Harken Scythe: Reap -What- You Sow *Biomass Blocks and Adjustments*[V2.1.6 UPD: MAY 14]
Poll: How are you enjoying the new Axe Augment: Decapitate?
Ended May 15, 2014
Poll: HOw is the Defiled Flame Residue Adjustment working out?
Ended May 15, 2014
Poll: What feature are you waiting for the most?
Ended May 15, 2014
Also, is there a way to set a spawner for the blood/soul slimes? I want to keep one on display in a "lab" building and it keeps despawning...
Be sure the Spectral Pet is Tamed. Non tamed ones will just wander about.Please post your forge build number, also it may be due to magiclauncher + the forge build your using.
That was my mistake >.< (though just having non-aggressive mobs wandering around is amusing in and of itself... lol)
you have to find them in chests, trade for them with villagers (VERY rare trade) or use creative mode (or if your playing on a server like mine, get the op to make a convoluted quest to give you the tome lol)
>D Try punching one after its ReAnimated... Better yet do that with a whole group of them... see what happens XD
I love the sound of that, I am very glad to offer such things in this mod to help server communities grow stronger.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
I'll add all the spawn eggs since so many people want them, however I intently did not add the eggs to force people to play with the new features (Using the Necronomicon). *You cheaters :P*
Dont know if it's just me but for some reason when I install "Legend Gear" the items overtake 3/4 of your crafting recipies
i.e.:
Crafts the Legend Gear item "Magic Mirror" and similarly it turns any iron scythes into the magic mirror...
Digging deeper I found out this was due to them both using the same block IDs, changing the block IDs of either mod solves it.
*Too much rush in making mods, not enough research*
Yeah, I ran into the same issue, just go into the legend gear config and change the item ids from (I think they're like 25673, 25663, etc) ##6## to a ##7## and everything plays nice.
Pro tip: Augment a sword to causes bleeding, equip earth medallion on sword, get large group of enemies around you, release destruction and watch the blood splatter everywhere. It's freaking awesome. If the author of Legend Gear would make it so that pets aren't affected by the AOE stuff it would be less costly on pets and more epic. Combine this and LG with Ars Magicka Mod and you're basically a god.
Oh. So I've been playing with the reanimate release, so far it's pretty good, only issue is the fact that my creatures lose life naturally at a fairly steady interval, is this intended? I find it makes it difficult to raise a large force, and more time is spent trying to keep them alive than actually getting anything done. If it's a op issue that's the concern could I suggest maybe in order to keep troops alive, but keep it that they would still naturally decay for power issues, make it that if you give the witch a keeper/vessel they can feed your minions and also collect blood, and/or have creatures feed on any blood on the ground.
The other issue I've had with it is crashing when trying to raise souls that aren't vanilla. I've had about 10 crashes so far, but I'm using a number of other mods as well - Primitive Creatures, Mo'Creatures, Ars Magicka, Myths and Monsters. Is there any way to resolve this easily? Make it so that if the soul isn't a creature that can be reanimated it turns into an ectoplasm or something? If it's not too much trouble.
Thanks!
Combine ArsMagica with ANYTHING and it's OP... I tested it out and decided against it because it basically let you do anything from flying to teleporting... (on an RP server that's heavily plot-based, being able to blink inside buildings and through walls destroys challenges... not to mention sometimes exposes "secret" redstone or other "op-placed" items that are made purely for mood or effect... I've actually banned like 100 items from being crafted because they're so OP when used outside of their intended environment...
Yes, if you read the update text, it says the creatures slowly lose health - that was the cause of the "persistence" effect mentioned (that most ppl suggested using a nether-star for) I think this is one reason - so you *cant* raise a huge army...
Spectral Pets are temp pets that do decay after time, which allows the player to gain a Necromancer type class play style. I want the ReAnimate System to be a fairly cheap active ability.
There are a few adjustments that i have planned to make the system more fun and less.... I don't know the word.... "I am to lazy to res thing creature feeling?"
-Lowering casting time of the Necronomicon. (Takes too long).
-Changing sound effect while casting. (Cool at first, but just turns noisy/ear bleeding).
-Lowering the cost of Blood needed to ReAnimate: 2 units of Blood, down from 10. (Cost is too high for having to feed your pet continually).
-In a future update: Add in the permanent Spectral Pet item. Which will stop the decay rate.
Firstly, I -snip- the suggestion. Sorry @_@. Its a good one, and yes I will be adding more utility aspects to the "Able" spectral pets. (holding torches, ect).
Now to the issue... Please tell me the mobs you tried to ReAnimate. I am only supporting Vanilla Mobs, however any Mobs created using an "Extends "Vanilla Mob class"" will spawn a default minecraft based spectral pet.
Any other mob souls will not support ReAnimation.... however that is interesting about the ectoplasm.... I might just do that -or- some brand new default mob.
Now if you are getting crashes, that is an Issue i must address.
Or am I just missing something?
That floating cubey thing is the soul, collect it with a Essence Keeper. - Please read the 2nd Post on the OP for more information.
Oh, sorry. I must have missed it. I did skim through the posts, but mostly only watched the mod review.