It would be nice if we could make a server,i know a mod called fossils and archaeology but it has more fossils and research stuff than archaeology,but the small things it has are worth it, it has a rare scarab gem that can be obtained from mining fossil ore as a rare chance that can be used to make a scarab sword or tame a t/rex, some old sword able to be repaired and also a helmet, and you can tame some dinosaurs,idk if you would like this but i suggest it because it has some features that fit on this.
As for a server...I wish I had either a PC for that or the money to support someone else hosting it, but I don't. If someone else has the time to upkeep such a server they're free to do so though; There are server downloads on the modpack pages!
The fossils and archaeology mod looks interesting, and I love the idea of more tamable mobs, extra gear, and an additional boss.
However, after taking a look at how far stuff goes, an instant kill tamable mob, (Spinosaurus in particular) no matter how hard it is to get, just isn't acceptable in my opinion. Sure, it's big so you can't bring it in dungeons reliably, but it's still a bit OP regardless to me.
The Tooth Dagger also does slightly more damage than the Master Sword, so...Yeah. (11, not as much as the True Master Sword which is 15, but still.)
I don't have a problem with others using it, but personally I think it's just slightly tooOP to be officially added.
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
As for a server...I wish I had either a PC for that or the money to support someone else hosting it, but I don't. If someone else has the time to upkeep such a server they're free to do so though; There are server downloads on the modpack pages!
The fossils and archaeology mod looks interesting, and I love the idea of more tamable mobs, extra gear, and an additional boss.
However, after taking a look at how far stuff goes, an instant kill tamable mob, (Spinosaurus in particular) no matter how hard it is to get, just isn't acceptable in my opinion. Sure, it's big so you can't bring it in dungeons reliably, but it's still a bit OP regardless to me.
The Tooth Dagger also does slightly more damage than the Master Sword, so...Yeah. (11, not as much as the True Master Sword which is 15, but still.)
I don't have a problem with others using it, but personally I think it's just slightly too OP to be officially added.
While i agree that i dont like OP mobs as spinosaurus, you can chose to not make it as it wont ever spawn naturally,so you will be able of playing it without need to worry about it, and yeah they are not meant to be taken to dungeons(except maybe raptors) as they main us is to keep home safe,also they can die quite easily to most swords on this modpack so they are not that broken.
Also the dagger seems to be quite breakable so you can still use the Master Sword more and in order to get that you have to kill a Tyrannosaurus(not easy but neither impossible)
I mean unlike orespawn or Mo Creatures you dont have to make a big tweak on config to disable certain broken features.
Also there is an older version on which they are not that broken and doesnt need LLib in order to work.
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
While i agree that i dont like OP mobs as spinosaurus, you can chose to not make it as it wont ever spawn naturally,so you will be able of playing it without need to worry about it, and yeah they are not meant to be taken to dungeons(except maybe raptors) as they main us is to keep home safe,also they can die quite easily to most swords on this modpack so they are not that broken.
Also the dagger seems to be quite breakable so you can still use the Master Sword more and in order to get that you have to kill a Tyrannosaurus(not easy but neither impossible)
I mean unlike orespawn or Mo Creatures you dont have to make a big tweak on config to disable certain broken features.
Also there is an older version on which they are not that broken and doesnt need LLib in order to work.
Outside of a server, the "it's optional" argument works, I suppose.
It's OP for the surface regardless though, and I guarantee that if we have a server some time, people will make this mob unless it's configured not to be allowed. (Before it's said that the surface isn't a major part: Wizzrobes, Keese, rarely Darknuts, Chus, Lycanite's Mobs, and Zelda Temples among other structures are all surface stuff.)
My point still stands about the dagger though; while it has iron sword durability, it can be enchanted and deal even more damage, (correct me if I'm wrong) unlike the Master Sword type weapons. It's also much easier to get than a Master Sword. (To get the Master Sword, several bosses must be defeated in different biomes, as opposed to one boss.)
Put another way, the effort v.s power ratio on the dagger is too skewed. Durability isn't really much of a factor to me either. (That's why Tinkers' Construct isn't a thing.)
The config changes wouldn't have to be major indeed, if I can do something like:
- Change the dagger damage to something more reasonable like 8 instead of 11.
- Reduce the spinosaurus from being a 1-shot. (probably impossible.)
I don't agree with using an older version however, as it's going to be much more broken than the current version.
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Outside of a server, the "it's optional" argument works, I suppose.
It's OP for the surface regardless though, and I guarantee that if we have a server some time, people will make this mob unless it's configured not to be allowed. (Before it's said that the surface isn't a major part: Wizzrobes, Keese, rarely Darknuts, Chus, Lycanite's Mobs, and Zelda Temples among other structures are all surface stuff.)
My point still stands about the dagger though; while it has iron sword durability, it can be enchanted and deal even more damage, (correct me if I'm wrong) unlike the Master Sword type weapons. It's also much easier to get than a Master Sword. (To get the Master Sword, several bosses must be defeated in different biomes, as opposed to one boss.)
Put another way, the effort v.s power ratio on the dagger is too skewed. Durability isn't really much of a factor to me either. (That's why Tinkers' Construct isn't a thing.)
The config changes wouldn't have to be major indeed, if I can do something like:
- Change the dagger damage to something more reasonable like 8 instead of 11.
- Reduce the spinosaurus from being a 1-shot. (probably impossible.) I don't agree with using an older version however, as it's going to be much more broken than the current version.
Is it possible to make some items unable of being made? i mean like changing the recipe to something imposible or of that sort,the older version has less tameable mobs,but has less broken features.
May i also ask what is the powercreep for your mod? i mean the strongest mobs you will tolerate and the biggest damage that a weapon can do.
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Is it possible to make some items unable of being made? i mean like changing the recipe to something imposible or of that sort,the older version has less tameable mobs,but has less broken features.
May i also ask what is the powercreep for your mod? i mean the strongest mobs you will tolerate and the biggest damage that a weapon can do.
It depends on what the config file says I can change, for example in Battlegear I can make certain weapons not craftable.
I'd have to do research as to what specific "old version" to choose if the config option isn't available; there's tons of versions.
Powercreep:
Mobs: The most powerful mob by far is currently Lycanite's Mobs' Rahovart (1500 health, 3 phases) and Asmodeus (3 phases, I don't know, might be in a new update I haven't added.) These boss mobs surpass even Twilight Forest's in power so they're no joke.
These are pretty much at the top tier of mobs I'll allow, anything higher is just too insane, unless there's a tier of weapons to match it.
Weapons: The most powerful weapon currently is the True Master Sword, dealing a massive 15 natural damage, it doesn't accept enchants, but it's natural power is crazy anyway. (I never got it legit, mostly because I play Hardcore.)
The max, end-game weapon I'll accept is probably 20 damage, although it'd have to have equal or greater effort v.s power ratio to the True Master Sword. (Which is hard to find because I've noticed mods just love sticking 20 damage on weapons from one boss.)
I want to avoid "negating" the usefulness of certain mods by adding others. If a mod adds new weapons, there must be mobs to counter that tier up, and those new mobs must not be OP early on. (Balancing is really hard, just so you know.)
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Just curious what is your list of future mods to add?
if you can manage to work out the compatibility issues or whatever you modpack makers have to deal with I would probably choose The Betweenlands due to it adding a new dimension and it being pretty balanced from what I see.
It depends on what the config file says I can change, for example in Battlegear I can make certain weapons not craftable.
I'd have to do research as to what specific "old version" to choose if the config option isn't available; there's tons of versions.
Powercreep:
Mobs: The most powerful mob by far is currently Lycanite's Mobs' Rahovart (1500 health, 3 phases) and Asmodeus (3 phases, I don't know, might be in a new update I haven't added.) These boss mobs surpass even Twilight Forest's in power so they're no joke.
These are pretty much at the top tier of mobs I'll allow, anything higher is just too insane, unless there's a tier of weapons to match it.
Weapons: The most powerful weapon currently is the True Master Sword, dealing a massive 15 natural damage, it doesn't accept enchants, but it's natural power is crazy anyway. (I never got it legit, mostly because I play Hardcore.)
The max, end-game weapon I'll accept is probably 20 damage, although it'd have to have equal or greater effort v.s power ratio to the True Master Sword. (Which is hard to find because I've noticed mods just love sticking 20 damage on weapons from one boss.)
I want to avoid "negating" the usefulness of certain mods by adding others. If a mod adds new weapons, there must be mobs to counter that tier up, and those new mobs must not be OP early on. (Balancing is really hard, just so you know.)
Thanks for the explanation,but i believe that all the dinosaurs on this mod are not all OP just some(spino comes to mind) i believe the weapon tiers except the tooth dagger are ok,idk if you can disable it,i think the 7.2 version is ok,but the models are quite simple and dsnt have as many tamable mobs.
The only problem i could see is that you would need a large farm of food because those dinosaurs eat a lot(yeah that t-rex pet is able of eating a lot of live stock).
I actually believe the Tyrannosaurus and Allosaurus would make great bosses as they involve epic fights on which you have to guard yourself from being nearby and have to craft a way to beat it without arrows,the prize? a new pet or some tasty t-rex meat lol.
I believe we need more adventure mods that are balanced.
On other topic is dragon mounts really that resource intensive?
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Just curious what is your list of future mods to add?
if you can manage to work out the compatibility issues or whatever you modpack makers have to deal with I would probably choose The Betweenlands due to it adding a new dimension and it being pretty balanced from what I see.
*Looks at the mod* Yep, looks balanced enough, seems like another great Hardcore goal to beat all Betweenlands bosses! (There's a 1.7.10 version as well that I should experiment with adding to see if it works.)
The only minor issue I find is that the mod adds yet another equipment menu button, of which we have...4? 6? I dunno, but we have a lot already, and it's honestly not very welcoming to new players.
The other mod besides Betweenlands that's gonna be added in the (far) future is the Fire & Ice dragon mod, which is for MC 1.10.
Thanks for the explanation,but i believe that all the dinosaurs on this mod are not all OP just some(spino comes to mind) i believe the weapon tiers except the tooth dagger are ok,idk if you can disable it,i think the 7.2 version is ok,but the models are quite simple and dsnt have as many tamable mobs.
The only problem i could see is that you would need a large farm of food because those dinosaurs eat a lot(yeah that t-rex pet is able of eating a lot of live stock).
I actually believe the Tyrannosaurus and Allosaurus would make great bosses as they involve epic fights on which you have to guard yourself from being nearby and have to craft a way to beat it without arrows,the prize? a new pet or some tasty t-rex meat lol.
I believe we need more adventure mods that are balanced.
On other topic is dragon mounts really that resource intensive?
If I can disable the OP stuff through a config (Spino & Dagger), then the answer of adding the mod is a definite yes!
To me, the adventure mods are currently at a good state, there are several additional goals (Twilight Forest, Zelda Temples, Thaumcraft, various dungeons from Chocolate Quest among others) that the player can strive for. I will say that the dimensions are a bit lacking currently. (Hence my excitement for Betweenlands.)
I'm not sure if Dragon Mounts is that resource intensive honestly, I just saw "keeping track of a mob growing, flying animations" and jumped to the conclusion that it was resource intensive. Someone could always experiment by adding it to the regular version manually and seeing how well it performs.
General Announcement:
Expect an experimental update pretty soon including The Betweenlands, and the addition of Fossils & Archaeology depending on the config options. (Both likely being RI-version only, additional dimensions are always hard on PCs, and huge mobs also sound like a resource hog.)
I've just got to test if the game boots up in singleplayer and connects to a server with them on my local client before making such a massive update live. (Usually I just go "meh" and make an update live, but something is likely to break with massive additions.)
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
*Looks at the mod* Yep, looks balanced enough, seems like another great Hardcore goal to beat all Betweenlands bosses! (There's a 1.7.10 version as well that I should experiment with adding to see if it works.)
The only minor issue I find is that the mod adds yet another equipment menu button, of which we have...4? 6? I dunno, but we have a lot already, and it's honestly not very welcoming to new players.
The other mod besides Betweenlands that's gonna be added in the (far) future is the Fire & Ice dragon mod, which is for MC 1.10.
If I can disable the OP stuff through a config (Spino & Dagger), then the answer of adding the mod is a definite yes!
To me, the adventure mods are currently at a good state, there are several additional goals (Twilight Forest, Zelda Temples, Thaumcraft, various dungeons from Chocolate Quest among others) that the player can strive for. I will say that the dimensions are a bit lacking currently. (Hence my excitement for Betweenlands.)
I'm not sure if Dragon Mounts is that resource intensive honestly, I just saw "keeping track of a mob growing, flying animations" and jumped to the conclusion that it was resource intensive. Someone could always experiment by adding it to the regular version manually and seeing how well it performs.
General Announcement:
Expect an experimental update pretty soon including The Betweenlands, and the addition of Fossils & Archaeology depending on the config options. (Both likely being RI-version only, additional dimensions are always hard on PCs, and huge mobs also sound like a resource hog.)
I've just got to test if the game boots up in singleplayer and connects to a server with them on my local client before making such a massive update live. (Usually I just go "meh" and make an update live, but something is likely to break with massive additions.)
They say craft tweaker mod allows to fix stuff if you find a broken feature on a mod by removing recipes of the dagger and on version 7.2 spino doesn't have the one shot move or you can disable the recipe of the spino egg.
Just before playing enter to the config and put dinosaur breeding,and fern expansion to false.
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
They say craft tweaker mod allows to fix stuff if you find a broken feature on a mod by removing recipes of the dagger and on version 7.2 spino doesn't have the one shot move or you can disable the recipe of the spino egg.
Just before playing enter to the config and put dinosaur breeding,and fern expansion to false.
...So...You probably won't like this news.
CraftTweaker can't get rid of the Spinosaurus because of how the DNA creation works; fossils are put into an Analyzer (works different from a crafting table) and random DNA is gained. (After testing with several running at once, I confirmed that even disabled, the Spinosaurus DNA is randomly obtained.)
This means that to disable the Spinosaurus, I'd have to disable every other dino's creation - via disabling the Analyzer recipe, which I was trying to avoid considering dino creation is like...The whole mod?
That being said, it would only disable the recipe, not the dinos themselves, so it could be nice to have the mod anyway for fun. (CustomNPCs is creative only, yet it's in.)
On the positive side, I was mistaken on how powerful the dagger was - it's 5.5 damage, not 5.5 hearts, so it's actually much more sane than I thought. The Betweenlands also worked perfectly!
Should CraftTweaker be added anyway? It seems kind of like a mod I'd only use for testing purposes, so I'm not sure if it's worth adding to the pack. (It's only accessible through a command.)
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
CraftTweaker can't get rid of the Spinosaurus because of how the DNA creation works; fossils are put into an Analyzer (works different from a crafting table) and random DNA is gained. (After testing with several running at once, I confirmed that even disabled, the Spinosaurus DNA is randomly obtained.)
This means that to disable the Spinosaurus, I'd have to disable every other dino's creation - via disabling the Analyzer recipe, which I was trying to avoid considering dino creation is like...The whole mod?
That being said, it would only disable the recipe, not the dinos themselves, so it could be nice to have the mod anyway for fun. (CustomNPCs is creative only, yet it's in.)
On the positive side, I was mistaken on how powerful the dagger was - it's 5.5 damage, not 5.5 hearts, so it's actually much more sane than I thought. The Betweenlands also worked perfectly!
Should CraftTweaker be added anyway? It seems kind of like a mod I'd only use for testing purposes, so I'm not sure if it's worth adding to the pack. (It's only accessible through a command.)
Yeah it seems the only option would be to refuse creating it or removing the analizer recipe, It is nice to know about the dagger,like i said youo cloud just disable the cultivator and spawn the rex on creative as a boss to fight
Craft tweaker should be used for a testing purpose.
Have you ever planned to make a journal about your adventures? it would be so fun.
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Yeah it seems the only option would be to refuse creating it or removing the analizer recipe, It is nice to know about the dagger,like i said youo cloud just disable the cultivator and spawn the rex on creative as a boss to fight
Craft tweaker should be used for a testing purpose.
Have you ever planned to make a journal about your adventures? it would be so fun.
I've removed the Analizer recipe successfully through MineTweaker Recipe Maker, a GUI addon for CraftTweaker, so now...Any idea as to what file has these changes in it so I can add the changes to the modpack? (Obviously the mods will be included.)
I'm not sure about a journal, it could be fun to write journals in a Book (the MC item) and post screenshots here of them if there's enough demand for it. (In-character Hardcore entries would be interesting.)
Heck, taking it one step further and doing a full-on Hardcore lets play would be awesome too. (If I had time for that.)
General News: Once I figure out how to carry over removed recipes to the modpack, then updating the modpack should happen. (The default controls settings file will update as well for The Betweeenlands.)
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I was wondering, there is probably some kind of mod in this modpack that allows you to make and import custom dungeons, and probably tweak with the loot in the chests.
So what if there was a certain dungeon that had this one chest that has a chance to have the Analizer as a very rare loot item? This could work if the dungeon is rare and is hard to traverse through.
I was wondering, there is probably some kind of mod in this modpack that allows you to make and import custom dungeons, and probably tweak with the loot in the chests.
So what if there was a certain dungeon that had this one chest that has a chance to have the Analizer as a very rare loot item? This could work if the dungeon is rare and is hard to traverse through.
Custom dungeons...Well you're gonna pretty much have to learn modding for that.
There's Custom Chest Loot, although I just read compatibility issues with Roguelike Dungeons. (MyWorldGen supports loot though.)
Structure rarity is an available setting through NBT editing in the schematic file. (It's an advanced thing but it seems simple enough to learn.)
Well...After finding this mod, I suppose it should be added anyway, once it is, customization will pretty much be complete, so an adventure map is very much a possibility. (hint hint)
For the Analyzer though, I'm not sure if I want it to even be obtainable; mostly due to a certain Spino dino. (To me, no matter how rare, an OP thing is still OP.)
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
There's Custom Chest Loot, although I just read compatibility issues with Roguelike Dungeons. (MyWorldGen supports loot though.)
Structure rarity is an available setting through NBT editing in the schematic file. (It's an advanced thing but it seems simple enough to learn.)
Well...After finding this mod, I suppose it should be added anyway, once it is, customization will pretty much be complete, so an adventure map is very much a possibility. (hint hint)
For the Analyzer though, I'm not sure if I want it to even be obtainable; mostly due to a certain Spino dino. (To me, no matter how rare, an OP thing is still OP.)
IMO Roguelike Dungeons is boring and MyWorldGen is a better choice.
Eh, I really didn't care if I can't make any Dinosaurs, I mostly play creative with this Modpack.
I've removed the Analizer recipe successfully through MineTweaker Recipe Maker, a GUI addon for CraftTweaker, so now...Any idea as to what file has these changes in it so I can add the changes to the modpack? (Obviously the mods will be included.)
I'm not sure about a journal, it could be fun to write journals in a Book (the MC item) and post screenshots here of them if there's enough demand for it. (In-character Hardcore entries would be interesting.)
Heck, taking it one step further and doing a full-on Hardcore lets play would be awesome too. (If I had time for that.)
General News: Once I figure out how to carry over removed recipes to the modpack, then updating the modpack should happen. (The default controls settings file will update as well for The Betweeenlands.)
i believe it is on the minetweaker config. file,
i found a crafty way to fix the mod dino creating with customnpcs, you can make a shop and exchange fossils for certain dna and you just craft the cultivator and there you are.
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Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
I was wondering, there is probably some kind of mod in this modpack that allows you to make and import custom dungeons, and probably tweak with the loot in the chests.
So what if there was a certain dungeon that had this one chest that has a chance to have the Analizer as a very rare loot item? This could work if the dungeon is rare and is hard to traverse through.
You could use Ruins. It's a really cool mod that allows you to add custom generated structure templates.
IMO Roguelike Dungeons is boring and MyWorldGen is a better choice.
Eh, I really didn't care if I can't make any Dinosaurs, I mostly play creative with this Modpack.
MyWorldGen is a better choice to me as well, the only cons are that Roguelike Dungeons is generated with random, connected rooms. (Something MyWorldGen doesn't support.)
MyWorldGen is very much "do it yourself" with getting structures as well, and there's no randomness in a given structure's well, structure. (I could add built-in structures though.)
Roguelike Dungeons is also one of the best ways to plow through the vanilla stuff faster and get to the modded stuff. (Anvil, enchantment table, etc.)
The pros massively outweigh the cons though, I'll take infinite, consistent structures over one random dungeon. (We already have a dungeon of similar nature underground through Dungeon Pack anyway.)
i found a crafty way to fix the mod dino creating with customnpcs, you can make a shop and exchange fossils for certain dna and you just craft the cultivator and there you are.
I Found out that it's actually a script file, located in the .minecraft directory, depending on how that works it may or may not work in a modpack. (Not sure if it checks the .minecraft directory directly.)
I'll just have to test that when the update happens I guess. (It's a script titled "crafting.zs")
As for the Custom NPC, it would work but apparently they're saved like how any other mob is saved, so it may be quite a headache to import a spawning NPC, especially after adding more mobs through more mods.
You could use Ruins. It's a really cool mod that allows you to add custom generated structure templates.
After checking out that mod, I couldn't find any incompatibilities, it appears to have less utility than MyWorldGen though. (I'm not sure if it supports say, underground structures, and it's also a little more difficult to use.)
General News Update: As with all mod conflict situations, I'll start a MyWorldGen v.s Ruins mod poll. (If previous experience here tells me anything it's that we have a lot of lurkers here.)
Along with all these updates, I may just go "eh what the heck" and update Lycanite's Mobs as well. Which means painstakingly going through every Lycanite's config again as they reset with the update. (Better to have one big update than two small ones in a row, less of a pain that way.)
Something I forgot to note earlier is that Lycanite's Mobs spawn in The Betweenlands as well, interestingly.
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Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Well you could spawn the NPC with the tool on creative mode give it the Shop role and use fossils as currency for dna,i did something like that some time ago with the mo creatures mod and the wyvern eggs as they were glitched.
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Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Well you could spawn the NPC with the tool on creative mode give it the Shop role and use fossils as currency for dna,i did something like that some time ago with the mo creatures mod and the wyvern eggs as they were glitched.
Creating the NPC itself isn't the problem, it's importing it. Ideally I'd have the shop NPC be built into the copy tool so that not every player has to create it, I'm not sure how I'd do so without resetting the copy tool's stuff every update though.
Edit:
In other news, Lycanite's Mobs updated just fine without the config resetting, so...Yeah. (Thank goodness.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
As for a server...I wish I had either a PC for that or the money to support someone else hosting it, but I don't. If someone else has the time to upkeep such a server they're free to do so though; There are server downloads on the modpack pages!
The fossils and archaeology mod looks interesting, and I love the idea of more tamable mobs, extra gear, and an additional boss.
However, after taking a look at how far stuff goes, an instant kill tamable mob, (Spinosaurus in particular) no matter how hard it is to get, just isn't acceptable in my opinion. Sure, it's big so you can't bring it in dungeons reliably, but it's still a bit OP regardless to me.
The Tooth Dagger also does slightly more damage than the Master Sword, so...Yeah. (11, not as much as the True Master Sword which is 15, but still.)
I don't have a problem with others using it, but personally I think it's just slightly too OP to be officially added.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
While i agree that i dont like OP mobs as spinosaurus, you can chose to not make it as it wont ever spawn naturally,so you will be able of playing it without need to worry about it, and yeah they are not meant to be taken to dungeons(except maybe raptors) as they main us is to keep home safe,also they can die quite easily to most swords on this modpack so they are not that broken.
Also the dagger seems to be quite breakable so you can still use the Master Sword more and in order to get that you have to kill a Tyrannosaurus(not easy but neither impossible)
I mean unlike orespawn or Mo Creatures you dont have to make a big tweak on config to disable certain broken features.
Also there is an older version on which they are not that broken and doesnt need LLib in order to work.
Outside of a server, the "it's optional" argument works, I suppose.
It's OP for the surface regardless though, and I guarantee that if we have a server some time, people will make this mob unless it's configured not to be allowed. (Before it's said that the surface isn't a major part: Wizzrobes, Keese, rarely Darknuts, Chus, Lycanite's Mobs, and Zelda Temples among other structures are all surface stuff.)
My point still stands about the dagger though; while it has iron sword durability, it can be enchanted and deal even more damage, (correct me if I'm wrong) unlike the Master Sword type weapons. It's also much easier to get than a Master Sword. (To get the Master Sword, several bosses must be defeated in different biomes, as opposed to one boss.)
Put another way, the effort v.s power ratio on the dagger is too skewed. Durability isn't really much of a factor to me either. (That's why Tinkers' Construct isn't a thing.)
The config changes wouldn't have to be major indeed, if I can do something like:
- Change the dagger damage to something more reasonable like 8 instead of 11.
- Reduce the spinosaurus from being a 1-shot. (probably impossible.)
I don't agree with using an older version however, as it's going to be much more broken than the current version.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Is it possible to make some items unable of being made? i mean like changing the recipe to something imposible or of that sort,the older version has less tameable mobs,but has less broken features.
May i also ask what is the powercreep for your mod? i mean the strongest mobs you will tolerate and the biggest damage that a weapon can do.
It depends on what the config file says I can change, for example in Battlegear I can make certain weapons not craftable.
I'd have to do research as to what specific "old version" to choose if the config option isn't available; there's tons of versions.
Powercreep:
Mobs: The most powerful mob by far is currently Lycanite's Mobs' Rahovart (1500 health, 3 phases) and Asmodeus (3 phases, I don't know, might be in a new update I haven't added.) These boss mobs surpass even Twilight Forest's in power so they're no joke.
These are pretty much at the top tier of mobs I'll allow, anything higher is just too insane, unless there's a tier of weapons to match it.
Weapons: The most powerful weapon currently is the True Master Sword, dealing a massive 15 natural damage, it doesn't accept enchants, but it's natural power is crazy anyway. (I never got it legit, mostly because I play Hardcore.)
The max, end-game weapon I'll accept is probably 20 damage, although it'd have to have equal or greater effort v.s power ratio to the True Master Sword. (Which is hard to find because I've noticed mods just love sticking 20 damage on weapons from one boss.)
I want to avoid "negating" the usefulness of certain mods by adding others. If a mod adds new weapons, there must be mobs to counter that tier up, and those new mobs must not be OP early on. (Balancing is really hard, just so you know.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Just curious what is your list of future mods to add?
if you can manage to work out the compatibility issues or whatever you modpack makers have to deal with I would probably choose The Betweenlands due to it adding a new dimension and it being pretty balanced from what I see.
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
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Thanks for the explanation,but i believe that all the dinosaurs on this mod are not all OP just some(spino comes to mind) i believe the weapon tiers except the tooth dagger are ok,idk if you can disable it,i think the 7.2 version is ok,but the models are quite simple and dsnt have as many tamable mobs.
The only problem i could see is that you would need a large farm of food because those dinosaurs eat a lot(yeah that t-rex pet is able of eating a lot of live stock).
I actually believe the Tyrannosaurus and Allosaurus would make great bosses as they involve epic fights on which you have to guard yourself from being nearby and have to craft a way to beat it without arrows,the prize? a new pet or some tasty t-rex meat lol.
I believe we need more adventure mods that are balanced.
On other topic is dragon mounts really that resource intensive?
*Looks at the mod* Yep, looks balanced enough, seems like another great Hardcore goal to beat all Betweenlands bosses! (There's a 1.7.10 version as well that I should experiment with adding to see if it works.)
The only minor issue I find is that the mod adds yet another equipment menu button, of which we have...4? 6? I dunno, but we have a lot already, and it's honestly not very welcoming to new players.
The other mod besides Betweenlands that's gonna be added in the (far) future is the Fire & Ice dragon mod, which is for MC 1.10.
If I can disable the OP stuff through a config (Spino & Dagger), then the answer of adding the mod is a definite yes!
To me, the adventure mods are currently at a good state, there are several additional goals (Twilight Forest, Zelda Temples, Thaumcraft, various dungeons from Chocolate Quest among others) that the player can strive for. I will say that the dimensions are a bit lacking currently. (Hence my excitement for Betweenlands.)
I'm not sure if Dragon Mounts is that resource intensive honestly, I just saw "keeping track of a mob growing, flying animations" and jumped to the conclusion that it was resource intensive. Someone could always experiment by adding it to the regular version manually and seeing how well it performs.
General Announcement:
Expect an experimental update pretty soon including The Betweenlands, and the addition of Fossils & Archaeology depending on the config options. (Both likely being RI-version only, additional dimensions are always hard on PCs, and huge mobs also sound like a resource hog.)
I've just got to test if the game boots up in singleplayer and connects to a server with them on my local client before making such a massive update live. (Usually I just go "meh" and make an update live, but something is likely to break with massive additions.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
They say craft tweaker mod allows to fix stuff if you find a broken feature on a mod by removing recipes of the dagger and on version 7.2 spino doesn't have the one shot move or you can disable the recipe of the spino egg.
Just before playing enter to the config and put dinosaur breeding,and fern expansion to false.
...So...You probably won't like this news.
CraftTweaker can't get rid of the Spinosaurus because of how the DNA creation works; fossils are put into an Analyzer (works different from a crafting table) and random DNA is gained. (After testing with several running at once, I confirmed that even disabled, the Spinosaurus DNA is randomly obtained.)
This means that to disable the Spinosaurus, I'd have to disable every other dino's creation - via disabling the Analyzer recipe, which I was trying to avoid considering dino creation is like...The whole mod?
That being said, it would only disable the recipe, not the dinos themselves, so it could be nice to have the mod anyway for fun. (CustomNPCs is creative only, yet it's in.)
On the positive side, I was mistaken on how powerful the dagger was - it's 5.5 damage, not 5.5 hearts, so it's actually much more sane than I thought. The Betweenlands also worked perfectly!
Should CraftTweaker be added anyway? It seems kind of like a mod I'd only use for testing purposes, so I'm not sure if it's worth adding to the pack. (It's only accessible through a command.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Yeah it seems the only option would be to refuse creating it or removing the analizer recipe, It is nice to know about the dagger,like i said youo cloud just disable the cultivator and spawn the rex on creative as a boss to fight
Craft tweaker should be used for a testing purpose.
Have you ever planned to make a journal about your adventures? it would be so fun.
I've removed the Analizer recipe successfully through MineTweaker Recipe Maker, a GUI addon for CraftTweaker, so now...Any idea as to what file has these changes in it so I can add the changes to the modpack? (Obviously the mods will be included.)
I'm not sure about a journal, it could be fun to write journals in a Book (the MC item) and post screenshots here of them if there's enough demand for it. (In-character Hardcore entries would be interesting.)
Heck, taking it one step further and doing a full-on Hardcore lets play would be awesome too. (If I had time for that.)
General News:
Once I figure out how to carry over removed recipes to the modpack, then updating the modpack should happen. (The default controls settings file will update as well for The Betweeenlands.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I was wondering, there is probably some kind of mod in this modpack that allows you to make and import custom dungeons, and probably tweak with the loot in the chests.
So what if there was a certain dungeon that had this one chest that has a chance to have the Analizer as a very rare loot item? This could work if the dungeon is rare and is hard to traverse through.
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
Custom dungeons...Well you're gonna pretty much have to learn modding for that.
Or so I initially thought:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290581-myworldgen-1-4
There's Custom Chest Loot, although I just read compatibility issues with Roguelike Dungeons. (MyWorldGen supports loot though.)
Structure rarity is an available setting through NBT editing in the schematic file. (It's an advanced thing but it seems simple enough to learn.)
Well...After finding this mod, I suppose it should be added anyway, once it is, customization will pretty much be complete, so an adventure map is very much a possibility. (hint hint)
For the Analyzer though, I'm not sure if I want it to even be obtainable; mostly due to a certain Spino dino. (To me, no matter how rare, an OP thing is still OP.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
IMO Roguelike Dungeons is boring and MyWorldGen is a better choice.
Eh, I really didn't care if I can't make any Dinosaurs, I mostly play creative with this Modpack.
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
i believe it is on the minetweaker config. file,
i found a crafty way to fix the mod dino creating with customnpcs, you can make a shop and exchange fossils for certain dna and you just craft the cultivator and there you are.
You could use Ruins. It's a really cool mod that allows you to add custom generated structure templates.
MyWorldGen is a better choice to me as well, the only cons are that Roguelike Dungeons is generated with random, connected rooms. (Something MyWorldGen doesn't support.)
MyWorldGen is very much "do it yourself" with getting structures as well, and there's no randomness in a given structure's well, structure. (I could add built-in structures though.)
Roguelike Dungeons is also one of the best ways to plow through the vanilla stuff faster and get to the modded stuff. (Anvil, enchantment table, etc.)
The pros massively outweigh the cons though, I'll take infinite, consistent structures over one random dungeon. (We already have a dungeon of similar nature underground through Dungeon Pack anyway.)
I Found out that it's actually a script file, located in the .minecraft directory, depending on how that works it may or may not work in a modpack. (Not sure if it checks the .minecraft directory directly.)
I'll just have to test that when the update happens I guess. (It's a script titled "crafting.zs")
As for the Custom NPC, it would work but apparently they're saved like how any other mob is saved, so it may be quite a headache to import a spawning NPC, especially after adding more mobs through more mods.
After checking out that mod, I couldn't find any incompatibilities, it appears to have less utility than MyWorldGen though. (I'm not sure if it supports say, underground structures, and it's also a little more difficult to use.)
General News Update:
As with all mod conflict situations, I'll start a MyWorldGen v.s Ruins mod poll. (If previous experience here tells me anything it's that we have a lot of lurkers here.)
Along with all these updates, I may just go "eh what the heck" and update Lycanite's Mobs as well. Which means painstakingly going through every Lycanite's config again as they reset with the update. (Better to have one big update than two small ones in a row, less of a pain that way.)
Something I forgot to note earlier is that Lycanite's Mobs spawn in The Betweenlands as well, interestingly.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Well you could spawn the NPC with the tool on creative mode give it the Shop role and use fossils as currency for dna,i did something like that some time ago with the mo creatures mod and the wyvern eggs as they were glitched.
Creating the NPC itself isn't the problem, it's importing it. Ideally I'd have the shop NPC be built into the copy tool so that not every player has to create it, I'm not sure how I'd do so without resetting the copy tool's stuff every update though.
Edit:
In other news, Lycanite's Mobs updated just fine without the config resetting, so...Yeah. (Thank goodness.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!