Sadly that mod did it by editing base classes. While I did that in the old YATC, I don't really want to do that in this one because it causes incompatibilities and frankly is a lot of work for updates. While I could write ASM transformers and be a coremod, that's even more work (I did ASM transformers for my BCBG project and never want to touch that again). While I might do that if I need to, I want to find a better solution if at all possible.
Do you think you would be able to make it so that if you the ID of a mob in the config, that mob will not attack you?
Not really, since the way I change mob behavior needs to be tweaked per-mob. I might write an API later though so mod authors can have their mobs ally with you.
Yes, IMO it doesn't really make sense for them to ally with you.
Not really, since the way I change mob behavior needs to be tweaked per-mob. I might write an API later though so mod authors can have their mobs ally with you.
Nice job! Can you add installation instructions? If I missed them, I sincerely apologize, but I don't know whether to drop the download into the .jar or the "mods" folder. Or coremods.
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
No, although it might if they extend EntityZombie/EntitySkeleton/EntityCreeper, though it probably won't work all too well. If there's any mods that you think would work well with YATC, let me know and I'll see if I can add their entities to the whitelist.
A man who dares to waste an hour of his life has not yet discovered the value of time. A man who dares waste ten hours of his life has obviously discovered the internet.
A man who dares to waste an hour of his life has not yet discovered the value of time. A man who dares waste ten hours of his life has obviously discovered the internet.
OMG! I can't believe this mod is back!!! Will you add multiplayer now? Should be easier with the new mod support.
Also, you should REALLY add support for the Mutant Creatures mod, it would fit really well with this mod. Of course, much of that mod is still WIP but you can add its entities as it makes them I'm sure.
EDIT: Just realized mutant creatures has been suggested several times. As has Necromancy, which I was also going to suggest. These two mods would be AMAZING with YATC.
Nice job! Can you add installation instructions? If I missed them, I sincerely apologize, but I don't know whether to drop the download into the .jar or the "mods" folder. Or coremods.
Put the .zip in mods. DON'T EXTRACT IT! I'll put a video in the OP.
OMG! I can't believe this mod is back!!! Will you add multiplayer now? Should be easier with the new mod support.
Also, you should REALLY add support for the Mutant Creatures mod, it would fit really well with this mod. Of course, much of that mod is still WIP but you can add its entities as it makes them I'm sure.
EDIT: Just realized mutant creatures has been suggested several times. As has Necromancy, which I was also going to suggest. These two mods would be AMAZING with YATC.
Multiplayer is actually there, though not working at the moment (weird classloader crash I still can't debug), but the mod is fully written to be used on a server.
As for mutant creatures, I'll look into it and see if it would be possible.
Sadly that mod did it by editing base classes. While I did that in the old YATC, I don't really want to do that in this one because it causes incompatibilities and frankly is a lot of work for updates. While I could write ASM transformers and be a coremod, that's even more work (I did ASM transformers for my BCBG project and never want to touch that again). While I might do that if I need to, I want to find a better solution if at all possible.
Is the zip in your .minecraft/mods folder? If so, get the debug logs please (the files at .minecraft/ForgeModLoader-client-*.log)
Awesome! Thanks for letting me know, I'll put it in the OP.
I played the mod in 1.7.3...
Thank you so much for update guy!!!
Love this mod!!
Yes, IMO it doesn't really make sense for them to ally with you.
Not really, since the way I change mob behavior needs to be tweaked per-mob. I might write an API later though so mod authors can have their mobs ally with you.
Good to know. Thank you.:)
i have a idea, can you make this work with mutant creatures mod? it would be super awesome
http://www.minecraftforum.net/topic/1336132-146-spmp-mutant-creatures-mutant-snow-golems-v121/
A man who dares to waste an hour of his life has not yet discovered the value of time. A man who dares waste ten hours of his life has obviously discovered the internet.
http://www.minecraftforum.net/topic/1571429-146-the-necromancy-mod/
A man who dares to waste an hour of his life has not yet discovered the value of time. A man who dares waste ten hours of his life has obviously discovered the internet.
Also, you should REALLY add support for the Mutant Creatures mod, it would fit really well with this mod. Of course, much of that mod is still WIP but you can add its entities as it makes them I'm sure.
EDIT: Just realized mutant creatures has been suggested several times. As has Necromancy, which I was also going to suggest. These two mods would be AMAZING with YATC.
Put the .zip in mods. DON'T EXTRACT IT! I'll put a video in the OP.
Multiplayer is actually there, though not working at the moment (weird classloader crash I still can't debug), but the mod is fully written to be used on a server.
As for mutant creatures, I'll look into it and see if it would be possible.
Don't extract the zip. Just copy it to mods/, so it looks like mods/yatc.zip
don't click this link...