Update:
(For those who are curious about the status/progress of this mod)
Finally finished (I think) converting/registering mobs and items in Forge. At the moment I could say the mod is 50% done. It is mostly testing and modelling/texturing from now on.
I have not yet tested it in a compiled state yet which I hope does not end up as another delay and I currently have no idea if this will be LAN/SMP compatible. ExtraBiomesXL support will be temporarily disabled.
I have not played around with the AI yet. I cannot comment on the changes with the mobs themselves. But I can state that I will be removing and replacing many on the current mobs.
Update:
(For those who are curious about the status/progress of this mod)
Finally finished (I think) converting/registering mobs and items in Forge. At the moment I could say the mod is 50% done. It is mostly testing and modelling/texturing from now on.
I have not yet tested it in a compiled state yet which I hope does not end up as another delay and I currently have no idea if this will be LAN/SMP compatible. ExtraBiomesXL support will be temporarily disabled.
I have not played around with the AI yet. I cannot comment on the changes with the mobs themselves. But I can state that I will be removing and replacing many on the current mobs.
Very reasonable, and good luck updating your mod! I admire your dedication to this project, if it were me, I probably would have given up a long time ago
I think it will be compatible with lan as I've seen none that isn't, though I'm not sure when it comes to the SMP, because if there is any ModLoader.blablabla in the code then it won't work in SMP.
I recently signed up JUST to reply to this topic. Though I myself am no anime guy, I do have a few, but not too many, I'm looking forward to seeing an updated version, and will definately be using it when such a thing comes out. If I like it, it will probably become a favourite, alongst with Mo Creatures, Clay soldiers, and Smart moving, until then, keep up the good work, I'm no modder, or anything of significance myself, but I can clearly see it's going to take a while longer. Which makes it all the worth while, waiting for it to update X3
Thanks. All I can say is that my update will rework a majority of this mod. Until I have finalized it I cannot really get into detail about it.
I only have available time to work on this mod on Wednesday and Sunday which is quite a bummer. I really appreciate those who have waited this long (nearly 2 months I assume).
I think it will be compatible with lan as I've seen none that isn't, though I'm not sure when it comes to the SMP, because if there is any ModLoader.blablabla in the code then it won't work in SMP.
No ModLoader code, for now. Until I have tested it standalone I cannot say anything about it yet .
Thanks. All I can say is that my update will rework a majority of this mod. Until I have finalized it I cannot really get into detail about it.
I only have available time to work on this mod on Wednesday and Sunday which is quite a bummer. I really appreciate those who have waited this long (nearly 2 months I assume).
No ModLoader code, for now. Until I have tested it standalone I cannot say anything about it yet .
yes, we have waited about 2 months for this mod. because it's just that awesome and unique.
You've done a great job with this mod so far and I can't wait for the update that brings it up to date! Keep working on this. It's even more impressive that you only have two days a week to work on this mod and you're still dedicated to updating it!
You've done a great job with this mod so far and I can't wait for the update that brings it up to date! Keep working on this. It's even more impressive that you only have two days a week to work on this mod and you're still dedicated to updating it!
Yeah, we're all proud of you for being so persistent.
Yeah, and I think the mobs are really good modeled.
Thank you. That's pretty much the only thing this mod has to offer . Mobs use the standard AI but with boosted stats and a bit more variety (such as debuffs). To some this alone does not bring much variety to the game in terms of gameplay which is why I try to make up the lack of code by putting more effort into the models/textures.
Yeah, we're all proud of you for being so persistent.
Thanks, I really appreciate the support. I thought people would have lost interest in this mod after the 3 weeks of no updates. I hope I can get this mod up and running soon enough.Emphasis on I hope.
Ok, ok. Explain something to me, because the Tiers of items make little sense to me. Why are the Dullahan items better than Azurite? Or are they. Can you edit your post to list From worst to best? I am wracking my brain trying to figure out why you have the Dullahan gear at the bottom, when it all appears to be in order. The Dullahan gear is by far worse than the Azurite stuff, since it all has the same stats as diamond, and Azurite has far more use since it counts as a sword and an axe or a Shovel and a Pickaxe.
Dullahan is only 3x faster, but has the worst durability ever, barely better than a Bow. Can you explain which is better and why? Also, can you explain whether or not these items can be enchanted?
The Azurite Axe would be a nightmare because if it counts as an axe, that means it can't get looting. If it counts as a sword that means it can't get fortune.
Any word on this would be welcome, as this is really a deal breaker for me.
They basically share the exact same stats. The only difference is that Dullahan Armor can be repaired with a shard while Azurite cannot.
Dullahan has 4x more attack damage than the normal bow. That is the reason why the durability is horrible. I thought it would act as a balance to do such.
Cannot be enchanted. Not because it was intended to, but I could not get it working properly. In the entire mod coding the items caused the most trouble for me in my opinion.
On a sidenote I no longer support the item/ore component of this mod in future updates. I have decided to focus solely on mobs instead. I will however still include items (such as shards) and add a few food/alchemy items.
I'm looking forward to what the updates have to bring hombre. I'm really happy you've decided to go the route of taking ores and other blocks out, cause every mod seems to add ores and blocks. I've been trying to get friends to try this out, and I know at least one or two more people (apart from myself) that will be giving this mod a go when it releases.
To put things in perspective as to why folks are happy to wait: folks have been waiting for RP2 just as long. When it's a good mod, folks are happy to wait for a fine and finished product.
So what is the main trouble you're having with it? someone here could help you. oh wait, you said it was the coding right? and your computer's limitations...
So what is the main trouble you're having with it? someone here could help you. oh wait, you said it was the coding right? and your computer's limitations...
So what is the main trouble you're having with it? someone here could help you. oh wait, you said it was the coding right? and your computer's limitations...
Pretty much time. I only started modding again around November 17-18. Since my last attempt at updating for 1.3.2 I have done nothing with the mod since then . That and I am limited to Wednesday and Sunday. Not sure about computer limitations since I have not been able to naturally spawn mobs yet.
By the end of this day I should be finished with all the new models. I am planning to replace 6 current mobs, remodelled 3 and retextured 5 (slight adjustments with textures). After that back to coding again. As I have stated a while back I have converted much of the code to Forge (there are still a few problems though). Until I can get eveything in working order, I cannot really say much about what will be replaced/added or adjusted.
About those mobs I have planned to add? I might not add them yet. For now I plan to replace the current mobs first before adding the planned new mobs. Maybe in another update.
Everything is going smoothly so far. I completely "gutted" the mod removing unnecessary code which is present in the current version. Tweaked the AI and it seems to be working without much problems. Though I want to make the mobs more diverse instead of them simply running into you.
The mobs themselves (as I have stated previously) have been completely changed. Maybe 75% of the mod has either remodelled mobs or mobs which have been replaced. It is sad to see I needed to replace a few of my mobs which I put much effort into making.
My only current problem for now is making mobs. I find it hard to maintain the 1:2 gender ratio I stated . Really hard.
Everything is going smoothly so far. I completely "gutted" the mod removing unnecessary code which is present in the current version. Tweaked the AI and it seems to be working without much problems. Though I want to make the mobs more diverse instead of them simply running into you.
The mobs themselves (as I have stated previously) have been completely changed. Maybe 75% of the mod has either remodelled mobs or mobs which have been replaced. It is sad to see I needed to replace a few of my mobs which I put much effort into making.
My only current problem for now is making mobs. I find it hard to maintain the 1:2 gender ratio I stated . Really hard.
you mean making the guy mobs? TBH i really don't like that idea... the thing that made this mod good is that there were girl mobs instead of guys. and the mobs you made were powerful as HELL! i think that's what made this mod unique.
Until you learn more complex coding i think i could live with the arrows and the running into me. but what mobs have you replaced? and maybe you could show us a couple pictures of the new mobs?
you mean making the guy mobs? TBH i really don't like that idea... the thing that made this mod good is that there were girl mobs instead of guys. and the mobs you made were powerful as HELL! i think that's what made this mod unique.
Until you learn more complex coding i think i could live with the arrows and the running into me. but what mobs have you replaced? and maybe you could show us a couple pictures of the new mobs?
I needed to. Mostly because all the mobs would look the same if I did not include a variety. Either way as my mod currently stands with the ratio of 1:2.
I wish I could post screenshots but I am still changing things around . Maybe when I am already testing it along with other mods.
I replaced the following mobs, that is the least I can say for now as I have no plans on further replace anything:
I will also be adding a few mobs to balance the biomes out, but not the ones I have stated previously (such as the Holstaurus, Tanuki Merchant or the Minotaur). I will add them in a future update.
(For those who are curious about the status/progress of this mod)
Finally finished (I think) converting/registering mobs and items in Forge. At the moment I could say the mod is 50% done. It is mostly testing and modelling/texturing from now on.
I have not yet tested it in a compiled state yet which I hope does not end up as another delay and I currently have no idea if this will be LAN/SMP compatible. ExtraBiomesXL support will be temporarily disabled.
I have not played around with the AI yet. I cannot comment on the changes with the mobs themselves. But I can state that I will be removing and replacing many on the current mobs.
Very reasonable, and good luck updating your mod! I admire your dedication to this project, if it were me, I probably would have given up a long time ago
Profile pic by Cheshirette c:
Thanks. All I can say is that my update will rework a majority of this mod. Until I have finalized it I cannot really get into detail about it.
I only have available time to work on this mod on Wednesday and Sunday which is quite a bummer. I really appreciate those who have waited this long (nearly 2 months I assume).
No ModLoader code, for now. Until I have tested it standalone I cannot say anything about it yet .
yes, we have waited about 2 months for this mod. because it's just that awesome and unique.
Yeah, and I think the mobs are really good modeled.
Yeah, we're all proud of you for being so persistent.
Thank you. That's pretty much the only thing this mod has to offer . Mobs use the standard AI but with boosted stats and a bit more variety (such as debuffs). To some this alone does not bring much variety to the game in terms of gameplay which is why I try to make up the lack of code by putting more effort into the models/textures.
Thanks, I really appreciate the support. I thought people would have lost interest in this mod after the 3 weeks of no updates. I hope I can get this mod up and running soon enough. Emphasis on I hope.
No idea. Been recently working it on since November 18. As I have stated it is 50% done. Although right now it is 68% done .
They basically share the exact same stats. The only difference is that Dullahan Armor can be repaired with a shard while Azurite cannot.
Dullahan has 4x more attack damage than the normal bow. That is the reason why the durability is horrible. I thought it would act as a balance to do such.
Cannot be enchanted. Not because it was intended to, but I could not get it working properly. In the entire mod coding the items caused the most trouble for me in my opinion.
On a sidenote I no longer support the item/ore component of this mod in future updates. I have decided to focus solely on mobs instead. I will however still include items (such as shards) and add a few food/alchemy items.
To put things in perspective as to why folks are happy to wait: folks have been waiting for RP2 just as long. When it's a good mod, folks are happy to wait for a fine and finished product.
Keep up the good work.
And time, most likely.
Profile pic by Cheshirette c:
Pretty much time. I only started modding again around November 17-18. Since my last attempt at updating for 1.3.2 I have done nothing with the mod since then . That and I am limited to Wednesday and Sunday. Not sure about computer limitations since I have not been able to naturally spawn mobs yet.
By the end of this day I should be finished with all the new models. I am planning to replace 6 current mobs, remodelled 3 and retextured 5 (slight adjustments with textures). After that back to coding again. As I have stated a while back I have converted much of the code to Forge (there are still a few problems though). Until I can get eveything in working order, I cannot really say much about what will be replaced/added or adjusted.
About those mobs I have planned to add? I might not add them yet. For now I plan to replace the current mobs first before adding the planned new mobs. Maybe in another update.
The mobs themselves (as I have stated previously) have been completely changed. Maybe 75% of the mod has either remodelled mobs or mobs which have been replaced. It is sad to see I needed to replace a few of my mobs which I put much effort into making.
My only current problem for now is making mobs. I find it hard to maintain the 1:2 gender ratio I stated . Really hard.
you mean making the guy mobs? TBH i really don't like that idea... the thing that made this mod good is that there were girl mobs instead of guys. and the mobs you made were powerful as HELL! i think that's what made this mod unique.
Until you learn more complex coding i think i could live with the arrows and the running into me. but what mobs have you replaced? and maybe you could show us a couple pictures of the new mobs?
I needed to. Mostly because all the mobs would look the same if I did not include a variety. Either way as my mod currently stands with the ratio of 1:2.
I wish I could post screenshots but I am still changing things around . Maybe when I am already testing it along with other mods.
I replaced the following mobs, that is the least I can say for now as I have no plans on further replace anything:
- Backpack Steve
- Breezer
- Cactus
- Elven Archer
- Golem
- Priestess
- Skeleton Girl
- Small Sphinx
- Spider Girl
- Spirit of Dullahan
- Tiger Girl
- Werecat
- Zombie Girl
I will also be adding a few mobs to balance the biomes out, but not the ones I have stated previously (such as the Holstaurus, Tanuki Merchant or the Minotaur). I will add them in a future update.