I have no ideas to contribute because I love this mod already and my favorite mob is already in the mod, so I'm completely content~ (Though I am liking the ideas people are having)
All I have is a question that may or may not have been answered already:
When is this mod gonna update to 1.8?
I'm alright with waiting, but one of the three mods (yeah, I only use three mods, I'm lame, but they're all I need) I use has an 1.8 version now, so I'm just curious as to when I can update my Forge completely to 1.8 c:
Hey Cinnamonfur -
Glad you we made your top 3! We have started working on 1.8 version, but it has been slow going because we're still working on the update of Inventory Pets (version 1.3) is out. We're afraid to put an ETA on it because it has been so slow up to this point, but targeting September for a 1.8 release of Inventory Pets.
People! BIG progress in the last few days, and the 1.3 update is nearly here!
It's a big update, with 10 new awesome pets, improvements to existing pets, and a bunch of new features (and a truckful of bug fixes). We're just going to put this one here and see if you can guess what it does...
I was just curious, I have a world i really kinda like now....i was wondering if there was a way to refresh current world where you can keep the stuff you have done already so it can actually update the rest of the world with the new stuff?
I was just curious, I have a world i really kinda like now....i was wondering if there was a way to refresh current world where you can keep the stuff you have done already so it can actually update the rest of the world with the new stuff?
The update shouldn't break your old world (but we'll test first). The only thing that will change are the achievements... so hope you are not tied to those
And.... you can always make a backup of your world file before you replace the mod. Then you can roll back to the previous version if you need to.
People! BIG progress in the last few days, and the 1.3 update is nearly here!
It's a big update, with 10 new awesome pets, improvements to existing pets, and a bunch of new features (and a truckful of bug fixes). We're just going to put this one here and see if you can guess what it does...
Eatable pets? Bananarang like in terraria? Just plain looking awesome?
Not that I have a particular investment in the debate, but why not sun and moon pets? They'd fit in fine with the black hole and cloud pets, give the moon pet the ability to grant you invisibility at night and reduce gravity and the sun pet the ability to see invisible entities and an aura that sets zombies and skeletons on fire.
This is actually pretty good. Be even cooler if the moon pet turned you into a warewolf or something, but I don't really think that's worth the effort it would take.
People! BIG progress in the last few days, and the 1.3 update is nearly here!
It's a big update, with 10 new awesome pets, improvements to existing pets, and a bunch of new features (and a truckful of bug fixes). We're just going to put this one here and see if you can guess what it does...
How the heck is it conflicting with OreSpawn? Fix this please! Here's the crash report :
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 11:01 20/07/15
Description: Initializing game
java.lang.RuntimeException: No more entity indicies left
at cpw.mods.fml.common.registry.EntityRegistry.findGlobalUniqueEntityId(EntityRegistry.java:322)
at com.inventorypets.InventoryPets.load(InventoryPets.java:507)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.registry.EntityRegistry.findGlobalUniqueEntityId(EntityRegistry.java:322)
at com.inventorypets.InventoryPets.load(InventoryPets.java:507)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
I really like this mod but i had to remove it due to it being a bit overpowered in my modpack. Maybe it is possible to add in the config a way to disable certain pet abilities like clouds lightening, brewing stand infinite potion making, infinite minion spawning or ghast fireballs? I like the passive effects from the pets but some of the effects i could seriously do without. Please consider adding this feature in. Thanks
Rollback Post to RevisionRollBack
Allowing moderators with minimal server experience to moderate server threads misrepresents the forum to our members.
I really like this mod but i had to remove it due to it being a bit overpowered in my modpack. Maybe it is possible to add in the config a way to disable certain pet abilities like clouds lightening, brewing stand infinite potion making, infinite minion spawning or ghast fireballs? I like the passive effects from the pets but some of the effects i could seriously do without. Please consider adding this feature in. Thanks
You will be able to disable pets individually in the next release (coming very soon). Nothing is infinite in IP, as the pets all need to eat (unless if course you've turned that off). It's being successfully used in many modpacks (small and large) at the moment, so leaving it to personal preference via the config makes sense. Good luck and stay tuned.
How the heck is it conflicting with OreSpawn? Fix this please! Here's the crash report :
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 11:01 20/07/15
Description: Initializing game
java.lang.RuntimeException: No more entity indicies left
at cpw.mods.fml.common.registry.EntityRegistry.findGlobalUniqueEntityId(EntityRegistry.java:322)
at com.inventorypets.InventoryPets.load(InventoryPets.java:507)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.registry.EntityRegistry.findGlobalUniqueEntityId(EntityRegistry.java:322)
at com.inventorypets.InventoryPets.load(InventoryPets.java:507)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
OreSpawn is an entity hog, and it is taking all available global entity slots. There's a workaround we can put in the next release, but honestly it's OreSpawn with the issue in this case (just keepin' it real).
Thanks for pointing out the conflict. We will address. But feel free to complain to the OreSpawn guys
I mean i dont want the pet removed entirely. I just would like to disable certain abilities from pets. Also when i say infinite i dont literally mean it but if you have a couple of the materiels for lets say cloud pet you can easily destroy boss mobs in under 10 seconds with little effort or gear. Im completely ok with the flying but spamming lightning with little risk just isnt how i want my players to go about with progression if you understand.
Rollback Post to RevisionRollBack
Allowing moderators with minimal server experience to moderate server threads misrepresents the forum to our members.
I mean i dont want the pet removed entirely. I just would like to disable certain abilities from pets. Also when i say infinite i dont literally mean it but if you have a couple of the materiels for lets say cloud pet you can easily destroy boss mobs in under 10 seconds with little effort or gear. Im completely ok with the flying but spamming lightning with little risk just isnt how i want my players to go about with progression if you understand.
You make a good point, Penguino. There have been a few people who have issues with some of the more destructive pets. It makes sense to provide an option in the config to turn destruction off for Cloud & Creeper. It's pretty easy to do so. For Ghast and a new pet yet to be unveiled, they will only have one trick, so it makes sense to disable them entirely. We'll slip this into the update.
Hype, Hype, Hype for the new update! I'm so glad I found this mod
I really like this mod but i had to remove it due to it being a bit overpowered in my modpack. Maybe it is possible to add in the config a way to disable certain pet abilities like clouds lightening, brewing stand infinite potion making, infinite minion spawning or ghast fireballs? I like the passive effects from the pets but some of the effects i could seriously do without. Please consider adding this feature in. Thanks
I second this, some pets *cough cough spider* are pretty overloaded with abilities, and it would allow us, as the users, to balance our modpacks with Inventory Pets as we see fit.
Eatable pets? Bananarang like in terraria? Just plain looking awesome?
Why would you do such a thing? :c That aside, I don't really think that there is a point for eatable pets, seeing that every time you eat that pet it will also consume something as their food, making it so that you are actually consuming the pet's food (food-ception?). Besides, I believe that the pig pet currently fills in that role.
PS: How's the work on CreepTech 2? Or did you switch all of your attention towards Inventory Pets? In that case, can you add a variant of the existing pets as a slime pet, similar to the Slime Inventory Pets from CreepTech? (Jerry, Barry, etc.)
How the heck is it conflicting with OreSpawn? Fix this please! Here's the crash report :
Ok following up on this. Looks like whatever modpack you are using ran out of global entityIDs (mostly because of OreSpawn, but there are a few other culprits in there). At any rate, we've changed our paltry three entities to use mod-contextual IDs (instead of global), so there will be no conflicts. We've checked it against OreSpawn and JurassicCraft and it works fine. Update out soon.
I second this, some pets *cough cough spider* are pretty overloaded with abilities, and it would allow us, as the users, to balance our modpacks with Inventory Pets as we see fit.
Hmmm... never thought the Spider Pet was particularly overpowered. Well, we've chosen a few Pets to reduce their abilities via the config if you so choose: (Cloud, Creeper, Squid). Feel free to provide a few suggestions for nerfing other 'multi-power' pets in the config and we'll try add them in. Single power pets can simply be disabled (as already mentioned).
Why would you do such a thing? :c That aside, I don't really think that there is a point for eatable pets, seeing that every time you eat that pet it will also consume something as their food, making it so that you are actually consuming the pet's food (food-ception?). Besides, I believe that the pig pet currently fills in that role.
I am not commenting on what the Banana Pet might do. But it will be loved, I can guarantee that. So mysterious!
PS: How's the work on CreepTech 2? Or did you switch all of your attention towards Inventory Pets? In that case, can you add a variant of the existing pets as a slime pet, similar to the Slime Inventory Pets from CreepTech? (Jerry, Barry, etc.)
Yes! A fan of the original CreepTech (there are so few). Thank you for asking.... CreepTech 2 is coming along, though we are all on crunch mode for IP this week. It'll be primarily a Tech Mod. Lots of crazy new armor, weapons, and technology. New power sources (e.g. GeoThermal), new machines, and connectors. Large weapons and defense systems. And we'll finally see the Creeper Science communities (where the Creeper Scientists come up with all of their crazy stuff). Textures and game mechanics are done, but we're still a few months out. And compatibilities with all the majors and NEI. May end up launching on 1.8 at this point. It's going to be pretty sweet :). No pets will be added to the mod itself... but we will have an AddOn of pets just for CreepTech. I'm sure Jerry, Barry, Larry, and Harry will make an appearance. Now those guys were the original lifesavers and the original inspiration for Inventory Pets.
Here's a little secret: The original Inventory Pet slimes in CreepTech were a complete mistake and a total misunderstanding. The texture artist was JOKING AROUND and with a goofy animated texture for a bouncing slime and asked the lead dev to put it in the mod (AS A JOKE). The lead dev completely did not understand that it was a joke and tried to build in a serious game mechanic with bonus health in exchange for food to make it balanced. Not kidding. Then the slime turned out to be so fun we just left them in. And then one day (last December), we realized we could do all sorts of other crazy things with them and Inventory Pets was born.
People! BIG progress in the last few days, and the 1.3 update is nearly here!
It's a big update, with 10 new awesome pets, improvements to existing pets, and a bunch of new features (and a truckful of bug fixes). We're just going to put this one here and see if you can guess what it does...
I'm going to put my money on voice-chat functionality, like the walkie talkies from Mekanism.
Hmmm... never thought the Spider Pet was particularly overpowered. Well, we've chosen a few Pets to reduce their abilities via the config if you so choose: (Cloud, Creeper, Squid). Feel free to provide a few suggestions for nerfing other 'multi-power' pets in the config and we'll try add them in. Single power pets can simply be disabled (as already mentioned).
I didn't state that it was overpowered, but rather overloaded. It had a lots of perks; because it gave you string, it could be a replacement for the wool generation of the sheep pet; the ability to scale walls is a huge privilege, as it can subsitute for flight in many cases (most of the time, flight is used to gain altitude, obviously). The one thing I think should be addressed on the Spider Pet is the removal of the high jump, as I believe that it is quite redundant and overlaps with the climbing ability.
I am not commenting on what the Banana Pet might do. But it will be loved, I can guarantee that. So mysterious!
The Mystery of the Ever Regenerating Banana... O.o
es! A fan of the original CreepTech (there are so few). Thank you for asking.... CreepTech 2 is coming along, though we are all on crunch mode for IP this week. It'll be primarily a Tech Mod. Lots of crazy new armor, weapons, and technology. New power sources (e.g. GeoThermal), new machines, and connectors. Large weapons and defense systems. And we'll finally see the Creeper Science communities (where the Creeper Scientists come up with all of their crazy stuff). Textures and game mechanics are done, but we're still a few months out. And compatibilities with all the majors and NEI. May end up launching on 1.8 at this point. It's going to be pretty sweet :). No pets will be added to the mod itself... but we will have an AddOn of pets just for CreepTech. I'm sure Jerry, Barry, Larry, and Harry will make an appearance. Now those guys were the original lifesavers and the original inspiration for Inventory Pets.
Here's a little secret: The original Inventory Pet slimes in CreepTech were a complete mistake and a total misunderstanding. The texture artist was JOKING AROUND and with a goofy animated texture for a bouncing slime and asked the lead dev to put it in the mod (AS A JOKE). The lead dev completely did not understand that it was a joke and tried to build in a serious game mechanic with bonus health in exchange for food to make it balanced. Not kidding. Then the slime turned out to be so fun we just left them in. And then one day (last December), we realized we could do all sorts of other crazy things with them and Inventory Pets was born.
I'm glad to know that CreepTech is still being worked on, and hasn't been abandoned! It was one of my favorite mods back when I first started playing modded Minecraft. I loved the multi-step ore-processing, which was more realistic and felt more rewarding than the current popular ore-processing mods (cough mix sand and a ore and get two ingots). I'm assuming that this will stay the same in CreepTech 2, maybe with multi-block structures? (That might tread on Mekanism's territory though). I also liked the concept of the Quantum Invasion, so I'll be guessing that it'll be returning, with more things to discover in it?
I'm also glad to know that Inventory Pets will be getting its own addon to integrate into the new CreepTech. It's generating so much hype for me >.> But isn't Quantum Crystal Monster already in game?
PS: There will be better textures, right? Because I believe that the main reason why people didn't like CreepTech was because of its textures. Remember, don't judge a book by its cover!
Hey Cinnamonfur -
Glad you we made your top 3! We have started working on 1.8 version, but it has been slow going because we're still working on the update of Inventory Pets (version 1.3) is out. We're afraid to put an ETA on it because it has been so slow up to this point, but targeting September for a 1.8 release of Inventory Pets.
Hey Skater_Alex! We were just combing through the forum and somehow missed this! Thanks for the great banner, we'll add it to the main post
People! BIG progress in the last few days, and the 1.3 update is nearly here!
It's a big update, with 10 new awesome pets, improvements to existing pets, and a bunch of new features (and a truckful of bug fixes). We're just going to put this one here and see if you can guess what it does...
Hey PC! Thats awesome. Looking forward to it.
I was just curious, I have a world i really kinda like now....i was wondering if there was a way to refresh current world where you can keep the stuff you have done already so it can actually update the rest of the world with the new stuff?
The update shouldn't break your old world (but we'll test first). The only thing that will change are the achievements... so hope you are not tied to those
And.... you can always make a backup of your world file before you replace the mod. Then you can roll back to the previous version if you need to.
Love The Idea! It Helps me out because almost all my pets die
Eatable pets? Bananarang like in terraria? Just plain looking awesome?
This is actually pretty good. Be even cooler if the moon pet turned you into a warewolf or something, but I don't really think that's worth the effort it would take.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
Can wait plz I want to see them all and abllity
How the heck is it conflicting with OreSpawn? Fix this please! Here's the crash report :
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 11:01 20/07/15
Description: Initializing game
java.lang.RuntimeException: No more entity indicies left
at cpw.mods.fml.common.registry.EntityRegistry.findGlobalUniqueEntityId(EntityRegistry.java:322)
at com.inventorypets.InventoryPets.load(InventoryPets.java:507)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.registry.EntityRegistry.findGlobalUniqueEntityId(EntityRegistry.java:322)
at com.inventorypets.InventoryPets.load(InventoryPets.java:507)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:737)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:311)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:552)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 160413400 bytes (152 MB) / 696254464 bytes (664 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 Optifine OptiFine_1.7.10_HD_U_B8 69 mods loaded, 69 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHI mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHI FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHI Forge{10.13.4.1448} [Minecraft Forge] (forge-1.7.10-10.13.4.1448-1.7.10.jar)
UCHI CodeChickenCore{1.0.2.11} [CodeChicken Core] (minecraft.jar)
UCHI NotEnoughItems{1.0.2.15} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.2.15-universal.jar)
UCHI <DragonAPI ASM>{0} [DragonAPI ASM Data Initialization] (minecraft.jar)
UCHI Doca{1.7.10_2.2.8} [DogCatPlus] (%5B1.7.10%5D DogCatPlus-1.7.2_2.2.8.jar)
UCHI FLabsBF{4.3} [Better Furnaces] ([1.7.10]Better_Furnaces_V4.3.jar)
UCHI DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0.jar)
UCHI IMSM{100.0.2} [IMSM] ([1.7.10]InstantMassiveStructuresMod.jar)
UCHI bspkrsCore{6.16} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.16.jar)
UCHI Treecapitator{1.7.10} [Treecapitator] ([1.7.10]Treecapitator-universal-2.0.4.jar)
UCHI heart{2.0.1} [Heart Health] ([MC1.7.10]God Item-2.0.1.54_R.jar)
UCHI adventurebackpack{1.7.10-0.8b} [Adventure Backpack] (adventurebackpack-1.7.10-0.8b.jar)
UCHI animalbikes{1.7.10} [Animal Bikes] (AnimalBikes_1.7.10.jar)
UCHI Backpack{2.0.1} [Backpack] (backpack-2.0.1-1.7.x.jar)
UCHI blocklings{4.0.0} [Blocklings] (Blocklings-3.0.2-1.7.10.jar)
UCHI CopiousDogs{${mcversion}-${version}} [Copious Dogs] (copious-dogs-1.7.10-1.1.2.jar)
UCHI BuildMod{v1.0} [Build Mod] (CoroUtil-1.1.1.jar)
UCHI CoroAI{v1.0} [CoroAI] (CoroUtil-1.1.1.jar)
UCHI ExtendedRenderer{v1.0} [Extended Renderer] (CoroUtil-1.1.1.jar)
UCHI ConfigMod{v1.0} [Extended Mod Config] (CoroUtil-1.1.1.jar)
UCHI despicable_me_craft{Alpha V2.0.1} [despicable_me_craft] (DMC2.0.1.jar)
UCHI doggystyle{1.0.8.91} [Doggy Style] (DoggyStyle-1.0.8.91.jar)
UCHI DragonAPI{1.0} [DragonAPI] (DragonAPI 1.7.10 V7f.jar)
UCHI Easter Egg Mod{1.0} [Easter Egg Mod] (EasterEggMod V1.0.jar)
UCHI eplus{3.0.2-d} [Enchanting Plus] (EnchantingPlus-1.7.10-3.0.2-d.jar)
UCHI GraveStone{2.12.3} [GraveStone] (GraveStone-2.12.4.jar)
UCHI iChunUtil{4.2.2} [iChunUtil] (iChunUtil-4.2.2.jar)
UCHI GraviGun{4.0.0-beta} [GraviGun] (GravityGun-4.0.0-beta.jar)
UCHI instantblocks{1.5.4} [Instant Blocks] (InstantBlocks_v1.5.4.jar)
UCHE InventoryPets{1.1.2a} [Inventory Pets] (inventorypets-1.7.10-1.1.2a.jar)
UCHI jcanimation{1.2.4} [JCAnimationAPI] (JurassiCraft-1.4.5.jar)
UCHI llibrary{0.3.2-1.7.10} [LLibrary] (LLibrary-0.3.2-1.7.10.jar)
UCHI jurassicraft{1.4.5} [JurassiCraft] (JurassiCraft-1.4.5.jar)
UCHI TeNNoX_KeyAndCodeLock{1.4} [KeyAndCodeLock] (KeyAndCodeLock-1.7.10-1.4.jar)
UCHI lasercreepers{1.2d} [Laser Creeper Robot Dino Riders From Space] (Laser Creeper Robot Dino Riders From Space-1.2d.jar)
UCHI littlehelpers{1.5.1 - 1.7.10} [LittleHelpers] (LittleHelpers-1.7.10-1.5.3.jar)
UCHI lycanitesmobs{1.11.0.2 - MC 1.7.10} [Lycanites Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI arcticmobs{1.11.0.2 - MC 1.7.10} [Lycanites Arctic Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI demonmobs{1.11.0.2 - MC 1.7.10} [Lycanites Demon Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI desertmobs{1.11.0.2 - MC 1.7.10} [Lycanites Desert Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI forestmobs{1.11.0.2 - MC 1.7.10} [Lycanites Forest Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI freshwatermobs{1.11.0.2 - MC 1.7.10} [Lycanites Freshwater Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI infernomobs{1.11.0.2 - MC 1.7.10} [Lycanites Inferno Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI junglemobs{1.11.0.2 - MC 1.7.10} [Lycanites Jungle Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI mountainmobs{1.11.0.2 - MC 1.7.10} [Lycanites Mountain Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI plainsmobs{1.11.0.2 - MC 1.7.10} [Lycanites Plains Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI saltwatermobs{1.11.0.2 - MC 1.7.10} [Lycanites Saltwater Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI shadowmobs{1.11.0.2 - MC 1.7.10} [Lycanites Shadow Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI swampmobs{1.11.0.2 - MC 1.7.10} [Lycanites Swamp Mobs] (LycanitesMobsComplete 1.11.0.2 [1.7.10].jar)
UCHI mcmp1{2.0.0-MC1.7.10} [MCMP-1] (MCMP-1-2.0.0-MC1.7.10.jar)
UCHI mcmp101{1.0.0-MC1.7.10} [MCMP-101] (MCMP-1-2.0.0-MC1.7.10.jar)
UCHI mcmps01{0.1.0-MC1.7.10} [MCMP-S01] (MCMP-1-2.0.0-MC1.7.10.jar)
UCHI minegicka3{1.0.0} [Minegicka 3] (minegicka3-1.7.10-1.0.0.jar)
UCHI MultiPageChest{1.3.4} [Multi Page Chest] (MultiPageChest-1.3.4-MC1.7.10.jar)
UCHI OreSpawn{1.7.10.20.3} [OreSpawn] (orespawn-1.7.10-20.3.zip)
UCHI PortalGun{4.0.0-beta-4} [PortalGun] (PortalGun-4.0.0-beta-4.jar)
UCHI packchevsky{b4} [Potion Packs] (PotionPacks_1.7.2_b4.zip)
UCHI cuchaz.powerTools{1.7.10-1.3} [Power Tools] (powerTools-v1.7.10-1.3.jar)
UCHI primitivemobs{1.0} [Primitive Mobs] (primitivemobs-1.0c-1.7.10.jar)
UCHI quiverchevsky{b100} [QuiverBow] (QuiverBow_1.7.10_b100.zip)
UCHI randomitemod{0.0.1} [Randomite Mod] (randomitemod8872549.zip)
UCHI rivalrebels{1.7.10J} [Rival Rebels] (rivalrebels-1.7.10J.jar)
UCHI Scenter{1.7.10-3.2.0} [Scenter] (scenter-1.7.10-3.2.0.jar)
UCHI TF2Dispenser{1.7.10} [TF2 Dispenser] (TF2Dispenser-1.7.10.jar)
UCHI TF2Sentry{1.7.10} [TF2 Sentry] (TF2Sentry-1.7.10.jar)
UCHI TF2Teleporter{1.7.10} [TF2 Teleporter] (TF2Teleporter-1.7.10.jar)
UCHI erebus{0.2a} [Erebus] (TheErebus-0.2b(1).jar)
Launched Version: 1.7.10
LWJGL: 2.9.1
OpenGL: GeForce GTX 650/PCIe/SSE2 GL version 4.5.0 NVIDIA 353.30, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I really like this mod but i had to remove it due to it being a bit overpowered in my modpack. Maybe it is possible to add in the config a way to disable certain pet abilities like clouds lightening, brewing stand infinite potion making, infinite minion spawning or ghast fireballs? I like the passive effects from the pets but some of the effects i could seriously do without. Please consider adding this feature in. Thanks
Allowing moderators with minimal server experience to moderate server threads misrepresents the forum to our members.
You will be able to disable pets individually in the next release (coming very soon). Nothing is infinite in IP, as the pets all need to eat (unless if course you've turned that off). It's being successfully used in many modpacks (small and large) at the moment, so leaving it to personal preference via the config makes sense. Good luck and stay tuned.
OreSpawn is an entity hog, and it is taking all available global entity slots. There's a workaround we can put in the next release, but honestly it's OreSpawn with the issue in this case (just keepin' it real).
Thanks for pointing out the conflict. We will address. But feel free to complain to the OreSpawn guys
I mean i dont want the pet removed entirely. I just would like to disable certain abilities from pets. Also when i say infinite i dont literally mean it but if you have a couple of the materiels for lets say cloud pet you can easily destroy boss mobs in under 10 seconds with little effort or gear. Im completely ok with the flying but spamming lightning with little risk just isnt how i want my players to go about with progression if you understand.
Allowing moderators with minimal server experience to moderate server threads misrepresents the forum to our members.
You make a good point, Penguino. There have been a few people who have issues with some of the more destructive pets. It makes sense to provide an option in the config to turn destruction off for Cloud & Creeper. It's pretty easy to do so. For Ghast and a new pet yet to be unveiled, they will only have one trick, so it makes sense to disable them entirely. We'll slip this into the update.
Hype, Hype, Hype for the new update! I'm so glad I found this mod
I second this, some pets *cough cough spider* are pretty overloaded with abilities, and it would allow us, as the users, to balance our modpacks with Inventory Pets as we see fit.
Why would you do such a thing? :c That aside, I don't really think that there is a point for eatable pets, seeing that every time you eat that pet it will also consume something as their food, making it so that you are actually consuming the pet's food (food-ception?). Besides, I believe that the pig pet currently fills in that role.
PS: How's the work on CreepTech 2? Or did you switch all of your attention towards Inventory Pets? In that case, can you add a variant of the existing pets as a slime pet, similar to the Slime Inventory Pets from CreepTech? (Jerry, Barry, etc.)
Ok following up on this. Looks like whatever modpack you are using ran out of global entityIDs (mostly because of OreSpawn, but there are a few other culprits in there). At any rate, we've changed our paltry three entities to use mod-contextual IDs (instead of global), so there will be no conflicts. We've checked it against OreSpawn and JurassicCraft and it works fine. Update out soon.
Hmmm... never thought the Spider Pet was particularly overpowered. Well, we've chosen a few Pets to reduce their abilities via the config if you so choose: (Cloud, Creeper, Squid). Feel free to provide a few suggestions for nerfing other 'multi-power' pets in the config and we'll try add them in. Single power pets can simply be disabled (as already mentioned).
I am not commenting on what the Banana Pet might do. But it will be loved, I can guarantee that. So mysterious!
Yes! A fan of the original CreepTech (there are so few). Thank you for asking.... CreepTech 2 is coming along, though we are all on crunch mode for IP this week. It'll be primarily a Tech Mod. Lots of crazy new armor, weapons, and technology. New power sources (e.g. GeoThermal), new machines, and connectors. Large weapons and defense systems. And we'll finally see the Creeper Science communities (where the Creeper Scientists come up with all of their crazy stuff). Textures and game mechanics are done, but we're still a few months out. And compatibilities with all the majors and NEI. May end up launching on 1.8 at this point. It's going to be pretty sweet :). No pets will be added to the mod itself... but we will have an AddOn of pets just for CreepTech. I'm sure Jerry, Barry, Larry, and Harry will make an appearance. Now those guys were the original lifesavers and the original inspiration for Inventory Pets.
Here's a little secret: The original Inventory Pet slimes in CreepTech were a complete mistake and a total misunderstanding. The texture artist was JOKING AROUND and with a goofy animated texture for a bouncing slime and asked the lead dev to put it in the mod (AS A JOKE). The lead dev completely did not understand that it was a joke and tried to build in a serious game mechanic with bonus health in exchange for food to make it balanced. Not kidding. Then the slime turned out to be so fun we just left them in. And then one day (last December), we realized we could do all sorts of other crazy things with them and Inventory Pets was born.
I can hear the mobs but Can't see them
I'm going to put my money on voice-chat functionality, like the walkie talkies from Mekanism.
Ring, ring, ring, ring, ring, ring, ring, bananaphone.
Ding dong, ding dong, ding dong, ding, donanaphone.
It grows in bunches, I've got my hunches.
It's the best, beats the rest, Cellular, Modular, Interactivodular.
I didn't state that it was overpowered, but rather overloaded. It had a lots of perks; because it gave you string, it could be a replacement for the wool generation of the sheep pet; the ability to scale walls is a huge privilege, as it can subsitute for flight in many cases (most of the time, flight is used to gain altitude, obviously). The one thing I think should be addressed on the Spider Pet is the removal of the high jump, as I believe that it is quite redundant and overlaps with the climbing ability.
The Mystery of the Ever Regenerating Banana... O.o
I'm glad to know that CreepTech is still being worked on, and hasn't been abandoned! It was one of my favorite mods back when I first started playing modded Minecraft. I loved the multi-step ore-processing, which was more realistic and felt more rewarding than the current popular ore-processing mods (cough mix sand and a ore and get two ingots). I'm assuming that this will stay the same in CreepTech 2, maybe with multi-block structures? (That might tread on Mekanism's territory though). I also liked the concept of the Quantum Invasion, so I'll be guessing that it'll be returning, with more things to discover in it?
I'm also glad to know that Inventory Pets will be getting its own addon to integrate into the new CreepTech. It's generating so much hype for me >.> But isn't Quantum Crystal Monster already in game?
PS: There will be better textures, right? Because I believe that the main reason why people didn't like CreepTech was because of its textures. Remember, don't judge a book by its cover!