Any chance for a config or even hard-coded mechanic to specifically stop them going after creepers? Since they currently either attack all hostile mobs or don't, usefulness for general defense might be questionable. I'd love to have some friendly skellies hanging around to defend my doom fortress, but not if they rush out and turn themselves and the neighborhood into smoking craters as soon as night falls
That's awesome news, thanks! I'll make a special mention of your mod in my survival journal's next update if that's cool with you.
Seriously loving this mod already. I've now got a faithful skeleton buddy called Roger who's been helping me out farming my spider spawner. I think Overlord will have a permanent place in my modlist from now on.
Making skeletons one by one is slow, not to mention they die pretty quickly, can you make a way to automate it or spawn them in quickly, or even duplicate pre-made ones (with armour and all) in creative mode? Examples for automation: allow hoppers to place items into the thing, Monster spawner, making skeletons out of adult villagers)
Can you make factions that will fight one another?
Is it possible to change the range that a skeleton can detect a monster? Reason: so we can put skeletons on castle walls, watchtowers and shoot at "mobs and other factions attacking
Allow the player to give skeletons a label via right-clicking the skeleton and/or skeleton maker
-The player can add a label on a skeleton, all skeletons with the same label can be controlled by using the overlord's seal and instead of ordering all, you can order all the skeletons with the label
-You can place down a patrol block, but looks like redstone dust, where skeletons will follow the path and patrol the area, (it can only be visible when holding the Overlord's seal
-You should have the option of making the skeletons march in columns,
-Mod should have an option for limited arrows, skeletons with bows that run out of arrows or an enemy is too close will draw their swords
Skeletons with bows runs towards enemy,
Lag (when there is 7+ skeletons and 10 enemy mobs nearby)
If a personal Skeleton gets hit by an arrow from another one of your skeletons, they will fight
Sorry about all of this stuff, you probably won't do any of this because its a lot and it will take forever to do, but if you do, that would be awesome!
Automation, I have been considering for a while, and once I figure out a well balanced way to do it, I will. Duplication of them in Creative Mode is a good idea, and shouldn't be hard to do. I will see about doing that in an update in the near future. Hoppers are able to place items in all slots of the Skeleton Maker except for the Main Hand and Offhand slots. I agree, it is still pretty slow to make an army, and I am trying to figure out the best way to make it quicker without making it too easy(armies aren't supposed to be cheap).
Factions, though I may not call it that, are another idea I've had for a little bit. Basically, making enemies in a manner similar to how you make alliances.
Skeletons being able to snipe enemies from a watchtower, I'm not sure if I could do anytime soon.
The idea of labels(If I implement it, I will probably call them squads) has crossed my mind as well, and if I can find a good, efficient way to implement it, I will do it.
The patrol block is an interesting idea, but I don't see it coming to the mod anytime soon.
No, I won't make it so skeletons can march in columns.
The skeletons drawing swords when they run out of arrows is a good idea, that will probably make it into an update pretty soon.
More weapons? Why? There are already plenty of weapon and armor mods out there to choose from.
Skeletons with bows running at enemies, I think I know the cause of, and I will fix that pretty soon.
Lag, unfortunately, I don't think I can cut down by very much. I'll do what I can, but no promises.
The skeletons fighting each other, I can fix. It will be done in an update pretty soon.
Thanks for the feature requests and bug reports! I will get to as many of these as I can.
Wow! Thanks you sooooo much! I can't wait to see end result!
I'm having a lot of fun so far with this mod, but a few things:
Shift-right clicking a skeleton to give it milk while in creative mode still consumes the milk
If you place the skeleton maker next to a wall, sometimes the skeleton will spawn halfway in the wall and suffocate
Skeletons won't shoot tipped arrows, and now the skeleton I gave a tipped arrow to forgot how to use a bow
Sometimes when my skeletons TP to me they end up in transparent blocks and get stuck there.
Could you possibly add some way to auto-feed skeletons milk or have them gain XP by fighting and you just need to give them 1 bucket when they are at full xp to level them up? It starts taking a LOT of milk to level them and it gets tedious fast.
I also have a stacking mod that lets me stack normally-unstackable items, including milk buckets, but both the skeleton maker and the skeleton itself will just eat the entire stack at once and only gain 1 bucket worth. Can you make it so it counts all of them? This would also make it less tedious to level them up...