Love the mods! It seems like a similar idea to elemental creepers, but not as annoying and a lot more variety. Doing a LP with it and many other mods, and I can see it keeping things interesting. I had been looking for mods that increase types of enemies and this fits perfectly. It even feels like an rpg what with recolored skins and different properties. Cool stuff man!
i wonder if i using special mob spawner...i will still be able to some mobs from another mobs such as undead+....also it modify cj.class.....previously i used custom mobs spawner from Dr'Zhark....will it compatible with special mob spawner?
These are some fantastic mods, but you should really consider leaving the base classes unedited, it seems to cause a whole lot of problems for me, can't really combine other mods with this :\
Especially the lava monster seems to edit a lot for just one monster, it isn't really worth it like that. I currently only use Special Mobs because it leaves base classes unedited, I'm enjoying it a lot
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i agree with two people above...however maybe that was Fathertoast intention good idea to keep snowman and iron golem still unique...so in order to protect your villager you still have to create vanilla snowman and iron golem....while there's more powerfull utility mobs....i mean...if you are able to make bounded soul....or scarecrow....so you'll never make a snowman or iron golemn anymore right? since the scarecrow and bounded soul more powerfull...this way iron golem and snowman needed to protect villager....while Fathertoast utility mobs needed to defeat hostile mobs/ Defend player hideout
now i just have the problem with turret texture and form...it will be better if it shape as Tree that able to throw some Rocks like a sentinel in warcraft....the turret are just high tech....since i avoid some mods such as portal gun, turrets mod, etc with high technology
Love the mods! It seems like a similar idea to elemental creepers, but not as annoying and a lot more variety. Doing a LP with it and many other mods, and I can see it keeping things interesting. I had been looking for mods that increase types of enemies and this fits perfectly. It even feels like an rpg what with recolored skins and different properties. Cool stuff man!
i wonder if i using special mob spawner...i will still be able to some mobs from another mobs such as undead+....also it modify cj.class.....previously i used custom mobs spawner from Dr'Zhark....will it compatible with special mob spawner?
Custom Mob Spawner and Undead+ don't modify any base classes, so both should be compatible with Special Mob Spawner.
I just wanted to know, is there anyway to stop golems (from the utility mobs mod) from killing villagers?
Ah, that's my bad. I never tested them around villagers; utility mobs are aggressive to all mobs by default (so that I could make them attack Invasion Mod mobs and other mods' mobs). I must have forgotten to put villagers on their "do not attack" list. The fix will probably be up later today.
These are some fantastic mods, but you should really consider leaving the base classes unedited, it seems to cause a whole lot of problems for me, can't really combine other mods with this :\
Especially the lava monster seems to edit a lot for just one monster, it isn't really worth it like that. I currently only use Special Mobs because it leaves base classes unedited, I'm enjoying it a lot
Editing a base class is always the absolute last resort for me, so unfortunately, there's nothing that can be done at this time (apart from making things like the special mob spawner separate from the main mod).
Yeah, the lava monster needs to edit all of those just to spawn in lava, since nothing else spawns in the same fashion and the spawning code is a bit spread out. Hopefully, when the official mod support comes out, everything will work out nicely.
Anyways, I'm glad you enjoy the mod!
now i just have the problem with turret texture and form...it will be better if it shape as Tree that able to throw some Rocks like a sentinel in warcraft....the turret are just high tech....since i avoid some mods such as portal gun, turrets mod, etc with high technology
Yeah, I don't really like high tech things in Minecraft, either. I tried to make the turrets as simple as possible, though. They're literally dispensers on sticks.
Yeah, I don't really like high tech things in Minecraft, either. I tried to make the turrets as simple as possible, though. They're literally dispensers on sticks.
now that is a brilliant Idea...the texture shall be the actual dispenser and stick
Can't you use DrZhark's CustomMobSpawner? I think you can make specific spawning conditions for mobs with it, not quite sure though.
Also, is there any way you can avoid editing the alj.class file in the utilitymobs mod? Because It's also a modloader class and it seems to cause a lot of problems with other mods I'm using when I change it. There is another golem mod that isn't updated yet, named Golemfactory, I believe it doesn't edit base classes, maybe it's worth to take a look at how they did it in that one then?
EDIT: Another option might be the Forge API, though I don't know how much functionality it offers, I'm clueless about modding in any aspect
Can't you use DrZhark's CustomMobSpawner? I think you can make specific spawning conditions for mobs with it, not quite sure though.
Also, is there any way you can avoid editing the alj.class file in the utilitymobs mod? Because It's also a modloader class and it seems to cause a lot of problems with other mods I'm using when I change it. There is another golem mod that isn't updated yet, named Golemfactory, I believe it doesn't edit base classes, maybe it's worth to take a look at how they did it in that one then?
EDIT: Another option might be the Forge API, though I don't know how much functionality it offers, I'm clueless about modding in any aspect
i agree with him...about the alj.class...i am afraid modloader will not working properly....however i shall report that modloader is still working...are you sure this will make no trouble?
and since i also use Mo'Creature i use only Dr'Zhark custom spawner for now...i still don't understand how spawn system working
Can't you use DrZhark's CustomMobSpawner? I think you can make specific spawning conditions for mobs with it, not quite sure though.
Also, is there any way you can avoid editing the alj.class file in the utilitymobs mod? Because It's also a modloader class and it seems to cause a lot of problems with other mods I'm using when I change it. There is another golem mod that isn't updated yet, named Golemfactory, I believe it doesn't edit base classes, maybe it's worth to take a look at how they did it in that one then?
EDIT: Another option might be the Forge API, though I don't know how much functionality it offers, I'm clueless about modding in any aspect
Since Utility Mobs requires ModLoader, the alj included is just a (very slightly) modified version of the alj from ModLoader.
Golem Factory adds a new block for the golem head. I don't want to add any new blocks or items, in order to keep it as simple as possible.
I currently don't know of anything that is incompatible with Utility Mobs.
i agree with him...about the alj.class...i am afraid modloader will not working properly....however i shall report that modloader is still working...are you sure this will make no trouble?
and since i also use Mo'Creature i use only Dr'Zhark custom spawner for now...i still don't understand how spawn system working
Utility Mobs requires ModLoader, so they have to work together.
Special Mobs uses ModLoader to spawn things and Special Mob Spawner just allows spawner blocks to spawn special mobs, they don't affect the spawn system. However, the lava monster mod does directly edit the spawn system. Dr. Zhark's Custom Mob Spawner also doesn't change the spawn system, so it should be compatible with all of these mods.
Hey, I don't normally update my mods, So, I was wondering, Can I just Re-add the classes into the Jar, Over the Older ones of 1.0?
Or do I have to start out with a clean jar?
Cool mod. I like it. So much, in fact, that I would be willing to make a x64 and x128 version of Special Mobs, Utility Mobs, and Lava Monsters, if you'd let me. If you are planning an update very soon though, please let me know so I can wait off and keep updated too.
Hey, I don't normally update my mods, So, I was wondering, Can I just Re-add the classes into the Jar, Over the Older ones of 1.0?
Or do I have to start out with a clean jar?
Most of the time you can just re-copy and paste unless the mod says to start new. Just always back up your minecraft.jar though.
Cool mod. I like it. So much, in fact, that I would be willing to make a x64 and x128 version of Special Mobs, Utility Mobs, and Lava Monsters, if you'd let me. If you are planning an update very soon though, please let me know so I can wait off and keep updated too..
oh that is more good idea...now we have an artist
Compliment: FatherToast you make the stone golem stay...not walking.....thats brilliant....it is creepy ...this has potential.....this is just like weeping angel....it will be good if there is animation for open/closed eyes when enemy get near....just like ghast.png and ghast_fire.png
Compliment: FatherToast you make the stone golem stay...not walking.....thats brilliant....it is creepy
I'll start asap. I'm working on Extended Workbench right now. All I have left is the GUI, armor items, and armor on the player. Might take all of tomorrow and monday, but we'll see. And do you know if an update is coming soon?
what update? i have no idea...i'm sorry for my english
Ok never mind then. I thought you and FatherToast were co-developers of this mod. I will still wait for FatherToast's approval before starting, though.
Ok never mind then. I thought you and FatherToast were co-developers of this mod. I will still wait for FatherToast's approval before starting, though.
no i was just his fan :D...you should ask Fathertoast instead
Especially the lava monster seems to edit a lot for just one monster, it isn't really worth it like that. I currently only use Special Mobs because it leaves base classes unedited, I'm enjoying it a lot
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
now i just have the problem with turret texture and form...it will be better if it shape as Tree that able to throw some Rocks like a sentinel in warcraft....the turret are just high tech....since i avoid some mods such as portal gun, turrets mod, etc with high technology
Thank you! I'm glad you like it.
Custom Mob Spawner and Undead+ don't modify any base classes, so both should be compatible with Special Mob Spawner.
Ah, that's my bad. I never tested them around villagers; utility mobs are aggressive to all mobs by default (so that I could make them attack Invasion Mod mobs and other mods' mobs). I must have forgotten to put villagers on their "do not attack" list. The fix will probably be up later today.
Editing a base class is always the absolute last resort for me, so unfortunately, there's nothing that can be done at this time (apart from making things like the special mob spawner separate from the main mod).
Yeah, the lava monster needs to edit all of those just to spawn in lava, since nothing else spawns in the same fashion and the spawning code is a bit spread out. Hopefully, when the official mod support comes out, everything will work out nicely.
Anyways, I'm glad you enjoy the mod!
Yeah, I don't really like high tech things in Minecraft, either. I tried to make the turrets as simple as possible, though. They're literally dispensers on sticks.
now that is a brilliant Idea...the texture shall be the actual dispenser and stick
Also, is there any way you can avoid editing the alj.class file in the utilitymobs mod? Because It's also a modloader class and it seems to cause a lot of problems with other mods I'm using when I change it. There is another golem mod that isn't updated yet, named Golemfactory, I believe it doesn't edit base classes, maybe it's worth to take a look at how they did it in that one then?
EDIT: Another option might be the Forge API, though I don't know how much functionality it offers, I'm clueless about modding in any aspect
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
i agree with him...about the alj.class...i am afraid modloader will not working properly....however i shall report that modloader is still working...are you sure this will make no trouble?
and since i also use Mo'Creature i use only Dr'Zhark custom spawner for now...i still don't understand how spawn system working
Also, Utility Mobs 1.1 is out, which doesn't add much, but it stops turrets and golems from attacking villagers.
Haha, that's basically the texture right now, except I use the piston arm texture instead of the stick.
Since Utility Mobs requires ModLoader, the alj included is just a (very slightly) modified version of the alj from ModLoader.
Golem Factory adds a new block for the golem head. I don't want to add any new blocks or items, in order to keep it as simple as possible.
I currently don't know of anything that is incompatible with Utility Mobs.
Utility Mobs requires ModLoader, so they have to work together.
Special Mobs uses ModLoader to spawn things and Special Mob Spawner just allows spawner blocks to spawn special mobs, they don't affect the spawn system. However, the lava monster mod does directly edit the spawn system. Dr. Zhark's Custom Mob Spawner also doesn't change the spawn system, so it should be compatible with all of these mods.
Thank you! I'm glad you like the mod.
I'll let you know how it responds to my configuration
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
Or do I have to start out with a clean jar?
Most of the time you can just re-copy and paste unless the mod says to start new. Just always back up your minecraft.jar though.
oh that is more good idea...now we have an artist
Compliment: FatherToast you make the stone golem stay...not walking.....thats brilliant....it is creepy ...this has potential.....this is just like weeping angel....it will be good if there is animation for open/closed eyes when enemy get near....just like ghast.png and ghast_fire.png
I'll start asap. I'm working on Extended Workbench right now. All I have left is the GUI, armor items, and armor on the player. Might take all of tomorrow and monday, but we'll see. And do you know if an update is coming soon?
Ok never mind then. I thought you and FatherToast were co-developers of this mod. I will still wait for FatherToast's approval before starting, though.
no i was just his fan :D...you should ask Fathertoast instead