Cool mod. I like it. So much, in fact, that I would be willing to make a x64 and x128 version of Special Mobs, Utility Mobs, and Lava Monsters, if you'd let me. If you are planning an update very soon though, please let me know so I can wait off and keep updated too.
Most of the time you can just re-copy and paste unless the mod says to start new. Just always back up your minecraft.jar though.
I'm making an adventure map with some friends and this mod would add to the awsomness of the map greatly. SO my question is do you have a sort of rough idea of when the special mobs, more golems and lava monster mods will be (if ever) SMP?
Cool mod. I like it. So much, in fact, that I would be willing to make a x64 and x128 version of Special Mobs, Utility Mobs, and Lava Monsters, if you'd let me. If you are planning an update very soon though, please let me know so I can wait off and keep updated too.
Of course! That would be awesome. I'm not planning an update that will change or add textures soon, since I think I'm going to work on making these mods SMP-compatible next.
Compliment: FatherToast you make the stone golem stay...not walking.....thats brilliant....it is creepy ...this has potential.....this is just like weeping angel....it will be good if there is animation for open/closed eyes when enemy get near....just like ghast.png and ghast_fire.png
Yeah, I wanted them to look kinda like statues with holes for eyes. The main problem is that the small ones still wiggle their arms.
Just a heads-up, something shot an arrow at me while I was digging around in a chest in the newest version and I crashed out- had to set the difficulty to peaceful to reload that world. This is with the newest version, though it had nothing to do with pigmen. I'd give you more information if I had it, but I'm not even certain what launched the arrow at me.
Woah, that's weird. It probably has something to do with the code overhaul. I'll look into it right now and get back to you. o.o
EDIT: I looked into the code and changed the way special arrows get their effects to remove the possibility of array-index-related problems. I turned myself into swiss cheese with every skeleton type, and had no crashes. Special Mobs and Special Mob Spawner have been updated.
Me too! Someone said they were going to make one a while ago, but I'm not sure what happened. I have no idea how to even start making a mod video (I'm sure Google could cure that pretty quickly, if needed).
I'm making an adventure map with some friends and this mod would add to the awsomness of the map greatly. SO my question is do you have a sort of rough idea of when the special mobs, more golems and lava monster mods will be (if ever) SMP?
Well, I recently built the framework required to do server mods, so it's in the works now. I don't know how much code conversion I'll need to do, if any, but it will definitely go faster since I know other people are waiting on it.
Another question, is this mod compatible with MC forge mods?
*also, here's an idea-Melon golems. instead of a pumpkin for a head it has a melon and the body is made of logs. it's attack would be that it shoots arrows and moves very fast compared to other golems.
Another question, is this mod compatible with MC forge mods?
*also, here's an idea-Melon golems. instead of a pumpkin for a head it has a melon and the body is made of logs. it's attack would be that it shoots arrows and moves very fast compared to other golems.
Yes, forge is usually even embedded in my workspace when I code these mods. Which reminds me, I need to stop doing that so I don't end up with something that works for me, but crashes for everyone that doesn't have Forge.
I would, but then I'd have to edit the melon's base class, too. Bound souls move pretty quickly and you can give them bows (scarecrows too, but they move a little slow), though I find that large groups of bow-golems tend to not work out so well.
This is an awesome mod man it's like elemental creepers extended and done right(e.g. challenging not annoying) plus the mobs seem to be affected by Coros zombie awareness so night time ends up either an epic fight or me cowering in my house too bad the lava monster mod has to edit base classes right now it conflicts with one of my mods (not sure which tho because it never actually crashes just hangs at Mojang screen)hopefully you'll be able to do something about it eventually either way keep up the great work these mods have tons of potential.
Wow this is the sorta thing I'm looking for, more variety in what Vanilla already has
Reputation to you
(Bonus for not just adding nothing more than a more powerful creeper :P)
You could just use the melon texture on the head of a golem, It was just an idea. Also, if and when these mods are SMP could you make it to where if the one who made the golem is attacked by another player the golem will attack the other player( I'm mainly talking about bound souls and scarecrows here) that way they can be effectivly used in an adventure map story or an arena? It's just a suggestion and I'd be fine however you did it just as long as I get my golems to attack my friends( for adventure map of course)
I came across one of those thief Skeletons, man I was surprised at what happened. That thing killed me with my own damn sword, it really made my day, very original idea
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Oh and something else that's even more hilarious, I also use the Butterfly mod, and I discovered that the turrets and golems constantly keep hunting/firing at the butterflies.
It's just damn funny to see that huge golem walking towards the butterflies and smash them all in the air XD
But I can imagine this might get annoying as soon as it gets night and the evil mobs actually start coming, I don't know what you can do about it though.
And as a side note, yeah, I got the utility mobs mod to work after installing it correctly, it's amazing Your lava monster mod crashed on me though, because I use Better World Generation 2, probably some class conflict but ah well
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Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
This is an awesome mod man it's like elemental creepers extended and done right(e.g. challenging not annoying) plus the mobs seem to be affected by Coros zombie awareness so night time ends up either an epic fight or me cowering in my house too bad the lava monster mod has to edit base classes right now it conflicts with one of my mods (not sure which tho because it never actually crashes just hangs at Mojang screen)hopefully you'll be able to do something about it eventually either way keep up the great work these mods have tons of potential.
Thank you! I'm glad you enjoy the mods. As far as the lava monster goes, I recently thought of an idea to make it base clean. It may be a little while, since I'm busier than I used to be.
Wow this is the sorta thing I'm looking for, more variety in what Vanilla already has
Reputation to you
(Bonus for not just adding nothing more than a more powerful creeper :P)
You could just use the melon texture on the head of a golem, It was just an idea. Also, if and when these mods are SMP could you make it to where if the one who made the golem is attacked by another player the golem will attack the other player( I'm mainly talking about bound souls and scarecrows here) that way they can be effectivly used in an adventure map story or an arena? It's just a suggestion and I'd be fine however you did it just as long as I get my golems to attack my friends( for adventure map of course)
Currently, there is a setting in the properties file that makes everything in the mod hostile, but that might turn out badly in a server. I will probably end up making them "owned" by whoever built them, with an item that the owner can use to toggle their aggressiveness (no players, everything but the owner, or only players).
I came across one of those thief Skeletons, man I was surprised at what happened. That thing killed me with my own damn sword, it really made my day, very original idea
Thank you! Thief skeletons are definitely one of my favorites, along with mirage endermen.
Oh and something else that's even more hilarious, I also use the Butterfly mod, and I discovered that the turrets and golems constantly keep hunting/firing at the butterflies.
It's just damn funny to see that huge golem walking towards the butterflies and smash them all in the air XD
But I can imagine this might get annoying as soon as it gets night and the evil mobs actually start coming, I don't know what you can do about it though.
And as a side note, yeah, I got the utility mobs mod to work after installing it correctly, it's amazing Your lava monster mod crashed on me though, because I use Better World Generation 2, probably some class conflict but ah well
Haha, those poor butterflies! Golems tend to attack anything they don't understand, and butterflies probably give them headaches.
Glad you like the mod! Yeah, unfortunately, Lava Monsters edits the biome generation class... for now.
I'm getting the 'saving chunks' error whenever i try to run a game with special mobs or lava monsters. It just freezes and crashes and i don't get an error report. I made sure i installed correcty too, and other mods work fine with it. I've tried both of them with fresh jars and they dont work.
EDIT: My bad, it's just the incompatabilities on the lava monster mod. I was trying to install them both at the same time. *facepalm*
But yeah, i really enjoy the special mobs mod. Its very cool to see all the types of varities, its made cave exploring.... interesting.
If i could suggest some things though..
Zombies: Ram- Just like a dead island ram, its a zombie in a straight jacket. It charges the player, going in a straight line. If the player moves out of the way the ram won't change direction mid charge but continue going straight. The charge attack can break some blocks (dirt, wooden planks) and takes a few seconds to recharge.
IF the player IS hit, it will do large damage and throw the player backwards with great force. The ram will not charge without being alerted by the player first, therefore, it breaking down the terrain by itself is impossible.
Shade: A dark, transparent zombie. It has reduced fall speed (floats down like a chicken).
Besides being hard to see and floating down, it really has no special powers.
Ninja Zombie: These zombies can climb up walls like spiders, occasionally strafe like skeletons, and are a bit faster than the player. They wield gold swords and damage accordingly.
Skeletons: Redstone skeletons - Redstone skeletons are red and shiny just like redstone. If their arrows come in contact with anything redstone related (TNT, Pistons, Ect.) it will activate that object. (Even the arrow touching a line of redstone could activate anything hooked up to that line.) These would be very good at intruding into bases and getting around players traps.
If a redstone skeleton shoots an iron golem it will 'disable' it for about 10 seconds, where the golem will be unable to move or attack.
Jangles - A skeleton that can control any animal mob it mounts. When it touches any passive animal mob (cow, pig, sheep) it mounts that animal like a spider jockey and can control it. The passive mob will not attack the player but simply provides transportation for the Jangles. Jangles activley seek out animals. They drop saddles.
Creepers: Stalker - These greenish-yellow creepers are attracted by the sound of breaking blocks. Any block broken will attract a nearby stalker to the source of the sound, making mining much scarier. Stalkers are also very effecient at ambushing players from above.
Lava Monster: These creepers have no face and act very similar to the lava monsters from your other mod. They only spawn below level 25 and in lava, and they take no fire or lava damage. They leave a fire trail, shoot fireballs, and only explode when killed.
These are just my ideas, i like this mod and i think these would be cool in it too.
1. ok so as you can see...i am starting addicted to your armored mobs in special mobs.....so now i am having a suggestion for enable armored mobs to pick chain_thin1...chain_thin2 or gold_thin1...gold_thin2 randomly....i mean i am collecting some fancy armors....and it will be good if the mobs are able to use them in random....make them looks more variety appearance.....
2. the second is....the armed mobs are able to pick arms randomly....i am collecting many melee weapon....and range weapon such as bow....it will be good if that mobs are looks more variety with my collection sword/axe and bow....
Edit: oh yeah....3. i want to put an armor and weapon on stone golem....i think it is not overpowered since they are not move and low health....so what do you think?.....while the armor golem (iron and gold)....it will be good if you make a transparent skin....it will be looks more like spirit
Not sure what's up, if it's only specialmos+spawner or another mod throwing a wrench into the works, but sometimes I have sword and thief skeletons firing a single arrow at me before switching to their melee mode.
Still loving the mods- it really cranks up the difficulty on CTM maps and makes ambushes all the more lethal.
Yeah, I noticed this problem, too. I think it's because I fixed special skeletons to officially be a type of skeleton, and I think I have thought of a way to fix it, but I've been kinda hit by life recently. Might be a little while.
The first two (Ram and Shade) and the Jangles are imo the best of your suggestions, especially the ram, because it simply attacks in a different way compared to the other zombies, which adds some variation
I hope FatherToast will consider adding a zombie like that one whenever he has the time.
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Ah! Okay, Never was sure about that, Thanks!
Of course! That would be awesome. I'm not planning an update that will change or add textures soon, since I think I'm going to work on making these mods SMP-compatible next.
Yeah, I wanted them to look kinda like statues with holes for eyes. The main problem is that the small ones still wiggle their arms.
Woah, that's weird. It probably has something to do with the code overhaul. I'll look into it right now and get back to you. o.o
EDIT: I looked into the code and changed the way special arrows get their effects to remove the possibility of array-index-related problems. I turned myself into swiss cheese with every skeleton type, and had no crashes. Special Mobs and Special Mob Spawner have been updated.
Me too! Someone said they were going to make one a while ago, but I'm not sure what happened. I have no idea how to even start making a mod video (I'm sure Google could cure that pretty quickly, if needed).
Well, I recently built the framework required to do server mods, so it's in the works now. I don't know how much code conversion I'll need to do, if any, but it will definitely go faster since I know other people are waiting on it.
*also, here's an idea-Melon golems. instead of a pumpkin for a head it has a melon and the body is made of logs. it's attack would be that it shoots arrows and moves very fast compared to other golems.
Praise be to Spode.
Yes, forge is usually even embedded in my workspace when I code these mods. Which reminds me, I need to stop doing that so I don't end up with something that works for me, but crashes for everyone that doesn't have Forge.
I would, but then I'd have to edit the melon's base class, too. Bound souls move pretty quickly and you can give them bows (scarecrows too, but they move a little slow), though I find that large groups of bow-golems tend to not work out so well.
Thank you! That's exactly what I was aiming for.
Reputation to you
(Bonus for not just adding nothing more than a more powerful creeper :P)
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
It's just damn funny to see that huge golem walking towards the butterflies and smash them all in the air XD
But I can imagine this might get annoying as soon as it gets night and the evil mobs actually start coming, I don't know what you can do about it though.
And as a side note, yeah, I got the utility mobs mod to work after installing it correctly, it's amazing Your lava monster mod crashed on me though, because I use Better World Generation 2, probably some class conflict but ah well
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
Thank you! I'm glad you enjoy the mods. As far as the lava monster goes, I recently thought of an idea to make it base clean. It may be a little while, since I'm busier than I used to be.
Thank you, I'm glad you enjoy it!
Currently, there is a setting in the properties file that makes everything in the mod hostile, but that might turn out badly in a server. I will probably end up making them "owned" by whoever built them, with an item that the owner can use to toggle their aggressiveness (no players, everything but the owner, or only players).
Thank you! Thief skeletons are definitely one of my favorites, along with mirage endermen.
Haha, those poor butterflies! Golems tend to attack anything they don't understand, and butterflies probably give them headaches.
Glad you like the mod! Yeah, unfortunately, Lava Monsters edits the biome generation class... for now.
Good to hear! Thank you for telling me! Nobody want to use a mod that causes crashes.
EDIT: My bad, it's just the incompatabilities on the lava monster mod. I was trying to install them both at the same time. *facepalm*
But yeah, i really enjoy the special mobs mod. Its very cool to see all the types of varities, its made cave exploring.... interesting.
If i could suggest some things though..
Zombies: Ram- Just like a dead island ram, its a zombie in a straight jacket. It charges the player, going in a straight line. If the player moves out of the way the ram won't change direction mid charge but continue going straight. The charge attack can break some blocks (dirt, wooden planks) and takes a few seconds to recharge.
IF the player IS hit, it will do large damage and throw the player backwards with great force. The ram will not charge without being alerted by the player first, therefore, it breaking down the terrain by itself is impossible.
Shade: A dark, transparent zombie. It has reduced fall speed (floats down like a chicken).
Besides being hard to see and floating down, it really has no special powers.
Ninja Zombie: These zombies can climb up walls like spiders, occasionally strafe like skeletons, and are a bit faster than the player. They wield gold swords and damage accordingly.
Skeletons: Redstone skeletons - Redstone skeletons are red and shiny just like redstone. If their arrows come in contact with anything redstone related (TNT, Pistons, Ect.) it will activate that object. (Even the arrow touching a line of redstone could activate anything hooked up to that line.) These would be very good at intruding into bases and getting around players traps.
If a redstone skeleton shoots an iron golem it will 'disable' it for about 10 seconds, where the golem will be unable to move or attack.
Jangles - A skeleton that can control any animal mob it mounts. When it touches any passive animal mob (cow, pig, sheep) it mounts that animal like a spider jockey and can control it. The passive mob will not attack the player but simply provides transportation for the Jangles. Jangles activley seek out animals. They drop saddles.
Creepers: Stalker - These greenish-yellow creepers are attracted by the sound of breaking blocks. Any block broken will attract a nearby stalker to the source of the sound, making mining much scarier. Stalkers are also very effecient at ambushing players from above.
Lava Monster: These creepers have no face and act very similar to the lava monsters from your other mod. They only spawn below level 25 and in lava, and they take no fire or lava damage. They leave a fire trail, shoot fireballs, and only explode when killed.
These are just my ideas, i like this mod and i think these would be cool in it too.
2. the second is....the armed mobs are able to pick arms randomly....i am collecting many melee weapon....and range weapon such as bow....it will be good if that mobs are looks more variety with my collection sword/axe and bow....
Edit: oh yeah....3. i want to put an armor and weapon on stone golem....i think it is not overpowered since they are not move and low health....so what do you think?.....while the armor golem (iron and gold)....it will be good if you make a transparent skin....it will be looks more like spirit
Yeah, I noticed this problem, too. I think it's because I fixed special skeletons to officially be a type of skeleton, and I think I have thought of a way to fix it, but I've been kinda hit by life recently. Might be a little while.
Praise be to Spode.
The first two (Ram and Shade) and the Jangles are imo the best of your suggestions, especially the ram, because it simply attacks in a different way compared to the other zombies, which adds some variation
I hope FatherToast will consider adding a zombie like that one whenever he has the time.
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
Edit: problem solved...it caused by skins that i apply to this bounded soul mobs