Skeleton's heads are not avalaible in survival mode, are they?
Utility Mobs adds a couple ways to obtain them. By default, it adds a drop chance from skeletons and a recipe to convert wither skulls to skeleton skulls. Either or both can be disabled and the drop rate is configurable.
Nothing really feature-y. I'm working on making Special Mobs more custom-entity-data-compatible, improving Lost Books's book loader to handle folder structures and book properties, finishing a new mod (Book Utils) that gives you the ability to do anything an NBT editor can do with books from in game, and improving Deadly World so it only calculates structures/spawner tags when Minecraft loads (as opposed to each time they are made) so that it won't be as laggy.
I'm also considering a new system to handle most of a special mob's properties, which will theoretically allow me to give any mob (as in, mobs added from other mods or just vanilla mobs) certain special mob effects and customizable drops. We'll see how it actually works out, though.
Utility Mobs adds a couple ways to obtain them. By default, it adds a drop chance from skeletons and a recipe to convert wither skulls to skeleton skulls. Either or both can be disabled and the drop rate is configurable.
Nothing really feature-y. I'm working on making Special Mobs more custom-entity-data-compatible, improving Lost Books's book loader to handle folder structures and book properties, finishing a new mod (Book Utils) that gives you the ability to do anything an NBT editor can do with books from in game, and improving Deadly World so it only calculates structures/spawner tags when Minecraft loads (as opposed to each time they are made) so that it won't be as laggy.
I'm also considering a new system to handle most of a special mob's properties, which will theoretically allow me to give any mob (as in, mobs added from other mods or just vanilla mobs) certain special mob effects and customizable drops. We'll see how it actually works out, though.
reaally nice bro! keep it going it sounds awesome! , the in-game book editor sounds epic! , do you have any ideas for the future once you are done with that?
reaally nice bro! keep it going it sounds awesome! , the in-game book editor sounds epic! , do you have any ideas for the future once you are done with that?
Thank you!
Yep, I've always got plans! The question is when I will get a chance to get to them.
I think I'm also going to fix bosses in Deadly World. They won't be linked to any kind of spawner like I originally planned, I'll just spawn them as if they were world gen.
I've still got to finish updating the Loot Mod, or at least get a semi-workable version released. Then, there are the larger planned mods - water monsters and boss monsters.
What does the "Require open Permission" mean on all the block golems?
Thank you!
These mods are actually already updated for 1.5.2, I just forgot to change the title.
You'll need a permission of 111. I'd recommend reading up on player permissions.
I love your special mobs mod. It adds so much variety to vanilla minecraft exisitng mobs. Can I make a suggestion though? If possible, can you make a certain type of zombie class that can dig through blocks, such as dirt, sand, to bricks! I know the existing mobs adds a degree of difficulty already, but I really want hardcore! Blocks would include all vanilla blocks, including the ability to break down fences and iron doors! Like I said, this is just a suggestion that I hope you would think about implementing in your possibly not-too far future. Lieu from the maker of INVASION mod has this implemented, but his mobs are not the most intelligent, and they dont spawn in any non-vanilla biomes like your mobs do. Please think about it okay?
I love your special mobs mod. It adds so much variety to vanilla minecraft exisitng mobs. Can I make a suggestion though? If possible, can you make a certain type of zombie class that can dig through blocks, such as dirt, sand, to bricks! I know the existing mobs adds a degree of difficulty already, but I really want hardcore! Blocks would include all vanilla blocks, including the ability to break down fences and iron doors! Like I said, this is just a suggestion that I hope you would think about implementing in your possibly not-too far future. Lieu from the maker of INVASION mod has this implemented, but his mobs are not the most intelligent, and they dont spawn in any non-vanilla biomes like your mobs do. Please think about it okay?
I'm glad you like the mod!
Yes, I am looking in to making entities that break blocks intentionally. This will not only include "digging" mobs, but also creepers that explode to try and break walls! Digging mobs will be able to break any block except bedrock - pickaxe mobs will break stone, axe mobs will break wood, shovel mobs will break dirt/sand/etc., and all digging mobs will be able to break any other block that can be harvested by hand.
OMG, thank you soooo much... I really didn't think you had this up your sleeves already. Any idea when this is actually going to be implemented? I SERIOUSLY cannot wait for this digging update.... ahhhhh!!!
I play with Thaumcraft and Ars Magica as two of my bigger mods. I was wondering (I know you're already doing tons right now) if there would ever be a way to make the turrets look more... magical? Like a floating orb or maybe an obelisk that shoots the arrows. Just throwin' that out there. xD
OMG, thank you soooo much... I really didn't think you had this up your sleeves already. Any idea when this is actually going to be implemented? I SERIOUSLY cannot wait for this digging update.... ahhhhh!!!
No problem! I'm not sure how long it will take, I'm not the best at AI and I'm working on a lot of stuff right now (finals and paper/project time at school, bug fixes).
After school is over, I'll probably have a lot more time to get things done, though.
I play with Thaumcraft and Ars Magica as two of my bigger mods. I was wondering (I know you're already doing tons right now) if there would ever be a way to make the turrets look more... magical? Like a floating orb or maybe an obelisk that shoots the arrows. Just throwin' that out there. xD
Hmm. I would suggest changing their texture. I don't plan on making the turrets look different, since their look is based on what they're made from, and I want to avoid changing their "recipes".
As for a suggestion, a simple way to make them look more magic-y would be to delete the part of the texture that is their stick. You could also copy the charged creeper armor texture to be the new stick texture, or only copy it to the very top and-or bottom of the stick, to give it this kind of effect.
Thank you!
These mods are actually already updated for 1.5.2, I just forgot to change the title.
You'll need a permission of 111. I'd recommend reading up on player permissions.
That should be fixed in the upcoming custom spawn data update. I thought I had finished the update for a moment, but then I realized I'm actually only about 70% done. >.>
Utility Mobs adds a couple ways to obtain them. By default, it adds a drop chance from skeletons and a recipe to convert wither skulls to skeleton skulls. Either or both can be disabled and the drop rate is configurable.
Nothing really feature-y. I'm working on making Special Mobs more custom-entity-data-compatible, improving Lost Books's book loader to handle folder structures and book properties, finishing a new mod (Book Utils) that gives you the ability to do anything an NBT editor can do with books from in game, and improving Deadly World so it only calculates structures/spawner tags when Minecraft loads (as opposed to each time they are made) so that it won't be as laggy.
I'm also considering a new system to handle most of a special mob's properties, which will theoretically allow me to give any mob (as in, mobs added from other mods or just vanilla mobs) certain special mob effects and customizable drops. We'll see how it actually works out, though.
Thank you!
Yep, I've always got plans! The question is when I will get a chance to get to them.
I think I'm also going to fix bosses in Deadly World. They won't be linked to any kind of spawner like I originally planned, I'll just spawn them as if they were world gen.
I've still got to finish updating the Loot Mod, or at least get a semi-workable version released. Then, there are the larger planned mods - water monsters and boss monsters.
Thank you!
These mods are actually already updated for 1.5.2, I just forgot to change the title.
You'll need a permission of 111. I'd recommend reading up on player permissions.
You have to craft the Player book, I think.
MOD SHOWCASES AND MORE
I love your special mobs mod. It adds so much variety to vanilla minecraft exisitng mobs. Can I make a suggestion though? If possible, can you make a certain type of zombie class that can dig through blocks, such as dirt, sand, to bricks! I know the existing mobs adds a degree of difficulty already, but I really want hardcore! Blocks would include all vanilla blocks, including the ability to break down fences and iron doors! Like I said, this is just a suggestion that I hope you would think about implementing in your possibly not-too far future. Lieu from the maker of INVASION mod has this implemented, but his mobs are not the most intelligent, and they dont spawn in any non-vanilla biomes like your mobs do. Please think about it okay?
I'm glad you like the mod!
Yes, I am looking in to making entities that break blocks intentionally. This will not only include "digging" mobs, but also creepers that explode to try and break walls! Digging mobs will be able to break any block except bedrock - pickaxe mobs will break stone, axe mobs will break wood, shovel mobs will break dirt/sand/etc., and all digging mobs will be able to break any other block that can be harvested by hand.
I play with Thaumcraft and Ars Magica as two of my bigger mods. I was wondering (I know you're already doing tons right now) if there would ever be a way to make the turrets look more... magical? Like a floating orb or maybe an obelisk that shoots the arrows. Just throwin' that out there. xD
No problem! I'm not sure how long it will take, I'm not the best at AI and I'm working on a lot of stuff right now (finals and paper/project time at school, bug fixes).
After school is over, I'll probably have a lot more time to get things done, though.
Hmm. I would suggest changing their texture. I don't plan on making the turrets look different, since their look is based on what they're made from, and I want to avoid changing their "recipes".
As for a suggestion, a simple way to make them look more magic-y would be to delete the part of the texture that is their stick. You could also copy the charged creeper armor texture to be the new stick texture, or only copy it to the very top and-or bottom of the stick, to give it this kind of effect.
They are!? *Downloads all mods in this topic*
...that is cool.
MOD SHOWCASES AND MORE
That should be fixed in the upcoming custom spawn data update. I thought I had finished the update for a moment, but then I realized I'm actually only about 70% done. >.>
Probably, all I have to do is change the variables for the "iron" equipment back to "steel".