Heres an idea for you, (And please, pleeease add it to the 1.5.1 Version too)
Make it so that if a jack-o-lantern is used, or if you add the pumpkin before the other blocks, Then you for the golem to spawn you have to feed any of the blocks a redstone signal. Think about how you could make a trap, that if a person steps on a pressure plate a bunch of golems spawn.
Heres an idea for you, (And please, pleeease add it to the 1.5.1 Version too)
Make it so that if a jack-o-lantern is used, or if you add the pumpkin before the other blocks, Then you for the golem to spawn you have to feed any of the blocks a redstone signal. Think about how you could make a trap, that if a person steps on a pressure plate a bunch of golems spawn.
If I did that, the golem wouldn't know who built it and would just start attacking everyone, unfortunately.
Does the utility mobs mod make skeletons drop their heads?
Yes, it does. The mod also includes a recipe to convert wither skulls to normal skulls - the recipe can be disabled and the drop rate can be customized.
Can anyone give me some advice on whether to enchant my Ancient Boots of Scary Stuff? I managed to kill an Ancient Skele (by working through the night to block him in with dirt, then hitting on him with my massively op Sharpness III Orichalcum sword). It took forever. He dropped his boots and they were enchanted with Protection IV and Feather Falling IV. The name of the boots is written in purple writing, (which lets me know they're super duper special). I have an enchanted book for Unbreaking that I thought I might want to put on them as well. The thing is, when I checked them out with my enchanted book in the anvil, the writing for the name of the boots changed to unspecial blue. ..so I didn't enchant them. I don't know if it matters but the name of the boots changed too - from Ancient Boots of Scary Stuff to dAncient Boots of Exactly the Same Thing. So this might sound as silly to you as it does to me, but I'm wondering if I'd be wrecking the boots by trying to upgrade them in the anvil.
Can anyone tell me what the armor actually does? Aside from making me feel special cause the name of my boots is written in purple.
Can anyone give me some advice on whether to enchant my Ancient Boots of Scary Stuff? I managed to kill an Ancient Skele (by working through the night to block him in with dirt, then hitting on him with my massively op Sharpness III Orichalcum sword). It took forever. He dropped his boots and they were enchanted with Protection IV and Feather Falling IV. The name of the boots is written in purple writing, (which lets me know they're super duper special). I have an enchanted book for Unbreaking that I thought I might want to put on them as well. The thing is, when I checked them out with my enchanted book in the anvil, the writing for the name of the boots changed to unspecial blue. ..so I didn't enchant them. I don't know if it matters but the name of the boots changed too - from Ancient Boots of Scary Stuff to dAncient Boots of Exactly the Same Thing. So this might sound as silly to you as it does to me, but I'm wondering if I'd be wrecking the boots by trying to upgrade them in the anvil.
Can anyone tell me what the armor actually does? Aside from making me feel special cause the name of my boots is written in purple.
Apart from the powerful enchantments and custom name, they're just regular boots.
I think anvils break the name because they don't normally allow formatting codes in item names. If you don't mind the hassle, you could edit the item through an NBT editor and just put the removed section symbol (§) right back in front of the item's name. Alternatively, you could just leave it as dWhatever or rename it to whatever you want on the anvil.
I am making a modpack for my personal server and was wondering about making the mobs from the "Utility Mobs Mod" attack mobs from other mods and vice-versa.
Could someone here help me out with that? Thanks in advance
I am making a modpack for my personal server and was wondering about making the mobs from the "Utility Mobs Mod" attack mobs from other mods and vice-versa.
Could someone here help me out with that? Thanks in advance
I love this mod by the way.
Yes they do attack mobs from other mods but you'll have to register those new mobs manually into the Mob Target List book by clicking the mob with the book itself (I forgot if it was left or right click )
Hi i posted on your other forum with this error but I thought I'd post here as well.
Your mod is conflicting with AtomicStrykers Minions mod on servers. When a player tries to summon in a minion, it boots him from the server and gives a "internal server error" message. Here is the forge log from such an instance.
2013-08-05 17:44:47 [SEVERE] [ForgeModLoader] A critical server error occured handling a packet, kicking 1851
java.lang.IllegalArgumentException: Empty string not allowed
at net.minecraft.nbt.NBTTagString.<init>(SourceFile:15)
at net.minecraft.nbt.NBTTagCompound.func_74778_a(SourceFile:77)
at atomicstryker.minions.common.entity.EntityMinion.func_70014_b(EntityMinion.java:199)
at toast.specialMobs.MobHelper.canReplace(MobHelper.java:419)
at toast.specialMobs.EventHandler.replaceMob(EventHandler.java:95)
at toast.specialMobs.EventHandler.onEntityJoinWorld(EventHandler.java:44)
at net.minecraftforge.event.ASMEventHandler_165_EventHandler_onEntityJoinWorld_EntityJoinWorldEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.world.World.addEntity(World.java:1829)
at net.minecraft.world.World.func_72838_d(World.java:1728)
at atomicstryker.minions.common.MinionsCore.spawnMinionsForPlayer(MinionsCore.java:444)
at atomicstryker.minions.common.MinionsServer.onPacketData(MinionsServer.java:84)
at atomicstryker.minions.common.MinionsCore$ServerPacketHandler.onPacketData(MinionsCore.java:725)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:265)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:254)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:88)
at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:2399)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:59)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:442)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:222)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:847)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:716)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:600)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Don't worry - they will get updated as soon as I am able to update them! I don't have much computer access for the next couple weeks. Unfortunately, the largest problem is just getting textures to work again.
Hi i posted on your other forum with this error but I thought I'd post here as well.
Your mod is conflicting with AtomicStrykers Minions mod on servers. When a player tries to summon in a minion, it boots him from the server and gives a "internal server error" message. Here is the forge log from such an instance.
You should somehow add a Jukebox Golem to your Utility Mobs too long have i gone without my own travelling theme music
I'll try, but I'm not sure if I can. Sound can't be moved, but I know jukebox sound is slightly different than normal sound, so I might be able to make it move (or, at least, act like it's moving).
Hi Toast, your mod is awesome. It's basically a requirement whenever I fire up Minecraft at this point.
I'm having a problem lately with it that I'm not sure if anyone here knows how to solve. I use Tinker's Construct, Special Mobs, and Thaumcraft regularly and they play nicely together. Lately I added in Mo' Creatures (disabling all the MoC mobs), though, and now the only mobs that spawn are Angry Zombies and Blue Slimes. Any idea how to enable all the lovely SM mobs to spawn along with the others?
Hi Toast, your mod is awesome. It's basically a requirement whenever I fire up Minecraft at this point.
I'm having a problem lately with it that I'm not sure if anyone here knows how to solve. I use Tinker's Construct, Special Mobs, and Thaumcraft regularly and they play nicely together. Lately I added in Mo' Creatures (disabling all the MoC mobs), though, and now the only mobs that spawn are Angry Zombies and Blue Slimes. Any idea how to enable all the lovely SM mobs to spawn along with the others?
As long as vanilla mobs are spawning, Special Mobs should also be able to spawn. I don't remember if Mo' Creatures disables vanilla mobs or not, but I don't think it does.
My biggest question is: May we please have a quick fix for Wither Skeletons for 1.5.2? They don't spawn in the nether and I remember reading other posts from people having that problem as well.. Those posts seemed to have been deleted....
for some reason the crafting table golem and the furnace golem are not accessible or able to be used by people on my server, even the owners of the golems. Is there a setting i have to set or change?
My biggest question is: May we please have a quick fix for Wither Skeletons for 1.5.2? They don't spawn in the nether and I remember reading other posts from people having that problem as well.. Those posts seemed to have been deleted....
Anyway, welcome back.
Thanks, though I'm not really back, still working on moving in to an apartment. I'm not sure about the quick fix - I may have already destroyed my 1.5.2 data.
If I haven't, assuming it actually turns out to be a quick fix, then sure, I'll update it.
for some reason the crafting table golem and the furnace golem are not accessible or able to be used by people on my server, even the owners of the golems. Is there a setting i have to set or change?
Permissions seem to bug up when you log in/out or chunks are reloaded. I'm working on it, though.
Don't worry - they will get updated as soon as I am able to update them! I don't have much computer access for the next couple weeks. Unfortunately, the largest problem is just getting textures to work again.
Can you make explosive slimes?
Make it so that if a jack-o-lantern is used, or if you add the pumpkin before the other blocks, Then you for the golem to spawn you have to feed any of the blocks a redstone signal. Think about how you could make a trap, that if a person steps on a pressure plate a bunch of golems spawn.
Haha, what's with you and exploding things? Sure, sounds like a possibility for a special slime.
If I did that, the golem wouldn't know who built it and would just start attacking everyone, unfortunately.
Yes, it does. The mod also includes a recipe to convert wither skulls to normal skulls - the recipe can be disabled and the drop rate can be customized.
Can anyone give me some advice on whether to enchant my Ancient Boots of Scary Stuff? I managed to kill an Ancient Skele (by working through the night to block him in with dirt, then hitting on him with my massively op Sharpness III Orichalcum sword). It took forever. He dropped his boots and they were enchanted with Protection IV and Feather Falling IV. The name of the boots is written in purple writing, (which lets me know they're super duper special). I have an enchanted book for Unbreaking that I thought I might want to put on them as well. The thing is, when I checked them out with my enchanted book in the anvil, the writing for the name of the boots changed to unspecial blue. ..so I didn't enchant them. I don't know if it matters but the name of the boots changed too - from Ancient Boots of Scary Stuff to dAncient Boots of Exactly the Same Thing. So this might sound as silly to you as it does to me, but I'm wondering if I'd be wrecking the boots by trying to upgrade them in the anvil.
Can anyone tell me what the armor actually does? Aside from making me feel special cause the name of my boots is written in purple.
Apart from the powerful enchantments and custom name, they're just regular boots.
I think anvils break the name because they don't normally allow formatting codes in item names. If you don't mind the hassle, you could edit the item through an NBT editor and just put the removed section symbol (§) right back in front of the item's name. Alternatively, you could just leave it as dWhatever or rename it to whatever you want on the anvil.
Thank you!
Could someone here help me out with that? Thanks in advance
I love this mod by the way.
Your mod is conflicting with AtomicStrykers Minions mod on servers. When a player tries to summon in a minion, it boots him from the server and gives a "internal server error" message. Here is the forge log from such an instance.
java.lang.IllegalArgumentException: Empty string not allowed
at net.minecraft.nbt.NBTTagString.<init>(SourceFile:15)
at net.minecraft.nbt.NBTTagCompound.func_74778_a(SourceFile:77)
at atomicstryker.minions.common.entity.EntityMinion.func_70014_b(EntityMinion.java:199)
at toast.specialMobs.MobHelper.canReplace(MobHelper.java:419)
at toast.specialMobs.EventHandler.replaceMob(EventHandler.java:95)
at toast.specialMobs.EventHandler.onEntityJoinWorld(EventHandler.java:44)
at net.minecraftforge.event.ASMEventHandler_165_EventHandler_onEntityJoinWorld_EntityJoinWorldEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.world.World.addEntity(World.java:1829)
at net.minecraft.world.World.func_72838_d(World.java:1728)
at atomicstryker.minions.common.MinionsCore.spawnMinionsForPlayer(MinionsCore.java:444)
at atomicstryker.minions.common.MinionsServer.onPacketData(MinionsServer.java:84)
at atomicstryker.minions.common.MinionsCore$ServerPacketHandler.onPacketData(MinionsCore.java:725)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:265)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:254)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:88)
at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:2399)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:59)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:442)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:222)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:847)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:716)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:600)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Don't worry - they will get updated as soon as I am able to update them! I don't have much computer access for the next couple weeks. Unfortunately, the largest problem is just getting textures to work again.
Hmm. That shouldn't happen. I'll look into it.
I'll try, but I'm not sure if I can. Sound can't be moved, but I know jukebox sound is slightly different than normal sound, so I might be able to make it move (or, at least, act like it's moving).
I'm having a problem lately with it that I'm not sure if anyone here knows how to solve. I use Tinker's Construct, Special Mobs, and Thaumcraft regularly and they play nicely together. Lately I added in Mo' Creatures (disabling all the MoC mobs), though, and now the only mobs that spawn are Angry Zombies and Blue Slimes. Any idea how to enable all the lovely SM mobs to spawn along with the others?
As long as vanilla mobs are spawning, Special Mobs should also be able to spawn. I don't remember if Mo' Creatures disables vanilla mobs or not, but I don't think it does.
My biggest question is: May we please have a quick fix for Wither Skeletons for 1.5.2? They don't spawn in the nether and I remember reading other posts from people having that problem as well.. Those posts seemed to have been deleted....
Anyway, welcome back.
Thanks, though I'm not really back, still working on moving in to an apartment. I'm not sure about the quick fix - I may have already destroyed my 1.5.2 data.
If I haven't, assuming it actually turns out to be a quick fix, then sure, I'll update it.
Permissions seem to bug up when you log in/out or chunks are reloaded. I'm working on it, though.