Well, actually, custom spawn data has just become much more complex. It's not a matter of simply not overwriting any equipment or mob names, since some mobs always start out with equipment (skeletons and zombie pigmen) that I need to overwrite.
It doesn't sound too difficult to make something that determines whether an item should be kept or not, but even if I simply overwrite all items without enchantments/display data, an item like a basic lever or redstone torch will be deleted, which would mean it still won't work with a lot of adventure maps.
I'll need to take some time to think about how to best approach this.
does it means that the bosses are going to be in a special chamber or something like that? guarding treasures maybe?
Yes and no. I think I'll make three different boss categories - wandering, mummy, and dungeon.
Wandering bosses will just be spawned wherever, so they might just happen to wander into your house while you sleep. Mummy bosses will be spawned in stone like an ore vein; there will be just enough room for the mob hollowed out, and blocks adjacent to the hollowed-out blocks will be silverfish (so it's harder to just break one of the blocks and kill the mob easily). Finally, dungeon bosses will be spawned in structures just like dungeons, only they are closed off to prevent the bosses from wandering out.
In addition, the bosses themselves are a treasure source - mostly for enchanted equipment, but possibly other things, too.
It might be a little while still. I want skeletons to be able to have melee weapons at least.
Yes and no. I think I'll make three different boss categories - wandering, mummy, and dungeon.
Wandering bosses will just be spawned wherever, so they might just happen to wander into your house while you sleep. Mummy bosses will be spawned in stone like an ore vein; there will be just enough room for the mob hollowed out, and blocks adjacent to the hollowed-out blocks will be silverfish (so it's harder to just break one of the blocks and kill the mob easily). Finally, dungeon bosses will be spawned in structures just like dungeons, only they are closed off to prevent the bosses from wandering out.
In addition, the bosses themselves are a treasure source - mostly for enchanted equipment, but possibly other things, too.
make them drop silk touch only items? like grass blocks and stuff? silk touch is annoying to get >.<
make them drop silk touch only items? like grass blocks and stuff? silk touch is annoying to get >.<
I've never actually gotten silk touch in vanilla. I had a mob grinder connected to my diamond farm, and after wasting 9 diamonds on three diamond pickaxes that all ended up getting efficiency, I gave up on silk touch.
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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.
I've never actually gotten silk touch in vanilla. I had a mob grinder connected to my diamond farm, and after wasting 9 diamonds on three diamond pickaxes that all ended up getting efficiency, I gave up on silk touch.
I'll consider that. Of course, silk touch tools can certainly drop from bosses.
Are the 1.5.1 downloads not working, because my friends modded series is in 1.5.1 and we kinda want to use Utility mobs, we are already using lava monsters and lost books
Are the 1.5.1 downloads not working, because my friends modded series is in 1.5.1 and we kinda want to use Utility mobs, we are already using lava monsters and lost books
The download is working fine for me. It's the very first link in the previous versions section.
Woah, that's a lot!
Try making the book with only Utility Mobs installed, if it still doesn't work, then we won't have to search through all those mods.
My first guess is that it might be Farlanders, but I don't know much about that or many other of those mods. Which ones add crafting recipes?
Woah, that's a lot!
Try making the book with only Utility Mobs installed, if it still doesn't work, then we won't have to search through all those mods.
My first guess is that it might be Farlanders, but I don't know much about that or many other of those mods. Which ones add crafting recipes?
a beter option is to try them one by one, like first try with your mod and farlanders , then with your mod and backpack... etc
omg you guys seriously? >_> if i delete those mods im gonna lose my 3 months world with a lot of things without cheating at all, not enough items or too many items as you can see, is there any way to try it without uninstalling? or just tell me how to upgrade them >_> 1 of the most powerful turrents the Ghast turret was destroyed for a simple black pegasus QQ so i kinda want to know how to upgrade them
omg you guys seriously? >_> if i delete those mods im gonna lose my 3 months world with a lot of things without cheating at all, not enough items or too many items as you can see, is there any way to try it without uninstalling? or just tell me how to upgrade them >_> 1 of the most powerful turrents the Ghast turret was destroyed for a simple black pegasus QQ so i kinda want to know how to upgrade them
You don't have to delete them. Just make a seperate folder, move the mods to that folder, then use a new world every time you test it, moving mods between the temp folder you just made, and the mods folder.
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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.
You don't have to delete them. Just make a seperate folder, move the mods to that folder, then use a new world every time you test it, moving mods between the temp folder you just made, and the mods folder.
I'm hoping today, but I can't make any promises.
It doesn't sound too difficult to make something that determines whether an item should be kept or not, but even if I simply overwrite all items without enchantments/display data, an item like a basic lever or redstone torch will be deleted, which would mean it still won't work with a lot of adventure maps.
I'll need to take some time to think about how to best approach this.
It might be a little while still. I want skeletons to be able to have melee weapons at least.
Yes and no. I think I'll make three different boss categories - wandering, mummy, and dungeon.
Wandering bosses will just be spawned wherever, so they might just happen to wander into your house while you sleep. Mummy bosses will be spawned in stone like an ore vein; there will be just enough room for the mob hollowed out, and blocks adjacent to the hollowed-out blocks will be silverfish (so it's harder to just break one of the blocks and kill the mob easily). Finally, dungeon bosses will be spawned in structures just like dungeons, only they are closed off to prevent the bosses from wandering out.
In addition, the bosses themselves are a treasure source - mostly for enchanted equipment, but possibly other things, too.
make them drop silk touch only items? like grass blocks and stuff? silk touch is annoying to get >.<
I've never actually gotten silk touch in vanilla. I had a mob grinder connected to my diamond farm, and after wasting 9 diamonds on three diamond pickaxes that all ended up getting efficiency, I gave up on silk touch.
I'll consider that. Of course, silk touch tools can certainly drop from bosses.
YES!! make em drop unique items and things that are hard to get normally
The download is working fine for me. It's the very first link in the previous versions section.
You'll need to shift-click. Sneaking prevents you from opening GUIs.
Nope, I can't see anything wrong with the code (it's exactly the same as all the other manual recipes). What other mods are you using?
Shift + right click.
A new feature that'll let you put signs on furnaces, etc.
MOD SHOWCASES AND MORE
lets see:
mo creatures
rei's minimap
betterfurnace
jammy furniture
chainz
advanced agriculture
ars magica
backpack
better farming
biblio craft
buildcraft
chocolate craft
diamond buckets
dungeon crawler
fancy glass
farlanders
flintlock weapons
gemplus
haycraft
inventory tweaks
metallurgy
powercraft
slabcraft
special mobs
staircraft
steve's carts
tconstruct
utility mobs
thats it
Woah, that's a lot!
Try making the book with only Utility Mobs installed, if it still doesn't work, then we won't have to search through all those mods.
My first guess is that it might be Farlanders, but I don't know much about that or many other of those mods. Which ones add crafting recipes?
You don't have to delete them. Just make a seperate folder, move the mods to that folder, then use a new world every time you test it, moving mods between the temp folder you just made, and the mods folder.
d(-_-)b huh?