Okay, thanks for the report. This bug is a real stubborn one...
Alright, good to hear. I'm still looking for a fix for the freezing issue...
I think I can fix the naga on multiplayer issue.
Thanks for the additional info, anything helps.
I'm sorry, but this conflicts with my current plans for the mob. I'll keep it in mind and see if anything could still work, but it's not likely. I can tell you put a lot of thought into it, though.
Thanks, Krill! Glad you like it.
Can I ask, are you experiencing any issues with the lanterns? There have been reports, but I suspect it's only happening with some computers.
Thank you!
Any issues with the lantern mob with you?
Thanks so much!
Currently, the Naga spawns in biomes tagged as coastal and mountainous. I don't have configurable spawn locations right now, but it's something I'd like to look into. I know there are some mob spawn control mods that let you customize spawning. They should work just fine with nagas.
", times, serif">I have an idea. How about a creature that spawns in the plains/sunflower plains/forest/forest hills/maybe even birch forests. When those biomes generate, there will be certain spots where a single block is missing from the ground. Such structures aren't common, but aren't one per biome kind of rare. That missing block would be replaced by a cubic entity with a grass block texture and may or may not have grass/tall grass/flowers on it. It's supposed to be a trapdoor to a creature's burrow. In creative mode/peaceful mode, you will be able to walk on it like you can walk on a shulker, but in survival mode, walk too close and the 'block' will break, leaving grass block particles. As it breaks, a creature jumps out right in front of the player and screeches in an uncanny way. It isn't too strong as it only has 4 health, and it deals 3 health points of melee damage, but when it jumps out of it's burrow the player is supposed to be so scared that he/she would flinch, giving the animal time to strike. The burrow, like a shulker, creates an outline when surrounded by blocks because mc isn't perfect. You might be wondering 'but why don't you just place a creature under a block of grass?' Well, I think that the player needs to know a way to avoid it. Yeah, i guess it could also look like a normal grass block but with a slightly different texture and it will look less glitchy. Now how does the monster look like? Well, it's up to you to decide. I'm not a creative individual, but I personally would like to have a peacock spider-like animal(only this time it's as scary as a trapdoor spider, especially the ravine one that looks like an oreo) that flashes its frill appendage and legs to appear bigger and then jump towards you.
", times, serif">Cons: ", times, serif">1) The Foliaath is also a creature that hides, lurks and bites those who didn't spot the fern. Maybe the spider thing is gonna be repetitive for the mod and make the Foliaath less impressive. ", times, serif">2) Plains are the most common biome in mc., meaning that if a player were to enter a new world, it would be more likely to enter a plains biome than a icicles, savana or jungle biome, meaning that if a player wants to meet a Frostmaw, Barako/Barakoana or a Foliaath, it would have to explore for them, not to spawn in their territory. Not the same can be said about this lurky boi. They might be too uncommon to come across, but they still pose a spawn kill risk that is too high to not consider. Maybe boring biomes require boring and tame animals, so the lurky boi requires a more special place to spawn in. ", times, serif">3) Pewdipie fans are used to jumpscares and won't even care if this lurky boi jumped out. Other players, though, could be so scared they would never get it right and only survive one if they had armor enchanted with thorns. Some players more susceptible to seisures could die from this thing irl. ", times, serif">4) This thing is supposed to be facing the player when it jumps out and it's supposed to jump out right in it's face. If the player is walking bacvkwards, it would be less scared imo. ", times, serif">5)Coding this thing might be a big pain in the bottom...
Also why is the Wroughtnaught going Super Mario when hit by a light beam?
Yeah I feel like the swamp could use something like this?? Idk good idea though.
Huh. Why the heck is that classified as a jungle?
Alright, I'll add it to my list of things to do.
Hm, I don't really see how. Do you know of any other mods that are compatible with it?
No, sorry. That's simply not what it does. If you'd like this feature, there are plenty of mods that implement it. Some of them even let you add the ability to modded axes.
Yeah, I guess so.
None, it's complete nonsense.
Sorry, it just seems like a plain mob with a melee and ranged attack. It doesn't bring anything new to the game.
Thanks! Some of them came from the community; I can't take all the credit.
Heheh, thanks.
I'm sorry, I don't understand.
Cool Grottols what will they do? Also can't wait to the Phoben and his phobia casting powers.
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https://www.curseforge.com/minecraft/mc-mods/mutant-beasts
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Issue with Grottols spawn rate in the twilight forest, not sure if it's intentional but my goodness they spawn way too much.
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No sir no issues with the lanterns.
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Very cool update didn't expect three new mobs!
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Cool! I have stepped back from this game completely, but I do still look at other projects.
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That new version is out but taking a break on this mod and directing focus to void for a while.
Soon... they will be merged.
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New version pending on Curse right now.
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Hey guys there should be a new bug fix update out soon today to fix the texture errors with Shadow Quartz.
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(BETA)Version 1.0 for Minecraft 1.12 is almost here and will be released in the next day or two.
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The 1.12 version is coming very very soon!
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could be orespawn post the crash log
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Additions:
*Added Voided Runestone
*Added potion effects to certain pieces of armor
Fixes:
*Fixed more recipes again (man I need to really beta test huh?)
*Changed some parts of some armor to have different texture that stands out from the rest.
*Changed some textures and renamed some stuff.(I need opinions)
*Modified drops from the Paladins
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Yeah I feel like the swamp could use something like this?? Idk good idea though.
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Additions:
*Added Nebula(Voided) Tier
*Added Craftaxes
*Added 4 New mobs-Earthen Paladin, Fiery Paladin, Skybound Paladin, Aquatic Paladin (model changes and name changes soon)
*Added New Armor for respective elements
*Added Nebula Fusion Gear(used to craft every thing)
*Added new ingots to drop from the new mobs rarely
Fixes:
*Weird fuel bug (will be fixed in the next update)
*Texture overhaul part 1/4
*Recipe fixes for blocks or items that didn't have a recipe.
*Much more
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Cool Grottols what will they do? Also can't wait to the Phoben and his phobia casting powers.