I know it isn't quite apparent, but it is actually quite rude and inconsiderate to ask for updates from mod authors. They already know that people want updates, and are working on them or are busy with other things. Asking for an update implies that you do not appreciate all of the work that they have done so far on the mod, and that you are imposing an obligation for them to create new content.
You have no bad intentions, so I'm sure you will consider this and possibly refrain from the practice.
The Haunted Tools still spawn without their correct health values.
What is the Ore Golem supposed to do? It doesn´t drop anything, and I have tried any kind of interaction it could have with ores (Spawning the golems on top, and near ores, giving them ores or ingots).
The Filch Lizard seems to spawn (At least, from Spawn eggs) holding items (Or without holding anything) seemingly depending on what they spawn on.
Darn, stoopid Haunted Tools...
Ore Golem is WIP. It currently only launches the player on hit. They spawn at a special place.
Filch Lizard do sometimes spawn with items. More often they won't. Try having some iron or gold ingots in your inventory :3
This mod doesn't look like it's compatible with CustomMobSpawner, which is a shame because thats a mod that is practically NEEDED for dedicated modpack servers. Without it, Mobs don't despawn, and you end up finding 1 skeleton in a desert, rather then the usual 46,000,000 xD
Also, cinder saplings should be bonemealed with Flint and Steel (Using some of the durability each time), instead of bonemeal. That would be kinda cool xD
And off with the complaints, I have a more in depth suggestion for Grove Sprites.
Nature is something taken for advantage on Minecraft, it would be great if killing Grove sprites and cutting down trees increased an invisible bar, or meter, to incur natures wrath. When it hits full, 3 lightning strikes striking every 2 seconds will notify you of what you did. After that, your name will be added to an invisible list or something, where every Grove sprite you walk past becomes hostile, as well as a single new mob that might appear when cutting down a tree. This mob is basically a large beefy grove sprite, a Grove Ent or something, who is treated as a boss. (This boss will appear when you cut down a tree with 64 wood in your inventory ((While incurring natures wrath))) Killing this boss will automatically make ammends and reset the Natures Wrath thingy. Another way to do it, would be to plant 10 saplings, which will by default reset natures wrath.
Simple, and the way it's designed won't really be a hinderance, but will encourage you to plant saplings that people just never do. Also the Boss could drop a special item or a sword or something, this might not be simple codewise but it would be a nice way to implement a boss that won't interfere with the game much. On multiplayer this should only work on the player who has incurred the wrath of nature, rather then the player who has not.
One last thing, placing Cinder logs in the crafting table should give you 4 Charred Planks, which can be smelted into charcoal.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
This mod doesn't look like it's compatible with CustomMobSpawner, which is a shame because thats a mod that is practically NEEDED for dedicated modpack servers. Without it, Mobs don't despawn, and you end up finding 1 skeleton in a desert, rather then the usual 46,000,000 xD
Also, cinder saplings should be bonemealed with Flint and Steel (Using some of the durability each time), instead of bonemeal. That would be kinda cool xD
And off with the complaints, I have a more in depth suggestion for Grove Sprites.
Nature is something taken for advantage on Minecraft, it would be great if killing Grove sprites and cutting down trees increased an invisible bar, or meter, to incur natures wrath. When it hits full, 3 lightning strikes striking every 2 seconds will notify you of what you did. After that, your name will be added to an invisible list or something, where every Grove sprite you walk past becomes hostile, as well as a single new mob that might appear when cutting down a tree. This mob is basically a large beefy grove sprite, a Grove Ent or something, who is treated as a boss. (This boss will appear when you cut down a tree with 64 wood in your inventory ((While incurring natures wrath))) Killing this boss will automatically make ammends and reset the Natures Wrath thingy. Another way to do it, would be to plant 10 saplings, which will by default reset natures wrath.
Simple, and the way it's designed won't really be a hinderance, but will encourage you to plant saplings that people just never do. Also the Boss could drop a special item or a sword or something, this might not be simple codewise but it would be a nice way to implement a boss that won't interfere with the game much. On multiplayer this should only work on the player who has incurred the wrath of nature, rather then the player who has not.
One last thing, placing Cinder logs in the crafting table should give you 4 Charred Planks, which can be smelted into charcoal.
Hmm so the new version is still having issues with CMS? Hmm odd... CMS frustrates me. I really shouldn't have to spend time trying to make my mod compatible to something so unecessary. Just use the system that's in Minecraft already... jeez.
The nature's thing is an idea I had as well. Mainly because Kodaichi kinda had it in his version. The Grove Sprite is as complex as it gets. A Grove Ent sounds cool, but would probably take hours to make.
Already working on the planks (it's in the Missing Features list....)
If you need any help with the Grove ent, I have a friend who loves to make Techne models.
ALSO! Something that Special Mobs dodged around with CMS.
Each mob is a varient of an existing mob in Special Mobs, so CustomMobSpawner treats each skeleton mob, as a skeleton, and spawns them flawlessly.
Maybe try doing that with the new spiders?
And one more thing, on the missing features list it says you need to add 1 more mob, maybe add the Succubus? A new in depth hostile mob would be nice, ALTHOUGH, a few changes will probably be needed due to the 'Kill all mobs' effect that she has. (I suggest instead of allowing her to kill all nearby mobs, make her push them away, so they can't move towards her, in a cave they would just be pinned up against a wall).
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Absolutely loving the mod. Doesn't seem to be a download link for 1.1 though. Or am I being daft?
Nope, missing for me as well, probably happened when last attempting to update the topic. Glad I found this, been playing with this mod for a while, never realized there was a topic in WIP as well though. Need to look here more often.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
To get the API for Thaumcraft so you'd be able to add aspects and such as talked about in the main thread.
I had a curious thought about the Festive Creeper. Instead of tossing regular TNT, it tosses "Unstable Creep" which would look like a rainbow of the creeper skin tones (green/blue/red/yellow), giving it a festive look. This would behave like TNT except it only does damage to entities and doesn't break blocks. Because block breaking is very unfestive, don't you think?
To get the API for Thaumcraft so you'd be able to add aspects and such as talked about in the main thread.
I had a curious thought about the Festive Creeper. Instead of tossing regular TNT, it tosses "Unstable Creep" which would look like a rainbow of the creeper skin tones (green/blue/red/yellow), giving it a festive look. This would behave like TNT except it only does damage to entities and doesn't break blocks. Because block breaking is very unfestive, don't you think?
Will take a look at the API soon.
I don't think I will change the Festive Creeper, but I am working on a new TNT variant where environmental damage can easely be toggled through the config. It currently only doesn't render....
Aaannnddd the download link has been fixed as well!
Uh what?
CMS fixes alot of vanilla problems with mob spawning, it's used on ALOT of multiplayer modpacks, if it's a 'horrible thing' then that means you did it wrong, it's not the mods fault because it's so wildly used.
CMS is awesome, it takes a while to get used to the config and all because Zhark just doesn't care, but once you do you'll find you can't go without it. This mod needs CMS to fix alot of the spawning issues, it will fix the lurker issue, it will fix everything and balance the spawning further.
But, to clarify, SERVERS need CMS, singleplayer works fine without it, this is possibly why you don't want the extra effort gone into it.
I had mobs spawning in this hole underground, and I used a program to view where they all were because none were spawning, and they were in that hole. LIke 50 of them for some reason, and they weren't despawning because I never left the chunk. So my server host said to install CMS, and it fixed the problem instantly.
Rollback Post to RevisionRollBack
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Uh what?
CMS fixes alot of vanilla problems with mob spawning, it's used on ALOT of multiplayer modpacks, if it's a 'horrible thing' then that means you did it wrong, it's not the mods fault because it's so wildly used.
CMS is awesome, it takes a while to get used to the config and all because Zhark just doesn't care, but once you do you'll find you can't go without it. This mod needs CMS to fix alot of the spawning issues, it will fix the lurker issue, it will fix everything and balance the spawning further.
But, to clarify, SERVERS need CMS, singleplayer works fine without it, this is possibly why you don't want the extra effort gone into it.
I had mobs spawning in this hole underground, and I used a program to view where they all were because none were spawning, and they were in that hole. LIke 50 of them for some reason, and they weren't despawning because I never left the chunk. So my server host said to install CMS, and it fixed the problem instantly.
I was going to write a rant about how I disagree, but I really don't want to bother... The core of why I don't like CMS is because due to its popularity, mob modders need to adjust to it in order to draw in a bigger audience. However, there are plenty of people that dislike using CMS. So basically we need to do double the work and get the spawn rates JUST right multiple times, else people will not play because they either don't like it or don't want to make the config on their own.
I will look into CMS support, but that is purely because I like having people play with many mods at the same time and still enjoy themselves. CMS does have its merits, but I can all simply substitute them with vanilla code.... which in this case would cause conflicts, which is why currently nothing spawns with CMS.
Also, CMS only despawns mobs when they are allowed to (if I remember correctly). So despawn still needs to work correctly in the entity class itself or else CMS won't despawn anything.
Sorry, for trying to be a smart ass. It still kinda became a rant .I will fix the CMS issues soon.
I don't think I will change the Festive Creeper, but I am working on a new TNT variant where environmental damage can easely be toggled through the config. It currently only doesn't render....
Aaannnddd the download link has been fixed as well!
Fair enough. Just a thought I had, always thought a creeper tossing tnt was kinda silly (how does it toss it anyways!? o.O lol)
Fair enough. Just a thought I had, always thought a creeper tossing tnt was kinda silly (how does it toss it anyways!? o.O lol)
I always thought it spat it out, like extremely lethal spitballs.
But yea, a creeper(or anything else, for that matter) tossing/spitting/whatever-it-does-ing tnt is kinda silly. I mean, where does it get tnt in the first place? Did it work at a explosive factory or something?
Something like a giant blob of gunpowder would be better in my opinion.
While working on adding some recipes to my modpack using Minetweaker, I stumbled upon this crash in a superflat world. It appears your lost miner tried to mate with a villager.
What about update?
I know it isn't quite apparent, but it is actually quite rude and inconsiderate to ask for updates from mod authors. They already know that people want updates, and are working on them or are busy with other things. Asking for an update implies that you do not appreciate all of the work that they have done so far on the mod, and that you are imposing an obligation for them to create new content.
You have no bad intentions, so I'm sure you will consider this and possibly refrain from the practice.
Darn, stoopid Haunted Tools...
Ore Golem is WIP. It currently only launches the player on hit. They spawn at a special place.
Filch Lizard do sometimes spawn with items. More often they won't. Try having some iron or gold ingots in your inventory :3
EDIT: Quickfix should be up.....hopefully
This mod doesn't look like it's compatible with CustomMobSpawner, which is a shame because thats a mod that is practically NEEDED for dedicated modpack servers. Without it, Mobs don't despawn, and you end up finding 1 skeleton in a desert, rather then the usual 46,000,000 xD
Also, cinder saplings should be bonemealed with Flint and Steel (Using some of the durability each time), instead of bonemeal. That would be kinda cool xD
And off with the complaints, I have a more in depth suggestion for Grove Sprites.
Nature is something taken for advantage on Minecraft, it would be great if killing Grove sprites and cutting down trees increased an invisible bar, or meter, to incur natures wrath. When it hits full, 3 lightning strikes striking every 2 seconds will notify you of what you did. After that, your name will be added to an invisible list or something, where every Grove sprite you walk past becomes hostile, as well as a single new mob that might appear when cutting down a tree. This mob is basically a large beefy grove sprite, a Grove Ent or something, who is treated as a boss. (This boss will appear when you cut down a tree with 64 wood in your inventory ((While incurring natures wrath))) Killing this boss will automatically make ammends and reset the Natures Wrath thingy. Another way to do it, would be to plant 10 saplings, which will by default reset natures wrath.
Simple, and the way it's designed won't really be a hinderance, but will encourage you to plant saplings that people just never do. Also the Boss could drop a special item or a sword or something, this might not be simple codewise but it would be a nice way to implement a boss that won't interfere with the game much. On multiplayer this should only work on the player who has incurred the wrath of nature, rather then the player who has not.
One last thing, placing Cinder logs in the crafting table should give you 4 Charred Planks, which can be smelted into charcoal.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Hmm so the new version is still having issues with CMS? Hmm odd... CMS frustrates me. I really shouldn't have to spend time trying to make my mod compatible to something so unecessary. Just use the system that's in Minecraft already... jeez.
The nature's thing is an idea I had as well. Mainly because Kodaichi kinda had it in his version. The Grove Sprite is as complex as it gets. A Grove Ent sounds cool, but would probably take hours to make.
Already working on the planks (it's in the Missing Features list....)
If you need any help with the Grove ent, I have a friend who loves to make Techne models.
ALSO! Something that Special Mobs dodged around with CMS.
Each mob is a varient of an existing mob in Special Mobs, so CustomMobSpawner treats each skeleton mob, as a skeleton, and spawns them flawlessly.
Maybe try doing that with the new spiders?
And one more thing, on the missing features list it says you need to add 1 more mob, maybe add the Succubus? A new in depth hostile mob would be nice, ALTHOUGH, a few changes will probably be needed due to the 'Kill all mobs' effect that she has. (I suggest instead of allowing her to kill all nearby mobs, make her push them away, so they can't move towards her, in a cave they would just be pinned up against a wall).
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Nope, missing for me as well, probably happened when last attempting to update the topic. Glad I found this, been playing with this mod for a while, never realized there was a topic in WIP as well though. Need to look here more often.
The Pygmy from Assorted Wildlife!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1273570-1-5-2-forge-assorted-wildlife-new-release
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
To get the API for Thaumcraft so you'd be able to add aspects and such as talked about in the main thread.
I had a curious thought about the Festive Creeper. Instead of tossing regular TNT, it tosses "Unstable Creep" which would look like a rainbow of the creeper skin tones (green/blue/red/yellow), giving it a festive look. This would behave like TNT except it only does damage to entities and doesn't break blocks. Because block breaking is very unfestive, don't you think?
Will take a look at the API soon.
I don't think I will change the Festive Creeper, but I am working on a new TNT variant where environmental damage can easely be toggled through the config. It currently only doesn't render....
Aaannnddd the download link has been fixed as well!
http://www.minecraftforum.net/topic/56087-a-creature-proposition-demon-prophet/
Edit: Imageshack took down the image. Why.
Edit 2: I managed to salvage the images. http://imgur.com/6OzWjOa,f051FSW#0
CMS fixes alot of vanilla problems with mob spawning, it's used on ALOT of multiplayer modpacks, if it's a 'horrible thing' then that means you did it wrong, it's not the mods fault because it's so wildly used.
CMS is awesome, it takes a while to get used to the config and all because Zhark just doesn't care, but once you do you'll find you can't go without it. This mod needs CMS to fix alot of the spawning issues, it will fix the lurker issue, it will fix everything and balance the spawning further.
But, to clarify, SERVERS need CMS, singleplayer works fine without it, this is possibly why you don't want the extra effort gone into it.
I had mobs spawning in this hole underground, and I used a program to view where they all were because none were spawning, and they were in that hole. LIke 50 of them for some reason, and they weren't despawning because I never left the chunk. So my server host said to install CMS, and it fixed the problem instantly.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
I was going to write a rant about how I disagree, but I really don't want to bother... The core of why I don't like CMS is because due to its popularity, mob modders need to adjust to it in order to draw in a bigger audience. However, there are plenty of people that dislike using CMS. So basically we need to do double the work and get the spawn rates JUST right multiple times, else people will not play because they either don't like it or don't want to make the config on their own.
I will look into CMS support, but that is purely because I like having people play with many mods at the same time and still enjoy themselves. CMS does have its merits, but I can all simply substitute them with vanilla code.... which in this case would cause conflicts, which is why currently nothing spawns with CMS.
Also, CMS only despawns mobs when they are allowed to (if I remember correctly). So despawn still needs to work correctly in the entity class itself or else CMS won't despawn anything.
Sorry, for trying to be a smart ass. It still kinda became a rant .I will fix the CMS issues soon.
Anyone found the second cave kind yet?
Fair enough. Just a thought I had, always thought a creeper tossing tnt was kinda silly (how does it toss it anyways!? o.O lol)
I have a new account called "Mushroomsock" now, so please do not send me PMs.
I always thought it spat it out, like extremely lethal spitballs.
But yea, a creeper(or anything else, for that matter) tossing/spitting/whatever-it-does-ing tnt is kinda silly. I mean, where does it get tnt in the first place? Did it work at a explosive factory or something?
Something like a giant blob of gunpowder would be better in my opinion.
Bone app the teeth.
http://pastebin.com/zLEeLGwC
Edit: Your mod must hate me today, this error occured, its connected to Ridiculous World by SpitefulFox:
http://pastebin.com/TCUumGfN