I know that the Mutant Enderman isn't complete yet but something i noticed is that it makes the skin texture of the regular Enderman kinda funky. I use texture pack and edit some to my liking and haven't been able to figure how to fix it so I'm guessing its in the coding of the mod. Even without texture pack and regular skin it show weirdly. The Mutant Enderman shows up fine though. Any one else experience this?
Hey hippo I wrote this for you hope you where able to look at it. What do you think?
You need to be able to mutate yourself. It has a chance of killing you (like anything with chemical x) or make you stronger. I think chem x should be obtained by brewing. Maybe brew an obsidian into a potion of strength and than a fermented spider eye into that? You should also be able to craft fermented spider eyes, obsidian, and a water bottle into it but it should use like three time as much stuff as brewing. Also, for the mutant villager, he should have better trading and more health. He should be able to trade some cool stuff to you for really expensive. Also, the mutant iron golem should be made by making an iron golem thing out of obsidian and than put the pumpkin on top and throw chem x at it to animate it. It gets HUGE and much more power than norm. Mutant pigs should be huge and drop like ten raw pork chop and be breed able with other mutant pigs to make mutant baby pigs. Mutant sheep drop like ten to twenty wool when sheared and five when killed. They should take like ten dye to dye and more durability from the shears. Mutant chickens lay golden eggs, which are useless but are good of bragging. Mutant mooshrooms should have brown mushrooms instead of red.
Sorry guys. Let's just say I've been away from minecraft for some time, but i'm back now. anyway, I just updated the mod to v1.2.2 with some minor fixes. i'm not done with the enderman yet, sorry. still got a lot of work to do. I have added eyes and particles though, so you can check that out
The charge bar doesn't show when you have full charge. If you're in creative, it shouldn't decrease either
Well those are the basics of the enderman, so probably
Hmm, could you give an error report? maybe I could fix it
Sorry I don't have as much time as I want and sometimes miss a few msgs
Sure, go ahead! I'd love to see pictures
Oh i see, i didnt noticed and omg the Mutant enderman with particles and eyes looks epic! hope see him soon but take your time you deserve it, you did 3 epic mutants i mean wow...he deserve some rest lolI would like so see a Mutant skeleton a Mutant spider doesnt sounds so good
hippo I looked more into it and It seem that the texture packs enderman_eyes.png file was conflicting with the game. I think this is due to the 1.4.7 update the texture was supposed to change the way the particles around the enderman looked like in to actual eyes but now seem to stick to the actual skin of the enderman. What file controls the way the particles work?
Ok, before I say anything: I LOVE this mod with a burning passion!
But I seem to be having a problem with something here.
I've tried adjusting the spawn rate of the Mutant Creatures, since a spawn rate of 10 is absolutely INSANE for creatures like these, by putting the Spawn Rate to 1 instead.
But the problem here is that the Config File seems to be completely ignoring my changes to it and Mutant Zombies and Creepers are still spawning all over the place even more often then default zombies and skeletons are.
Is there something I'm missing here? O_o
someone answer this poor man.
btw, are you using Mo'creatures ? it used to mess up my spawn rates together with ExtraBiomes
I think that the mutant iron golem should be 1.5 blocks tall, be twice as beefy as the mutant zombie, have four arms with swords for hands, have a tire or set of treads instead of legs, be able to heal itself by eating (non-mutated) creepers, drop iron blocks instead of ingots, give you a menacing look if you approach a villager with a sword in your hand,have a whirlwind attack that he uses on mutants where he spins his arms around really fast,have a small percentage of spawning in a village instead of a regular iron golem, and that the regular iron golem have a smaller than 50% chance of mutating when chem. X is thrown on him (to avoid gamebreaking the entire mod.)
I think that the mutant spider should be 2.5 blocks tall with a width to scale, be able to spawn in the day as well as the night (but still be neutral in the day) as well as still transitioning between neutral and hostile with day and night), be able to shoot webs at you, be able to lay many eggs at once which hatch into regular spiders, and be able to shoot cobwebs at you like the other gut suggested.
For the mutant skeleton, I'm not sure about it's dimensions or appearance, but it should survive sunlight and regenerate at night like the mutant zombie, have a crossbow that has the range of a ghast, and that a mutant spider jockey (both mobs being mutants) should be a skeleton drider (a drider is like a centaur but a spider from the waist down instead of a horse.)
I meant to say 4.5 blocks tall for the iron golem. 1.5 would be stupid. Also, mabe it could have just two sword arms that split into four like general grievous' from star wars.