Gravity knocks an assailant back ... which seems to be exactly what you propose?
I don't like the idea of an enchanted mob influencing anything other than itself or the player. Take Battle Towers - if you have a "shield" aura Mob 2 floors above you who makes everything in your way extremely hard or impossible to kill you're just screwed. Thats not fun, not a challenge.
Placing blocks or explosions will just screw up people's worlds, big no no.
Balance is about the powerful enchanted loot and xp you get "for free" from passive mobs.
Mo'Creatures has Ogres, I can't see those ideas being worse than an special ogre, they do major block damage. A special (infernal) ogre visited my outpost and destroyed most of it, two regular ogres tried to do the same but were less successful not that I have a two block wall guarding the base. It was an epic fight XD. Are you worried about world stability?
About the auras, you would yes have to remove the problem first to clear the floor, but why would that peaceful mob be there anyways? I agree with your point anyway about the all healing aura to a point, an aura that would only heal passive mobs would be better.
I don't think to be honest a passive mob should give exp, only give special loot. Though if they did give exp. I can't see it being to much of an handicap unless the spawn rate of (infernal) mobs was increased for peaceful mobs. Wasn't really a guideline, just wanted to give feedback is all.
Your one of my top favorite five Minecraft mod developers. My favorite mod of yours though is Dynamic Lights, fricken genius.
I was wondering, I know the drop list is configurable, but is it possible to make them drop multiple of one item? And is it possible to make them drop a specific item of those that share the same id? (Like a specific color of wool or whatever).
Is it possible to configure the number of mobs affected by the enchantment, because the hostiles creatures of Mo'Creatures are almost all enchanted (and they appear many). It's impossible to survive the first nights without a good stuff.
This is great, but it causes my hud to flicker annoyingly. It happens all the time randomly while using this mod, if you go into third person view and wail your view around a lot it always happens during this.
Is it possible to turn off loot drops from mobs that come from spawners? Players are farming them for diamond stuff :\
@AtomicStryker could I get a response on the flickering issue please? Are you able to reproduce it? Do you acknowledge it exists? Is there a possible update/fix in the foreseeable future?
You never explained anything above "flickering". While i can guess what you mean (and how it happens), it's not my job to oracle your error reports.
I do not have that issue, it has not been reported before, it is likely another mod battling Infernal Mobs post-renderer. I'd even go as far and point a finger at your Damage Indicators.
No i cannot support those. To achieve higher health than minecraft allows i simply set the rare Mobs health past the allowed maximum, so if anything, Damage Indicators needs to support Infernal Mobs, not the other way around.
You never explained anything above "flickering". While i can guess what you mean (and how it happens), it's not my job to oracle your error reports.
I do not have that issue, it has not been reported before, it is likely another mod battling Infernal Mobs post-renderer. I'd even go as far and point a finger at your Damage Indicators.
No i cannot support those. To achieve higher health than minecraft allows i simply set the rare Mobs health past the allowed maximum, so if anything, Damage Indicators needs to support Infernal Mobs, not the other way around.
Thank you for the response, I sense hostility in your post. Sorry for whatever I did to cause that.
The flickering happens when _only_ Infernal mobs and forge are installed. As soon as I remove Infernal mobs the flickering stops. I will record the problem and post a link to the video for you.
I requested Infernal mobs support for Damage Indicators and here is what the author had to say:
Wrong thread, I deliver the information the mobs provide, if the mod does not use the vanilla information, there is nothing I can do(Without hacks or requiring the mod in question). The mod will launch, it just lies about health information.
So I'm assuming that since you don't "use vanilla information" then support just won't happen? Thanks again for the response.
EDIT: Here is said promised video:
Note: This is running with Forge, Reis Minimap, Optifine, and NEI installed along with Infernal mobs, but it happens either way.
Infernal mobs is the only mod folder mod installed. The only way I know of reproducing it on demand is by switching to third person view, however, during any gameplay in first person view the hud will do exactly what you see in this video, but in more of a rapid flickering. The other thing that happens which I tried to show here, but couldn't get it to do it is when viewing NEI recipes the text in NEI will flicker non stop. As you see in the video, exiting the game world during a flicker will cause the game to permanently be dimmed.
Of course as soon as I remove Infernal mobs, all of those problems are non exisitant.
EDIT: The text flickering may be caused by something else. I noticed while recording that video I cap my FPS at 30 and it doesn't happen, but when I'm not recording minecraft runs at around 300 fps. When I switch between unlimited and a cap of 60 in game the text flickering seems to come and go, So I guess the cause of that is actually my FPS being too high. I checked hud flickering and there is no change in that.
You never explained anything above "flickering". While i can guess what you mean (and how it happens), it's not my job to oracle your error reports.
I do not have that issue, it has not been reported before, it is likely another mod battling Infernal Mobs post-renderer. I'd even go as far and point a finger at your Damage Indicators.
No i cannot support those. To achieve higher health than minecraft allows i simply set the rare Mobs health past the allowed maximum, so if anything, Damage Indicators needs to support Infernal Mobs, not the other way around.
There is no issues with our mods. They work fine together for everyone else. The only issue is the max health is incorrect, but it uses the current health for the max health if the current health is higher. All this means is the health bar isn't completely accurate.
As far as rendering issues go, there is none for me and most other people.
There is no issues with our mods. They work fine together for everyone else. The only issue is the max health is incorrect, but it uses the current health for the max health if the current health is higher. All this means is the health bar isn't completely accurate.
As far as rendering issues go, there is none for me and most other people.
As noted above, the only mod present during the issue is infernal mobs and the issue only happens when infernal mobs is installed. I'm sure the flickering issue has nothing to do with damage indicators in any way.
In the config, is there anyway to make the droppeditemID= . . . support items with damage values? Not necessarily tools, but items that are "compressed" into 1 block ID. Because as of now, there seems to be no way to make the mobs drop blocks that are like 35:5 (green wool)
1.1.2
- scrapped "enchant glow" code for enchanted Mobs, it broke with 1.4.6 and i cannot get it working again
- fixed/readded particles to enchanted Mobs
- made health bar updates more aggressive on client
- changed loot dropping back to the "must have been recently hit by player" system
Mo'Creatures has Ogres, I can't see those ideas being worse than an special ogre, they do major block damage. A special (infernal) ogre visited my outpost and destroyed most of it, two regular ogres tried to do the same but were less successful not that I have a two block wall guarding the base. It was an epic fight XD. Are you worried about world stability?
About the auras, you would yes have to remove the problem first to clear the floor, but why would that peaceful mob be there anyways? I agree with your point anyway about the all healing aura to a point, an aura that would only heal passive mobs would be better.
I don't think to be honest a passive mob should give exp, only give special loot. Though if they did give exp. I can't see it being to much of an handicap unless the spawn rate of (infernal) mobs was increased for peaceful mobs. Wasn't really a guideline, just wanted to give feedback is all.
Your one of my top favorite five Minecraft mod developers. My favorite mod of yours though is Dynamic Lights, fricken genius.
(Also if i grant you this, you will ask for per-Entity settings next and then more)
The amount of items dropped is also a damage value?
Is it possible to turn off loot drops from mobs that come from spawners? Players are farming them for diamond stuff :\
In all seriousness, mc doesn't "remember" where a Mob came from, so i cannot help you
That's fine, but any news on fixing the flickering bug?
Also: Any chance of supporting Damage Indicators? http://www.minecraftforum.net/topic/1536685-
Currently it works, but it shows the wrong health.
I do not have that issue, it has not been reported before, it is likely another mod battling Infernal Mobs post-renderer. I'd even go as far and point a finger at your Damage Indicators.
No i cannot support those. To achieve higher health than minecraft allows i simply set the rare Mobs health past the allowed maximum, so if anything, Damage Indicators needs to support Infernal Mobs, not the other way around.
Edit:I fixed it,sorry...
My name is not derived of the same orgin as his.
Thank you for the response, I sense hostility in your post. Sorry for whatever I did to cause that.
The flickering happens when _only_ Infernal mobs and forge are installed. As soon as I remove Infernal mobs the flickering stops. I will record the problem and post a link to the video for you.
I requested Infernal mobs support for Damage Indicators and here is what the author had to say:
So I'm assuming that since you don't "use vanilla information" then support just won't happen? Thanks again for the response.
EDIT: Here is said promised video:
Note: This is running with Forge, Reis Minimap, Optifine, and NEI installed along with Infernal mobs, but it happens either way.
Infernal mobs is the only mod folder mod installed. The only way I know of reproducing it on demand is by switching to third person view, however, during any gameplay in first person view the hud will do exactly what you see in this video, but in more of a rapid flickering. The other thing that happens which I tried to show here, but couldn't get it to do it is when viewing NEI recipes the text in NEI will flicker non stop. As you see in the video, exiting the game world during a flicker will cause the game to permanently be dimmed.
Of course as soon as I remove Infernal mobs, all of those problems are non exisitant.
EDIT: The text flickering may be caused by something else. I noticed while recording that video I cap my FPS at 30 and it doesn't happen, but when I'm not recording minecraft runs at around 300 fps. When I switch between unlimited and a cap of 60 in game the text flickering seems to come and go, So I guess the cause of that is actually my FPS being too high. I checked hud flickering and there is no change in that.
There is no issues with our mods. They work fine together for everyone else. The only issue is the max health is incorrect, but it uses the current health for the max health if the current health is higher. All this means is the health bar isn't completely accurate.
As far as rendering issues go, there is none for me and most other people.
As noted above, the only mod present during the issue is infernal mobs and the issue only happens when infernal mobs is installed. I'm sure the flickering issue has nothing to do with damage indicators in any way.
- scrapped "enchant glow" code for enchanted Mobs, it broke with 1.4.6 and i cannot get it working again
- fixed/readded particles to enchanted Mobs
- made health bar updates more aggressive on client
- changed loot dropping back to the "must have been recently hit by player" system