You should add in a combat modifier so that when movement speed is over 1.0 your speed affects the damage of a strike (and equally affects the item's remaining uses) on a modifier based on your speed. This would give much more utility to the horses, making cavalry more possible. Making them put their heads down in a charge and adding a lance type item that reached out several more blocks (or perhaps had its range modified by speed as well, this would make sense with all weapons because the weapon travels through a greater distance during a real attack rather than hitting immediately) and did moderate damage while standing still or moving on foot but had a much higher combat movement damage modifier so that it could be used for destroying armored enemies from a mounted position would be even better.
Something like this...
[] []
[] [] [] []
+
[] []
[] []
[] []
= a lance, with the iron being the weighted handle and the three sticks making a pole. The standard lance should kill most anything short of a super mob in one strike from a full charge on a fast horse, and it should reach a good ways (I think 4m was about standard for the things, but perhaps it could be bumped up to 5 or 6 since all the minecraft weapons have pretty ridiculous range), but should break the pole section on one use leaving a handle section in your inventory. Poles would be stackable (handles and full lances not) and you could get a lance in the 2x2 grid by combining the two sections. Handles too would break eventually. A neat additional feature would be if the lance left a visible broken pole in the target (if it didn't kill it, or you had a mod that leaves bodies in place) like with an arrow, but with a modified model maybe (longer shaft or just no fletching, but just the standard arrow model would work).
It would do very very little damage on foot, half a heart maybe, though it would be cool if you could have it increase damage based on the speed of the enemy on foot (so if you have a charging mob that does more than the standard 1 move speed or does a knockback charge attack where it never slows down (would be cool for some future mobs) it could serve as a pike). Mainly though its purpose would be to give the horses more utility in combat, and the pike's secondary to giving weapons increased damage based on how fast your horse is going (or you if, say, you fall from a long distance during your attack and swing at the enemy while you're moving fast in the air) and maybe some increased range, as well as making it easier to not hit the horse (is it possible to increase the view point's height, or to make the horse head drop down lower during a gallop?). One more truly awesome feature though would be able to hold and right click the lance and get a target circle instead of the crosshair, the lance 'coming up' so that whenever anything comes within the aiming range in that circle it will attack, or simply holding right and whenever anything gets in range under the crosshairs it will. This would not be overpowered imo because thats how you use a lance anyway, and it breaks after one use (so no just riding through a group of mobs with autofire swings).
Anyway sorry for the long post, but its just something I've had stuck in my mind, how much more awesome the horses would be if MC calculated damage based on the velocity of the blade, and I don't think that bit at least is too complicated (though maybe to get it to report on the current speed rather than the maximum possible speed for the attack would be?).
Anyway still loving this mod. It's one of the ones I won't do w/o, if something's not compatible with mo then I don't play it
Finally got it working. Will it work with SDK? That is the question, Mojang is going to officially add pet wolf, so this one will be obsolete, but horses are awesome, nuff said.
Finally got it working. Will it work with SDK? That is the question, Mojang is going to officially add pet wolf, so this one will be obsolete, but horses are awesome, nuff said.
This one won't be obsolete because Mojang isn't adding a wolf, they are adding a mutt.
I downloaded all the things you need and stuff but now when I start up my minecraft, once I log in, it just shows the mojang emblem for a long time then automatically closes. Can anyone help?!?
did you delete the meta-inf folder when placing the files into the minecraft.jar?
i luv this mod but i got 2 suggestions whales nd minataurs!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BBBBBBBBBBBBBBOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM
i luv this mod but i got 2 suggestions whales nd minataurs!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BBBBBBBBBBBBBBOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM
Mar 22, 2011 8:30:56 PM ModLoader init
FINE: ModLoader Beta 1.3_01v5 Initializing...
Mar 22, 2011 8:30:56 PM ModLoader readFromClassPath
FINER: Adding mods from C:\Users\Electrk\AppData\Roaming\.minecraft\bin\minecraft.jar
Mar 22, 2011 8:30:56 PM ModLoader readFromClassPath
FINER: Zip found.
Mar 22, 2011 8:30:56 PM ModLoader addMod
FINE: Mod Loaded: "mod_Floodgate Beta 1.3_01v2" from mod_Floodgate.class
Mar 22, 2011 8:30:56 PM ModLoader addMod
FINE: Mod Loaded: "mod_Shelf Beta 1.3_01" from mod_Shelf.class
Mar 22, 2011 8:30:56 PM ModLoader addMod
FINE: Mod Loaded: "mod_LineDraw 1.3_01v1" from mod_LineDraw.class
Mar 22, 2011 8:30:56 PM ModLoader addMod
FINE: Mod Loaded: "mod_ZanMinimap 1.3_01 - v0.9.7c" from mod_ZanMinimap.class
Mar 22, 2011 8:30:56 PM mod_MineColony
WARNING: [MineColony] could not open conf file.
Mar 22, 2011 8:30:56 PM mod_MineColony
WARNING: [MineColony] using default Block IDs
Mar 22, 2011 8:30:56 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/Block_hutLumberjack.png,30)
Mar 22, 2011 8:30:56 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/Block_hutMiner.png,38)
Mar 22, 2011 8:30:56 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/Block_hutWarehouse.png,39)
Mar 22, 2011 8:30:56 PM ModLoader addOverride
FINER: addOverride(/terrain.png,/Block_hutFarmer.png,40)
Mar 22, 2011 8:30:56 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/gui/Item_scepterGold.png,38)
Mar 22, 2011 8:30:56 PM ModLoader addOverride
FINER: addOverride(/gui/items.png,/gui/Item_scepterSteel.png,46)
Mar 22, 2011 8:30:56 PM ModLoader addMod
FINE: Mod Loaded: "mod_MineColony MineColony 0.41b" from mod_MineColony.class
Mar 22, 2011 8:30:56 PM ModLoader addMod
FINE: Failed to load mod from "mod_mocreatures.class"
Mar 22, 2011 8:30:56 PM ModLoader addMod
FINER: THROW
java.lang.NoClassDefFoundError: de/matthiasmann/twl/Widget
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:172)
at ModLoader.readFromClassPath(ModLoader.java:561)
at ModLoader.init(ModLoader.java:429)
at ModLoader.AddAllRenderers(ModLoader.java:99)
at pd.(pd.java:55)
at pd.(pd.java:8)
at net.minecraft.client.Minecraft.a(SourceFile:270)
at k.a(k.java:28)
at net.minecraft.client.Minecraft.run(SourceFile:632)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: de.matthiasmann.twl.Widget
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
... 15 more
Mar 22, 2011 8:31:06 PM ModLoader AddAllRenderers
FINE: Initialized
I still need help with my dolphin tank. The dolphins can climb glass easily just like other blocks, which I did not think they could do. When they are fully out of the water, they take damage, as if they were beached. I've been counting, and so far I've had 63 dolphins die from this glitch. As someone before suggested, having a current all around the outer ring of the tank pushing water into the middle would stop them from committing suicide. However, I could not figure out how to do that for the life of me. No matter what I tried, the current would either only push towards the outer wall instead of away from it, or push to a single block from all four sides.
My water is definitely deep enough (25 blocks), and the tank is big enough (40x40 for 6 dolphins).
Can anybody explain how I can get the current to push away from the walls, or a way to fix this suicide glitch?
I'm desperate at this point, and exhausted form fishing, which is my only way to heal my poor dolphins, keeping them from dieing. It's a futile effort, however. I have more dolphins die everyday from this.
Rollback Post to RevisionRollBack
Quote from BigD145 »
Quote from random_dood »
I have been testing out the mod and the mod has a problem with breeding. First I tested the breeding and it worked. Now i breed my dogs with their cloths on and it crashes.
Here is a pic of what it looks like when they deprive themselves of water.
Sorry I didn't get the full thing, I tried to snap it fast before he went back in the water.
Rollback Post to RevisionRollBack
Quote from BigD145 »
Quote from random_dood »
I have been testing out the mod and the mod has a problem with breeding. First I tested the breeding and it worked. Now i breed my dogs with their cloths on and it crashes.
Here is a pic of what it looks like when they deprive themselves of water.
Sorry I didn't get the full thing, I tried to snap it fast before he went back in the water.
You should add in a combat modifier so that when movement speed is over 1.0 your speed affects the damage of a strike (and equally affects the item's remaining uses) on a modifier based on your speed. This would give much more utility to the horses, making cavalry more possible. Making them put their heads down in a charge and adding a lance type item that reached out several more blocks (or perhaps had its range modified by speed as well, this would make sense with all weapons because the weapon travels through a greater distance during a real attack rather than hitting immediately) and did moderate damage while standing still or moving on foot but had a much higher combat movement damage modifier so that it could be used for destroying armored enemies from a mounted position would be even better.
Something like this...
[] []
[]
+
[]
[]
[]
= a lance, with the iron being the weighted handle and the three sticks making a pole. The standard lance should kill most anything short of a super mob in one strike from a full charge on a fast horse, and it should reach a good ways (I think 4m was about standard for the things, but perhaps it could be bumped up to 5 or 6 since all the minecraft weapons have pretty ridiculous range), but should break the pole section on one use leaving a handle section in your inventory. Poles would be stackable (handles and full lances not) and you could get a lance in the 2x2 grid by combining the two sections. Handles too would break eventually. A neat additional feature would be if the lance left a visible broken pole in the target (if it didn't kill it, or you had a mod that leaves bodies in place) like with an arrow, but with a modified model maybe (longer shaft or just no fletching, but just the standard arrow model would work).
It would do very very little damage on foot, half a heart maybe, though it would be cool if you could have it increase damage based on the speed of the enemy on foot (so if you have a charging mob that does more than the standard 1 move speed or does a knockback charge attack where it never slows down (would be cool for some future mobs) it could serve as a pike). Mainly though its purpose would be to give the horses more utility in combat, and the pike's secondary to giving weapons increased damage based on how fast your horse is going (or you if, say, you fall from a long distance during your attack and swing at the enemy while you're moving fast in the air) and maybe some increased range, as well as making it easier to not hit the horse (is it possible to increase the view point's height, or to make the horse head drop down lower during a gallop?). One more truly awesome feature though would be able to hold and right click the lance and get a target circle instead of the crosshair, the lance 'coming up' so that whenever anything comes within the aiming range in that circle it will attack, or simply holding right and whenever anything gets in range under the crosshairs it will. This would not be overpowered imo because thats how you use a lance anyway, and it breaks after one use (so no just riding through a group of mobs with autofire swings).
Anyway sorry for the long post, but its just something I've had stuck in my mind, how much more awesome the horses would be if MC calculated damage based on the velocity of the blade, and I don't think that bit at least is too complicated (though maybe to get it to report on the current speed rather than the maximum possible speed for the attack would be?).
Anyway still loving this mod. It's one of the ones I won't do w/o, if something's not compatible with mo then I don't play it
This one won't be obsolete because Mojang isn't adding a wolf, they are adding a mutt.
Spawn on, limit 14, grassy(check) flat (check). I have humans+. Ok I have lions off, limit set to 0 and there are still lions spawning.
did you delete the meta-inf folder when placing the files into the minecraft.jar?
The following is true, the former is false.
Spam overload man. We get it.
You encountered a foal! Just feed it a ton of hay to get it to grow.
Admin and Landscaper
Anyway, got SDK working, its awesome. I love this mod, and love new world mod options.
15000th post, good work son
And is the dl link broken for anyone else?
viewtopic.php?f=1032&t=86929&start=14190#p3245365
My water is definitely deep enough (25 blocks), and the tank is big enough (40x40 for 6 dolphins).
Can anybody explain how I can get the current to push away from the walls, or a way to fix this suicide glitch?
I'm desperate at this point, and exhausted form fishing, which is my only way to heal my poor dolphins, keeping them from dieing. It's a futile effort, however. I have more dolphins die everyday from this.
Sorry I didn't get the full thing, I tried to snap it fast before he went back in the water.
Umm that looks like a pink dolphan
but does anyone have a mirror? or be willing to host the zip for me. mediafire hates me...
would be very thankful for the help.