Kukipett does too.
Anyway, Newbies on the forums, mods, or MC in general should wisen up a little on the subject of updating mods and how the hell on earth they work before posting a complaint about it not being updated. They should also read the rules, are such posts are considered spam and you could be reported (i think) for posting something of the sort
Hi I just wanted to know if there is a 1.5.2 version of divine rpg. If so tell me.
Is there a 1.5.2 version of divine rpg?i really want it as for I am doing a modded survival on 1.5.2.And the divine rpg is amazing.So please tell me if there is.
I just answered that three posts above yours. Try reading a page or two before asking a question.
I believe he means a further mutated mutant. Use chemical x on a zombie, get a mutant zombie, use chemical x on a mutant zombie and you get some even more freakish version. Perhaps its head migrates into its chest cavity turning it into an enormous mouth and one of its arms lengthens to pull players in close (like a fishing hook) for a bite attack or point blank hammer smash.
O.o
Thanks for the nightmares...
On the idea of mutating mutants, lets get a little Frankenstein here.
Imagine a mutant that was made from other mutants, like a fusion between the skeleton and zombie, enderman and creeper, oh the combos! Now before you down my idea, think a little. Think of the hellishly wonderful combos! Think is all i ask you to do, think and ponder. Food for thought, thats all it is
Now this is a true mod!
It add something fairly useful, rather than a bunch of tools or armor, its simple, but so graceful. This should most definitely be in at least the top 5 for modjam 3
I was just coming up with some random name for it. I still want it to be a pterodactyl thing though. I really need to know if Leonardude is still working on the mod, because he hasn't said anything in like two weeks.
Maybe have a humanoid mob called the assassin. It is faster than the player, but has less health. It runs at yhe player, attacks once with a ton of damage, then runs away and comes back for more.
Seen this idea surface in quite a few mods, none of which lasted very long. Theres something like this in Atum if I remember correctly. Theres also something along these lines in the farlanders mod, when you hit it with your sword, it steals your sword, increasing the damage it deals to you. I kinda like the idea, but something more original would fit better.
You'd be surprised how many people ask this, without reading the entire post. Seriously, go to the Features:Planned spoiler. How you missed it I don't know.
And also, Mykrominer is creating the mod off editing base classes and using base classes, so I really doubt that most mods would work. Forge probably would just not work, and neither would Modloader. What happens now? Pretty much, very little mods would be compatible but I could be wrong, maybe it is compatible with some mods? But Mykrominer isn't using Forge for a reason.Just, be patient. The creator has lots of stuff to do. I could be wrong on everything here, but I've been here for a while and I do know the basics of the mod.
He's not using forge or mod loader because the things he has planned requires the editing of base classes, or re-writes of old ones. battle gear dual wielding in 1.6.2/4 requires the editing of base classes through the use of forge's base class editing ability, but from what I know this can be very difficult, especially something to the extent of dual wielding.
Have a few Importent bugs:
- If you try crafting a divine wooden shovel, you get an augite blade
- Rupee helmet doesnt exist
- Anchors (bowhead anchor etc.) doesnt work. The projectile sound works, but nothing is fired.
- Cannons (crabclaw cannon etc.) doesnt work, nothing is fired.
==THIS ONE IS IMPORTENT==
- Alot of mobs are way to fast! Cave and dessert crawlers are lightning fast. Jungle Dramkryx (or what its called) is also way to fast, he is basicly like lightning. Many other mobs seemed way to fast too.
Many DRPG mobs are quite fast, if i remember correctly they planned on nerfing that for the 1.5.2 update that never came out. Once DRPG is fully updated to 1.6.4, all neat and tidy with 99.99% of bugs fixed, then the nerfs, buffs, new content, etc will start surfacing
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Happiness achieved. Surprisingly fast to get that out this early tho
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Yet*
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Anyway, Newbies on the forums, mods, or MC in general should wisen up a little on the subject of updating mods and how the hell on earth they work before posting a complaint about it not being updated. They should also read the rules, are such posts are considered spam and you could be reported (i think) for posting something of the sort
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I just answered that three posts above yours. Try reading a page or two before asking a question.
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Nope. Never will be.
The mod is only in beta for 1.6.4, having massive trouble updating. The last stable release was for 1.4.7
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O.o
Thanks for the nightmares...
On the idea of mutating mutants, lets get a little Frankenstein here.
Imagine a mutant that was made from other mutants, like a fusion between the skeleton and zombie, enderman and creeper, oh the combos! Now before you down my idea, think a little. Think of the hellishly wonderful combos! Think is all i ask you to do, think and ponder. Food for thought, thats all it is
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It add something fairly useful, rather than a bunch of tools or armor, its simple, but so graceful. This should most definitely be in at least the top 5 for modjam 3
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Thats not good. not good at all
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I have no idea how to comment on the amount of sheer badassery
this is absolutely
positively
Undeniably
Incredible
unfathomably awesome
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Seen this idea surface in quite a few mods, none of which lasted very long. Theres something like this in Atum if I remember correctly. Theres also something along these lines in the farlanders mod, when you hit it with your sword, it steals your sword, increasing the damage it deals to you. I kinda like the idea, but something more original would fit better.
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He's not using forge or mod loader because the things he has planned requires the editing of base classes, or re-writes of old ones. battle gear dual wielding in 1.6.2/4 requires the editing of base classes through the use of forge's base class editing ability, but from what I know this can be very difficult, especially something to the extent of dual wielding.
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Many DRPG mobs are quite fast, if i remember correctly they planned on nerfing that for the 1.5.2 update that never came out. Once DRPG is fully updated to 1.6.4, all neat and tidy with 99.99% of bugs fixed, then the nerfs, buffs, new content, etc will start surfacing
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