Good mods and I like how well you take crare of this post you reply to most of the coments ingludeing the small and the ungratefull ones so I congagulate you and thank you.
I always felt mining at lava level was way too safe, even though you could already die a 1000 horrible deaths the lava monster adds this little bit more danger to it. Very nice.
Hope i'll be able to try out the Special Mobs in 1.4.6 soon also
I'm glad you like it! I'm thinking about adding another hazard, too: random fireballs that shoot up like in side-scrolling platformers.
Good mods and I like how well you take crare of this post you reply to most of the coments ingludeing the small and the ungratefull ones so I congagulate you and thank you.
I'm glad you like my mods, and thank you! I'm glad you appreciate it.
Hah, thank you guys for dramatically waiting patiently.
As I'm sure you know, I don't have as much time to code as I'd like, and most of that time is currently being taken by school.
As a related side-note, I've decided I'll update Utility Mobs when I'm done fixing Special Mobs and the Loot Mod. It won't work the way I want it to, but it will work. This is mostly due to me getting better with Forge (there's a hook that I can use to initialize "building") and very recently discovering a way (thanks, 1.4!) to clear the new AI so I don't have to do sketchy things that are probably causing the bugs in Special Mobs.
does the turrets mod have a config so you can add entitys tothe 'don't kill this list?' I use thaumcraft and mutant snow golems wanting this for some extra defence from the deathworld ive modded my minecraft into so while I like these turrets I dont want them to attack the rest of my defences
I can't wait till special mobs is updated one of the best mods I've used. It's actually become one of my standard playing mods so it kind of sad to not have it but, I'll have to try an be patient keep up the great work Father Toast!
does the turrets mod have a config so you can add entitys tothe 'don't kill this list?' I use thaumcraft and mutant snow golems wanting this for some extra defence from the deathworld ive modded my minecraft into so while I like these turrets I dont want them to attack the rest of my defences
I don't see any config file for setting what not to kill. He may add it in the next update though.
I can't wait till special mobs is updated one of the best mods I've used. It's actually become one of my standard playing mods so it kind of sad to not have it but, I'll have to try an be patient keep up the great work Father Toast!
I agree! It is a great mod and it sucks that it being up to date is ruined by a 1.4.6/1.4.7 update! You can contribute my spreading the word to some commentators so maybe they can try it and spread the word.
To be honest, this is one of two mods (the other being that silly, but cute Dragon Catcher mod) that's making me hesitate to update to 1.4.7. It's become one of my Must Haves! I've already made a lot of my own custom Doku matching textures for a lot of the added mobs.
Special mobs effectively use completely vanilla AI code and... nothing has changed! They still don't work right. They will attack you, but will only move when idle.
does the turrets mod have a config so you can add entitys tothe 'don't kill this list?' I use thaumcraft and mutant snow golems wanting this for some extra defence from the deathworld ive modded my minecraft into so while I like these turrets I dont want them to attack the rest of my defences
Nope, it doesn't. That is a good idea, however, and will be put in when I rewrite the mod for newer versions.
I can't wait till special mobs is updated one of the best mods I've used. It's actually become one of my standard playing mods so it kind of sad to not have it but, I'll have to try an be patient keep up the great work Father Toast!
Thank you very much! I'm really hoping I can get it working right - I don't want the release to be like the last one with the crashing and the glitching and whatnot.
To be honest, this is one of two mods (the other being that silly, but cute Dragon Catcher mod) that's making me hesitate to update to 1.4.7. It's become one of my Must Haves! I've already made a lot of my own custom Doku matching textures for a lot of the added mobs.
Thank you! It's one of my favorite mods as well! I rarely update Minecraft until I have to test out the newer versions.
After a while of poking and prodding my code, I found the problem - something was causing my mobs' move speeds to be read as 0. There currently seems to be no way for me to save the move speed properly, so I "solved" the problem by not trying to save it at all!
So, the mod should have full functionality again, but if you exit and reload a world, each mob will (most likely) have a different move speed than before.
Definitely not near as big of a deal as mobs not moving at all.
This looks awesome, this would become a must have on my server if... well if it was SMP compatible.
Good work, awesome ideas in there (especially Special mobs! I love it)!
Thank you!
I will someday figure out how to make things SMP compatible! If anyone knows how to or any good tutorials, feel free to tell me how or point me to them!
I got a problem with the Zombie Textures, if i use any textures at X32 or above, they will be headless, or if i use a X16 texture, the zombies textures are default. Not sure if im the only one having this and i cant figure out the problem D: But other than that, everything is fine and the mod so far is awesome
Thank you!
I'm glad you like it! I'm thinking about adding another hazard, too: random fireballs that shoot up like in side-scrolling platformers.
I hope you will also!
I'm glad you like my mods, and thank you! I'm glad you appreciate it.
Cue epic music and intense camera angles!
Hah, thank you guys for dramatically waiting patiently.
As I'm sure you know, I don't have as much time to code as I'd like, and most of that time is currently being taken by school.
As a related side-note, I've decided I'll update Utility Mobs when I'm done fixing Special Mobs and the Loot Mod. It won't work the way I want it to, but it will work. This is mostly due to me getting better with Forge (there's a hook that I can use to initialize "building") and very recently discovering a way (thanks, 1.4!) to clear the new AI so I don't have to do sketchy things that are probably causing the bugs in Special Mobs.
I don't see any config file for setting what not to kill. He may add it in the next update though.
I agree! It is a great mod and it sucks that it being up to date is ruined by a 1.4.6/1.4.7 update! You can contribute my spreading the word to some commentators so maybe they can try it and spread the word.
Nope, it doesn't. That is a good idea, however, and will be put in when I rewrite the mod for newer versions.
Thank you very much!
Thank you! It's one of my favorite mods as well!
So, the mod should have full functionality again, but if you exit and reload a world, each mob will (most likely) have a different move speed than before.
Definitely not near as big of a deal as mobs not moving at all.
Me too!
Loot Mod is having troubles with drops. The upgrades don't seem to stay on items. :\
Thank you!
I will someday figure out how to make things SMP compatible! If anyone knows how to or any good tutorials, feel free to tell me how or point me to them!
Not yet.
No problem! Yay!
The turrets in my golem mod are dispensers on sticks. I don't think it's too surprising that other modders would have similar ideas.