-- Added fix for compatibility with mods that create new inventory or inventory-like screens, specifically Millenaire.
The mod works perfectly and makes modding so much easier, allowing you to test everything right away.
However, when I decompile and use this in MCP, for some reason, the crafting GUI is glitched. I can't pick up items or place them on the crafting table. The only change I made was line 23 - just giving an initial value of null otherwise it wouldn't recompile.
final TooManyItems field_27934_this$0 = null; /* synthetic field */
Previous versions for 1.4.1 worked in MCP without a hitch. Since everything else works great, there is no error report to give you... Is there a fix for using this in MCP? I decompiled with just TMI, Modloader and Audiomod using the latest 2.12 MCP
Theres just... too much going on in this mod... you start up a world and sh*ts flying out of the frying pan... no no such thing as a rare spawn in this mod... theres not a single block that isn;t covered in some new mob... its a bit much if you ask me... at one point I saw 6 scientists in eyesight making towers... 6... you rarely see six sheep at once...you think a scientist wandering in the wild would be more common than the sheep... not to mention the floobs are all over the flippity flappin place... whats that? want a wooden house? too bad... becasues theres at least 10 floobs EVERYWHERE... its rediculous... i only have the guinea pigs working on my minecraft mainly because they were the best thing... its just too rediculous now... I want guinea pigs... that is all (I like the lvl up system and all)
You're right - that's just silly! What difficulty level are you playing on, because there should be nothing like you described here... When I play on hard, everything seems perfectly balanced. What you are experiencing should never happen.
Sweet I am gonna download it,did you fix the Giraffe bug?
Not yet - working on that now and adding achievements.. I just wanted to get this update out so DigBugs would fill holes and BlackSouls wouldn't take over the night.
NEW VERSION is out --- here are the changes... Mummys and BlackSouls are now back in Pyramids, plus the addition of sticky cobwebs!
v1.96
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ADDED: Ability to name tamed RocketGiraffe with Book in hand
ADDED: Particle effects for RayGun
ADDED: Cobwebs in Pyramids
FIXED: EvilScientist experimental electricity blending mode
TWEAK: DigBugs fill in their holes when they are satiated with BubbleScums
TWEAK: Spawnrates for BlackSouls, EvilScientists, DigBugs and ManDogs adjusted downward
Hello there! I would like to thank you for making MineCraft the most Unique game in the universe!
Now, onto the serious stuff.
I found myself a Rocket Giraffe, and I left him at the front of my house. Considering the BubbleScum are endangered, I decided to save it from one of the DigBugs. After I came back with my newly found pet, my Giraffe disappeared. Nowhere to be found. I checked a 50 block radius.
Could you check the code to see if the tame Giraffes despawn?
Hmmm - RocketGiraffes are using wolf despawn code - A flag is set to check for tamed state, and if RocketGiraffe is tamed, it is set to not despawn. Please let me know if that happens again and I will fix.
I figured out the mad scientist towers problem with spawning a red twitchy thing: Am I right in thinkng the electricity produced by the towers is actually classed as a mob? Because when the electricity hits the ground it essentially takes damage. Which is why it turns red, opaque and looks like a glitch.
Yes, it was a GLblending issue which is fixed in the next update - I will post soon.
When I punch my chicken to get a little extra height, it flings me up into infinitum. I don't come down unless I close the game and open it back up. It may have something to do with unarmed now doing 2 damage instead of 1.
I'll check that out and fix it.. thanks for the tip!
As far as know battle towers are just about perfect in SMP, I once played a server that had them. There was PROBABLY no boss at the top but that'd be about the only restriction.
Also: Is there any way to add these to an already generated world? I'm in one where I've made some progress with the Millenaire mod, but want these and DON'T quite want to restart.
New towers should generate if you walk to unexplored areas on your map.
is there a way you can make the digbugs dig tunnels (dig in lines) not make then dig a pit? Make then dig like worms do? I hate walking out side my house and see 2 or 3 pits.
I think that after they have had their fill of BubbleScums, they should fill in the pit with dirt.
Did anyone try pushing a Preacher into lava yet? Satisfying?
Okay couple more things:
And Digbugs apparently have a tendency to dig into my starting underground cave home. Little buggers. But no problem, it adds a challenge to survival, I upgraded to a nice wooden house...that was burnt to the ground by floobs. Sometimes the creeps are out to get you.
Mad scientist towers at the moment seem to throw out a weird, warped, glitchy red mob thing. It looks like it's throwing out dying spasming evil monsters. Not quite sure what's going on. http://img843.imageshack.us/img843/8438 ... 190705.png
The red...shape at the bottom is what I mean.
Thanks again freakstritch, it's a great update anyway.
DigBugs should not be digging into an area that you have already dug out such as a home or a cave. They may dig beside it, but they will look for another suitable area if some of the ground has already been excavated.
I will check out the EvilScientist error - some bug added in 1.5.1. Just when you think you have a bug-free version, an update comes along! Wait until you see what is going to happen to the ManDog... should be cool.
Grr, this is annoying I was so looking forward to the updated version of this.
I install mod loader and audio mod into the .jar file. I delete the meta folder. I install the .jar files from the morecreeps zip and put the resources mod folder into the resource folder. I put the .txt file into the main minecraft folder.
Game is on hard, I don't see any mobs... it's been that for 8 worlds I've created and looked around.
BubbleScum (the things that DigBugs eat) aren't on the mob txt to be able to change their rate...everything else is though..Oh, and putting things to 12 seems to be the same as putting them on 0 for me. 11 works fine and then there's a bunch of those type of mobs..but at 12...nothing of that kind.
yes yes please fix this. i'd like to edit the spawn rate on the bubblescum.
First of all, I don't know if I can trust some of you people with protecting the BubbleScums! One guy mentioned that he threw one in the hole and a DigBug at it exploded into a cookie fountain! Is that the kind of protection these innocent little creatures deserve? They just like piggy back rides!
There are a few creatures that do not spawn naturally, and the BubbleScums are one of them. Another one is the Skeleton Army that you get from giving a hunchback bones.
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The mod works perfectly and makes modding so much easier, allowing you to test everything right away.
However, when I decompile and use this in MCP, for some reason, the crafting GUI is glitched. I can't pick up items or place them on the crafting table. The only change I made was line 23 - just giving an initial value of null otherwise it wouldn't recompile.
final TooManyItems field_27934_this$0 = null; /* synthetic field */
Previous versions for 1.4.1 worked in MCP without a hitch. Since everything else works great, there is no error report to give you... Is there a fix for using this in MCP? I decompiled with just TMI, Modloader and Audiomod using the latest 2.12 MCP
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You're right - that's just silly! What difficulty level are you playing on, because there should be nothing like you described here... When I play on hard, everything seems perfectly balanced. What you are experiencing should never happen.
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Just drag the contents of MINECRAFT-JAR into your minecraft.jar and overwrite any existing files.. a no-fuss upgrade.
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Not yet - working on that now and adding achievements.. I just wanted to get this update out so DigBugs would fill holes and BlackSouls wouldn't take over the night.
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v1.96
-----
ADDED: Ability to name tamed RocketGiraffe with Book in hand
ADDED: Particle effects for RayGun
ADDED: Cobwebs in Pyramids
FIXED: EvilScientist experimental electricity blending mode
TWEAK: DigBugs fill in their holes when they are satiated with BubbleScums
TWEAK: Spawnrates for BlackSouls, EvilScientists, DigBugs and ManDogs adjusted downward
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Hmmm - RocketGiraffes are using wolf despawn code - A flag is set to check for tamed state, and if RocketGiraffe is tamed, it is set to not despawn. Please let me know if that happens again and I will fix.
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Yes, it was a GLblending issue which is fixed in the next update - I will post soon.
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I'll check that out and fix it.. thanks for the tip!
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New towers should generate if you walk to unexplored areas on your map.
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I think that after they have had their fill of BubbleScums, they should fill in the pit with dirt.
Did anyone try pushing a Preacher into lava yet? Satisfying?
0
DigBugs should not be digging into an area that you have already dug out such as a home or a cave. They may dig beside it, but they will look for another suitable area if some of the ground has already been excavated.
I will check out the EvilScientist error - some bug added in 1.5.1. Just when you think you have a bug-free version, an update comes along! Wait until you see what is going to happen to the ManDog... should be cool.
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Good - I see you figured it out!
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First of all, I don't know if I can trust some of you people with protecting the BubbleScums! One guy mentioned that he threw one in the hole and a DigBug at it exploded into a cookie fountain! Is that the kind of protection these innocent little creatures deserve? They just like piggy back rides!
There are a few creatures that do not spawn naturally, and the BubbleScums are one of them. Another one is the Skeleton Army that you get from giving a hunchback bones.