Could you perhaps make a template for costum mobs in your mod? like you have for armour, weapons and others.
not really. each mob works on its own and vary greatly on how they work.
what I do when making a new mob, is start simple (such as a zombie or spider copy) and one-by-one add features.
Ah yes, forges are a lot hotter now by 10x normal, just made more sense for the metalworking side of things. but that nolonger makes then capable of cooking. firepit is still the same as usual, but cannot bake things properly. Anyway a new fuel source will be added that has a low burning temperature, designed for cooking. so in the future, baking requires a forge with this new fuel, while a firepit can still take care of standard frying things.
to adress the first question with the goblins and orcs thing, I kind of filled that roll with minotaurs in dwarven strongholds. but not really going to add too much, best off if another mod took care of that.
add forged horse armors with all metals, add NPCs, Hostile mobs,Passive or tameable mobs and new dungeons or NPC structures
can't currently the horse armour is pretty unmoddable, it's just three prefixed skins and a direct reference to vanilla items for each, the armour items themselves serve no purpose, it's all the horse mob just changing its own skin and traits.
First off, found a bit of a funny bug, i'm using the tomahawk mod, and combined with this it thinks that the thrown axes are arrows, and drops them on death. was a bit confusing why i was getting nothing but arrows from some animals.
Secondly, any chance of any semblance of battlegear support?
to adress the first question with the goblins and orcs thing, I kind of filled that roll with minotaurs in dwarven strongholds. but not really going to add too much, best off if another mod took care of that.
can't currently the horse armour is pretty unmoddable, it's just three prefixed skins and a direct reference to vanilla items for each, the armour items themselves serve no purpose, it's all the horse mob just changing its own skin and traits.
NBT bug still exist for Blast furnace (and, how i think, for many various tiles)
Also, all cakes are burned
not really. each mob works on its own and vary greatly on how they work.
what I do when making a new mob, is start simple (such as a zombie or spider copy) and one-by-one add features.
lower the heat.
i've had them only burn over firepits. unless theres a way to lower the temperature below 150 they might be bugged
Ah yes, forges are a lot hotter now by 10x normal, just made more sense for the metalworking side of things. but that nolonger makes then capable of cooking. firepit is still the same as usual, but cannot bake things properly. Anyway a new fuel source will be added that has a low burning temperature, designed for cooking. so in the future, baking requires a forge with this new fuel, while a firepit can still take care of standard frying things.
we can work that in later, the API may be chunky, but it allows a lot of stuff be worked in.
but if the duneripper is "worthy" enough it may be added, I like to give a quality over quantity approach to mobs.
AP, some ornate items like bows are uncraftable. I think this it applies only to items that need to be cooled
Other way round. This applies to plate armor and bows, things that don't have their "hot form".
AP, 180C is too heat for some cooking recipes (e.g pie_pumpkin_uncooked)
yeh, I'm making coal dust burn at 180*, might add some other fuels designed for cooking.
I can suggest orcs, trolls and goblins?
https://github.com/AnonymousProductions/MineFantasyII-Cont/pull/6 - bukkit events integration
Thanks, not sure how pull requests work though.
will have more dungeons?
add forged horse armors with all metals, add NPCs, Hostile mobs,Passive or tameable mobs and new dungeons or NPC structures
to adress the first question with the goblins and orcs thing, I kind of filled that roll with minotaurs in dwarven strongholds. but not really going to add too much, best off if another mod took care of that.
can't currently the horse armour is pretty unmoddable, it's just three prefixed skins and a direct reference to vanilla items for each, the armour items themselves serve no purpose, it's all the horse mob just changing its own skin and traits.
First off, found a bit of a funny bug, i'm using the tomahawk mod, and combined with this it thinks that the thrown axes are arrows, and drops them on death. was a bit confusing why i was getting nothing but arrows from some animals.
Secondly, any chance of any semblance of battlegear support?
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Just use ASM to patch horse-related classes.
Example:
https://github.com/SanAndreasP/SAPManagerPack/blob/master/java/de/sanandrew/core/manpack/item/AItemHorseArmor.java
https://github.com/SanAndreasP/SAPManagerPack/blob/master/java/de/sanandrew/core/manpack/transformer/TransformHorseArmor.java
How I do to forge ornate armor? Where I place the ornate crest? in the output when I forge anything?
not really worth the effort for that, horses are kind of lame anyway.
output slot, just place one crest there.
Second way - just add own horses, like hounds