Awesome mod.
Just then got it with my new .minecraft folder
Dang, have the same problem as Marcus Eralice.
The mod which replaces acq.class is Legend of Notch ):
Whenever I try to hit a mob with the 'Sticky' enchantment, my game crashes.
Here's my crash log:
java.lang.NullPointerException
at atomicstryker.infernalmobs.mods.MM_Sticky.onHurt(MM_Sticky.java:45)
You make spoilers by using [sp0iler] and [/sp0iler], replace the "0"s with "o"s
Thanks for the report, i think i fixed that one already, but i am trying to fix the SMP side before releasing the next version. Unfortunately that seems a lot trickier than i initally assumed, and might take a while longer.
Regarding acq and Optifine, spx told me he will include the Forge Hook calls in his future Optifines, so that should be fixed then.
You make spoilers by using [sp0iler] and [/sp0iler], replace the "0"s with "o"s
Thanks for the report, i think i fixed that one already, but i am trying to fix the SMP side before releasing the next version. Unfortunately that seems a lot trickier than i initally assumed, and might take a while longer.
Regarding acq and Optifine, spx told me he will include the Forge Hook calls in his future Optifines, so that should be fixed then.
When looking in certain directions on third person, my GUI darkens, and it will persist to the title screen if I quit the game without looking away.. My real-time error logs don't detect anything, however.
If you are going to buff animals, add this kind of powers to them:
Turtle: Extra defense, maybe slower?
1up of course xD
Sprint?
Ender-ish: They teleport away when hit
Maybe invisibility/flickering?
Thorns, you get damaged when you hit them or touch them.
IDK, just add things that help animals to be harder to kill.
Fantastic mod~ Unfortunately, it doesn't seem to make Mo' Creatures mobs spawn into rare ones. Not sure if anyone else has the same problem, but regardless, it's still awesome to see the random shiny vanilla mob! (I'd love to fix this so Infernal works with Mo' Creatures, though! Shiny ogres hnnggh~)
Well, after several hours clocked into Minecraft with this mod installed, I finally have some feedback.
( To sum up this part, change the drops a bit to be more balanced. )
I've been killing a lot of mobs, and found an enchanted diamond pickaxe as a drop. Now, as excellent of a reward as it is, I feel like it should be removed. Maybe it's just me. But I always felt getting a better pickaxe was like hitting a new level of Minecraft, giving me abilities to obtain new and more interesting blocks, and then one day a diamond pickaxe drops from a rare mob, and it kind of skips a big part of Minecraft. You could just instantly get Obsidian then, and go to the Nether and get Blaze Rods...oddly, Iron Picks don't seem to be that much of a deal to me.
I would have to agree on removing passive mobs as a rare mob. As fun as it is hunting down an animal that attacks you and runs away (I died to a sheep...) , they just don't pose to be dangerous when they run away.
Also, I noticed a bug (might be fixed in the latest version) where throwing potions of healing of regeneration on Elite/Rare mobs seems to drop their health by 3/4 (AKA the default amount on a normal mob). Might want to fix that if it's still around.
Oh, and question. In the config file, I noticed some other sections, such as "block" and "item". Do those sections do anything at the moment?
That's a bug with Minecraft really, because it doesnt support health values past the maximum hardcoded values, and im using a hack to increase this. There is no easy way for me to fix this.
block and item are default Forge config sections, just ignore them.
Wow. Infernal Mobs + Mo' Creatures + Father Toast's Special Mobs + Grimoire of Gaia = AWESOME (With MoC's Mobspawnlimit = 240, you'll see many mobs at night)
I trying to survive with help of Noppes' Custom NPC, Technology from IC2 and Magic from Thaumcraft2... but still dead many times.
But... Optifine... bye bye...
Suggestion:
Can you increase a size of Infernal mobs? A little bit, make it boss like.
And... can you reduce or remove particles from Infernal? It looks like a drunken man to me. Enchanted Effect is fine.
I coded all abilities in a way they should work against any target, including NPCs fighting each other. Most abilities add potion effects to the victim, which should work just fine on all targets
Just then got it with my new .minecraft folder
Dang, have the same problem as Marcus Eralice.
The mod which replaces acq.class is Legend of Notch ):
<--click or nah
You make spoilers by using [sp0iler] and [/sp0iler], replace the "0"s with "o"s
Thanks for the report, i think i fixed that one already, but i am trying to fix the SMP side before releasing the next version. Unfortunately that seems a lot trickier than i initally assumed, and might take a while longer.
Regarding acq and Optifine, spx told me he will include the Forge Hook calls in his future Optifines, so that should be fixed then.
<--click or nah
No idea what that even means
@all
I have completed the SMP port! LET YOUR SUFFERING .. ahem ... CHALLENGE BEGIN!
The download link now contains server and bukkit binaries aswell. Report any issues you run into.
Turtle: Extra defense, maybe slower?
1up of course xD
Sprint?
Ender-ish: They teleport away when hit
Maybe invisibility/flickering?
Thorns, you get damaged when you hit them or touch them.
IDK, just add things that help animals to be harder to kill.
Dang, too bad! Thanks for the head's up though. I'd love to see a list of compatible mods for this in the future, hopefully~
Running forge #164
Optifine C6 Smooth
I guess it could be considered a "feature", since its easy to tell when a Infernal Mob is close by @_@. But still over all painfull.
FeedBack: Too easy to get rare gear from passive mobs atm. Think aggressive mobs is the only way to go.
That or, Add some kind of combat mechcanic to passive such as, one comes to mind.
The Zelda Chicken. Find this infernal chicken which sends hordes of birds of death flocking to you.
( To sum up this part, change the drops a bit to be more balanced. )
I would have to agree on removing passive mobs as a rare mob. As fun as it is hunting down an animal that attacks you and runs away (I died to a sheep...) , they just don't pose to be dangerous when they run away.
Also, I noticed a bug (might be fixed in the latest version) where throwing potions of healing of regeneration on Elite/Rare mobs seems to drop their health by 3/4 (AKA the default amount on a normal mob). Might want to fix that if it's still around.
Oh, and question. In the config file, I noticed some other sections, such as "block" and "item". Do those sections do anything at the moment?
That's pretty much it.
block and item are default Forge config sections, just ignore them.
I trying to survive with help of Noppes' Custom NPC, Technology from IC2 and Magic from Thaumcraft2... but still dead many times.
But... Optifine... bye bye...
Suggestion:
Can you increase a size of Infernal mobs? A little bit, make it boss like.
And... can you reduce or remove particles from Infernal? It looks like a drunken man to me. Enchanted Effect is fine.