• 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!

    Even with version 1.5.2 I'm still getting an issue in singleplayer where lanterns will occasionally cause the client to be seemingly permanently unable to connect to the server. Removing Mowsie's mobs does fix the issue.

    Posted in: Minecraft Mods
  • 0

    posted a message on RandomAdditions Alpha v0.11.23 - Adding a new energy system including machines, tools and new enchantments

    Would love to see this on 1.12 someday, always felt to me like it got abandoned before it has its chance to shine.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!
    Quote from BobMowzie»

    Mowzie's Mobs has been updated to Minecraft 1.12! I've also released a patch for the 1.11 version with balancing and crash fixes.


    Would you guys like me to work on a 1.10.2 backport, or get started on new content next?


    My personal inclination would be new content. There just aren't a whole lot of mods left on 1.10 that haven't made it to 1.12, and there's really only one major thing that 1.10 is missing right now, not to mention the massive amount of planned content that still needs to be worked on.

    Posted in: Minecraft Mods
  • 0

    posted a message on Backpacks! (by Brad16840)

    Ey Brad, I've been using this mod for a while. Definitely my favorite backpacks.

    However, I am working on a pack that will involve a lot of use of this mod as well as Factory Inventory, and I noticed that some other mods' backpacks could interact with its inventory hoppers, but this one could not. Now, I wouldn't say that it is by any means required for these things to work together, but if it is an easy change, I would appreciate if you made it, and Max has indicated that it is something on your end. Smart Hoppers' pouches and Inventory Generators' generators are functional examples of inventory storage code that works with them, if it is useful.

    Posted in: Minecraft Mods
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!

    Correct. The issue was fixed months ago.

    Posted in: Minecraft Mods
  • 0

    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!

    1.12 version seems to completely disable JEI.

    Pretty sure that isn't intentional.

    Otherwise, it seems pretty great, nice work!

    Posted in: Minecraft Mods
  • 0

    posted a message on AOBD 2 - Process all the ores!
    Quote from Joshwoo70»

    I will be taking over AOBD for maintainence. it will be updated to 1.10.2 and 1.11.2... stay tuned! there will be a rewrite of AOBD as the code base has been too mature.


    Don't ask when is the update coming... it will come when it comes. anyways check github for updates as i push them. https://github.com/Joshwoo70


    With Jaopca also around, could you shed some light on what this will do differently?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10][Forge]LootBags (and technically Carbonization too)
    Quote from Malorolam»

    Hey is it 'shortly' yet? It said that 1.12 would be out shortly when I checked three months ago too. It's pretty hard to make skyblock packs without some form of lootbags. Thanks in advance :3
    Posted in: Minecraft Mods
  • 0

    posted a message on Mod Theory: The "Rules" of modding minecraft. Updated 5/24
    Quote from Manan6619»


    "Easily the worst mod design I've ever run across. Talk about never mining."
    Oh man, I've given you reputation if not for that one statement alone. I run a server with Advent of Ascension, and as much as I enjoy the amount of content it adds, it just gives you the material and motivation to write pages and pages of Mod Theory. I'll put it this way: it, in my opinion, is better to have less overall content with more depth than to have a ton of content with little depth. There are mods, Twilight Forest is a superstar here, where they may only add a single dimension, which seems like it would pale in comparison to AoA's 20-something dimensions... But the Twilight Forest is like a pond that's a staggering few hundred feet deep, whereas Advent of Ascension is a vast ocean... but only a few inches deep.

    There are lots of little issues that will drive you crazy with Advent of Ascension. Almost every mob has the same footstep sound(same as a pig's, I believe), including those that don't even have feet. All the sounds these mobs make(heck, pretty much every sound from that mod in general) is waaay louder than anything else in my game, vanilla or modded. They more or less all have the same combat mechanics, even though there are hundreds of them: make a straight beeline towards you. They don't really have any intelligent pathing AI. And a great many of them drop, well, nothing or close to nothing at all. It also has a ton of tables, altars etc. with no GUI or discernible in-game documentation. Similarly, there a bunch of skills and HUD items that it adds with no real in-game explanation for either. And finally, to top off this rant, it just does things that I would consider downright unholy. Mobs spawn in daylight with very little restriction - the only thing that really seems to stop them from spawning in your well-lit house/base(the thing that I've never seen be challenged in any other mod before, and for good reason) is chance. There are mobs that you can't even damage, by any means besides maybe dropping them into the void, that just kinda spawn in the overworld(including possibly in your home) because you have skills that aren't high enough. And for some of them, we're talking lategame skill levels in the 70s, 80s, with many hours of grinding behind them...

    On the other hand, the Twilight Forest has an excellent attention to detail as far as mobs go. Fitting footstep sounds, for starters. Heh. Their SFX are at a similar level in comparison to the vanilla game. Their combat mechanics vary, from hit and run, to intelligent pathfinding, to climbing walls, to winding up and charging. and all that good stuff. Every mob that isn't just there for decoration has drops that are useful or at least interesting. It adds few GUIs, but the ones it does(e.g. uncrafting table) are nice and simple, practically self-explanatory. All mobs are possible to fight at any time. You'll surely regret trying to take on a Hydra in only leather armor with a stone sword, but at least for a few moments you'll be actually dealing damage. And one more thing, you'll find all the mobs all seem to have some sense of belonging in their environment rather than the issue that many face in Nevermine, where it just seems like the author had an idea for a mob, and threw a dart at a map to decide which biome it belongs in.

    I'd completely forgotten that I'd even made this whole post, but you're absolutely right about all this. :3
    Gotta ask, though. If you don't like the mod, why do a server with it?
    Posted in: Modification Development
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!

    As per OP's request, here's your comment saying that this will be used in my Mekkit modpack for minecraft 1.10.2

    Posted in: Minecraft Mods
  • 0

    posted a message on Craftable Waypoints [Forge 1.11.2 | 1.10.2 | 1.8]

    Just making absolutely certain that it's okay that I use this in my modpack before I do so.

    Is it okay to use this in my modpack?

    Posted in: Minecraft Mods
  • 0

    posted a message on Deeper Caves - Go Beyond the Void! [10000+ Downloads]

    Oh look, all the mods I like at all are dead now.* Cool.

    Guess I'll go play overwatch some more.


    *Not strictly true

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.6: Down below and up above!
    Quote from BobMowzie»


    I recommend Qubble or Tabula! They work just like Techne, but have some extra features and are up-to-date.


    Chocolatin was also working on an in-browser program for this that was excellent, but there was no public release before he fell off the face of the earth.



    Actually came by here though to say that your name showed up here, and while you tend not to just 100% copy/paste your monsters, so I don't think you'd end up doing exactly this, it is true that there's been some zelda-inspired stuff here...
    https://www.reddit.com/r/feedthebeast/comments/65yx0b/thoughts_on_a_breath_of_the_wild_based_mod/
    Posted in: Minecraft Mods
  • 0

    posted a message on [Simple Mod Idea] Many Simple Projectiles
    Quote from Sailing94»

    A word to any coders, make it a property of throwing an item, not the item entity. I wouldn't want to die from mining coal.


    Definitely, yeah.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [Simple Mod Idea] Many Simple Projectiles

    Literally all this mod would do is:
    If a player drops an item, and it is not yet stationary, then it deals 1 heart of damage and some knockback.

    So, for instance, if I am being chased by a creeper, and throw my dirt at it, I can get away, or maybe kill the creeper if I'm really ambitious.

    Once items are no longer moving, they are no longer deadly, and can be picked up safely.
    You still pick up items that would hurt you;
    This means that it's possible to have a little hot-potato-like mini-game where players throw a single item back and fourth and try to either die first or die last.

    Posted in: Requests / Ideas For Mods
  • To post a comment, please or register a new account.