Make a folder outside your mods folder called "Mod Storage". Move all mods you don't want to use to that folder. Start Minecraft, Open a new world, test, close minecraft, move any mods you don't want to use to that folder, move any you do want to use to that folder, rinse and repeat.
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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.
oooooookay! i dont know why i did it but i did it, and didnt solve anything at all, i still cant do the recipe >_> at least i've learn how to move mods without lose the worlds, cool
oooooookay! i dont know why i did it but i did it, and didnt solve anything at all, i still cant do the recipe >_> at least i've learn how to move mods without lose the worlds, cool
It didn't work with only Utility Mobs installed? If that's the case, then you need to update Utility Mobs.
This mod is really cool, but there's a glitch that if you spawn a skeleton, he'll turn invisible, and wear random blocks on his head.
Some mobs turn others invisible or turn themselves invisible when not attacking. The mod also applies pumpkins and leaf blocks on some mobs' heads.
What exactly is happening? o.o
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 always get silk touch... never when I want it, ugh.
I can only assume you're doing lv30 enchants.
I always get silk touch... never when I want it, ugh.
I can only assume you're doing lv30 enchants.
No actually, they might have changes this since I last tried (1.0 full release), but at the time it was a level 16 enchant so I used level 16 enchants only.
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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.
Hello, I have an issue with compatibility with the tinker's construct mod. In that mod, wither skeletons are supposed to drop "necrotic bones" with a small chance. When I have special skeletons enabled form your special mobs mod, none of them drops "necrotic bones", but when I disable the special skeletons, they drop "necrotic bones". Also, when I have "special mobs" mod installed, the psecial wither skeletons are not dropping wither skeleton skulls, only the vanilla ones drop. I have been testing this whit a "looting V" enchanted sword. So I think it's a problem in your end. I hope you check this. Thanks.
I don't have a screen shot, but watch TheAtlanticCraft's video. It happens near the end.
The leaf/pumpkin blocks and invisibility effects are normal. Of course, if you don't like them, they are caused by special AI patterns, which you can disable.
Shaman gives the pumpkin head and bone club, heals and buffs nearby mobs.
Ambush gives the leaf block head and stick, turns nearby mobs invisible.
Ninja just causes the mob to turn invisible when it's not attacking.
Hello, I have an issue with compatibility with the tinker's construct mod. In that mod, wither skeletons are supposed to drop "necrotic bones" with a small chance. When I have special skeletons enabled form your special mobs mod, none of them drops "necrotic bones", but when I disable the special skeletons, they drop "necrotic bones". Also, when I have "special mobs" mod installed, the psecial wither skeletons are not dropping wither skeleton skulls, only the vanilla ones drop. I have been testing this whit a "looting V" enchanted sword. So I think it's a problem in your end. I hope you check this. Thanks.
For not dropping those bones, it's probably the mod owner checking for class equality instead of class extension. The next version of Special Mobs will have a way to somewhat get around that.
Also, you're right, I forgot to make sure my wither skeletons drop skulls! I'll make sure that they do for the next update, as well.
For not dropping those bones, it's probably the mod owner checking for class equality instead of class extension. The next version of Special Mobs will have a way to somewhat get around that.
Also, you're right, I forgot to make sure my wither skeletons drop skulls! I'll make sure that they do for the next update, as well.
Thank you for the answer. I will leave a message to mDiyo about this too.
For some reason, when I have this mod installed, Nether Fortress don't seem to appear at all, and ghasts are a lot more rarer. Is this a problem with Minecraft or this mod?
For some reason, when I have this mod installed, Nether Fortress don't seem to appear at all, and ghasts are a lot more rarer. Is this a problem with Minecraft or this mod?
Hm, I don't know. None of my mods should affect vanilla world generation. I can never find Nether fortresses in any version of Minecraft.
The ghast spawn rate can be raised in the mod's config - but it should default to the vanilla spawn rate.
Do your Enderman variants share the incredibly annoying normal Enderman habit of moving blocks around and making a mess?
I've been looking for a forge-compatible mod that stops Endermen from doing that. I know I could turn mobgriefing off, but that'd stop creepers from exploding things. The thing that annoys me with the Endermen is that they'll get up to their tricks when you're not even there.
Anyhows, I was wondering, seeing as you extend the Enderman class anyway in Special Creatures, would it be possible for you to have a config setting to get them to not be so messy?
Yeah, sure, whynot. I took the liberty of making endermen drop their held block if they die and put in an option to disable creeper block damage. I'll add it in the next update.
can you give endermen the new zombie ai? ie hit one and all of them are after you?
Yeah, though it'll technically be more like the zombie pigman AI.
I was actually planning on adding that to all special mobs as a special AI, but now all zombies do it, so I'm not sure what to do. That said, zombies only attract zombies, I want them to attract everything! Especially that creeper behind you.
The video utility mobs is terrible, because he is using a very strange texture pack and there is absolutely no typed information on the page. I have no idea how to use this mod.
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Hey, I wonder what happens if you click that little green arrow at the bottom right-hand corner of my post... try clicking it!
The video utility mobs is terrible, because he is using a very strange texture pack and there is absolutely no typed information on the page. I have no idea how to use this mod.
There are quite a few videos on the mod (for older versions, but it's mostly the same), including some that use default textures, if you want to see it presented another way.
The best way to learn how to use the mod is just to read the page, though, since all the information can't easily be fit into a video. That said, all you really need to know is how to craft the mod's books.
Make a folder outside your mods folder called "Mod Storage". Move all mods you don't want to use to that folder. Start Minecraft, Open a new world, test, close minecraft, move any mods you don't want to use to that folder, move any you do want to use to that folder, rinse and repeat.
That actually sounds really cool. You got a screenshot?
MOD SHOWCASES AND MORE
It didn't work with only Utility Mobs installed? If that's the case, then you need to update Utility Mobs.
Some mobs turn others invisible or turn themselves invisible when not attacking. The mod also applies pumpkins and leaf blocks on some mobs' heads.
What exactly is happening? o.o
I always get silk touch... never when I want it, ugh.
I can only assume you're doing lv30 enchants.
MOD SHOWCASES AND MORE
No actually, they might have changes this since I last tried (1.0 full release), but at the time it was a level 16 enchant so I used level 16 enchants only.
The leaf/pumpkin blocks and invisibility effects are normal. Of course, if you don't like them, they are caused by special AI patterns, which you can disable.
Shaman gives the pumpkin head and bone club, heals and buffs nearby mobs.
Ambush gives the leaf block head and stick, turns nearby mobs invisible.
Ninja just causes the mob to turn invisible when it's not attacking.
For not dropping those bones, it's probably the mod owner checking for class equality instead of class extension. The next version of Special Mobs will have a way to somewhat get around that.
Also, you're right, I forgot to make sure my wither skeletons drop skulls! I'll make sure that they do for the next update, as well.
Thank you for the answer. I will leave a message to mDiyo about this too.
Hm, I don't know. None of my mods should affect vanilla world generation. I can never find Nether fortresses in any version of Minecraft.
The ghast spawn rate can be raised in the mod's config - but it should default to the vanilla spawn rate.
Yeah, sure, whynot. I took the liberty of making endermen drop their held block if they die and put in an option to disable creeper block damage. I'll add it in the next update.
Haha, thank you!
Yeah, though it'll technically be more like the zombie pigman AI.
I was actually planning on adding that to all special mobs as a special AI, but now all zombies do it, so I'm not sure what to do. That said, zombies only attract zombies, I want them to attract everything! Especially that creeper behind you.
There are quite a few videos on the mod (for older versions, but it's mostly the same), including some that use default textures, if you want to see it presented another way.
The best way to learn how to use the mod is just to read the page, though, since all the information can't easily be fit into a video. That said, all you really need to know is how to craft the mod's books.