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    posted a message on Dragon Mounts r46 [WIP]
    You did delete the MOJANG_C files in META-INF (or META-INF entirely), right?
    Posted in: WIP Mods
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    posted a message on [16×] Kais's DefaultPlus V.3.3
    Quote from jesse3333

    ...You blew up about mods on a couple ocasions... and said you would "never suppot mods." I see how it is.

    Try reading a little more carefully, sir.

    I blew up over people editing and redistributing my work without my permission, which is a perfectly reasonable thing to blow up over. I never said I would never support any mods. The reason I don't take requests for mod support is, I just don't like most mods, and therefore don't use them, and I don't want to have to manage a dozen different sets of textures that I will never even see.
    Posted in: Resource Packs
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from Axquirix

    Since there's a saddle and a new wing design/structure, will this dragon match my texture pack?

    If you mean does it use the ender dragon's texture layout, then heck no. If you had a texture made for a previous version, then you still need to work on it since the wings and legs changed significantly.

    And speaking of texture packs, I just updated DefaultPlus with support for this mod!
    Posted in: WIP Mods
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    posted a message on [16×] Kais's DefaultPlus V.3.3
    TWO MONTHS LATER

    When suddenly, mod support! Barracuda hasn't even finished his dragon mounts mod yet, but it's already awesome enough to warrant some sexy new textures. Isn't she cute?

    Oh yeah, I also turned the spawn eggs into spawn wands.
    Posted in: Resource Packs
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from BarracudaATA
    • Improved wings and legs on the model.

    Well uh ... the wings have been improved, yeah.
    The hind legs are too skinny now, and the hind feet are too small. The dragon looks silly and top-heavy on those tiny legs. :/

    Also, the middle two neck segments are slightly out of alignment in the standing animation. It would look smoother if they were slid up a notch.

    Everything else is great, though. No more dumping saddles in lava after nether flights!

    EDIT: Also, the dragon egg isn't showing up in the creative inventory anymore.
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from MunkeyCraft

    I dont know if its just me but holding another EnderDragon Egg doesn't make the dragon destroy anything, i dot get the overlay or anything. can anyone suggest whats wrong with it?

    Im running several mods Millenaire, TOK, Core Mods and credits, Twilight Forest, Mo' Creatures, Rei's Minimap & Treecapotator (all from the YogBox).

    Thank you

    It was changed in the last update. You have to feed it a glistering melon to destroy terrain.
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from AyrA

    Are you sure you are not flying in creative mode?

    Just try once to fly through lava in the Nether and the Dragon starts to burn

    Immune to fire, not lava. ;)
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from AyrA
    Last thing. If it can burn testificates and Villages to ground, will you make it immune to fire?

    They already are immune to fire.
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    I have nothing to say about the flamethrower, but I thoroughly approve of your music selection.
    Posted in: WIP Mods
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    posted a message on My sword is not doing consistent damage?
    Quote from 7777seconds
    Diamond swords don't deal nine damage per hit. I think the Wiki meant that they deal double damage when you hit a critical?

    Edit: I see. Diamond swords deal 3.5 hearts (7 damage) per hit, and they deal 4.5 hearts (9 damage) with a critical strike. Each level of sharpness adds one half-heart of damage (1 damage) to a sword's damage. So, with sharpness II, your sword deals 4.5 hearts without a critical, and 5.5 hearts with a critical hit.

    If you want to be able to kill things in two hits with the sharpness II sword, you need to deal them in critical hits. You need sharpness III to be able to kill anything in two hits without criticals.

    Minecraftwiki disagrees with your math. Diamond swords deal nine damage on a normal hit and seventeen damage on a critical hit. Taking sharpness 2 into account, that's eleven damage on a normal hit and nineteen on a critical. Either way, I should always be able to kill monsters in two hits. Currently, it takes me either two or three, with no observable pattern, regardless of whether I perform a critical or not.
    Posted in: Survival Mode
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    posted a message on My sword is not doing consistent damage?
    I have a diamond sword of sharpness 2. According to minecraftwiki, a diamond sword deals nine damage, and sharpness increases the damage of a sword by one per level, which means that my sword should be dealing eleven damage per hit. All surface hostile mobs have twenty health, so I should be able to kill any skeleton, zombie, creeper, or spider I happen across in two hits.

    I have found this to be the case only some of the time. In fact, most of the time it takes me three hits to kill anything, which means that, most of the time, my sword is dealing only nine damage per hit, as if it were not enchanted at all. I would think that I could remedy this by using critical jump strikes, but even this has no bearing on the number of hits it takes me to kill things. It seems that the game is ignoring the damage values of my sword and enchantment, and arbitrarily picking an amount of damage for me to deal.

    Has anyone else observed this? Even better, does anyone know why this happens? I spent two diamonds and ten levels on this sword, which is not a massive investment, but enough for me to be disappointed at the lack of reliability I'm seeing.
    Posted in: Survival Mode
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    posted a message on Dragon Mounts r46 [WIP]
    Actually, I've noticed that endermen can walk up one-block ledges as if they were stairs. It might be easier to work with Notch's code, rather than a modder's code.
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    Quote from BarracudaATA
    • Dragons are now hydrophobic and won't submerge in water.

    Are you kidding me that was one of the best parts D:
    Posted in: WIP Mods
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    posted a message on Dragon Mounts r46 [WIP]
    After using this mod for a few days, I have some thoughts:
    • I'm not sure I like the particles around my dragon. It might be because I've been experimenting with the skin, and floating purple particles don't go nicely with different colors of dragon.
    • I am also not sure if I like the model changes. The Ender Dragon was designed, by the look of it, to walk on its hind legs only. Your altered model looks a bit too heavy for the new, skinnier legs.
    • The control is very fun, but it needs a few tweaks. First, there needs to be a way to hover in place. Second, there should be a way to look around without changing your flight path - how can I enjoy the scenery when my dragon tries to faceplant into everything I look at? I suggest that the "walk forwards" key cause the dragon to hold its trajectory, and the "walk backwards" key cause it to hover.
    • I should also be unable to accidentally attack my dragon while I'm riding it. Especially with arrows - here I am with a perfect vantage point for sniping monsters, but I can't because if I aim anywhere below me, I end up nailing my dragon in the back.
    • And on the subject of the dragon taking damage, an indication of its current health, like the wolves' tails, and the ability to feed it meat, would be nice. I suspect you already have this planned, though, but it still bears mentioning. (EDIT: and now that I look at the first post, I see that you've got this covered already. Curse you Kais, y u skim so much?)
    • When I dismount the dragon, I take fall damage. Could the spot where the player appears after dismounting be lowered a bit?
    Other than that, just wanna mention that this is the first actual gameplay-altering mod that I'm willing to use in proper gameplay, and the first mod that I plan on supporting in my texture packs. You've made it fit into Minecraft's existing gameplay almost perfectly, and produced a worthwhile reward for fighting the Ender Dragon. So, thanks and keep up the good work!
    Posted in: WIP Mods
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    posted a message on [16×] Kais's Four Winds 1.0.1 - handmade Celda textures!
    Aaaaargh. Too much stuff on my plate. Finals. Skyward Sword. Hanging shiny stuff from the roof. Four Winds. Why do days only have twenty-four hours in them?!

    I still have not found time to finish the paintings, but I've got everything else done. So Four Winds is still not complete, technically. But an update has been released, and so it has finally been updated for 1.0.

    (If you'd like to motivate me to focus on this more, have a look at the last bit of the first post!)
    Posted in: Resource Packs
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