GREAT btw what does the knife do with right clicked?
Currently, it just slows you down. Eventually, it will throw the knife. I tried to put an ugly, but functional throwing thing in the last release, but it didn't work right, so I cut it.
HEY HEY why not put in a slinger zombie. His weapon only shows if he has the slingshot added in with dungeon mobs. You know a little hidden feature for having both
Edit: OH AND OH ANOTHER ENCHANT IDEA for slingshots (if anyone gets this reference you're awesome)
Steve!: When you draw your slingshot, you have a 10% chance of it talking to you and telling you certain monsters weaknesses. Max level 1.
HEY HEY why not put in a slinger zombie. His weapon only shows if he has the slingshot added in with dungeon mobs. You know a little hidden feature for having both
Edit: OH AND OH ANOTHER ENCHANT IDEA for slingshots (if anyone gets this reference you're awesome)
Steve!: When you draw your slingshot, you have a 10% chance of it talking to you and telling you certain monsters weaknesses. Max level 1.
stick to planks how to by felivans XD(suggestion)
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Haha, but the only problem is sticks can't really be made into boards. I was thinking maybe you'll have to shave down the sticks and compress them into something like plywood.
Utility Mobs 2.0 is out! Brace yourselves for some cool golem action!
Haha, but the only problem is sticks can't really be made into boards. I was thinking maybe you'll have to shave down the sticks and compress them into something like plywood.
For backwards time travel to be possible, wouldn't every instant in the universe have to be stored somewhere, or time to be something physical you could travel through? Either way doesn't work with the current laws of physics.
can you balance the skeletons in special mobs a bit more? thay shoot to fast and hard, they should use the vanilla skeleton thing with slower but stronger when you are far away and weak but fast when you are close, skeletons are a bit OP with special mobs right now :/
by the way i love your mods, in a personal mod "pack" i have special mobs, deadly world and lava monseter :9 (its an adventure minecraft so i have better dunegons, and many other mods to)
i am sondrex but you can call me sondrex76 if somebody know a forum admin can you tell me i realy want to talk with them about why i got banned for no reason at all.
can you balance the skeletons in special mobs a bit more? thay shoot to fast and hard, they should use the vanilla skeleton thing with slower but stronger when you are far away and weak but fast when you are close, skeletons are a bit OP with special mobs right now :/
by the way i love your mods, in a personal mod "pack" i have special mobs, deadly world and lava monseter :9 (its an adventure minecraft so i have better dunegons, and many other mods to)
Don't they do the vanilla thing? They use the vanilla AI and the code for shooting is basically copied and pasted from vanilla. Of course, vanilla might have changed without telling me, which would mess things up.
Glad you're enjoying the mods!
Can you make bombs primed when dropped from a dispenser?
Also, increase the throw of the rockshoot with potions please....it shoots not that far D:
Ah yeah, I'll see if I can figure out how to do that. Maybe also have dispensers set mines, too.
They shoot potions 50% father than you can throw them! Maybe I'll increase it to double distance - it does seem kinda puny.
Just as a heads-up, is there any way you can have Special Mobs NOT activate on custom mob spawners? I've discovered that I might end up missing out on important mob drops since Special Mobs wipes some of that out. I'm playing the Inferno Mines, y'see, and there are supposed to be special spawns and those won't work properly.
Yeah, I've been looking for a way to add custom spawner compatibility. The problem is, when a mob spawns, I don't have any idea if it has just naturally spawned, been spawned from a spawner, or even if it is just being loaded as a world is loaded.
I'm thinking about making existing armor not overwritten during special mob conversion. The equipment controls in the config won't be accurate anymore, but I don't know how big of a deal that is.
Just throwing this idea out there, how would you guys like a mod that lets you copy, edit, and combine books, in addition to letting you set custom/formatted titles and authors from in game?
This would, of course, be completely server-sided.
Also, I'm currently working on reformatting the file structure for Lost Books. Right now, the code is all crazy, but it should be neater in the end. Also, it will allow you to organize your books into collections and write custom drop requirements (such as the mobs it can drop from) and chances (relative weights) per book/collection.
Just throwing this idea out there, how would you guys like a mod that lets you copy, edit, and combine books, in addition to letting you set custom/formatted titles and authors from in game?
This would, of course, be completely server-sided.
Also, I'm currently working on reformatting the file structure for Lost Books. Right now, the code is all crazy, but it should be neater in the end. Also, it will allow you to organize your books into collections and write custom drop requirements (such as the mobs it can drop from) and chances (relative weights) per book/collection.
What do you guys think?
Seems interesting. We'll try it and see how it plays out. You may want to back up the old version, just in case.
Currently, it just slows you down. Eventually, it will throw the knife. I tried to put an ugly, but functional throwing thing in the last release, but it didn't work right, so I cut it.
Thank you!
Edit: OH AND OH ANOTHER ENCHANT IDEA for slingshots (if anyone gets this reference you're awesome)
Steve!: When you draw your slingshot, you have a 10% chance of it talking to you and telling you certain monsters weaknesses. Max level 1.
Interesting, but what weaknesses would they be?
TO THIS
and that into this
Haha, but the only problem is sticks can't really be made into boards. I was thinking maybe you'll have to shave down the sticks and compress them into something like plywood.
Blaze's weakness to snowballs
Zombies can be dispatched from range
skeles suck up close
Enderdragon crystal heals.
etc etc. I have a full list written
Ah, I see. That would be kinda interesting! Though skeletons no longer suck up close, as of 1.5.
"A blasting cap does great against explosions!"
"Your chest is the most important part of your fragile little body, so why not, PROTECT it!?"
"I'm sick of all of these arrow to the knee jokes! Put on some arrow proof pants!"
"Did you know you can walk on lava? Neither did the guy in the nether!"
This refers to enchantments of armor. I can make even more and more xD
there is a way to explain sticks to planks
Thank you! I'm glad you like them.
Haha, good times.
Don't forget your friendly neighborhood lava monster!
by the way i love your mods, in a personal mod "pack" i have special mobs, deadly world and lava monseter :9 (its an adventure minecraft so i have better dunegons, and many other mods to)
Can you make bombs primed when dropped from a dispenser?
Also, increase the throw of the rockshoot with potions please....it shoots not that far D:
Don't they do the vanilla thing? They use the vanilla AI and the code for shooting is basically copied and pasted from vanilla. Of course, vanilla might have changed without telling me, which would mess things up.
Glad you're enjoying the mods!
Ah yeah, I'll see if I can figure out how to do that. Maybe also have dispensers set mines, too.
They shoot potions 50% father than you can throw them! Maybe I'll increase it to double distance - it does seem kinda puny.
Yeah, I've been looking for a way to add custom spawner compatibility. The problem is, when a mob spawns, I don't have any idea if it has just naturally spawned, been spawned from a spawner, or even if it is just being loaded as a world is loaded.
I'm thinking about making existing armor not overwritten during special mob conversion. The equipment controls in the config won't be accurate anymore, but I don't know how big of a deal that is.
This would, of course, be completely server-sided.
Also, I'm currently working on reformatting the file structure for Lost Books. Right now, the code is all crazy, but it should be neater in the end. Also, it will allow you to organize your books into collections and write custom drop requirements (such as the mobs it can drop from) and chances (relative weights) per book/collection.
What do you guys think?
Seems interesting. We'll try it and see how it plays out. You may want to back up the old version, just in case.