Looks like I neglected to post about it here... but!
I've added a new, alternate version of my dg.class PrefixSkeletons mod that works with Pet Mod. At least, I hope it works fine! I admittedly haven't used this mod yet (Partially due to conflicts with PrefixSkeletons, as well as Mo' Creatures mod), so I have no idea what kind of effects it may have...
I believe all that was added to the skeleton file was the "team" code? :3 Anyway, if anyone enjoys both Pet Mod & Prefix Skeletons, you can find the file on my thread. You'll still need to install Pet Mod from here, first!
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On another note... I -have- been interested in using this mod for a while now! ^^ So I'm curious. The conflicts with Mo' Creatures are really gone now, too, hrm? I might give this a try tomorrow, I'd love to have a few pets~
The only problem I have with this mob is when a Aggresive mob is turned into a pet it follows you no matter what so it pushes you.
Fix it please? :biggrin.gif:
Yeah, this still doesn't work right. Please update Nightmare Mode and make it standalone and make it compatible with Mo' Creatures and fix the no killing with hands bug. The Mo' Creatures mod mobs can't hurt you with this either.
Rollback Post to RevisionRollBack
"It's not nice to hate anybody, unless the person you hate is a complete idiot."
It seems feeding animals hurts them currently? I tried a cooked meat, and then, fearing it was the cannibalism causing the problems, tried some bread, but my pigs and chickens died :sad.gif:!
I think there should be something like, Wait and Stop commands.I don't know... something like that.In one of them the pet just stays in the position you tell him to and doesn't move, in the other one the pet stays there too but can walk around in.. say 5 radius.
could you make it so you can tame slimes? because I would want some green in my skeleton army.
EDIT: could you also make it so wolves and other hostile more creatures mobs wont try to kill you to no avail when tamed, because owning wolves and lions is fun, except when they follow you to a much greater extent. It's like they love people.
Rollback Post to RevisionRollBack
Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
Hey guys, almost ready with the next update, I've got it running on 1.2.5, need to finish up some features before releasing, I hope to get it out this morning, but its already 5:30am, just spent the last 4 hours getting it to work with 1.2.5, heres a sneak preview of what to expect....
updates to post:
- fixed being unable to use your fist to hit things
- fixed heal not working right, and finally fixed health dropping on reload of save
- force pet ai off if its 164 blocks away from you, bad stalls without if you're really far away
- distance orders working (take command of pets from anywhere as long as you can see them)
- 2 rods now, 1 as you know it, and 1 enhances your pets as well and has more charges, move faster, attack faster, all configurable
- enhanced skeleton pets have added config options:
petSkeleCooldown
petSkeleRange
petSkeleAccuracy
- fixed DrZharks creatures as pets pushing you endlessly, fire wraith still hurts you if near though
- recoded to be AUTOMATICALLY compatible with prefex skeletons (should make your life easier, Ayutashi)
- you can use my mod with craftable mob spawners mod (when its ready for 1.2.5), just apply his mod after applying mine and the game will use his mob spawner instead, however this will cause my mobspawner related config options do nothing
- fixed healthbar code leaving GL blend enabled and GL lighting disabled
- pets might be immune to fire, i changed the location of the anti-sunburn code to further reduce the number of modded files
- guard(entity/block) command maybe
- leesh of destiny???
- EXPERIMENTAL nightmare mode config option: hostilesBreakWalls=1, zombies (and skeletons) will break walls slowly if they stay infront of it, works best with hostileLOSCheck=0, a little buggy, be carefull using this, it still needs a lot of work
- added ai debug toggles: numpad 1 and 2
- adding timeControl=1 to config enables k and l to change the time to sunrise and nighttime (for more debugging fun)
- other subtle ai behavour fixes + lots more code to prevent redundant entity pathfinds
is it ready yet...
Not yet
is it ready yet...
no way
is it ready yet...
go away.
is it ready yet...
leave me alone.
is it ready yet...
arghhhhhh.....
is it ready yet...
i'll set a creeper guard on you if you don't stop
{dozes off and wakes up 5 hours later} what.. still not ready... {brings out the bowl of lava} don't make me do anything you'll regret.. MMMMUUUAAAAHHHH
( for those who take things too serously this reply is ment as fun .. not a flame .. )
Looking forward to the next version, more features are always good!
Just a suggestion, think about maybe making the health bars only visible when you are close? I can see them from about 30 blocks away and it looks pretty ugly in a big pen. Maybe make them only show when you get really close?
Or to solve all problems, maybe make a key to toggle them on/off?
Yaaaay, about a day and a half later then planned, but I've released the new version, check out first post to download, the list of changes really piled up wow! Hope you enjoy this version, and please do tell me of any bugs you find other than ones I've mentioned like DrZharks creatures still acting a little..... weird.
I've been using my mod alongside mo creatures and prefix skeletons with elemental arrows, and having enhanced pet skeletons that shoot fast elemental arrows is crazy fun :biggrin.gif:, carefull of the enhanced pet tnt shooting skeletons though lol, and pet fire arrow skeletons set you on fire >_<
A max distance for rendering healthbars? Good idea.
Oh one more thing, BACKUP YOUR SAVES if you try the zombies break walls option, right now its a very early implemented version, which willl even eat your chests in your base WITHOUT DROPPING THE ITEMS IN THEM, so be carefull, its just a sneak preview of whats to come: sound detecting sandworms.
:biggrin.gif:
One question What is the zombie knight and zombie nazi for?
I've added a new, alternate version of my dg.class PrefixSkeletons mod that works with Pet Mod. At least, I hope it works fine! I admittedly haven't used this mod yet (Partially due to conflicts with PrefixSkeletons, as well as Mo' Creatures mod), so I have no idea what kind of effects it may have...
I believe all that was added to the skeleton file was the "team" code? :3 Anyway, if anyone enjoys both Pet Mod & Prefix Skeletons, you can find the file on my thread. You'll still need to install Pet Mod from here, first!
----------
On another note... I -have- been interested in using this mod for a while now! ^^ So I'm curious. The conflicts with Mo' Creatures are really gone now, too, hrm? I might give this a try tomorrow, I'd love to have a few pets~
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
Fix it please? :biggrin.gif:
EDIT: could you also make it so wolves and other hostile more creatures mobs wont try to kill you to no avail when tamed, because owning wolves and lions is fun, except when they follow you to a much greater extent. It's like they love people.
Proud Moderator of Underground Miner, a now-dead server. 4 years of moderating, and it was a good time.
Ahhahahah nice video i dont kno if it was supposed to be funny but tat sheep made me laugh xDDDD heheheh
you tell me..please?
I just tried it, and.... no =[ It sucks, I want to try this mod so bad! :ohmy.gif:
(Yes, I realize that I'll probably get to try it in a day or two, but I just cannot wait in the meantime! :biggrin.gif:)
updates to post:
- fixed being unable to use your fist to hit things
- fixed heal not working right, and finally fixed health dropping on reload of save
- force pet ai off if its 164 blocks away from you, bad stalls without if you're really far away
- distance orders working (take command of pets from anywhere as long as you can see them)
- 2 rods now, 1 as you know it, and 1 enhances your pets as well and has more charges, move faster, attack faster, all configurable
- enhanced skeleton pets have added config options:
petSkeleCooldown
petSkeleRange
petSkeleAccuracy
- fixed DrZharks creatures as pets pushing you endlessly, fire wraith still hurts you if near though
- recoded to be AUTOMATICALLY compatible with prefex skeletons (should make your life easier, Ayutashi)
- you can use my mod with craftable mob spawners mod (when its ready for 1.2.5), just apply his mod after applying mine and the game will use his mob spawner instead, however this will cause my mobspawner related config options do nothing
- fixed healthbar code leaving GL blend enabled and GL lighting disabled
- pets might be immune to fire, i changed the location of the anti-sunburn code to further reduce the number of modded files
- guard(entity/block) command maybe
- leesh of destiny???
- EXPERIMENTAL nightmare mode config option: hostilesBreakWalls=1, zombies (and skeletons) will break walls slowly if they stay infront of it, works best with hostileLOSCheck=0, a little buggy, be carefull using this, it still needs a lot of work
- added ai debug toggles: numpad 1 and 2
- adding timeControl=1 to config enables k and l to change the time to sunrise and nighttime (for more debugging fun)
- other subtle ai behavour fixes + lots more code to prevent redundant entity pathfinds
Back to work!
Into the cellar! There's a ternader a'comin!
Not yet
is it ready yet...
no way
is it ready yet...
go away.
is it ready yet...
leave me alone.
is it ready yet...
arghhhhhh.....
is it ready yet...
i'll set a creeper guard on you if you don't stop
{dozes off and wakes up 5 hours later} what.. still not ready... {brings out the bowl of lava} don't make me do anything you'll regret.. MMMMUUUAAAAHHHH
( for those who take things too serously this reply is ment as fun .. not a flame .. )
Just a suggestion, think about maybe making the health bars only visible when you are close? I can see them from about 30 blocks away and it looks pretty ugly in a big pen. Maybe make them only show when you get really close?
Or to solve all problems, maybe make a key to toggle them on/off?
Stalker creeper watches you program mods.
I've been using my mod alongside mo creatures and prefix skeletons with elemental arrows, and having enhanced pet skeletons that shoot fast elemental arrows is crazy fun :biggrin.gif:, carefull of the enhanced pet tnt shooting skeletons though lol, and pet fire arrow skeletons set you on fire >_<
A max distance for rendering healthbars? Good idea.
Oh one more thing, BACKUP YOUR SAVES if you try the zombies break walls option, right now its a very early implemented version, which willl even eat your chests in your base WITHOUT DROPPING THE ITEMS IN THEM, so be carefull, its just a sneak preview of whats to come: sound detecting sandworms.
Muahahhahahaha!!!
Into the cellar! There's a ternader a'comin!