Bug or feature? Like you said, it's an opinion, and that's how these things usually break down.
The mobs, and not just the dragons, are tougher and require a bit of understanding in order to develop a strategy to deal with them. I've killed a young dragon with only a cobble sword and no armor. And, like AP said, you can hide from them. Stand under a tree and they'll go away. It's got a different AI and that's nice to see for mobs in Minecraft.
Personally, I'm really happy with the balance I've seen so far with this mod. It's not the quick and easy path to OP like so many other mods provide.
You had a tough introduction to the mod, chalk it up to a learning experience and try it again. Fun is overcoming challenges.
It's always a tricky problem, most mods that add difficult mobs normally either just make them rare (only really works if there's a bunch of weaker mobs to spawn instead) or they just spawn as per usual. so it's a common issue. I do try to reduce it though.
As well as that: I also have a system that the more dragons you kill, the tougher the ones spawn near you. so it does kind of help towards the earlier starters, and gives you the weakest first.
May I have permission to include Minefantasy2 in a modpack to be named "Minefantastic!" for the FTB/Curse launchers?
Every mod and config option will be carefully selected to support and enhance the Minefantasy2 experience. I'm even working on replacing all the vanilla loot in Roguelike dungeons with the equivalent Minefantasy2 loot. It's quite a chore and I can see why it's rarely been done in modpacks - Blood n Bones is the only other pack I've found that has done it.
The pack will be clearly labelled as "Alpha" as long as Minefantasy2 is in alpha.
I've made a third-party pack before here; so I know what's involved.
May I have permission to include Minefantasy2 in a modpack to be named "Minefantastic!" for the FTB/Curse launchers?
Every mod and config option will be carefully selected to support and enhance the Minefantasy2 experience. I'm even working on replacing all the vanilla loot in Roguelike dungeons with the equivalent Minefantasy2 loot. It's quite a chore and I can see why it's rarely been done in modpacks - Blood n Bones is the only other pack I've found that has done it.
The pack will be clearly labelled as "Alpha" as long as Minefantasy2 is in alpha.
I've made a third-party pack before here; so I know what's involved.
Can you provide a link when it's available? I know a couple people who will be interested.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/26/2013
Posts:
46
Member Details
'Found some bugs while playing
-If you place a new dry rock inside a chest or some GUI and shift-click it to your inventory, it gets stacked up with the other dry rocks.
(in this case, a damaged one)
The new transforms as another damaged one, and if you use them in a stack, they turn to be indestructible.
(pictures below)
-The other bug is you don't get a message when a dragon's about to come. (It was fine in 2.4.4 though)
-The last one (which isn't a bug really but~), I don't think you should be able to pick up hot items with your hands; it deems the tongs useless with this exploit. I guess if you were to hold it, it should burn you regardless if you're wearing an apron since it's not really covering your hands.
So there's crossbows in the works now... Each item itself is made of multiple components: Meaning there's quite a few combinations that can be made. They have less varied ammunition (just metal bolts or exploding bolt), but function differently depending on construction.
Bug or feature? Like you said, it's an opinion, and that's how these things usually break down.
The mobs, and not just the dragons, are tougher and require a bit of understanding in order to develop a strategy to deal with them. I've killed a young dragon with only a cobble sword and no armor. And, like AP said, you can hide from them. Stand under a tree and they'll go away. It's got a different AI and that's nice to see for mobs in Minecraft.
Personally, I'm really happy with the balance I've seen so far with this mod. It's not the quick and easy path to OP like so many other mods provide.
You had a tough introduction to the mod, chalk it up to a learning experience and try it again. Fun is overcoming challenges.
It's always a tricky problem, most mods that add difficult mobs normally either just make them rare (only really works if there's a bunch of weaker mobs to spawn instead) or they just spawn as per usual. so it's a common issue. I do try to reduce it though.
As well as that: I also have a system that the more dragons you kill, the tougher the ones spawn near you. so it does kind of help towards the earlier starters, and gives you the weakest first.
May I have permission to include Minefantasy2 in a modpack to be named "Minefantastic!" for the FTB/Curse launchers?
Every mod and config option will be carefully selected to support and enhance the Minefantasy2 experience. I'm even working on replacing all the vanilla loot in Roguelike dungeons with the equivalent Minefantasy2 loot. It's quite a chore and I can see why it's rarely been done in modpacks - Blood n Bones is the only other pack I've found that has done it.
The pack will be clearly labelled as "Alpha" as long as Minefantasy2 is in alpha.
I've made a third-party pack before here; so I know what's involved.
yeh, no need for permission really.
Cool, thanks!
Can you provide a link when it's available? I know a couple people who will be interested.
I'll try to remember to do that.
It seems that you don't get back the (water) jug when you drink it, and the jug itself is redundantly named.
anys, good work, mate *thumbs up*
edit: the former only happens when you're not hungry (full saturation) (yes, I'm able to drink regardless if I'm not hungry)
MineFantasy2 ~ GrowthCraft ~ Electrical Age ~ Lively Animals ~ Dark Roleplay ~ Wild Cryptids & Conspiracies ~ Groundwork
Weird question, but do tea leaves and spice have any uses yet?
nope
Do you plan to add the spits seen in your old mod? It was a very efficient and cool way to cook things.
yeh I'll give them another crack..
Alright cool, love using them in builds
'Found some bugs while playing
-If you place a new dry rock inside a chest or some GUI and shift-click it to your inventory, it gets stacked up with the other dry rocks.
(in this case, a damaged one)
The new transforms as another damaged one, and if you use them in a stack, they turn to be indestructible.
(pictures below)
-The other bug is you don't get a message when a dragon's about to come. (It was fine in 2.4.4 though)
-The last one (which isn't a bug really but~), I don't think you should be able to pick up hot items with your hands; it deems the tongs useless with this exploit. I guess if you were to hold it, it should burn you regardless if you're wearing an apron since it's not really covering your hands.
(Stone Tongs seem to be overpowered too)
MineFantasy2 ~ GrowthCraft ~ Electrical Age ~ Lively Animals ~ Dark Roleplay ~ Wild Cryptids & Conspiracies ~ Groundwork
I changed the spawning for dragons a bit after an update, message wasn't re-added
and next update has the tongs use implemented.
haven't got the modeller working, you know how it is with version this and that...
As for the model anyway, what would the process be for implementing it.
Got Side tracked...
So there's crossbows in the works now... Each item itself is made of multiple components: Meaning there's quite a few combinations that can be made. They have less varied ammunition (just metal bolts or exploding bolt), but function differently depending on construction.
HAND CROSSBOW: Small Handle, Basic Arms
HEAVY CROSSBOW: Basic Stock, Heavy Arms, Bayonet
SCOPED ADVANCED CROSSBOW: Basic Stock, Advanced Arms, Scope
Amazing man!! Custom crossbows, was not expecting that :D!!!!
So when do you think the next update will be (the one with the crossbows)
Soon if everything works.