MediaFire won't really let me download Special Mobs, it just gives me this message.
Split Archive Blocked
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Weird. I re-uploaded it with a different compression method and it seems the problem has gone away. Thanks for the heads-up!
And I would hardly consider myself informed by Mediafire of anything.
Your crash is from RandomMobs. If you're using MCPatcher, make sure you uncheck it on the mods list since you're using Optifine. Otherwise, removing Optifine should probably fix the problem.
The bad news is Minecraft is getting updated way too fast! I have hardly any time to mod nowadays. I'll have to wait for 1.4.4 to update.
The good news is I've successfully integrated the Special Mobs Spawner Support into Special Mobs! Along with this comes an overhaul to the way special mobs spawn. List of changes for the upcoming release:
- You are no longer limited on the spawn rates for vanilla mobs -- you can even completely remove or replace vanilla mobs! Even though I've given the option to remove complete mob species, that doesn't mean I suggest doing so.
- Special mobs no longer spawn independently.
- Vanilla mobs with special mob variants are replaced by a special mob (based on the rates in the config) when they spawn by any means (naturally, from an egg, from a spawner, etc.).
- Ender creepers no longer spawn in the End (I didn't want to classify them as special endermen).
- Refinements to the special jockey system.
- Various bug fixes.
There are probably some other things that I forgot I changed, but these are the most important ones. I don't know how well this will work with custom spawn data once I update to 1.4.x, but it'll do for now.
Also, as far as Dungeon Crawler goes, I finished all of the traps (except the rendering for the crippling trap) and fixed bone armor to no longer glow like an enchanted item when worn.
The bad news is Minecraft is getting updated way too fast! I have hardly any time to mod nowadays. I'll have to wait for 1.4.4 to update.
The good news is I've successfully integrated the Special Mobs Spawner Support into Special Mobs! Along with this comes an overhaul to the way special mobs spawn. List of changes for the upcoming release:
- You are no longer limited on the spawn rates for vanilla mobs -- you can even completely remove or replace vanilla mobs! Even though I've given the option to remove complete mob species, that doesn't mean I suggest doing so.
- Special mobs no longer spawn independently.
- Vanilla mobs with special mob variants are replaced by a special mob (based on the rates in the config) when they spawn by any means (naturally, from an egg, from a spawner, etc.).
- Ender creepers no longer spawn in the End (I didn't want to classify them as special endermen).
- Refinements to the special jockey system.
- Various bug fixes.
There are probably some other things that I forgot I changed, but these are the most important ones. I don't know how well this will work with custom spawn data once I update to 1.4.x, but it'll do for now.
Also, as far as Dungeon Crawler goes, I finished all of the traps (except the rendering for the crippling trap) and fixed bone armor to no longer glow like an enchanted item when worn.
Good to see your still updateing this, to many mods i like have been lost from lack of updates, and do you plan to update all your mods to 1.4.4? I sure hope so :P, as these are one of many mods i use that i MUST have lol.
Good to see your still updateing this, to many mods i like have been lost from lack of updates, and do you plan to update all your mods to 1.4.4? I sure hope so :P, as these are one of many mods i use that i MUST have lol.
Yes, I'll try and update all my mods to 1.4.4. I still haven't been able to get Utility Mobs to 1.3+ yet, but it will come eventually. Beta mods like the Loot Mod and Dungeon Crawler are at the lowest priority to be updated, of course.
Oh, also I forgot one last important addition to Special Mobs: a scary new mount for special jockeys.
I might just release to update for 1.3.2 the next time I get a chance.
Any luck on getting that 1.3.2 update out? Your mods are probably the ones I look forward to the most, all things considered.
Ah, yes. I'm working on it, but I just want to be extra-careful I get it right on the first release, since I'm now messing with world data. Corrupting the occasional test world is fine, but I want to make sure future updates won't corrupt any worlds.
Plus, I keep getting distracted by adding more content and trying to prevent jockeys from separating when a world is reloaded.
i LOVE this mod and it works so well with Infernal mobs mod nothing makes you feel badass like taking down a fast zombie webber ninja!
is this going to be updated to 1.4.2/4 any time soon?
sorry if i sound impatient XD
i LOVE this mod and it works so well with Infernal mobs mod nothing makes you feel badass like taking down a fast zombie webber ninja!
is this going to be updated to 1.4.2/4 any time soon?
sorry if i sound impatient XD
Thank you! I never knew that mod existed... looks cool!
I hope so, but I know some important stuff will need to be changed. Specifically, I don't know what will happen to the armor and sword zombies/skeletons or how to carry over the extra data that can be added by mob spawners.
Special Mobs 2.1 is live! It has a lot of new stuff and improvements!
I strongly suggest deleting your old config file(s) when you update, since a lot of the properties have changed/moved.
Plus, I finally added the pictures from the last update and the ones for this update are actually up on time!
And, as with every update, I implore you to read the changelog!
I also threw in whatever I had so far in Dungeon Crawler and called it 0.2. Enjoy some traps!
hey is loot mod coming for 1.4.2? im just wondering because it looks amasing but i cant use it because its for 1.2.5 also are these random chance drops for mobs? sorry i diddn't really get the loot table (im no coder)
thanks and please update special mobs mod XD.
hey is loot mod coming for 1.4.2? im just wondering because it looks amasing but i cant use it because its for 1.2.5 also are these random chance drops for mobs? sorry i diddn't really get the loot table (im no coder)
thanks and please update special mobs mod XD.
Yes, it is. Of course, since it's in beta and edits a lot of base classes, it's not the top priority. And yes, the mod adds a configurable drop chance to every hostile mob and automatically upgrades any upgradeable equipment they drop (even from vanilla or other mods).
I've started updating. Dunegon Crawler is already updated, took about two minutes to do. I'll release the updated Dungeon Crawler and Lava Monsters once I update Lava Monsters (shouldn't take long).
Special Mobs will take a little while. A lot was changed for zombies and skeletons, so I need to recode them entirely. Of course, I won't complain that I have to do a lot of coding to fix it - the mod will be a lot cooler thanks to the update!
Yes, it is. Of course, since it's in beta and edits a lot of base classes, it's not the top priority. And yes, the mod adds a configurable drop chance to every hostile mob and automatically upgrades any upgradeable equipment they drop (even from vanilla or other mods).
I've started updating. Dunegon Crawler is already updated, took about two minutes to do. I'll release the updated Dungeon Crawler and Lava Monsters once I update Lava Monsters (shouldn't take long).
Special Mobs will take a little while. A lot was changed for zombies and skeletons, so I need to recode them entirely. Of course, I won't complain that I have to do a lot of coding to fix it - the mod will be a lot cooler thanks to the update!
Im loving the dungeon crawler mod the cake gun is the definition of funny . Everything works really well but i was just wondering how you throw/use the bombs ive tried both left and right mouse buttons but i cant seem to get them to go off am i doing something wrong?
Hey FatherToast, long time no see! It's me TheTrueEpicness, I forgot my password to that account. So now I have a new one! My internet was down all this time, so I couldn't post. Now since we have the new 1.4.4 update, might aswell remove armor zombies and sword zombies, because now whenever you drop a sword or armor a zombie will just take it..
Wazzup FatherToast! I am back and I got some new ideas! For several of your mods
Utility Mobs
One day a creeper blew up a villagers farm. The villager said, "I wish I could give those creepers a taste of their own medicine for once!" And then inspiration struck like lightning! The villager after countless failures (and constant house repairs and insurance claims) eventually created a creature known as DEV (Deceptive Exploding Villager) DEV is a slick looking villager that is quite similar to a normal one. It walks around. It opens doors. And zombies attack it. The only noticeable difference is that it has a mustache and sunglasses and a smug look . So what is the difference. The difference is that secretly under his man robe holds an explosive suit that with one mere touch from a zombie will explode!
The design is a pumpkin/jack o' lantern brown wool and tnt.
Dungeon Crawler
Welp your attacking (when it updates) and trapping all sorts of special mobs with such powerful yet simple weapons. Lying right in your house and in your chest and in your furnace lies a great weapon that is also so simple. GLASS! One trap you could use is the glass shrapnel trap that blows up causing no terrain damage but causes massive damage to the living thing that it hits as well as nearby mobs. As well
as the glass mine, which works similarly.
Another deadly tool is blinding, non lethal, and dirt/sand cheap literally. All you need to do is fashion your sell a paper casing and then combine that paper casing with dirt and sand to create the smoke bag (name could be changed) that causes confusion to the mob, with just a right click, for 3 seconds. Just
enough time to start sprinting away.
Also there is an upgraded version of this called the paralysis bag. This is created from spider eyes, red mushrooms, glass shrapnel (Not the bomb or mine but just regular shrapnel which is made by just putting glass in your crafting box in your inventory) and a paper casing and there you have it. works like the smoke bag except it stops the mob from moving completely for 3 seconds. Enough time to start releasing a payload of revenge on it.
Special Mobs
A new mount: The Wolf.
The Wolf is a deadly creature that not only allows the mob on top to move faster, but also sometimes attacks even after its rider has died. Also their are different types.
The Wolf Pack Wolf: The Wolf Pack Wolf is a lesser wolf. Weaker than other wolves besides baby wolves. The Wolf Pack Wolf tends to roll in packs so mounted Wolf Pack Wolves will do the same meaning alot of riders to face. These are more than likely gonna attack after the rider is dead because it sees its brethren wolves fighting.
The Babby Wolf: The Babby Wolf is a wolf that is the weakest, but just like baby zombies these suckers are fast. They can't support riders (their widdle knees can't take it) They can also be tamed. Plus their are just so dang adorable
Alpha Wolf: The Alpha Wolf is a super strong wolf. You will normally find him the most threatening if the other wolves have the same rider/no rider whatsoever. The Alpha Wolf is so strong it can take a creeper blast! (what a trooper!) If you can manage to kill the lesser wolves and riders along with the Alpha Wolf's rider and you are lucky, you might be able to tame him.
The Ghost Wolf: The Ghost Wolf is quite deadly. He is the only wolf so strong it can reanimate its rider, its fallen comrades, and even its riders companions ! It can heal you one heart every 20 seconds so it is good in an emergency if tamed. Though this is quite difficult considering you have to rush to slay the other mobs and sometimes forced to slay the Ghost Wolf. Arrows have no effect on him.
Savage Wolf: This is definitely a deadly support mount. This mob knows its attacks can't break through your armor. So what does he do. He rips off your armor completely! If he closes the distance he rips off a random piece of armor. Every time he does this he spits your armor on the ground for a later meal, which also downs the durability more than a regular attack. Once he rips off your armor he then can sink his teeth into you. Can also rip off enemy armor mobs when used as a companion.
Im loving the dungeon crawler mod the cake gun is the definition of funny . Everything works really well but i was just wondering how you throw/use the bombs ive tried both left and right mouse buttons but i cant seem to get them to go off am i doing something wrong?
Haha, yeah, I like cake. As a little bit of trivia, cake deals 9001 damage.
Bombs will be placeable just like blocks, but are not yet usable for anything other than crafting.
Hey FatherToast, long time no see! It's me TheTrueEpicness, I forgot my password to that account. So now I have a new one! My internet was down all this time, so I couldn't post. Now since we have the new 1.4.4 update, might aswell remove armor zombies and sword zombies, because now whenever you drop a sword or armor a zombie will just take it..
Hey! I'm glad you're back! And while the actual sword and armor zombies will no longer exist (along with a lot of other armor/weapon-based special mobs)... well, I don't want to spoil it, but they certainly aren't gone.
I love your utility mobs, but when can you upgrade them to 1.3.2? I'm waiting for 3 months :-(
(i've powercraft too, and i want to make a golem factory)
I haven't found anything with the hooks I need to update Utility Mobs. If Forge has them, then I haven't found them yet (I'm still unfamiliar with Forge).
I will keep looking! I'll find what I need eventually.
Wazzup FatherToast! I am back and I got some new ideas! For several of your mods
Utility Mobs
One day a creeper blew up a villagers farm. The villager said, "I wish I could give those creepers a taste of their own medicine for once!" And then inspiration struck like lightning! The villager after countless failures (and constant house repairs and insurance claims) eventually created a creature known as DEV (Deceptive Exploding Villager) DEV is a slick looking villager that is quite similar to a normal one. It walks around. It opens doors. And zombies attack it. The only noticeable difference is that it has a mustache and sunglasses and a smug look . So what is the difference. The difference is that secretly under his man robe holds an explosive suit that with one mere touch from a zombie will explode!
The design is a pumpkin/jack o' lantern brown wool and tnt.
Dungeon Crawler
Welp your attacking (when it updates) and trapping all sorts of special mobs with such powerful yet simple weapons. Lying right in your house and in your chest and in your furnace lies a great weapon that is also so simple. GLASS! One trap you could use is the glass shrapnel trap that blows up causing no terrain damage but causes massive damage to the living thing that it hits as well as nearby mobs. As well
as the glass mine, which works similarly.
Another deadly tool is blinding, non lethal, and dirt/sand cheap literally. All you need to do is fashion your sell a paper casing and then combine that paper casing with dirt and sand to create the smoke bag (name could be changed) that causes confusion to the mob, with just a right click, for 3 seconds. Just
enough time to start sprinting away.
Also there is an upgraded version of this called the paralysis bag. This is created from spider eyes, red mushrooms, glass shrapnel (Not the bomb or mine but just regular shrapnel which is made by just putting glass in your crafting box in your inventory) and a paper casing and there you have it. works like the smoke bag except it stops the mob from moving completely for 3 seconds. Enough time to start releasing a payload of revenge on it.
Special Mobs
A new mount: The Wolf.
The Wolf is a deadly creature that not only allows the mob on top to move faster, but also sometimes attacks even after its rider has died. Also their are different types.
The Wolf Pack Wolf: The Wolf Pack Wolf is a lesser wolf. Weaker than other wolves besides baby wolves. The Wolf Pack Wolf tends to roll in packs so mounted Wolf Pack Wolves will do the same meaning alot of riders to face. These are more than likely gonna attack after the rider is dead because it sees its brethren wolves fighting.
The Babby Wolf: The Babby Wolf is a wolf that is the weakest, but just like baby zombies these suckers are fast. They can't support riders (their widdle knees can't take it) They can also be tamed. Plus their are just so dang adorable
Alpha Wolf: The Alpha Wolf is a super strong wolf. You will normally find him the most threatening if the other wolves have the same rider/no rider whatsoever. The Alpha Wolf is so strong it can take a creeper blast! (what a trooper!) If you can manage to kill the lesser wolves and riders along with the Alpha Wolf's rider and you are lucky, you might be able to tame him.
The Ghost Wolf: The Ghost Wolf is quite deadly. He is the only wolf so strong it can reanimate its rider, its fallen comrades, and even its riders companions ! It can heal you one heart every 20 seconds so it is good in an emergency if tamed. Though this is quite difficult considering you have to rush to slay the other mobs and sometimes forced to slay the Ghost Wolf. Arrows have no effect on him.
Savage Wolf: This is definitely a deadly support mount. This mob knows its attacks can't break through your armor. So what does he do. He rips off your armor completely! If he closes the distance he rips off a random piece of armor. Every time he does this he spits your armor on the ground for a later meal, which also downs the durability more than a regular attack. Once he rips off your armor he then can sink his teeth into you. Can also rip off enemy armor mobs when used as a companion.
Interesting idea for a golem. I'll see what I can do once I can finally update Utility Mobs.
Ah yes, there are endless possibilities! Glass will definitely make it into the mod. The blinding powder is classic ninja - I'll probably make the recipe use an egg, too (like a cascaron, only more painful).
I don't know why I hadn't thought of wolf mounts! Or maybe mobs with pet wolves. There won't be any new tameables in Special Mobs, though. Unless they just try to kill you after you tame them.
I don't know if its just me but Special Mobs 2.1 for 1.3.2 doesn't seem to be spawning the special mobs. They're always vanilla mobs, no matter how much I play around with the config. The mobs work through spawners and special jockeys spawn, but other than that, none of the rest spawn. The mod was working in the prior version but now it doesn't seem to work. Hope this gets fixed. *Using forge 4.2.5.303*
I don't know if its just me but Special Mobs 2.1 for 1.3.2 doesn't seem to be spawning the special mobs. They're always vanilla mobs, no matter how much I play around with the config. The mobs work through spawners and special jockeys spawn, but other than that, none of the rest spawn. The mod was working in the prior version but now it doesn't seem to work. Hope this gets fixed. *Using forge 4.2.5.303*
Strange. I have no idea what could be causing that. You don't have any other mods that might change the mobs that spawn naturally? It could be the version of Forge, though I've already killed my 1.3.2 folder, so I don't know what version I used. :\
i've got some ideas for the utility mobs, too. What about a glowstone tower? If there are some other towers, the glowstone tower is always attacked first. It has 100 (or something like that) hearts of life, and it doesn't shoot, but every monster that is near him (creepers and spiders, too) starts burning (like skeletons and zombies in sunlight), because the tower is so bright (maybe it shouldn't hurt enderman, but disable their spawning and despawning ability in a range of 5 blocks or something like that). And what about a cactusgolem? I want to have a cactus golem! e
And what about an emerald golem? It could be build like that: first level : e second level: eee if e is an emerald block. (on the top, theres a pumpkin, what else)
It lookes like a green iron golem with 4 arms and fightes with 4 green swords (not so strong attack, but can fight 4 enemys at once). Maybe it could turn all earth blocks it touches into grass blocks? That would be funny, too.
Interesting. Especially since I haven't put in an area-of-effect turret yet (there was one called the hail turret, but it was annoying so I cut it before release :P). I may or may not be able to change what monsters target, I'll have to try it and see how their AI reacts to me messing with it. I want a cactus golem, too, but pumpkins can't be placed on cactus.
I will definitely add in emerald golems and turrets once I can update Utility Mobs to a version that has emerald. I don't know what I want them to do yet, though.
Would be awesome, perhaps include it in your loot mod
Thank you!
And yes, this is definitely coming in Dungeon Crawler. I'm not sure if I put it on the upcoming features, but I will increase the number of items in chests (adjustable) and add enchanted (and also named! thanks, 1.4 :P) weapons/armor/tools like the ones that drop from special mobs, along with anything else I can think of.
Weird. I re-uploaded it with a different compression method and it seems the problem has gone away. Thanks for the heads-up!
And I would hardly consider myself informed by Mediafire of anything.
Your crash is from RandomMobs. If you're using MCPatcher, make sure you uncheck it on the mods list since you're using Optifine. Otherwise, removing Optifine should probably fix the problem.
I think I can do it still, but I haven't gotten to work on it much yet.
And no problem! I'm glad you like the mod!
The bad news is Minecraft is getting updated way too fast! I have hardly any time to mod nowadays. I'll have to wait for 1.4.4 to update.
The good news is I've successfully integrated the Special Mobs Spawner Support into Special Mobs! Along with this comes an overhaul to the way special mobs spawn. List of changes for the upcoming release:
- Special mobs no longer spawn independently.
- Vanilla mobs with special mob variants are replaced by a special mob (based on the rates in the config) when they spawn by any means (naturally, from an egg, from a spawner, etc.).
- Ender creepers no longer spawn in the End (I didn't want to classify them as special endermen).
- Refinements to the special jockey system.
- Various bug fixes.
Also, as far as Dungeon Crawler goes, I finished all of the traps (except the rendering for the crippling trap) and fixed bone armor to no longer glow like an enchanted item when worn.
Good to see your still updateing this, to many mods i like have been lost from lack of updates, and do you plan to update all your mods to 1.4.4? I sure hope so :P, as these are one of many mods i use that i MUST have lol.
Yes, I'll try and update all my mods to 1.4.4. I still haven't been able to get Utility Mobs to 1.3+ yet, but it will come eventually. Beta mods like the Loot Mod and Dungeon Crawler are at the lowest priority to be updated, of course.
Oh, also I forgot one last important addition to Special Mobs: a scary new mount for special jockeys.
I might just release to update for 1.3.2 the next time I get a chance.
Ah, yes. I'm working on it, but I just want to be extra-careful I get it right on the first release, since I'm now messing with world data. Corrupting the occasional test world is fine, but I want to make sure future updates won't corrupt any worlds.
Plus, I keep getting distracted by adding more content and trying to prevent jockeys from separating when a world is reloaded.
is this going to be updated to 1.4.2/4 any time soon?
sorry if i sound impatient XD
Thank you! I never knew that mod existed... looks cool!
I hope so, but I know some important stuff will need to be changed. Specifically, I don't know what will happen to the armor and sword zombies/skeletons or how to carry over the extra data that can be added by mob spawners.
I strongly suggest deleting your old config file(s) when you update, since a lot of the properties have changed/moved.
Plus, I finally added the pictures from the last update and the ones for this update are actually up on time!
And, as with every update, I implore you to read the changelog!
I also threw in whatever I had so far in Dungeon Crawler and called it 0.2. Enjoy some traps!
thanks and please update special mobs mod XD.
Yes, it is. Of course, since it's in beta and edits a lot of base classes, it's not the top priority. And yes, the mod adds a configurable drop chance to every hostile mob and automatically upgrades any upgradeable equipment they drop (even from vanilla or other mods).
I've started updating. Dunegon Crawler is already updated, took about two minutes to do. I'll release the updated Dungeon Crawler and Lava Monsters once I update Lava Monsters (shouldn't take long).
Special Mobs will take a little while. A lot was changed for zombies and skeletons, so I need to recode them entirely. Of course, I won't complain that I have to do a lot of coding to fix it - the mod will be a lot cooler thanks to the update!
thank's XD
Welp your attacking (when it updates) and trapping all sorts of special mobs with such powerful yet simple weapons. Lying right in your house and in your chest and in your furnace lies a great weapon that is also so simple. GLASS! One trap you could use is the glass shrapnel trap that blows up causing no terrain damage but causes massive damage to the living thing that it hits as well as nearby mobs. As well
Haha, yeah, I like cake. As a little bit of trivia, cake deals 9001 damage.
Bombs will be placeable just like blocks, but are not yet usable for anything other than crafting.
Hey! I'm glad you're back! And while the actual sword and armor zombies will no longer exist (along with a lot of other armor/weapon-based special mobs)... well, I don't want to spoil it, but they certainly aren't gone.
I haven't found anything with the hooks I need to update Utility Mobs. If Forge has them, then I haven't found them yet (I'm still unfamiliar with Forge).
I will keep looking! I'll find what I need eventually.
Interesting idea for a golem. I'll see what I can do once I can finally update Utility Mobs.
Ah yes, there are endless possibilities! Glass will definitely make it into the mod. The blinding powder is classic ninja - I'll probably make the recipe use an egg, too (like a cascaron, only more painful).
I don't know why I hadn't thought of wolf mounts! Or maybe mobs with pet wolves. There won't be any new tameables in Special Mobs, though. Unless they just try to kill you after you tame them.
Strange. I have no idea what could be causing that. You don't have any other mods that might change the mobs that spawn naturally? It could be the version of Forge, though I've already killed my 1.3.2 folder, so I don't know what version I used. :\
Would be awesome, perhaps include it in your loot mod
Click on the image to visit my Soundcloud profile! Alternatively, visit my site: http://www.aquanova-mp.com/
Interesting. Especially since I haven't put in an area-of-effect turret yet (there was one called the hail turret, but it was annoying so I cut it before release :P). I may or may not be able to change what monsters target, I'll have to try it and see how their AI reacts to me messing with it. I want a cactus golem, too, but pumpkins can't be placed on cactus.
I will definitely add in emerald golems and turrets once I can update Utility Mobs to a version that has emerald. I don't know what I want them to do yet, though.
Thank you!
And yes, this is definitely coming in Dungeon Crawler. I'm not sure if I put it on the upcoming features, but I will increase the number of items in chests (adjustable) and add enchanted (and also named! thanks, 1.4 :P) weapons/armor/tools like the ones that drop from special mobs, along with anything else I can think of.