the coaches Pokécube are very simple and sometimes bother, could have type one in the coaches interface so you can trade Pokémon, start a fight or just talk, it is easier as you get close to him and he play the Pokémon to attack you.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
1. Strong Fire attacks can evaporate water? Fire attacks are stronger in the Nether (where they should definitely be able to set things on fire).
2. Actually, you can grief very well with just a flint 'n steel as well. If you don't want fire griefing, you can just turn Fire Ticks off.
3. Do PokéMobs adhere to the MobGriefing Gamerule?
4. Strong water attacks can make lava into obsidian in the nether. Strong fire attacks can turn obsidian back into lava.
5. I take it the "cut" attack can already "lumberaxe" a whole tree in one fell swoop?
6. Same thing for Rock Smash
7. and 8. Maybe some Pokémon can auto-smelt the ores that you mine (Magmar maybe?), or yield more than Fortune III on coal, redstone, lapis, emeralds and diamonds (Sableye)?
8. Psychic pokemon can scare away mobs, or remotely detonate Creepers.
9. Maybe you can do something with poison attacks poisoning water, which then can be right-clicked with an empty bottle to get potions of weakness (if you do not want to include this poison fluid block in your mod, maybe you could make this a Biomes O' Plenty hook? I don't know if BoP has an API for this though.)
10. I could probably come up with lots of other ideas if you like these.
Thanks for the feedback.
1-2: I can do that then, I will make a specific option to disable the burning effects though.
3: I think they ignore mobGriefing, but use the pokecube config option called semiHardMode instead.
4: sounds like a good idea, what should the threshold for "strong" be?
5: cut treecapitates.
6-7: Currently dig digs out a 3x3 volume of "terrain blocks" and rocksmash smashes a 3x3 volume of "rocks". Rocksmash gives fortune up to 3, based on the level of the pokemob that uses it. Dig reduces the amount of "terrain" dropped with lvl, so a lvl 1 will drop lots of cobble and dirt, but a lvl 100 won't drop any. Dig will still drop other blocks like ores normally.
8.1: I can see about trying to make something for smelting drops, maybe dig used by a fire type?
8.2: I can consider something like that at some point, right now though if you have a strong enough pokemob with psychic, it can kill a creeper in 1 hit.
9: I will have to look into BoP for that, I don't particularly want to add too many more blocks.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
6-7: for dropping dirt sand or gravel for collection, you could currently use a low leveled pokemob for that, but it will use lots and lots of berries. (Edit: any suggestions for a way to change this? maybe use a different move that is like dig, but no drop reductions?)
9: yes, if you use an AOE attack, it will kill all mobs it hits.
11: Not sure which move to make do that, if you have a suggestion, I can see about it, the problem might be it being op, as the fortune scales with level, but silk touch has no scaling, unless I make it be chance based silk touch.
12: not sure, I can probably make it do so though.
13: not sure, I can see.
14: there is already something similar from right clicking the pokemob with an item (try right clicking a fire type with a stick), I can see about making the attacks affect item entities, I am not sure how much performance hit making it also check for them will be though.
15: currently if you place a fire type pokemob on top of one of those iron blocks from Pneumaticcraft, then stick a furnace next to the block, it will do just that.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
6-7: Dig is just the most logical move to use for that. Maybe this "destroy blocks feature" should be togglable or maybe a config option to completely turn this around could be implemented? Destroying more blocks on lower levels sounds more logical to me. As the Pokémob levels, not only the attack power increases, but it's skill/mastery as well. Or maybe some item should have this effect?
9: Still, charging a creeper, then detonating a creeper sound like an awesome immersion. Then again, immersion for the sake of immersion is malicious (Harry Potter inspiration there). A new feature should always have a purpose. Maybe a low-level lightning attack and a low-level psychic, dark or ghost attack, should already be able to do this? The complexity of this move combination should already quench the OP-ness a bit.
Also, by only directly targeting the Creeper, you do not provoke other (Poké)mobs caught in the blast.
6-7: so the reason why dig decreases drops with level is to allow long tunnel boring without getting stacks and stacks of drops. I can see about having a held item change this?
9: I will see about having thunder type moves charge them, then some other attack detonate them.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Just tested this mod for 2 days, and i have to say im amazed! this mod works perfectly played with my other mods, having a strong companion fight your way through a tough world
So, I just made it so that any move can be used at any location, whether a target exists or not.
I also added capabilities for world effects other than the default utility moves, they will be disabled if the semihardmode is set to false.
Implemented so far is offensive ice type moves leaving behind a layer of snow, or freezing full water blocks if they hit them.
any suggestions for other effects? I probably won't do setting fires, as those can be a bit too griefy.
What about a block called the Remote Pseudo trainer. It could be scripted so Pokemon can take orders built by the trainer. The player just inputs the pokeball, and they get a toy ide (see Scratch, the program, not the move. That way advanced players can set up powerful automation of plenty of things. I'm sure this would be hard to implement, but I had the idea when you and Robijnvogel started talking about what would become an automated quarry. Here's some example pseudocode for a Tropius harvesting trees and crops.
There would only need to be a dozen or so commands, the moves doing the grunt work.
Also, Pokemon with item based moves, like theif or bestow could move items. You could set a filter in the above block, elsewise it's random. This could mean that you can sort items, and automate things like furnaces.
Maybe a Big Minecart that you make large pokemobs ride. Then you could put the above block in one and have trains of automation.
Rollback Post to RevisionRollBack
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
What about a block called the Remote Pseudo trainer. It could be scripted so Pokemon can take orders built by the trainer. The player just inputs the pokeball, and they get a toy ide (see Scratch, the program, not the move. That way advanced players can set up powerful automation of plenty of things. I'm sure this would be hard to implement, but I had the idea when you and Robijnvogel started talking about what would become an automated quarry. Here's some example pseudocode for a Tropius harvesting trees and crops.
There would only need to be a dozen or so commands, the moves doing the grunt work.
Also, Pokemon with item based moves, like theif or bestow could move items. You could set a filter in the above block, elsewise it's random. This could mean that you can sort items, and automate things like furnaces.
Maybe a Big Minecart that you make large pokemobs ride. Then you could put the above block in one and have trains of automation.
I can see about extending one of the existing blocks to have similar features, again, I don't want to add too many blocks. Pokemobs can already be set to automatically gather berries.
I do still need to implement the item based moves having effects.
11. Maybe only mobs with a certain ability, like keen eye or "gentle touch" should be able to Silk touch when using Dig, Rock Smash, or some other attack that can break blocks. You could also use a high level skill for this, that low-level Pokémobs can't have.
14. For performance's sake, don't check for item entity collision, but block collision. Then perform the skill on the items within 1,5 "meters" above the block. (If this is better performance wise.)
15. I like my idea better. :/ Although I like Minemaartens' mod, so I'll probably add it to a future 1.8.9 modpack anyway.
16. Some form of Fortune IV, initially idea (8), would be awesome. Some very specific Pokémob, with some ability, a high-level move and item, probably.
17. Some other attacks that can break or even destroy blocks would be cool. High-level fight attacks for instance. 3x3 is not necessary of course, but combining this with (11) or (16) would be useful even if it only breaks 1 block.
18. Rock- and sandtomb and -slide could spawn actual falling sand blocks (or falling sand entities with a cobblestone texture that would change into cobblestone at "materialization"). It should only do so in respectively desert and beach biomes or extreme hills and mesa biomes.
19. I think this is taking it a little too far, but maybe it should be impossible to use rock slide, sandstorm, waterfall, tsunami etc. If the elemental source for these attacks lacks in the vicinity.
20. Some water attacks can create water source blocks (Fill modded tanks perhaps? Is this a Pneumaticcraft immersion as well?)
21. For laughs and because it is horrible: You should be able to turn fossil Pokémobs into Pneumaticcraft oil.
11: I can see about making dig/rock smash act differently based on ability.
19: that might break balance a bit too much unfortunately.
20: try right clicking a water type with a bucket.
21: unfortunately the fossils are already stones, so no oil from them
Just tested this mod for 2 days, and i have to say im amazed! this mod works perfectly played with my other mods, having a strong companion fight your way through a tough world
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Pseudo-automated quarry? More like a powertool. TiC and Draconic Evolution already add 3x3 digging and mining tools. DE actually takes it even further.
Basically turning PokéMobs into TC golems huh? I like the idea, but the way you decribe it, I think it is a little too OP.
Also: 22. When Applied Energistics for 1.8.9 releases, could you make Clefairy compatible with its meteors?
It depends on whether AE has an event or something that fires when it makes the meteors, if it does, then yes, I can make the area round them a meteor area for pokemobs. Otherwise I would need to do things like scanning blocks.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
I just tested, and False swipe does work on non-Pokémobs, it does not seem to be capable of killing anything.
Edit: Current things changed:
Using attacks that have the "Thunder" animation (ie strike with lightning) now trigger the onStruckByLightning for entities, so however they respond normally should work. Tested on creepers.
if a psychic attack is used on a creeper, and it doesn't kill it, then it will detonate.
Edit2: Creepers now avoid psychic pokemobs like they do the vanilla cats.
Edit3:
Fire type moves with pwr >=100 can melt obsidian -> lava.
Water type moves with pwr >= 100 can freeze lava -> obsidian.
Electric type moves with pwr >=100 can turn sand -> glass.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Pseudo-automated quarry? More like a powertool. TiC and Draconic Evolution already add 3x3 digging and mining tools. DE actually takes it even further.
Basically turning PokéMobs into TC golems huh? I like the idea, but the way you decribe it, I think it is a little too OP.
Also: 22. When Applied Energistics for 1.8.9 releases, could you make Clefairy compatible with its meteors?
I doubt it's DE level power, but kinda like MFR, exept a bit more powerful.
Rollback Post to RevisionRollBack
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
How do the spawner blocks work? I assume they're for custom maps, so how do I set the spawns?
Rollback Post to RevisionRollBack
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
is it somehow possible to reduce the spawnrate of flying mobs? I noticed that a cluster of about 30 zubats spawn at night.
Yes in the config.
Rollback Post to RevisionRollBack
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
is it somehow possible to reduce the spawnrate of flying mobs? I noticed that a cluster of about 30 zubats spawn at night.
Look in config/pokecube/compat/spawns.csv that is the one to use.
if you make a row for zubat, with replace set to true, and do something like All 0.2:4:2 it will greatly reduce the number.
Zubat is defaulted as All 0.25:10:5 in the "any acceptable" column.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Does megacharizard xhave a texture? and where can i find charizardite x?
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
the coaches Pokécube are very simple and sometimes bother, could have type one in the coaches interface so you can trade Pokémon, start a fight or just talk, it is easier as you get close to him and he play the Pokémon to attack you.
They are pretty much on just their first revision, so lots of work is still to be done with them.
I can see about improving their AI, but I think I will wait until the 1.9 update to do that.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Uploaded Pokecube Core 2.2.6, Pokecube Revival 2.2.1 and Pokecube Mobs 1.1.7.
Core changelog:
Improvements to memory use in cases where memory is extremely limited.
Updated palkia/dialga sizes in database.
Revival Changelog:
Updates to Pokecube Core 2.2.6 and ThutCore 2.3.1
Mobs changelog:
Adds dialga and Palkia
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Uploaded Pokecube Core 2.2.7
Changelog:
Fixes an issue with starter selection on single player.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
So, I just made it so that any move can be used at any location, whether a target exists or not.
I also added capabilities for world effects other than the default utility moves, they will be disabled if the semihardmode is set to false.
Implemented so far is offensive ice type moves leaving behind a layer of snow, or freezing full water blocks if they hit them.
any suggestions for other effects? I probably won't do setting fires, as those can be a bit too griefy.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Thanks for the feedback.
1-2: I can do that then, I will make a specific option to disable the burning effects though.
3: I think they ignore mobGriefing, but use the pokecube config option called semiHardMode instead.
4: sounds like a good idea, what should the threshold for "strong" be?
5: cut treecapitates.
6-7: Currently dig digs out a 3x3 volume of "terrain blocks" and rocksmash smashes a 3x3 volume of "rocks". Rocksmash gives fortune up to 3, based on the level of the pokemob that uses it. Dig reduces the amount of "terrain" dropped with lvl, so a lvl 1 will drop lots of cobble and dirt, but a lvl 100 won't drop any. Dig will still drop other blocks like ores normally.
8.1: I can see about trying to make something for smelting drops, maybe dig used by a fire type?
8.2: I can consider something like that at some point, right now though if you have a strong enough pokemob with psychic, it can kill a creeper in 1 hit.
9: I will have to look into BoP for that, I don't particularly want to add too many more blocks.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
6-7: for dropping dirt sand or gravel for collection, you could currently use a low leveled pokemob for that, but it will use lots and lots of berries. (Edit: any suggestions for a way to change this? maybe use a different move that is like dig, but no drop reductions?)
9: yes, if you use an AOE attack, it will kill all mobs it hits.
11: Not sure which move to make do that, if you have a suggestion, I can see about it, the problem might be it being op, as the fortune scales with level, but silk touch has no scaling, unless I make it be chance based silk touch.
12: not sure, I can probably make it do so though.
13: not sure, I can see.
14: there is already something similar from right clicking the pokemob with an item (try right clicking a fire type with a stick), I can see about making the attacks affect item entities, I am not sure how much performance hit making it also check for them will be though.
15: currently if you place a fire type pokemob on top of one of those iron blocks from Pneumaticcraft, then stick a furnace next to the block, it will do just that.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
6-7: so the reason why dig decreases drops with level is to allow long tunnel boring without getting stacks and stacks of drops. I can see about having a held item change this?
9: I will see about having thunder type moves charge them, then some other attack detonate them.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Just tested this mod for 2 days, and i have to say im amazed! this mod works perfectly played with my other mods, having a strong companion fight your way through a tough world
What about a block called the Remote Pseudo trainer. It could be scripted so Pokemon can take orders built by the trainer. The player just inputs the pokeball, and they get a toy ide (see Scratch, the program, not the move. That way advanced players can set up powerful automation of plenty of things. I'm sure this would be hard to implement, but I had the idea when you and Robijnvogel started talking about what would become an automated quarry. Here's some example pseudocode for a Tropius harvesting trees and crops.
if(mature crop nearby){
Move1\\(harvest)
deposit}
else if(tree nearby){
Move2\\(cut)
deposit}
else{wait 30s}
There would only need to be a dozen or so commands, the moves doing the grunt work.
Also, Pokemon with item based moves, like theif or bestow could move items. You could set a filter in the above block, elsewise it's random. This could mean that you can sort items, and automate things like furnaces.
Maybe a Big Minecart that you make large pokemobs ride. Then you could put the above block in one and have trains of automation.
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
I can see about extending one of the existing blocks to have similar features, again, I don't want to add too many blocks. Pokemobs can already be set to automatically gather berries.
I do still need to implement the item based moves having effects.
11: I can see about making dig/rock smash act differently based on ability.
19: that might break balance a bit too much unfortunately.
20: try right clicking a water type with a bucket.
21: unfortunately the fossils are already stones, so no oil from them
Thanks
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
It depends on whether AE has an event or something that fires when it makes the meteors, if it does, then yes, I can make the area round them a meteor area for pokemobs. Otherwise I would need to do things like scanning blocks.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
I just tested, and False swipe does work on non-Pokémobs, it does not seem to be capable of killing anything.
Edit: Current things changed:
Using attacks that have the "Thunder" animation (ie strike with lightning) now trigger the onStruckByLightning for entities, so however they respond normally should work. Tested on creepers.
if a psychic attack is used on a creeper, and it doesn't kill it, then it will detonate.
Edit2: Creepers now avoid psychic pokemobs like they do the vanilla cats.
Edit3:
Fire type moves with pwr >=100 can melt obsidian -> lava.
Water type moves with pwr >= 100 can freeze lava -> obsidian.
Electric type moves with pwr >=100 can turn sand -> glass.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
I doubt it's DE level power, but kinda like MFR, exept a bit more powerful.
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
How do the spawner blocks work? I assume they're for custom maps, so how do I set the spawns?
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
is it somehow possible to reduce the spawnrate of flying mobs? I noticed that a cluster of about 30 zubats spawn at night.
Yes in the config.
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
well okay.. but where? i can only reduce the density of overall mobs, but not the ones flying.
Eh, that block is pretty much deprecated, I need to get around to removing it. Use command blocks and the /pokecube make command.
Look in config/pokecube/compat/spawns.csv that is the one to use.
if you make a row for zubat, with replace set to true, and do something like All 0.2:4:2 it will greatly reduce the number.
Zubat is defaulted as All 0.25:10:5 in the "any acceptable" column.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Does megacharizard xhave a texture? and where can i find charizardite x?