This is EPICLY <-(I guess thats a word) AWESOMESAUCE!
I think that it would be great with the better animations collections mod. Someone tell me if they are incompatible with each other.
EDIT: For some reason i get the black screen. No crash report or anything. I have Optifine,TMI,SPC and Modloader.
Also it seems while in SMP its possible to knock your own limbs off. Had a friend of mine blow his head off by firing an arrow at a creeper. His head and Arrow traveled the same distance @_@. Not sure if that is intended or not.
Lastly, is there a way to keep Head Shots instant kill working on SMP too? like SSP.
I have a XP farm with water elevator that raises MOB's up to ground level.
The spawn/dungeon is @ lv57 so I can stand above ground (lv64) & they will spawn
> So - They spawn
> Drop 22 blocks (when they reach the bottom - a piston 'pushes' them across onto the...)
> Water 'conveyor' which directs them to a water elevator
FYI water elevator consists of
= Signpost
= Water
> They rise to ground level
> Another Water conveyor moves them across to a drop-off point where I can hit them with a splash potion...
> Result: EXP points
It works responsibly well (a few Mob's escape the splash potion but a hit or two from me finishes them off) with the above Mod's installed, However when I try & add this mod (v1.2.5v3) - the MOB's get stuck @ the first water block of the water elevator, right @ the bottom
I've tried disabling most of the other MOD's (keeping Optifine/modloader) but the fault still exists ....
Has any1 else had this problem ??
is there a fix for it ?? (is it another MOD that's causing the problem ??)
Great mod, I'm going to try it out with while player a Super Hostile map. A couple things that I think would really be cool:
-Explosions would amputate all body parts, and if you could get it to somehow look like this(Mud and Blood 2), you would be a god among men.
-Burning body parts?
-A zombie(pigman) without an arm will do less damage than one with an arm. A zombie with no arms would do less damage than a zombie with one arm.
-A skeleton without an arm will be less accurate.
-Losing a leg will cause a mob to hop(lol).
-Losing both legs would cause it to crawl.
If these were implemented, I would love you. And maybe even try and make a sig.
Dismemberment mod handles what you request for amputating all body parts during an explosion.
I did allow gibs to burn at one time, but it looked really weird due to the small fire on it.
The lack of arm making them less powerful was decided against due to balancing issues.
Making them hop, i'd actually wanted to do that but i haven't looked into it.. However i have no plans to make them crawl cause that would require animation and more model editing, which i suck at terribly.
Rollback Post to RevisionRollBack
If you're going to PM me, please read this first...
First of all, great mod!
Just wanted to know if its possible to add custom range weapons
from other mods?For example guns .
And your mod sadly dont work with the zombies from the invasion mod.
Would love to see some support there too, if possible.
For you.
Look in the mod_Gibbing config file. There is a spot where you can add the ID's of other items/weapons that you want to use.
CustomIDs= <-- your IDs like this --> 288: 3, 289:1 Add as many IDs as you want just keep the formatting seen here.
Item IDs to add which can amputate. Formatting as follows:- <item id>: <chance (lower, better chance)>, <item id>: <chance>. Eg, to make feather, paper and iron ingots have a 100% chance, 25% chance and 50% chance respectively: 288: 1, 339: 4, 265: 2
Thx for the answer JennyLeeP.
But i think you misunderstood my problem a bit.
For example, when I enter the ID from the shotgun(SDK-remake)
it will only work when hit them with left click not when shoot them with right click.
Tried it with the bullet IDs too.
Next time be clearer on your question.
Might be something to do with the way that other mod has been coded. Prob not a Gibbing issue, I am sure iChun is seeing this and if there is an issue he will chime in.
Watched it and loved it. Added to first post
I think that it would be great with the better animations collections mod. Someone tell me if they are incompatible with each other.
EDIT: For some reason i get the black screen. No crash report or anything. I have Optifine,TMI,SPC and Modloader.Edit:never mind I found the mod
Also it seems while in SMP its possible to knock your own limbs off. Had a friend of mine blow his head off by firing an arrow at a creeper. His head and Arrow traveled the same distance @_@. Not sure if that is intended or not.
Lastly, is there a way to keep Head Shots instant kill working on SMP too? like SSP.
Very funny mod
Firstly some system info:
Windows XP +SP3
Java 1.7.4
Minecraft 1.2.5
I use magic Launcher to install/test MOD's, which I currently have the following
xray 1.2.5
Dynamic Lights
ScrollableControls r4
Destructor 2.2.0
EnchantViewMod v3.4.0-mc1.2.5
ReiMinimap v3.0_04
WMLLStable 23125 (What's my Light level)
mod_NetherBricks
3dItems
1.2.5 Flatland Extension v1.3
Moar Achievements v2.0
BetterAnimationsCollectionv1
BendingKneesPlease (BetterAnimationsAddOn)
KneelingSheep (BetterAnimationsAddOn)
WackyWavingEndermen (BetterAnimationsAddOn)
WobblyCreepers (BetterAnimationsAddOn)
DownsizedWolfTails (BetterAnimationsAddOn)
Recipe Book
Recycler 1.0.0
Healthbar 1_2_5
Oats.zip
Optifine_1.2.5_HD_S_C3
[External Mods]
FinderCompass 1.2.4
now onto the problem....
I have a XP farm with water elevator that raises MOB's up to ground level.
The spawn/dungeon is @ lv57 so I can stand above ground (lv64) & they will spawn
> So - They spawn
> Drop 22 blocks (when they reach the bottom - a piston 'pushes' them across onto the...)
> Water 'conveyor' which directs them to a water elevator
FYI water elevator consists of
= Signpost
= Water
> They rise to ground level
> Another Water conveyor moves them across to a drop-off point where I can hit them with a splash potion...
> Result: EXP points
It works responsibly well (a few Mob's escape the splash potion but a hit or two from me finishes them off) with the above Mod's installed, However when I try & add this mod (v1.2.5v3) - the MOB's get stuck @ the first water block of the water elevator, right @ the bottom
I've tried disabling most of the other MOD's (keeping Optifine/modloader) but the fault still exists ....
Has any1 else had this problem ??
is there a fix for it ?? (is it another MOD that's causing the problem ??)
-Explosions would amputate all body parts, and if you could get it to somehow look like this(Mud and Blood 2), you would be a god among men.
-Burning body parts?
-A zombie(pigman) without an arm will do less damage than one with an arm. A zombie with no arms would do less damage than a zombie with one arm.
-A skeleton without an arm will be less accurate.
-Losing a leg will cause a mob to hop(lol).
-Losing both legs would cause it to crawl.
If these were implemented, I would love you. And maybe even try and make a sig.
Dismemberment mod handles what you request for amputating all body parts during an explosion.
I did allow gibs to burn at one time, but it looked really weird due to the small fire on it.
The lack of arm making them less powerful was decided against due to balancing issues.
Making them hop, i'd actually wanted to do that but i haven't looked into it.. However i have no plans to make them crawl cause that would require animation and more model editing, which i suck at terribly.
Look in the mod_Gibbing config file. There is a spot where you can add the ID's of other items/weapons that you want to use.
CustomIDs= <-- your IDs like this --> 288: 3, 289:1 Add as many IDs as you want just keep the formatting seen here.
Item IDs to add which can amputate. Formatting as follows:- <item id>: <chance (lower, better chance)>, <item id>: <chance>. Eg, to make feather, paper and iron ingots have a 100% chance, 25% chance and 50% chance respectively: 288: 1, 339: 4, 265: 2
Next time be clearer on your question.
Might be something to do with the way that other mod has been coded. Prob not a Gibbing issue, I am sure iChun is seeing this and if there is an issue he will chime in.