You would not believe how long I've wanted to see a well thought out dark magic mod! This is great, and I can hardly wait for the new content update!
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Feb 1, 2015Is there some way for you to make the Grue spawning system work with Dynamic Lights? Because I can be wandering through a cave with my torch out in front, and I'm told that things will eat me in the dark. And then Grues start tearing me a new one if I don't start placing torches. I've been looking through the configs to try and find a way to fix it, but the only solution I've found so far is to just prevent them from spawning in the Overworld.Posted in: Minecraft Mods
Feb 13, 2014Posted in: Minecraft ModsQuote from PCAwesomeness
Even though I'm not a big fan of generic mobs, Lycanite did plan 4 so far. Here they are:
Myconid: Hostile mushrooms
Screecher: Monsters that damage you with their screams
Gel: Blue river slimes that jump on your head and suck your brains out
Mimic: Monsters that disguise themselves as useful blocks, and proceed to wake up and eat you when you're close to them
Nice, isn't it?
Myconid. I quite like that name. Reminds me of Star Control's Mycon.
Jan 19, 2014TsurugisFlame posted a message on CreepyPastaCraft Suggestions and Questions thread.Posted in: WIP ModsQuote from ntzrmtthihu777
Oh? is this a native biome, perchance?
Oh, sorry. I forgot to mention the mod it was conflicting with
it's an extrabiomes xl biome
Jan 5, 2014TsurugisFlame posted a message on CreepyPastaCraft Suggestions and Questions thread.I would like to report a minor mod conflict. I think it's between the marsh biome and slender woods biome (the id was 42 for both of them, for me). It isn't a big problem, as it's easy to change the id, but just thought I'd let you know.Posted in: WIP Mods
Dec 7, 2013Posted in: Minecraft ModsQuote from ImFullHD
This idea has been addressed before, but perhaps there could be races to this mod. They could be biome specific like the mobs. Regular demons could be in the nether, their structures could be statues, in fortresses, and torture chambers. They should be hostile towards players and friendly to the other demon mobs. Lizardmen could live in the swamps, their structures could be tribes, small ones to very large ones. Lizardmen could have lurkers as pets and hunt the other mobs in the swamp for food. They should be hostile because Lizardmen in my eyes are carnivores. Orcs could inhabit the desert. Their structures could be camps and strongholds. They should be neutral, being that they will not attack unless you enter their territory. They could farm jousts and should keep Erepedes as guard dogs/pets. For the forest there could be wood elves, they should be hostile only because you are invading their territory which is the forest. They could worship trents as god like beings, making them create statues of trents. Also they could be friends with trents/ents. Wood elves could build camps or statues of trents. They could also hunt Wargs and use them as fur. For the Arctic could be Dark Elves, they could structure cities and outpost, they will be hostile if you enter their outposts, but will be friendly in the cities unless you kill a citizen or guard. They could use Maugs as pets and hunt Spitters for their venom for poisons. For the Plains could be Humans, they should be friendly in their cities unless you killed a civilian or guard, and be neutral at outpost, if you enter their outpost they will be hostile. They will kill and hunt any creature in the plains unless a creature could be used as mounts or be farmable. For the mountains could be the dwarfs, they could be unique from any other race. They could construct mining factories for their inventions and for ore. They will be neutral unless you walk in their mining factories. For the jungle area i was thinking of a unique race, coming from my ideas. I call it the Dunhon, which are half human half monkey. They would have a human body but have a lot of hair and have a tail and monkey ears. They wouldn't have builed structures but would hunt in groups of 5s and live in caves. They could also use raptors as mounts, to get around the jungle. They would be hostile towards the players. For the ocean biome, i was thinking of another unique race. I was thinking of a half human half fish type race. They're like the Zora from Zelda. They live in underwater caves, and they're friendly with every sea creature in the ocean. But they are not friendly with the land, and will attack any land species that invades their seas on sight, they will be very deep in the ocean, so if you ride a boat you're safe, but if you go too deep in the ocean, they will hunt you. The unique part about this race from the other sea creature is that they are some what intelligent, if they find you and you hurt them enough, they will go to their family and get the entire family to attack you. Usually there is a family of 10. So you might want to get away fast before they come with the whole group. They're like dwellers, they can stay on land for a short amount of time and then they have to come towards the ocean, but the difference is, when it rains, not only they can stay on land as long as it's raining, but they get a strength boost as well. For the hills biome could be the high elf race. They could be friendly in their cities and be neutral at their outpost. They would hunt and farm whatever is in the biome. Well that was a mouth full...
I like this idea, but I feel like Orcs are more suited to mountain climates for whatever reason. You already have Dwarves there anyway, so it doesn't matter...
But anyways, I think he might've already said something about not wanting to mess with generated structures, but this would be a very cool idea for another mod.
Nov 24, 2013TsurugisFlame posted a message on [Forge 1.7.10] Bleach Mod [SSP/LAN/SMP] Hollow Test Update Available!So, when exactly will this be updated to 1.6.4? (estimates are fine too)Posted in: WIP Mods
Nov 23, 2013Hey, I just noticed that no one has said anything about Mushroom biome or End mobs. It's understandable if you wouldn't do either of those, but it would be nice to know what your thoughts on doing those are.Posted in: Minecraft Mods
Nov 15, 2013Posted in: Minecraft ModsQuote from Lycanite
Hmm I think I might work on NPC mobs in the future, there'd be Villagers, Humans and then other races added over time. NPCs mobs would act just like regular villagers but OPs could use an NPC Wand to edit what they do, make them invincible, link them to a TIleEntity (such as linking an NPC to a Furnace, this would possibly support mods such as Tekkit packs so you could link an NPC to a Charging Dock or something). Npcs could be given Chat lines when right clicked by players, they could be aggressive and have attacking lines, etc. I could also add NPC patrol waypoints, etc.
Some of these ideas are based on Noppe's Custom NPCs which is a pretty cool mod but I'm having loads of problems with it and my MCPC+ Server. The NPC Mobs addon to this mod would be a bit more light weight. I'm also thinking about making a Mob Arena mod and possible a Shop Block mod. These NPCs could then link to Arena Entrance blocks or Shop Blocks which would make NPCs that players can essentially trade with or join arenas from.
Nov 10, 2013Wow. I didn't realize how right the other posts here were about the Pinky spawn rates...Posted in: Minecraft Mods
I just spent about 20 minutes flying through the nether, and I found nothing but Pinkies and Lava Monsters (because they spawn in lava).
I've tried lowering the spawn weight and rate, but nothing visibly changes.
Nov 9, 2013Posted in: Minecraft ModsQuote from bluey8888
Is it possible for you to do this on a server? Such as Craftbukkit? I have a server that I play with just friends and I would like more excitement instead of the usual lame mobs and this look amazing, If you can add it to a server can you tell me how to do it?
Well, he already has a server set up with his mod.
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