Can you tune it so that on normal, in the best expected armor, the boss does 4.5 hearts, on easy the boss does 3 hearts, and on hard the boss does more than 6?
On easy, you can take three hits without dying; on medium you can take two hits; on hard you can take one hit.
Then, the question is, how much is full unenchanted diamond less than "best expected"? How much does a reasonable level of enchanted diamond compare to best expected? (reasonable level: Every piece has protection 1).
Since you are working with tuning, can you please verify this statement: Fire protection N has the same defensive value as normal protection N. (class specific protection is harder to get than unspecific protection in vanilla minecraft, yet if that statement is true then the protection costs are way off.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Have you thought of raising the terrain generation back up since the change to world sizes now being much higher? Would give you still plenty of room for trees but also give you underground to play with as well.
cpw.mods.fml.common.LoaderException: java.lang.reflect.InvocationTargetException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:461)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:143)
at net.minecraft.client.Minecraft.a(Minecraft.java:414)
at net.minecraft.client.Minecraft.run(Minecraft.java:746)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:424)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:460)
... 4 more
Caused by: java.lang.IllegalArgumentException: Slot 133 is already occupied by agt@173125 when adding twilightforest.BlockTFLog@9bafae
at aig.<init>(Block.java:282)
at aip.<init>(BlockLog.java:15)
at twilightforest.BlockTFLog.<init>(BlockTFLog.java:31)
at twilightforest.TFBlocks.<init>(TFBlocks.java:29)
at twilightforest.TwilightForestMod.preInit(TwilightForestMod.java:146)
... 30 more
--- END ERROR REPORT 481cc85 ----------
What does this mean? please help i installed forge and deleted meta inf then put twilight in mods folder
Caused by: java.lang.IllegalArgumentException: Slot 133 is already occupied by agt@173125 when adding
What does this mean? please help i installed forge and deleted meta inf then put twilight in mods folder
You have an ID Conflict. Navigate to your ''Config'' Folder and open up the Mod containing ''Agt@173125''. Change it's ID to something else. In this case, ID 133.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Well, if we wanted easy mobs we'd just play the regular game. At least I play these mods for the challenge. I think for a boss fight you have to get geared up and prepared for it, or you will die. So it's safe to assume in such a fight a player would be well armored up and equipped. I think you got it just right. Mind you, I haven't fought the Hydra yet, but by reading your stats it looks like you got it just right, IMHO
Okay, well I have a few animations and behaviors to finish up, but I'll release a version where you need essentially diamond armor to fight him. We'll see how it goes.
How about 2-3 hearts... if you get hit alot you would die just as fast. And is it possible for the hydra to ignore armor?
Also can you make your bosses like the wither boss? I mean like the health bar, being invincible wile bar is loading, after health bar is halved the boss changes, and just stuff like that.
This suggestion might make players feel more comfortable with fighting a boss in a vanilla format instead of another new one. just a thought LOVE your mod
It is possible for the hydra to ignore armor, but I don't want to break too many of the normal rules of the game. I tried to structure his attacks like existing attacks. So some of his attacks (fire breath, bombs) can set the player on fire, and damage from being on fire ignores armor, but the direct attack damage doesn't.
And a recent update adds health bars for all the bosses in this mod, so I think you're good there.
hey guys. Two things: One, you can deflect the Lich's scepter attack back at him just like a ghast. It's way easier than wasting potions. Secondly, to Benimatic the creator of this amazing mod: What's the news with the Lava Swamp?
Reflecting his attacks is actually the main way I designed the fight, although people using other attacks like potions is okay.
The fire swamp is already in the game and generating, but it's a rare biome and doesn't appear on every map. Also it still needs R.O.U.S.es and maybe lightning sand.
Can you tune it so that on normal, in the best expected armor, the boss does 4.5 hearts, on easy the boss does 3 hearts, and on hard the boss does more than 6?
On easy, you can take three hits without dying; on medium you can take two hits; on hard you can take one hit.
Then, the question is, how much is full unenchanted diamond less than "best expected"? How much does a reasonable level of enchanted diamond compare to best expected? (reasonable level: Every piece has protection 1).
Since you are working with tuning, can you please verify this statement: Fire protection N has the same defensive value as normal protection N. (class specific protection is harder to get than unspecific protection in vanilla minecraft, yet if that statement is true then the protection costs are way off.)
The game already scales all mob damage with difficulty, so I don't even need to do anything in that regard.
I'm using Magic Launcher 0.99 to load Twighlight Forest mod. I already have Modloader and Forge (both are current and ready for Minecraft v. 1.3.2. For some reason, Magic Launcher is claiming "no mods found". It's loaded on my system and the launcher can easily find it. Any ideas?
Rollback Post to RevisionRollBack
Ever onward, ever forward,I shall go along this dusty road;
Ever onward, ever forward for stories to share on my site, Inspiration Point
I'm using Magic Launcher 0.99 to load Twighlight Forest mod. I already have Modloader and Forge (both are current and ready for Minecraft v. 1.3.2. For some reason, Magic Launcher is claiming "no mods found". It's loaded on my system and the launcher can easily find it. Any ideas?
Don't use ModLoader, only use Forge. Forge has its own modloader now, and they aren't compatible with each other.
I'm using Magic Launcher 0.99 to load Twighlight Forest mod. I already have Modloader and Forge (both are current and ready for Minecraft v. 1.3.2. For some reason, Magic Launcher is claiming "no mods found". It's loaded on my system and the launcher can easily find it. Any ideas?
Place the file for Twilight Forest into the ''Mods'' Folder. Though the Launcher will claim that there's ''No Mods Found'', the Mod will still be loaded up when you run Minecraft.
Thanks. I switched off ModLoader. I've the following mods:
AudioMod.zip
minecraftforge-universal-4.1.1.251.zip
twilightforest-1.11.5.zip
GuiAPI-0.14.6-1.3.2.zip
[1.3.2] More Village Biomes V2.11 Normal.zip
[1.3.2]ReiMinimap_v3.2_05.zip
OptiFine_1.3.2_HD_U_B3(1).zip
I was also trying for Dr. Z's Mo' Creatures mod; hence the audio and Gui mods. I took a dive into the Twighlight and it looks nice. I wasn't sure if I was ready for an expedition; so I headed back. Magic Launcher says the status for all mods is "OK".
Rollback Post to RevisionRollBack
Ever onward, ever forward,I shall go along this dusty road;
Ever onward, ever forward for stories to share on my site, Inspiration Point
Having a bug. Every time I load the dimension, the trees, specifically the canopy trees are invisible. I just upgraded to the latest Optifine as was suggested and I'm still having this same problem. I have a few other mods installed and it's possible there's some kind of conflict, but I can't imagine where. Any ideas?
The game already scales all mob damage with difficulty, so I don't even need to do anything in that regard.
I know that much. What I don't know is, with that as the goal -- on easy you can survive 3 hits, on medium you can survive 2 hits, on hard you can only survive 1 -- given how the game scales stuff, can you set the damage to fit that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I'm running this on my 60 slot server and everything from the other mod's I have (which are Metallurgy/Pam's Mods/Big Trees/ExtrabiomesXL) seems to be loading properly in the Twilight forest. It looks amazing, and I'm having a great time. Thanks for this mod man. Here are some screens of the mods which are working together with no issues.
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
Can you tune it so that on normal, in the best expected armor, the boss does 4.5 hearts, on easy the boss does 3 hearts, and on hard the boss does more than 6?
On easy, you can take three hits without dying; on medium you can take two hits; on hard you can take one hit.
Then, the question is, how much is full unenchanted diamond less than "best expected"? How much does a reasonable level of enchanted diamond compare to best expected? (reasonable level: Every piece has protection 1).
Since you are working with tuning, can you please verify this statement: Fire protection N has the same defensive value as normal protection N. (class specific protection is harder to get than unspecific protection in vanilla minecraft, yet if that statement is true then the protection costs are way off.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
NOOO! Don't tell him, he might remove it! I don't know about you, but I for one like free castles.
I made my own shader pack, by the way.
I'm pretty sure that is intentional..... he won't take it off.
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:461)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:143)
at net.minecraft.client.Minecraft.a(Minecraft.java:414)
at net.minecraft.client.Minecraft.run(Minecraft.java:746)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:424)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:460)
... 4 more
Caused by: java.lang.IllegalArgumentException: Slot 133 is already occupied by agt@173125 when adding twilightforest.BlockTFLog@9bafae
at aig.<init>(Block.java:282)
at aip.<init>(BlockLog.java:15)
at twilightforest.BlockTFLog.<init>(BlockTFLog.java:31)
at twilightforest.TFBlocks.<init>(TFBlocks.java:29)
at twilightforest.TwilightForestMod.preInit(TwilightForestMod.java:146)
... 30 more
--- END ERROR REPORT 481cc85 ----------
What does this mean? please help i installed forge and deleted meta inf then put twilight in mods folder
You have an ID Conflict. Navigate to your ''Config'' Folder and open up the Mod containing ''Agt@173125''. Change it's ID to something else. In this case, ID 133.
Are you upgrading from a 125 map? Sadly, toss and start over. Wipe out the old twilight forest config file.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Okay, well I have a few animations and behaviors to finish up, but I'll release a version where you need essentially diamond armor to fight him. We'll see how it goes.
It is possible for the hydra to ignore armor, but I don't want to break too many of the normal rules of the game. I tried to structure his attacks like existing attacks. So some of his attacks (fire breath, bombs) can set the player on fire, and damage from being on fire ignores armor, but the direct attack damage doesn't.
And a recent update adds health bars for all the bosses in this mod, so I think you're good there.
Reflecting his attacks is actually the main way I designed the fight, although people using other attacks like potions is okay.
The fire swamp is already in the game and generating, but it's a rare biome and doesn't appear on every map. Also it still needs R.O.U.S.es and maybe lightning sand.
The game already scales all mob damage with difficulty, so I don't even need to do anything in that regard.
The wiki can tell you more about how the armor enchantments work. http://www.minecraftwiki.net/wiki/Armor#Armor_enchantment_effect_calculation As far as I've seen, all that information is accurate.
I'm using Magic Launcher 0.99 to load Twighlight Forest mod. I already have Modloader and Forge (both are current and ready for Minecraft v. 1.3.2. For some reason, Magic Launcher is claiming "no mods found". It's loaded on my system and the launcher can easily find it. Any ideas?
Ever onward, ever forward for stories to share on my site, Inspiration Point
Don't use ModLoader, only use Forge. Forge has its own modloader now, and they aren't compatible with each other.
Place the file for Twilight Forest into the ''Mods'' Folder. Though the Launcher will claim that there's ''No Mods Found'', the Mod will still be loaded up when you run Minecraft.
AudioMod.zip
minecraftforge-universal-4.1.1.251.zip
twilightforest-1.11.5.zip
GuiAPI-0.14.6-1.3.2.zip
[1.3.2] More Village Biomes V2.11 Normal.zip
[1.3.2]ReiMinimap_v3.2_05.zip
OptiFine_1.3.2_HD_U_B3(1).zip
I was also trying for Dr. Z's Mo' Creatures mod; hence the audio and Gui mods. I took a dive into the Twighlight and it looks nice. I wasn't sure if I was ready for an expedition; so I headed back. Magic Launcher says the status for all mods is "OK".
Ever onward, ever forward for stories to share on my site, Inspiration Point
*EDIT*
Nevermind, I got it working. Great mod!
I know that much. What I don't know is, with that as the goal -- on easy you can survive 3 hits, on medium you can survive 2 hits, on hard you can only survive 1 -- given how the game scales stuff, can you set the damage to fit that?
And, do you think that's a good goal?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Mire por la palabra grande "Download."
(Disculpo si no puedes entender, solo sé un poco de español.)