The only problem is that when you die all the perks you had when you died are taken away from you at least that is what happened when I died
Rollback Post to RevisionRollBack
I am a 1.8 Minecraft enthusiast. If i give any ideas to you for your mod that you like or even if I just came to say I like this mod, that basically means I would like this mod for 1.8.
I have ASD. I will most likely speak in a way that could offend people, that's the way I've always been (socially awkward), however, I do not mean to be offensive to anyone. Tactfulness has never been one of my strong suits. So, if your going to hate me...then don't bother talking to me as you will just waste my time and yours as well.
Despite what you're thinking the age in my profile is the actual true age. I find it amazing how many people think that ten is my actual age.
An easy fix is always having a centrifuged syringe of your blood ready to inject, that syringe has your genes and thus, your abilities.
Yes of course how silly of me to forget that. However I am unable to get mushroom stew from myself when I inject myself with the Mooshroom DNA even when I have a bowl.
This is EPIC but im using TMI at the same time and i saw a green syringe i got it and when i tried centrifuging it and the game crashed i wana know what that green thing is and how to centrifuging
hey man i got the 1.7.2 version and i got IC2 1.7.2 version but i cant power your machines, also the textures on the machines blocks are black and missing... any tip?
I have no time at the moment so it may take 2 or 3 weeks before I can update. I don't know what I'll add because I want to create a bug-free version of AdvGen because I am planning to rewrite AdvGenetics.
The rewrite to get my mini-game styled and co-operative inducing progression style in + others?
I have discovered an Exploit for blood magic and AdvGenetics:
Add the ender health gene to yourself
Craft an health crystal using 4 enderpearls and 1 diamond with the diamond in the middle and the enderpearls around the 4 sides of the diamond
Place it within healing reach of your blood altar
????
PROFIT!
The problem here is that the heal crystal heals you instantly, which means that you have infinite blood without "cooldown" and that you are basicly Invincible near the crystal, to fix this, we need to make the healing slower, so it means that you are not invincible and do not have infinite blood without cooldown.
Does the ender crystal still eventually break while it's used as a placed down healing ward? Cause if it does still eventually break it's almost no different to having divine smoker on standby with several regen potions from flying around loot swording ghasts in the nether for tears and then increased durationing them and then divine smoking them with more redstone for regen 2 over about 2 minutes. *a few minute of testing later*
Huh, intriguing. Ok, so it does reduce durability while it's on the ground cause it gradually gets small, but it's like 200 health or more but if you pick it up it doesn't retain it's damage. Ok, so yes that needs a fix. and yes, needs to be more gradual, cause thats like silly regen speed even for an end game ability. @_@ I gotta go take a look at the ender dragon later and see how fast his orbs heal and then it's heal speed can be more in line with that...
So
1, crystals keep durability when they get picked up with rightclick.
2, regen on par with maybe regen 2 but not silly like regen 5 like it seems to be,
3, only stores about 100 health or so.
4. spur of the moment idea: maybe a mechanical version thats slow but can be overclocked but it overheats if it heals too much in too short a time but can be given coolant like cryotheum etc to increase how much it can heal and how fast. and obviously it restores durability as it charges but it uses a lot of power exponentially when overclocked.
5. and of course all my thoughts on how it should work from the wall of text I gave obsi from ages ago.
There should also be balance changes to the following genes;
A 5 second cooldown for both the exploding fireballs and the normal fireballs;
Produce stew should remove 3,5 drumsticks from your hunger bar and Infinite milk 0,5 drumsticks;
More soon!
New gene suggestions;
-Increased knockback to that of an iron golem;
-Throw snowballs like snow golems(5 second cooldown);
-Poison when you punch a mob;
-Going inside blocks like the silverfish;
-Laying eggs like a chicken(lol);
-Spawning Tamed wolfs that you own when you are damaged and disapppear 10 minutes later(max of 5 tamed wolfs spawned by this gene);
-Immunity to projectiles;
-Throwing Wither skulls;
Yes to the first, no to the second. Because people can actually use that against you in rather devastating effect. Mind you, having to somehow milk or get stew on yourself is the reason I developed the "omni-dispensibility" Serum in my world... I'm surprised you missed throwing a cooldown at wooly gene also...
But I still prefer them how they are, but it's up to obsi I guess. But I do think big fireballs need a 3 or so second cooldown and maybe small fireballs act more blaze like and fire in volleys of 3 and then cooldown for say 3 seconds also. but not 5. >_> or maybe a rather small food consumption there since it is an "ability", and usually when no external mana style bars are present in mods they consume bits of food.
The suggestions:
Yes to the first, yes to the second minus the cooldown cause it is just a snowball, poison, a bit cheesy but sure. make it expensive.
going inside blocks? Hmmm could be cool. Like shift rightclick with empty hand onto a block to turn into the block if it's a silverfish compatible block? *sees a ingame scene in my imagination* That would be AMAZING for escaping people in a chase if you can get out of vision for a moment, especially if you can then jump through more blocks at the cost of hunger so you can literally run through infestible surfaces indetected.... *shivers* Oooh, I'm getting chills.
laying eggs, I suppose that completes the "animal dispensibles" suite of abilities then.
Calling a wolf pack? Now theres an idea. Might want to make them not last THAT long though. Configs are a mod user's best friend I suppose?
Projectile immunity. As much as I want to walk up to skellers (a custom mob in my modpack) and just give him the finger as he shoots me constantly sounds a little cheeesy... and what would that come from? Endermen aswell? with how they instantly port out of the way when projectile'd? Actually... making it "ender quickstep" sounds more fun. makes it so that when you "set" the ability similar to an ars magica contingency effect if you get hit by an arrow or other type of projectile it will ignore the attack, return it to sender and port you a very short distance left or right to avoid it and leave a burst of particles where you were. that'd be pretty cool actually. but not "outright immunity". and yes, a bit of hunger cost and cooldown to set it would probably be needed.
For your plant based genetics btw, I just got a brainwave out of that. A version for melee attacks called "Thorned Counter". it only lasts a few seconds when you turn it on but when you do it makes the player render an overlay of spikes like a cactus and if hit with a melee attack it returns 50% of original damage before armor and modifiers as magical damage at the attacking mobs/players. if that was on attack of the B-team... it would be BYEBYE BDUBS! MWAHAHAH. >=3 of course consume hunger and cause it's melee attacks have a cooldown also. like 15 seconds or so for 2 seconds of melee return counter time.
and throwing the wither skulls, yeah, probably needs a cooldown and hunger use on that for sure... but yes yes...
What about The Biogenic weapon(yes, a stargate reference)? The Biogenic weapon is a bomb that kills any Entities(and only entities) that have the same Genes as the syringe it is crafted with, The Biogenic weapon has a range of 2 times the IC2 nuke(40 blocks for the IC2 nuke, 80 for The Biogenic weapon), crafting recipe: e|e|e| e|S|e| e|N|e e = empty N = nether star S = syringe containing some genes This recipe is shapeless The Biogenic weapon is also be able to be crafted to the Dakara Superweapon(yet another stargate reference here), The Dakara superweapon has one slot where you put a syringe in, whenever it has power(power requirement 1000x the normal amount by default with the medium range, configureable) and you give the block a redstone signal, it will fire a sphere (with a configureable range inside it's GUI, but bigger range = More power required) that will target every entity with that gene and kill it, crafting recipe: G|G|G G|B|G I|R|I G = Glass B = the Biogenic weapon I = Iron R = Redstone Unlike The Biogenic weapon, you can configure the range of the Dakara superweapon, want to get rid of zombies? Configure the Dakara superweapon to focus on the resistance gene, but to have a counter against this, the ender health gene makes you immune against both The Biogenic weapon and the Dakara superweapon. New hostile mob: the Biombie(portmandeau of zombie and Biology) The Biombie attacks like a zombie, but is only aggresive against a certain gene, will spawn with a random gene on it and will attack players with that gene.
Seems the formatting got messed up when I multi-quoted but... Hmmm... I did suggest something a little less militaristic a while back which was basically just an area field generator that makes certain genes not work and weaken the mobs that include them innately.
@darkmega: Nice to hear from you again. I counted the days since you posted your last 'wall' and I became worried about you. But now everything is fine again As always: nices ideas and good suggestions. I am not sure what I will implement in the next version because as I said before, I want to rewrite Advanced Genetics. But all suggested ideas will be keeped to AG2 because they are all awsome.Thanks for all of you for helping to improve AdvGen!
and thank YOU for your appreciation and attempts at implementing said suggestions. well atleast you had 113820 posting mini-walls to keep you. and don't worry, if your to-do list ever runs dry I can probably help fix that. :3
BUT, just a quick "off the top of my head" idea.
maybe a way of extracting completed genomes (so ones that have been implemented into a mob or player using a syringe not "innate" versions like getting resistance out of a zombie that hasn't had a DNA shot of resistance) out of a syringe by first targetting the gene with a microscope and then using something like... An Isolator to extract the gene which in my "collect the letters, make known gene" version would extract large fragments of a gene's code out into the isolator which can then be sent to a nearby sequencer thingy to remake the gene, learn the gene into a DNA report for your own use maybe or use the code chunks to sequencing your own known genes.
In the current style it'll probably create like a gene cell with a durability bar that charges when the machine runs a round by random (Each time degrading the sample until it becomes a corrupt syringe that needs to be cleaned out. maybe even used to make weakness or reversed resistance potions for combat use) to complete it into a pre-bred version which basically (with some luck and enough samples) lets you get genes that've already been used easier or pinch someone elses without going out to get it if you can take their sample and actually get away with it.
---
and thats how darkmega always manages to turn a perfectly harmless post into a mini-wall. Mu-HA.
i have tinkers construct, and in that i have both the tier 1 and 2 heart canisters , that gives me 30 hearts, so with your mod i should have 5 green hearts putting me at 35 hearts. I was surprised when it went past green to blue hearts and past blue to purple and then onto pink hearts. I'm not complaining , i think it's epic
The heart canisters are not easy to get and if it is a glitch between your mod and tinkers i think it would be cool to leave it as like a bonus for those that are running both mods and worked hard to get the genes and all the heart canisters.
i have tinkers construct, and in that i have both the tier 1 and 2 heart canisters , that gives me 30 hearts, so with your mod i should have 5 green hearts putting me at 35 hearts. I was surprised when it went past green to blue hearts and past blue to purple and then onto pink hearts. I'm not complaining , i think it's epic
The heart canisters are not easy to get and if it is a glitch between your mod and tinkers i think it would be cool to leave it as like a bonus for those that are running both mods and worked hard to get the genes and all the heart canisters.
I believe it might be a tinkers bug indeed. cause the second last time I used the +5 health gene (in an older pack of mine) I had full orange, and it went all the way up to about 4 green when I used it. There seems to be a couple of tinkers mathematical oddities flying around. Like I remember one in chocolate quest (more commonly known as better dungeons) where theres this chestplate that gives you like +6 damage which also applies to weapons aswell but with tinkers apparently it was multiplying damage isn't of adding damage or something.
Silly happenings. But yeah, definitely tinkers. Mind you the last time I used it I still only got 5 cause I wasn't into bonus health yet, so it might have something to do with at what point you activate it which causes the oddity with the bonus life you already have. but I've yet to have it happen again... but if it does occur with how I imagine it will I'll say so, but if I'm playing legit that might by a while given my knack for getting distracted and trying to do every single mod at once. >_>
as for your picture, if you've got it, try photobucket and then getting the "forum" link off it and just dropping it in a post or maybe upload it into dropbox as a photo or something and then using the actual address in the "add image" button on the forums when you use the full editor. I USED to use imageshack but they went and turned into a payed system on me. >_>
it was hard getting all the canisters legit, costs like 80 diamonds and 10 notch apples, not counting all the mini hearts, so it could be why not many have had it happen to them if they play legit, i may create a test world and cheat in the stuff and see if it does it again.
I also tried this with the little maid mod, i can give her the woolly and more hearts, i'm sure the stew and milk would work with her as well but i already have a maid add-on that gives you milk from maids and i think they would conflict. I couldnt get the swim in lava to work with her and the feather fall, oh and wither hit.
I would love to see the ability to tame any mob with the genes of a wolf.
I also thought it would be cool to have a feature if you have the morph mod installed that it wouldnt work unless you used your mod to get the dna first and inject that mobs dna into your self in order to morph into it.
I am a 1.8 Minecraft enthusiast. If i give any ideas to you for your mod that you like or even if I just came to say I like this mod, that basically means I would like this mod for 1.8.
I have ASD. I will most likely speak in a way that could offend people, that's the way I've always been (socially awkward), however, I do not mean to be offensive to anyone. Tactfulness has never been one of my strong suits. So, if your going to hate me...then don't bother talking to me as you will just waste my time and yours as well.
Despite what you're thinking the age in my profile is the actual true age. I find it amazing how many people think that ten is my actual age.
#Give1.8aChance
Yes of course how silly of me to forget that. However I am unable to get mushroom stew from myself when I inject myself with the Mooshroom DNA even when I have a bowl.
but otherwise this mod is AWESOME
The rewrite to get my mini-game styled and co-operative inducing progression style in + others?
Does the ender crystal still eventually break while it's used as a placed down healing ward? Cause if it does still eventually break it's almost no different to having divine smoker on standby with several regen potions from flying around loot swording ghasts in the nether for tears and then increased durationing them and then divine smoking them with more redstone for regen 2 over about 2 minutes.
*a few minute of testing later*
Huh, intriguing. Ok, so it does reduce durability while it's on the ground cause it gradually gets small, but it's like 200 health or more but if you pick it up it doesn't retain it's damage. Ok, so yes that needs a fix. and yes, needs to be more gradual, cause thats like silly regen speed even for an end game ability. @_@ I gotta go take a look at the ender dragon later and see how fast his orbs heal and then it's heal speed can be more in line with that...
So
1, crystals keep durability when they get picked up with rightclick.
2, regen on par with maybe regen 2 but not silly like regen 5 like it seems to be,
3, only stores about 100 health or so.
4. spur of the moment idea: maybe a mechanical version thats slow but can be overclocked but it overheats if it heals too much in too short a time but can be given coolant like cryotheum etc to increase how much it can heal and how fast. and obviously it restores durability as it charges but it uses a lot of power exponentially when overclocked.
5. and of course all my thoughts on how it should work from the wall of text I gave obsi from ages ago.
Yes to the first, no to the second. Because people can actually use that against you in rather devastating effect. Mind you, having to somehow milk or get stew on yourself is the reason I developed the "omni-dispensibility" Serum in my world... I'm surprised you missed throwing a cooldown at wooly gene also...
But I still prefer them how they are, but it's up to obsi I guess. But I do think big fireballs need a 3 or so second cooldown and maybe small fireballs act more blaze like and fire in volleys of 3 and then cooldown for say 3 seconds also. but not 5. >_> or maybe a rather small food consumption there since it is an "ability", and usually when no external mana style bars are present in mods they consume bits of food.
The suggestions:
Yes to the first, yes to the second minus the cooldown cause it is just a snowball, poison, a bit cheesy but sure. make it expensive.
going inside blocks? Hmmm could be cool. Like shift rightclick with empty hand onto a block to turn into the block if it's a silverfish compatible block? *sees a ingame scene in my imagination* That would be AMAZING for escaping people in a chase if you can get out of vision for a moment, especially if you can then jump through more blocks at the cost of hunger so you can literally run through infestible surfaces indetected.... *shivers* Oooh, I'm getting chills.
laying eggs, I suppose that completes the "animal dispensibles" suite of abilities then.
Calling a wolf pack? Now theres an idea. Might want to make them not last THAT long though. Configs are a mod user's best friend I suppose?
Projectile immunity. As much as I want to walk up to skellers (a custom mob in my modpack) and just give him the finger as he shoots me constantly sounds a little cheeesy... and what would that come from? Endermen aswell? with how they instantly port out of the way when projectile'd? Actually... making it "ender quickstep" sounds more fun. makes it so that when you "set" the ability similar to an ars magica contingency effect if you get hit by an arrow or other type of projectile it will ignore the attack, return it to sender and port you a very short distance left or right to avoid it and leave a burst of particles where you were. that'd be pretty cool actually. but not "outright immunity". and yes, a bit of hunger cost and cooldown to set it would probably be needed.
For your plant based genetics btw, I just got a brainwave out of that. A version for melee attacks called "Thorned Counter". it only lasts a few seconds when you turn it on but when you do it makes the player render an overlay of spikes like a cactus and if hit with a melee attack it returns 50% of original damage before armor and modifiers as magical damage at the attacking mobs/players. if that was on attack of the B-team... it would be BYEBYE BDUBS! MWAHAHAH. >=3 of course consume hunger and cause it's melee attacks have a cooldown also. like 15 seconds or so for 2 seconds of melee return counter time.
and throwing the wither skulls, yeah, probably needs a cooldown and hunger use on that for sure... but yes yes...
Seems the formatting got messed up when I multi-quoted but... Hmmm... I did suggest something a little less militaristic a while back which was basically just an area field generator that makes certain genes not work and weaken the mobs that include them innately.
Biombies... Blergh. Resistant Suicide bomber zombies. >_>
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
my hearts are pink, think that is 70 hearts
In regards to power, will BuildCraft power be supported?
BUT, just a quick "off the top of my head" idea.
maybe a way of extracting completed genomes (so ones that have been implemented into a mob or player using a syringe not "innate" versions like getting resistance out of a zombie that hasn't had a DNA shot of resistance) out of a syringe by first targetting the gene with a microscope and then using something like... An Isolator to extract the gene which in my "collect the letters, make known gene" version would extract large fragments of a gene's code out into the isolator which can then be sent to a nearby sequencer thingy to remake the gene, learn the gene into a DNA report for your own use maybe or use the code chunks to sequencing your own known genes.
In the current style it'll probably create like a gene cell with a durability bar that charges when the machine runs a round by random (Each time degrading the sample until it becomes a corrupt syringe that needs to be cleaned out. maybe even used to make weakness or reversed resistance potions for combat use) to complete it into a pre-bred version which basically (with some luck and enough samples) lets you get genes that've already been used easier or pinch someone elses without going out to get it if you can take their sample and actually get away with it.
---
and thats how darkmega always manages to turn a perfectly harmless post into a mini-wall. Mu-HA.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
The heart canisters are not easy to get and if it is a glitch between your mod and tinkers i think it would be cool to leave it as like a bonus for those that are running both mods and worked hard to get the genes and all the heart canisters.
I believe it might be a tinkers bug indeed. cause the second last time I used the +5 health gene (in an older pack of mine) I had full orange, and it went all the way up to about 4 green when I used it. There seems to be a couple of tinkers mathematical oddities flying around. Like I remember one in chocolate quest (more commonly known as better dungeons) where theres this chestplate that gives you like +6 damage which also applies to weapons aswell but with tinkers apparently it was multiplying damage isn't of adding damage or something.
Silly happenings. But yeah, definitely tinkers. Mind you the last time I used it I still only got 5 cause I wasn't into bonus health yet, so it might have something to do with at what point you activate it which causes the oddity with the bonus life you already have. but I've yet to have it happen again... but if it does occur with how I imagine it will I'll say so, but if I'm playing legit that might by a while given my knack for getting distracted and trying to do every single mod at once. >_>
as for your picture, if you've got it, try photobucket and then getting the "forum" link off it and just dropping it in a post or maybe upload it into dropbox as a photo or something and then using the actual address in the "add image" button on the forums when you use the full editor. I USED to use imageshack but they went and turned into a payed system on me. >_>
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
I would love to see the ability to tame any mob with the genes of a wolf.
I also thought it would be cool to have a feature if you have the morph mod installed that it wouldnt work unless you used your mod to get the dna first and inject that mobs dna into your self in order to morph into it.
Nevermind.