i just realised something, not only did theatlanticcraft convince you to make an atlantis dimension, but they also convinced you to make a whole new mod about atlantis stuff.
If I'm right AoA is staying 1.7.10. That last mod is 1.8.9+.
So:
1) Xolova will release an extra mod (with few dimension) for Minecraft 1.8.9+ and AoA is going to be updated to version 2.5 for Minecraft 1.7.10??.
2) Is it possibble in 2.4.B to make a mob not to spawn??
So:
1) Xolova will release an extra mod (with few dimension) for Minecraft 1.8.9+ and AoA is going to be updated to version 2.5 for Minecraft 1.7.10??.
2) Is it possibble in 2.4.B to make a mob not to spawn??
Thank you.
Atlantis Rising will be for 1.7.10, whileTotal Colosseum will be for 1.8.9. Unfortunately it's not possible to prevent a specific mob from spawning, but you could use another mod such as Mob Spawn Controls to do that.
Now I understand that this question may have been asked many times in the past (Nothing to do with the update), but how well does AoA go with Extra Biomes XL? Just to be sure
I have AoA and Extra Biomes XL at the same time, and they work perfectly together, the mobs spawn in the extra biomes and such, just be sure to change the biomes IDs of the two mods so they don't conflict before entering a world.
Hi, I would first like to say thank you for making this awesome mod! I love it a lot and usually mash it up with other mod like "orespawn". When I had these mods together they used to work great and not conflict with each other at all. But, now I'm getting problems with Advent of ascension lowering the damage of very powerful end game swords Like the "Royal guardian sword' Which basically has 750 attack dmg. But, now when I have this mod installed it only does 25 dmg to every mob. Even if it doesn't have any defence! If there is anyway to fix this problem anyone! Please let me know! Thank you and have a wonderful day.
Hi, I would first like to say thank you for making this awesome mod! I love it a lot and usually mash it up with other mod like "orespawn". When I had these mods together they used to work great and not conflict with each other at all. But, now I'm getting problems with Advent of ascension lowering the damage of very powerful end game swords Like the "Royal guardian sword' Which basically has 750 attack dmg. But, now when I have this mod installed it only does 25 dmg to every mob. Even if it doesn't have any defence! If there is anyway to fix this problem anyone! Please let me know! Thank you and have a wonderful day.
There should be an option in the AoA config to fix that
Hi, I would first like to say thank you for making this awesome mod! I love it a lot and usually mash it up with other mod like "orespawn". When I had these mods together they used to work great and not conflict with each other at all. But, now I'm getting problems with Advent of ascension lowering the damage of very powerful end game swords Like the "Royal guardian sword' Which basically has 750 attack dmg. But, now when I have this mod installed it only does 25 dmg to every mob. Even if it doesn't have any defence! If there is anyway to fix this problem anyone! Please let me know! Thank you and have a wonderful day.
Hi, I would first like to say thank you for making this awesome mod! I love it a lot and usually mash it up with other mod like "orespawn". When I had these mods together they used to work great and not conflict with each other at all. But, now I'm getting problems with Advent of ascension lowering the damage of very powerful end game swords Like the "Royal guardian sword' Which basically has 750 attack dmg. But, now when I have this mod installed it only does 25 dmg to every mob. Even if it doesn't have any defence! If there is anyway to fix this problem anyone! Please let me know! Thank you and have a wonderful day.
Go to your .config file and in AoA put damage limit to zero.
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I only play QUALITY mods like Orespawn and Lucky Blocks. No AoA, Betweenlands, Twilight Forest, or LOTR. (Sarcasm is so fun when it offends people)
Hi, I would first like to say thank you for making this awesome mod! I love it a lot and usually mash it up with other mod like "orespawn". When I had these mods together they used to work great and not conflict with each other at all. But, now I'm getting problems with Advent of ascension lowering the damage of very powerful end game swords Like the "Royal guardian sword' Which basically has 750 attack dmg. But, now when I have this mod installed it only does 25 dmg to every mob. Even if it doesn't have any defence! If there is anyway to fix this problem anyone! Please let me know! Thank you and have a wonderful day.
Go into .minecraft/config and open the file called AoA2-2.cfg. Find the line called "I:"DMG Limit"=1" and change that 1 to a 0.
Speaking of that, there is a bug in 2.4.B (not sure if it's still in snapshot) where certain AoA weapons are affected by this damage limit (namely greatblades, and high-damage energy weapons against mobs with little health remaining).
Hi, I would first like to say thank you for making this awesome mod! I love it a lot and usually mash it up with other mod like "orespawn". When I had these mods together they used to work great and not conflict with each other at all. But, now I'm getting problems with Advent of ascension lowering the damage of very powerful end game swords Like the "Royal guardian sword' Which basically has 750 attack dmg. But, now when I have this mod installed it only does 25 dmg to every mob. Even if it doesn't have any defence! If there is anyway to fix this problem anyone! Please let me know! Thank you and have a wonderful day.
In all seriousness, I think Orespawn needs to have a "debuff" config option that scales everything down to be sane when combined with other mods. It ain't horrible, but it's somehow balanced only around itself and has a very forced progression. Spider robot is awesome, though.
Rollback Post to RevisionRollBack
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
I'm so hyped right now, how long have you been working on this for?
EVRYONE STAY CALM, I KNOW CPR
I never took any graphical design courses. I also learned to code in several languages many years before ever taking a course in it.
i just realised something, not only did theatlanticcraft convince you to make an atlantis dimension, but they also convinced you to make a whole new mod about atlantis stuff.
So:
1) Xolova will release an extra mod (with few dimension) for Minecraft 1.8.9+ and AoA is going to be updated to version 2.5 for Minecraft 1.7.10??.
2) Is it possibble in 2.4.B to make a mob not to spawn??
Thank you.
Xolova, is Total Colloseum out? Or is it still W.I.P?
Go check it out!
Made by XolovA! Click this to go to the AoA forums!
underline
W.I.P
Well if Total Collosseum updates to 1.9.
Happy birthday
Atlantis Rising will be for 1.7.10, whileTotal Colosseum will be for 1.8.9. Unfortunately it's not possible to prevent a specific mob from spawning, but you could use another mod such as Mob Spawn Controls to do that.
I have AoA and Extra Biomes XL at the same time, and they work perfectly together, the mobs spawn in the extra biomes and such, just be sure to change the biomes IDs of the two mods so they don't conflict before entering a world.
Please, call Me Cruuk.
Woah, I've been gone to long. Someone explain this all to me.
Aliens.
Maybe one day at least. Years ago before Starbound's released I had a very similar idea except for an MC mod that was jokingly titled "StarCraft".
We've already got Barathos and Lunalus for aliens (actually, come to think of it, you could say that most of the mobs in AoA look like aliens)!
EDIT: Not saying it's a bad thing, they all look awesome!
Current project: Adventure Awaits!
forum not yet created
Hi, I would first like to say thank you for making this awesome mod! I love it a lot and usually mash it up with other mod like "orespawn". When I had these mods together they used to work great and not conflict with each other at all. But, now I'm getting problems with Advent of ascension lowering the damage of very powerful end game swords Like the "Royal guardian sword' Which basically has 750 attack dmg. But, now when I have this mod installed it only does 25 dmg to every mob. Even if it doesn't have any defence! If there is anyway to fix this problem anyone! Please let me know! Thank you and have a wonderful day.
There should be an option in the AoA config to fix that
*And then everyone gets pissed off by orespawn*
PK Love
Go to your .config file and in AoA put damage limit to zero.
I only play QUALITY mods like Orespawn and Lucky Blocks. No AoA, Betweenlands, Twilight Forest, or LOTR. (Sarcasm is so fun when it offends people)
Yup.
I only play QUALITY mods like Orespawn and Lucky Blocks. No AoA, Betweenlands, Twilight Forest, or LOTR. (Sarcasm is so fun when it offends people)
Go into .minecraft/config and open the file called AoA2-2.cfg. Find the line called "I:"DMG Limit"=1" and change that 1 to a 0.
Speaking of that, there is a bug in 2.4.B (not sure if it's still in snapshot) where certain AoA weapons are affected by this damage limit (namely greatblades, and high-damage energy weapons against mobs with little health remaining).
In all seriousness, I think Orespawn needs to have a "debuff" config option that scales everything down to be sane when combined with other mods. It ain't horrible, but it's somehow balanced only around itself and has a very forced progression. Spider robot is awesome, though.
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.