[quote]r {
# If true, player armor will provide max absorption instead of damage reduction (does not work well without passive recovery enabled). Default is false.
B:_replace_armor=false# If true, the armor bar will not be rendered when "replace_armor" is enabled. Default is true.
B:hide_armor_bar=true
# If "_replace_armor" or "multiplier_override" is enabled, this is the amount of max absorption that armor grants per armor point. Default is 1.0.
D:multiplier=1.0
# If true, players will gain absorption from their armor, even if "replace_armor" is disabled. Default is false.
B:multiplier_override=false
} with this (default) settings armor bar invisible...how i can make normal armour view?
how natural absorbtion work? its not shield ? its absorb some % dmg and absorb value = absorb value - % dmg each hit?
how i can edit regen speed with this>
[quote]
The amount of absorption health regenerated each tick while recovering. Default is 0.1.
D:recover_rate=0.1# The number of ticks between shield recovery updates. Default is 5.
I:update_time=5 its regen 0,1 *0,5 heart each 5 ticks?
Really like your deadly mods to kill everyone xD. Have a few questions
1.Is there a link to the licence of your mods
2.I wish to include Mob Properties and possibly special mobs in my pack. Providing that you are ok with that but according to the modpack permission bit it says that's ok. :-)
So... How would one go about using the new 1.7.10 IDs for Mob Properties. I'm trying to add Lead ingots as a drop for Zombies, but the old ID changes regularly and will crash the game once it does.
So... How would one go about using the new 1.7.10 IDs for Mob Properties. I'm trying to add Lead ingots as a drop for Zombies, but the old ID changes regularly and will crash the game once it does.
So, is there any possible way to get the older versions of these mods? I know that the post says previous versions are discontinued, but I'd like to play with these in addition to some mods that are still not updated to 1.7.X.
So, is there any possible way to get the older versions of these mods? I know that the post says previous versions are discontinued, but I'd like to play with these in addition to some mods that are still not updated to 1.7.X.
Click the link to see the main page for the mod, click the spoiler related to that mod on that page, then click the "previous versions" spoiler.
Rollback Post to RevisionRollBack
For backwards time travel to be possible, wouldn't every instant in the universe have to be stored somewhere, or time to be something physical you could travel through? Either way doesn't work with the current laws of physics.
Is there a github for Special Mobs? I think I have a bug to report. When I have SMobs installed, no mob, even vanilla ones, drop XP orbs. I'm on 1.7.10, Forge 1207. At first I thought it might be the "roguelike dungeons" mod conflicting, but that wasn't the issue. When I remove Special Mobs, everything goes back to normal. Let me know if you need a list of mods, or logs or anything.
I'm not sure if this is a bug with Deadly World (1.0.2) or vanilla Minecraft (1.7.10), but maybe someone else has seen this...
I just finished off a Brutal Spawner (the kind that spawns zombies with a bunch of buffs, and had vines draped all over it). The loot chest contained FIVECOPIES of "Enchanted Book: Aqua Affinity I, Frugal III", along with, I dunno, some random apples and gold and stuff. (Frugal is an enchantment from ThaumCraft.) It appears that when an enchantment book is spawned in a spawner's chest, it's not being "re-rolled" if more than one book is generated. Is this a flaw in Minecraft's base dungeon chest code, or an oversight in Deadly World's chest generation?
Mob Properties (BETA) 0.2.1 for MC 1.7.10
Think zombies are too slow, skeletons are too strong, or creepers simply don't drop enough cookies? Well, all you need to do is configure them the way you want them - with Mob Properties!
Would it be possible to scale properties based upon distance from 0,0? If not, is it possible I could have permission to extend it to do so? I think it would be a lot easier than me writing my own from scratch hehe.
I was pretty much about to say the same thing..... ._. I want to start doing the mob properties again from scratch, and this is the only thing that's stopping me atm.
Glad to know it's not something stupid on my part. I'm having a similar problem with the Custom Chest Loot too:
# If true, player armor will provide max absorption instead of damage reduction (does not work well without passive recovery enabled). Default is false.
B:_replace_armor=false# If true, the armor bar will not be rendered when "replace_armor" is enabled. Default is true.
B:hide_armor_bar=true
# If "_replace_armor" or "multiplier_override" is enabled, this is the amount of max absorption that armor grants per armor point. Default is 1.0.
D:multiplier=1.0
# If true, players will gain absorption from their armor, even if "replace_armor" is disabled. Default is false.
B:multiplier_override=false
} with this (default) settings armor bar invisible...how i can make normal armour view?
how natural absorbtion work? its not shield ? its absorb some % dmg and absorb value = absorb value - % dmg each hit?
how i can edit regen speed with this>
[quote]
The amount of absorption health regenerated each tick while recovering. Default is 0.1.
D:recover_rate=0.1# The number of ticks between shield recovery updates. Default is 5.
I:update_time=5 its regen 0,1 *0,5 heart each 5 ticks?
Really like your deadly mods to kill everyone xD. Have a few questions
1.Is there a link to the licence of your mods
2.I wish to include Mob Properties and possibly special mobs in my pack. Providing that you are ok with that but according to the modpack permission bit it says that's ok. :-)
Official Feed the Beast Modpack Developer.
IC2:itemIngotLead for ic2 lead
error in commentary
now it works:
use it
I got that - but how would I format it?
"id": IC2:itemIngotLead;
does not work, nor
"id": <IC2:itemIngotLead>;
Official Feed the Beast Modpack Developer.
Click the link to see the main page for the mod, click the spoiler related to that mod on that page, then click the "previous versions" spoiler.
Thank you
I just finished off a Brutal Spawner (the kind that spawns zombies with a bunch of buffs, and had vines draped all over it). The loot chest contained FIVE COPIES of "Enchanted Book: Aqua Affinity I, Frugal III", along with, I dunno, some random apples and gold and stuff. (Frugal is an enchantment from ThaumCraft.) It appears that when an enchantment book is spawned in a spawner's chest, it's not being "re-rolled" if more than one book is generated. Is this a flaw in Minecraft's base dungeon chest code, or an oversight in Deadly World's chest generation?
Would it be possible to scale properties based upon distance from 0,0? If not, is it possible I could have permission to extend it to do so? I think it would be a lot easier than me writing my own from scratch hehe.
https://drive.google.com/file/d/0B8GPmOdcLf_fYmNrQ1hyM1pNejQ/edit?usp=sharing
Kill two stones with one bird whenever possible
Glad to know it's not something stupid on my part. I'm having a similar problem with the Custom Chest Loot too:
https://drive.google.com/file/d/0B8GPmOdcLf_faERqeGdqbGJsMkk/edit?usp=sharing
Kill two stones with one bird whenever possible