What you should add is a proper recipe guide in game. NEI is too glitchy sometimes it would also make future mod creation far more easy. I mean how hard could it be to properly create a recipe guide? I think the only thing 7 days to die has done right so far is the recipe system. The rebalance broke the entire game. Also the only thing terraria did right was make gear not expire. If you had a command setting that makes tools etc not expire that would be awesome. I don't like being in creative mode to not worry about things breaking. Also I enjoy building but reforging my gear every few seconds cuts my fun in half.
1
Can someone please update this treasure ... I can't stand not having this and carpenters blocks
0
Are Pokemon Guarding you supposed to kill each-other? If so how can I disable it?
0
What command do I use to clear all currently spawned pokemobs? My old world house is surrounded by like 15 level 100 jigglypuffs that remained there before the the fix you gave me...
0
I feel your pain cause I feel it too!
0
0:abs((25)*(sin(x*10^-3)^3 + sin(y*10^-3)^3))1:1+r/1300;r2:(25)*(sin(x*0.5*10^-3)^4 + sin(y*0.5*10^-3)^4)Like this0:abs((50)*(sin(x*10^-3)^3 + sin(y*10^-3)^3))1:1+r/1300;r2:(50)*(sin(x*0.5*10^-3)^4 + sin(y*0.5*10^-3)^4)Final Viewspawning {B:deactivateAnimals=falseB:deactivateMonsters=falseB:disableMonsters=falseB:expFunction=falseI:levelCap=100I:levelVariance=5I:maxSpawnRadius=32I:minLegendLevel=1I:minSpawnRadius=16D:mobDensityMultiplier=1.0I:mobSpawnNumber=10B:nests=falseI:nestsPerChunk=1B:pokemonSpawn=trueB:refreshNests=falseB:shouldCap=trueS:spawnLevelFunctions <0:abs((50)*(sin(x*10^-3)^3 + sin(y*10^-3)^3))1:1+r/1300;r2:(50)*(sin(x*0.5*10^-3)^4 + sin(y*0.5*10^-3)^4)>}Thankyou Thutmose the level 100 issue is fixed now pokemon are spwaning with intended levels!
0
Any ideas when level ramps past 50 is fixed? Again I state that anytime you change the level ramp to exceed 50 for example level 100 all future pokemon spawn at max level cap!
0
Looking for fix with bug being caused by setting max level 100 from 50. All pokemobs spawn at level 100! I sent you a pm with the minecraft modpack so you can see and test for yourself!
2
Really I would think treecapitator would be more useful.
0
What if all none pokemobs gave an exp value based on hp and armor value so if something has 10 Hp and 12 Armor divide the 10hp by 2 and 12def by 2 get 5+6 for 11 exp? Theoretically doing it this way also gives value for mod mobs as well then. Also if you made the divisor value configurable of a whole int so no 1.2 / you should be able to allow users to determine xp value!
Ultimate too you could use a set int value that could still be determined by the user.
0
This is the spawn config
spawning {
B:deactivateAnimals=false
B:deactivateMonsters=false
B:disableMonsters=false
B:expFunction=true
I:levelCap=100
I:levelVariance=5
I:maxSpawnRadius=32
I:minLegendLevel=1
I:minSpawnRadius=16
D:mobDensityMultiplier=1.0
I:mobSpawnNumber=10
B:nests=true
I:nestsPerChunk=10
B:pokemonSpawn=true
B:refreshNests=true
B:shouldCap=true
S:spawnLevelFunctions <
0:abs((25)*(sin(x*10^-3)^3 + sin(y*10^-3)^3))
1:1+r/1300;r
2:(25)*(sin(x*0.5*10^-3)^4 + sin(y*0.5*10^-3)^4)
>
}
0
Alright so after making it so max level is 100 all pokemon now spawn at level 100 with seriouslly amazing stats ... my blaze is only level 7
0
Can you add xp vs
vanillanone pokemobs? I mean my little blaze goes zombie hunting0
This implementation would be great too Thutmose because eventually team rocket is going to be a thing on the server I mentioned to you! However I would thinking that maybe making the snag cube 1/10 of a chance of a normal pokeball would be better for trying to take a pokemon owned by another player or maybe making it adjustable via the config!
On a side note thank you for fixing trainers crashing shader mod!
0
I am testing the crap out of your mod
0
Would example be like when a trainer appears? That would explain the shader crash when a trainer wants to fight...