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Apr 26, 2013RockManXxX posted a message on "Hardened clay" block and other changes officially added in the officially Added in 13w17a snapshothalf of all textures of the game are hideous, so i wont bother with the new one, i'll just do a favor to my eyes and keep using a texture pack.Posted in: Future Updates
Apr 11, 2013RockManXxX posted a message on Reqest of Dinnerbone: Coal Block..THANK YOU DINNERBONE!Posted in: Future UpdatesQuote from DragonHeroBlaze
How about just killing charcoal and merging it into coal?
Wood will smelt into coal instead.
just listen to this man! all the progress on the idea of a Coal Block is being ruined by a "char"
Apr 8, 2013RockManXxX posted a message on 1.6.2 HORSE UPDATE Features/Snapshots 7/8/13 Release Datei expect the new launcher to be nothing less than the Magic LauncherPosted in: Future Updates
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Feb 18, 2013Nakranoth posted a message on HerdCraft 1.0 - Making mobs smarter since 2012 (Formerly MCHerds)Posted in: Minecraft Mods
While I may still make the occasional contribution, my job is busy enough to keep me from the regular maintenance that the community deserves. As such, ScottKillen is taking over as the primary developer of this mod.
I will be leaving this thread up for legacy purposes, but the projects new home will be: http://minecraft.curseforge.com/projects/nakranoths-herdcraft
Thanks for all your support,
The basic premise of HerdCraft is to add zero new items/blocks/mobs to the game, but make it more interesting though more AI options, and tweaking how things spawn. It will also function as an API for other modders who want their new mobs to participate in herding behaviors.
I've got a generalized framework in place that supports herds of arbitrary creatures across multiple dimensions. Right now I've got horses, cows, pigs, chickens, sheep, skeletons, or zombies trying to stick together (not cross-species). Entire herds of horses, cows, or sheep stampede when any is injured, collectively follow players with food, and slowly reproduce on their own if there's enough. Pigs and chickens do the same, but are less organized about running away. When one zombie in a group spots you, you'll draw the lot of them. When one skeleton spots you, they form firing lines. Finally, hordes of zombies occasionally spawn instead of the just the typical 1-4.
HerdCraft Downloads (Dropbox):
1.7.10-1.1 [1.7.2 - 1.7.10] Mod: Source:
1.7.10-1.0.1 [1.7.2 - 1.7.10] Mod: Source:
Legacy MCHerds Downloads (Dropbox):
1.1.1 [1.5.2] Mod:
1.1 [1.5.1] Mod: Source:
1.0 Mod: Source:
While I'm working on making a new demo video, here's one by GameChap and Bertie
Just drop in in your Forge [471+] mods folder.
Version 1.0 is here. Please submit your feedback.
Suggestions are always welcome.
This mod may be modified without my express permission where profit is not gained and appropriate credit is maintained.
This mod may be used in any modpack that has express or implicit permission of all mods included, where personal profit is not gained, and appropriate credit is given.
I would, however, love to hear that my mod is being used in a pack, and request that a PM be sent to me via these forums letting me know about the pack and approximate user base (if available).
Jan 2, 2014A lot of other people like it. I don't really see what the problem with it is. If you have to travel more, so be it. Have to get used to the changes that happen in Minecraft, whether you like them or not.Posted in: Recent Updates and Snapshots
Apr 28, 2013I've seen plenty of posts around the forums about how saddles should remain uncraftable.Posted in: Suggestions
The two main reasons I see are that it makes horses more balanced and it forces people to explore.
I have to disagree.
In regards to exploration, we already have to do that in numerous situations.
Exploring caves to get ores, exploring the overworld to find various resources and the right place to build, finding Nether fortresses so we can brew, filling up maps, finding villages, and finding strongholds and the End portal are all examples.
However, people argue this is not enough.
The argument I've seen is that the prospect of treasure will encourage exploration.
However, when I think "hidden ancient treasure in a ruins deep in a cave guarded by hordes of undead" I don't think of slabs of leather, I think more of gems, and ancient weapons and artifacts.
Saddles don't even produce the effect that people argue it supposedly creates.
From experience, I've found that a portion of nearly every chest is devoted to saddles.
A player only needs a few saddles.
When a player has a few saddles, or when a player has found a village that sells saddles, they no longer will need to explore and find chests, and if they do, they'll be receiving worse loot than if there was something other than saddles in the chests.
Saddles become useless loot, just like the string or gunpowder in those chests.
I'm certainly not going to go try to find chests when all it's going to be filled with is saddles and useless items.
I'd certainly rather just craft a saddle when I need it rather than waste storage space for those things.
Saddles do not make the chests more desirable.
If they want to make players want to find chests, they need to remove the useless stuff like bread, wheat, gunpowder, and string, and make getting valuable items like diamonds and high-level enchantment books from them more likely; that would surely make dungeon loot more desirable.
Unique weapons or equipment would definitely make them more desirable.
Even if saddles were a desirable item from chests, saddles already are obtainable through other means.
You can get it from a villager for a number of emeralds.
You can get it through fishing, which requires no exploration, just sticks and string, and a water source to fish in.
I would find it best to remove a few of these means of obtaining saddles(natural chests, fishing) and just make saddles craftable.
In regards to balance, people say that horses are a great transportation system, so saddles should stay uncraftable.
Alright, I can agree that they are a great transportation system.
They are fast, and they allow free movement, unlike railroads where you are stuck to the paths.
However, even with uncraftable saddles, it is easy to get them due to the frequency of generated chests and due to fishing(requiring absolutely nothing but sticks and string) and villager trades.
A lucky person can get a saddle before they even get iron or leather by spawning near a dungeon, a village, or other generated structures(or by fishing a lot).
Removing them all from chests and making them craftable would save storage space, allow for better dungeon loot(better fishing loot, too, by removing them from the fishing treasure list), and hardly change the difficulty of obtaining a horse.
Horses aren't the end-game transportation anyway, nor should they be treated like they are.
Railroads are far later-game than horses due to the resource and time costs for them.
Uncraftable saddles don't make it harder to get a horse than get a railroad.
You can pretty much accidentally get everything you need for a horse; randomly coming upon a dungeon, getting you a saddle, and managing to find a horse while exploring or even spawning near horses when starting a world.
Railroads require a fair amount of mining to make the rails, and they require construction for the actual roads.
What should be done is that railroads should get a large buff to make them superior to horses, to make them worth the time.
Even without the buff, as I mentioned just before, craftable saddles would hardly make it easier to obtain saddles, especially if they were removed from all chests and the fishing treasure list and replaced with good loot.
Other reasons I believe saddles should be craftable:
- Villagers can craft them, and villagers don't do anything but sit around their houses all day. You explore ancient ruins and different dimensions, build giant structures, and kill and craft all sorts of things, and yet you can't craft a saddle.
- They are just pieces of leather. You can create much more complex things such as cake, pistons, and dispensers, but a simple slab of leather can't be crafted for some reason.
Heck, you can create armor out of leather, making saddle uncraftability even less sensible.
(I've heard music disc craftability been mentioned in relation to this; we don't have the materials to make music discs, and we don't have music to record onto blank music disks.)
- The Mo' Creatures mod, which the horses were based on, had craftable saddles AND horse armor.(To be honest, I think it's kinda stupid that horse armor isn't craftable either. Infinite horses, infinite saddles, but no infinite armor. Just make it break like regular armor and then it would be perfectly acceptable to make it craftable.)
Nov 16, 2013GnomeWorks posted a message on Dungeon Mobs (reference to new thread in last post)Posted in: Minecraft ModsQuote from GT391Okay, so, I think it's safe to assume this mod is dead as 1.5.2 now. I hate to say it since I really like this mod but, I don't think it'll be updated anytime soon.
I have been busy as of late. However, that does not mean that I intend to let this project die. There is no mod - even including the one you referenced - that fills the niche that Dungeon Mobs has occupied.
I intend on producing an update. My time has been significantly constrained by life, but that does not mean that this project has slipped below my attention.
That said, I cannot guarantee an update schedule. As has been mentioned before and will undoubtedly be mentioned again, I work on this mod in my free-time, and that has been - unfortunately - rather lacking in recent times. But I would ask for patience, and the understanding that - with each update of MC - the effort required to update this mod goes up exponentially.
If anyone feels it appropriate to abandon this mod, that is their call. For those who are waiting for an update: one is coming. I just need to ensure my future, academically and economically, before I feel safe in devoting time towards a project that is wholly a hobby.
Oct 28, 2013This thread reminds me of this:Posted in: Recent Updates and Snapshots
I think you might just be stuck with staying on 1.6.4 for now if this is as big an issue as you are claiming.
(Not that you aren't stuck with the old version until the mods update anyway.)
Oct 27, 2013If oceans are more fleshed out instead of being a massive pit of water made with a mess of dirt, sand and clay, only hosting Squids and nothing else in them, then they wouldn't be annoying like they are right now.Posted in: Recent Updates and Snapshots
And please don't make players spawn in ocean biomes.
Oct 26, 2013Oh my god, 1.7 ruins PVP in a non-vanilla PVP experience based on a game that already had mediocre at best combat!Posted in: Recent Updates and Snapshots
Even worse, they ruined it by adding a feature that is basically standardized in any modern game that has walking and sprinting!
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