actually father toast, if you do make batcreepers can you make them have some of the elemental properties like rarely? (ex: Firebat creeper: explodes fire around 2x2 area) like the regular creepers or would that be too hard?
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.
Thanks! I appreciate the fact that you're an active author, unlike most modders that check their pages every month or so. I'm looking forward to the config option. By the way, that mod is awesome! I tried it; it took me awhile to find out that shears can pick them up. My favorite trap is either the Crippling Trap or the Smoke Mine, I can't tell which I like better
Rollback Post to RevisionRollBack
HEY YOU! Yeah you. Do you like adventure maps? PM me if you want to test/help me with my adventure maps.
actually father toast, if you do make batcreepers can you make them have some of the elemental properties like rarely? (ex: Firebat creeper: explodes fire around 2x2 area) like the regular creepers or would that be too hard?
Yeah, I'd probably just make them like normal Special Mobs, with adjustable chances and whatnot. Maybe just normal, fire, and dirt, though.
Thanks! I appreciate the fact that you're an active author, unlike most modders that check their pages every month or so. I'm looking forward to the config option. By the way, that mod is awesome! I tried it; it took me awhile to find out that shears can pick them up. My favorite trap is either the Crippling Trap or the Smoke Mine, I can't tell which I like better
I appreciate that you appreciate it! I'm also glad you like the mod, I think my favorite is the launcher trap. Mostly because it looks cool and was a pain to get to render like that. Also, I kinda like that it deals damage indirectly, and it kinda varies by the terrain.
FatherToast, where can we read about lost books mods? Its some kind of MC lore loot? Also is there any chances you will update loot mod?
Currently, I don't have room on the page to put any info about it. Basically, yes. Though, all of the stories in the mod are pulled from a folder in your config when Minecraft is started.
Included with the mod is a short how-to series that drops in the game. You can find (and edit, if you want) the books in the config file included with the download (config/LostBooks/common). The most important one is howTo.book.
There is also a fairly small collection of stock stories, which is slowly expanding.
The only real difference between a book generated by this mod and a book you can write yourself is it's not limited. You can put formatting codes in the title, have any or no author, there's no page limit, etc.
Its config file determines book drop rates and a couple other things.
Also, yes, the Loot Mod is in the process of being updated. A lot of it works, but a lot doesn't yet.
thank you for the no creeper damage config, i can have special creepers on my server now
here are a suggestion for special mobs: a creeper that when it blows up throw you away and do no or just a little bit of block damage
Keep up the good work (wow 25% on 4 options on the poll about the long page....hope you figure it out!)
by the way i found something weard from all the explosions from your mod: it dosent have any ecplosion smoke or any explosion animation.
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.
As far as the poll on the main page, I voted other, but it's pretty similar to the "Move the larger mods to their own pages". Make groups of mod pages, and have this page as the hub/misc page. Lost Books and Loot Mod might be a group of Mods that add new items to the game, and would have their own page that both links back to the hub, and the hub would link back to it along with the other groups. Oh yeah, and your mods work great put in the Ampz Modpack (Or if you're using the Technic launcher, Voltz).
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.
thank you for the no creeper damage config, i can have special creepers on my server now
here are a suggestion for special mobs: a creeper that when it blows up throw you away and do no or just a little bit of block damage
Keep up the good work (wow 25% on 4 options on the poll about the long page....hope you figure it out!)
by the way i found something weard from all the explosions from your mod: it dosent have any ecplosion smoke or any explosion animation.
No problem! And I might, though I think that sounds a lot like one from Elemental Creepers.
Also, I hate that! Haha, I can't figure out how to make it work. Somewhere along the line, the explosions are made to only be called server-side, I think.
As far as the poll on the main page, I voted other, but it's pretty similar to the "Move the larger mods to their own pages". Make groups of mod pages, and have this page as the hub/misc page. Lost Books and Loot Mod might be a group of Mods that add new items to the game, and would have their own page that both links back to the hub, and the hub would link back to it along with the other groups. Oh yeah, and your mods work great put in the Ampz Modpack (Or if you're using the Technic launcher, Voltz).
Cool, yeah, that works, too! That way I don't have a whole page to just a lone mod. Thank you!
I second Orreven's idea, I think that linking larger mods away from here is a fantastic strategy but I also think the mods forum is already really cluttered when I'm trying to find new mods and I just keep seeing the same 30 things over and over again; having similear mods share pages would make it less overbearing of a change.
Alternatively, I have a crazy, ruthless, cuthroat idea that you probably shouldn't do but I'll give it to ya anyway because its been clogging up my head since you mentioned needing more space: delete the first reply, and turn your post (which is next after the first one) into space for more information on mods.
... I wouldn't actually recommend that though, its kinda amoral. Sorta. If you get worked up about morals in your forums.
Also, yes, the Loot Mod is in the process of being updated. A lot of it works, but a lot doesn't yet.
Oh, thank goodness! That looks soo cool! I would like to ask if the upgrades work like enchantments, because I use TooManyItems for my mapmaking Minecraft.jar and I'd love to be able to use TMI to manually choose which of those many upgrades to put on a sword. I'm not exactly asking for compatability with TMI, I'd just like to know if they count as enchantments.
Rollback Post to RevisionRollBack
HEY YOU! Yeah you. Do you like adventure maps? PM me if you want to test/help me with my adventure maps.
Time: 3/17/13 5:53 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: toast.utilityMobs._UtilityMobs
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:504)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:406)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:728)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: toast.utilityMobs._UtilityMobs
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:210)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:446)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
... 5 more
Caused by: java.lang.NullPointerException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:199)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5
Operating System: Mac OS X (x86_64) version 10.8.2
Java Version: 1.6.0_43, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 476155104 bytes (454 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.42 FML v5.0.24.582 Minecraft Forge 7.7.0.582 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed
mod_Timber [Timber!] (Timber! (1) Unloaded->Constructed
Millenaire [Millénaire] (millenaire4.4.1.zip) Unloaded->Constructed
mod_ReiMinimap [mod_ReiMinimap] (minimap) Unloaded->Constructed
UtilityMobs [Utility Mobs] (utilityMobs.zip) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-8.0.61, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Just started playing the dungeon crawler mod, loving it so far
Only one request, and that's for a compatibility, the knives are crafted the same as balkons and the gravel to flint is the same as this mod, both of which I use
I second Orreven's idea, I think that linking larger mods away from here is a fantastic strategy but I also think the mods forum is already really cluttered when I'm trying to find new mods and I just keep seeing the same 30 things over and over again; having similear mods share pages would make it less overbearing of a change.
Alternatively, I have a crazy, ruthless, cuthroat idea that you probably shouldn't do but I'll give it to ya anyway because its been clogging up my head since you mentioned needing more space: delete the first reply, and turn your post (which is next after the first one) into space for more information on mods.
... I wouldn't actually recommend that though, its kinda amoral. Sorta. If you get worked up about morals in your forums.
Duly noted.
I can delete posts? How do I do that? I got a couple spam posts that I wouldn't mind removing.
Oh, thank goodness! That looks soo cool! I would like to ask if the upgrades work like enchantments, because I use TooManyItems for my mapmaking Minecraft.jar and I'd love to be able to use TMI to manually choose which of those many upgrades to put on a sword. I'm not exactly asking for compatability with TMI, I'd just like to know if they count as enchantments.
They do not count as enchantments. However, the upgrade items will be included in the creative menu. If I can figure out how to put them there.
Argh! I don't know why people are getting that error! I am disappointed to see it is still in 1.5.
I can't duplicate the error myself, so I can't tell how to fix it, if I can. Make sure you have everything installed correctly (and please use spoiler tags when you post crash logs).
Just started playing the dungeon crawler mod, loving it so far
Only one request, and that's for a compatibility, the knives are crafted the same as balkons and the gravel to flint is the same as this mod, both of which I use
I'm glad you are enjoying it!
And yes, as I polish up the mod, I will have alternate recipes you can enable in the config. The gravel to flint thing is same in both mods, though, right (all I see is a smelting recipe)?
Thanks! I appreciate the fact that you're an active author, unlike most modders that check their pages every month or so. I'm looking forward to the config option. By the way, that mod is awesome! I tried it; it took me awhile to find out that shears can pick them up. My favorite trap is either the Crippling Trap or the Smoke Mine, I can't tell which I like better
Yeah, I'd probably just make them like normal Special Mobs, with adjustable chances and whatnot. Maybe just normal, fire, and dirt, though.
I appreciate that you appreciate it! I'm also glad you like the mod, I think my favorite is the launcher trap. Mostly because it looks cool and was a pain to get to render like that. Also, I kinda like that it deals damage indirectly, and it kinda varies by the terrain.
Not sure yet. Working on splitting the textures up, then it all depends on how difficult the new icon stitching is to understand.
Currently, I don't have room on the page to put any info about it. Basically, yes. Though, all of the stories in the mod are pulled from a folder in your config when Minecraft is started.
Included with the mod is a short how-to series that drops in the game. You can find (and edit, if you want) the books in the config file included with the download (config/LostBooks/common). The most important one is howTo.book.
There is also a fairly small collection of stock stories, which is slowly expanding.
The only real difference between a book generated by this mod and a book you can write yourself is it's not limited. You can put formatting codes in the title, have any or no author, there's no page limit, etc.
Its config file determines book drop rates and a couple other things.
Also, yes, the Loot Mod is in the process of being updated. A lot of it works, but a lot doesn't yet.
here are a suggestion for special mobs: a creeper that when it blows up throw you away and do no or just a little bit of block damage
Keep up the good work (wow 25% on 4 options on the poll about the long page....hope you figure it out!)
by the way i found something weard from all the explosions from your mod: it dosent have any ecplosion smoke or any explosion animation.
No problem! And I might, though I think that sounds a lot like one from Elemental Creepers.
Also, I hate that! Haha, I can't figure out how to make it work. Somewhere along the line, the explosions are made to only be called server-side, I think.
Cool, yeah, that works, too! That way I don't have a whole page to just a lone mod. Thank you!
Alternatively, I have a crazy, ruthless, cuthroat idea that you probably shouldn't do but I'll give it to ya anyway because its been clogging up my head since you mentioned needing more space: delete the first reply, and turn your post (which is next after the first one) into space for more information on mods.
... I wouldn't actually recommend that though, its kinda amoral. Sorta. If you get worked up about morals in your forums.
Oh, thank goodness! That looks soo cool! I would like to ask if the upgrades work like enchantments, because I use TooManyItems for my mapmaking Minecraft.jar and I'd love to be able to use TMI to manually choose which of those many upgrades to put on a sword. I'm not exactly asking for compatability with TMI, I'd just like to know if they count as enchantments.
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 3/17/13 5:53 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: toast.utilityMobs._UtilityMobs
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:504)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:406)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:728)
at java.lang.Thread.run(Thread.java:680)
Caused by: java.lang.ClassNotFoundException: toast.utilityMobs._UtilityMobs
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:210)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:249)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:446)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
... 5 more
Caused by: java.lang.NullPointerException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:199)
... 32 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5
Operating System: Mac OS X (x86_64) version 10.8.2
Java Version: 1.6.0_43, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 476155104 bytes (454 MB) / 534708224 bytes (509 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.42 FML v5.0.24.582 Minecraft Forge 7.7.0.582 8 mods loaded, 8 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed
mod_Timber [Timber!] (Timber! (1) Unloaded->Constructed
Millenaire [Millénaire] (millenaire4.4.1.zip) Unloaded->Constructed
mod_ReiMinimap [mod_ReiMinimap] (minimap) Unloaded->Constructed
UtilityMobs [Utility Mobs] (utilityMobs.zip) Unloaded->Errored
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce 320M OpenGL Engine GL version 2.1 NVIDIA-8.0.61, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
This one
And turn it into another page of mods. Its a temporary solution until you get a website, but I think it might help.
Only one request, and that's for a compatibility, the knives are crafted the same as balkons and the gravel to flint is the same as this mod, both of which I use
Duly noted.
I can delete posts? How do I do that? I got a couple spam posts that I wouldn't mind removing.
Thank you!
They do not count as enchantments. However, the upgrade items will be included in the creative menu. If I can figure out how to put them there.
Argh! I don't know why people are getting that error! I am disappointed to see it is still in 1.5.
I can't duplicate the error myself, so I can't tell how to fix it, if I can. Make sure you have everything installed correctly (and please use spoiler tags when you post crash logs).
Yeah, that could work, even though there'll be a random post int the middle of my page.
I'm glad you are enjoying it!
And yes, as I polish up the mod, I will have alternate recipes you can enable in the config. The gravel to flint thing is same in both mods, though, right (all I see is a smelting recipe)?
Like zombie pigmen or actual pigmen? I won't add any new items if I can help it, though.
Thank you, putting it on the page.
Anyway, for some reason creepers don't show the explosion when they explode, they just make a crater.