs max is 5.
Yes, interesting! Though hitting a mob with multiple pebbles at once actually just wastes pebbles, you could potentially hit multiple targets or not worry as much about missing. Not sure if it warrants using extra ammo, but pebbles are insanely easy to get anyway, so it might.
Speaking of that. You should make enchanted books for the Special Mobs enchants. Found where normal enchanted books are, plus rare drop from Special Mobs.
And to add on to the Dungeon Crawler Enchant List:
(Rockshot) TNT-Infused = Creates very small explosion. Barely blows up a block, it is so small.
(Knives should not have the auto enchant) Stab = At low light levels, the Knife does extra damage.
(Knife) Don't have a clever name = Breaking a Block with this will bring it down to a simpler component, such as wool into string or Wooden Planks into Wooden Slabs.
(I will continue to edit this)
What exactly would be exploding? The block it shoots? Though enchants on a rockshot might be interesting.
Maybe one that shoots a little further or lets you load more than one block in it at a time.
Yeah, that would be cool when adventuring, maybe also an enchant that improves its (currently nonexistant) throwing ability, too.
Like the opposite of silk touch... maybe steel touch?
hmmm i think it is alright how it is Right now, but i liked the idea of extra damage at low light levels
Me too. One of the downsides for knives was that they were supposed to be unenchantable, but anvils kinda ruined that, so I might allow them to be enchanted.
Oh, almost forgot and a little late - three days ago was this page's first birthday!
Anyways, as I finish ramping up for the Utility Mobs 2.0 release, let's sing the Happy Birthday song! Not really.
I'm working on taking the pictures for the full release of Utility Mobs into SMP. While the previous versions since 1.2.5 have just been trying to get the mod to work at the bare minimum, this update will add a lot of new features!
While I don't want to spoil them too much, they are features I've wanted in the mod for a long time now, and they all seem to work pretty great!
Slingshot recipe
=x=
-=-
-=-
x;s are leather and = are wood
Why not? it could be enchantable with like 50 durability.
Ah, yes, I must have missed the check for that when I updated to multiplayer. I'll put it in for the next release!
Vanilla Minecraft handles all the spawning for Special Mobs, but the vanilla versions are all replaced upon spawning. I'm not sure what you mean by the same loot list, but many special mobs don't override the vanilla item drops.
I don't know how the mod works, but I figure if it decides that anything extending the vanilla mobs count as the vanilla mobs for kills, then all should work fine between the two mods.
I agree, the zombie flesh thing is very powerful, but it's really just a placeholder until I get around to making the actual food items. I don't think I'll make the rotten flesh pieces combinable - they'll probably be very similar to chicken (still with a low food poison chance when raw), just giving a little less nourishment. Same with spider eyes, the raw version will still have a chance to poison, but much less than the spider eye's 100% chance!
Like shooting pebbles? I don't know, maybe. Not pebbles exactly, of course.
I'm not sure, mostly because it feels kinda cruel to shred a written book for scrap.
I think turning sticks to planks is a little overpowerful, especially considering the cactus to sticks and saplings to sticks recipes. However, I would like to include some kind of alternate way to create a workbench.
I am going to make smelting (and most things) more mobile. Smelting is next in line after crafting, which is mostly covered by the knife. I haven't entirely decided how yet, but it will basically be a campfire.
No, there's currently no way to disable recipes, other than by disabling an item used in the recipe or disabling recipe groups (you can disable the bone stick recipes and/or salvage recipes).
Also, ooh, not good. I didn't think about crafting knives together. I'll see what I can do.
Wait, they have the tall heads and everything, just with no noses? That's just downright bizarre. o.o
You are using all zombie_villager.png type images, right? Even for the vanilla-like zombies? The normal zombie.png isn't used if you have Special Mobs installed and special zombies enabled. Unless another mod uses it, of course.
Pebbles are too easy to get.
At most, if I had them shootable, they would just go farther and maybe deal 2 damage.
Though, it would be cool to make up new enchantments. That might be reason enough to make a sling or slingshot. We'll see.
-nice rotten flesh consumables pieces is a great idea, you just modified it into something better i like it lot
-maybe turning 4 sticks into half slabs and then the half slabs into full blocks ?
-well throwing pebbles is kind useless is almost like snowballs , maybe the pebbles thrown by hand have a chance of dealing half heart or one heart of damage (or no damage at all) but with the sling it is a constant 2 hearts damage with a chance to stun or slow the foe?
-maan its to survive! after all some things have to be done in order to do so, plus if a zombie drops written book i would prefer some armor out of it if its not a good one
-good to know about the upcoming smelting changes
-aww too bad :c i want to disable recipes mainly because of the leather furnace recipe(meat to leather) , it doesn't makes too much sense to me and is also kinda op, in other words infinite leather, which takes out the fun of having to find it or savage it from any source
-im glad im being slightly useful be useful
-sounds really cool im just suggesting random stuff lolz
Well, nobody ever said throwing pebbles was an effective way to kill something.
Shooting them might be a little more useful, of course.
I guess I might make written and editable books salvageable. Though, I don't know if that will conflict with Utility Mobs (the upcoming 2.0 version uses books in place of GUIs), so I'll have to make sure before-hand.
Yeah, meat to leather does seem a bit powerful, especially from rotten flesh. At the minimum, I think I'll remove that one, but the others will be looked into. It mostly just refers to overcooked meat often being called leathery.
Thank you for all your suggestions and whatnot!
Sorry, I'll clarify.
0. I'm using the Isabella texture pack.
1. I see vanilla-style zombies because my config for special zombies has _vanilla=3.
2. The vanilla-style zombies are using the proper model, not the tall forehead one, but they are using the Testificate texture.
3. If I use the default texture pack, the vanilla-style zombies that spawn with Special Mobs active look normal.
4. If I remove Special Mobs but keep Isabella active, the zombies correctly use the Random Mobs textures and not just the weird, noseless testificate texture every time.
So it seems like the issue is an interaction between the texture and Special Mobs. Hope this helps nail it down!
Yeah, it's the texture pack. Basically, it needs to be modified to work with Special Mobs, since it uses a different texture for zombie_villager for whatever reason.
As long as special zombies are enabled, zombie_villager.png is used instead of zombie.png. You'll just have to fix the existing zombie_villager.png so that it uses the proper "small" head texture and (if you want to) create Randomobs variants for zombie_villager.png.
That's probably it then. Soul Shards isn't reading the special mob versions as akin to the vanilla originals, so it doesn't add to the kill count on a shard. The only solution I could think of is if you were able to mark your mobs like other mods mark their ores for use of ore dictionary. So when you kill a special mobs mob it reads as "this is a zombie/skeleton/spider/creeper/etc" and marks it appropriately. I don't know if it's possible to do the same thing you do with blocks in forge as with mobs, though. As for the loot drop list, I was making assumptions on how it works.
Ah, okay. Nope, there's no way I can alter how it sees my mobs, it's just up to the creator of Soul Shards to check for class equality or extension. I'm sure the creator has his reasons, but equality generally doesn't lend itself to compatibility, as the case is here.
why would it conflict? well and if it does conflict you can use a normal recipe for it(not shapeless) requiring a knife always in different positions so that way it will not conflict in any way.. i guess
still op? well it could be an interesting recipe tho
i bet you are getting tired of me XD
java.lang.ArrayIndexOutOfBoundsException: -1
at toast.dungeonCrawler.ItemDCItem.func_77633_a(ItemDCItem.java:231)
at net.minecraft.creativetab.CreativeTabs.func_78018_a(CreativeTabs.java:184)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_74227_b(GuiContainerCreative.java:501)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73879_b(GuiContainerCreative.java:471)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:131)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73867_d(GuiContainerCreative.java:589)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1496)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:831)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
do you got the latest version of dungeon crawler too?
Yes. And I just realized it happened because I disabled chains in the config - Since I'm using the Chainz mod. Could that be fixed?
The non-knife book salvage recipe would probably conflict.
I'm trying to think of a logical way to turn sticks to planks. We'll see.
Nah, always appreciated.
Thank you for the heads-up! Yes, it seems I wasn't checking for disabled items when I was setting the items that go on creative tabs other than misc.
So, the same bug might happen for the pebble until I get the fix together and released. In my defense, the bug never happened to me for whatever reason!
EDIT: Okay, the fix (0.2.4v3) is now up!
scatter: shoots level +1 amount of pebbles at mobs max is 5.
Speaking of that. You should make enchanted books for the Special Mobs enchants. Found where normal enchanted books are, plus rare drop from Special Mobs.
And to add on to the Dungeon Crawler Enchant List:
(Rockshot) TNT-Infused = Creates very small explosion. Barely blows up a block, it is so small.
(Knives should not have the auto enchant) Stab = At low light levels, the Knife does extra damage.
(Knife) Don't have a clever name = Breaking a Block with this will bring it down to a simpler component, such as wool into string or Wooden Planks into Wooden Slabs.
(I will continue to edit this)
uh enchants for special mobs don't work that way. They work by using a special tag in the item to do specific things. I.e. Poison has a fx byte.
They only glow because of ench tag. You can't put these on books.
Yes, interesting! Though hitting a mob with multiple pebbles at once actually just wastes pebbles, you could potentially hit multiple targets or not worry as much about missing. Not sure if it warrants using extra ammo, but pebbles are insanely easy to get anyway, so it might.
What exactly would be exploding? The block it shoots? Though enchants on a rockshot might be interesting.
Maybe one that shoots a little further or lets you load more than one block in it at a time.
Yeah, that would be cool when adventuring, maybe also an enchant that improves its (currently nonexistant) throwing ability, too.
Like the opposite of silk touch... maybe steel touch?
Yeah, basically this for the enchanted books:
I'm not sure if I'd want to make them into actual enchants (since I don't know how that would work).
Me too. One of the downsides for knives was that they were supposed to be unenchantable, but anvils kinda ruined that, so I might allow them to be enchanted.
after all finished books are sealed with magic
im not sure if undone books will conflict tho..
btw what does the knife do with right clicked?
Anyways, as I finish ramping up for the Utility Mobs 2.0 release, let's sing the Happy Birthday song! Not really.
I'm working on taking the pictures for the full release of Utility Mobs into SMP. While the previous versions since 1.2.5 have just been trying to get the mod to work at the bare minimum, this update will add a lot of new features!
While I don't want to spoil them too much, they are features I've wanted in the mod for a long time now, and they all seem to work pretty great!
Ah, I see! that should indeed work, then.