I can't take the agony of waiting for this mod to be updated to 1.6.2 its killing meee T-T
Once you start adding mods, you get used to being behind the bleeding edge of Minecraft updates. Either you wait for all your favorite mods to get patched/rewritten, or you play vanilla. Horses, clay and carpets are all well and good, but I've no problems in 1.5.2 land with my modded additions.
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The config files are your friends! Get to know them, and shape your world!
Once you start adding mods, you get used to being behind the bleeding edge of Minecraft updates. Either you wait for all your favorite mods to get patched/rewritten, or you play vanilla. Horses, clay and carpets are all well and good, but I've no problems in 1.5.2 land with my modded additions.
I think like 1 out of the.45 mods I use have been updated to 1.6.2. And they all have developers who have been active recently.
I think like 1 out of the.45 mods I use have been updated to 1.6.2. And they all have developers who have been active recently.
Its just about the same here, perhaps up to 4 mods I use are 1.6.2 and the rest are still updating. People often forget the amount of work required not only to make a mod, but to rework the entire thing when a new version is released. A larger update (like 1.5.x to 1.6) usually breaks a good deal of Forge/ModLoader, which needs recoded. Mods then have to be recoded based on the newly recoded F/ML. Once you add mods, you learn that hitting 'Force Update' will only cause you grief and pain!
As for the 'being active' part - Silentine was last active July 20, so not even 2 weeks ago. Benimatic was being accused of abandoning Twilight Forest after only 5 days of not posting recently. It's pretty ridiculous what some people expect from modders, considering their content is freely available to download.
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The config files are your friends! Get to know them, and shape your world!
Its just about the same here, perhaps up to 4 mods I use are 1.6.2 and the rest are still updating. People often forget the amount of work required not only to make a mod, but to rework the entire thing when a new version is released. A larger update (like 1.5.x to 1.6) usually breaks a good deal of Forge/ModLoader, which needs recoded. Mods then have to be recoded based on the newly recoded F/ML. Once you add mods, you learn that hitting 'Force Update' will only cause you grief and pain!
As for the 'being active' part - Silentine was last active July 20, so not even 2 weeks ago. Benimatic was being accused of abandoning Twilight Forest after only 5 days of not posting recently. It's pretty ridiculous what some people expect from modders, considering their content is freely available to download.
no kidding, people are impatient. I'm still in 1.4.7 due to Red Power 2. Many people think Eloraam has abandoned it, but this behavior has been seen before, I went straight from 1.2.5 to 1.4.6/7 because of RP2
Hey Silentine,
I would be really happy, if i would get the permissions to put your awesome mod in my ModPack called MagicalMinecraft 2.
I would give credits and a link to your mod on my website I hope you answer me and give me permission
Greez sueperman
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no kidding, people are impatient. I'm still in 1.4.7 due to Red Power 2. Many people think Eloraam has abandoned it, but this behavior has been seen before, I went straight from 1.2.5 to 1.4.6/7 because of RP2
There is a difference between waiting patiently for "active" devs to update a mod, and, well, not leaping from the sinking ship. I might be patient, but even if Eloraam surfaces with a 1.6.x version, I've dumped RP permanently.
There is a difference between waiting patiently for "active" devs to update a mod, and, well, not leaping from the sinking ship. I might be patient, but even if Eloraam surfaces with a 1.6.x version, I've dumped RP permanently.
I can't, there isn't a "replacement" out there with all that RP2 has.
Actually, the only thing we are missing to replace completely RP2 is frames and the ugly volcanoes.
There are two mods that replace frames at the moment (Redstone in Motion and the Truss Mod) and Biomes O' Plenty has a Volcano biome. Tinker's Construct and RailCraft both have the equivalent of Basalt in the form of Seared blocks and Abyssal Stone respectively.
The jump from 1.5.2 to 1.6.x is probably one of the biggest in a very long time mod-wise. Especially when dealing with Forge. Forge no longer replaces Minecraft base classes with it's own and instead "injects" code into Minecraft as it's being loaded. It also expects all mods that need to change base code to do the same and prevents mods from replacing base classes. It's the primary reason my own mod is on hold for now because I'll have to learn how to do this code injection as I'm been using base edits so far. Of course not all mods require base edits as Forge adds a lot of functionality for mods to tie into, but any mods that do will need to have a coremod component or be a coremod (Forge also now does not have a separate coremods directory and keeps all mods in the same folder)
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Try my mod Sparcs Tweaks Better dungeon loot, bones in dirt, Witch hut loot, ect
A few updates back when I was still using Millenaire they would never attack villagers. It is either because I made it so these mobs will attack anyone who hits them, or Millenaire made it so that the NPC are to be treated like players. Sadly this is not in my hands anymore.
Yeah, those peaceful Gaia mobs are tearing up my Millenaire villies on sight. If mobs were treating the npcs like players, then wouldn't they just leave them alone just like they leave players alone? I just found a Millenaire village in a new game I started, and showed up in time to see a dryad killing off the last 2 or 3 people, and i can't see a dryad being hit by all the villagers - it's not like they were targeting the mob or anything. I do hope there is some kind of tweak you can make to your mobs so they wouldn't do this. I also posted in the Millenaire thread. Here's hoping one of the devs of these mods can find a solution. I know the Mo'C mobs finally stopped killing Millenaire villagers, the same should be able to be done with these.
Is the Giga Knight Gear Core going to be to make your own friendly Giga Knight.
Maybe. I included it to make it both a collectible for slaying it and for the possibility to make a friendly version. If not a friendly version, maybe armor or an alternative function.
Sorry I poofed again. I haven't been able to work on Grimoire Pages for some time mostly because I have been job hunting. Good news is, I finally found a job, bad news is, I now have even less time to work on the pages. D: I mean, I haven't even been online long enough to even get the latest version of GoG (was on 1.5.0... Was wondering wtf the Blaze Staff was when I got it. xD).
Understandable. We all have things to do outside of Minecraft.
Please within the next update add drop customization. This would allow me to keep and remove things I dislike.
Sadly this I cannot do. Yet. I will only implement what I have stated. It seems that updating to 1.6.x is a more tedious task than I initially thought.
The jump from 1.5.2 to 1.6.x is probably one of the biggest in a very long time mod-wise. Especially when dealing with Forge. Forge no longer replaces Minecraft base classes with it's own and instead "injects" code into Minecraft as it's being loaded. It also expects all mods that need to change base code to do the same and prevents mods from replacing base classes. It's the primary reason my own mod is on hold for now because I'll have to learn how to do this code injection as I'm been using base edits so far. Of course not all mods require base edits as Forge adds a lot of functionality for mods to tie into, but any mods that do will need to have a coremod component or be a coremod (Forge also now does not have a separate coremods directory and keeps all mods in the same folder)
And I thought moving from ModLoader to Forge was a huge task. It seems I was mistaken. It is one of the reasons why I made my mod as simple as possible.
I have not recently been up-to-date with Minecraft or modding but based on your experience this update is going to be a long and tedious one. Luckily my mod does not edit base files. I guess that reduces the list of tasks I need to do.
Yeah, those peaceful Gaia mobs are tearing up my Millenaire villies on sight. If mobs were treating the npcs like players, then wouldn't they just leave them alone just like they leave players alone? I just found a Millenaire village in a new game I started, and showed up in time to see a dryad killing off the last 2 or 3 people, and i can't see a dryad being hit by all the villagers - it's not like they were targeting the mob or anything. I do hope there is some kind of tweak you can make to your mobs so they wouldn't do this. I also posted in the Millenaire thread. Here's hoping one of the devs of these mods can find a solution. I know the Mo'C mobs finally stopped killing Millenaire villagers, the same should be able to be done with these.
I think it is because when a mob (if using Rei's Minimap, mobs which are marked red) is within range of the village the npcs treat it as an aggressive mob or "potential threat" which is why they attack the mob on sight. If you place a Zombie Pigman within a villages premises and it becomes aggressive this proves my assumption.
As I said, nothing I can do about it. These mobs will only attack players and mobs which attack/provoke them. When idle, they dismiss anything which is not a player.
I think it is because when a mob (if using Rei's Minimap, mobs which are marked red) is within range of the village the npcs treat it as an aggressive mob or "potential threat" which is why they attack the mob on sight. If you place a Zombie Pigman within a villages premises and it becomes aggressive this proves my assumption.
As I said, nothing I can do about it. These mobs will only attack players and mobs which attack/provoke them. When idle, they dismiss anything which is not a player.
At least in my own experiences, Grimoire of Gaia mobs (specifically in my case, Cobblestone Golems) attacked Millenaire Villagers first. No attacking or provocation happened, I could literally spawn a Cobblestone Golem and it would immediately run over to the villagers and start killing them.
Not saying that it's on your end, just pointing out that it happens (at least for me) even when the NPC isn't attacking or provoking them. I had to drop this mod because of it, which was very disappointing, so hopefully something somewhere can be done so I can start using it again.
I'm guessing it can be fixed on the Millenaire side. I notice vanilla mobs don't wander into the villages; they stop at the perimeter. This was especially noticeable when I had Zombie Awareness installed; there would be like 20 or so zombies all hanging around just outside a village.
At least in my own experiences, Grimoire of Gaia mobs (specifically in my case, Cobblestone Golems) attacked Millenaire Villagers first. No attacking or provocation happened, I could literally spawn a Cobblestone Golem and it would immediately run over to the villagers and start killing them.
Not saying that it's on your end, just pointing out that it happens (at least for me) even when the NPC isn't attacking or provoking them. I had to drop this mod because of it, which was very disappointing, so hopefully something somewhere can be done so I can start using it again.
I believe Millenaire Villages have an invisible barrier around them. In the past mobs would recieve invisible damage when they appoached a village. In the current Millenaire instead of damaging mobs it instead provokes them to become aggressive?
I believe Millenaire Villages have an invisible barrier around them. In the past mobs would recieve invisible damage when they appoached a village. In the current Millenaire instead of damaging mobs it instead provokes them to become aggressive?
It's possible. I don't really know how a lot of these things work behind the scenes, though. All I know is that Grimoire mobs and Millenaire Villagers are definitely not BFFs.
Once you start adding mods, you get used to being behind the bleeding edge of Minecraft updates. Either you wait for all your favorite mods to get patched/rewritten, or you play vanilla. Horses, clay and carpets are all well and good, but I've no problems in 1.5.2 land with my modded additions.
I think like 1 out of the.45 mods I use have been updated to 1.6.2. And they all have developers who have been active recently.
Its just about the same here, perhaps up to 4 mods I use are 1.6.2 and the rest are still updating. People often forget the amount of work required not only to make a mod, but to rework the entire thing when a new version is released. A larger update (like 1.5.x to 1.6) usually breaks a good deal of Forge/ModLoader, which needs recoded. Mods then have to be recoded based on the newly recoded F/ML. Once you add mods, you learn that hitting 'Force Update' will only cause you grief and pain!
As for the 'being active' part - Silentine was last active July 20, so not even 2 weeks ago. Benimatic was being accused of abandoning Twilight Forest after only 5 days of not posting recently. It's pretty ridiculous what some people expect from modders, considering their content is freely available to download.
no kidding, people are impatient. I'm still in 1.4.7 due to Red Power 2. Many people think Eloraam has abandoned it, but this behavior has been seen before, I went straight from 1.2.5 to 1.4.6/7 because of RP2
I would be really happy, if i would get the permissions to put your awesome mod in my ModPack called MagicalMinecraft 2.
I would give credits and a link to your mod on my website I hope you answer me and give me permission
Greez sueperman
There is a difference between waiting patiently for "active" devs to update a mod, and, well, not leaping from the sinking ship. I might be patient, but even if Eloraam surfaces with a 1.6.x version, I've dumped RP permanently.
Oakley Sunglasses
I can't, there isn't a "replacement" out there with all that RP2 has.
Actually, the only thing we are missing to replace completely RP2 is frames and the ugly volcanoes.
There are two mods that replace frames at the moment (Redstone in Motion and the Truss Mod) and Biomes O' Plenty has a Volcano biome. Tinker's Construct and RailCraft both have the equivalent of Basalt in the form of Seared blocks and Abyssal Stone respectively.
Profile pic by Cheshirette c:
Better dungeon loot, bones in dirt, Witch hut loot, ect
Yeah, those peaceful Gaia mobs are tearing up my Millenaire villies on sight. If mobs were treating the npcs like players, then wouldn't they just leave them alone just like they leave players alone? I just found a Millenaire village in a new game I started, and showed up in time to see a dryad killing off the last 2 or 3 people, and i can't see a dryad being hit by all the villagers - it's not like they were targeting the mob or anything. I do hope there is some kind of tweak you can make to your mobs so they wouldn't do this. I also posted in the Millenaire thread. Here's hoping one of the devs of these mods can find a solution. I know the Mo'C mobs finally stopped killing Millenaire villagers, the same should be able to be done with these.
Maybe. I included it to make it both a collectible for slaying it and for the possibility to make a friendly version. If not a friendly version, maybe armor or an alternative function.
Understandable. We all have things to do outside of Minecraft.
Sadly this I cannot do. Yet. I will only implement what I have stated. It seems that updating to 1.6.x is a more tedious task than I initially thought.
Yep. And probably my only mod for Minecraft.
And I thought moving from ModLoader to Forge was a huge task. It seems I was mistaken. It is one of the reasons why I made my mod as simple as possible.
I have not recently been up-to-date with Minecraft or modding but based on your experience this update is going to be a long and tedious one. Luckily my mod does not edit base files. I guess that reduces the list of tasks I need to do.
I think it is because when a mob (if using Rei's Minimap, mobs which are marked red) is within range of the village the npcs treat it as an aggressive mob or "potential threat" which is why they attack the mob on sight. If you place a Zombie Pigman within a villages premises and it becomes aggressive this proves my assumption.
As I said, nothing I can do about it. These mobs will only attack players and mobs which attack/provoke them. When idle, they dismiss anything which is not a player.
At least in my own experiences, Grimoire of Gaia mobs (specifically in my case, Cobblestone Golems) attacked Millenaire Villagers first. No attacking or provocation happened, I could literally spawn a Cobblestone Golem and it would immediately run over to the villagers and start killing them.
Not saying that it's on your end, just pointing out that it happens (at least for me) even when the NPC isn't attacking or provoking them. I had to drop this mod because of it, which was very disappointing, so hopefully something somewhere can be done so I can start using it again.
I believe Millenaire Villages have an invisible barrier around them. In the past mobs would recieve invisible damage when they appoached a village. In the current Millenaire instead of damaging mobs it instead provokes them to become aggressive?
It's possible. I don't really know how a lot of these things work behind the scenes, though. All I know is that Grimoire mobs and Millenaire Villagers are definitely not BFFs.