Random Spawner, picks any mob at random and spawns it
Most of those are actually already in Deadly World, except the TNT tower (mines already kinda got that covered, though).
Spawner veins are basically hidden spawners, and any spawner added by the mod has a chance to be a random spawner (as dictated by your config file).
I thought about making a tower that shoots TNT instead of arrows, but I don't want the mod to grief your world, and it's pretty tough to disable a tower before it shoots at least once.
Health bars and custom names don't show up for me until I'm only 2 blocks away, and that's kinda annoying. Any idea how to fix that?
The range is hard-coded into Minecraft. The only other way to do it is set it to infinite range, which will make them render through everything from anywhere, so you end up with a lot of random gray dots and lines all over your screen.
The range is hard-coded into Minecraft. The only other way to do it is set it to infinite range, which will make them render through everything from anywhere, so you end up with a lot of random gray dots and lines all over your screen.
Aww that sucks. So I can only see the health bar for a split second before my attack knocks him out of range.
FatherToast, I think I may have briefly mentioned this idea before, but I've thought a bit about it and I think it could be a fantastic addition to your Lost Books mod - Or another mod altogether, which I think you'd be an awesome candidate to create.
It would be truly awesome if you could have special books randomly spawn, from either monsters or chests, which include crafting recipes on the pages. You could have it in such a way where users can include a line with some item IDs in the books they create, which could then be interpreted and displayed as a recipe on a page. I wouldn't mind if I needed to manually script each recipe for each book, honestly. But extra kudos if you could have it automatically parse all of the recipes in the game (At least the vanilla craft bench ones) into a series of simple 'Recipe Books'.
Basically what I'd like to do is strip NEI / CraftGuide from my server and instead have players collect 'forgotten technology' in the form of these books in order to learn how to craft the things they want.
I know it'd require a separate client mod, but I think it'd be worth it. And of course players could just check out wikis to find recipes for most mods, but I think some would appreciate the collection aspect of it. Imagine finding that last 'Journal of the Mad Scientist' with a bit of lore and the final recipe you needed for building a nuclear reactor. Plus it'd be fun to keep BiblioCraft libraries full of this stuff and trade them on a server.
Bonus points if you can actually prevent players from crafting something until they've read the appropriate book at least once.
Bonus bonus points if collected recipe books could then have their recipes copied into a catalog book of sorts which could contain all of the recipes a player has found so far.
Bonus bonus bonus points if you include some alternative way to get forgotten technology books, like collecting and combining pages - Similar to Thaumcraft's knowledge fragments. Or a 'research' mechanic, similar to Thaumcraft's, where you research an item to learn something that could possibly be crafted from it.
FatherToast, I think I may have briefly mentioned this idea before, but I've thought a bit about it and I think it could be a fantastic addition to your Lost Books mod - Or another mod altogether, which I think you'd be an awesome candidate to create.
It would be truly awesome if you could have special books randomly spawn, from either monsters or chests, which include crafting recipes on the pages. You could have it in such a way where users can include a line with some item IDs in the books they create, which could then be interpreted and displayed as a recipe on a page. I wouldn't mind if I needed to manually script each recipe for each book, honestly. But extra kudos if you could have it automatically parse all of the recipes in the game (At least the vanilla craft bench ones) into a series of simple 'Recipe Books'.
Basically what I'd like to do is strip NEI / CraftGuide from my server and instead have players collect 'forgotten technology' in the form of these books in order to learn how to craft the things they want.
I know it'd require a separate client mod, but I think it'd be worth it. And of course players could just check out wikis to find recipes for most mods, but I think some would appreciate the collection aspect of it. Imagine finding that last 'Journal of the Mad Scientist' with a bit of lore and the final recipe you needed for building a nuclear reactor. Plus it'd be fun to keep BiblioCraft libraries full of this stuff and trade them on a server.
Bonus points if you can actually prevent players from crafting something until they've read the appropriate book at least once.
Bonus bonus points if collected recipe books could then have their recipes copied into a catalog book of sorts which could contain all of the recipes a player has found so far.
Bonus bonus bonus points if you include some alternative way to get forgotten technology books, like collecting and combining pages - Similar to Thaumcraft's knowledge fragments. Or a 'research' mechanic, similar to Thaumcraft's, where you research an item to learn something that could possibly be crafted from it.
Yes, I remember this. I don't know if I could make it automatically find recipes, but any recipe can certainly made into a book. I was planning on making volumes (like "Woodworking", "Masonry", etc.). I think the best way to make the books would be to just write one of them in-game (to get the look you're going for), then pull them from the level data into a book file. With that one set, you can modify it for each recipe.
I don't know if I can prevent players from making things.
If you want to make them all separate, you will be able to consolidate them when I release BookUtils (which has a crafting recipe to combine books).
Im experiencing huge lag spikes with your health bar mod
I have tested it with only the very latest forge, your mod, and optifine. I also installed other mods in the screenshot but I narrowed it down to an issue between these 3 mods after that by uninstalling everything one by one. I use the magic launcher.
Here is a screenshot of the lag spikes:
This is also a vechs map. I do not experiance the spikes on the vechs map (which I have been playing for a while) unless I install the healthbars mod. Maybe it has to do with his custom spawners?
Is there any other information you would like me to provide?
Im experiencing huge lag spikes with your health bar mod
I have tested it with only the very latest forge, your mod, and optifine. I also installed other mods in the screenshot but I narrowed it down to an issue between these 3 mods after that by uninstalling everything one by one. I use the magic launcher.
Here is a screenshot of the lag spikes:
<snip>
This is also a vechs map. I do not experiance the spikes on the vechs map (which I have been playing for a while) unless I install the healthbars mod. Maybe it has to do with his custom spawners?
Is there any other information you would like me to provide?
Hmm, interesting. I haven't had any problems with that yet. Maybe it's the interaction between Health Bars and Optifine, or possibly there are just a lot of mobs, which might cause the lag.
Is there a possibility for a lot of mobs being damaged at once? Even then, I think I limited the mod to only update 10 health bars per tick.
I installed your health bar mod on my server, and wished to remove them but I couldn't!
I deleted the mod and the config, from my server and my client but I still see them.
They don't show health correctly (they stay all green no matter what) but there's still a bar.
I was wondering if you knew how to uninstall it completely.
I installed your health bar mod on my server, and wished to remove them but I couldn't!
I deleted the mod and the config, from my server and my client but I still see them.
They don't show health correctly (they stay all green no matter what) but there's still a bar.
I was wondering if you knew how to uninstall it completely.
Thanks~
Yes, the mod has just applied custom names to all the mobs. Unfortunately, I didn't think about uninstalling the mod when I coded it, since I just figured everything would die eventually.
Until I can figure out a way to uninstall through code, the only way is manually going through the world save data and removing each affected entity's custom name.
Alternatively, killing the entities in question works, too.
Hi Toast, I just downloaded your Lost Books and Lava Monsters mods for my private server. I had a look in the Lost Books config file, and noticed there was not a means to disable AdLib books. Would deleting the AdLib folder from the config do the trick? I enjoy the addition of common and unique books, but would prefer not to have adlib books.
Other than that, I am loving your mods. Keep up the good work.
Hi Toast, I just downloaded your Lost Books and Lava Monsters mods for my private server. I had a look in the Lost Books config file, and noticed there was not a means to disable AdLib books. Would deleting the AdLib folder from the config do the trick? I enjoy the addition of common and unique books, but would prefer not to have adlib books.
Other than that, I am loving your mods. Keep up the good work.
Yes, if you delete all the adlib books, none will drop. I believe it's safe if you just delete the adLib folder, but it'll remake an empty folder there, anyway.
Glad you like the mods!
I really like the "Health Bars" MOD, but is there a way to display the custom name and the health bar? Maybe a way to trick the system to let you have 2 lines of text...
The range is kinda low too, I'm assuming it's the default range for the custom name system. But it'd be neat if you were aiming at a ranged MOB and hit it the "name" would display for a short while. However, it's also kinda neat the way it is because it's like you have to be close enough to your enemy to know it's condition.
I really like the "Health Bars" MOD, but is there a way to display the custom name and the health bar? Maybe a way to trick the system to let you have 2 lines of text...
The range is kinda low too, I'm assuming it's the default range for the custom name system. But it'd be neat if you were aiming at a ranged MOB and hit it the "name" would display for a short while. However, it's also kinda neat the way it is because it's like you have to be close enough to your enemy to know it's condition.
Very clever modification. Great idea!
Thank you! Unfortunately, there isn't a way to have more than one line of text.
Yeah, the only other range option I can set is infinite range, which makes custom names visible from basically anywhere, even at the very edge of render distance through solid rock (which just ends up looking like a tiny, gray line on the floor). I do kinda like it for just that reason, too.
I really like the "Health Bars" MOD, but is there a way to display the custom name and the health bar? Maybe a way to trick the system to let you have 2 lines of text...
The range is kinda low too, I'm assuming it's the default range for the custom name system. But it'd be neat if you were aiming at a ranged MOB and hit it the "name" would display for a short while. However, it's also kinda neat the way it is because it's like you have to be close enough to your enemy to know it's condition.
Very clever modification. Great idea!
Try the Damage Indicators mod, it displays the mob's name AND healthbar, from a far greater range. (Sorry, Toast. I love your other mods, but your health bars aren't doing it for me)
Try the Damage Indicators mod, it displays the mob's name AND healthbar, from a far greater range. (Sorry, Toast. I love your other mods, but your health bars aren't doing it for me)
Haha, it's alright. Health Bars is just there as an option, since it's the only server-side health indicator mod I've seen. I'm not sure if anyone running a server actually wants server-side health bars, but it's there if any do.
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Will Utility Mobs ever get an update to be more compatable on servers? We tried to use it to guard a town we were all living in, golems attacked the players.
TNT tower, spawns activate tnt, VERY rare though.
Random Spawner, picks any mob at random and spawns it
Most of those are actually already in Deadly World, except the TNT tower (mines already kinda got that covered, though).
Spawner veins are basically hidden spawners, and any spawner added by the mod has a chance to be a random spawner (as dictated by your config file).
I thought about making a tower that shoots TNT instead of arrows, but I don't want the mod to grief your world, and it's pretty tough to disable a tower before it shoots at least once.
The range is hard-coded into Minecraft. The only other way to do it is set it to infinite range, which will make them render through everything from anywhere, so you end up with a lot of random gray dots and lines all over your screen.
Hopefully Forge will add in a hook for modders to change it, though. Someday!
Thank you, I'm glad you like the mods!
It would be truly awesome if you could have special books randomly spawn, from either monsters or chests, which include crafting recipes on the pages. You could have it in such a way where users can include a line with some item IDs in the books they create, which could then be interpreted and displayed as a recipe on a page. I wouldn't mind if I needed to manually script each recipe for each book, honestly. But extra kudos if you could have it automatically parse all of the recipes in the game (At least the vanilla craft bench ones) into a series of simple 'Recipe Books'.
Basically what I'd like to do is strip NEI / CraftGuide from my server and instead have players collect 'forgotten technology' in the form of these books in order to learn how to craft the things they want.
I know it'd require a separate client mod, but I think it'd be worth it. And of course players could just check out wikis to find recipes for most mods, but I think some would appreciate the collection aspect of it. Imagine finding that last 'Journal of the Mad Scientist' with a bit of lore and the final recipe you needed for building a nuclear reactor. Plus it'd be fun to keep BiblioCraft libraries full of this stuff and trade them on a server.
Bonus points if you can actually prevent players from crafting something until they've read the appropriate book at least once.
Bonus bonus points if collected recipe books could then have their recipes copied into a catalog book of sorts which could contain all of the recipes a player has found so far.
Bonus bonus bonus points if you include some alternative way to get forgotten technology books, like collecting and combining pages - Similar to Thaumcraft's knowledge fragments. Or a 'research' mechanic, similar to Thaumcraft's, where you research an item to learn something that could possibly be crafted from it.
Yes, I remember this. I don't know if I could make it automatically find recipes, but any recipe can certainly made into a book. I was planning on making volumes (like "Woodworking", "Masonry", etc.). I think the best way to make the books would be to just write one of them in-game (to get the look you're going for), then pull them from the level data into a book file. With that one set, you can modify it for each recipe.
I don't know if I can prevent players from making things.
If you want to make them all separate, you will be able to consolidate them when I release BookUtils (which has a crafting recipe to combine books).
I have tested it with only the very latest forge, your mod, and optifine. I also installed other mods in the screenshot but I narrowed it down to an issue between these 3 mods after that by uninstalling everything one by one. I use the magic launcher.
Here is a screenshot of the lag spikes:
This is also a vechs map. I do not experiance the spikes on the vechs map (which I have been playing for a while) unless I install the healthbars mod. Maybe it has to do with his custom spawners?
Is there any other information you would like me to provide?
Hmm, interesting. I haven't had any problems with that yet. Maybe it's the interaction between Health Bars and Optifine, or possibly there are just a lot of mobs, which might cause the lag.
Is there a possibility for a lot of mobs being damaged at once? Even then, I think I limited the mod to only update 10 health bars per tick.
I installed your health bar mod on my server, and wished to remove them but I couldn't!
I deleted the mod and the config, from my server and my client but I still see them.
They don't show health correctly (they stay all green no matter what) but there's still a bar.
I was wondering if you knew how to uninstall it completely.
Thanks~
Yes, the mod has just applied custom names to all the mobs. Unfortunately, I didn't think about uninstalling the mod when I coded it, since I just figured everything would die eventually.
Until I can figure out a way to uninstall through code, the only way is manually going through the world save data and removing each affected entity's custom name.
Alternatively, killing the entities in question works, too.
Other than that, I am loving your mods. Keep up the good work.
Yes, if you delete all the adlib books, none will drop. I believe it's safe if you just delete the adLib folder, but it'll remake an empty folder there, anyway.
Glad you like the mods!
The range is kinda low too, I'm assuming it's the default range for the custom name system. But it'd be neat if you were aiming at a ranged MOB and hit it the "name" would display for a short while. However, it's also kinda neat the way it is because it's like you have to be close enough to your enemy to know it's condition.
Very clever modification. Great idea!
Thank you! Unfortunately, there isn't a way to have more than one line of text.
Yeah, the only other range option I can set is infinite range, which makes custom names visible from basically anywhere, even at the very edge of render distance through solid rock (which just ends up looking like a tiny, gray line on the floor). I do kinda like it for just that reason, too.
Anyways, I'm glad you like it!
Haha, it's alright. Health Bars is just there as an option, since it's the only server-side health indicator mod I've seen. I'm not sure if anyone running a server actually wants server-side health bars, but it's there if any do.