Having an issue with the creeper minion, it only attacks other players and doesnt attack mobs.... not sure what to do. Fun thought, add a list to the UI with the remote that has a list of mobs to attack and a check box to attack other players or not.
^^^Idea came to me from the TF2 Sentry gun mod.^^^
Aww, I love Endermen and can't help but think the mutant Endermen are adorable as well.
The Endersoul Hand is neat; I've found a nice pit of lava I'm going to enjoy throwing long grass into.
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Darkmega18
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Hey hippomaster but I think you beefed it up. Cause you stopped them popping up in other biomes from mods thats probably the reason they're not popping up in biomes o plenty for me. so can you make a select few biome based mods that include spawnable biomes for them in those? Like extrabiomes and biomes o plenty being the big ones off the top of my head cause I don't want to always have to spawn them with the chemical X to fight them or find vanilla biomes which are usually kinda scarce in those biome expansion mods. >_>
Are you guys serious? This thread is flooding with suggestions that have been posted like 1000 times. Also these "out of the water and tree puncher" guys are suggesting a new mob... A mutant skeleton! Guess what? It has been already done -.-
Like what the ****? Did you guys read the OP at all?
Apparently they don't, huh? I wonder what the average number of newly spawned peoples are per day that sign up just to post mod ideas to mods which either already have those ideas planned or those ideas of which they have have been posted like a billion times previously, even in the same page in some cases I've seen.
So, will the creeper eggs still hatch after you pick them up and drop them off somewhere or do you need to carry them around on your head for them to hatch?
This mod is personally my favorite mod ever, it's unique and fun. At first the mutant zombie was never spawning so I increased the spawnrate and I guess it worked... I died atleast 5 times fighting one (I walked up to one with an iron helmet and sword and forgot the flint and steel). I decreased the spawnrate but apparently my house is a mating spot for Mutant Creepers. I walk out my door and see green, hear an explosion, and lose the front half of my house. That happend atleast 3 times. I do have a suggestion though (don't worry not another mob suggestion). Maybe the Hulk Hammer could do more damage? It's seems alittle weak combared to the Mutant Zombie.
Once again, great mod. Really looking forward to the Mutant Skeleton to be finished and the other mutants!
I have 2 idea for Mutants; A slime and a skeleton, hopefully you can read this.
Mutant Slime - The Mutant Slime comes in a very large size, and doesn't die right away. Instead, it'll split up into 2 smaller versions of itself, and those Mutants do the same. Finally, once you kill them, they'll die.
Attacks: Slime Ball - The Mutant Slime will send a large slime ball. Although it doesn't do a lot of damage, it DOES knock you back... A lot.
Sticky Surfaces - The Slime will smash it's "arms" into the ground and cover a 10x10 range in slime, which will slow you down.
Jump Attack - The Slime will jump high up into the air directly on you. From there you must sprint out before suffocating to death.
Mutant Skeleton - This skeleton is no ordinary skeleton. In fact, it'll actually tear you to pieces in any way possible.
Attacks: Scream of Skies - Using a deafening scream, it'll summon a volley of arrows in your direction, as well as a few skeletons.
Bone-Crunch - If you get too close, it will punch will, which does a lot of damage and has a 25% of poisoning you.
Flinging Death - The Skeleton will rip a bone out of itself and fling it at you, dealing massive damage and poisoning you.
He's already doing the Mutant Skeleton, although showing no progress of it. The preliminary attacks it has is a strong melee attack and probably arrow-shooting, but your other attack suggestions are awesome. The Mutant Slime would be a good idea.
Ah, this mod. I still quite love it. Of course, because of Special Mobs, it doesn't work too well, but I'll get around it. Since the Mutants can spawn naturally, could you add an option or something to the config file, to allow them spawning in modded biomes? Or even make a custom biome list? Like, "biome id - spawn? true/false" or something to that nature.
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Back in these for'ms here, and mods have been updated, mods have been created, and mods have died. The circle of life continues.
^^^Idea came to me from the TF2 Sentry gun mod.^^^
The Endersoul Hand is neat; I've found a nice pit of lava I'm going to enjoy throwing long grass into.
*looks up*
Apparently they don't, huh? I wonder what the average number of newly spawned peoples are per day that sign up just to post mod ideas to mods which either already have those ideas planned or those ideas of which they have have been posted like a billion times previously, even in the same page in some cases I've seen.
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Once again, great mod. Really looking forward to the Mutant Skeleton to be finished and the other mutants!
He's already doing the Mutant Skeleton, although showing no progress of it. The preliminary attacks it has is a strong melee attack and probably arrow-shooting, but your other attack suggestions are awesome. The Mutant Slime would be a good idea.
Mutant Blaze?
Mutant Spider?
Mutant Slime?
Or even mutant Iron golems?
Back in these for'ms here, and mods have been updated, mods have been created, and mods have died. The circle of life continues.