Updated to v0.0.1e:
Changed collect goal name to burn, you must burn needed items in fire/lava to complete the goal now. Players are now notified of goal progress, and receive level rewards from completing goals.Tried to fix some grammar errors. Hovering over pillars now shows the correct key binding. One again tweaked towers to be harder to loot.
This should be the last set of bug fixes! If you find anything else, be sure to let me know!
Yea, currently I only have traps able to be disabled, but I meant to have more, like turning of mob levels, weapon stats, world disadvantages, etc. This way you can get EXACTLY the experience you're looking for from this mod.
And attributes apply to other mods because I built a class that checks for the class of the item and mob when it's created. If it's an instance of ItemBow, it'll get bow stats, if it's an EntityMob it'll get mob stats, and so on. I did want to add an option in the properties file though that turns off applying these stats to non-vanilla things. Expect to see more options in the properties in future updates.
Dope, I enjoyed reading your response and will definitely bookmark this to check on it every other day or so. Looking forward to future updates. Good luck!
EDIT: Oh, one more thing. What is your vision for the mob levels? For instance, if you're familiar with "Mutant Creatures", you know that there are some boss mobs that are completely ridiculous in comparison to a normal mob like a creeper. Does it completely randomize, as in there could be a Level 1 Mutant Creeper, and a Level 5 Creeper? How will that effect your relative experience / opinion on encountering a dangerous looking creature with a low level? If that wasn't clear, I can reword it. Haha.
Dope, I enjoyed reading your response and will definitely bookmark this to check on it every other day or so. Looking forward to future updates. Good luck!
EDIT: Oh, one more thing. What is your vision for the mob levels? For instance, if you're familiar with "Mutant Creatures", you know that there are some boss mobs that are completely ridiculous in comparison to a normal mob like a creeper. Does it completely randomize, as in there could be a Level 1 Mutant Creeper, and a Level 5 Creeper? How will that effect your relative experience / opinion on encountering a dangerous looking creature with a low level? If that wasn't clear, I can reword it. Haha.
Not totally sure what you mean, but it does randomize level for any mob, but a level one is only as strong as the vanilla version of it. So it only gets tougher as the levels go higher. But I don't think for any sort of boss mob that levels 2-4 would really matter all that much, because the hp gain is minimal, so the experience of fighting them would be relatively the same. However, a level 5 boss might be quite a challenge, seeing as it now has a blessing, and the blessing could be damage resistance, increased attack damage, etc.
Sorry if that didn't totally answer your question.
Not totally sure what you mean, but it does randomize level for any mob, but a level one is only as strong as the vanilla version of it. So it only gets tougher as the levels go higher. But I don't think for any sort of boss mob that levels 2-4 would really matter all that much, because the hp gain is minimal, so the experience of fighting them would be relatively the same. However, a level 5 boss might be quite a challenge, seeing as it now has a blessing, and the blessing could be damage resistance, increased attack damage, etc.
Sorry if that didn't totally answer your question.
No, you covered my question. There's a lot of possibilities for that level system with loot drops then. Hopefully, configurable as well. Cheers!
No, you covered my question. There's a lot of possibilities for that level system with loot drops then. Hopefully, configurable as well. Cheers!
Loot is one of the things I'm trying to figure out for later. Aside from possible small stuff, I want to make some kinda of extremely rare item (or items) you find or build or something, possibly involving random drops + completing world goals. But I want it to be something unique per world, like an artifact or something. Still working on the details.
No, but once things start to stabilize (seeing as this mod is still relatively new), I'll consider back-porting it to 1.5.2. I just don't want to have to copy everything over to 1.5.2 every time I make an update just yet.
Rollback Post to RevisionRollBack
Developer of the Ice Cream Sandwich Creeper Mod, the (WIP) Borderlands Weapon Mod, and the "You Will Die" Mod!
This is a cool mod, You did a great job, since the weapons and armor modifications work even on items from other mods!
(example: Balkon's weapon mod can have a refined musket wih +1 attack)
Now thats really cool! Mobs, items ranking, traps, world goals - i always dreamed about this!
About dungeons gen - isnt 13 times more often too much? Is there a config option for that? Also it would be neat to have some variations of the towers.
Different items - how you implemented this? Its new items with new ids or its some kind of old ones modification? I'm worrying about mod compatibility.
How to increase trap disarm rate without using pillar buff? Maybe add some tool kits or mini game(like in TC3) for this?
Now thats really cool! Mobs, items ranking, traps, world goals - i always dreamed about this!
About dungeons gen - isnt 13 times more often too much? Is there a config option for that? Also it would be neat to have some variations of the towers.
Different items - how you implemented this? Its new items with new ids or its some kind of old ones modification? I'm worrying about mod compatibility.
How to increase trap disarm rate without using pillar buff? Maybe add some tool kits or mini game(like in TC3) for this?
I'll include an option in the properties for a lot more of the features in the future.
The dungeon towers themselves were a last minute addition during the compo, so they'll definitely get some more work later on.
The different items are just added on to existing items NBT and Lore.
Some kinda way to disarm traps with a tool is coming, but still working out what I want to do. It'll be a 100% disarm, but 0% salvage rate.
This is a cool mod, You did a great job, since the weapons and armor modifications work even on items from other mods!
(example: Balkon's weapon mod can have a refined musket wih +1 attack)
Yup, made sure stuff like that worked, although, for people who don't like it, I will add a config option to apply it to vanilla items only in the future.
Rollback Post to RevisionRollBack
Developer of the Ice Cream Sandwich Creeper Mod, the (WIP) Borderlands Weapon Mod, and the "You Will Die" Mod!
Updated to v0.0.1f:
Traps are now single use, stronger, craftable, and 33% less common. Hostile mobs don't fully set off traps. You aren't hurt by your placed traps, and can always disarm and salvage your own traps. Examining a trap will tell you who placed it. Shears can now disarm traps 100%, but have no chance to salvage, uses half of shear's max durability. Dispensers can place traps. Pillars and dungeon towers are slightly less common.
Also, just thought I'd give you guys a heads up! Voting for the August 2013 #ModJam has begun! You can find a link to all the mods at the top of this page, and I definitely suggest checking as many as you can out! Some really cool people made some really cool things! If you choose to vote for this mod, please vote based off of version included in the pack (v0.0.1a)! Voting ends August 25th!
can you please make more reason to kil a level 5 monster?(i always get a really bad potions and it really anoying to kill them..)
There will be, they'll probably be more likely, or perhaps 100% chance, to drop loot (or a piece of loot, not totally sure how I want to do it yet). Loot being some sort of rare items I want to add in the future, maybe world specific swords or armor that you can either find or craft.
Rollback Post to RevisionRollBack
Developer of the Ice Cream Sandwich Creeper Mod, the (WIP) Borderlands Weapon Mod, and the "You Will Die" Mod!
Image wise on default the mystery potions are appearing for me as totally blank with just a number in the box where the potions are at. Some resource/texture packs show a potion, some show another random item but I only mentioned it because on default I should think there would be some sort of potion icon there and I'm just not seeing one.
Image wise on default the mystery potions are appearing for me as totally blank with just a number in the box where the potions are at. Some resource/texture packs show a potion, some show another random item but I only mentioned it because on default I should think there would be some sort of potion icon there and I'm just not seeing one.
I'll look in to it. It seems to be working fine for me, but I'll check it out with some other resource packs. The icons should be the same as the ones in the main image on the thread.
Rollback Post to RevisionRollBack
Developer of the Ice Cream Sandwich Creeper Mod, the (WIP) Borderlands Weapon Mod, and the "You Will Die" Mod!
Loot is one of the things I'm trying to figure out for later. Aside from possible small stuff, I want to make some kinda of extremely rare item (or items) you find or build or something, possibly involving random drops + completing world goals. But I want it to be something unique per world, like an artifact or something. Still working on the details.
Pretty impressive, and inspirational if you care to take a look. Unfortunately, that guy's mod is not SMP. I also don't like the unbreakable portion on some of the artifacts / rare items of his mod, but that's likely that way because it's single player only.
It works fine with Minecraft Enchanced Resource pack but thus far of the several I've tried that's all. Probably I don't have Optifine working quite right yet is my guess.
Nice!
Will do.
Changed collect goal name to burn, you must burn needed items in fire/lava to complete the goal now. Players are now notified of goal progress, and receive level rewards from completing goals.Tried to fix some grammar errors. Hovering over pillars now shows the correct key binding. One again tweaked towers to be harder to loot.
This should be the last set of bug fixes! If you find anything else, be sure to let me know!
Dope, I enjoyed reading your response and will definitely bookmark this to check on it every other day or so. Looking forward to future updates. Good luck!
EDIT: Oh, one more thing. What is your vision for the mob levels? For instance, if you're familiar with "Mutant Creatures", you know that there are some boss mobs that are completely ridiculous in comparison to a normal mob like a creeper. Does it completely randomize, as in there could be a Level 1 Mutant Creeper, and a Level 5 Creeper? How will that effect your relative experience / opinion on encountering a dangerous looking creature with a low level? If that wasn't clear, I can reword it. Haha.
Not totally sure what you mean, but it does randomize level for any mob, but a level one is only as strong as the vanilla version of it. So it only gets tougher as the levels go higher. But I don't think for any sort of boss mob that levels 2-4 would really matter all that much, because the hp gain is minimal, so the experience of fighting them would be relatively the same. However, a level 5 boss might be quite a challenge, seeing as it now has a blessing, and the blessing could be damage resistance, increased attack damage, etc.
Sorry if that didn't totally answer your question.
No, you covered my question. There's a lot of possibilities for that level system with loot drops then. Hopefully, configurable as well. Cheers!
Loot is one of the things I'm trying to figure out for later. Aside from possible small stuff, I want to make some kinda of extremely rare item (or items) you find or build or something, possibly involving random drops + completing world goals. But I want it to be something unique per world, like an artifact or something. Still working on the details.
Thanks! Glad you liked it enough to review!
I'll add it to the thread.
No, but once things start to stabilize (seeing as this mod is still relatively new), I'll consider back-porting it to 1.5.2. I just don't want to have to copy everything over to 1.5.2 every time I make an update just yet.
(example: Balkon's weapon mod can have a refined musket wih +1 attack)
About dungeons gen - isnt 13 times more often too much? Is there a config option for that? Also it would be neat to have some variations of the towers.
Different items - how you implemented this? Its new items with new ids or its some kind of old ones modification? I'm worrying about mod compatibility.
How to increase trap disarm rate without using pillar buff? Maybe add some tool kits or mini game(like in TC3) for this?
I'll include an option in the properties for a lot more of the features in the future.
The dungeon towers themselves were a last minute addition during the compo, so they'll definitely get some more work later on.
The different items are just added on to existing items NBT and Lore.
Some kinda way to disarm traps with a tool is coming, but still working out what I want to do. It'll be a 100% disarm, but 0% salvage rate.
Yup, made sure stuff like that worked, although, for people who don't like it, I will add a config option to apply it to vanilla items only in the future.
Traps are now single use, stronger, craftable, and 33% less common. Hostile mobs don't fully set off traps. You aren't hurt by your placed traps, and can always disarm and salvage your own traps. Examining a trap will tell you who placed it. Shears can now disarm traps 100%, but have no chance to salvage, uses half of shear's max durability. Dispensers can place traps. Pillars and dungeon towers are slightly less common.
Also, just thought I'd give you guys a heads up! Voting for the August 2013 #ModJam has begun! You can find a link to all the mods at the top of this page, and I definitely suggest checking as many as you can out! Some really cool people made some really cool things! If you choose to vote for this mod, please vote based off of version included in the pack (v0.0.1a)! Voting ends August 25th!
https://docs.google....cChagw/viewform
There will be, they'll probably be more likely, or perhaps 100% chance, to drop loot (or a piece of loot, not totally sure how I want to do it yet). Loot being some sort of rare items I want to add in the future, maybe world specific swords or armor that you can either find or craft.
I'll look in to it. It seems to be working fine for me, but I'll check it out with some other resource packs. The icons should be the same as the ones in the main image on the thread.
At the mention of world goals / artifacts - this came to mind: http://www.minecraft...-for-minecraft/
Pretty impressive, and inspirational if you care to take a look. Unfortunately, that guy's mod is not SMP. I also don't like the unbreakable portion on some of the artifacts / rare items of his mod, but that's likely that way because it's single player only.