The Meaning of Life, the Universe, and Everything.
Join Date:
7/25/2011
Posts:
242
Member Details
The thing about "Yes, I know making an army is expensive" i was just saying something you said before just for letting you know WHY is expensive XD, I know you knew that, I read the full thread (isn't long, just 3 pages), sorry if that left to a confusion XD, my bad,
Now, just think on MC logic, a full grown (and capable of walking XD) human skeleton drops 2 femur bones in the best of the cases (and one MC human doby doesn't have that many bones (I would say 2... Ok, from 15 to 24).
And now to RL logic:
I know that a human body has a lot of bones, ligaments, tendons, muscles, tisues, etc. But they aren't 206 femurs XD
Back to MC logic:
If you need to kill 96 skeletons at best, not couting looting II enchantment, you should be able to build a colosal skeleton (not a bad idea XD) or at least, considering the damage and the bone loss... at least one third?
Still, the main concern should be arming the skeletons, not making them, rightnow they are too high costly for a non creative player :/
ATLEAST that's my opinión, it could be valid or not XD
Thanks for Reading and considering my suggestions
Also I'm glad to give you ideas
And as a closing thing...
What about 15-30 bones per skeleton? that's a big cost, but not high enough to be crazy for a 20hp npc combatant who will die soon (unless you add a tool for getting more bones XD)
Forge version: The currently recommended (it's the "1.10.2 - 12.18.2.2099"<!-- built on 10/09/2016 07:46:12 PM --> at 15/10/2016)
I hope this helps XD
Because i have this mod server unused for a long time XD
EDITED: There is a village and a temple near the spawn. I have (creatively) spawned some skeletons lightly armored/armed (like 20 XD) for protecting it from mobs, making it a somewhat safe zone, at least the village, so you can get fodd and then expand. Just don't attack them XD
Perhaps there is a circular logic in the code between the two mods, because the Skeleton warriors definitely attack first. The evidence is in the archers that I put in a tower... I was trying to get them to shoot at hostile mods and they wouldn't. I thought maybe their view was blocked so opened the front of the tower. They still wouldn't shoot, so I tried switching from "aggressive stationary" to "aggressive follower", and the Skeleton immediately left the tower and attacked a villager guard, dying before I could switch him back.
I will try turning off MCA and see what happens.... But I still can't figure out how to get a stationary bowman to range attack hostile mobs.
Edit: Just downloaded v. 1.2. So far so good. The skeletons in defensive stationary pepper hostiles with arrows! And haven't gotten in a fight with villagers yet. Good work!
If the Skeletons could level up from experience orbs, then they would level up as they fight (not archers, though) and you could level them up with bottles o' enchantment. There should be a more manageable way to heal them, though... Heal on level up, heal over time, or heal with potions of harming?
I think a lvl 1 skeleton should be expensive and die easy, as they currently do. A level 10 skeleton should be on par with an NPC. A level 100 skeleton should be able to hold its own against a wither. Heck, maybe their appearance should change to the wither skeleton skin after they hit a certain level.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/25/2011
Posts:
242
Member Details
Cool chibi cannon folder... But, because of the 1.9 combat update... They will be a pain in the ass more than cannon fodder XD
Still, I see you use my skin e.e i made it
Also what will be the cost for the two skeleton variants on 1.3? (more or less, just for getting and idea :D)
The bug i mentioned before is my greatest concern right now:
"Also I have found a little bug, using lycanites mob mod the skeletons didn't attack the mobs that attacked me and/or I attacked :/ Could you make them attack like wolves or just a tool/option for adding other mobs to the list."
Also I will update the server to the newest mod version right now
The Meaning of Life, the Universe, and Everything.
Join Date:
7/25/2011
Posts:
242
Member Details
Could you lower the cost in bones a bit? like (mantaining the 1/2 cost proportion) 1/5-/14 less? 32 bones for one guy that you need to arm :/ i mean, lower it to something like: 20-26??
It is a somewhat more usable cost (on bones) or add a confing option for changing the costs (on bones) it could be fun for some kind of servers or non-creative army making for some maps... Like mine... XD
The Meaning of Life, the Universe, and Everything.
Join Date:
7/25/2011
Posts:
242
Member Details
Ok I agree we should test it first, but taked a few nights farming to get 32 bones (well, 2 with luck) and I mean with not a really good equipment XD
Also, crash report
---- Minecraft Crash Report ----
WARNING: coremods are present:
LoadingPlugin (RandomThings-MC1.10-3.7.4.jar)
Contact their authors BEFORE contacting forge
// My bad.
Time: 17/10/16 21:26
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at net.minecraft.pathfinding.PathNavigate.func_75508_h(SourceFile:247)
at net.minecraft.pathfinding.PathNavigate.func_75501_e(SourceFile:184)
at net.minecraft.entity.EntityLiving.func_70626_be(EntityLiving.java:776)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2189)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:577)
at the_fireplace.overlord.entity.EntitySkeletonWarrior.func_70636_d(EntitySkeletonWarrior.java:453)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2019)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295)
at net.minecraft.world.World.func_72866_a(World.java:1964)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
at net.minecraft.world.World.func_72870_g(World.java:1934)
at net.minecraft.world.World.func_72939_s(World.java:1750)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at net.minecraft.pathfinding.PathNavigate.func_75508_h(SourceFile:247)
at net.minecraft.pathfinding.PathNavigate.func_75501_e(SourceFile:184)
at net.minecraft.entity.EntityLiving.func_70626_be(EntityLiving.java:776)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2189)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:577)
at the_fireplace.overlord.entity.EntitySkeletonWarrior.func_70636_d(EntitySkeletonWarrior.java:453)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2019)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295)
at net.minecraft.world.World.func_72866_a(World.java:1964)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
at net.minecraft.world.World.func_72870_g(World.java:1934)
-- Entity being ticked --
Details:
Entity Type: overlord.skeleton_warrior (the_fireplace.overlord.entity.EntitySkeletonWarrior)
Entity ID: 11207
Entity Name: Skeleton Warrior
Entity's Exact location: 203,66, 64,00, 891,39
Entity's Block location: World: (203,64,891), Chunk: (at 11,4,11 in 12,55; contains blocks 192,0,880 to 207,255,895), Region: (0,1; contains chunks 0,32 to 31,63, blocks 0,0,512 to 511,255,1023)
Entity's Momentum: -0,08, -0,08, 0,04
Entity's Passengers: []
Entity's Vehicle: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1750)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
-- Affected level --
Details:
Level name: Wars
All players: 1 total; [EntityPlayerMP['werff'/1259, l='Wars', x=205,07, y=65,43, z=886,27]]
Chunk stats: ServerChunkCache: 702 Drop: 0
Level seed: -2901688564507487565
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 3;minecraft:bedrock,59*minecraft:stone,3*minecraft:dirt,minecraft:grass;1;village,biome_1,decoration,stronghold,mineshaft,lake,lava_lake,dungeon
Level spawn location: World: (312,4,999), Chunk: (at 8,0,7 in 19,62; contains blocks 304,0,992 to 319,255,1007), Region: (0,1; contains chunks 0,32 to 31,63, blocks 0,0,512 to 511,255,1023)
Level time: 14635 game time, 14635 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 115782 (now: false), thunder time: 127306 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Thread.java:745)
Are you going to do paths? i would love to have "guards" patrol the castle
also, can there be something where the skeleton, whose is commanded to stay or to patrols, to go and attack an enemy once the enemy gets close, and then return to that original spot?
ex: zombie walks up to castle gate guarded by 2 skeletons, the skeletons leave their posts, and kill the zombie, and walks and faces the same direction as before
Can you add a skeleton horse maker? It will make a skeleton horse (with a label, if designated) and if a skeleton nearby has a saddle in their inventory, they will automatically saddle and ride the horse. The horse should have the ability to look like any horse, and the AI is controlled by the rider. The skeleton horse will damage any enemy upon smashing into them.
/\ that suggestion will be a challenge for you.
Also i noticed the skeletons don't seem to use their shields, can you fix that?
Also can there be a no-friendly fire? As in: the arrows will pass through friendly skeletons and hit enemy mobs.
Defensive ones still attack mobs. The two big differences between aggressive and defensive mobs is that aggressive ones attack players and armies if you aren't allied to them(defensive ones only attack of you have specified that they are enemies) and the aggressive ones will go after anything you attack(1.3 and later)
Im sorry if I didn't notice this but, can you specify what enemies they attack?
The thing about "Yes, I know making an army is expensive" i was just saying something you said before just for letting you know WHY is expensive XD, I know you knew that, I read the full thread (isn't long, just 3 pages), sorry if that left to a confusion XD, my bad,
Now, just think on MC logic, a full grown (and capable of walking XD) human skeleton drops 2 femur bones in the best of the cases (and one MC human doby doesn't have that many bones (I would say 2... Ok, from 15 to 24).
And now to RL logic:
I know that a human body has a lot of bones, ligaments, tendons, muscles, tisues, etc. But they aren't 206 femurs XD
Back to MC logic:
If you need to kill 96 skeletons at best, not couting looting II enchantment, you should be able to build a colosal skeleton (not a bad idea XD) or at least, considering the damage and the bone loss... at least one third?
Still, the main concern should be arming the skeletons, not making them, rightnow they are too high costly for a non creative player :/
ATLEAST that's my opinión, it could be valid or not XD
Thanks for Reading and considering my suggestions
Also I'm glad to give you ideas
And as a closing thing...
What about 15-30 bones per skeleton? that's a big cost, but not high enough to be crazy for a 20hp npc combatant who will die soon (unless you add a tool for getting more bones XD)
Server done.
You just need this mod latest version and kaishi weapon mod (the curse forge) latest version.
(Link to kaishi weapon mod https://minecraft.curseforge.com/projects/kaishis-weapon-pack/files/2327394)
Ip of the server: amuchalipsis.fluctis.com:25809
Forge version: The currently recommended (it's the "1.10.2 - 12.18.2.2099"<!-- built on 10/09/2016 07:46:12 PM --> at 15/10/2016)
I hope this helps XD
Because i have this mod server unused for a long time XD
EDITED: There is a village and a temple near the spawn. I have (creatively) spawned some skeletons lightly armored/armed (like 20 XD) for protecting it from mobs, making it a somewhat safe zone, at least the village, so you can get fodd and then expand. Just don't attack them XD
Perhaps there is a circular logic in the code between the two mods, because the Skeleton warriors definitely attack first. The evidence is in the archers that I put in a tower... I was trying to get them to shoot at hostile mods and they wouldn't. I thought maybe their view was blocked so opened the front of the tower. They still wouldn't shoot, so I tried switching from "aggressive stationary" to "aggressive follower", and the Skeleton immediately left the tower and attacked a villager guard, dying before I could switch him back.
I will try turning off MCA and see what happens.... But I still can't figure out how to get a stationary bowman to range attack hostile mobs.
Edit: Just downloaded v. 1.2. So far so good. The skeletons in defensive stationary pepper hostiles with arrows! And haven't gotten in a fight with villagers yet. Good work!
If the Skeletons could level up from experience orbs, then they would level up as they fight (not archers, though) and you could level them up with bottles o' enchantment. There should be a more manageable way to heal them, though... Heal on level up, heal over time, or heal with potions of harming?
I think a lvl 1 skeleton should be expensive and die easy, as they currently do. A level 10 skeleton should be on par with an NPC. A level 100 skeleton should be able to hold its own against a wither. Heck, maybe their appearance should change to the wither skeleton skin after they hit a certain level.
Also I have found a little bug, using lycanites mob mod the skeletons didn't attack the mobs that attacked me and/or I attacked :/
Could you make them attack like wolves or just a tool/option for adding other mobs to the list.
Eddited:
I forgot!!
There is a mod called no shelter AI, and the autor isn't responding.
Could you add or make/update something like that? Because with this mod and that It could lead to Epic sieges/night wars
Yay mini skellies ankle biters in more ways than one XD
I just want to dig a small hole and stay in it now....
Cool chibi cannon folder... But, because of the 1.9 combat update... They will be a pain in the ass more than cannon fodder XD
Still, I see you use my skin e.e i made it
Also what will be the cost for the two skeleton variants on 1.3? (more or less, just for getting and idea :D)
The bug i mentioned before is my greatest concern right now:
Also I will update the server to the newest mod version right now
i've made a mod showcase on this mod, hope you like it
(if i forgot something in the description let me know)
~Void
that was pretty cool
I just want to dig a small hole and stay in it now....
Could you lower the cost in bones a bit? like (mantaining the 1/2 cost proportion) 1/5-/14 less? 32 bones for one guy that you need to arm :/ i mean, lower it to something like: 20-26??
It is a somewhat more usable cost (on bones) or add a confing option for changing the costs (on bones) it could be fun for some kind of servers or non-creative army making for some maps... Like mine... XD
Ok I agree we should test it first, but taked a few nights farming to get 32 bones (well, 2 with luck) and I mean with not a really good equipment XD
Also, crash report
---- Minecraft Crash Report ----
WARNING: coremods are present:
LoadingPlugin (RandomThings-MC1.10-3.7.4.jar)
Contact their authors BEFORE contacting forge
// My bad.
Time: 17/10/16 21:26
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at net.minecraft.pathfinding.PathNavigate.func_75508_h(SourceFile:247)
at net.minecraft.pathfinding.PathNavigate.func_75501_e(SourceFile:184)
at net.minecraft.entity.EntityLiving.func_70626_be(EntityLiving.java:776)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2189)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:577)
at the_fireplace.overlord.entity.EntitySkeletonWarrior.func_70636_d(EntitySkeletonWarrior.java:453)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2019)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295)
at net.minecraft.world.World.func_72866_a(World.java:1964)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
at net.minecraft.world.World.func_72870_g(World.java:1934)
at net.minecraft.world.World.func_72939_s(World.java:1750)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at net.minecraft.pathfinding.PathNavigate.func_75508_h(SourceFile:247)
at net.minecraft.pathfinding.PathNavigate.func_75501_e(SourceFile:184)
at net.minecraft.entity.EntityLiving.func_70626_be(EntityLiving.java:776)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2189)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:577)
at the_fireplace.overlord.entity.EntitySkeletonWarrior.func_70636_d(EntitySkeletonWarrior.java:453)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2019)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295)
at net.minecraft.world.World.func_72866_a(World.java:1964)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
at net.minecraft.world.World.func_72870_g(World.java:1934)
-- Entity being ticked --
Details:
Entity Type: overlord.skeleton_warrior (the_fireplace.overlord.entity.EntitySkeletonWarrior)
Entity ID: 11207
Entity Name: Skeleton Warrior
Entity's Exact location: 203,66, 64,00, 891,39
Entity's Block location: World: (203,64,891), Chunk: (at 11,4,11 in 12,55; contains blocks 192,0,880 to 207,255,895), Region: (0,1; contains chunks 0,32 to 31,63, blocks 0,0,512 to 511,255,1023)
Entity's Momentum: -0,08, -0,08, 0,04
Entity's Passengers: []
Entity's Vehicle: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1750)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
-- Affected level --
Details:
Level name: Wars
All players: 1 total; [EntityPlayerMP['werff'/1259, l='Wars', x=205,07, y=65,43, z=886,27]]
Chunk stats: ServerChunkCache: 702 Drop: 0
Level seed: -2901688564507487565
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 3;minecraft:bedrock,59*minecraft:stone,3*minecraft:dirt,minecraft:grass;1;village,biome_1,decoration,stronghold,mineshaft,lake,lava_lake,dungeon
Level spawn location: World: (312,4,999), Chunk: (at 8,0,7 in 19,62; contains blocks 304,0,992 to 319,255,1007), Region: (0,1; contains chunks 0,32 to 31,63, blocks 0,0,512 to 511,255,1023)
Level time: 14635 game time, 14635 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 115782 (now: false), thunder time: 127306 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at java.lang.Thread.run(Thread.java:745)
-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 314966536 bytes (300 MB) / 944222208 bytes (900 MB) up to 3207856128 bytes (3059 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.2.2099 22 mods loaded, 22 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.2.2099.jar)
UCHIJAAAA Forge{12.18.2.2099} [Minecraft Forge] (forge-1.10.2-12.18.2.2099.jar)
UCHIJAAAA bettercombatmod{1.3.0} [Better Combat] ([MC_1.10.2]BetterCombat-1.3.3.jar)
UCHIJAAAA basemetals{2.3.2} [Base Metals] (BaseMetals_1.9.4-2.3.2.6.jar)
UCHIJAAAA blockarmor{1.1} [Block Armor] (BlockArmor-1.10-1.1.jar)
UCHIJAAAA customspawner{3.10.0} [DrZhark's CustomSpawner] (CustomMobSpawner 3.10.0.jar)
UCHIJAAAA dldungeonsjdg{1.8.13} [Doomlike Dungeons] (DoomlikeDungeons-1.8.13-MC1.10.jar)
UCHIJAAAA mocreatures{10.0.3} [DrZhark's Mo'Creatures Mod] (DrZhark's Mo'Creatures Mod-10.0.3.jar)
UCHIJAAAA fe{1.2.1} [Food Expansion] (FoodExpansion1.2.3-1.10.2.jar)
UCHIJAAAA JEI{3.7.6.231} [Just Enough Items] (jei_1.10.2-3.7.6.231.jar)
UCHIJAAAA KaishiWeapons{v0.1} [Kaishi's Weapons Pack] (KaishiWeapons-1.9.4.jar)
UCHIJAAAA levels{r4.1.3} [Levels] (Levels-1.10.2-r4.1.3.jar)
UCHIJAAAA nethermetals{1.1.2} [Nether Metals] (NetherMetals_1.9-1.1.2.jar)
UCHIJAAAA orespawn{1.0.3} [Ore Spawn] (OreSpawn_1.9.4-1.0.3.jar)
UCHIJAAAA overlord{1.2.1} [Overlord] (Overlord-1.2.1.jar)
UCHIJAAAA randomthings{3.7.4} [Random Things] (RandomThings-MC1.10-3.7.4.jar)
UCHIJAAAA Roguelike{1.5.4} [Roguelike Dungeons] (RoguelikeDungeons-1.10.2-1.5.4.jar)
UCHIJAAAA roots{0.108} [Roots] (roots-1.10.2-0.108.0.jar)
UCHIJAAAA AS_Ruins{16.2} [Ruins Spawning System] (Ruins-1.10.2.jar)
UCHIJAAAA territorychevsky{b17} [Territorial Dealings] (TerritorialDealings_1.10_b17.jar)
UCHIJAAAA villagebox{0.5.0} [Village Box] (villagebox-1.10.2-0.5.0.jar)
Loaded coremods (and transformers):
LoadingPlugin (RandomThings-MC1.10-3.7.4.jar)
lumien.randomthings.asm.ClassTransformer
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Player Count: 1 / 8; [EntityPlayerMP['werff'/1259, l='Wars', x=205,07, y=65,43, z=886,27]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Ok thanks.
The bug seems to happen when changing orders, manualy or by using the seal, but it doesn't always happen :/
Still adding the cost on the config (the bone cost) will be great at least for some testing or some fast army making on the server.
I may add some mods to the server, because there are a few good ones out there that I used some time ago, like base metals and that.
Edited:
Could you add one gui or something for adding mobs into the target list??
Because I would like them to attack mobs from other mods and they don't seem to attack all of the hostiles, and no one of the pasives...
I got killed testing this with wolfs, mo creatures lions, bears, and all (or nearly) all of the mobs from lycanites mobs mod XD
Thanks for reading
Ok, good to know
I will look for the mod list when I have some time
Yay, my augments suggestion got added! Thanks I'll check it out when I get the chance, I have a lot of homework...
I'll have a go in a bit
I just want to dig a small hole and stay in it now....
here are some suggestions \/
Are you going to do paths? i would love to have "guards" patrol the castle
also, can there be something where the skeleton, whose is commanded to stay or to patrols, to go and attack an enemy once the enemy gets close, and then return to that original spot?
ex: zombie walks up to castle gate guarded by 2 skeletons, the skeletons leave their posts, and kill the zombie, and walks and faces the same direction as before
Can you add a skeleton horse maker? It will make a skeleton horse (with a label, if designated) and if a skeleton nearby has a saddle in their inventory, they will automatically saddle and ride the horse. The horse should have the ability to look like any horse, and the AI is controlled by the rider. The skeleton horse will damage any enemy upon smashing into them.
/\ that suggestion will be a challenge for you.
Also i noticed the skeletons don't seem to use their shields, can you fix that?
Also can there be a no-friendly fire? As in: the arrows will pass through friendly skeletons and hit enemy mobs.
I still only have the one (I've named him Albert :D)
I just want to dig a small hole and stay in it now....
Im sorry if I didn't notice this but, can you specify what enemies they attack?
also a guard mode would be nice