I'll be working on updating the Daylight Burns Creepers to 1.3.2 this week. It's just I'm on a different computer because I sold my usual machine on eBay and working on building a new one currently. I also started college this week again so I'm in and out. I will get the basic version updated as soon as possible which will just be burning in the sun so they won't explode in water in that version. I will probably get my complete nerf version up too so it completely disables creepers.
As for my CreepersNoCreeping 3.1 I believe its at a point where it requires no further changes at this time and works superbly. The only other update it requires is Forge Modloader compatibility. Which I hope to achieve in September sometime.
I will post a small DATE FORMAT: mm/dd/yy above in the first post to help clarify. That's the best I can do.
When I tried to download the CreepersNoCreeping mod, it showed up "Problem loading page". And by the way I am using Mozilla Firefox because it is more easier to use. Is it because the link is overloaded or there is something wrong with me?
It's because Adf.ly is down. No idea when it'll be up again.
We love CNC! Works on SMP, too. The hissing sound of the creeper is great.
Before CNC, creepers were annoying. Just "ssssss" and "boom!". And now... there is a hissing sound ... is there a creeper? I can't see him...
This makes the game more fun to play. I remember I had once a level where DIRT was rare because of massive creeper explosions which destroyed my farms and my buildings over and over again. Now they kindly burn away in the sun.
When I update to 1.4 this will be one of my first mods.
Edit:
Hardermobs++:
I like it when zombies burn at daytime. I'm not that tough to install this mod, sorry.
Thanks! It's comments like yours @Konitor that make it all worthwhile! Thanks again for trying it out! If you ever have any suggestions on the Creepers let me know!
- configurable "blow" strength of creepers exploding
- configurable if explosion harms only player or player and surroundings
- configurable if creeper uses AI when catching fire
- configurable if creeper makes hissing noise when near, can swim, will drown, will explode in water etc...
I believe the code for most of these things is already written but jumped in and out from version to version.
Other mobs:
- configurable if skeleton uses AI when catching fire
Zombies don't care when they are burning - there is too much mud in the brain. Skeletons have the inside of their head cleansed out so they may care about their leftover bones and flee into water or a shadowed area. Proof of this idea is that a skeleton can handle a complicated weapon such as a bow, which you never see in a Zombie's hands.
Oh - I just have a new idea concerning skeleton AI:
If a zombie burns down he might (configurable randomly) upgrade to a burning skeleton which uses its AI to take cover, recovering health and turning into an unharmed skeleton then.
Or burning down totally, whichever comes first.
Found a small bug in my code where the creepers don't actually try to attack you unless you get like within 2 blocks of them. Is anyone else experiencing this? I dont have time to fix it today, as its a minor issue, but any more bugs found?
http://www.minecraftforum.net/topic/1142059-132anti-creeper-explosion-with-tnt-enable-enderman-ghast-nerf/page__hl__ disable creeper explosion
I just really want to nerf the creepers as much as possible... Normally I just install mo creatures and turn them off, but since 1.3 changed so many things, its going to be awhile before they are updated, so Im trying to find something to tide me over in the mean time.
I really really really hate creepers!
As for my CreepersNoCreeping 3.1 I believe its at a point where it requires no further changes at this time and works superbly. The only other update it requires is Forge Modloader compatibility. Which I hope to achieve in September sometime.
I will post a small DATE FORMAT: mm/dd/yy above in the first post to help clarify. That's the best I can do.
Thanks!
It's because Adf.ly is down. No idea when it'll be up again.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
And the links for downloading are all in the forum post!
Before CNC, creepers were annoying. Just "ssssss" and "boom!". And now... there is a hissing sound ... is there a creeper? I can't see him...
This makes the game more fun to play. I remember I had once a level where DIRT was rare because of massive creeper explosions which destroyed my farms and my buildings over and over again. Now they kindly burn away in the sun.
When I update to 1.4 this will be one of my first mods.
Edit:
Hardermobs++:
I like it when zombies burn at daytime. I'm not that tough to install this mod, sorry.
Suggestions:
- configurable "blow" strength of creepers exploding
- configurable if explosion harms only player or player and surroundings
- configurable if creeper uses AI when catching fire
- configurable if creeper makes hissing noise when near, can swim, will drown, will explode in water etc...
I believe the code for most of these things is already written but jumped in and out from version to version.
Other mobs:
- configurable if skeleton uses AI when catching fire
Zombies don't care when they are burning - there is too much mud in the brain. Skeletons have the inside of their head cleansed out so they may care about their leftover bones and flee into water or a shadowed area. Proof of this idea is that a skeleton can handle a complicated weapon such as a bow, which you never see in a Zombie's hands.
Oh - I just have a new idea concerning skeleton AI:
If a zombie burns down he might (configurable randomly) upgrade to a burning skeleton which uses its AI to take cover, recovering health and turning into an unharmed skeleton then.
Or burning down totally, whichever comes first.
*thanks*