when will the sand worm boss dimension get worked out? or am i missing something, when i enter the dimension its just a void world, also why does right clicking with the legends sword send me to the dimension?
Hey new update. sorry for being gone for so long. Saw a few Mod spotlight videos and was motivated to get to work again. Anyway
Worked on the Golem to make it more dynamic with the materials it can spawn on, now it can spawn on all of them, any solid material, no liquids, because of reasons.
The Golem takes on the material it spawned on. Works even on custom blocks from other mods
Block hardness is then used to set HP and damage. I may have set the multiplier a bit high because it took a while to kill the obsidian golem
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Nice to see that this mod isn't dead, these bosses seem really neat and innovative, with the giant worm thing and the tick that grows in size, don't see a lot of mods that do this.
Might do a review of all the current mobs sometime.
I really need to put up a new beta file with all the recent changes.
The Skull is kindof my goto test mob, because it has the smallest class file. It is easy to throw random test code into it and see if it works, without breaking anything. Hence why it is changing colors. That was a test for Paragons flame to see if I could make an entity color change with time without creating new textures. Also it definitely does damage, I think I just turned it off at that moment in time.
The sword is not supposed to portal you anywhere, I used it to test the teleporting between the boss dimension.....I should make an admin wand or something.
Chorps textures are fixed, not sure why they broke, but yeah
Moldorm is buggy, the hitbox is his final tail segment, but it doesn't always work...or rather it does, but if your swing hits more than 1 body segment then it is canceled, need to fix that
Arrg the tick isn't animated in that build, and it doesn't span a blood block.....again something that didn't make it in that build but is in the next compile
Paragons hitboxe visuals were supposed to be off....I think I left it on for testing. Hit box visuals is something in the config
Tatters, as of right now, just has a % chance to teleport when hit. So thats what that is doing
Shade Howler was hardly even there, just 1 attack at the time, so that's all it was doing, there was a lot more work done since, again will be in the next release
Sand worm, i guess your map was really low, it dives to a certain deth before it turns , so I assuming your floor was already really low, hence why it didn't dive out of view. Also its pathing has since been fixed.
The portal block. Place it in the ground. place a teleporter landing somewhere else. Each time the teleporter changes color it will teleport all players on teh teleporter to a random teleporter landing. Also it has a cool animation of the players teleporting away, if you are not on the teleporter. Or if your landing is close enough to the original teleporter pad, you will see yourself teleport away. Just try it
OMG the phase fire.....I disabled the shader.....arrrg. Again testing things that never made it in because of testing.....it works now lol
In short. It's beta and there is a lot of debug stuff left in lol
A lot of stuff that looks like bugs, or doesn't make sense was / is probably fixed.
Ok new download is available. LOTS of quality of life stuff, bug fixes and streamlining.
Return Beta - Version # Demo
Download Link: Link
No-AdFly: Link
DO NOTE
The sandworm test dungeon will not spawn unless you put the templates folder in the root of your minecraft directory. I don't recomend trying to get eaten by the sand worm in survival, mainly because the teleport isn't the quickest, and sometimes you will fall through the world because the dimension didn't load fast enough......working on that
NOTE TO MOD SPOTLIGHT MAKERS
Please note that this is a beta/wip in your videos. It is very awkward to watch someone review a half baked mod but not disclaim that it is still a work in progress.
Ok new download is available. LOTS of quality of life stuff, bug fixes and streamlining.
Return Beta - Version # Demo
Download Link: Link
No-AdFly: Link
DO NOTE
The sandworm test dungeon will not spawn unless you put the templates folder in the root of your minecraft directory. I don't recomend trying to get eaten by the sand worm in survival, mainly because the teleport isn't the quickest, and sometimes you will fall through the world because the dimension didn't load fast enough......working on that
NOTE TO MOD SPOTLIGHT MAKERS
Please note that this is a beta/wip in your videos. It is very awkward to watch someone review a half baked mod but not disclaim that it is still a work in progress.
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Update to 1.11.x/1.10.x please!
When will the uptade for 1.10.2 ?
#1.7.10 I need this with AoA and Arcana RPG
Try not to update or go through 1.9/1.8. If you want to update it, jump to 1.10 or 1.11.2. Also epic mod! Great and interesting bosses!
Some things are gotten through blood and iron, others through peace and patience.
This looks so cool that fire block scared me though and I can't wait to see the dimension
It's a real shame that most of the finest mods, like this one are for 1.8 and up only, not 1.7.10
Update or get left behind
Ain't happening boi.
when will the sand worm boss dimension get worked out? or am i missing something, when i enter the dimension its just a void world, also why does right clicking with the legends sword send me to the dimension?
Does this work for 1.8.9?
Hey new update. sorry for being gone for so long. Saw a few Mod spotlight videos and was motivated to get to work again. Anyway
Worked on the Golem to make it more dynamic with the materials it can spawn on, now it can spawn on all of them, any solid material, no liquids, because of reasons.
The Golem takes on the material it spawned on. Works even on custom blocks from other mods
Block hardness is then used to set HP and damage. I may have set the multiplier a bit high because it took a while to kill the obsidian golem
Nope he will definitely have more attacks. I believe I have them all listed in the Road map google doc in the first post.
As for a banner....dunno, I just have what is in my signature at the moment.
I made a showcase!
[url ="http://www.minecraftforum.net/topic/1066990-hardcore-ender-expansion"]
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Nice to see that this mod isn't dead, these bosses seem really neat and innovative, with the giant worm thing and the tick that grows in size, don't see a lot of mods that do this.
Might do a review of all the current mobs sometime.
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
I really need to put up a new beta file with all the recent changes.
The Skull is kindof my goto test mob, because it has the smallest class file. It is easy to throw random test code into it and see if it works, without breaking anything. Hence why it is changing colors. That was a test for Paragons flame to see if I could make an entity color change with time without creating new textures. Also it definitely does damage, I think I just turned it off at that moment in time.
The sword is not supposed to portal you anywhere, I used it to test the teleporting between the boss dimension.....I should make an admin wand or something.
Chorps textures are fixed, not sure why they broke, but yeah
Moldorm is buggy, the hitbox is his final tail segment, but it doesn't always work...or rather it does, but if your swing hits more than 1 body segment then it is canceled, need to fix that
Arrg the tick isn't animated in that build, and it doesn't span a blood block.....again something that didn't make it in that build but is in the next compile
Paragons hitboxe visuals were supposed to be off....I think I left it on for testing. Hit box visuals is something in the config
Tatters, as of right now, just has a % chance to teleport when hit. So thats what that is doing
Shade Howler was hardly even there, just 1 attack at the time, so that's all it was doing, there was a lot more work done since, again will be in the next release
Sand worm, i guess your map was really low, it dives to a certain deth before it turns , so I assuming your floor was already really low, hence why it didn't dive out of view. Also its pathing has since been fixed.
The portal block. Place it in the ground. place a teleporter landing somewhere else. Each time the teleporter changes color it will teleport all players on teh teleporter to a random teleporter landing. Also it has a cool animation of the players teleporting away, if you are not on the teleporter. Or if your landing is close enough to the original teleporter pad, you will see yourself teleport away. Just try it
OMG the phase fire.....I disabled the shader.....arrrg. Again testing things that never made it in because of testing.....it works now lol
In short. It's beta and there is a lot of debug stuff left in lol
A lot of stuff that looks like bugs, or doesn't make sense was / is probably fixed.
Ok new download is available. LOTS of quality of life stuff, bug fixes and streamlining.
Return Beta - Version # Demo
Download Link: Link
No-AdFly: Link
DO NOTE
The sandworm test dungeon will not spawn unless you put the templates folder in the root of your minecraft directory. I don't recomend trying to get eaten by the sand worm in survival, mainly because the teleport isn't the quickest, and sometimes you will fall through the world because the dimension didn't load fast enough......working on that
NOTE TO MOD SPOTLIGHT MAKERS
Please note that this is a beta/wip in your videos. It is very awkward to watch someone review a half baked mod but not disclaim that it is still a work in progress.
Sorry >.<
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Lol it is fine. Any spotlight is a good spotlight, I think most people know that it is a WIP anyway.
I can make a new showcase when you add a new mob, and cover all the changes then.
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Also, I assume the Golem's textures have been fixed as well?
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