Hey, i have a question. If you Had the model, you could add Scaldera from Skyward Sword as a Boss? of course, with some different gameplay aspects, because, well, it's a littledifferent from minecraft's gameplay.
The Boss Battle can be seen Here:
(Skip to 1:38)
I Think he would be an awesome boss for Adventure maps.
Hey, i have a question. If you Had the model, you could add Scaldera from Skyward Sword as a Boss? of course, with some different gameplay aspects, because, well, it's a little different from minecraft's gameplay.
The Boss Battle can be seen Here:
(Skip to 1:38)
I Think he would be an awesome boss for Adventure maps.
that would be cool,is very boring to only fight bosses that are like normal mobs of minecraft with only a little changes but i think that coolAlias computer is still broken
The solution would be for multiverse to post all of the appropriate Forge event hooks if they aren't already doing so. If they are using a different dimension ID for their version of the overworld, that will also prevent ZSS dungeons from generating as dimension id 0 has traditionally been used to indicate that the dimension is the vanilla overworld; otherwise, ZSS dungeons will end up generating in lots of modded dimensions that don't want them.
Any of those fixes would need to be applied by the Multiverse mod. I have no idea about how their code works internally, nor have I ever used their mod; if they have suggestions for ways to fix it on my end, go ahead and let me know, but if you have't heard my computer is broken and I can't code right now, so it will be months before I can do anything about it if it turns out to be something on my end.
Other then ZSS Spawn limit I have a few ideas when you can code again
New HUD Options:
1) Disable More Health’s custom HUD in case you are using another mod that has it’s own heart HUD.Look in the config file for the option “custom HUD” and disable it! (Set it to false). Be sure to run minecraft at least once with the update so the new options generate.
2) Minimal HUD added: When you have more hearts that the 10, the number next to the hearts will increase, signifying you are on the next “row” of hearts. 1= first row, hearts 1-10. 2= second row, hearts 11-20. 3= third row, hearts 21-30.
3) if you do this undo the max heart skill 50, its great for a RPG Server!
Question, Do you know of portal plugins that support ZSS?
2) Minimal HUD added: When you have more hearts that the 10, the number next to the hearts will increase, signifying you are on the next “row” of hearts. 1= first row, hearts 1-10. 2= second row, hearts 11-20. 3= third row, hearts 21-30.
That's not a bad idea, but this is supposed to be more like The Legend of Zelda.
Something like this already exists; in Tinker's Construct the hearts change color from red to orange to yellow to blue (I think, but have no screenshot) to signify an extra row of hearts.
Hey, yo, coolAlias! I am working on an adventure map for MC 1.7.10. It will include the following mods: Customnps by Noppes, Custom Chest Loot to keep Ceramic Jars from dropping potions, Antique Atlas by Hunternif, ZSS Addon by TheRedMajora, Railcraft for now(want to get toward removing it, though), Backpacks by MightyPork and Zelda Sword Skills by... I can't remember. Perhaps you know who made it. XD! I work on the map regularly and am a huge supporter of the mod in general. I will post a demo of the map once I make it to version 0.2. I'm trying to make it something that doesn't just trow a bunch of ZSS stuff in your face and focuses more on story and gameplay. I'm going all out trying to find bugs and want the map to have zero glitches. I was thinking the other day that maybe I should ask you for permission to use your mod in my map, but it's too late, and I think you'll approve of the content. Here's a screenshot of the first town:
P.S.: I have a couple of bugs to report from the latest version. Elemental Rods' primary function doesn't work, swinging Items through Sacred Flames causes a crash, and (I know this is picky) when you try to fire automated bomb arrows while there's a bomb flower in your inventory, the game crashes.
Hey, yo, coolAlias! I am working on an adventure map for MC 1.7.10. It will include the following mods: Customnps by Noppes, Custom Chest Loot to keep Ceramic Jars from dropping potions, Antique Atlas by Hunternif, ZSS Addon by TheRedMajora, Railcraft for now(want to get toward removing it, though), Backpacks by MightyPork and Zelda Sword Skills by... I can't remember. Perhaps you know who made it. XD! I work on the map regularly and am a huge supporter of the mod in general. I will post a demo of the map once I make it to version 0.2. I'm trying to make it something that doesn't just trow a bunch of ZSS stuff in your face and focuses more on story and gameplay. I'm going all out trying to find bugs and want the map to have zero glitches. I was thinking the other day that maybe I should ask you for permission to use your mod in my map, but it's too late, and I think you'll approve of the content. Here's a screenshot of the first town:
P.S.: I have a couple of bugs to report from the latest version. Elemental Rods' primary function doesn't work, swinging Items through Sacred Flames causes a crash, and (I know this is picky) when you try to fire automated bomb arrows while there's a bomb flower in your inventory, the game crashes.
If you read the permissions on the mod, you'll see you already have my permission as long as you link to here so people can find the latest ZSS version / info.
The 1.8 version of the mod does have a few bugs not present in the 1.7.10 version that I haven't gotten around to, though the crashes are news to me. Could you perhaps post each of those crash logs separately on Gist or Pastebin and link them here? That would help me out (once I finally get a computer for coding again...),
If you're adept enough to handle AppData, Applications library, or whatever linux has, just go to the resource packs page, open the resource pack folder, wiggle your mouse to the top of the window, click ".minecraft", then enter Config. and look for a config file; something like "ZSS" Or Zelda in general. Look for ceramic jars, secret rooms, and dungeons to change the generation-per-chunk chance.
If you're still confused, wiggle your mouse to the top of the window, click ".minecraft", then look for Config.
For the life of me. I Can not get any of the mobs in this mod to spawn. None, except for maybe one Chu every once in a while. Pots, dungeons all work. Just mobs do not.
They do, when a player enters one. Sure. But overland spawning simply does not happen.
They absolutely DO spawn regularly in various biomes, but if you have lots of other mods that add mobs, you probably need to increase the spawn rate for the ZSS mobs, as the defaults are fairly low.
Just on a side note: the spawn rate of Chus is influenced by the moon, just like slimes, so sometimes there may not be any at all.
On another note: several mobs, I think only Wizzrobes and Darknuts, won't spawn at all until a configurable number of in-game days has passed.
I Was referring to my specific case, the way the previous responder worded it, I thought for a moment all mobs were dungeon mobs for a moment, but that conflicted with what I was seeing in the .cfg. I think my issue was the custom biomes ( That I did add to your spawn lists, including BOP biomes/types/temps that did not get picked up by your .cfg ) that Realistic World Gen and Biomes O' Plunty were adding.
The list of mods I am using was given in my post, none at the time added mobs. Not overland spawning ones that is. Changing to the world generation to Realistic Terrain Generation has solved the issue it seems. My assumption is that because RTG uses vanilla biomes, just modified in layout, allowed the mobs for this mod to spawn, but again, only in vanilla biomes.
If you added the correct biome names to the config, then they should spawn in those biomes, but you have to make sure that the name you use is exactly the same as the mod uses to register it.
If the name is not correct, though, you should see some error messages from ZSS posted in your log files.
Hey, i have a question. If you Had the model, you could add Scaldera from Skyward Sword as a Boss? of course, with some different gameplay aspects, because, well, it's a little different from minecraft's gameplay.
The Boss Battle can be seen Here:
(Skip to 1:38)
I Think he would be an awesome boss for Adventure maps.
that would be cool,is very boring to only fight bosses that are like normal mobs of minecraft with only a little changes but i think that coolAlias computer is still broken
Possibly, though it would be pretty challenging. BUT, I don't have a computer I can code on right now, and won't for at least another 2 months.
EDIT: @jochuan, yep
It works but it seems multiverse creating another over-world does not spawn dungeons unless its the main game that generates it..
Any Solution?
The solution would be for multiverse to post all of the appropriate Forge event hooks if they aren't already doing so. If they are using a different dimension ID for their version of the overworld, that will also prevent ZSS dungeons from generating as dimension id 0 has traditionally been used to indicate that the dimension is the vanilla overworld; otherwise, ZSS dungeons will end up generating in lots of modded dimensions that don't want them.
Any of those fixes would need to be applied by the Multiverse mod. I have no idea about how their code works internally, nor have I ever used their mod; if they have suggestions for ways to fix it on my end, go ahead and let me know, but if you have't heard my computer is broken and I can't code right now, so it will be months before I can do anything about it if it turns out to be something on my end.
Other then ZSS Spawn limit I have a few ideas when you can code again
New HUD Options:
Question, Do you know of portal plugins that support ZSS?
That's not a bad idea, but this is supposed to be more like The Legend of Zelda.
Something like this already exists; in Tinker's Construct the hearts change color from red to orange to yellow to blue (I think, but have no screenshot) to signify an extra row of hearts.
-redacted-
Hello mod creator, I just want to let you know I'm using your mod in my mod pack InsanityCraft:
https://docs.google.com/document/d/1YkvtBj9yGUf0TgYMsrPV0atSS_1Ge0W67hZAtQY0LSk/edit?usp=sharing
Just A Nerdy Gamer Girl
Hey, yo, coolAlias! I am working on an adventure map for MC 1.7.10. It will include the following mods: Customnps by Noppes, Custom Chest Loot to keep Ceramic Jars from dropping potions, Antique Atlas by Hunternif, ZSS Addon by TheRedMajora, Railcraft for now(want to get toward removing it, though), Backpacks by MightyPork and Zelda Sword Skills by... I can't remember. Perhaps you know who made it. XD! I work on the map regularly and am a huge supporter of the mod in general. I will post a demo of the map once I make it to version 0.2. I'm trying to make it something that doesn't just trow a bunch of ZSS stuff in your face and focuses more on story and gameplay. I'm going all out trying to find bugs and want the map to have zero glitches. I was thinking the other day that maybe I should ask you for permission to use your mod in my map, but it's too late, and I think you'll approve of the content. Here's a screenshot of the first town:
P.S.: I have a couple of bugs to report from the latest version. Elemental Rods' primary function doesn't work, swinging Items through Sacred Flames causes a crash, and (I know this is picky) when you try to fire automated bomb arrows while there's a bomb flower in your inventory, the game crashes.
Thanks for letting me know! Hope you have fun
If you read the permissions on the mod, you'll see you already have my permission as long as you link to here so people can find the latest ZSS version / info.
The 1.8 version of the mod does have a few bugs not present in the 1.7.10 version that I haven't gotten around to, though the crashes are news to me. Could you perhaps post each of those crash logs separately on Gist or Pastebin and link them here? That would help me out (once I finally get a computer for coding again...),
If you're adept enough to handle AppData, Applications library, or whatever linux has, just go to the resource packs page, open the resource pack folder, wiggle your mouse to the top of the window, click ".minecraft", then enter Config. and look for a config file; something like "ZSS" Or Zelda in general. Look for ceramic jars, secret rooms, and dungeons to change the generation-per-chunk chance.
If you're still confused, wiggle your mouse to the top of the window, click ".minecraft", then look for Config.
~From a Fantastic Voyage
Is this mimicking an Email? Why..?
For the life of me. I Can not get any of the mobs in this mod to spawn. None, except for maybe one Chu every once in a while. Pots, dungeons all work. Just mobs do not.
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected],
[email protected]
I Feel like i missed something simple. .cfg is not edited. They do not even spawn in the standard biomes.
They do, when a player enters one. Sure. But overland spawning simply does not happen.
Waite, do you mean they ONLY spawn in dungeons?
They absolutely DO spawn regularly in various biomes, but if you have lots of other mods that add mobs, you probably need to increase the spawn rate for the ZSS mobs, as the defaults are fairly low.
Just on a side note: the spawn rate of Chus is influenced by the moon, just like slimes, so sometimes there may not be any at all.
On another note: several mobs, I think only Wizzrobes and Darknuts, won't spawn at all until a configurable number of in-game days has passed.
I Was referring to my specific case, the way the previous responder worded it, I thought for a moment all mobs were dungeon mobs for a moment, but that conflicted with what I was seeing in the .cfg. I think my issue was the custom biomes ( That I did add to your spawn lists, including BOP biomes/types/temps that did not get picked up by your .cfg ) that Realistic World Gen and Biomes O' Plunty were adding.
The list of mods I am using was given in my post, none at the time added mobs. Not overland spawning ones that is. Changing to the world generation to Realistic Terrain Generation has solved the issue it seems. My assumption is that because RTG uses vanilla biomes, just modified in layout, allowed the mobs for this mod to spawn, but again, only in vanilla biomes.
All and all its working now I think.
Quote from coolAlias >>
On another note: several mobs, I think only Wizzrobes and Darknuts, won't
spawn at all until a configurable number of in-game days has passed.
-----
Yes, I was aware of that.
If you added the correct biome names to the config, then they should spawn in those biomes, but you have to make sure that the name you use is exactly the same as the mod uses to register it.
If the name is not correct, though, you should see some error messages from ZSS posted in your log files.
All names were correct. Used the biome dump.