So, for this iteration, pet spiders are going to get a complete overhaul.
Features-
eating certain mob coccoons will yield an egg.
-Eggs that are left by coccooned mobs will grow into regular pet spiders.
-Eggs that are left by certain special mobs (creepers, zombies, etc) will have a small chance of creating a special spider.
-Special spiders can be created at a 100% chance if, in a crafting table, you surround an egg with coccooned special mobs. This will give the player an Egg Sac entity which can be placed and will become the special spider. Sometimes, this will attract special and difficult mobs.
So, special spiders are a little harder to get this time around. This is okay, because their AI and abilities are going to be tweaked, so they will still be worthwhile units!
Additionally:
pet spiders will despawn by default. If the player wishes to keep one without it despawning, they can use a nametag. Some very special units will be set to not despawn by default, so the player doesn't lose a very important unit.
SPIDER AI
-In the original mod, Spider Bait was used to keep spiders in an area, or make them follow.
Spider AI will be revamped as follows;
Right click to have them follow.
Right click again to release them.
Shift-Right click to have them stay.
Additionally, a special block will be available that will keep spiders from wandering far away, while still letting them wander around in a small area, either on patrol or just milling about.
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Status update? Anyone?
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So.. expect more delays.
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We now have a very nice looking banner! Clicking on it brings you to this thread. Feel free to place it in your signatures to spread awareness.
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It's not like he's going to be able to get a team together, anyway.
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From there, progress should be quick, since pet spiders basically had to be re-done from scratch.
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We're good, thanks.
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We don't know.
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Are you talking about entities that are part of other, separate mods?
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Features-
eating certain mob coccoons will yield an egg.
-Eggs that are left by coccooned mobs will grow into regular pet spiders.
-Eggs that are left by certain special mobs (creepers, zombies, etc) will have a small chance of creating a special spider.
-Special spiders can be created at a 100% chance if, in a crafting table, you surround an egg with coccooned special mobs. This will give the player an Egg Sac entity which can be placed and will become the special spider. Sometimes, this will attract special and difficult mobs.
So, special spiders are a little harder to get this time around. This is okay, because their AI and abilities are going to be tweaked, so they will still be worthwhile units!
Additionally:
pet spiders will despawn by default. If the player wishes to keep one without it despawning, they can use a nametag. Some very special units will be set to not despawn by default, so the player doesn't lose a very important unit.
SPIDER AI
-In the original mod, Spider Bait was used to keep spiders in an area, or make them follow.
Spider AI will be revamped as follows;
Right click to have them follow.
Right click again to release them.
Shift-Right click to have them stay.
Additionally, a special block will be available that will keep spiders from wandering far away, while still letting them wander around in a small area, either on patrol or just milling about.
More info to come. Thanks for all your support!
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Well find it again!