• 0

    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Quote from pipitheguineapig

    Never happened to me...



    Player is protected to not to be pulled in or killed by tornado on creative. Not world. You have 3 types of config included with your downloaded mod, so use the Tornadoes do no damage config, or No tornadoes config.


    Ah, alright. I was really hoping I wouldn't have to change the config when switching between worlds, as I don't mind it in survival(maybe a little bit when I'm sucked through my roof, but that's the fun.)

    Also, I just realized the weather option is added by Optifine, so nevermind on that.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    How exactly is this mod incompatable with the Weather Mod? I've got both installed, and have no problems.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Oct 8] Coros Mods: ZombieAwareness for 1.10.2 with new improvements
    Weather 1.41 Bug Report

    I've got a bug to report involving creative mode. I was playing in a super flat world, creative, with weather turned off, running Weather 1.41. As I was playing, a few random, weak tornadoes would drift by. There weren't even strong enough to lift dirt, just mobs, and there was quite some time between them.

    However, as time passed, they're frequency increased, and eventually, one passed strait through the middle of my build, ripping up a thin path of dirt, and some minor building damage. After that, I decided I would move on to a new world, and started to make a bomb with a mine cart delivered detonator to test how a wall design held up. But in the time it took me to lay a short line of track down, another, more powerful tornado ripped through, nailing the wall.


    And then, before I could even completely assess the damage, the largest tornado yet rolled through, and demolished a Smithy and bridge I had made...


    Long Story Short: Tornadoes are spawning in Creative Mode, even with weather turned off, and still causing a lot of havoc.

    I know tornado damaged can be configured, but on your site, it said, "Creative mode fully protected from wind and tornado influence," so I didn't think I needed to for Creative Mode. Is this a bug, or an oversight of the settings on my part?
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Anbu

    Pretty cool! Wyverens are awesome! Also, are you guys going to remove Horses from the mod? Or are you guys are going to make them interact with the new horses in 1.6?


    I remember a few pages back that Dr. Zhark said that the Mo' Creatures horses would be supplementing what Vanilla wont provide.

    Edit: Yep, here it is, I guess more than a few pages:

    Quote from DrZhark

    So far.. no

    Vanilla will include the basic horses, donkeys. None of the magical horses will be there. Zebras won't be included either.
    I think skeleton horses and zombie horses will make the cut, but they're not ready yet.

    We will adjust things accordingly, so MoCreatures will provide whatever is left out of the vanilla horses.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    It was a bit of a time trial. I spawned them both at night, and then set the time to zero, and waited until one turned, threw the potion, and got my screen shot. The second one turned back human just a couple seconds after this.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    So far I've not been able to recreate the Kitty model glitch. After I made a new world, they've all been working right.

    I also found out that if you hit a werewolf with a splash invisibility potion while he's in his human form, he wont go invisible.



    There's two werewolves in that pit, one in their wolf form, which does go invisible, and one in the human form.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from KoffeeKup

    I have Forge as well. I forgot to mention it as its pretty straight forward. Everything installed ok except Mo'Creature's


    Did you make sure you put the GuiAPI in the coremods folder, not the mods folder?

    Edit: Also, Forge should have it's own META-Inf folder. You delete the first one, but make sure you leave Forge's there when you copy it over.
    Posted in: Minecraft Mods
  • 1

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Just a couple bugs I found, nothing major though. If you hit an Orge with a Splash Invisibility Potion, just their arms disappear.


    Also, Golems still have their aura when invisible.


    Those two aren't really so important unless you wanted to sneak an invisible orge into someone's house, but I still figured I'd bring them up.

    The kitty model seems to be messing up some. I was testing every mob with the invisibility potions, and when I spawned some kitties, they only had one pair of legs(which were not attached), and their head was floating above their body.

    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.