- Equeon
- Registered Member
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Member for 14 years
Last active Mon, May, 15 2017 23:24:06
- 2 Followers
- 3,036 Total Posts
- 398 Thanks
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Aug 28, 2012Equeon posted a message on Decoration Blocks to Come; MineTV Episode 5Skulls, and mounted heads of various monsters, would be cool additions. Now you can have the heads of creepers and spiders hanging over your fireplace.Posted in: News
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Jul 23, 2012Equeon posted a message on Lawsuit Filed Against Mojang - This Time, For Obscure PatentPosted in: Newsprevent the unauthorized use of said application, including, but not limited to, Mindcraft.
Don't feed this troll, let it rot in a pit. -
Apr 26, 2012Equeon posted a message on Snapshot 12w17a is Ready to Test!Clearly, Jeb was hinting that space hamsters and bears have been added.Posted in: News
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Mar 12, 2012Equeon posted a message on Escapist Developer Tournament, and Our Character Tournament - Can Minecraft Win Both?Aela will shoot a pig in the face. Hopefully the fact that I'm married to her in my game doesn't make me biased.Posted in: News
Enderman could easily take down Rytlock, who's basically a lion in a suit of armor.
And Creeper... to take down Onyxia, he'd have to have quite a lot of dots. -
Oct 21, 2011Equeon posted a message on Mod Spotlight: Tale of KingdomsSo, do you get a cool mount when your reputation is maxed with them?Posted in: News
:tongue.gif: -
Sep 13, 2011Equeon posted a message on 1.8 Updates: Second Pre-Release Update Available!> Didn't fix Silverfish doing no damage on SSPPosted in: News
> Didn't fix texture bugs if you change the texture of silverfish, Endermen, or spiders
> Didn't fix the only two bugs that affected me
NOO! -
Sep 13, 2011Equeon posted a message on 1.8 Updates: Second Pre-Release Update Available!Posted in: NewsChanges
Mineshaft generation halved
Three strongholds now spawn per map instead of one
Bugfixes: If they still occur, send a PM!
- No more lag when experience balls are dropped
- Furnace now smelting all items correctly
- No more client crashes when placing chests
- Can now break blocks in Nether
- Now able to go into position over broken Nether blocks in Creative mode
- Actual silverfish name displayed when they kill a user instead of base name
- No more items being wiped when accessing Creative mode
- No more randomly catching fire in Creative mode.
- Unlimited water is now available in Creative Mode
- Dyes are now in palette
- Endermen no longer hold grass with side texture visible on top
- Missing items from Creative Mode inventory have been added
You call that a "massive" list of tweaks and changes? -
Aug 2, 2011Equeon posted a message on 1.8 Updates: Endermen or Farlanders?By the way, here's the original image.Posted in: News
Endermen have green eyes! -
Aug 2, 2011Equeon posted a message on 1.8 Updates: Endermen or Farlanders?Please don't post misleading information.Posted in: News
"/v/ is petitioning me to change the name from "Endermen" to "Farlanders". How about we just rename the "far lands" to "the end" instead? ;D"
This means Notch likes the name enough to change the name of the Farlands. He is NOT considering a new name. -
Jul 27, 2011Equeon posted a message on 1.8 Updates: New Mob...Revealed?Posted in: NewsQuote from Dysentery
enderman is just what people decided to randomly call it
plus it cant be anything that already exsists it has to be something that has never exsisted before like the creeper!
No, actually that's what Notch calls it now... -
Jul 22, 2011Equeon posted a message on 1.8 Updates: Bosses, Biomes and MoreSounds awesome!Posted in: News
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Jul 9, 2011Equeon posted a message on 1.8 Updates: Bow MechanicsAh, finally. Charge-able bows! In most RPG/Adventure games, I play as an archer- but not Minecraft, the lack of skill needed to use a bow and utter simplicity of the entire system has always bothered me. Not anymore, thanks Notch!Posted in: News
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Hey Daottoad, your comments were extremely helpful last time.
I'm trying to make a "homemade" flying NPC in 1.7.10. (As I understand it, even in 1.11 the flying AI is wonky).
I have the flying creature mounted on an invisible orb - for all intents and purposes, it looks like the NPC is flying. However, NPCs can't use melee attacks while mounted.
Using projectiles with very short range just gets the mounted creature to accidentally punch its invisible orb mount.
How do I cause a set amount of damage to the player whenever he collides with the creature?
I've tried using an Instant Damage effect with the Collide tab but it doesn't seem to work, or I am just typing that aspect of the code incorrectly.
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O great Daottoad, Scripter of NPCs, I thank you for your very helpful videos. My custom NPCs have had huge improvements in variety and combat strategy thanks to you.
However, I have several requests for some functions in the 1.7.10 version, if at all possible.
1. How can I force an NPC to make a sound via scripting without a message "Played sound @Equeon" appearing in the chat?
2. Is it possible to produce a sound effect when an NPC uses the heal effect? I want to make it more obvious when spawned mobs are healing a boss.
3. How can I make a custom NPC explode, like a creeper? What about routinely dealing damage in an area without dying? (Like a "pulse" every 10 seconds)I found the world.explode function but it crashes my game upon activation. What should a typical line for this look like?
>explode(double x, double y, double z, float range, boolean fire, boolean grief)
I have npc.getx, etc. for the coordinates, 1 for the range, 0 for fire and grief. But a crash with no log pops up each time.
4. Can an NPC projectile create or modify the blocks where it lands? (Fire blocks on top of the ground, stone turning to ice, spitting custom acid clouds, etc). I know the world.setblock command, but not sure how to do this for where a projectile hits
5. A few of your videos utilize a random function, but your examples only included switching weapon skins. How might I use a random function for combat or AI settings to make a more unpredictable fight (randomly sprinting, firing projectiles, etc).
6. Is there a way to change an NPC's movement speed without spawning a new NPC?
I've looked at the 1.7.10 modifiers for methods and haven't really found the answers to these questions.
Thanks in advance! Hopefully these aren't impossible or too much of a pain to create.
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Damn, cockatrices too? Those are some of my favorite mythical creatures. Really looking forward to this mod coming out, even if it's in two years.
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That's awesome and very useful, thanks!
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Can you not have a regular NPC dual wield with the "hug" pose, zombie sounds, burn in sun turned on, and type set to Undead?
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In the future, would it be possible to have an option for changing an NPC into another when it enters combat? Perhaps with an option for a sound effect, too.
You could use a nearly identical NPC with a different skin for flavor (angry wolf, or a villager with weapons drawn) or a completely different NPC for interesting combat (a druid that shifts into a bear, etc.)
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I installed Optifine and wanted to use the Randomobs option, so over the course of several hours I collected and created a ton of mobs skins to use. I put the "mob" folder in the "assets" folder, started up the game, and then spawned a few zombies to test out the function. It didn't work, so I quit the game and went to check the assets folder - my "mob" folder was GONE.
I've searched my recycling bin, all other folders, the open recent function, but there's nothing. Was this supposed to happen? Should I have known to make a backup before putting something in the Assets folder? And how can I get it back?
If I can't retrieve that folder, I'm going to be really upset that I spent hours making it only for it to disappear instantly.
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Sorry for asking again, but I'd really love to know... do you have any plans to give more options to natural spawns? Biome or dimension-specific, or only at night, etc.
If you do, then I can spend lots of time now creating custom mobs for the future. If this is unlikely to ever happen, I'd rather not bother.
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Noppes, I know you plan to add some greater control over natural spawning custom NPCs, but do you ever plan to add an option or config for these NPCs to spawn only in specific biomes? That would be incredible. With that alone you would basically make any mob mod without custom models obsolete.
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Great animation, but... that montage parody music, wow. Was not expecting that.
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That image link is broken. Try using imgur.com for images, I've never had a problem there and I don't think it will ever suddenly take down all of its images and convert to a paid model (looking at you, ImageShack...)
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This bug still hasn't been fixed:
at net.minecraft.item.ItemStack.func_77984_f(Unknown Source) ~[add.class:?]
at net.minecraft.item.ItemStack.func_77951_h(Unknown Source) ~[add.class:?]
at chylex.hee.mechanics.orb.OrbAcquirableItems.addItemToList(OrbAcquirableItems.java:156) ~[OrbAcquirableItems.class:?]
at chylex.hee.mechanics.orb.OrbAcquirableItems.initialize(OrbAcquirableItems.java:75) ~[OrbAcquirableItems.class:?]
at chylex.hee.HardcoreEnderExpansion.onPostInit(HardcoreEnderExpansion.java:168) ~[HardcoreEnderExpansion.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_25]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_25]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_25]
Whatever it is, it's a conflict between the two mods, because the Hardcore Ender Expansion works fine by itself.
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To be fair, I used redstone as an example because players who use it do have an advantage over those who don't (endless supply of monster drops, easy harvesting, etc.) Still, looking back again, I agree that directly buffing the player's damage is not a good or interesting mechanic, so I've changed this.
Would you consider the different non-combat buffs to be acceptable, like the owl's nightvision and the slightly increased movement speed when you're in an area that your bird is scouting?
Regardless, I'm glad we can resolve this civilly. Nothing like arguing back and forth on the Internet only for neither party to change their opinion.
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Beware, long response ahead! I had to break it up because this forum has the most broken and frustrating formatting I've ever seen. I couldn't just put it in one spoiler, unfortunately.
I'm not sure what you're trying to say here. Just because taming a wolf in the vanilla has no depth, so should other animals added in mods?
Pavo plans to add bird perches or cages. There are no dog beds or doghouses or anything like that in vanilla, so by that same logic, bird accessories shouldn't be implemented.
However, this is a mod specifically dedicated to birds, and is by nature more complicated and specific than taming a wolf -- one of the simplest mechanics ever added to the default game. If you weren't aware, enough people were unsatisfied with the wolf that there is now a massive mod dedicated to implementing unique content that is "Better than Wolves".
That's exactly what I included in my post. It's not like you can't have different stats without special abilities... it's called a suggestion for a reason, and those aspects can easily be separated.
Sure. I respect that opinion and I also love mobs that add to the atmosphere. However, I wouldn't say adding complexity to a falconry system makes the game "centered around itself". Take, for example, redstone in the default game. There is such a wealth of incredible creations you can make with redstone, even in survival mode. You can easily use redstone to create incredible contraptions, automatic harvesting systems, mob farms, etc., to the point that you could almost argue the game is "centered around redstone".
However, I much prefer the adventure and exploration aspects of Minecraft, so I rarely, if ever, use redstone in my survival worlds. Those who are interested in redstone, however, can enjoy it for its full potential. It all works out!
If you download a bird mod with falconry, no one would force you to have to tame an owl and level it up. If such a system were implemented, a toggle in a config file would certainly solve any of those issues.
I also disagree that "they should not be much more special than dogs or cats". As I said before, I personally find the default pets in Minecraft quite dull. Taming a wolf in Minecraft is just that - taming a wolf. But if this Exotic Bird mod actually adds falconry - not just "taming hawks", but "falconry", that implies a slightly different mindset from simply right-clicking on a mob a few times and maybe being able to hunt with it.
Take a look at this summary/introduction to falconry.
Here's the first part of that page:
"Falconry is an art. It requires long hours, constant devotion, finesse, subtlety and skill. The falconer must train a bird of prey to fly free, hunt for a human being and then accept a return to captivity.'Falconry is not a hobby; it’s a lifestyle.'"
That's why I believe the birds "deserve a special bonding and abilities." Not everything in real life should be accurately represented in Minecraft, or it wouldn't be game anymore. But this suggestion is for a practice whose very core revolves around developing a close understanding of the birds you hunt with.
I figured this would be best reflected by a leveling system similar to the player's, with abilities marking milestones in the falcon and falconer's bond.
As I mentioned, you can easily pick and choose different aspects of the suggestion that you like or don't like. It's not an all-or-nothing deal.
I included all those abilities because some seemed necessary to have at all - like item delivery, guarding an area, and acting as a message carrier - while others provided a unique aspect for each different species.
I respect that opinion as well. Personally, I go out of my way to have as many quality mob mods as possible, while still using spawning mods to keep them in check. If a mod adds something that I feel to be too powerful, I disable that aspect or just don't use it ingame. Each player will have a different preference and attitude towards mods, and I was sure that some people would dislike the "RPG" aspect of a bird giving you a buff. Others might like all the different aspects of falconry.
At the end of the day, I'll let Pavo figure out what he wants to put in his own mod.
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Well, how else could you make the different types of birds have unique differences in combat? How else could you provide a unique choice for using one type of bird over the other?
Obviously it's up to Pavo if he cares to add a system like that in the first place, but I think it works well enough. A buff system allows the player to develop a closer bond with the birds as they level up and gain new ways to help you - reflecting the years-long bonding process of real-life falconry, while still adding an actual ingame incentive.
As for the parrot screech, I agree that "nauseated" might not be the best effect, but a short 2-3 second screen wobble is the closest you can get to a "dazed" or "deafened" effect without much work. If I heard this
(skip to 1:37)
or this
in my ear as I was trying to attack something, I would be momentarily distracted, too.