• 2

    posted a message on Overlord - Raise and command an army of skeletons

    They are tamed when they spawn XD

    You just need to kill their skeleton rider and a saddle :D

    Yup, that's all :D

    In one of my saves I have like 20 of those... That hellish skeleton riders...

    Posted in: Minecraft Mods
  • 0

    posted a message on Overlord - Raise and command an army of skeletons

    You have the one I own XD

    But it may be ended for the Next month :/

    Posted in: Minecraft Mods
  • 0

    posted a message on Overlord - Raise and command an army of skeletons

    Ok, good to know :D



    I will look for the mod list when I have some time :D

    Posted in: Minecraft Mods
  • 0

    posted a message on Alchems Spanish clan ---- Alchems clan Español

    Nada, si te quieres unir o conoces a alguien interesado tu dilo jajaja

    Un saludo!

    Posted in: Clans
  • 0

    posted a message on Overlord - Raise and command an army of skeletons

    Ok thanks.


    The bug seems to happen when changing orders, manualy or by using the seal, but it doesn't always happen :/


    Still adding the cost on the config (the bone cost) will be great at least for some testing or some fast army making on the server.


    I may add some mods to the server, because there are a few good ones out there that I used some time ago, like base metals and that.


    Edited:

    Could you add one gui or something for adding mobs into the target list??

    Because I would like them to attack mobs from other mods and they don't seem to attack all of the hostiles, and no one of the pasives...

    I got killed testing this with wolfs, mo creatures lions, bears, and all (or nearly) all of the mobs from lycanites mobs mod XD



    Thanks for reading :D

    Posted in: Minecraft Mods
  • 1

    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    Np, I'm on the same situation, good luck :D

    Posted in: Minecraft Mods
  • 0

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

    I found a few problems:



    One, in the 1.10.2 version the ogres, snakes, komodos, and maybe other mobs I didn't fought have a very high reach, if I try to attack the reach me 1-2 blocks before I can get on the distance to hit them, with a normal minecraft sword reach, a reach very far away from their hitbox, something wich makes them hard to fight on melee, I mean, imposible to hit them without getting hitted :


    Second I have a tamed manticore and a few lions, when I got attacked by a zombie the manticore didn't attack them to protect me, then I tested it with the lions and the same happened. Are they supposed to not defend me, am I doing something wrong, or they defend owner isn't working? Because I wanted my lions to defend me XD (the manticore is for transporting XD but I should attack too).

    This last one happens with bears too, so please, explain me if the tamed mobs will defend me or not, or if I'm doing something wrong.


    Thanks for reading, and sorry for my gramar mistakes.

    Posted in: Minecraft Mods
  • 0

    posted a message on Overlord - Raise and command an army of skeletons

    Ok :D I agree we should test it first, but taked a few nights farming to get 32 bones (well, 2 with luck) and I mean with not a really good equipment XD


    Also, crash report



    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    LoadingPlugin (RandomThings-MC1.10-3.7.4.jar)
    Contact their authors BEFORE contacting forge

    // My bad.

    Time: 17/10/16 21:26
    Description: Ticking entity

    java.lang.NullPointerException: Ticking entity
    at net.minecraft.pathfinding.PathNavigate.func_75508_h(SourceFile:247)
    at net.minecraft.pathfinding.PathNavigate.func_75501_e(SourceFile:184)
    at net.minecraft.entity.EntityLiving.func_70626_be(EntityLiving.java:776)
    at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2189)
    at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:577)
    at the_fireplace.overlord.entity.EntitySkeletonWarrior.func_70636_d(EntitySkeletonWarrior.java:453)
    at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2019)
    at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295)
    at net.minecraft.world.World.func_72866_a(World.java:1964)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
    at net.minecraft.world.World.func_72870_g(World.java:1934)
    at net.minecraft.world.World.func_72939_s(World.java:1750)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
    at java.lang.Thread.run(Thread.java:745)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Thread: Server thread
    Stacktrace:
    at net.minecraft.pathfinding.PathNavigate.func_75508_h(SourceFile:247)
    at net.minecraft.pathfinding.PathNavigate.func_75501_e(SourceFile:184)
    at net.minecraft.entity.EntityLiving.func_70626_be(EntityLiving.java:776)
    at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:2189)
    at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:577)
    at the_fireplace.overlord.entity.EntitySkeletonWarrior.func_70636_d(EntitySkeletonWarrior.java:453)
    at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2019)
    at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:295)
    at net.minecraft.world.World.func_72866_a(World.java:1964)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
    at net.minecraft.world.World.func_72870_g(World.java:1934)

    -- Entity being ticked --
    Details:
    Entity Type: overlord.skeleton_warrior (the_fireplace.overlord.entity.EntitySkeletonWarrior)
    Entity ID: 11207
    Entity Name: Skeleton Warrior
    Entity's Exact location: 203,66, 64,00, 891,39
    Entity's Block location: World: (203,64,891), Chunk: (at 11,4,11 in 12,55; contains blocks 192,0,880 to 207,255,895), Region: (0,1; contains chunks 0,32 to 31,63, blocks 0,0,512 to 511,255,1023)
    Entity's Momentum: -0,08, -0,08, 0,04
    Entity's Passengers: []
    Entity's Vehicle: ~~ERROR~~ NullPointerException: null
    Stacktrace:
    at net.minecraft.world.World.func_72939_s(World.java:1750)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:619)

    -- Affected level --
    Details:
    Level name: Wars
    All players: 1 total; [EntityPlayerMP['werff'/1259, l='Wars', x=205,07, y=65,43, z=886,27]]
    Chunk stats: ServerChunkCache: 702 Drop: 0
    Level seed: -2901688564507487565
    Level generator: ID 01 - flat, ver 0. Features enabled: true
    Level generator options: 3;minecraft:bedrock,59*minecraft:stone,3*minecraft:dirt,minecraft:grass;1;village,biome_1,decoration,stronghold,mineshaft,lake,lava_lake,dungeon
    Level spawn location: World: (312,4,999), Chunk: (at 8,0,7 in 19,62; contains blocks 304,0,992 to 319,255,1007), Region: (0,1; contains chunks 0,32 to 31,63, blocks 0,0,512 to 511,255,1023)
    Level time: 14635 game time, 14635 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 115782 (now: false), thunder time: 127306 (now: false)
    Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
    Stacktrace:
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:709)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:149)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
    at java.lang.Thread.run(Thread.java:745)

    -- System Details --
    Details:
    Minecraft Version: 1.10.2
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 314966536 bytes (300 MB) / 944222208 bytes (900 MB) up to 3207856128 bytes (3059 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP 9.32 Powered by Forge 12.18.2.2099 22 mods loaded, 22 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.2.2099.jar)
    UCHIJAAAA Forge{12.18.2.2099} [Minecraft Forge] (forge-1.10.2-12.18.2.2099.jar)
    UCHIJAAAA bettercombatmod{1.3.0} [Better Combat] ([MC_1.10.2]BetterCombat-1.3.3.jar)
    UCHIJAAAA basemetals{2.3.2} [Base Metals] (BaseMetals_1.9.4-2.3.2.6.jar)
    UCHIJAAAA blockarmor{1.1} [Block Armor] (BlockArmor-1.10-1.1.jar)
    UCHIJAAAA customspawner{3.10.0} [DrZhark's CustomSpawner] (CustomMobSpawner 3.10.0.jar)
    UCHIJAAAA dldungeonsjdg{1.8.13} [Doomlike Dungeons] (DoomlikeDungeons-1.8.13-MC1.10.jar)
    UCHIJAAAA mocreatures{10.0.3} [DrZhark's Mo'Creatures Mod] (DrZhark's Mo'Creatures Mod-10.0.3.jar)
    UCHIJAAAA fe{1.2.1} [Food Expansion] (FoodExpansion1.2.3-1.10.2.jar)
    UCHIJAAAA JEI{3.7.6.231} [Just Enough Items] (jei_1.10.2-3.7.6.231.jar)
    UCHIJAAAA KaishiWeapons{v0.1} [Kaishi's Weapons Pack] (KaishiWeapons-1.9.4.jar)
    UCHIJAAAA levels{r4.1.3} [Levels] (Levels-1.10.2-r4.1.3.jar)
    UCHIJAAAA nethermetals{1.1.2} [Nether Metals] (NetherMetals_1.9-1.1.2.jar)
    UCHIJAAAA orespawn{1.0.3} [Ore Spawn] (OreSpawn_1.9.4-1.0.3.jar)
    UCHIJAAAA overlord{1.2.1} [Overlord] (Overlord-1.2.1.jar)
    UCHIJAAAA randomthings{3.7.4} [Random Things] (RandomThings-MC1.10-3.7.4.jar)
    UCHIJAAAA Roguelike{1.5.4} [Roguelike Dungeons] (RoguelikeDungeons-1.10.2-1.5.4.jar)
    UCHIJAAAA roots{0.108} [Roots] (roots-1.10.2-0.108.0.jar)
    UCHIJAAAA AS_Ruins{16.2} [Ruins Spawning System] (Ruins-1.10.2.jar)
    UCHIJAAAA territorychevsky{b17} [Territorial Dealings] (TerritorialDealings_1.10_b17.jar)
    UCHIJAAAA villagebox{0.5.0} [Village Box] (villagebox-1.10.2-0.5.0.jar)
    Loaded coremods (and transformers):
    LoadingPlugin (RandomThings-MC1.10-3.7.4.jar)
    lumien.randomthings.asm.ClassTransformer
    GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
    Profiler Position: N/A (disabled)
    Player Count: 1 / 8; [EntityPlayerMP['werff'/1259, l='Wars', x=205,07, y=65,43, z=886,27]]
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'


    Posted in: Minecraft Mods
  • 0

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

    I have problem... well two XD


    One, in the 1.10.2 version the ogres have a very high reach, if I try to attack the reach me 1-2 blocks before I can get on the distance to hit them, with a normal minecraft sword reach.


    Second I have a tamed manticore and a few lions, when I got attacked by a zombie the manticore didn't attack them to protect me, then I tested it with the lions and the same happened. Are they supposed to not defend me, am I doing something wrong, or they defend owner isn't working? Because I wanted my lions to defend me XD (the manticore is for transporting XD but I should attack too)

    Posted in: Minecraft Mods
  • 0

    posted a message on Overlord - Raise and command an army of skeletons

    Could you lower the cost in bones a bit? like (mantaining the 1/2 cost proportion) 1/5-/14 less? 32 bones for one guy that you need to arm :/ i mean, lower it to something like: 20-26??

    It is a somewhat more usable cost (on bones) or add a confing option for changing the costs (on bones) it could be fun for some kind of servers or non-creative army making for some maps... Like mine... XD

    Posted in: Minecraft Mods
  • 0

    posted a message on Overlord - Raise and command an army of skeletons

    Cool :D chibi cannon folder... But, because of the 1.9 combat update... They will be a pain in the ass more than cannon fodder XD


    Still, I see you use my skin e.e i made it :D


    Also what will be the cost for the two skeleton variants on 1.3? (more or less, just for getting and idea :D)


    The bug i mentioned before is my greatest concern right now:


    "Also I have found a little bug, using lycanites mob mod the skeletons didn't attack the mobs that attacked me and/or I attacked :/ Could you make them attack like wolves or just a tool/option for adding other mobs to the list."

    Also I will update the server to the newest mod version right now :D

    Posted in: Minecraft Mods
  • 0

    posted a message on Overlord - Raise and command an army of skeletons

    Also I have found a little bug, using lycanites mob mod the skeletons didn't attack the mobs that attacked me and/or I attacked :/

    Could you make them attack like wolves or just a tool/option for adding other mobs to the list.



    Eddited:

    I forgot!!

    There is a mod called no shelter AI, and the autor isn't responding.

    Could you add or make/update something like that? Because with this mod and that It could lead to Epic sieges/night wars

    Posted in: Minecraft Mods
  • 1

    posted a message on Overlord - Raise and command an army of skeletons

    Server done.

    You just need this mod latest version and kaishi weapon mod (the curse forge) latest version.

    (Link to kaishi weapon mod https://minecraft.curseforge.com/projects/kaishis-weapon-pack/files/2327394)


    Ip of the server: amuchalipsis.fluctis.com:25809

    Forge version: The currently recommended (it's the "1.10.2 - 12.18.2.2099"<!-- built on 10/09/2016 07:46:12 PM --> at 15/10/2016)


    I hope this helps XD

    Because i have this mod server unused for a long time XD



    EDITED: There is a village and a temple near the spawn. I have (creatively) spawned some skeletons lightly armored/armed (like 20 XD) for protecting it from mobs, making it a somewhat safe zone, at least the village, so you can get fodd and then expand. Just don't attack them XD

    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP] LoMaS MMO OVERHAUL Mod - NOW WITH A SERVER! - RPG Style Classes, player-created NPC Cities, Economy, and more!

    I know what do you mean XD

    Apart of the DS weapon inspiration from the shotel and zweihander, instead of sprites he is using the new voxel item images.

    But that's because his texture/resource pack. Aslo no bugs found, when we get to obelisk operating level this pigman soldiers would be good :D

    Posted in: WIP Mods
  • 0

    posted a message on Overlord - Raise and command an army of skeletons

    The thing about "Yes, I know making an army is expensive" i was just saying something you said before just for letting you know WHY is expensive XD, I know you knew that, I read the full thread (isn't long, just 3 pages), sorry if that left to a confusion XD, my bad,


    Now, just think on MC logic, a full grown (and capable of walking XD) human skeleton drops 2 femur bones in the best of the cases (and one MC human doby doesn't have that many bones (I would say 2... Ok, from 15 to 24).


    And now to RL logic:

    I know that a human body has a lot of bones, ligaments, tendons, muscles, tisues, etc. But they aren't 206 femurs XD


    Back to MC logic:

    If you need to kill 96 skeletons at best, not couting looting II enchantment, you should be able to build a colosal skeleton (not a bad idea XD) or at least, considering the damage and the bone loss... at least one third?

    Still, the main concern should be arming the skeletons, not making them, rightnow they are too high costly for a non creative player :/


    ATLEAST that's my opinión, it could be valid or not XD


    Thanks for Reading and considering my suggestions :D

    Also I'm glad to give you ideas :D


    And as a closing thing...

    What about 15-30 bones per skeleton? that's a big cost, but not high enough to be crazy for a 20hp npc combatant who will die soon (unless you add a tool for getting more bones XD)

    Posted in: Minecraft Mods
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