Is there a way to create your own word types for the Lost Book's ad libs? Like, for example, could I make a word type called "bodyparts" or something along those lines?
Will Utility Mobs ever get an update to be more compatable on servers? We tried to use it to guard a town we were all living in, golems attacked the players.
Yes it will. Still, you can use it for that purpose - you just need to add all the players to the do-not-kill list of whoever built the golems.
Is there a way to create your own word types for the Lost Book's ad libs? Like, for example, could I make a word type called "bodyparts" or something along those lines?
Could u give perms for me, SirBaccaWarrior and my friend, Aidebear03 to join this server? We want to play on a survival where no one is online that much.
ty, SirBaccaWarrior
Deadly World should work with basically anything. It does prevent vanilla dungeons from being generated - I don't remember if I added a config option to disable that, but I will in the next version.
Player head drops do not seem to work with gamerule keepinventory set to true
I believe keepInventory prevents a players' drops entirely, which is what the mod looks for. I can change it to check for death instead, granted that may cause problems of its own.
I'll look into making a config option to toggle that.
Well, I noticed you were looking for ideas on ceiling traps. There was a map made my one of my good friends, and in it were several very well done features, such as stacked mobs, bosses, traps, ect. One of the traps he had was a ceiling trap that would cause gravel to fall down and suffocate the player, and it was done by triggering nearby TNT to blow up on the gravel, which would trigger block updates and cause them to fall. He also had something that shot live TNT downwards very fast at the player, but i'm not sure how he did that. By using some type of spawner thing with the tags, he was able to cause gravel to change into a block when it hit the ground: in this case, the gravel ceilings would sometimes become cobwebs, cactus: and even lava, which was really dangerous to be around. If you could use that code i'm sure there would be all types of possibilites!
Well, I noticed you were looking for ideas on ceiling traps. There was a map made my one of my good friends, and in it were several very well done features, such as stacked mobs, bosses, traps, ect. One of the traps he had was a ceiling trap that would cause gravel to fall down and suffocate the player, and it was done by triggering nearby TNT to blow up on the gravel, which would trigger block updates and cause them to fall. He also had something that shot live TNT downwards very fast at the player, but i'm not sure how he did that. By using some type of spawner thing with the tags, he was able to cause gravel to change into a block when it hit the ground: in this case, the gravel ceilings would sometimes become cobwebs, cactus: and even lava, which was really dangerous to be around. If you could use that code i'm sure there would be all types of possibilites!
Interesting! I have never been too fond of gravel traps (they tend to be a little sketchy), but that sounds pretty cool -- I know I can spawn falling gravel or TNT with a mob spawner, but I also only want the gravel/TNT to only spawn once, assuming the spawner isn't also destroyed (like mines). That way, you don't end up with a TNT pit to bedrock or infinite gravel.
I actually just thought of something that might let me make one-time spawners, so I'll look at the code to see if it works. It would be cool for cobwebs or other obstacles to suddenly drop from the ceiling or appear. Really, I could make a couple different kinds of ceiling traps with one-time spawners, but the main issue I've come across is that there's no way to make sure the player is beneath the spawner, rather than above or to the side.
How I can disable tnt spawner from deadly world mod?
Use the config file. There are three things that include TNT spawners. To disable all of them, set mine frequency to 0, the nest type "surprise" to 0, and the chest type "mine" to 0.
Your deadly world mod seems not to work with other dimensions but Overworld, Nether and End. Mystcraft, Twillight Forest, MoCreatures, Biomes O Plenty, all add their own dimensions, where deadly world is turned off apparently.
Would be great if it's worked there too. I love it!
Correct, Deadly World only generates in the overworld. I currently don't know how to generate in any non-vanilla dimension, primarily because I don't know what other mods use as their dimension ids.
That said, I'd need to rewrite a lot of the mod to adjust for the varying elevations and materials of other dimensions (which I might do just for the other vanilla dimensions, anyway).
In the future, I can almost guarantee I will expand some features to the Nether - most notably, dungeons.
The mod that i have are:
-Rei's Minimap
-MoCriatures
-Better Furnaces
-CustomMobSpawner
-Crafting-Table II
-Legendary Beasts
-Gems Plus
-IronChest
-Optifine Light
-Timber!
-NEI (Not Enough Items)
When i put it in "Mods" folder, Minecraft put itself in a black screen after "Mojang" Screen
Help :/
The mod that i have are:
-Rei's Minimap
-MoCriatures
-Better Furnaces
-CustomMobSpawner
-Crafting-Table II
-Legendary Beasts
-Gems Plus
-IronChest
-Optifine Light
-Timber!
-NEI (Not Enough Items)
When i put it in "Mods" folder, Minecraft put itself in a black screen after "Mojang" Screen
Help :/
Yes it will. Still, you can use it for that purpose - you just need to add all the players to the do-not-kill list of whoever built the golems.
Currently, no. In the future, yes!
ty, SirBaccaWarrior
Deadly World should work with basically anything. It does prevent vanilla dungeons from being generated - I don't remember if I added a config option to disable that, but I will in the next version.
Isn't that....expected? I mean granted your lopping of someone's head...
I believe keepInventory prevents a players' drops entirely, which is what the mod looks for. I can change it to check for death instead, granted that may cause problems of its own.
I'll look into making a config option to toggle that.
Ok, can't wait!
Interesting! I have never been too fond of gravel traps (they tend to be a little sketchy), but that sounds pretty cool -- I know I can spawn falling gravel or TNT with a mob spawner, but I also only want the gravel/TNT to only spawn once, assuming the spawner isn't also destroyed (like mines). That way, you don't end up with a TNT pit to bedrock or infinite gravel.
I actually just thought of something that might let me make one-time spawners, so I'll look at the code to see if it works. It would be cool for cobwebs or other obstacles to suddenly drop from the ceiling or appear. Really, I could make a couple different kinds of ceiling traps with one-time spawners, but the main issue I've come across is that there's no way to make sure the player is beneath the spawner, rather than above or to the side.
Use the config file. There are three things that include TNT spawners. To disable all of them, set mine frequency to 0, the nest type "surprise" to 0, and the chest type "mine" to 0.
EDIT: Nevermind, I'm an idiot.
Correct, Deadly World only generates in the overworld. I currently don't know how to generate in any non-vanilla dimension, primarily because I don't know what other mods use as their dimension ids.
That said, I'd need to rewrite a lot of the mod to adjust for the varying elevations and materials of other dimensions (which I might do just for the other vanilla dimensions, anyway).
In the future, I can almost guarantee I will expand some features to the Nether - most notably, dungeons.
It overrides them. However, if another mod adds dungeon loot, it should not interfere.
The mod that i have are:
-Rei's Minimap
-MoCriatures
-Better Furnaces
-CustomMobSpawner
-Crafting-Table II
-Legendary Beasts
-Gems Plus
-IronChest
-Optifine Light
-Timber!
-NEI (Not Enough Items)
When i put it in "Mods" folder, Minecraft put itself in a black screen after "Mojang" Screen
Help :/
Cya~
The Loot Mod is for Minecraft 1.2.5, not 1.5.2.