i love the new name thing on your mobs from special mobs, but it dosent show more then about 5 meters away, you know it is possible to make it show farther away? i dont know how but with a tool like mcedit you can do it so i think you could do it on your mod to.
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i am sondrex but you can call me sondrex76 if somebody know a forum admin can you tell me i realy want to talk with them about why i got banned for no reason at all.
Hmm. I'm not sure. As long as the bosses extend EntityMob or EntityGhast, they should drop lost books at the same rate as normal mobs.
And I may be able to fill in chests with lost books and upgraded Loot Mod items. I'll see if I can use the entity spawn hook to get the chest entities when they are made, otherwise, I can kinda do a little black magic to get them my own way (at the cost of a little performance).
And yeah, I'll see what I can do to make the config file a little more open-ended.
Thank you! I haven't used to Magic Launcher, but it should be compatible with Forge. Can you post an error log or Forge log in a spoiler?
I *think* what I was asking was if there could be some kind of item id for lost books / loot items, and when an item of that id is generated or found in a chest or whatever, it would transform itself into a random book or loot mod weapon. This would allow me to add that id to the drop config of the mods in question (but would probably be complicated, or impossible. If it doesn't seem like it is, its okay. Maybe you could add them to vanilla dungeon/related chests, but you don't have to figure out some horrifically complex modchest meathod.)
I use magic launcher and it works fine. How are you installing it? I just put forge in the jar via magiclauncher interface, and the mods in the mods folder and check whichever ones I want to load, and tadah; mods work. I'll admit I haven't tried this for some of them, but it works perfectly with specialmobs and dungeon crawler. (I keep hearing these stories about buggy utilitymobs here, why I haven't tried them yet)
i love the new name thing on your mobs from special mobs, but it dosent show more then about 5 meters away, you know it is possible to make it show farther away? i dont know how but with a tool like mcedit you can do it so i think you could do it on your mod to.
Sure, I'll look into the code and see what I can do.
Will there be away to have a finite amount of arrows for each of these turrets? I don't like how once I set up these turrets I don't have to worry anymore.
It would be also nice if the upgrades have some sort of decay and the turrets itself. If you set up your turrets right, they're indestructible and have infite amount of ammo. That's not what I really like.
The upgrades will be changed a little to be less effective, but I may or may not make them go away over time.
As for ammo, I don't think I'll limit it. The turrets would need to be completely changed and a lot more complex to support an ammo system. If you do prefer limited ammo, I would suggest SanAndreasP's Turret Mod (it's currently MC 1.2.5, but it sounds like it's not too far off from being updated).
The aim of my mod is just to have mobs that help you, I don't really want it to get more complex than that.
I *think* what I was asking was if there could be some kind of item id for lost books / loot items, and when an item of that id is generated or found in a chest or whatever, it would transform itself into a random book or loot mod weapon. This would allow me to add that id to the drop config of the mods in question (but would probably be complicated, or impossible. If it doesn't seem like it is, its okay. Maybe you could add them to vanilla dungeon/related chests, but you don't have to figure out some horrifically complex modchest meathod.)
I use magic launcher and it works fine. How are you installing it? I just put forge in the jar via magiclauncher interface, and the mods in the mods folder and check whichever ones I want to load, and tadah; mods work. I'll admit I haven't tried this for some of them, but it works perfectly with specialmobs and dungeon crawler. (I keep hearing these stories about buggy utilitymobs here, why I haven't tried them yet)
Oh, I see! Yeah, I might be able to do that. I obviously don't like adding item or block ids, so I'll make it a config option to include the item (by setting its id to anything other than 0). The same goes for the Loot Mod.
Also, Utility Mobs isn't super buggy anymore! Just the 1.1pre is kinda funky.
Hi FatherToast, I'm back without a crash report, because I got it working finally! No more help needed, thanks! These are truly really cool. Utility mobs? Perfect! Just what I was looking for!
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The more things change, the more they seem to stay the damn same.
I've stopped playing Minecraft years ago, but I'm still around to offer technical support.
If you're still reading this, have a wonderful day!
Hi FatherToast, I'm back without a crash report, because I got it working finally! No more help needed, thanks! These are truly really cool. Utility mobs? Perfect! Just what I was looking for!
Awesome! I'm glad you got the mods working and enjoy them!
Just a friendly reminder to update the Dungeon Crawler mod for 1.5 I'm pretty sure you are already busy updating mods anyways :3 Just posting just in case! <3
Father toast, is it possible to make creepers spawn on top of bats?
Creeperbats: Cool, but really not as terrifying as they should be. They won't try to attack you, just be stuck wandering around random, then get stuck in the ceiling and suffocate when the bat tries to hang from said ceiling.
I think another cool addition for Special Mobs would be for lightning to spawn special lightning mobs wherever it hit. Maybe something like when a lightning mob hit you, you would see the what it looks like when you're on fire, but retextured to look like electricity. Also maybe some spazzy potion effect to go with it.
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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.
Hello, FatherToast! I'm a huge fan of your many epic mods. I voted on "other" in the poll and it said to comment my thought, so here it is:
Can you make a call of duty-themed mod? All I want are good grenades and claymores that don't leave craters/damage landscape. Could you do this? Thanks for your time.
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HEY YOU! Yeah you. Do you like adventure maps? PM me if you want to test/help me with my adventure maps.
Creeperbats: Cool, but really not as terrifying as they should be. They won't try to attack you, just be stuck wandering around random, then get stuck in the ceiling and suffocate when the bat tries to hang from said ceiling.
Why not creepers that fly like bats then? Explode when they fly near you
Hey FatherToast and all who read this, this mod is not compatible with the Ender Dragon Mounts mod. Anytime an ender dragon enters the game (whether by birth, spawn, or script) the game will crash.
Just a friendly reminder to update the Dungeon Crawler mod for 1.5 I'm pretty sure you are already busy updating mods anyways :3 Just posting just in case! <3
Yes, I am working on it. It's still in beta, so of course I had to update my other mods first.
It will probably take a little while - I need time to figure out the new item rendering code, since it's completely different and almost none of it has been deobfuscated yet.
I think another cool addition for Special Mobs would be for lightning to spawn special lightning mobs wherever it hit. Maybe something like when a lightning mob hit you, you would see the what it looks like when you're on fire, but retextured to look like electricity. Also maybe some spazzy potion effect to go with it.
Ooh, yeah, lightning spawns. That would be cool! See lightning, find big scary monster, die trying to kill it.
I'll see if I can do that!
What exactly does the Rockshot from Dungeon Crawlers do?
It shoots rocks. Mostly, anyways. It shoots arrows, fireballs, TNT, and torches, too (anything on the list of ammo).
If a block (other than TNT) is shot, it will try to place itself where it lands, unless it hits a mob. Shot sand/gravel will fall after impact. It can be used for almost any purpose, as long as you have the gunpowder and time to load it.
Hello, FatherToast! I'm a huge fan of your many epic mods. I voted on "other" in the poll and it said to comment my thought, so here it is:
Can you make a call of duty-themed mod? All I want are good grenades and claymores that don't leave craters/damage landscape. Could you do this? Thanks for your time.
Kinda sorta. I won't make an actual CoD mod, but Dungeon Crawler has mines, and will have time bombs and possibly throwable bombs. Probably in the next update, I'll put in a config option to disable their block damage, primarily for use in servers.
Why not creepers that fly like bats then? Explode when they fly near you
That might be awesome. I already freak out any time a bat flies around, imagine a bat that also explodes! Just reinforcing the "Oh, !" reaction to a bat suddenly flying in your face.
Hey FatherToast and all who read this, this mod is not compatible with the Ender Dragon Mounts mod. Anytime an ender dragon enters the game (whether by birth, spawn, or script) the game will crash.
Interesting - that shouldn't happen. Can you post an error log in a spoiler or private message?
http://www.youtube.com/watch?v=Zmwhr6EHhkQ&list=UUOm9o0IMUwjDZUcqKGOfqVg&index=13
I *think* what I was asking was if there could be some kind of item id for lost books / loot items, and when an item of that id is generated or found in a chest or whatever, it would transform itself into a random book or loot mod weapon. This would allow me to add that id to the drop config of the mods in question (but would probably be complicated, or impossible. If it doesn't seem like it is, its okay. Maybe you could add them to vanilla dungeon/related chests, but you don't have to figure out some horrifically complex modchest meathod.)
I use magic launcher and it works fine. How are you installing it? I just put forge in the jar via magiclauncher interface, and the mods in the mods folder and check whichever ones I want to load, and tadah; mods work. I'll admit I haven't tried this for some of them, but it works perfectly with specialmobs and dungeon crawler. (I keep hearing these stories about buggy utilitymobs here, why I haven't tried them yet)
Sure, I'll look into the code and see what I can do.
The upgrades will be changed a little to be less effective, but I may or may not make them go away over time.
As for ammo, I don't think I'll limit it. The turrets would need to be completely changed and a lot more complex to support an ammo system. If you do prefer limited ammo, I would suggest SanAndreasP's Turret Mod (it's currently MC 1.2.5, but it sounds like it's not too far off from being updated).
The aim of my mod is just to have mobs that help you, I don't really want it to get more complex than that.
Cool, thank you for telling me!
Oh, I see! Yeah, I might be able to do that. I obviously don't like adding item or block ids, so I'll make it a config option to include the item (by setting its id to anything other than 0). The same goes for the Loot Mod.
Also, Utility Mobs isn't super buggy anymore! Just the 1.1pre is kinda funky.
Thank you, and it's on its way.
A (not very well-kept) secret! You might figure it out by rummaging through the mod's class files with a text editor.
Awesome! I'm glad you got the mods working and enjoy them!
Hello! I've responded to your message and, again, if you need more help, just ask (either here or in the message, no need for both).
Remember to watch your back.
Creeperbats: Cool, but really not as terrifying as they should be. They won't try to attack you, just be stuck wandering around random, then get stuck in the ceiling and suffocate when the bat tries to hang from said ceiling.
Can you make a call of duty-themed mod? All I want are good grenades and claymores that don't leave craters/damage landscape. Could you do this? Thanks for your time.
Why not creepers that fly like bats then? Explode when they fly near you
thanks
Haha, yes, but as estradus mentioned, you'd probably just find gunpowder laying around near bats.
Yes, I am working on it. It's still in beta, so of course I had to update my other mods first.
It will probably take a little while - I need time to figure out the new item rendering code, since it's completely different and almost none of it has been deobfuscated yet.
Yeah, I actually didn't delete it, like I do most unreleased mods.
Here it is!
Ooh, yeah, lightning spawns. That would be cool! See lightning, find big scary monster, die trying to kill it.
I'll see if I can do that!
It shoots rocks. Mostly, anyways. It shoots arrows, fireballs, TNT, and torches, too (anything on the list of ammo).
If a block (other than TNT) is shot, it will try to place itself where it lands, unless it hits a mob. Shot sand/gravel will fall after impact. It can be used for almost any purpose, as long as you have the gunpowder and time to load it.
Kinda sorta. I won't make an actual CoD mod, but Dungeon Crawler has mines, and will have time bombs and possibly throwable bombs. Probably in the next update, I'll put in a config option to disable their block damage, primarily for use in servers.
That might be awesome. I already freak out any time a bat flies around, imagine a bat that also explodes! Just reinforcing the "Oh, !" reaction to a bat suddenly flying in your face.
Interesting - that shouldn't happen. Can you post an error log in a spoiler or private message?
Don't worry - It's being worked on, I just have to figure out the new texture stitching and split up all the icons.