The Meaning of Life, the Universe, and Everything.
Join Date:
11/11/2011
Posts:
42
Member Details
I don't think that your even going to listen to me, but i really really love your loot mod and i just made this account just to tell you this and I have a suggestion for it.
1.Make it so you can customize the upgrades in weapons.(But only with cheats on)
Also I just want to say if you can just make a pre-release of 2.0.But to sum it up i just really like your mods and keep working on them
Great 1.5 is out now we have to wait for your mods to updated
I actually enjoy waiting for mods to update! (assuming it doesnt take more then a couple weeks). Just the adventure of logging on every day and looking to see what mods that I like have updated yet. Ooh, theres another one! Now I just need a few more to go up and I can begin working on my modpack!
I think about a solid third of my minecraft time is really just me wandering around the forums looking for new things. The time leading up to 1.5 was dead. Now things are.... still pretty dead. But theyre moving towards livingness again! Hurrah!
I know this is kinda unrelated to the mod, but just me being bugged by update complainers.
I don't think that your even going to listen to me, but i really really love your loot mod and i just made this account just to tell you this and I have a suggestion for it.
1.Make it so you can customize the upgrades in weapons.(But only with cheats on)
Also I just want to say if you can just make a pre-release of 2.0.But to sum it up i just really like your mods and keep working on them
You deserve this:
I'm really glad you like my mods! And yes, I want to make the upgrades available in creative mode - currently, the upgrade items can only be obtained by taking them off of upgraded weapons.
And sure, I'll try to get a couple upgrades working on each item type and do a pre-release!
Great 1.5 is out now we have to wait for your mods to updated
Well, good news is it looks like MCP and Forge are already updated! So, it just depends on when I get the time - it shouldn't take too long. Shortly after, I'll probably add randomized names to ancient mobs in Special Mobs.
I actually enjoy waiting for mods to update! (assuming it doesnt take more then a couple weeks). Just the adventure of logging on every day and looking to see what mods that I like have updated yet. Ooh, theres another one! Now I just need a few more to go up and I can begin working on my modpack!
I think about a solid third of my minecraft time is really just me wandering around the forums looking for new things. The time leading up to 1.5 was dead. Now things are.... still pretty dead. But theyre moving towards livingness again! Hurrah!
I know this is kinda unrelated to the mod, but just me being bugged by update complainers.
Yeah, it's not a big deal. I either go modless, since I like vanilla, especially when there are new things to fool with, or just don't update.
At least I don't have anyone saying "UPDATE NOW!!".
Sup FatherToast. I was wondering about something, do you or anyone else know why the turrets and golems from utility mobs attack the mobs you make with noppes's custom npcs mod?
Sup FatherToast. I was wondering about something, do you or anyone else know why the turrets and golems from utility mobs attack the mobs you make with noppes's custom npcs mod?
Yes, because golems default to "kill" mode. I think I'm going to change them to default to passive, with a config that determines the mobs that should be targeted (since it seems there are a lot more mobs that shouldn't be than should).
Yes, because golems default to "kill" mode. I think I'm going to change them to default to passive, with a config that determines the mobs that should be targeted (since it seems there are a lot more mobs that shouldn't be than should).
If you do base it on a config, can you have it automatically aquire the names for mobs, like infernalmobs does? I'm not sure how easy/hard that is to code, but it makes using the configs much nicer.
I'm really glad you like my mods! And yes, I want to make the upgrades available in creative mode - currently, the upgrade items can only be obtained by taking them off of upgraded weapons.
And sure, I'll try to get a couple upgrades working on each item type and do a pre-release!
Nah, I was just in debug mode.
How did you get into the debug mode because i wanna just screw around
If you do base it on a config, can you have it automatically aquire the names for mobs, like infernalmobs does? I'm not sure how easy/hard that is to code, but it makes using the configs much nicer.
Not exactly. I'm not sure exactly what you mean, but I could put in a feature that makes a .txt containing all entity string IDs when Minecraft is run (possibly with their translated names, too).
That said, I might make it class-based, instead (so "net.minecraft.entity.monster.EntitySkeleton" covers vanilla skeletons and everything extending vanilla skeletons, such as special skeletons) or a mixture of the two (I'll try to get the class from the entity id).
How did you get into the debug mode because i wanna just screw around
It's hard-coded, so there's not a way in. You can set the drop chance to 1 and use creative mode (if spawn eggs are in the game yet) or a mod to spawn mobs and kill them, though.
Also, once you have an upgraded item, you can use NBTExplorer to edit its upgrades (it'll all be guessing, but i stands for id and l stands for level). If I remember correctly, it's fairly safe to do, but backup your save or use a new world, anyway.
Okay, new kinda-weird not sure how hard it would be to implement request, but it needs a bit of backstory: I've got a few mods that add dungeons as well as epic bossfights, both with configurable drops. How hard would it be to get some manner of id that I can put in those mods so they have a chance of dropping / containing in a chest / etc a lost book item? (or in the case of whenever the loot mod comes out, an enchanted with the loot mod item?)
Also for the loot mod, how difficult would it be for weapons from other mods to be added to fancy loot varieties? Like, if I wanted to have thaumic swords or volcanic bone armor drop, assuming they extended the proper sword and armor hooks, could there be some way to add them to a config of dropables / etc?
Hi FatherToast, these are really cool mods. I like to use Magic Launcher, which helps me with my mod installation, but these mods don't work. If you can help me with this, that would be great. If you can't, then oh well, thanks anyway . I reaally want to try these mods out. Thanks.
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The more things change, the more they seem to stay the damn same.
I've stopped playing Minecraft years ago, but I'm still around to offer technical support.
If you're still reading this, have a wonderful day!
Ya, thanks i used nbt edit, i got a diamond sword that has 956-13975 damage
Haha, nice! I didn't know that was possible, but I guess it is. It's not possible in the updated version, since upgrades are locked into their proper level ranges.
Okay, new kinda-weird not sure how hard it would be to implement request, but it needs a bit of backstory: I've got a few mods that add dungeons as well as epic bossfights, both with configurable drops. How hard would it be to get some manner of id that I can put in those mods so they have a chance of dropping / containing in a chest / etc a lost book item? (or in the case of whenever the loot mod comes out, an enchanted with the loot mod item?)
Also for the loot mod, how difficult would it be for weapons from other mods to be added to fancy loot varieties? Like, if I wanted to have thaumic swords or volcanic bone armor drop, assuming they extended the proper sword and armor hooks, could there be some way to add them to a config of dropables / etc?
Hmm. I'm not sure. As long as the bosses extend EntityMob or EntityGhast, they should drop lost books at the same rate as normal mobs.
And I may be able to fill in chests with lost books and upgraded Loot Mod items. I'll see if I can use the entity spawn hook to get the chest entities when they are made, otherwise, I can kinda do a little black magic to get them my own way (at the cost of a little performance).
And yeah, I'll see what I can do to make the config file a little more open-ended.
Hi FatherToast, these are really cool mods. I like to use Magic Launcher, which helps me with my mod installation, but these mods don't work. If you can help me with this, that would be great. If you can't, then oh well, thanks anyway . I reaally want to try these mods out. Thanks.
Thank you! I haven't used to Magic Launcher, but it should be compatible with Forge. Can you post an error log or Forge log in a spoiler?
Thank you, I'm glad to hear it!
Thank you!
1.Make it so you can customize the upgrades in weapons.(But only with cheats on)
Also I just want to say if you can just make a pre-release of 2.0.But to sum it up i just really like your mods and keep working on them
You deserve this:
I actually enjoy waiting for mods to update! (assuming it doesnt take more then a couple weeks). Just the adventure of logging on every day and looking to see what mods that I like have updated yet. Ooh, theres another one! Now I just need a few more to go up and I can begin working on my modpack!
I think about a solid third of my minecraft time is really just me wandering around the forums looking for new things. The time leading up to 1.5 was dead. Now things are.... still pretty dead. But theyre moving towards livingness again! Hurrah!
I know this is kinda unrelated to the mod, but just me being bugged by update complainers.
I'm really glad you like my mods! And yes, I want to make the upgrades available in creative mode - currently, the upgrade items can only be obtained by taking them off of upgraded weapons.
And sure, I'll try to get a couple upgrades working on each item type and do a pre-release!
Nah, I was just in debug mode.
Well, good news is it looks like MCP and Forge are already updated! So, it just depends on when I get the time - it shouldn't take too long. Shortly after, I'll probably add randomized names to ancient mobs in Special Mobs.
Yeah, it's not a big deal. I either go modless, since I like vanilla, especially when there are new things to fool with, or just don't update.
At least I don't have anyone saying "UPDATE NOW!!".
EDIT: Utility Mobs prerelease is now 1.5. It almost works like 1.2.5 again! Yay!
Yes, because golems default to "kill" mode. I think I'm going to change them to default to passive, with a config that determines the mobs that should be targeted (since it seems there are a lot more mobs that shouldn't be than should).
If you do base it on a config, can you have it automatically aquire the names for mobs, like infernalmobs does? I'm not sure how easy/hard that is to code, but it makes using the configs much nicer.
How did you get into the debug mode because i wanna just screw around
Its my favorite.
to anyone else,im not going to tell you what it does,thats what you have to figure out!
Not exactly. I'm not sure exactly what you mean, but I could put in a feature that makes a .txt containing all entity string IDs when Minecraft is run (possibly with their translated names, too).
That said, I might make it class-based, instead (so "net.minecraft.entity.monster.EntitySkeleton" covers vanilla skeletons and everything extending vanilla skeletons, such as special skeletons) or a mixture of the two (I'll try to get the class from the entity id).
It's hard-coded, so there's not a way in. You can set the drop chance to 1 and use creative mode (if spawn eggs are in the game yet) or a mod to spawn mobs and kill them, though.
Also, once you have an upgraded item, you can use NBTExplorer to edit its upgrades (it'll all be guessing, but i stands for id and l stands for level). If I remember correctly, it's fairly safe to do, but backup your save or use a new world, anyway.
Haha, yeah. I'm hoping I can still do that through Forge when I update the mod. Nothing dealing with durability works yet.
Also for the loot mod, how difficult would it be for weapons from other mods to be added to fancy loot varieties? Like, if I wanted to have thaumic swords or volcanic bone armor drop, assuming they extended the proper sword and armor hooks, could there be some way to add them to a config of dropables / etc?
Haha, nice! I didn't know that was possible, but I guess it is. It's not possible in the updated version, since upgrades are locked into their proper level ranges.
Hmm. I'm not sure. As long as the bosses extend EntityMob or EntityGhast, they should drop lost books at the same rate as normal mobs.
And I may be able to fill in chests with lost books and upgraded Loot Mod items. I'll see if I can use the entity spawn hook to get the chest entities when they are made, otherwise, I can kinda do a little black magic to get them my own way (at the cost of a little performance).
And yeah, I'll see what I can do to make the config file a little more open-ended.
Thank you, and not sure. I've been busy with Spring cleaning, and 1.5.1 is going to be out soon, anyway, so I might wait a little for most.
Thank you! I haven't used to Magic Launcher, but it should be compatible with Forge. Can you post an error log or Forge log in a spoiler?