Yeah there was a change log entry at some point about Phantoms and their Spectral Bolts, they now cause 100% fear and the Shadowfire has been removed from the projectile however it has not be removed completely. You can still spawn the Shadowfire blocks in game and future the Geist mob will burst into Shadowfire on death along with dropping an item that creates shadowfire.
Those are some cool ideas, currently the to do list is full but I would like to see some of these added in the future. The Lich Boss might be a thing already, there is going to be a giant undead monstrosity as a boss.
Hmm the Grue should be spawning, I'll run more tests. Could you open up your shadowmobs-spawning.cfg config file and search for the Grue's Spawn Type, if it is set to SHADOW then that would be the cause as it should now be set to DARKNESS. The SHADOW spawn type was the light dropping spawner which is disabled now, the new DARKNESS spawner does the new warning time based logic.
Oh I see, I suppose i'll make some mobs drop the spectralfire block till then. Is the geist next in line to be created?
Also, I have checked it does say DARKNESS (S:"Grue Spawn Types"=DARKNESS, MONSTER".). Maybe its because I set the main spawn for all of your mobs from 1 to 0.2? (# Scales the spawn weights of all mobs from this mod. For example, you can use this to quickly half the spawn rates of mobs from this mod compared to vanilla/other mod mobs by setting it to 0.5.
D:"Weight Scale"=0.2)
Will there be a config for the disabling of that event with Grues? Have them just spawn in the dark depths normally? I get terribly spammed with the messages and it just gets kinda obnoxious.
(Also it be cool to see a config for spriggians. I had to disable them because every 5-30 grass I punched out popped a spriggian. Got two special spriggians in a row.)
my 2 cents of suggestions, right now some of the lycanite mobs appear as green entities instead of as red in rei minimap, they are being ignored by MCA (minecraft comes alive) guards because they are not considered enemies.
we need a giant dune sandworm for deserts with a rare spawn chance that can be tamed (giant as in huge)
my 2 cents of suggestions, right now some of the lycanite mobs appear as green entities instead of as red in rei minimap, they are being ignored by MCA (minecraft comes alive) guards because they are not considered enemies.
Yeah, I have this issue as well. Even if I set MCA's gaurds to attack unknowns in combat, they still ignore Lycanite's Mobs.
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Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
The Meaning of Life, the Universe, and Everything.
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11/28/2014
Posts:
850
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Minecraft:
Frogamania
Member Details
Hello, I think this a fantastic mod, great job, though I have a question: What program do you use to model the mobs? They're so detailed it just brings me to wonder that. -Thank you.
Hello, I think this a fantastic mod, great job, though I have a question: What program do you use to model the mobs? They're so detailed it just brings me to wonder that. -Thank you.
Alright, I really like these mobs, but have you thought of early game? I always end up hiding in a hole until I have full Iron armor, and then I can go outside and not die. To balance this, I would like random spawning peaceful mobs that help you fight these mobs, friendly versions of hostiles, whatever, just something to make early game fair, If there is already another mod doing this, just PM me the mod.
I also am not liking the paralyze effect of the mobs that appear while it's raining, I could have a bow at that point, but if I don't I just die, and I can't do anything but get hit over and over. If these mobs despawned after it's done raining, like melting or something, it'd be fair because then I could just hide in a hole until the rains gone.
Just some balance issues I would like solved. :l
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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!
Alright, I really like these mobs, but have you thought of early game? I always end up hiding in a hole until I have full Iron armor, and then I can go outside and not die. To balance this, I would like random spawning peaceful mobs that help you fight these mobs, friendly versions of hostiles, whatever, just something to make early game fair, If there is already another mod doing this, just PM me the mod.
I also am not liking the paralyze effect of the mobs that appear while it's raining, I could have a bow at that point, but if I don't I just die, and I can't do anything but get hit over and over. If these mobs despawned after it's done raining, like melting or something, it'd be fair because then I could just hide in a hole until the rains gone.
Just some balance issues I would like solved. :l
1: There are summonable minion versions of some hostiles. As well as this, some hostiles can be tamed.
2: You know, this mod is supposed to make things hard.
1: There are summonable minion versions of some hostiles. As well as this, some hostiles can be tamed.
2: You know, this mod is supposed to make things hard.
Summonable minions need gold before you can even start, and tamable hostiles? You need to find a village for that, which requires going outside where Reivers shoot you and destroy you.
Yes, it makes things hard, to the point where going in the water is doom, and going outside is pretty much doom. It's fine if the mobs are dodge-able, but Reivers are not dodge-able, either get lucky and have them miss barely with you running, or get shot and die. Either way, you die, and with the mod's balance relying on you finding a village on the first day to hopefully tame a mob, and not spawning in certain biomes because they are doom land, it just feels unfair. :/
Rollback Post to RevisionRollBack
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!
Oh I see, I suppose i'll make some mobs drop the spectralfire block till then. Is the geist next in line to be created?
Also, I have checked it does say DARKNESS (S:"Grue Spawn Types"=DARKNESS, MONSTER".). Maybe its because I set the main spawn for all of your mobs from 1 to 0.2? (# Scales the spawn weights of all mobs from this mod. For example, you can use this to quickly half the spawn rates of mobs from this mod compared to vanilla/other mod mobs by setting it to 0.5.
D:"Weight Scale"=0.2)
Will there be a config for the disabling of that event with Grues? Have them just spawn in the dark depths normally? I get terribly spammed with the messages and it just gets kinda obnoxious.
(Also it be cool to see a config for spriggians. I had to disable them because every 5-30 grass I punched out popped a spriggian. Got two special spriggians in a row.)
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
we need a giant dune sandworm for deserts with a rare spawn chance that can be tamed (giant as in huge)
HA! I was the first one dat discovered that Lycanite updated :DD Thanks Twitter!
ARE YOU SURE ABOUT THAT???
nah but i promise to lyc a donation,Because its my Very very Favorite mob,And you What is you'r Favorite Mob?:D
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
1: I was talking to Shadowofthedevil.
2: Oh, nice! My favorite current mob is the Vespid, the Tarantula, the raptors, the Roc, and the Raiko. My favorite upcoming mob is the Roa.
1.Oops sorry!
2.Nice Mobs!:D
3.A Roa?Wth is that?
4.i can download The new update ,and you It's possible for u PCAwesomeness?
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
1: It's OK.
2: I agree.
3: The Roa is the mountable mob of the ocean. It's basically an overgrown shark.
4: Yup.
Yeah, I have this issue as well. Even if I set MCA's gaurds to attack unknowns in combat, they still ignore Lycanite's Mobs.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
1.Ok!
2.Cool
3.Nice!
4.**** **** ****
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
Check out my maps (Currently on hold): http://www.minecraftforum.net/forums/mapping-and-modding/maps/2317554-frogamanias-maps
Frog's Fantastic Fantasy Mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2412083-its-completely-new-frogs-fantastic-fantasy-mod
He uses Blender.
I didn't think you could use blender for modelling minecraft mobs, thank you for the reply.
Check out my maps (Currently on hold): http://www.minecraftforum.net/forums/mapping-and-modding/maps/2317554-frogamanias-maps
Frog's Fantastic Fantasy Mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2412083-its-completely-new-frogs-fantastic-fantasy-mod
YA BUD!!!!!!
I also am not liking the paralyze effect of the mobs that appear while it's raining, I could have a bow at that point, but if I don't I just die, and I can't do anything but get hit over and over. If these mobs despawned after it's done raining, like melting or something, it'd be fair because then I could just hide in a hole until the rains gone.
Just some balance issues I would like solved. :l
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!
1: There are summonable minion versions of some hostiles. As well as this, some hostiles can be tamed.
2: You know, this mod is supposed to make things hard.
Summonable minions need gold before you can even start, and tamable hostiles? You need to find a village for that, which requires going outside where Reivers shoot you and destroy you.
Yes, it makes things hard, to the point where going in the water is doom, and going outside is pretty much doom. It's fine if the mobs are dodge-able, but Reivers are not dodge-able, either get lucky and have them miss barely with you running, or get shot and die. Either way, you die, and with the mod's balance relying on you finding a village on the first day to hopefully tame a mob, and not spawning in certain biomes because they are doom land, it just feels unfair. :/
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!