well from personal experience: gameplay seems more interesting, had an interesting fight with a forged sword wielding zombie, tables turned and I nearly died.. there's more skill and less better tier involved there. Building was also a lot less tedious: mined an easy ton of cobble with a fancy new tool, cleared some flat land easily too, and exploring is better if you only eat properly prepared meals, packing a few non-stackable sandwiches means you need to consider how long you can last. even without crafting though: it seems balanced enough(sort of) just with the temp recipes in place.
not really taking suggestions as I normally think of things before anyone else does for some reason, that and there's still the creation of the mod itself to go before content adding from outside sources anyway.
But the new woods wont be in the remake, but there will be metal doors from different material types, I may try some sort of locking mechanism to put into them,
So you mean.. improved zombie.. that's how the skeletal knight was ment to be, I may add orcs later though. but the problem with breaking custom doors is that the game path-finding only considers wooden doors as passable, so even with break down code on others they will just sand there with a dopey look about the situation.
I tend to stay away from taming things.. their not really mobs if you can have them crashing round the house, minotaurs were going to be smarter though, but if you mean semi like some sort of really basic thing maybe... some kind of thing that makes them not attack you if that's what you mean.
I'd just have them go insane after a while when it can't attack you, then whatever it comes across next (no matter what it is, zombies, hounds and players alike) will get attacked.
erm when i go to the curse forge download site it states that the project doesn't exist, not sure if that's intentional or not but i'd really love to give this mod a go (even in earlier versions)
erm when i go to the curse forge download site it states that the project doesn't exist, not sure if that's intentional or not but i'd really love to give this mod a go (even in earlier versions)
erm when i go to the curse forge download site it states that the project doesn't exist, not sure if that's intentional or not but i'd really love to give this mod a go (even in earlier versions)
that wouldn't really do much... Id rather not though, it's better that the offender can still push forward. What I did is made a special hit timer on the attacker's side depending on the item, so after hitting: there's a small time where they cant hit anything, so if you use a slow item to hit 2 enemies quickly, the second hit wont count. This could be used.
Perhaps not repairing the blade, maby just buff the stats? just a little bit more damage plus less durability loss while its sharpened. after a amount of use it needs to be resharpened to keep it nice and sharp.
Or make a whole new system independent of an enchantment of the same name. taking and adding enchantments is not only more difficult then its worth. but if you "sharpen" the sword. it can no longer be enchanted. and what about sharpening a bane of arthropods sword?
But the new woods wont be in the remake, but there will be metal doors from different material types, I may try some sort of locking mechanism to put into them,
So you mean.. improved zombie.. that's how the skeletal knight was ment to be, I may add orcs later though. but the problem with breaking custom doors is that the game path-finding only considers wooden doors as passable, so even with break down code on others they will just sand there with a dopey look about the situation.
I tend to stay away from taming things.. their not really mobs if you can have them crashing round the house, minotaurs were going to be smarter though, but if you mean semi like some sort of really basic thing maybe... some kind of thing that makes them not attack you if that's what you mean.
He is remaking the mod
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>