Thanks so much for the info Sironin. . really helpful and thank's Lycanite for hosting the discussion.
So lets bring it back on topic!
Lycanite, I know you have a full plate of plans. . but I wonder if you ever considered primate/monkey type creatures that could be tamed.
The jungle biomes are hopelessly lacking in climbing tree dwellers and a gorilla type mob could make an awesome pet you could give player armor and weapons to. They could be fantasy versions of these things rather than actual monkeys or whatever and maybe a magical way to make them more intelligent as armed guardian pets. .
Thanks so much for the info Sironin. . really helpful and thank's Lycanite for hosting the discussion.
So lets bring it back on topic!
Lycanite, I know you have a full plate of plans. . but I wonder if you ever considered primate/monkey type creatures that could be tamed.
The jungle biomes are hopelessly lacking in climbing tree dwellers and a gorilla type mob could make an awesome pet you could give player armor and weapons to. They could be fantasy versions of these things rather than actual monkeys or whatever and maybe a magical way to make them more intelligent as armed guardian pets. .
Sorry. In the jungle, we are only going to have Geken (anthropomorphic lizards), Tarantulas (bigger spiders with a poisonous bite that poop out webs when they walk), Raptors (big bird-like monsters that are peaceful unless attacked or encountered at night, could be tamed), and Vespids (over-sized wasps that are peaceful unless attacked or if you mess with their hive). No big monkeys. Sorry.
Sorry. In the jungle, we are only going to have Geken (anthropomorphic lizards), Tarantulas (bigger spiders with a poisonous bite that poop out webs when they walk), Raptors (big bird-like monsters that are peaceful unless attacked or encountered at night, could be tamed), and Vespids (over-sized wasps that are peaceful unless attacked or if you mess with their hive). No big monkeys. Sorry.
it's not your mod and you can't answer others suggestions
Thanks so much for the info Sironin. . really helpful and thank's Lycanite for hosting the discussion. So lets bring it back on topic! Lycanite, I know you have a full plate of plans. . but I wonder if you ever considered primate/monkey type creatures that could be tamed. The jungle biomes are hopelessly lacking in climbing tree dwellers and a gorilla type mob could make an awesome pet you could give player armor and weapons to. They could be fantasy versions of these things rather than actual monkeys or whatever and maybe a magical way to make them more intelligent as armed guardian pets. .
Interesting idea, maybe they could throw poop much like the Congas from the Monster Hunter series... Climbing is going to be tricky, I'll have to make better AI for it as various other mobs that can climb don't do it deliberately, they just climb by accident if they happen to mvoe against a wall, perhaps removing their path finding at times would help.
Sorry. In the jungle, we are only going to have Geken (anthropomorphic lizards), Tarantulas (bigger spiders with a poisonous bite that poop out webs when they walk), Raptors (big bird-like monsters that are peaceful unless attacked or encountered at night, could be tamed), and Vespids (over-sized wasps that are peaceful unless attacked or if you mess with their hive). No big monkeys. Sorry.
Those plans aren't final yet and there's still plenty of space as each biome will have 7 mobs (and maybe some sub-species such as the Alpha Jousts).
I'm not sure what debuff the jungle should specialize in yet:
The Nether Mobs have Wither and Fire.
The Desert Mobs have Hunger and Weakness.
The Swamp Mobs have Poison and Blindness.
I'd like each set of mobs to have two debuffs they specialize in and I'd rather each pack would be different but some crossovers would be allowed, for example the Inferno Mobs will specialize in Fire and something else even though Nether Mobs already have Fire.
Jungle Mobs will probably have Poison too mixed with possibly Slowness, the Arctic mobs will also have Slowness but mixed with something else. Actually now that I think about it, Poison and Slowness will probably suit the Jungle perfectly as I'd like the Vespids to have a chance of paralyzing their target which will basically be a really strong Slowness debuff that renders movement useless.
Let me know what you think about these debuffs people!
Also about pets, I'm thinking about adding a Soul Cube which will allow you to store a small number of pets where they can be summoned or dismissed on demand, so if your pet dies, you can summon it back again. Also some better pet controls such as an aggressive stance where they'll attack any hostile mob on sight and then possibly a pvp stance where they'll attack players on sight too. The Soul Cube will have limited space and right clicking with it in your hand will open up a GUI where you can select a mob and either summon/dismiss it or empty it from the Soul Cube (where it is summoned permanently and acts like how pets act now, you can then make it sit in a stable if you have lots of pets). Some pets will be smaller than others and will thus take up less space in the Soul Cube, so you can have lots of little weak minions or a few big tough guardians or mix and match, mounts will be stored in these too.
I'll try and make the Soul Cube work with any tamed mob such as vanilla Wolves and Cats and then I'll look into other mod support.
Hey there Lycanite! I just recently discovered your mod when I trying to find cool doom style mobs for my server and when I saw that you add Oddworld mobs I just fell in love with it. It really does add more fantastic reasons to visit all the wonderful different biomes on my server and I will with out a doubt add it next time I update it with more mods. You've really done some excellent work with the creature models and AI, but I do believe the item system could use more work (though I have no direct critiques or any helpful suggestions at the moment as I am so enamored with chopping up or toying with all these new mobs).
I do have one suggestion though: if you ever do decide to feature mountable mods you really should consider adding Elum from Abe's oddyssey to your desert biomes. I know that would throw off your 7 mob per biome pattern you have going here, but eventually expanding it to 8 would be wonderful too. Pinkies and Eyewigs I could definetly see being mountables though and you would likely have to compensate for the extra desert mobs (assuming you like this idea enough to add it) by throwing the other biomes a bone. In this case I feel that Swamp biomes could use a more swarmy type of creature, maybe a more water based one, and the Nether could use an additional type of undead (maybe the Arch-vile could be brought in as an undead, but that would practically be bagging to be another mini boss, or you could add those creepy doom 3 cherubs as some form of undead, or even keep it simple and go with the dreaded revenant as some kind of ranged wither skeleton type creature). I do realize this is a lot of work all to accomidate one arguably overlooked, but undoubtably minor character from the Oddworld series, but I couldn't help but share my idea.
As far as other ideas go you could also have more behavioral subthemes, building off what Plisko1 suggested. Jungles could have more climbing creatures than other biomes because of their verticality, while arctic creatures would have more cave dwelling, or sea dwelling than other biomes since the denizens of such an inhospitable place would need a trait that helps them gain respite from it every now and then. Extreme Hills biomes would naturally have more flying creatures traversing it's terrain. Plains would encourage more swift, quadrapedal forms of life to show up. Etc., etc.
Anyway, I really appreciate that you take the time to look through the suggestions of all the fans of your fantastic mod and all the effort you put into its creation, and I am confident that no matter what you do the future updates will make it even more awesome. I look forward to hearing your feedback and hope you have a great holiday season!
lycanite i have a suggestion can you add a satyr like creature, that knocks you away whit its horns if you get to close. And it should be in the forest biome or mountain biome
Hey there Lycanite! I just recently discovered your mod when I trying to find cool doom style mobs for my server and when I saw that you add Oddworld mobs I just fell in love with it. It really does add more fantastic reasons to visit all the wonderful different biomes on my server and I will with out a doubt add it next time I update it with more mods. You've really done some excellent work with the creature models and AI, but I do believe the item system could use more work (though I have no direct critiques or any helpful suggestions at the moment as I am so enamored with chopping up or toying with all these new mobs). I do have one suggestion though: if you ever do decide to feature mountable mods you really should consider adding Elum from Abe's oddyssey to your desert biomes. I know that would throw off your 7 mob per biome pattern you have going here, but eventually expanding it to 8 would be wonderful too. Pinkies and Eyewigs I could definetly see being mountables though and you would likely have to compensate for the extra desert mobs (assuming you like this idea enough to add it) by throwing the other biomes a bone. In this case I feel that Swamp biomes could use a more swarmy type of creature, maybe a more water based one, and the Nether could use an additional type of undead (maybe the Arch-vile could be brought in as an undead, but that would practically be bagging to be another mini boss, or you could add those creepy doom 3 cherubs as some form of undead, or even keep it simple and go with the dreaded revenant as some kind of ranged wither skeleton type creature). I do realize this is a lot of work all to accomidate one arguably overlooked, but undoubtably minor character from the Oddworld series, but I couldn't help but share my idea. As far as other ideas go you could also have more behavioral subthemes, building off what Plisko1 suggested. Jungles could have more climbing creatures than other biomes because of their verticality, while arctic creatures would have more cave dwelling, or sea dwelling than other biomes since the denizens of such an inhospitable place would need a trait that helps them gain respite from it every now and then. Extreme Hills biomes would naturally have more flying creatures traversing it's terrain. Plains would encourage more swift, quadrapedal forms of life to show up. Etc., etc. Anyway, I really appreciate that you take the time to look through the suggestions of all the fans of your fantastic mod and all the effort you put into its creation, and I am confident that no matter what you do the future updates will make it even more awesome. I look forward to hearing your feedback and hope you have a great holiday season!
I'm glad you're enjoying the mob and I quite like your ideas! Elum is definitely something to think about and I could possibly start adding an 8th creature to each biome but this would be later on once the other biomes all have 7. As for items, I agree and I have a few plans for more types of weapons, special armor, trophy items, rare (recolored) mobs with special drops for epic armor and cool items like the Soul Cube!
lycanite i have a suggestion can you add a satyr like creature, that knocks you away whit its horns if you get to close. And it should be in the forest biome or mountain biome
Sounds like an interesting Forest or possibly Mountain Mob I'll think about it.
Interesting idea, maybe they could throw poop much like the Congas from the Monster Hunter series... Climbing is going to be tricky, I'll have to make better AI for it as various other mobs that can climb don't do it deliberately, they just climb by accident if they happen to mvoe against a wall, perhaps removing their path finding at times would help. Those plans aren't final yet and there's still plenty of space as each biome will have 7 mobs (and maybe some sub-species such as the Alpha Jousts). I'm not sure what debuff the jungle should specialize in yet: The Nether Mobs have Wither and Fire. The Desert Mobs have Hunger and Weakness. The Swamp Mobs have Poison and Blindness. I'd like each set of mobs to have two debuffs they specialize in and I'd rather each pack would be different but some crossovers would be allowed, for example the Inferno Mobs will specialize in Fire and something else even though Nether Mobs already have Fire. Jungle Mobs will probably have Poison too mixed with possibly Slowness, the Arctic mobs will also have Slowness but mixed with something else. Actually now that I think about it, Poison and Slowness will probably suit the Jungle perfectly as I'd like the Vespids to have a chance of paralyzing their target which will basically be a really strong Slowness debuff that renders movement useless. Let me know what you think about these debuffs people! Also about pets, I'm thinking about adding a Soul Cube which will allow you to store a small number of pets where they can be summoned or dismissed on demand, so if your pet dies, you can summon it back again. Also some better pet controls such as an aggressive stance where they'll attack any hostile mob on sight and then possibly a pvp stance where they'll attack players on sight too. The Soul Cube will have limited space and right clicking with it in your hand will open up a GUI where you can select a mob and either summon/dismiss it or empty it from the Soul Cube (where it is summoned permanently and acts like how pets act now, you can then make it sit in a stable if you have lots of pets). Some pets will be smaller than others and will thus take up less space in the Soul Cube, so you can have lots of little weak minions or a few big tough guardians or mix and match, mounts will be stored in these too. I'll try and make the Soul Cube work with any tamed mob such as vanilla Wolves and Cats and then I'll look into other mod support.
So, mobs are extremely rare i found, I don't know why, but Mobs are just SO RARE!
While mining it feels like i'm mining in peaceful, it sucks :/
Make pinkies, etc despawn normally, but not when they've been fed, like normal mobs.
And could you make pets teleport to you? If not, a config option for it?
Also, I wonder if you could make vanilla mobs spawn in a certain biome, for example, vanilla mobs spawn in plains or mountains exclusively, and you add more vanilla themed mobs to even the numbers to 7, so it feels like part of the mod?
And some dungeons would be nice like, normal mc dungeons but with graphical changes and the new mobs added, just some suggestions
I also think the lack of mobs isn't your fault, it might be millenaire, i dunno, i'm still loving this mod though
Edit: I'm getting a ton of jousts exclusively in the desert, and a ton of nothing in the swamp.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
lycanite i have a suggestion can you add a satyr like creature, that knocks you away whit its horns if you get to close. And it should be in the forest biome or mountain biome
I agree. I think that would be a great idea for a forest mob. It could even have a pan flute that it uses to draw neutral and friendly mobs to it and maybe even whip them into a frenzy! The flute could even be a drop that allows you to lure creatures yourself. Or it could maybe have a chance to summon hostile wolves or animals when struck, kind of like how social zombies do when you hit them now.
So, mobs are extremely rare i found, I don't know why, but Mobs are just SO RARE! While mining it feels like i'm mining in peaceful, it sucks :/ Make pinkies, etc despawn normally, but not when they've been fed, like normal mobs. And could you make pets teleport to you? If not, a config option for it? Also, I wonder if you could make vanilla mobs spawn in a certain biome, for example, vanilla mobs spawn in plains or mountains exclusively, and you add more vanilla themed mobs to even the numbers to 7, so it feels like part of the mod? And some dungeons would be nice like, normal mc dungeons but with graphical changes and the new mobs added, just some suggestions I also think the lack of mobs isn't your fault, it might be millenaire, i dunno, i'm still loving this mod though Edit: I'm getting a ton of jousts exclusively in the desert, and a ton of nothing in the swamp.
I've added a new config option where Pinkies, Aspids and Jousts can have their natural despawning turned back on. I've been testing my mod on a server for a while now and all the mobs seem to be spawning pretty well now, I haven't tested it with other mob mods much though. Also mob packs will alter the spawn locations of vanilla mobs too, there will still be 7 mobs for each biome but then also vanilla mobs will spawn in less biomes (can be disabled in the config).
You're going inside a Pinky? Well, we're doomed.....
Just kidding! This looks nice! Will tameable and ridable Pinkies come in the next update with rideable (and remodeled) Erepedes and tameable and rideable Eyewigs?
You're going inside a Pinky? Well, we're doomed.....
Just kidding! This looks nice! Will tameable and ridable Pinkies come in the next update with rideable (and remodeled) Erepedes and tameable and rideable Eyewigs?
The position is a little off and they don't move yet but I'm gonna fix that today. Also Eyewigs and Erepedes will be both me mountable. I'm not sure about the Erepede remodel, that might be the update after as I've also got mount GUIs to possibly do but that could be the update after as well.
How about a special kind of saddle for it? Something like a seat perhaps to cater for the angle of the pinky's back?
When finished, all mounts will have to be saddled before they can be mounted, I'm also going to be adding mount armor and possibly armor for non-mountable pets too!
Also tamed mobs will now always have a name tag such as "Lycanite's Pinky" or when named "Eddy (Lycanite's Pinky)", this way people can always tell if a mob is owned by another player!
Me again, from back when this was first started. First, I'm very impressed with the new doom monsters, and even more impressed with all the swamp and desert mobs. They are difficult, but not impossible, and can easily be felled by players that know what they're doing. not to say they don't pose a challenge: many times i've been killed by an Eyewigs poison laser!
Anyways, I had a great idea. For snow biomes, since you said you're focusing on mobs surrounding mythology and the like: why not turn to classic Japanese and Chinese folk lore? Many monsters from their lore are found in the snowy regions, such as Yuki-Onna, Nopperabo, Gashadokuro, and my personal favorite the Jiang-Shi. They are for sure way out there compared to other lore, and will give the snow biomes a unique and haunting experience. Just a thought!
Me again, from back when this was first started. First, I'm very impressed with the new doom monsters, and even more impressed with all the swamp and desert mobs. They are difficult, but not impossible, and can easily be felled by players that know what they're doing. not to say they don't pose a challenge: many times i've been killed by an Eyewigs poison laser!
Anyways, I had a great idea. For snow biomes, since you said you're focusing on mobs surrounding mythology and the like: why not turn to classic Japanese and Chinese folk lore? Many monsters from their lore are found in the snowy regions, such as Yuki-Onna, Nopperabo, Gashadokuro, and my personal favorite the Jiang-Shi. They are for sure way out there compared to other lore, and will give the snow biomes a unique and haunting experience. Just a thought!
Although I'm more of a Western mythology guy, those are somewhat nice ideas......
Merry Christmas! Updated to 1.3.0: Mount Support Added!
Eyewigs, Erepedes and Pinkies can now all be tamed, saddled and mounted!
This is early mount support and I still have a to do list:
As a placeholder, rideable mobs has [Not Saddled] and [Saddled] added to their name, this will be replaced with a saddle texture in the next update.
I intend to add armor support for all tameable mobs including mounts.
Mounts will eventually have their own GUI much like vanilla horses.
I have added a Mount Ability key to the controls menu but it does nothing yet, next update it will trigger the special ability of the mount you are riding.
Me again, from back when this was first started. First, I'm very impressed with the new doom monsters, and even more impressed with all the swamp and desert mobs. They are difficult, but not impossible, and can easily be felled by players that know what they're doing. not to say they don't pose a challenge: many times i've been killed by an Eyewigs poison laser! Anyways, I had a great idea. For snow biomes, since you said you're focusing on mobs surrounding mythology and the like: why not turn to classic Japanese and Chinese folk lore? Many monsters from their lore are found in the snowy regions, such as Yuki-Onna, Nopperabo, Gashadokuro, and my personal favorite the Jiang-Shi. They are for sure way out there compared to other lore, and will give the snow biomes a unique and haunting experience. Just a thought!
Ah a lot of interesting ideas here, I like Japanese/Chinese folklore and they are very creative!
Lycanite!! Need a little help with the server Can't get on after updating the modpack. I image the OP'ed Blood Magic has been removed(lol) And looking forward to riding them pinkys!!! I don't recall taking any potions but I do have a half a dozen beacons running giving me effects giving me effects... Anyways, here's the report I'm getting when logging in:
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 12/25/13 9:56 AM
Description: Ticking entity
java.lang.ArrayIndexOutOfBoundsException: 103
at net.minecraft.potion.PotionEffect.func_76455_a(PotionEffect.java:186)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:605)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:362)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:438)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1781)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:342)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:46)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1921)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.potion.PotionEffect.func_76455_a(PotionEffect.java:186)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:605)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:362)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:438)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1781)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:342)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:46)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.World.func_72870_g(World.java:2311)
-- Entity being ticked --
Details:
Entity Type: null (net.minecraft.client.entity.EntityClientPlayerMP)
Entity ID: 25703
Entity Name: painter73
Entity's Exact location: -4992.76, 69.62, 8397.38
Entity's Block location: World: (-4993,69,8397), Chunk: (at 15,4,13 in -313,524; contains blocks -5008,0,8384 to -4993,255,8399), Region: (-10,16; contains chunks -320,512 to -289,543, blocks -5120,0,8192 to -4609,255,8703)
Entity's Momentum: 0.00, 0.00, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2157)
So lets bring it back on topic!
Lycanite, I know you have a full plate of plans. . but I wonder if you ever considered primate/monkey type creatures that could be tamed.
The jungle biomes are hopelessly lacking in climbing tree dwellers and a gorilla type mob could make an awesome pet you could give player armor and weapons to. They could be fantasy versions of these things rather than actual monkeys or whatever and maybe a magical way to make them more intelligent as armed guardian pets. .
Sorry. In the jungle, we are only going to have Geken (anthropomorphic lizards), Tarantulas (bigger spiders with a poisonous bite that poop out webs when they walk), Raptors (big bird-like monsters that are peaceful unless attacked or encountered at night, could be tamed), and Vespids (over-sized wasps that are peaceful unless attacked or if you mess with their hive). No big monkeys. Sorry.
Interesting idea, maybe they could throw poop much like the Congas from the Monster Hunter series... Climbing is going to be tricky, I'll have to make better AI for it as various other mobs that can climb don't do it deliberately, they just climb by accident if they happen to mvoe against a wall, perhaps removing their path finding at times would help.
Those plans aren't final yet and there's still plenty of space as each biome will have 7 mobs (and maybe some sub-species such as the Alpha Jousts).
I'm not sure what debuff the jungle should specialize in yet:
The Nether Mobs have Wither and Fire.
The Desert Mobs have Hunger and Weakness.
The Swamp Mobs have Poison and Blindness.
I'd like each set of mobs to have two debuffs they specialize in and I'd rather each pack would be different but some crossovers would be allowed, for example the Inferno Mobs will specialize in Fire and something else even though Nether Mobs already have Fire.
Jungle Mobs will probably have Poison too mixed with possibly Slowness, the Arctic mobs will also have Slowness but mixed with something else. Actually now that I think about it, Poison and Slowness will probably suit the Jungle perfectly as I'd like the Vespids to have a chance of paralyzing their target which will basically be a really strong Slowness debuff that renders movement useless.
Let me know what you think about these debuffs people!
Also about pets, I'm thinking about adding a Soul Cube which will allow you to store a small number of pets where they can be summoned or dismissed on demand, so if your pet dies, you can summon it back again. Also some better pet controls such as an aggressive stance where they'll attack any hostile mob on sight and then possibly a pvp stance where they'll attack players on sight too. The Soul Cube will have limited space and right clicking with it in your hand will open up a GUI where you can select a mob and either summon/dismiss it or empty it from the Soul Cube (where it is summoned permanently and acts like how pets act now, you can then make it sit in a stable if you have lots of pets). Some pets will be smaller than others and will thus take up less space in the Soul Cube, so you can have lots of little weak minions or a few big tough guardians or mix and match, mounts will be stored in these too.
I'll try and make the Soul Cube work with any tamed mob such as vanilla Wolves and Cats and then I'll look into other mod support.
I do have one suggestion though: if you ever do decide to feature mountable mods you really should consider adding Elum from Abe's oddyssey to your desert biomes. I know that would throw off your 7 mob per biome pattern you have going here, but eventually expanding it to 8 would be wonderful too. Pinkies and Eyewigs I could definetly see being mountables though and you would likely have to compensate for the extra desert mobs (assuming you like this idea enough to add it) by throwing the other biomes a bone. In this case I feel that Swamp biomes could use a more swarmy type of creature, maybe a more water based one, and the Nether could use an additional type of undead (maybe the Arch-vile could be brought in as an undead, but that would practically be bagging to be another mini boss, or you could add those creepy doom 3 cherubs as some form of undead, or even keep it simple and go with the dreaded revenant as some kind of ranged wither skeleton type creature). I do realize this is a lot of work all to accomidate one arguably overlooked, but undoubtably minor character from the Oddworld series, but I couldn't help but share my idea.
As far as other ideas go you could also have more behavioral subthemes, building off what Plisko1 suggested. Jungles could have more climbing creatures than other biomes because of their verticality, while arctic creatures would have more cave dwelling, or sea dwelling than other biomes since the denizens of such an inhospitable place would need a trait that helps them gain respite from it every now and then. Extreme Hills biomes would naturally have more flying creatures traversing it's terrain. Plains would encourage more swift, quadrapedal forms of life to show up. Etc., etc.
Anyway, I really appreciate that you take the time to look through the suggestions of all the fans of your fantastic mod and all the effort you put into its creation, and I am confident that no matter what you do the future updates will make it even more awesome. I look forward to hearing your feedback and hope you have a great holiday season!
I'm glad you're enjoying the mob and I quite like your ideas! Elum is definitely something to think about and I could possibly start adding an 8th creature to each biome but this would be later on once the other biomes all have 7. As for items, I agree and I have a few plans for more types of weapons, special armor, trophy items, rare (recolored) mobs with special drops for epic armor and cool items like the Soul Cube!
Sounds like an interesting Forest or possibly Mountain Mob I'll think about it.
You can't act like a smarty-pants and say that stuff. Seriously, you're being rude.
There is such thing as criticism. You should really try it out, unless you don't have an outside life.
Ha, nice! I love it! Also, I love your MH point.
While mining it feels like i'm mining in peaceful, it sucks :/
Make pinkies, etc despawn normally, but not when they've been fed, like normal mobs.
And could you make pets teleport to you? If not, a config option for it?
Also, I wonder if you could make vanilla mobs spawn in a certain biome, for example, vanilla mobs spawn in plains or mountains exclusively, and you add more vanilla themed mobs to even the numbers to 7, so it feels like part of the mod?
And some dungeons would be nice like, normal mc dungeons but with graphical changes and the new mobs added, just some suggestions
I also think the lack of mobs isn't your fault, it might be millenaire, i dunno, i'm still loving this mod though
Edit: I'm getting a ton of jousts exclusively in the desert, and a ton of nothing in the swamp.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
I agree. I think that would be a great idea for a forest mob. It could even have a pan flute that it uses to draw neutral and friendly mobs to it and maybe even whip them into a frenzy! The flute could even be a drop that allows you to lure creatures yourself. Or it could maybe have a chance to summon hostile wolves or animals when struck, kind of like how social zombies do when you hit them now.
I've added a new config option where Pinkies, Aspids and Jousts can have their natural despawning turned back on. I've been testing my mod on a server for a while now and all the mobs seem to be spawning pretty well now, I haven't tested it with other mob mods much though. Also mob packs will alter the spawn locations of vanilla mobs too, there will still be 7 mobs for each biome but then also vanilla mobs will spawn in less biomes (can be disabled in the config).
You're going inside a Pinky? Well, we're doomed.....
Just kidding! This looks nice! Will tameable and ridable Pinkies come in the next update with rideable (and remodeled) Erepedes and tameable and rideable Eyewigs?
How about a special kind of saddle for it? Something like a seat perhaps to cater for the angle of the pinky's back?
The position is a little off and they don't move yet but I'm gonna fix that today. Also Eyewigs and Erepedes will be both me mountable. I'm not sure about the Erepede remodel, that might be the update after as I've also got mount GUIs to possibly do but that could be the update after as well.
When finished, all mounts will have to be saddled before they can be mounted, I'm also going to be adding mount armor and possibly armor for non-mountable pets too!
Also tamed mobs will now always have a name tag such as "Lycanite's Pinky" or when named "Eddy (Lycanite's Pinky)", this way people can always tell if a mob is owned by another player!
Anyways, I had a great idea. For snow biomes, since you said you're focusing on mobs surrounding mythology and the like: why not turn to classic Japanese and Chinese folk lore? Many monsters from their lore are found in the snowy regions, such as Yuki-Onna, Nopperabo, Gashadokuro, and my personal favorite the Jiang-Shi. They are for sure way out there compared to other lore, and will give the snow biomes a unique and haunting experience. Just a thought!
Although I'm more of a Western mythology guy, those are somewhat nice ideas......
I intend to add armor support for all tameable mobs including mounts.
Mounts will eventually have their own GUI much like vanilla horses.
I have added a Mount Ability key to the controls menu but it does nothing yet, next update it will trigger the special ability of the mount you are riding.
Ah a lot of interesting ideas here, I like Japanese/Chinese folklore and they are very creative!
Hmm interesting, it could possibly have health leeching abilities.
// Everything's going to plan. No, really, that was supposed to happen.
Time: 12/25/13 9:56 AM
Description: Ticking entity
java.lang.ArrayIndexOutOfBoundsException: 103
at net.minecraft.potion.PotionEffect.func_76455_a(PotionEffect.java:186)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:605)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:362)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:438)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1781)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:342)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:46)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1921)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:910)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.potion.PotionEffect.func_76455_a(PotionEffect.java:186)
at net.minecraft.entity.EntityLivingBase.func_70679_bo(EntityLivingBase.java:605)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:362)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:438)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1781)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:342)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:46)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.World.func_72870_g(World.java:2311)
-- Entity being ticked --
Details:
Entity Type: null (net.minecraft.client.entity.EntityClientPlayerMP)
Entity ID: 25703
Entity Name: painter73
Entity's Exact location: -4992.76, 69.62, 8397.38
Entity's Block location: World: (-4993,69,8397), Chunk: (at 15,4,13 in -313,524; contains blocks -5008,0,8384 to -4993,255,8399), Region: (-10,16; contains chunks -320,512 to -289,543, blocks -5120,0,8192 to -4609,255,8703)
Entity's Momentum: 0.00, 0.00, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2157)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['painter73'/25703, l='MpServer', x=-4992.76, y=69.62, z=8397.38]]
Chunk stats: MultiplayerChunkCache: 95
Level seed: 0
Level generator: ID 02 - largeBiomes, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-5006,76,8430), Chunk: (at 2,4,14 in -313,526; contains blocks -5008,0,8416 to -4993,255,8431), Region: (-10,16; contains chunks -320,512 to -289,543, blocks -5120,0,8192 to -4609,255,8703)
Level time: 89372577 game time, 92674387 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 46 total; [EntitySheep['Sheep'/25735, l='MpServer', x=-4977.91, y=58.00, z=8406.50], EntityClientPlayerMP['painter73'/25703, l='MpServer', x=-4992.76, y=69.62, z=8397.38], EntitySheep['Sheep'/25734, l='MpServer', x=-4976.50, y=58.00, z=8405.09], EntityChicken['Chicken'/25733, l='MpServer', x=-4983.78, y=58.00, z=8400.22], EntityChicken['Chicken'/25732, l='MpServer', x=-4989.22, y=58.00, z=8400.22], EntitySheep['Sheep'/25731, l='MpServer', x=-4977.91, y=58.00, z=8405.09], EntityPig['Pig'/25730, l='MpServer', x=-4987.59, y=58.00, z=8405.09], EntityPig['Pig'/25729, l='MpServer', x=-4986.50, y=58.00, z=8405.09], EntityPig['Pig'/25728, l='MpServer', x=-4988.91, y=58.00, z=8406.31], EntitySkeleton['Skeleton'/25743, l='MpServer', x=-4999.50, y=57.00, z=8368.50], EntityZombie['Zombie'/25742, l='MpServer', x=-4998.50, y=40.00, z=8382.50], EntityHorse['Thunder'/25741, l='MpServer', x=-4997.00, y=58.00, z=8409.03], EntityHorse['Sam'/25740, l='MpServer', x=-4999.66, y=58.00, z=8405.34], EntityHorse['Patches'/25739, l='MpServer', x=-4995.25, y=58.00, z=8408.88], EntityItemFrame['entity.ItemFrame.name'/25738, l='MpServer', x=-4982.50, y=69.50, z=8414.06], EntityItemFrame['entity.ItemFrame.name'/25737, l='MpServer', x=-4979.50, y=69.50, z=8414.06], EntityItemFrame['entity.ItemFrame.name'/25736, l='MpServer', x=-4984.50, y=70.50, z=8412.94], EntitySkeleton['Skeleton'/25746, l='MpServer', x=-4954.16, y=73.00, z=8385.97], EntitySkeleton['Skeleton'/25744, l='MpServer', x=-4997.50, y=57.00, z=8368.50], EntitySkeleton['Skeleton'/25745, l='MpServer', x=-4994.50, y=57.00, z=8368.50], EntitySheep['Sheep'/25754, l='MpServer', x=-5012.09, y=76.00, z=8351.13], EntityCreeper['Creeper'/25752, l='MpServer', x=-5035.50, y=58.00, z=8377.50], EntityHorse['Tito'/25704, l='MpServer', x=-4998.97, y=58.00, z=8397.66], EntityHorse['Lightning'/25705, l='MpServer', x=-4999.66, y=58.00, z=8394.34], EntityHorse['Sparks'/25706, l='MpServer', x=-4995.81, y=58.00, z=8394.34], EntityChicken['Chicken'/25707, l='MpServer', x=-4989.22, y=58.00, z=8393.78], EntityChicken['Chicken'/25708, l='MpServer', x=-4987.75, y=57.44, z=8394.47], EntityChicken['Chicken'/25709, l='MpServer', x=-4988.84, y=57.59, z=8394.47], EntityItemFrame['entity.ItemFrame.name'/25710, l='MpServer', x=-4976.50, y=70.50, z=8392.06], EntityItemFrame['entity.ItemFrame.name'/25711, l='MpServer', x=-4984.50, y=70.50, z=8392.06], EntityCow['Cow'/25721, l='MpServer', x=-4966.91, y=58.00, z=8394.09], EntityCow['Cow'/25720, l='MpServer', x=-4966.91, y=58.00, z=8399.50], EntityPig['Pig'/25723, l='MpServer', x=-4987.72, y=58.00, z=8406.94], EntityPig['Pig'/25722, l='MpServer', x=-4983.94, y=58.00, z=8408.25], EntityPig['Pig'/25725, l='MpServer', x=-4983.50, y=58.00, z=8405.09], EntityPig['Pig'/25724, l='MpServer', x=-4986.09, y=58.00, z=8408.88], EntityPig['Pig'/25727, l='MpServer', x=-4987.59, y=58.00, z=8407.88], EntityPig['Pig'/25726, l='MpServer', x=-4988.91, y=58.00, z=8405.09], EntityItemFrame['entity.ItemFrame.name'/25713, l='MpServer', x=-4979.50, y=69.50, z=8390.94], EntityItemFrame['entity.ItemFrame.name'/25712, l='MpServer', x=-4982.50, y=69.50, z=8390.94], EntityCow['Cow'/25715, l='MpServer', x=-4961.78, y=58.00, z=8395.34], EntityCow['Cow'/25714, l='MpServer', x=-4960.50, y=58.00, z=8395.03], EntityCow['Cow'/25717, l='MpServer', x=-4965.72, y=58.00, z=8395.88], EntityCow['Cow'/25716, l='MpServer', x=-4961.75, y=58.00, z=8399.31], EntityCow['Cow'/25719, l='MpServer', x=-4966.91, y=58.00, z=8395.56], EntityCow['Cow'/25718, l='MpServer', x=-4966.91, y=58.00, z=8394.09]]
Retry entities: 0 total; []
Server brand: mcpc,craftbukkit,fml,forge
Server type: Non-integrated multiplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:440)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2312)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:856)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 330857104 bytes (315 MB) / 685244416 bytes (653 MB) up to 2863661056 bytes (2731 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3072m -XX:MaxPermSize=256m
AABB Pool Size: 93 (5208 bytes; 0 MB) allocated, 5 (280 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 474
FML: MCP v8.11 FML v6.4.30.933 Minecraft Forge 9.11.1.933 Optifine OptiFine_1.6.4_HD_U_C8 48 mods loaded, 48 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{6.4.30.933} [Forge Mod Loader] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{9.11.1.933} [Minecraft Forge] (modpack.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BetterSprinting{v11} [Better Sprinting (core)] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{0.9.0.7} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughItems{1.6.1.8} [Not Enough Items] (NotEnoughItems 1.6.1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DamageIndicatorsMod{2.9.1.8} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.1.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Trapcraft{v2.1.0a} [Trapcraft] ([1.6.2] Trapcraft - v2.1.0a.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
bspkrsCore{v5.0(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_bspkrsCore{v5.0(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TreeCapitator{Forge 1.6.4.r06} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r06.Universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
wildcaves3{0.4.3.5} [Wild Caves 3] ([1.6.x] WildCaves v0.4.3.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ArmorBarMod{0.8.2} [Armor Bar Mod] (ArmorBarv0.8.2(1.6).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Backpack{1.12.15} [Backpack] (backpack-1.12.15-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BattleTowers{1.4.2} [Battle Towers] (BattleTowers_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BiblioCraft{1.5.4} [BiblioCraft] (BiblioCraft[v1.5.4].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_BuffBarMod{0.7.1} [Buff Bar Mod] (BuffBarv0.8.3(1.6).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ChestTransporter{1.1.7} [Chest Transporter] (chestTransporter-1.1.7-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CraftingSuite{0.2.1.3} [Crafting Suite] (CraftingSuite-v0.2.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights{1.2.7} [Dynamic Lights] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_mobEquipment{1.0.2} [Dynamic Lights on Mob Equipment] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_thePlayer{1.0.8} [Dynamic Lights Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IronChest{5.3.20.542} [Iron Chest] (ironchest-universal-1.6.2-5.3.20.542.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LycanitesMobs{1.3.0 - MC 1.6.4} [Lycanites Mobs] (LycanitesMobsComplete 1.3.0 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DemonMobs{1.3.0 - MC 1.6.4} [Demon Mobs] (LycanitesMobsComplete 1.3.0 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DesertMobs{1.3.0 - MC 1.6.4} [Desert Mobs] (LycanitesMobsComplete 1.3.0 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
SwampMobs{1.3.0 - MC 1.6.4} [Swamp Mobs] (LycanitesMobsComplete 1.3.0 [1.6.4].jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MapWriter{2.0} [MapWriter] (mapwriter-2.0.14.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MoreFurnaces{1.3.5} [More Furnaces] (moreFurnaces-1.3.5-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NetherOres{1.6.2R2.2.1} [Nether Ores] (NetherOres-2.2.1-14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
pamharvestcraft{1.0} [Pam's HarvestCraft Base] (Pam's HarvestCraft 1.6.4 v1.1.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AS_Ruins{11.0} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
camping{1.0.2g} [The Camping Mod] (TheCampingMod_1.0.2g.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ToolBelt{1.6.4} [ToolBelts] (ToolBelts 1.6.4 v3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
UndergroundBiomes{0.4.3} [Underground Biomes] (UndergroundBiomes 1.6.x - 0.4.2c.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AS_UpdateCheck{1.1.1} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
weaponmod{1.6.2 v1.13.6} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
witchery{0.11.3} [Witchery] (Witchery_0-11-3_164.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Launched Version: 1.6.4-Forge9.11.1.933
LWJGL: 2.9.0
OpenGL: AMD Radeon(TM) HD 6520G GL version 4.1.11247 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 42 (2352 bytes; 0 MB) allocated, 18 (1008 bytes; 0 MB) used
Thanks and MERRY CHRISTMAS!!