I am planning on adding elements of it into a HQM adventure mod pack I am trying to build. I am going to try to keep some boats both the floating and a couple sunken ones (they are going to be world edited into the map) Also the pirate zombies. going to veto the cannons and guns (balkons weapons already has them and it makes them redundant) Probaly a few other things will get cut out but not much. (here is the riddit post for more)
I was trying out a few things in creative and your ghosts would attack me even in creative on peaceful Is there a way to disable them? or better yet how the heck do you kill them (xu_killliving worked but it messed up the custom NPCs standing close by) It makes it almost impossible to set things up when you have a cursed chest close to where you are working. Also what is the use for the sand block called "Hidden treasure" and the oak planks called "hull" I will be looking more intently at this mod but I am liking what I have found in today's testing.
As far as how to kill ghost pirates, they have a buff that regenerates all there missing health every tick (meaning you could kill them by doing 40 damage at once, which is unlikely), or you can remove the buff, to remove the buff you much strike them with an enchanted item, however, the buff will refresh if you get to far away from them. As far as how to disable them... er, I would recommend you just put the cursed chests in after everything else (and I will also be changing them so they no longer crap on you in peaceful/creative, but that will come in the next update). The block called hidden treasure is basically a sand block that drops gold nuggets instead of sand, and it generates naturally. The hull block is used for the sides of ships, basically if a pirate runs into one it will lift it up like a ladder so that the pirates can get back onto the boat.
Edit: it also should be noted that the ghost pirates hitbox is not as large as it's model (intentionally) so to actually hit it you need to aim where it's legs should be)
The world is already generated and I will have to add any additional "world gen" stuff manually. Mariculture gas sand, mekanisim salt, and now the sand from your mod. this should make for a interesting map edit. I went out and cut a few chunks of ocean floor into schematics and will be pasting them into the world on the next edit.
Keep up the great work on the mod and hope to see it add a sense of "WOW" into my adventure map lol
I love the rat wheel thing. How impossible would it be to make it work like an autonomous activator? That would be freaking awesome if you could do something like that with it.
The world is already generated and I will have to add any additional "world gen" stuff manually. Mariculture gas sand, mekanisim salt, and now the sand from your mod. this should make for a interesting map edit. I went out and cut a few chunks of ocean floor into schematics and will be pasting them into the world on the next edit.
Keep up the great work on the mod and hope to see it add a sense of "WOW" into my adventure map lol
I love the rat wheel thing. How impossible would it be to make it work like an autonomous activator? That would be freaking awesome if you could do something like that with it.
You're welcome
sounds cool
Uh... not really sure what you mean here, but sure
I have uploaded a new version of the mod, for the most part this update adds torque, which is used for various things. Generally speaking, it is pretty complicated and may contain bugs, but I have done my best to make sure that is not the case, if you have any trouble with the torque and/or find a bug, please tell me here so that I can improve it. Additionally, the torque blocks can be somewhat taxing on your system, so if your computer has trouble running minecraft you will want to make sure that you build your torque machines in the most simple way possible so that you don't begin to have performance issues. Again, I have done quite a lot to make the torque based blocks be performance friendly, but it may not be enough for you. Additionally, I have fixed a lot of bugs, and tried to improve the performance of many other things added in my mod. Please give any feedback that you have
Woohoo! Update just in time for the server to go live!
That said... May I inlcude in a mod pack for my convention. We would like Pirates to fight the Ninja's
I love the new changes, they look great! You now made me a whole bunch of new HQM quests to get people started lol
The automous activatore idea i mentioned before: How about a piston or reciprocal piston that can be attached to a cross mod like exnhillio's sieve where you have to right click.
Every time the piston receives the correct torque it cycles, every cycle it "clicks" the attached machine once. Meaning you can get one torque and it cycles once build up a good head of steam and it cycles faster like once per tick or twenty times a second?
Woohoo! Update just in time for the server to go live!
That said... May I inlcude in a mod pack for my convention. We would like Pirates to fight the Ninja's
I love the new changes, they look great! You now made me a whole bunch of new HQM quests to get people started lol
The automous activatore idea i mentioned before: How about a piston or reciprocal piston that can be attached to a cross mod like exnhillio's sieve where you have to right click.
Every time the piston receives the correct torque it cycles, every cycle it "clicks" the attached machine once. Meaning you can get one torque and it cycles once build up a good head of steam and it cycles faster like once per tick or twenty times a second?
keep up the great work!
Thanks
Oh, I see, now that I have looked into it a bit, you are basically asking for some cross mod compatibility, which I could work on at some point, but it is somewhat hard due to me not really understanding it, and I also have to contact the developer of the mod(s) that I want compatibility with.
Oh, I see, now that I have looked into it a bit, you are basically asking for some cross mod compatibility, which I could work on at some point, but it is somewhat hard due to me not really understanding it, and I also have to contact the developer of the mod(s) that I want compatibility with.
I plan to
Many of the larger mods ... and even a few of the smaller have active IRCs even when not updating... making them MUCH easier to get in touch with.
Hey man, I'm loving the mod, and the torque system is really cool. However, the rats are spawning WAY too much. Within 1 hour my FPS drops to near nothing due to there being literally hundreds of rats all over the place. They seem to take over every chunk I've ever loaded.
Hey man, I'm loving the mod, and the torque system is really cool. However, the rats are spawning WAY too much. Within 1 hour my FPS drops to near nothing due to there being literally hundreds of rats all over the place. They seem to take over every chunk I've ever loaded.
Hmmmm, that is very irregular, as I have never seen such a thing happen, I would request that you tell me which mods you are using, as that may do something, but I will try to look into that.
I found the same thing when running a test of the mod pack. I thought it was just my slow assed computer but i have crazy numbers of pirate ships and rats on a survival test world i made.
If you want I can send you a copy of the mod pack I am working with and the world seed number that spawned all the pirate ships, and you can dabble in it yourself.
I found the same thing when running a test of the mod pack. I thought it was just my slow assed computer but i have crazy numbers of pirate ships and rats on a survival test world i made.
If you want I can send you a copy of the mod pack I am working with and the world seed number that spawned all the pirate ships, and you can dabble in it yourself.
That could be quite nice.
It just seems very odd to me because I have been playing myself on several worlds and I generally have problems even finding rats.
Hmmmm, that is very irregular, as I have never seen such a thing happen, I would request that you tell me which mods you are using, as that may do something, but I will try to look into that.
Mods I'm using which may affect mod spawning are as follows:
Zombie Awareness
Infernal Mobs
Thaumcraft
Random Things
Minecraft Comes alive (maybe?)
Realistic World Generation/Biomes O Plenty (I doubt it, but maybe?)
If you'd like, I could set up separate instances with your mod, and each of the above mods to try to figure out which mod might be causing it.
The "GOOD" thing about it is that my modpack is all about "victorian/steampunk" stuff... Combined with DiseaseCraft this could be the start of an epic Plague! >:D haha
I too noticed a load of rats... (it was easier to spot when in creative on flatland building out a spawn structure). But all mobs seem overly plentiful. I thought it was because they were zeroing in on me as the only player though. I too have a large pack that includes Thaum and RWG/BoP
Alright, I Just created a new instance. I think I found the conflict. I will test further with other mods just to be sure that this is the only cause though.
The only mods are as follows:
Zombie Awareness
Optifine
Fastcraft
Koadmaster's Pirates
I found a spot which had a single naturally spawned rat and waited 20 ish minutes.
Yeah this thread is for the Pirates mod (with the rats) haha. I'll test with just fastcraft now. I can't imagine it's that though. My Bet is Zombie Awareness. Perhaps another mod as well.
Edit: They're multiplying quickly with just Pirates and Fastcraft. It seems they are doubling in numbers whenever I move just far enough away for mobs to "despawn" and then move back to the area. Gonna just run with Pirates and nothing else....
I didn't think about it. but maybe it's a forge issue? Testing
I am planning on adding elements of it into a HQM adventure mod pack I am trying to build. I am going to try to keep some boats both the floating and a couple sunken ones (they are going to be world edited into the map) Also the pirate zombies. going to veto the cannons and guns (balkons weapons already has them and it makes them redundant) Probaly a few other things will get cut out but not much. (here is the riddit post for more)
I was trying out a few things in creative and your ghosts would attack me even in creative on peaceful Is there a way to disable them? or better yet how the heck do you kill them (xu_killliving worked but it messed up the custom NPCs standing close by) It makes it almost impossible to set things up when you have a cursed chest close to where you are working. Also what is the use for the sand block called "Hidden treasure" and the oak planks called "hull" I will be looking more intently at this mod but I am liking what I have found in today's testing.
As far as how to kill ghost pirates, they have a buff that regenerates all there missing health every tick (meaning you could kill them by doing 40 damage at once, which is unlikely), or you can remove the buff, to remove the buff you much strike them with an enchanted item, however, the buff will refresh if you get to far away from them. As far as how to disable them... er, I would recommend you just put the cursed chests in after everything else (and I will also be changing them so they no longer crap on you in peaceful/creative, but that will come in the next update). The block called hidden treasure is basically a sand block that drops gold nuggets instead of sand, and it generates naturally. The hull block is used for the sides of ships, basically if a pirate runs into one it will lift it up like a ladder so that the pirates can get back onto the boat.
Edit: it also should be noted that the ghost pirates hitbox is not as large as it's model (intentionally) so to actually hit it you need to aim where it's legs should be)
The world is already generated and I will have to add any additional "world gen" stuff manually. Mariculture gas sand, mekanisim salt, and now the sand from your mod. this should make for a interesting map edit. I went out and cut a few chunks of ocean floor into schematics and will be pasting them into the world on the next edit.
Keep up the great work on the mod and hope to see it add a sense of "WOW" into my adventure map lol
I love the rat wheel thing. How impossible would it be to make it work like an autonomous activator? That would be freaking awesome if you could do something like that with it.
You're welcome
sounds cool
Uh... not really sure what you mean here, but sure
I have uploaded a new version of the mod, for the most part this update adds torque, which is used for various things. Generally speaking, it is pretty complicated and may contain bugs, but I have done my best to make sure that is not the case, if you have any trouble with the torque and/or find a bug, please tell me here so that I can improve it. Additionally, the torque blocks can be somewhat taxing on your system, so if your computer has trouble running minecraft you will want to make sure that you build your torque machines in the most simple way possible so that you don't begin to have performance issues. Again, I have done quite a lot to make the torque based blocks be performance friendly, but it may not be enough for you. Additionally, I have fixed a lot of bugs, and tried to improve the performance of many other things added in my mod. Please give any feedback that you have
That said... May I inlcude in a mod pack for my convention. We would like Pirates to fight the Ninja's
The automous activatore idea i mentioned before: How about a piston or reciprocal piston that can be attached to a cross mod like exnhillio's sieve where you have to right click.
Every time the piston receives the correct torque it cycles, every cycle it "clicks" the attached machine once. Meaning you can get one torque and it cycles once build up a good head of steam and it cycles faster like once per tick or twenty times a second?
keep up the great work!
Good
of course you can use it.
Thanks
Oh, I see, now that I have looked into it a bit, you are basically asking for some cross mod compatibility, which I could work on at some point, but it is somewhat hard due to me not really understanding it, and I also have to contact the developer of the mod(s) that I want compatibility with.
I plan to
Many of the larger mods ... and even a few of the smaller have active IRCs even when not updating... making them MUCH easier to get in touch with.
Nice
Right, I will try to get something done in that area when I get some time, which will likely not be soon due to school related business
I think they are the 0.3.# versions, though those versions will lack tons of the features
Of course.
Hmmmm, that is very irregular, as I have never seen such a thing happen, I would request that you tell me which mods you are using, as that may do something, but I will try to look into that.
If you want I can send you a copy of the mod pack I am working with and the world seed number that spawned all the pirate ships, and you can dabble in it yourself.
That could be quite nice.
It just seems very odd to me because I have been playing myself on several worlds and I generally have problems even finding rats.
Mods I'm using which may affect mod spawning are as follows:
The "GOOD" thing about it is that my modpack is all about "victorian/steampunk" stuff... Combined with DiseaseCraft this could be the start of an epic Plague! >:D haha
The only mods are as follows:
Here is the result:
Edit: They're multiplying quickly with just Pirates and Fastcraft. It seems they are doubling in numbers whenever I move just far enough away for mobs to "despawn" and then move back to the area. Gonna just run with Pirates and nothing else....
I didn't think about it. but maybe it's a forge issue? Testing