The thing is, i want to play as a monk/brawler (no armor nor weapons) and be "decent" on a fight... Will I be able to do that using some skills? I don't mean to be a real monster in damage, but decent in terms of damage and resistance, with some "bonuses" to counter the no armor no weapons (speed, jump higher, a bit of dmg reduction, etc) but nothing to over powered.
Also, I helped on the balance for a mod called Kaishi weapon mod (on curse forge) because I'm a somewhat veteran on pvp, on 1.9 pvp even more because I love it an adaptated mcmmo and some other plugins for some servers, so if you need help on that please count on me, it will be fun to try and test
That should be possible. Thank you for the feedback. It really helps my motivation knowing that people are actually interested in the development of the mod.
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The Meaning of Life, the Universe, and Everything.
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I'm interested a lot
The only thing i see "some-what" bad is the "high" multiplayer orientation, but I can feel and understand why... You should add some options making it more "usable" by solo players (even if it's only for testing some features, until you get a server XD)
Still this "Why is plating too time consuming, i mean, now you can't use bonemeal for accelerating the process so the time you require to plant and use the fertelizer it's pretty dumb (at least if you use the farmer class :/ like me XD)." needs to be explained or fixed, at least for the farmers oriented "clases/bonus"
And you don't really need to add obsidian tools, you could make your mod compatible with others, and be capable of using the base metals mod with other armor and tools/weapon mods keeping the need of making your own weapory at bay and thus optimizing your resources.
For example: Kaishi weapon mod and the Base metals mods (which are compatible because I asked the maker of the first one to do so XD) offer a lot of already multiplayer and singleplayer balanced tool, armor, decoration and weapon options
Aslo, I fell like the current food system (and the quality system on weapons and armor) is a bit redundant (the second a lot because it only shows durability removing the "mystery" of the items needed on an MMO-RP/RPG) you could do it by ntb tags or by hidden data, and let the players find out what is best, or worse by doing and testing...
Also, I hunted a few animals... No one dropped food XD that's a problem, I know the need to encourage players to do something, but at least give the MC minimun drops, but in bad quality, not simply a no drop :/
Sorry if I'm being anoying, but I only want to help into the make of this great mod idea
Also, I like the obelisk system, but what about puting obelisk covering some areas and lefting others uncovered, like in reality?
Example XD
X--> 32x32 with no obelisk not covered
O--> 32x32 with obelisk covering it
XXXXXOXXX
XXOOXXXXX
XXOOXXXOX
XXXXXXXOX
XXXXOXXXX
XOOXXXXXX
With this system obelisk with get more importance, as control-vigilance points instead of just terrain claiming tools wich will make the fights for them more important and make the owners cover the exterior with troops, or maked decent walls enforcing one extra dimension of player/environmental interaction thus making all the obelisk important, not just a "claim all you can" but a "claim what you want and are willing to defend"
Still XD
"Sorry if I'm being anoying, but I only want to help into the make of this great mod idea :D"
The only thing i see "some-what" bad is the "high" multiplayer orientation, but I can feel and understand why... You should add some options making it more "usable" by solo players (even if it's only for testing some features, until you get a server XD)
'Solo usability' is on the table but it's veeery low priority. LoMaS is a multiplayer mod first and foremost- a lot of the mechanics just don't transfer over to a singleplayer experience at all. Trading, economy, polyzones, acs, it's more than half the mods- plus the Specializations mod would need to be completely reworked from the ground up. If you need some help in solo-play for testing features, you can always go into creative mode!
Still this "Why is plating too time consuming, i mean, now you can't use bonemeal for accelerating the process so the time you require to plant and use the fertelizer it's pretty dumb (at least if you use the farmer class :/ like me XD)." needs to be explained or fixed, at least for the farmers oriented "clases/bonus"
Like I said two posts ago (it was at the very bottom, so you might've missed it) farming has been changed to be more difficult to prevent a single farmer from feeding a server of 20 players for the next year and a half. It was excessive, especially compared to other classes. I'm completely against the return of bonemeal in any case- it's just too easy.
And you don't really need to add obsidian tools, you could make your mod compatible with others, and be capable of using the base metals mod with other armor and tools/weapon mods keeping the need of making your own weapory at bay and thus optimizing your resources.
For example: Kaishi weapon mod and the Base metals mods (which are compatible because I asked the maker of the first one to do so XD) offer a lot of already multiplayer and singleplayer balanced tool, armor, decoration and weapon options
LoMaS is being designed as a 'stand-alone' mod, without having to rely on other mods. Once the mod is released, I'll begin looking into compatibility requests.
Aslo, I fell like the current food system (and the quality system on weapons and armor) is a bit redundant (the second a lot because it only shows durability removing the "mystery" of the items needed on an MMO-RP/RPG) you could do it by ntb tags or by hidden data, and let the players find out what is best, or worse by doing and testing...
The reason why quality has to be visible is in the case of player-player trading. You can think of it like going to the grocery store, and looking at the fruits you're trying to buy. You can tell just by looking that the dark brown+black apple isn't one you should buy- it's poor quality. On the other hand, there's a nice juicy red one. That's high quality, and is worth more.
Same goes for weapons/tools quality. Prevents people from scamming one another.
Also, I hunted a few animals... No one dropped food XD that's a problem, I know the need to encourage players to do something, but at least give the MC minimun drops, but in bad quality, not simply a no drop :/
You were a farmer? Did you receive any messages when this happened? Could be a bug.
Sorry if I'm being anoying, but I only want to help into the make of this great mod idea
Also, I like the obelisk system, but what about puting obelisk covering some areas and lefting others uncovered, like in reality?
Example XD
X--> 32x32 with no obelisk not covered
O--> 32x32 with obelisk covering it
XXXXXOXXX
XXOOXXXXX
XXOOXXXOX
XXXXXXXOX
XXXXOXXXX
XOOXXXXXX
With this system obelisk with get more importance, as control-vigilance points instead of just terrain claiming tools wich will make the fights for them more important and make the owners cover the exterior with troops, or maked decent walls enforcing one extra dimension of player/environmental interaction thus making all the obelisk important, not just a "claim all you can" but a "claim what you want and are willing to defend"
I'm not sure I completely understand. All territory in real-life can be claimed, right? How does making only some claimable make it more like real life? Environmental interaction?
Still XD
"Sorry if I'm being anoying, but I only want to help into the make of this great mod idea :D"
"And sorry for my gramar mistakes"
XD
Nothing to worry about. At the very least, these questions force me to think through and verify my current design decisions.
Rollback Post to RevisionRollBack
Have a modding question? PM me and hopefully I'll be able to help.
Like I said two posts ago (it was at the very bottom, so you might've missed it) farming has been changed to be more difficult to prevent a single farmer from feeding a server of 20 players for the next year and a half. It was excessive, especially compared to other classes. I'm completely against the return of bonemeal in any case- it's just too easy.
You were a farmer? Did you receive any messages when this happened? Could be a bug.
The reason why quality has to be visible is in the case of player-player trading. You can think of it like going to the grocery store, and looking at the fruits you're trying to buy. You can tell just by looking that the dark brown+black apple isn't one you should buy- it's poor quality. On the other hand, there's a nice juicy red one. That's high quality, and is worth more.
Same goes for weapons/tools quality. Prevents people from scamming one another.
I'm not sure I completely understand. All territory in real-life can be claimed, right? How does making only some claimable make it more like real life? Environmental interaction?
Ok, I'm going to explain XD
The one about the farming, i wasn't asking for bonemeal, just for making plating/seeding and using the fertilizer faster if you are a farmer, just that, not growing speed XD
The other, I recieved a message about the animal not being able to produce meat because it's "fit"? was that "fit"? XD I can't remember now, sorry. And yes I was a farmer, but they were wild adult animals :/ Then I tested with creative spawned animals, and the same :/ Also I could find any explanation about how to make the animals worth/"fit". But well, I was just asking the animals to produce meat always, but at low cuality and at the vanilla rates. In reality a cow can feed a lot of people for a lot of time XD.
Now, about the quality, I was saying it was redundant for armor/weapons the NUMBER (I explaned myself bad, sorry) you can just put a number, not refered to it's ingame durability directly, something like a scale from 1 to 20 or so will do the job, and the vanilla durability bar Works for seeing how much will it last.
About the food quality I explaned my self bad (or not at all XD) again, the thing I meaned was, instead of new items, do it from NTB tags, wich will make it more compact and instantly compatible with anyother thing that adds food, or part of a food recipe.
Still, IRL you don't know the "quality" of the things instantly, and you can (and will be) scammed if you don't know about what you will be buying.
REALLY! I do armed and armored martial arts, and takes time to diference a "decent" weapon and armor for a "good one". Diferencing Wall hangers is easy, but still requieres some knowledge and even with that it could be trapped to like a good one, but I REALLY KNOW why you want to put it THAT VISIBLE but making it not really hidden, but not so "plain" would be more fit for the MMO-RP/RPG part.
And the thing about the obelisk, IRL all land can be claimed? Yes and no, you can, but some places are worth of it and others no, also even if you "reclaim" some part of the world the people can use it even without your permision. That's why I was explaning you that XD, it's pretty hard to grasp if you are not very "expert" on history and warfare history :/ and this is not my native lenguaje sorry for that :/
Also thanks for the acceptation of my suggestions/dobouts
The one about the farming, i wasn't asking for bonemeal, just for making plating/seeding and using the fertilizer faster if you are a farmer, just that, not growing speed XD
Oh! Yea, that will be on the Skilltree, eventually.
The other, I recieved a message about the animal not being able to produce meat because it's "fit"? was that "fit"? XD I can't remember now, sorry. And yes I was a farmer, but they were wild adult animals :/ Then I tested with creative spawned animals, and the same :/ Also I could find any explanation about how to make the animals worth/"fit". But well, I was just asking the animals to produce meat always, but at low cuality and at the vanilla rates. In reality a cow can feed a lot of people for a lot of time XD.
That sounds like a bug, actually. Can you add it to the Issues page on the bitbucket so I don't forget?
Now, about the quality, I was saying it was redundant for armor/weapons the NUMBER (I explaned myself bad, sorry) you can just put a number, not refered to it's ingame durability directly, something like a scale from 1 to 20 or so will do the job, and the vanilla durability bar Works for seeing how much will it last.
Oh, I see. I could do something like that, but I worry that if I do it that way it will be too vague? Like people won't know what '20' really means, contextually?
About the food quality I explaned my self bad (or not at all XD) again, the thing I meaned was, instead of new items, do it from NTB tags, wich will make it more compact and instantly compatible with anyother thing that adds food, or part of a food recipe.
Still, IRL you don't know the "quality" of the things instantly, and you can (and will be) scammed if you don't know about what you will be buying.
REALLY! I do armed and armored martial arts, and takes time to diference a "decent" weapon and armor for a "good one". Diferencing Wall hangers is easy, but still requieres some knowledge and even with that it could be trapped to like a good one, but I REALLY KNOW why you want to put it THAT VISIBLE but making it not really hidden, but not so "plain" would be more fit for the MMO-RP/RPG part.
Poor Carrot, Decent Carrot, Superb Carrot aren't actually separate 'Items', not really. They're just treated that way based on their metadata. (And I have to replace the default ItemSeeds & ItemFood classes regardless, so that it takes time to plant things and so that food gained from eating is capped)
But... for the equipment quality, stuff, I don't think pursuing realism in that regard is really viable, since unlike real-life you can't really do anything about a scammer in-game. In real-life you can, you know, sue or whatever once you figure out the item is crap, but in-game... nobody wants to do that, even if they could. So it's better to just make it all very up-front.
And the thing about the obelisk, IRL all land can be claimed? Yes and no, you can, but some places are worth of it and others no, also even if you "reclaim" some part of the world the people can use it even without your permision. That's why I was explaning you that XD, it's pretty hard to grasp if you are not very "expert" on history and warfare history :/ and this is not my native lenguaje sorry for that :/
Also thanks for the acceptation of my suggestions/dobouts
Okay, I think maybe there's a misunderstanding on what Obelisks' do, and what an Obelisk Zone actually does- creating an Obelisk Zone (by claiming an Obelisk) doesn't protect that area. It doesn't really do anything, in terms of player 'control'. All an Obelisk zone does is serve as a guideline for collecting taxes from the NPC Citizens that live in that area, and a 'home' for any NPC Warriors you hire.
Once you control a zone, then you can set NPC Warriors to patrol your territory for any people trying to use your land without your permission, invaders, and even use them to clean up mobs, if you have enough of them and they're well-equipped.
As well, 'just like in real life' there may very well be Obelisks that are less valuable, and so, less useful to have captured. Owning an obelisk is not inherently useful, and only provides access to controlling the taxes in that area.
Let me know if you have any more questions!
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Have a modding question? PM me and hopefully I'll be able to help.
Okay, I think maybe there's a misunderstanding on what Obelisks' do, and what an Obelisk Zone actually does- creating an Obelisk Zone (by claiming an Obelisk) doesn't protect that area. It doesn't really do anything, in terms of player 'control'. All an Obelisk zone does is serve as a guideline for collecting taxes from the NPC Citizens that live in that area, and a 'home' for any NPC Warriors you hire.
Once you control a zone, then you can set NPC Warriors to patrol your territory for any people trying to use your land without your permission, invaders, and even use them to clean up mobs, if you have enough of them and they're well-equipped.
As well, 'just like in real life' there may very well be Obelisks that are less valuable, and so, less useful to have captured. Owning an obelisk is not inherently useful, and only provides access to controlling the taxes in that area.
Ok XD I miss understood how do the obelisk work XD I think they worked a la "factions plugin" claim, sorry then
I think I've decided to officially support compatibility with the Base Metals mod. I've been looking through what it adds and it aligns really well with my 'future concept' of my own mod, so if you run into any issues running the Base Metals mod with LoMaS, let me know so I can look into it.
I've also decided not to support compatibility with the Kaishi weapon mod- or at least not a high priority.
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NPC Warriors! With AI, GUI, Equipment, and Faction compatibility!
Pigman Warriors can be spawned in survival mode using the '/faction spawn warrior' command. This is a placeholder method till a proper way of spawning them in the world is added.
Bugfix related to breaking logs not giving the correct type of stick.
Faction GUI creation now networks properly.
Pigman Warriors will automatically attack nearby enemies- mobs, or 'enemy' factions. Faction functionality is limited at the moment.
Added more mystery features related to the Outlands. I don't recommend using them, even if you do find them, if you value your world save.
New version, gang! Pigman Warriors are in the spotlight for this update- they should be more or less fully functional, except they're currently missing 'patrol' capabilities, because I'm still trying to figure out how I want to implement that. Looking for feedback on them, for sure.
Oh, nothing against the balancing factors- I'm sure they're fine, though I haven't really looked into that part of the mod. The big reason I don't want to 'officially' support Kaishi's weapon mod (not like I want to ban people from using it in their own worlds!) is because the weapons don't fit in the Minecraft setting, in my opinion. The artstyle doesn't match, and many of the weapons are direct references to other games.
Again, not saying I dislike the mod- just that I don't think it fits very well with the feel I'm going with for LoMaS; trying to keep it as close to vanilla as possible when I add new features. If I had unlimited development time available, I'd have no reason not to support it- but right now my time is limited enough that I feel I should be specific in what I spend my time on fixing, and whether what I'm working on aligns with my view of LoMaS.
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I'm glad you think it looks nice. I've had a hard time finding free time to work on it lately, but if you want to test the current version, you're more than welcome to using the curseforge download. Ideally I could host a server to build a community around the mod (since it's a multiplayer mod, after all...) but that's easier said than done.
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For anyone interested, I've started hosting an Alpha server for LoMaS that's running the i_Hotfix version. It's very barebones at the moment, but hopefully we can start filtering in and exploring.
The full server address is 167.114.116.145:26137
and this was a bit expensive (continues to be, actually) so I'm hoping it sees use.
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Fixed visual bugs with many customized items.
Fixed a bug where items could not be renamed at the anvil.
Fixed a bug where the anvil GUI was weird looking.
Fixed a bug where stem-crops would not uproot when the tilled ground they were planted in was untilled.
Renamed 'Bronze Coins' to 'Copper Coins'.
Fixed a randomly occurring critical 'ConcurrencyError' crash.
New version! Just bugfixes in this one... and one minor request fulfilled.
How does leveling work? like, if im a miner and i mine a lot, i will slowly get a faster mining speed? and if im a warrior and i kill a lot of monsters, then i will slowly get a better strength level or resitance level? Also, you should add a weapon/tool leveling system similar to the level 2 mod.
How does leveling work? like, if im a miner and i mine a lot, i will slowly get a faster mining speed? and if im a warrior and i kill a lot of monsters, then i will slowly get a better strength level or resitance level? Also, you should add a weapon/tool leveling system similar to the level 2 mod.
Right now the way it works is you select a class (O key) and depending on that selection, you gain XP in different ways. A miner would gain xp by mining, and would level up slowly to gain new stats and abilities. Warriors gain XP by killing things. You can see what the different level ups do in the image album in the main post, if you want.
Eventually, I want to completely redo this skill system, to make it more gradual (it takes a looooong time to level up right now...), make it more interesting, and make it less linear and more about player choice (a proper skill tree with branching options).
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Hi Werff! Welcome back. Monk-style character building would likely come with the skill-revamp listed under planned features... so unfortunately I'm not sure when I'd work on that. Full disclosure is that this project is, has been, and will continue to be a **lot** of work, and I'm not even sure if enough people will play it to have an actual community, so I'm torn on my desire to finish the project and my common sense wondering if all this work will be worth it.
The server I'm running is on BisectHosting- supports 80 players. $20 a month or so.
Rollback Post to RevisionRollBack
Have a modding question? PM me and hopefully I'll be able to help.
That should be possible. Thank you for the feedback. It really helps my motivation knowing that people are actually interested in the development of the mod.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
I'm interested a lot
The only thing i see "some-what" bad is the "high" multiplayer orientation, but I can feel and understand why... You should add some options making it more "usable" by solo players (even if it's only for testing some features, until you get a server XD)
Still this "Why is plating too time consuming, i mean, now you can't use bonemeal for accelerating the process so the time you require to plant and use the fertelizer it's pretty dumb (at least if you use the farmer class :/ like me XD)." needs to be explained or fixed, at least for the farmers oriented "clases/bonus"
And you don't really need to add obsidian tools, you could make your mod compatible with others, and be capable of using the base metals mod with other armor and tools/weapon mods keeping the need of making your own weapory at bay and thus optimizing your resources.
For example: Kaishi weapon mod and the Base metals mods (which are compatible because I asked the maker of the first one to do so XD) offer a lot of already multiplayer and singleplayer balanced tool, armor, decoration and weapon options
Aslo, I fell like the current food system (and the quality system on weapons and armor) is a bit redundant (the second a lot because it only shows durability removing the "mystery" of the items needed on an MMO-RP/RPG) you could do it by ntb tags or by hidden data, and let the players find out what is best, or worse by doing and testing...
Also, I hunted a few animals... No one dropped food XD that's a problem, I know the need to encourage players to do something, but at least give the MC minimun drops, but in bad quality, not simply a no drop :/
Sorry if I'm being anoying, but I only want to help into the make of this great mod idea
Also, I like the obelisk system, but what about puting obelisk covering some areas and lefting others uncovered, like in reality?
Example XD
X--> 32x32 with no obelisk not covered
O--> 32x32 with obelisk covering it
XXXXXOXXX
XXOOXXXXX
XXOOXXXOX
XXXXXXXOX
XXXXOXXXX
XOOXXXXXX
With this system obelisk with get more importance, as control-vigilance points instead of just terrain claiming tools wich will make the fights for them more important and make the owners cover the exterior with troops, or maked decent walls enforcing one extra dimension of player/environmental interaction thus making all the obelisk important, not just a "claim all you can" but a "claim what you want and are willing to defend"
Still XD
"Sorry if I'm being anoying, but I only want to help into the make of this great mod idea :D"
"And sorry for my gramar mistakes"
XD
'Solo usability' is on the table but it's veeery low priority. LoMaS is a multiplayer mod first and foremost- a lot of the mechanics just don't transfer over to a singleplayer experience at all. Trading, economy, polyzones, acs, it's more than half the mods- plus the Specializations mod would need to be completely reworked from the ground up. If you need some help in solo-play for testing features, you can always go into creative mode!
Like I said two posts ago (it was at the very bottom, so you might've missed it) farming has been changed to be more difficult to prevent a single farmer from feeding a server of 20 players for the next year and a half. It was excessive, especially compared to other classes. I'm completely against the return of bonemeal in any case- it's just too easy.
LoMaS is being designed as a 'stand-alone' mod, without having to rely on other mods. Once the mod is released, I'll begin looking into compatibility requests.
The reason why quality has to be visible is in the case of player-player trading. You can think of it like going to the grocery store, and looking at the fruits you're trying to buy. You can tell just by looking that the dark brown+black apple isn't one you should buy- it's poor quality. On the other hand, there's a nice juicy red one. That's high quality, and is worth more.
Same goes for weapons/tools quality. Prevents people from scamming one another.
You were a farmer? Did you receive any messages when this happened? Could be a bug.
I'm not sure I completely understand. All territory in real-life can be claimed, right? How does making only some claimable make it more like real life? Environmental interaction?
Nothing to worry about. At the very least, these questions force me to think through and verify my current design decisions.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
Ok, I'm going to explain XD
The one about the farming, i wasn't asking for bonemeal, just for making plating/seeding and using the fertilizer faster if you are a farmer, just that, not growing speed XD
The other, I recieved a message about the animal not being able to produce meat because it's "fit"? was that "fit"? XD I can't remember now, sorry. And yes I was a farmer, but they were wild adult animals :/ Then I tested with creative spawned animals, and the same :/ Also I could find any explanation about how to make the animals worth/"fit". But well, I was just asking the animals to produce meat always, but at low cuality and at the vanilla rates. In reality a cow can feed a lot of people for a lot of time XD.
Now, about the quality, I was saying it was redundant for armor/weapons the NUMBER (I explaned myself bad, sorry) you can just put a number, not refered to it's ingame durability directly, something like a scale from 1 to 20 or so will do the job, and the vanilla durability bar Works for seeing how much will it last.
About the food quality I explaned my self bad (or not at all XD) again, the thing I meaned was, instead of new items, do it from NTB tags, wich will make it more compact and instantly compatible with anyother thing that adds food, or part of a food recipe.
Still, IRL you don't know the "quality" of the things instantly, and you can (and will be) scammed if you don't know about what you will be buying.
REALLY! I do armed and armored martial arts, and takes time to diference a "decent" weapon and armor for a "good one". Diferencing Wall hangers is easy, but still requieres some knowledge and even with that it could be trapped to like a good one, but I REALLY KNOW why you want to put it THAT VISIBLE but making it not really hidden, but not so "plain" would be more fit for the MMO-RP/RPG part.
And the thing about the obelisk, IRL all land can be claimed? Yes and no, you can, but some places are worth of it and others no, also even if you "reclaim" some part of the world the people can use it even without your permision. That's why I was explaning you that XD, it's pretty hard to grasp if you are not very "expert" on history and warfare history :/ and this is not my native lenguaje sorry for that :/
Also thanks for the acceptation of my suggestions/dobouts
Oh! Yea, that will be on the Skilltree, eventually.
That sounds like a bug, actually. Can you add it to the Issues page on the bitbucket so I don't forget?
Oh, I see. I could do something like that, but I worry that if I do it that way it will be too vague? Like people won't know what '20' really means, contextually?
Poor Carrot, Decent Carrot, Superb Carrot aren't actually separate 'Items', not really. They're just treated that way based on their metadata. (And I have to replace the default ItemSeeds & ItemFood classes regardless, so that it takes time to plant things and so that food gained from eating is capped)
But... for the equipment quality, stuff, I don't think pursuing realism in that regard is really viable, since unlike real-life you can't really do anything about a scammer in-game. In real-life you can, you know, sue or whatever once you figure out the item is crap, but in-game... nobody wants to do that, even if they could. So it's better to just make it all very up-front.
Okay, I think maybe there's a misunderstanding on what Obelisks' do, and what an Obelisk Zone actually does- creating an Obelisk Zone (by claiming an Obelisk) doesn't protect that area. It doesn't really do anything, in terms of player 'control'. All an Obelisk zone does is serve as a guideline for collecting taxes from the NPC Citizens that live in that area, and a 'home' for any NPC Warriors you hire.
Once you control a zone, then you can set NPC Warriors to patrol your territory for any people trying to use your land without your permission, invaders, and even use them to clean up mobs, if you have enough of them and they're well-equipped.
As well, 'just like in real life' there may very well be Obelisks that are less valuable, and so, less useful to have captured. Owning an obelisk is not inherently useful, and only provides access to controlling the taxes in that area.
Let me know if you have any more questions!
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
Ok XD I miss understood how do the obelisk work XD I think they worked a la "factions plugin" claim, sorry then
I think I've decided to officially support compatibility with the Base Metals mod. I've been looking through what it adds and it aligns really well with my 'future concept' of my own mod, so if you run into any issues running the Base Metals mod with LoMaS, let me know so I can look into it.
I've also decided not to support compatibility with the Kaishi weapon mod- or at least not a high priority.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
New version, gang! Pigman Warriors are in the spotlight for this update- they should be more or less fully functional, except they're currently missing 'patrol' capabilities, because I'm still trying to figure out how I want to implement that. Looking for feedback on them, for sure.
https://bitbucket.org/bitevo/lomas/issues
https://minecraft.curseforge.com/projects/lomas/files
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
This looks great! WIll try ASAP!
going to try it
Also what about the kaishi weapon mod?
They are fairly balanced weapons
Oh, nothing against the balancing factors- I'm sure they're fine, though I haven't really looked into that part of the mod. The big reason I don't want to 'officially' support Kaishi's weapon mod (not like I want to ban people from using it in their own worlds!) is because the weapons don't fit in the Minecraft setting, in my opinion. The artstyle doesn't match, and many of the weapons are direct references to other games.
Again, not saying I dislike the mod- just that I don't think it fits very well with the feel I'm going with for LoMaS; trying to keep it as close to vanilla as possible when I add new features. If I had unlimited development time available, I'd have no reason not to support it- but right now my time is limited enough that I feel I should be specific in what I spend my time on fixing, and whether what I'm working on aligns with my view of LoMaS.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
I know what do you mean XD
Apart of the DS weapon inspiration from the shotel and zweihander, instead of sprites he is using the new voxel item images.
But that's because his texture/resource pack. Aslo no bugs found, when we get to obelisk operating level this pigman soldiers would be good
This mod looks amazing, and I would love to help test it.
As I have found, I am strangely capable of finding a way to break any mod; and finding where the problem is.
(I'm not really sure what else to say by this point, even though I feel as though I should say more...)
I'm glad you think it looks nice. I've had a hard time finding free time to work on it lately, but if you want to test the current version, you're more than welcome to using the curseforge download. Ideally I could host a server to build a community around the mod (since it's a multiplayer mod, after all...) but that's easier said than done.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
For anyone interested, I've started hosting an Alpha server for LoMaS that's running the i_Hotfix version. It's very barebones at the moment, but hopefully we can start filtering in and exploring.
The full server address is 167.114.116.145:26137
and this was a bit expensive (continues to be, actually) so I'm hoping it sees use.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
New version! Just bugfixes in this one... and one minor request fulfilled.
https://bitbucket.org/bitevo/lomas/issues
https://minecraft.curseforge.com/projects/lomas/files
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
How does leveling work? like, if im a miner and i mine a lot, i will slowly get a faster mining speed? and if im a warrior and i kill a lot of monsters, then i will slowly get a better strength level or resitance level? Also, you should add a weapon/tool leveling system similar to the level 2 mod.
Right now the way it works is you select a class (O key) and depending on that selection, you gain XP in different ways. A miner would gain xp by mining, and would level up slowly to gain new stats and abilities. Warriors gain XP by killing things. You can see what the different level ups do in the image album in the main post, if you want.
Eventually, I want to completely redo this skill system, to make it more gradual (it takes a looooong time to level up right now...), make it more interesting, and make it less linear and more about player choice (a proper skill tree with branching options).
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!
I still want my monk like character with no armor, no weapons, and meditating XD
When i have some time, to spare I'm on university, wil enter to you server.
Also, what is you hosting and the prices, because I have one that Works good and it's very cheap.
Hi Werff! Welcome back. Monk-style character building would likely come with the skill-revamp listed under planned features... so unfortunately I'm not sure when I'd work on that. Full disclosure is that this project is, has been, and will continue to be a **lot** of work, and I'm not even sure if enough people will play it to have an actual community, so I'm torn on my desire to finish the project and my common sense wondering if all this work will be worth it.
The server I'm running is on BisectHosting- supports 80 players. $20 a month or so.
Have a modding question? PM me and hopefully I'll be able to help.
Check out my mod, LoMaS!