• 1

    posted a message on BetterBeginnings Mod Reborn

    Realistic Torches adds a box of matches.


    Could you make that work for lighting the campfire, in addition to the Fire Bow? It seems really weird that it doesn't.


    Also, when I try to light the campfire, it also creates a fire in the square next to it. This is not only troubling, but potentially OP -- being able to turn sticks and string into working fire seems like it could lead to some griefing or something.

    Posted in: WIP Mods
  • 1

    posted a message on The Camping Mod

    So... I'm torn between asking you to rethink your recipes (because they seem way too high up the tech tree), and partly asking for alternate recipes via config options (like how Improving Minecraft does it: in the config file you set whether you want easy recipes or hard ones).


    My mindset has for years been about being "lost in the woods" and roughin' it: getting lost on a hike, washed up on a beach, surviving a plane crash, and now you have to survive apart from civilization for a while. From that idea it's hard to justify making a crafting bench or mining coal. Therefore I've been trying to find alternatives that stretch out that first couple of days, so you don't start mining right away, don't make a house the first day, that sort of thing.


    The idea for your mod seems perfectly in keeping with what I want -- but the recipes are way too high up the tech tree for my tastes. The portable crafting square is great, but you need to have used a crafting bench to get there to begin with. It's very different to go camping in the woods after being able to smelt iron (luxury, vacation, quick beds while roaming) compared to camping because you haven't gotten enough tech to make a proper house (survival). And with Better Beginnings and Tinkers' Construct, I hope to achieve the latter.


    So I'm gonna be adding this mod to my mod pack with a bunch of recipe tweaks, so that e.g. making a basic campfire doesn't require a crafting bench, and cooking over that fire doesn't require smelting iron (or getting lucky zombie drops). So here's a description of the recipe changes I'll be making, and justification for them, along with a few recipe changes I'd like to see (but probably can't make on my own, as they require a new item). I hope you'll consider whether these changes might work within your mod, either changing your regular recipes or else allowing a "Low Tech Recipes" option in your config file.


    Here are some of my proposed recipes (working from your Camping Cookbook page, which I hope isn't too out of date):


    Wooden Campfire:

    Tinder and kindling -- a tiny fire, not good enough to cook much on. Though ideally you could use it to turn wooden items into charcoal bits somehow: Eight Charcoal Bits turn into one Charcoal, and you get a Bit for each unit of cooking time (rounded down), so if an item cooks 1 1/2 things, you get one Charcoal Bit from it.

    :Sap: :Sap:

    :|: :|:


    Cooking Campfire:

    Kindling and some stones to keep it contained and reflect the heat back. Since the fire is actually smaller than a full block, I'm assuming the cobble is broken up into smaller stones, so you don't need as much:

    :|: :|:

    :cobblestone: :cobblestone:


    I may change that to work with some of my other mods' stones, but that's obviously not something you'd need to worry about.


    The campfire ought to cook over any sort of wooden stuff. Not just coal or charcoal. Obviously those are more efficient, but c'mon, have you never been camping before? People were burning actual wood long before we got those compressed lumps of burnt wood you buy at the store.


    Makeshift Tent:

    The wool tent is fine, and I love that you can dye it, but you should be able to make a makeshift tent out of sticks and foliage somehow. There are tons of possibilities. You could use the same shape (to make it easier to code), or make one end down (like in the link above), or make it like a flattish panel leaning against one side. Regardless, it's a bunch of brush or branches that you combine to make a shelter, when you don't have access to stuff like wool. Make the texture like leaves or brush or dried grass somehow.


    I suggest at least two possible recipes to make it, depending on what resources you've acquired:


    1. If you have the Knife, you can make it easily with fewer resources, so a 3x3 pattern works:

    :Sap: :Sap: :Sap:

    :Sap: :Sap: :Sap:

    :|: :: :|:


    2. No tool? Add more branches. Just bundle 4 saplings together to make a Brush Bundle:

    :Sap: :Sap:

    :Sap: :Sap:

    (Could add variants for leaves and/or vines.)


    Then make a 2x2 pattern for the Makeshift Tent:

    :////: :////:

    :|: :|:

    ...where the wheat represents a Brush Bundle. That way you use 8 saplings instead of 6, but you don't need a Knife. You could also make it like this:

    :////: :////:

    :|: :////:

    which is 12 saplings but only one stick.


    Sleeping Bag:

    If we're staying on par with beds, then I'd make it three wool and a string. You don't need a Knife to make the actual Bed, why would you need it for the Sleeping Bag?

    :|): :White:

    :White: :White:

    ...why don't we have a String smiley? Am I just not spotting it?


    Makeshift Sleeping Bag:

    Three Brush Bundles and a string. Might just make the same item as the Sleeping Bag, or might be visually distinct (looks like a pile of leaves / branches). I can't think of any reasonable way to distinguish their effects.

    :|): :////:

    :////: :////:


    Log Seat:

    Do you really need a knife to take a piece of log and set it up as a seat? Would a knife even work? This seems really odd to me. Plus, if the idea is cutting it into pieces, it ought to make 2 seats, really.


    If you've already got a thinner-log model, why not add a stackable Pillar? Two logs on top of each other: Four Pillars. Two logs beside each other: Four Log Seats. (Garden Trees has the pillars and I've always found that thinner trunk appealing.)


    Tool (Knife):

    In order to tech up without needing the crafting bench, let it be a Flint Knife. Better Beginnings uses two flint for their knife; the basic Flint-Stick knife would do fine here:

    :: :Flint:

    :|: ::


    All you really need is a sharp edge, after all.


    Kits:

    Seriously, you do not need iron to cook in the wild. Here are a kajillion ways you can use green sticks or even a fishing pole to cook.


    And you don't need a fancy iron set (dyed yellow, even!) to keep your makeshift tools in. I actually am not sure why this item exists.


    Here's what I would say, for a set that works both sides:


    Have the Spit, Grill, and Pot in two forms each: inferior and superior. The superior one has longer durability (say four times as much) and cooks faster (can withstand a higher temperature -- say the inferior one takes twice as long), but they both cook the same number of items at a time. The Spits cook one or two items, the Grills cook four, and the Pot cooks... what is it, seven or eight you've got going now? Works for me.


    The inferior Spit is just a Stick -- not even a separate item, just put a Stick in there. Since it won't have a separate durability, it either breaks, or has a chance of breaking, after each item it cooks. The superior Spit is the Iron Spit, which is made of one iron ingot (and maybe also a stick).


    The Makeshift Grill is just sticks -- four sticks, or three sticks plus a string -- and maybe it can cook 8 times (32 items total) before it breaks. The Iron Grill takes two ingots and two sticks:

    :|: :Iron:

    :Iron: :|:


    The Clay Pot is made of balls of Clay. Say you need to have the Knife to get to the Pot stage, so it's a 3x3 recipe. I'm not really sure what the recipe should be; shouldn't need a wooden bowl. I spent a little time looking up what you add to clay, and found that Wood Ash is a possible thing if you're making an oven, but I don't know about bowls. Anyway, the Clay Pot might survive 24 times before it breaks. The Iron Pot (3-5 iron ingots) is much more durable, of course, and might not even need a durability to begin with.


    This way, players with few resources (such as on a Skyblock map, on a Super Hostile map, or in the wild role-playing being lost in the woods) can still manage to run a functional camp, completely with makeshift tents and sleeping bags, campfires and cooking gear. And if you set the config files up right, players can disable either the high-tech stuff (keeping it all makeshift) or the low-tech stuff (no easy gear for them) if they like.


    ETA: Wait a minute, why doesn't the Bear Trap recipe use a pressure plate? That would make so much more sense!


    ETA2: Aww, the smaller backpacks aren't in the 1.7.10 version :( I just dropped the Backpacks mod because going through your recipe list made me really excited to see I didn't need a giant backpacks mod just to have three sizes of backpacks.


    Any chance you'll eventually port at least that much back to 1.7.10?

    Posted in: Minecraft Mods
  • 1

    posted a message on Improving Minecraft v1.12.1

    I'm with pifou on this. One of my biggest gripes with mods is that they try to do too much. And sometimes it's understandable, even if it's not my style, while other times it's like "Argh, why do you have cool things XYZ that I can't find elsewhere and add in horrible things JKLMNOP that I can't stand?!"


    Having separate mods lets player pick their favorite elements without getting a bunch of stuff they don't want; keeping mods modular increases this ability (I preferred Metallurgy back when it was modular). Maintaining compatibility ensures that players don't often have to pick one mod over another, and that mod creators don't have to make special fixes for their mods to work together.

    Posted in: Minecraft Mods
  • 1

    posted a message on Lots of Food v1.12.0
    Quote from pifou92000»
    I didn't make grape grow wild because it grows on farmland, not plain grass (same goes for tomato).

    Actually, the farmland-in-the-wild thing is kinda weird. Perhaps you could make wild versions of the plants, that drop regular seeds instead of wild seeds? Then they could grow on grass, but when you plant them it needs to be on farmland.

    Glad to hear of an alcohol mod, though honestly I would love to see it as a module instead of in the main mod. But that's just my preference for not adding more than necessary to a mod build. I figured out a while ago that between vanilla and HarvestCraft, we've got the six basics: whiskey (wheat/grain), vodka (potatoes), tequila (cactus/agave), gin (well, it's juniper berries, but pine saplings would probably be fine), rum (sugarcane), and wine (grapes -- which obviously you've got there), plus sake (rice) to expand it a bit. I dislike beer and prefer a non-beer mod myself, so that really covers everything.

    What sort of effects are you thinking to use alcohol for? I think it'd be really neat if you could have the effect be those "Super Secret Settings" that Minecraft has in the options menu -- they're weird shaders and can even invert the colors or turn the screen upside-down! If you could disable specific ones in the config file, and if the "drunk" effect turned on one of the shaders for as long as the drunk effect lasted, that would be awesome and would be making use of effects already in the game that I don't think get used enough.

    The alcohol cycle, ideally, would go like this:

    1. First Drink: Beneficial. Increases mining speed and running speed, decreases stamina/hunger depletion. However, also triggers a cooldown effect (Buzzed?) that lasts longer than the benefits do.
    2. If you drink a second drink before the cooldown effect is over, you get Drunk. This is a negative effect. Ideally, it makes it hard to walk in a straight line (worse and worse the more you drink). When Drunk ends, you get Hangover. You also get Hangover if you go to sleep while Drunk.
    3. Hangover is an even worse effect. Slower mining speed, slower walking speed, and stamina/hunger depletes faster (it's really thirst, I think, but we don't have a thirst mechanic so stamina/hunger is fine).
    4. Possibly, if you have full Hunger while Buzzed, you can drink one additional drink without triggering Drunk. Because eating and drinking well as you drink alcohol makes the effects of alcohol not so pronounced.
    The visual effects might go like this, if you could arrange them:

    1. Buzzed: The simpler, less weird Shaders.
    2. Drunk: The weirder, more extreme Shaders, like inverted colors or upside-down.
    3. Hangover: Could you arrange extreme changes to light? The light colors (like sunlight) are brighter, more intense; the dark colors (like shade) are darker, hard to tell apart.

    Also, possibly the sound for Drunk could be muffled by like 10%, and the sound for Hangover bumped up like 10-15% (ideally you could config the levels).


    I don't know how much you could manage, but having alcohol work like this would probably be the best alcohol mod I have seen.

    Posted in: Minecraft Mods
  • 2

    posted a message on GotoLink updates: Formivore's options (2015/08/01)...

    Hello GotoLink,

    I enjoyed LevelUp very much (and, thanks to you, am still enjoying it!)

    originally made by Remalis and/or PowerUp217 (I'm assuming one is the updated name of the other?) over here.

    I don't know if this is the right format for you updating a mod you already updated, but

    Any chance you could add my idea to it?

    Please and thank you!


    Specifically:

    Near as I can tell from the config file, you can turn off experience gain per level. However, everything is tied to gaining regular Minecraft XP, and I don't want my mechanics to be tied to that (since other mods are also tied to that, and if it goes up too quickly it can cause balancing issues).


    I'd like to be able to turn off regular LevelUp point gain (when you go up a level) and still be able to grant LevelUp skill points in another fashion -- preferably an item that I can give the player with Hardcore Questing Mode, when they finish a quest chain.


    "You just killed one of each type of basic vanilla overworld monster! Have 15 skill points!"

    "You just crafted a full set of armor! Have 4 skill points!"

    "You just cooked the last recipe from this set of HarvestCraft donut recipes! Have 12 skill points!" and so on.


    If there were some Skill Tokens of some sort, then I could base my players' skill gains on that, and it would decouple skill points from the regular leveling setup. Ideally, the Skill Tokens setup would still allow that bonus XP to happen, just in a different way.


    So for example:


    • A Skill Token is worth 1 Skill Point.
    • Four Skill Tokens can be crafted to a Skill Quad (I really don't know what the names should be), which is worth 4 Skill Points (or, possibly, 5 skill points because you took the time to gather more before cashing them in).
    • Four Skill Quads can be crafted to a Skill Hexad (again, names elude me), which is worth 16 Skill Points (or, if we're adding points because of the crafting process, 21 Skill Points).

    And, when the configs are set up a certain way, so that the LevelUp mod doesn't offer bonus vanilla XP, it instead goes into a hidden variable that over time adds up to a Skill Token, which pops out and goes into your inventory like an XP bubble or something. So... I don't know how many ores it takes to gain a third of a level, but say you've just mined that much ore and pop! you've got a new Skill Token now. (In this way, Skill Tokens could also be stolen, or for that matter given to players you think might need them more.)


    Then I could reward players via Hardcore Questing Mode, and give them a Skill Token for small quest chains, a Skill Quad for medium quest chains, and a Skill Hexad for large quest chains. Or I could have them choose between extra skill points, extra health, extra inventory space, or other rewards, and they'd really have to judge how much they want to earn skill points vs. how much they want extra health and so on.

    Posted in: Minecraft Mods
  • 1

    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    Quote from AlternianAvery»

    While I am absolutely excited about the 1.8.9 update, I was wondering if there was/will be a version compatible with 1.8.0? This is my favorite mod I'v ever used!

    (Sorry if this is a repeated question, I did a little searching around but couldn't find much)


    In general, the 1.8 part means a major update, and the .9 part means they had to go through 9 versions before they got all the bugs out.

    So the 1.8.9 version is the reasonably bug-free version of 1.8.0

    In other words, 1.8.0 is obsolete, while 1.6.4, 1.7.10, and 1.8.9 -- the bug-fixed versions of those major updates -- are all still in working order, depending on how much you appreciate different stuff they added to the game. Myself, I enjoyed 1.6.4 and don't like 100% of the updates necessarily, but I won't go back further than the fishing update, so I stick with 1.7.10 or later.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Hmm ! Give us a use !]Give a use to other villager professions ! - Not the redundant villager builders suggestion !

    I like a lot of this. The librarian selling maps to nearby structures is great. Priests throwing potions at wounded villagers is awesome, because I'm often in a situation where the villagers are wounded because they are absolute (expletive deleted) morons (sometimes because they like to climb roofs and jump off cliffs, sometimes because they ran into Biomes o' Plenty quicksand, sometimes because they think the best place to stand is between me and the zombies I'm trying to kill), and having some way to heal them (way before I'm in a position to craft potions) would alleviate this irritation.


    What I think would work better than an infinite supply of anything is that villagers only use their special ability if you've traded them some level of supplies. For example, librarians rely on you trading them paper and ink sacs (maybe they start with a small inventory? or maybe only once you've traded them things), and can only keep creating their books and/or maps if they have enough supplies in their internal inventory. (Also, killing villagers doesn't drop anything right now, but maybe they actually should drop their internal inventory, or part of it. Baby villagers don't have one, unless they've accepted a flower from an iron golem, in which case they drop the flower, for added poignancy.)


    Maybe priests can create villager-healing potions from things that don't affect players. I'd suggest mushrooms and maybe sugar, and maybe also spider-eyes. (Great way to get some use out of spider-eyes before you get to potion-crafting stage, or if you stick to the overworld and never hit the Nether. You could watch them "purifying" their spider-eyes with sparkly particles, turning them into some better ingredient that helps create villager-healing potions.) Also, I wouldn't say it's necessary that the potions flat-out don't affect players; maybe they have a very mild affect on players, and villagers only throw healing potions if enough time has elapsed since the last potion that got thrown in that area. Maybe the other potions have a mild effect on players as well -- I understand the concern about making villager-potion stations, but it gives a bit of an incentive to maintain a good village, doesn't it? Maybe villagers don't throw potions if either they're by themselves or they're too crowded, so villager-breeding areas wouldn't be potion-throwing areas.


    Having villagers interact with specific other villagers or structures would be useful. The blacksmiths should gravitate toward the smithy a lot of the time, the priests toward the church, the butchers toward the butchery. There would have to be some specific criteria for what makes a building what it is, so the villager can link to it. Perhaps they look for a certain feature close to a door:


    • A Smithy is a furnace or a pool of lava. Possibly iron bars might factor in.
    • A Library has a bookshelf, obviously.
    • A Church might have colored glass (stained-glass windows), or a holy altar or something (Lapis block? Nether Quartz block?).
    • A Butcher might have fences and/or a smooth surface to kill animals on. Would fences be too common?
    • A Farmer's House... hmm. A nearby field is too far to look... a hoe isn't a block... maybe something decorative, like carpet or a flowerpot? A new piece of furniture?

    There would probably be more versions for the new sub-types of villagers, too. It'd be much easier to split them into useful houses and have them run the right way at sundown. Now, whenever you break the one door they're fixated on, they quickly search for a nearby door to fixate on (without the distinguishing feature -- effectively, they become wanderers who just want a place to be safe at night), and then maybe start moving around in a little search pattern (carefully, so we don't end up with another bout of Zombie Lag) to locate the feature they're meant to fixate on. When they find one, they hunt for a nearby door and form a new bond with that door. In this way it would be possible to create new structures for the villagers, and to separate the village into easy-access housing ("I need to talk to a librarian, let me check, oh I don't know, the library").


    I'd say that the blacksmith starts building golems if you've traded iron to him. Maybe he's a little more efficient with his iron usage than you are -- maybe he doesn't need as many ingots as you would need to build it. I wouldn't say have his blocks drop nothing, but maybe if you break them while he's around to see it, you lose villager reputation, and the blocks themselves might be "Deficient Iron Blocks" or something, which are uncraftable and unharvestable (when you harvest them, they turn into a small number of ingots, fewer than a regular Iron Block would give).


    This would allow the player to get some iron back and sell it to the blacksmith again, but at highly diminishing returns (even factoring in the amount you'd get from killing the golem), and usually at the cost of the villager(s) liking him less (ideally, you'd lose more than you gained with the initial trade). Also, it would incentivize trading iron to the blacksmith rather than ignoring that trade, because it gives you emeralds and makes extra village guards without you having to use up as much iron to do it yourself. And having the blacksmith have an internal inventory of iron that he works from would ensure that the village doesn't get too many golems all at once.


    One of my older threads goes into detail on some of the trades villagers "should" have (in my opinion, obviously, and this was before the trading upgrade but I still think a lot of it could be improved); it's a mod request that's an upgrade from my original suggestion, which was primarily to allow Peaceful players to get mob drops that create things Peaceful players might enjoy using (such as fishing rods, or pets).


    I've also posted a couple other villager ideas that you might consider adding to this proposal; here they are for your perusal:


    1. I've got a thread on some new random chest placement in villages (for example, shouldn't a butcher have a chest with maybe a little wheat or carrots in it, not every time but sometimes?).


    2. I'd like to see the ability to alter villager trades in an in-game GUI (instead of through code, or out-game utilities), because honestly why can't ops in creative mode do this already? It's not like it would be hard to add a new GUI to the game, and being able to drag items around allows even little kids to figure out how to do it, and it doesn't need to involve huge lines of code you can't even see all at once on the screen (and drag-and-drop GUIs don't fail due to typos).


    3. Lastly, I don't recall if they fixed the can't-use-nametags-on-villagers bug, but I've hoped to see the ability to color-code villagers or in some fashion give them a custom visualization, as created (and changed at will) by the player, that makes it simple to tell them apart even from a long ways away (or in a crowded room). When I'm running around a group of farmers trying to figure out which one is willing to pay me for harvesting wheat, and I open half a dozen wrong villagers (sometimes the same guy two or three times), I start getting frustrated. Being able to hand them colored robes or belts or hats or something would be incredibly useful, and then I could easily tell which ones have quick emerald-earning trades, which ones are waiting for my crops, which ones are stuck on crops I haven't even found yet, and which ones are maxed out on trades or have really stupid trades like the "steal your flint and charge you emeralds for the pleasure" beggars.

    Posted in: Suggestions
  • 3

    posted a message on Improving Minecraft v1.12.1
    Quote from pifou92000»

    Okay, I'd like to know more, small flint tools could be interesting.

    But why would you want to avoid wooden tools?


    I really, seriously hate the wooden tool progression setup. Largely for being pointless.


    Here is how it tends to go:


    1. Chop three logs by hand.
    2. Turn one piece into a crafting bench.
    3. Turn the rest into wooden planks and one set of sticks (4 sticks, 6 planks).
    4. Make a wooden pickaxe (using half the materials).
    5. Locate stone (if you don't see any, dig down three spaces) and dig three pieces.
    6. Make a stone pickaxe
    7. Use the wooden pickaxe to burn your first piece of log into charcoal, which could just as easily be done with two saplings.
    8. Never use wooden tools again in the entire game.

    So wooden tools are there solely to make the move to stone slightly longer. There's no need to ever use wooden tools unless you somehow lack stone -- like on a challenge map, or a bad spawn that doesn't give you sufficient natural resources. On a normal setup, as soon as you have a crafting bench you automatically get stone tools. So the only way to make lower-level tools worthwhile is to make them craftable without a crafting bench -- that is, craftable in the 2x2 inventory crafting grid.


    Also, it makes zero sense that wood would be capable of chopping stone to begin with -- let alone wood that is soft enough to chop with your bare hands.


    That way you might go for a while before you actually get wood, but you'd still have access to sticks and flint as you find them, and the pre-wood era has some usefulness because we cut out the crafting-bench barrier to useful tools. You could still get stone even if you don't have proper wood.


    My feelings on "chopping trees with your bare hands" are put forth in my Roughin' It mod, and the patterns I developed for Flint Tool recipes are on this post. But after some thought today, I've decided to swap out a recipe. So here are my suggested recipes:


    Pick:


    :Flint: ::

    :|: :Flint:


    Hatchet:


    :Flint: :Flint:

    :|: ::


    Spade:


    :: :Flint:

    :|: ::


    Quarterstaff or Bo:


    :: :|:

    :|: ::


    A quarterstaff or bo is a long stick used as a weapon. Makes sense here. Simple enough. An alternative would be to make sticks do a bit more damage than mere punching... and I'd suggest the same for, say, bricks, and any other vanilla items that should reasonably work like an improvised weapon.


    And if you could make decaying/destroyed foliage drop sticks (not too many, but more common than apples), that'd be great. It has never made sense that you need logs to get sticks -- I can walk out my front door and break a stick off a tree without cutting down part of the trunk.


    The ideal config option would show up in two parts:


    1. Disable the recipes to make Wooden Tools.
    2. Punching hard blocks hurts! Wood and logs cost 1/2 a heart per block harvested. Stone or anything harder costs 1 full heart (and, like normal, destroys rather than harvests the block). (I would turn tree-punching off entirely, but I got convinced that that's a horrible idea: You need to be able to punch your way out of anything, or you could fall into a hold you can't get out of.)

    Obviously both options would be disabled by default, but this way, if you turn them both on, the early game is a bit more difficult (unless you spawn very close to gravel). But you don't have to punch trees, you can get a hatchet without chopping wood by hand, the early tools can be useful for more than just a one-step wall between nothing and stone tools... in general it seems like a better progression.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.19] AtomicStryker's Infernal Mobs - Diablo Style Modifiers
    Quote from Kilyle»
    I haven't found very much that's bad enough to be unable to kill, unless it's in combination

    Actually, I think this is my main problem with the mod. I got it for the purpose of having boss battles. These guys come far too frequently to have boss battles; they've moved into the general scenery, just something you put up with all the time, and that's no fun -- and we're getting so many enchanted items that they fill up our Bibliocraft shelves faster than we can make them.


    By contrast, we once (my nephew and I) ran into a Hungry Spider right out back of the Victory Monument. And it was absolutely huge (as big as some of the giant trees), but that was only visual -- the real spider was regular-sized and invisible, with potion effect particles coming off his tiny body. It killed us and ate our stuff.


    We immediately dropped everything we were doing and had an hour-long battle of grabbing stuff from home and running back to combat, and it killing us and eating our stuff, getting higher hit points and healing itself every time it did this. We started trying different strategies to avoid getting one-hit-killed by this invisible spider, and ultimately hit on the strategy of a line of cactus planted in the middle of the forest, where my nephew kept hitting the spider with a bone crook to knockback him into the cacti (thus negating his rapid regen) while I swung furiously and hoped he didn't make it past the knockback to kill me again. And eventually he exploded in a pile of all the things of ours that he had eaten that day. It was glorious.


    That kind of fight was so much fun. I'm hoping to get mod combos that work together to make such battles less rare. It seems like yours could really do that. And if I could get the config settings right to make the baddies more rare, I'd cheerfully bump up their hit points so each encounter with a top-of-the-line Infernal baddie was a serious drop-everything-and-kill-him encounter. But I have to actually get the settings figured out first. Because if I did it with the current settings, we would never be able to do anything but fight off Infernal mobs :(

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.19] AtomicStryker's Infernal Mobs - Diablo Style Modifiers
    Quote from Dulciphi»

    This is why they have the name tags above their head, which basically translate to either "stand and attempt to fight" or "Gah! run awayyy".


    I rarely switch to run mode unless there's a group, or if the infernal is making me blind or slow when I know there's a creeper close by (in which case, by the time I understand this, it's usually too late anyway). I haven't found very much that's bad enough to be unable to kill, unless it's in combination (though I haven't tried this in a dungeon area yet, only a flat land under giant trees, mostly).


    What I get from the infernal titles is basically a lot of jargon, and I judge how tough the guy is going to be not by which words are there but by how many. This may be just that I haven't had enough experience playing it, it may be that my learning style isn't fast enough to cope with words and combat at the same time (I'm great with words and decent with combat, but apparently words in the middle of combat is not my strong point), but I expect it's a combination of factors, the main one being that I can't figure out how to make the numbers work so that infernal types are rare and they stack up statistically based on how powerful they are. I think I've somehow managed to make it so big badass guys are common and whatever less powerful ones exist happen rarely, which doesn't provide me with much chance to figure out the abilities individually or start connecting terms with meanings.


    I've got a few terms, though, so far. If I get stuck in a web, I expect to find a "Webber" guy around. There's like "Sapper" for life stealing or something? And "Poisonous" is obvious... there's at least a couple others that are obvious even in the heat of battle (like "Wither," which in my experience is one of the most punishing, but just makes me concentrate on staying out of melee range, which is good).


    But when I see stuff like "In Your Face" or "WTF" I just go "Huh... I have no idea what that means." And then I fight him. So, being able to tweak the configs isn't about eliminating the run-away scenarios, since those basically don't happen unless I'm incredibly low on health at the time.


    I'm glancing over the config file right now. Here are the things that are confusing me:


    1. Elite, Infernal, Ultra


    All three of these indicate the most badass monster. I don't have a good anchor in my mind for how these rank. The mod is called "Infernal Mobs," does that mean Infernal is the worst one? Or that Infernal is the normal one and the other two are higher? Is "Elite" the lowest rank, so the word that means "special" or "of highest quality" really means the least badass of the bunch? Is "Ultra" highest even though the other two have the claims on meaning that I just stated?


    This is probably just a mental-anchor problem for me. But if this were a professional game in and of itself, I would be lobbying for different terms that are more transparent to the user.


    2. Rarity


    This ties in to the first problem, because I'm not sure which one is the most badass and which one the least badass, whereby to start testing how changing the numbers will work. But I don't know if the numbers are proportionate to rarity or inversely proportionate (does a higher number, or a lower number, make the monsters happen more often?). Having a note on how this works, in the config file itself, would be useful.


    3. Mob Farm Damage Threshold? What?


    4. Order of Config Settings


    Why is "always infernal" up at the top and "permitted in the first place" down at the bottom? Is this a purely alphabetization thing? Because it would make better sense to have them in reverse order and both in the same place. In fact, it might be useful to have each one as a pair of settings: Can this be infernal at all? Is it always infernal?


    Heck, you could do that by switching out of binary, like I mentioned with the other setting:


    • 0. They don't spawn at all, even the regular ones.
    • 1. They spawn normally, but don't get infernal settings ever.
    • 2. They can be infernal, but don't have to be.
    • 3. They are always infernal.

    You could go more complex to map out the likelihood of being infernal, but although I think that would be useful I don't think it's necessary to make it more complex. This offers the same level of control in fewer variables -- two lists brought into a single streamlined list that easily handles both settings.

    Posted in: Minecraft Mods
  • To post a comment, please .