bad news: 1.4.6 is coming out around christmas and i would staying your mod to 1.4.5. good news: 1.3 jolly update is coming out before chrismas or chrismas eve. so you had to hurry it up!
can you make mods even more compatible in 1.3 update?
also i like your name. it came from a movie or something. are you planning to make the armor's special abillities? if is, i am so excited that i will give you this
With what mods? Most compatability issues are unavoidable however, such as entity IDs, there is a limit and our mod takes up almost all unused ones.
I like this mod except the Cyclopse and other DivineRPG monsters spawn in towns even when I have alot of torches also their spawn rate is too high and too meny
Okay, I barely even registered what you were asking here, but we will be editing the spawns of some things, but "in towns" is not a very easy thing to prevent spawns in.
Friendly heads up: This is fantasy, not RPG. Once you can become a warrior, mage, or thief, and you can choose perks and a backstory to your character and be good or evil, this is not an RPG.
I'm going to straight up say you're wrong.
RPG is short form for Role Playing Game, it is not limited to classes, perks, backstories, or alignments. RPGs are a broad and very expansive form of game and an open style mod like ours is a very good base for a large and immersive roleplay. Just because you lack the ability to create a believable character without needing the game to do it for you doesn't mean our mod is not an RPG.
However, in light of your point, any fantasy game can easily be a roleplaying game if the player is willing to put in any amount of effort into character design. The basic differences between play styles are easily defined, archer characters will primarily use ranged weapons and armors that don't only provide protection, whereas a knight would use a sword and heavier armor. Play styles like using terrain and different attack paths define a thief character. And most importantly, in multiplayer the way you interact with others easily defines your alignment and your character's story (if others are willing to go along with it.)
Roleplaying is more than a hack and slash with skill points, it is the creation of a character with all of their perks and quirks and not the game forcing you down a path. This is also why I disliked Skyrim...
Is there any plans of releasing a multiplayer that anyone can install into a server or are you just going to have a selective choice of who joins and who doesn't for a long time to come?
Hi I'm having a fun time with your mod. It works great, except for a few things which I would like to give some feedback of. I hope you don't take this negatively, as I just think that a good mod could be made better.
(some of these might be caused by something other than your mod.You can ignored them.)
1) Delayed Portal: After the first time of entering a dimension (and dying miserably) the next time I enter a portal I have to wait a moment. The same happens after I restart minecraft. This isn't a big issue though.
2) Uncraftable boss spawn eggs. Some recipes that share the exact same ingredients will only allow one to be crafted.
ex) Crafting Twilight Demon Crystal makes Mamormeter Crystal. Also, its recipe in the website differs from the one in NEI.
3) Kar-OT can fit through a 1x2 hole. Is this intentional?
4) Teleporter doesn't work, but I saw this mentioned already.
5) Easy yet tedious boss fight (Zichile and Dex)
- I created a large platform in Dravite Hills, and spawned one of the two bosses. I did not have to defend myself from any mobs
except for an occasional Cori. Perhaps you could only allow them to spawn in Augite Depths.
-I like the movement you created (so they swoop down after some flying) but they fly off much too far. I could only hit them when they come in range, after that I would have to wait a long time. I lost one of them in the nether.
- I spawned a Zichile in the nether. It went flying through the ceiling. I could not get a single hit at it, but it lost nearly half of its health
from suffocation. After that I lost track of it. Maybe they shouldn't take suffocation damage.
I really do appreciate your work. I am amazed (by any mod actually) of how people could code java to create things like this. Creating new dimensions, mobs, chunk generation, special effects and so on. Thanks a lot for making this mod.
1. I think that was intentional, however I was not coding when they were made so I do not know the reasoning behind it.
2. Thar is problematic, I will look into the recipes and see if I can fix that.
3. No it is not, I will fix the bounding box on him in the next update.
5.I will fix them suffocating and see if I can do anything to make them a bit more difficult.
Sorry to keep annoying you, but to me those Hellspiders look like normal Spiders AI-wise.
And i woudnt call "dig a 1 block broad tunnel and kill it if it comes close!" a new tactic.
Just as a suggestion: Maybe you shoud try and give those vanilla-dimension mobs some "unique" abilitys instead of over-the-top stats. Abilitys that force the player to use new tactics. Maybe you coud draw some general inspiration from Atomic Strykers Infernal Mobs (not that i want you to copy it, but i hope you get what i try to say).
At the moment, your Vanilla-Dimension Mobs are just annoying. They arent fun to fight at all and and my personal guess is, that most people avoid them. I doubt that you are aiming for this.
Well, sorry if this annoys you. But look, i think this mod got potential and it troubles me a bit if it gets (in my opinion) wastet.
I think your missing my point, that digging a 1x2 hole is not a new tactic, however, it is a very different one that running up to them and hitting them with a sword. Using a bow on strong melee mobs or using terrain to your advantage are all very different from the normal minecraft run and hit it with your sword till it dies.
However, we are in the process of revamping many of the previous mobs with newer AI and making them more fun to fight.
I have a problem >_< I installed it and everything works fine EXEPT, I can't see the sprites of the items in my inventory D: they appear as a blank space :S let me show you a SS of TMI and my inventory
Does Anyone has an idea of what is the problem and how can I fix it??
I have no idea why. It could be a problem with changing an ID in the config or something.
All works fine and is a really good mod, although:
I started a server with this mod installed and it is all working apart from when i come across some of the custom ores in the over world, i cant see them, if i walk on them i get thrown off and take damage, if i try and mine them or place block where they are it just crashes, any help?
Sounds like the server and client config files are different.
Sorry for the exclamation marks. I will just not use them then. I know that sharks and whales spawn in the ocean Biome, but they just don't seem to be spawning.
I was joking about the exclamation marks, you can go ahead.
Also, the shark and whale spawns have been fixed for the next update.
Thank you very much for that suggestion. Now almost every ore smelts into fragments. That IS what they're supposed to do, right?
However... Augite ore still smelts into The Scythe. Its ID is 151.
Edit: It appears Augite fragments and The Scythe were sharing ID 5202 somehow. Changed the fragment's ID and everything is working fine.
Is the Wither Reaper set of armor supposed to have recipes?
Item IDs should be > 4096, we will have these be the default IDs in the new update. But it is to keep IDs below 256 empty for world generation. And 256 - 4095 is block IDs.
I wasn't aware of that... Every ore from the mod is above 256. The Arlemite, Realmite, and Rupee ores work perfectly fine at over block ID 2000. I'll try lowering their IDs to lower than 256 and see if that helps. Can't change Metallurgy's stuff, though, because I added this mod after that; A lot of our world uses Metallurgy.
Thanks for the information, again.
I do not know if that is a 100% certain fact but I do know that you cannot change certain IDs that we use (but are for some reason in the config...) I think arlemite and rupee might be able to but I doubt it. Try finding a space in metallurgy's ID to slip ours in.
Is it possible to modify the dimension ids for the dimensions created by this mod? I want to see if I can make this simultaneously compatible with Mystcraft and Twilight Forest, so I can add it to my Feed the Beast.
Also, is it possible to disable specific mobs, cyclops are quite annoying.
I was wondering about that too, because I couldn't find a reason to ever make Maelstrom instead of Sound of Music.
Question on Sound of Music: Is it Terraria influenced, 'cause seeing it, all I thought of was the Magical Harp.
At the risk of being annoying, I need to ask if this (the recipes) is intentional or something, because I feel like I shouldn't be getting leggings and boots from ores... I'd like to fix that before I actually get to any of the new dimensions, if you can think of why it's happening.
Also, where would I go about getting corrupted shards? The wiki doesn't have information on them.
Yes the sound of music was inspired from the harp in Terraria.
I actually do not know why you would be getting those recipe errors. Althoughh I do know that you cannot move the block IDs of generation blocks above 256 (this includes the mod ores). That might be causing the problem? Try moving the other mod's IDs instead of ours and see if that helps.
The corrupted Dramcryx drop corrupted shards.
I just noticed it doesn't seem Sharks and Whales are spawning in my world. Been searching on a SP world in creative (flying) for a good 30 minutes. When I start MC I get an entity ID conflict error (It's ID 3, if that means anything) , but I just ignored it as it can't be fixed. I thought that might be the problem, but I only get one error, and two mobs don't seem to spawn. Do they have an extremely low spawn rate? Or maybe they don't spawn in Mystcraft worlds?
Also on the wiki, it says Crab Anchor, but in game (1.1.6) it is a Claw Anchor. Typo maybe?
The whales and sharks only spawn in the ocean biome if that helps.
First of all, I love the mod! Adds alot of things for my friends and I to do! I have my own server for this mod, it IS PRIVITE, and well, idk if its cause its just multiplayer or what, but there are like 3 mobs that don't spawn! Ill give you the names, (They are all from the Overworld!) The shark, The Whale, and The Eye! Now, if I take a spawn egg and spawn them, they do spawn! Please tell me if they are just Really Rare, or if they are suppost to be common! If they are suppost to be common, then it must be a bug! (Thanks to the Mod Creators of this EPIC mod! My friends and I are only on the third dimension! If you guys can find the problem and fix it, Thank you for your caringness!)
1. Do you always end all of your sentences in exclamation marks? Cause I just read your entire post and I was imaging you screaming the whole time. Heh.
2. See above.
Well, if it is a bug, i wont complain anymore about that. But iam actually wondering myself, why you think it is "good" to nearly force one to avoid mobs that you implement.
I did not say avoid. We used a different approach to fighting them and that is what I really like. Seeing players having to innovate and find new tactics instead of the basic run up and hit it with your sword tactic is what I strive for when designing mob AI.
Again thanks for the response! Much appreciated. Last question I promise!
Testing in SP, it seems the "Maelstrom" is significantly weaker (Durability to Damage wise) against Hell Spiders compared to its counterpart "Sound of Music". The question is, is this a part of the mod intentionally and the Maelstrom is meant for different kinds of mobs, or what?
It may be that I had the two backwards, and the sound of music is probably better. Been a while since I was in the weapons area of the code.
I'm not complaining, but I have to disagree. Hell spiders aren't a joke at all. My friends and I have died many, many, many a time fighting them. They kill me in three or four hits, plus their fire seems to be able to hit us from multiple blocks away (Is that intentional, or just a side effect of using it on a server?) We use mid-high gear from Metallurgy, so that may be the issue, but we're able to do fine against just about everything else. The Sound of Music has been a TREMENDOUS help in killing the spiders, though, which is why I said I'm not complaining.
Also (maybe) bug. I had to change IDs to work with Metallurgy, and NEI is telling me that Wither Reaper gear is made just by smelting Azurite ore for the legs, and Mythril ore for the boots, with the other two pieces having no recipe. The config files are the same on both client and server.
The spider's attacking from a distance was a bug as the current version had them lighting the player on fire when they jumped towards the player. It has been fixed, however, in my own experience when the spiders would kill you if you were in sight range (old bug) we were still able to traverse the nether quite easily by digging tunnels and having 1 wide openings to kill them through.
Using different approaches is the difference between an unbalanced playthough and an interesting but still difficult playthrough.
Thank you for the response! I have a few more questions though.
1. What is the strongest weapon before I get to the new dimensions because I'm still working on finding the Arlemite/Rupee (Don't worry I'm not going to whine about the spawn rate ).
2. What is the strongest range weapon before the new dimensions?
3. On the wiki, is the "Attack Power" info in full hearts or halves?
4. Is there any kind of ETA for the new wiki?
Also I would like to say I think you are doing an amazing job on this mod guys. Yea it needs a few tweaks here and there but all main mods do. Keep up the good work, hope to hear from you soon!
1. The bedrock maul I believe.
2. I personally think either the shadow bow or the maelstrom, however, I believe the ghast cannon deals the most damage before our new dimensions
3. Half-hearts (damage values)
4.I cannot say as I am not the one working on the wiki. You will have to ask Xolova about that one.
0
Wait, what?
0
With what mods? Most compatability issues are unavoidable however, such as entity IDs, there is a limit and our mod takes up almost all unused ones.
Replace the .jar file with the new one.
500
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Sorry no idea why that's happening.
lol ur dum and u shud maek ur mod has new mob make dragon pls man i want my mod make my way do yes how now.
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No.
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Wait, what?
Okay, I barely even registered what you were asking here, but we will be editing the spawns of some things, but "in towns" is not a very easy thing to prevent spawns in.
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I'm going to straight up say you're wrong.
RPG is short form for Role Playing Game, it is not limited to classes, perks, backstories, or alignments. RPGs are a broad and very expansive form of game and an open style mod like ours is a very good base for a large and immersive roleplay. Just because you lack the ability to create a believable character without needing the game to do it for you doesn't mean our mod is not an RPG.
However, in light of your point, any fantasy game can easily be a roleplaying game if the player is willing to put in any amount of effort into character design. The basic differences between play styles are easily defined, archer characters will primarily use ranged weapons and armors that don't only provide protection, whereas a knight would use a sword and heavier armor. Play styles like using terrain and different attack paths define a thief character. And most importantly, in multiplayer the way you interact with others easily defines your alignment and your character's story (if others are willing to go along with it.)
Roleplaying is more than a hack and slash with skill points, it is the creation of a character with all of their perks and quirks and not the game forcing you down a path. This is also why I disliked Skyrim...
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They are sppoookkyyyy chests.
They just look different.
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Will fix that for next version.
The mod is UNIVERSAL you install the same version on both single player, and multiplayer. Our mod became universal weeks ago.
2
Used in crafting
1. I think that was intentional, however I was not coding when they were made so I do not know the reasoning behind it.
2. Thar is problematic, I will look into the recipes and see if I can fix that.
3. No it is not, I will fix the bounding box on him in the next update.
5.I will fix them suffocating and see if I can do anything to make them a bit more difficult.
I think your missing my point, that digging a 1x2 hole is not a new tactic, however, it is a very different one that running up to them and hitting them with a sword. Using a bow on strong melee mobs or using terrain to your advantage are all very different from the normal minecraft run and hit it with your sword till it dies.
However, we are in the process of revamping many of the previous mobs with newer AI and making them more fun to fight.
I have no idea why. It could be a problem with changing an ID in the config or something.
Sounds like the server and client config files are different.
I was joking about the exclamation marks, you can go ahead.
Also, the shark and whale spawns have been fixed for the next update.
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No problem, feel free to ask anytime.
[edit] And also the wither reaper armor is bought from the Jack-o-man who is a rare spawn at night.
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Item IDs should be > 4096, we will have these be the default IDs in the new update. But it is to keep IDs below 256 empty for world generation. And 256 - 4095 is block IDs.
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I looked into the code and apparently the whales and sharks were not extending EntityWaterMob, has been fixed for the next update.
I do not know if that is a 100% certain fact but I do know that you cannot change certain IDs that we use (but are for some reason in the config...) I think arlemite and rupee might be able to but I doubt it. Try finding a space in metallurgy's ID to slip ours in.
The config file is your friend.
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Yes the sound of music was inspired from the harp in Terraria.
I actually do not know why you would be getting those recipe errors. Althoughh I do know that you cannot move the block IDs of generation blocks above 256 (this includes the mod ores). That might be causing the problem? Try moving the other mod's IDs instead of ours and see if that helps.
The corrupted Dramcryx drop corrupted shards.
The whales and sharks only spawn in the ocean biome if that helps.
1. Do you always end all of your sentences in exclamation marks? Cause I just read your entire post and I was imaging you screaming the whole time. Heh.
2. See above.
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I did not say avoid. We used a different approach to fighting them and that is what I really like. Seeing players having to innovate and find new tactics instead of the basic run up and hit it with your sword tactic is what I strive for when designing mob AI.
It may be that I had the two backwards, and the sound of music is probably better. Been a while since I was in the weapons area of the code.
0
The spider's attacking from a distance was a bug as the current version had them lighting the player on fire when they jumped towards the player. It has been fixed, however, in my own experience when the spiders would kill you if you were in sight range (old bug) we were still able to traverse the nether quite easily by digging tunnels and having 1 wide openings to kill them through.
Using different approaches is the difference between an unbalanced playthough and an interesting but still difficult playthrough.
1. The bedrock maul I believe.
2. I personally think either the shadow bow or the maelstrom, however, I believe the ghast cannon deals the most damage before our new dimensions
3. Half-hearts (damage values)
4.I cannot say as I am not the one working on the wiki. You will have to ask Xolova about that one.