If this wouldnt be too much of a hassle, could you make a version that doesnt mess with entityspider when making the spiders? some other mobs edit that and it like breaks the whole thing, unless disabling the spiders would be ok?
If this wouldnt be too much of a hassle, could you make a version that doesnt mess with entityspider when making the spiders? some other mobs edit that and it like breaks the whole thing, unless disabling the spiders would be ok?
Hm, well, depending on what those mods do to EntitySpider, it might only crash when special spiders exist or even not at all. Though, if it really screws with EntitySpider, I guess it could be completely incompatible. :\ I'll think about adding a separate version of the mod that doesn't extend any base classes, but I'm barely able to even handle the spawner support version.
Alright cool, cause i have like 4 different .minecraft folders and a spare one of mine that i enjoy is legendofnotch rpg, and this would fit PERFECTLY, i can try it out, ill report what happens.
Alright cool, cause i have like 4 different .minecraft folders and a spare one of mine that i enjoy is legendofnotch rpg, and this would fit PERFECTLY, i can try it out, ill report what happens.
I would definitely backup my saves before doing so! Although, you should be able to just delete the mod and everything will work fine again without permanently destroying a world.
I cant wait for your mods they are AWESOME!! When do you think you will be able to complete the Loot mod? Because then you can work on special WATER mobs! (just asking no rushing)
I would definitely backup my saves before doing so! Although, you should be able to just delete the mod and everything will work fine again without permanently destroying a world.
Yeah i have each modset in its own folder, and i just copy my current .minecraft folder contents into the right folder, and if it doesnt work, just get rid of the new one and paste it back in
I cant wait for your mods they are AWESOME!! When do you think you will be able to complete the Loot mod? Because then you can work on special WATER mobs! (just asking no rushing)
Aww, thank you! I don't know exactly when. I've finished passive effects, I just need to do the ones that change the effectiveness of your blocking and react when you're hit - the hardest part is seeing if I can do these without editing EntityPlayer, I don't think I can even do them with the hooks provided by PlayerAPI. Also, the special upgrades, but that's just a matter of deciding what I'm going to make them do.
After all sword upgrades have full functionality... bow upgrades!... then I've got to decide how the things actually occur in the game.
Yeah i have each modset in its own folder, and i just copy my current .minecraft folder contents into the right folder, and if it doesnt work, just get rid of the new one and paste it back in
There are pretty freaking epic btw :3
EDIT:
Holy crap stupid idea alert!! (xD)
Evil Squids.
With Powers.
That Is All.
Ah, wise.
Hahaha, I'd like to think all squid are surging with evil powers, they are just waiting... watching... like goats.
pff i guess i have too many mods or something, i have all the spawnrates at 10 and thayre pretty uncommon, and normal hostile mobs arent spawning as well, i dont think its your fault, i think that ii need to go through and start over with my mods, but just in case, anyone else had this problem?
pff i guess i have too many mods or something, i have all the spawnrates at 10 and thayre pretty uncommon, and normal hostile mobs arent spawning as well, i dont think its your fault, i think that ii need to go through and start over with my mods, but just in case, anyone else had this problem?
Hm, interesting. I stopped using mods like Mo'Creatures and stuff a long time ago, so I never thought about how other mods would make them uncommon even at max. I could maybe remove the limit and force the game to raise the spawn rate of vanilla mobs to keep special mobs in check, along with a way to increase the spawn rate vanilla mobs by themselves.
Hm, interesting. I stopped using mods like Mo'Creatures and stuff a long time ago, so I never thought about how other mods would make them uncommon even at max. I could maybe remove the limit and force the game to raise the spawn rate of vanilla mobs to keep special mobs in check, along with a way to increase the spawn rate vanilla mobs by themselves.
Im not using mo creatures, the mods i do have that have mobs are
your 3 mob mods(alls good cept for the special mobs)
Bosscraft (Works perfectly fine)
And these dont add mobs but are related,
Familiars
Mob Amputation
Mob Dismemberment
RandomMobs
SpecialRandommobs
RandomMobs Spawner patch thing
I dont expect you to go through any of this, just posting what i have related to mobs, passives are fine though like cows and pigs.
And i appreciate thetime you take to like and try to help (especially cause it just seems like me who did something wrong, not a glitch with the mod)
Im not using mo creatures, the mods i do have that have mobs are
your 3 mob mods(alls good cept for the special mobs)
Bosscraft (Works perfectly fine)
And these dont add mobs but are related,
Familiars
Mob Amputation
Mob Dismemberment
RandomMobs
SpecialRandommobs
RandomMobs Spawner patch thing
I dont expect you to go through any of this, just posting what i have related to mobs, passives are fine though like cows and pigs.
And i appreciate thetime you take to like and try to help (especially cause it just seems like me who did something wrong, not a glitch with the mod)
There are mods that let you cut parts off of mobs? Haha, that's awesome! Do they work with my special mobs? I guess I'll find out soon enough, anyway.
PLEASE tell upgrade for turret! I cant seem to find it, and i really dont feel like going through every single item in minecraft
Well, I can't just straight-out tell you! That would ruin the surprise. However, I can say that it's buried somewhere in your mod_UtilityMobs.class. You can open it with a text editor like Notepad, good luck!
There are mods that let you cut parts off of mobs? Haha, that's awesome! Do they work with my special mobs? I guess I'll find out soon enough, anyway.
Yeah, they work on yours, i think because theyre based off of zombies and skeletons and such they pop apart, and you can turn the blood off too, i think it makes you feel bad xD. thayre pretty cool though.
Yeah, they work on yours, i think because theyre based off of zombies and skeletons and such they pop apart, and you can turn the blood off too, i think it makes you feel bad xD. thayre pretty cool though.
EDIT
Post 123 lol
Awesome! This is exactly why I extend the base classes, even though it could potentially cause problems with mods completely changing those base classes.
`Excited for future squid monsters, but what will they do, theyre just squids, you cant slap a bow on em and say good enough. (Squids with bows!) Angry squid, fleeing squid?, zombie squid that walks on land and eats you? (lol) FLYING SQUID? xD
`Excited for future squid monsters, but what will they do, theyre just squids, you cant slap a bow on em and say good enough. (Squids with bows!) Angry squid, fleeing squid?, zombie squid that walks on land and eats you? (lol) FLYING SQUID? xD
Hah, well my first thought was fireballs, then I remembered that they weren't lava squid, then I thought lava squid! Of course, people aren't going to be swimming around in lava, so I'll have to think up some different ideas. If I can get normal squid to "swim" in air, I will!
Hah, well my first thought was fireballs, then I remembered that they weren't lava squid, then I thought lava squid! Of course, people aren't going to be swimming around in lava, so I'll have to think up some different ideas. If I can get normal squid to "swim" in air, I will!
Edit: ink bombs!
Add the squids of lava! With Fireballs! And Squids with wings! Dropping Bombs! Huzzah!
Hm, well, depending on what those mods do to EntitySpider, it might only crash when special spiders exist or even not at all. Though, if it really screws with EntitySpider, I guess it could be completely incompatible. :\ I'll think about adding a separate version of the mod that doesn't extend any base classes, but I'm barely able to even handle the spawner support version.
I would definitely backup my saves before doing so! Although, you should be able to just delete the mod and everything will work fine again without permanently destroying a world.
Yeah i have each modset in its own folder, and i just copy my current .minecraft folder contents into the right folder, and if it doesnt work, just get rid of the new one and paste it back in
There are pretty freaking epic btw :3
EDIT:
Holy crap stupid idea alert!! (xD)
Evil Squids.
With Powers.
That Is All.
Aww, thank you! I don't know exactly when. I've finished passive effects, I just need to do the ones that change the effectiveness of your blocking and react when you're hit - the hardest part is seeing if I can do these without editing EntityPlayer, I don't think I can even do them with the hooks provided by PlayerAPI. Also, the special upgrades, but that's just a matter of deciding what I'm going to make them do.
After all sword upgrades have full functionality... bow upgrades!... then I've got to decide how the things actually occur in the game.
Ah, wise.
Hahaha, I'd like to think all squid are surging with evil powers, they are just waiting... watching... like goats.
But are you considering the squids? That would be amazing!!! xD
Haha, there will definitely be evil squid sea monsters. I just don't know what powers they will have.
Hm, interesting. I stopped using mods like Mo'Creatures and stuff a long time ago, so I never thought about how other mods would make them uncommon even at max. I could maybe remove the limit and force the game to raise the spawn rate of vanilla mobs to keep special mobs in check, along with a way to increase the spawn rate vanilla mobs by themselves.
Bwahahahaahahahah YES >:D/
Im not using mo creatures, the mods i do have that have mobs are
your 3 mob mods(alls good cept for the special mobs)
Bosscraft (Works perfectly fine)
And these dont add mobs but are related,
Familiars
Mob Amputation
Mob Dismemberment
RandomMobs
SpecialRandommobs
RandomMobs Spawner patch thing
I dont expect you to go through any of this, just posting what i have related to mobs, passives are fine though like cows and pigs.
And i appreciate thetime you take to like and try to help (especially cause it just seems like me who did something wrong, not a glitch with the mod)
There are mods that let you cut parts off of mobs? Haha, that's awesome! Do they work with my special mobs? I guess I'll find out soon enough, anyway.
Well, I can't just straight-out tell you! That would ruin the surprise. However, I can say that it's buried somewhere in your mod_UtilityMobs.class. You can open it with a text editor like Notepad, good luck!
Yeah, they work on yours, i think because theyre based off of zombies and skeletons and such they pop apart, and you can turn the blood off too, i think it makes you feel bad xD. thayre pretty cool though.
EDIT
Post 123 lol
Awesome! This is exactly why I extend the base classes, even though it could potentially cause problems with mods completely changing those base classes.
Hah, well my first thought was fireballs, then I remembered that they weren't lava squid, then I thought lava squid! Of course, people aren't going to be swimming around in lava, so I'll have to think up some different ideas. If I can get normal squid to "swim" in air, I will!
Edit: ink bombs!
It's better than you think. I'll give tou a clue: "Happy Easter"
Add the squids of lava! With Fireballs! And Squids with wings! Dropping Bombs! Huzzah!