This mod adds a guide book in-game, as long as you install Guide API.
Old guide(is not up-to-date):
The very first thing you'll want to do is craft either the Overlord's Stamp(these are cheap, and one-time use) or the Overlord's Seal(more expensive, but unlimited uses, and can control whole army's AI).
Overlord's Stamp(Any dye will work):
Next, you need to hold the Seal/Stamps and right click with it to claim it/them as yours. It will gain the glowy enchanted effect.
About the Skeletons:
The weakest skeleton type. Only has 8 health, is able to equip armor and a weapon, can only use melee attacks.
A mid-level skeleton. Has 20 health, can equip armor and weapons, is able to use a bow, has a 9 slot inventory, and is able to equip Augments.
The most powerful skeleton in the base mod. Health starts at 16, and increases with level. Can equip armor and weapons, can use a bow, has a 9 slot inventory, is able to equip Augments, and most importantly, can level up, which increases health, speed, attack power, and step volume.
To make a Baby Skeleton:
Start off by making a Baby Skeleton Maker.
You have several items you need to put in the Baby Skeleton Maker:
16 bones(configurable amount)
1 milk bucket
1 Overlord's Seal/Stamp. (Make sure you have claimed it first, or the Baby Skeleton won't obey you)
Any equipment you want your Baby Skeleton to be wearing when it spawns(You can change its equipment at any time)
A skinsuit, if you want your Baby Skeleton to have it when it spawns
To make a Skeleton Warrior:
Start off by making the Skeleton Warrior Maker.
You have several items you need to put in the Skeleton Maker:
32 bones(configurable amount)
2 milk buckets(it will store the milk in its internal tank and give you back empty buckets)
1 Overlord's Seal/Stamp. (Make sure you have claimed it first, or the Skeleton Warrior won't obey you)
Any equipment you want your Skeleton Warrior to be wearing when it spawns(You can change its equipment at any time)
An augment, if you want your Skeleton Warrior to have it when it spawns
A Skinsuit, if you want your Skeleton Warrior to have it when it spawns
To make a Converted Skeleton:
Note: This is the same process as curing a Zombie Villager, but done on a Skeleton.
1.) Make sure it has the weakness potion effect.
2.) Right Click it with a Golden Apple
3.) Wait 2 to 8 minutes for the process to complete
The converted Skeleton will be much like a Skeleton Warrior, except it cannot gain experience and level up.
Powering up your Skeleton Warriors:
To make your Skeleton Warrior more powerful, you have two options.
First, right click it to open the Skeleton Warrior GUI.
Then, put Milk Buckets or Bottles in its inventory, and it will drink them. The higher its level gets, the more milk it will take to level it up.
Your Skeleton Warrior will draw in XP from defeated mobs, and can gain levels that way.
Healing your Skeletons:
If your Skeleton has been hurt in combat, don't worry, it can be healed. Just shift+right click it while holding a Milk Bucket, or throw a Milk Bottle at it.
Alternatively, you can level it up, and it will fully heal then.
Another method of healing, for Skeleton Warriors, is to give them an item that grants a Regen augment.
Stationed - Your warrior will not move or melee attack.
Follower - Your warrior will follow you around, much like a pet Wolf does.
Wander Area - Your warrior will wander in a 32 block radius of where it is standing when this AI is assigned
Aggressive - Your warrior will attack every potential threat. Non-allied players, mobs, and anything that attacks it, and anything you attack.
Defensive - Your warrior will fight off mobs and anything that attacks it or you.
Passive - Your warrior goes full pacifist and won't attack anything, even if it is attacked.
Want your Skeleton Warrior to look more like a player? How about preventing it from burning in sunlight? Make a skinsuit for it, and you can accomplish both.
To create a skinsuit, it takes a full set of leather armor, 2 rotten flesh, a red dye, green dye(cactus green), and blue dye(lapis lazuli). The shape doesn't matter.
If you want it to be any skin other than Steve, you need to then put the item in an Anvil and name it the player name you want the skin from. It is case sensitive.
To apply the skinsuit to a Skeleton Warrior, Shift+Right Click it while holding the Skinsuit.
To remove a skinsuit from a Skeleton Warrior, Shift+Right Click it while holding Shears.
Augments are items that give your units special bonuses. Baby Skeletons cannot have augments.
List of augments:
Iron Ingot - Gives the unit Resistance
Obsidian - Gives the unit Resistance, Slowness, and (if burning) Fire Resistance
Anvil - Makes the unit fall quickly, and injure anything it lands on. Also grants Resistance.
Cake - It's Party Time! Units launch fireworks on level up.
Golden Apple - Slow health Regen
Enchanted Golden Apple - Fast Health Regen
Wither Skeleton Skull - Gives attacks the Wither effect, and adds Fire Resistance if needed
Making skeletons one by one is slow, not to mention they die pretty quickly, can you make a way to automate it or spawn them in quickly, or even duplicate pre-made ones (with armour and all) in creative mode? Examples for automation: allow hoppers to place items into the thing, Monster spawner, making skeletons out of adult villagers)
Can you make factions that will fight one another?
Is it possible to change the range that a skeleton can detect a monster? Reason: so we can put skeletons on castle walls, watchtowers and shoot at "mobs and other factions attacking
Allow the player to give skeletons a label via right-clicking the skeleton and/or skeleton maker
-The player can add a label on a skeleton, all skeletons with the same label can be controlled by using the overlord's seal and instead of ordering all, you can order all the skeletons with the label
-You can place down a patrol block, but looks like redstone dust, where skeletons will follow the path and patrol the area, (it can only be visible when holding the Overlord's seal
-You should have the option of making the skeletons march in columns,
-Mod should have an option for limited arrows, skeletons with bows that run out of arrows or an enemy is too close will draw their swords
Skeletons with bows runs towards enemy,
Lag (when there is 7+ skeletons and 10 enemy mobs nearby)
If a personal Skeleton gets hit by an arrow from another one of your skeletons, they will fight
Sorry about all of this stuff, you probably won't do any of this because its a lot and it will take forever to do, but if you do, that would be awesome!
Automation, I have been considering for a while, and once I figure out a well balanced way to do it, I will. Duplication of them in Creative Mode is a good idea, and shouldn't be hard to do. I will see about doing that in an update in the near future. Hoppers are able to place items in all slots of the Skeleton Maker except for the Main Hand and Offhand slots. I agree, it is still pretty slow to make an army, and I am trying to figure out the best way to make it quicker without making it too easy(armies aren't supposed to be cheap).
Factions, though I may not call it that, are another idea I've had for a little bit. Basically, making enemies in a manner similar to how you make alliances.
Skeletons being able to snipe enemies from a watchtower, I'm not sure if I could do anytime soon.
The idea of labels(If I implement it, I will probably call them squads) has crossed my mind as well, and if I can find a good, efficient way to implement it, I will do it.
The patrol block is an interesting idea, but I don't see it coming to the mod anytime soon.
No, I won't make it so skeletons can march in columns.
The skeletons drawing swords when they run out of arrows is a good idea, that will probably make it into an update pretty soon.
More weapons? Why? There are already plenty of weapon and armor mods out there to choose from.
Skeletons with bows running at enemies, I think I know the cause of, and I will fix that pretty soon.
Lag, unfortunately, I don't think I can cut down by very much. I'll do what I can, but no promises.
The skeletons fighting each other, I can fix. It will be done in an update pretty soon.
Thanks for the feature requests and bug reports! I will get to as many of these as I can.
Wow! Thanks you sooooo much! I can't wait to see end result!
I'm having a lot of fun so far with this mod, but a few things:
Shift-right clicking a skeleton to give it milk while in creative mode still consumes the milk
If you place the skeleton maker next to a wall, sometimes the skeleton will spawn halfway in the wall and suffocate
Skeletons won't shoot tipped arrows, and now the skeleton I gave a tipped arrow to forgot how to use a bow
Sometimes when my skeletons TP to me they end up in transparent blocks and get stuck there.
Could you possibly add some way to auto-feed skeletons milk or have them gain XP by fighting and you just need to give them 1 bucket when they are at full xp to level them up? It starts taking a LOT of milk to level them and it gets tedious fast.
I also have a stacking mod that lets me stack normally-unstackable items, including milk buckets, but both the skeleton maker and the skeleton itself will just eat the entire stack at once and only gain 1 bucket worth. Can you make it so it counts all of them? This would also make it less tedious to level them up...
I am having trouble with this mod and Minecraft Comes Alive. it might perhaps be an issue with Vanilla as well... So basically as soon as I create a skeleton they go aggro on my villagers. (and get killed in about 5 seconds) Does the mod count villagers as hostile mobs? Is it possible that this is due to the bug fix to have them attack slimes?
I was hoping to make a set of bowmen doppelgangers to defend my walled village from husks, but they just try to kill villagers and get pnwed. (edit: I put a skeleton inside a "tower" with an arrow slit facing outwards. The skeleton cannot attack my villagers but also doesn't seem to shoot any mobs. Work in progress)
Also, as a suggestion, perhaps skeletons with bows should still shoot creepers? If that is possible to implement.
Version 1.2.0 beta released! It should fix all of these issues. It is a beta because it probably has uncaught bugs, and it needs testing. Here is a download link. If you test it, and have any issues, let me know. If you don't have issues, also let me know, so I can mark it as a release.
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I just want to dig a small hole and stay in it now....
The Meaning of Life, the Universe, and Everything.
Could you make another variant, (in crafting terms) to allow people to summon instead of skeletons "humans"?? I mean, skeletons with the base player skin on a diferent troop maker, using (for example) leather, bones, "meat" and milk on a higher cost in manufacturing? Because 3 stacks of bones per skeleton soldier it's too high for the real use of it, the good thing is that you can make them level up, but they are not cost efficient in terms of resources (if we think this: each skeleton drops 2 bones, and we need 64x3=192 bones, we will need to kill 96 skeletons for building one AND (this part I love it) craft his equipment) :/ too costly... BUT just that
Also what about a cheaper variation who doesn't level up and, maybe, lower health?? You know, for cheap bulk cannon fodder??
Thanks for Reading
I know armies aren't supposed to be cheap, but the real cost comes from the upkeep and the weapons and armor material and manufacturing cost. Recluitment isn't USUALLY the costly part.
And in terms of pvp the skeletons are one easy target for the players who are capable of killing a lot of them easily for a high cost on bones, wich will lead to not recluit them, unless you have a bone farm, or your enemy has a crazy big army and you need one distraction... even then... wolves, a few bones, then zombie flesh in less time a bigger (yet stuppid and weak) army XD.
So about recluiting "humans" (better living things XD) what about if they need to eat from time to time an X amount of "hunger points/food items"? (automatically, or from a specific block/chest for avoiding losing all the food of your house in 5 minutes xD). That will make them not expensive, but impose a real problem for the big armies??
We will still have the self sustaining skeletons and the living troops, so you will be given the option to select the option you mostly need now.
And for recluiting living troops... Just one block and ofering some food?? At least for they to come, then you will need to feed them and equip them.
Also think... I could have an army of 20 unarmored skeletons, ooorrr an army of 5 skeletons full iron and with diamond sword/axes... the bigger cost will come from the 5 skeletons, just because their armor, but they will be the most usefull troops