Btw. what you got against them drows? They cool and evul. Their queen could be a boss, Lolth, a spider queen fitting in minecraft I'd say, since it got spiders anyway. Or maybe...dueargar and svirfneblin? Could do with small humanoids in minecraft. Oh well, one can dream.
I don't suspect he's going to answer you since the reason they should not be included is pretty obvious. This mod is not about adding D&D mobs per se, more about adding in unique and challenging enemies that step past the the increased difficulty of a purely beefed up zombie or skeleton. Gnomeworks has explained many times over he is not interested in adding in mobs that don't present a somewhat distinct confrontation solely because they are 'cool'. As far as the Drow specifically are concerned, they are most dangerous as a society and I think implementing an entire culture is beyond the scope of this mod. It doesn't help that they are a somewhat poorly designed enemy in the first place, and for Drizzt ..... well ... I don't want to attract the ire of his fans. Anyhow, if you guys want Gnomeworks to take your suggestion seriously, I would advise making sure that it fits in the paradigm of what this awesome mod has already implemented; dangerous creatures presenting unconventional challenges!
Hey, did you get permission from the Hollowworld texture pack maker? Because when I downloaded it, half of the pictures and misc. stuff were from the Hollowworld texture pack.
Hollowworld is a compilation pack for a server. All of its assets are from original texture pack artists, including the John Smith Legacy, Dokucraft and what looks like a couple random others. Monsterfisher has permission from the main artist of most of those assets in the compilation either way, its in the main post.
Here is a mock up of a market stand with the different vending block types
Ill let you guys know when I have the link up for this and the other mod support I have done. Currently in the works, Highlands 2! Hit me up with your suggestions!
Hey there Need4Poop402, I loved your mod so much I drummed up some texture pack support for the exquisite Conquest 32x texture pack! http://www.minecraft...s-90-done-phew/
Here is a shot of the three different barrels; from left to right, Standard, Ender, and Quantum
Here they are stacked, to show how it can look together
Here they are actually holding items
Im waiting to hear from the creator of the pack, however once he gives me the okay ill send you a direct link!
So I had a minute today and drummed up a little mod support! Its for the very excellent Barrels Mod. http://www.minecraft...he-barrels-mod/
The idea focuses around creating a simple way to easily store and retrieve a bulk amount of a single item. I highly suggest you check it out.
Here is a shot of the three different barrels; from left to right, Standard, Ender, and Quantum
Here they are stacked, to show how it can look together
Here they are actually holding items
Once Monster lets me know how he wants to handle mod support ill put up the link for you guys to use! I've also got quite a bit already in the works for much bigger mods, when I get some time I will post some of my progress!
It makes very happy to find this mod, especially since most texture pack authors are really starting to take advantage of metadata blocks. The biggest problem of which is the roundabout ways you would need to access all of the great things these artists would make, ranging from op spawning to some unwieldy plugins. You have created a way for the mass audience and the normal players of any server to access a somewhat hidden feature in a really harmonious fashion. I will do my best to add some support for my favorite texture packs. My only concerns are two fold; Can I alter the number of meta blocks for a specific item, ie the normal mod has 3 alternates for a base block but I want it to have 2 or 5. Next, I want to echo the suggestion for the optional world-gen configuration since quite a few mods already offer similar blocks; Thaumic Tinkerer, Industrial Craft etc. Other than that, great work Automatic_Maiden!
What a wonderful idea for a mod! This will make managing my server considerably simpler. Is it feasible to make something that can alter the Vis levels of a specific node? If so that would definitely increase this mods utility. Otherwise great work, this is a terrific and elegant solution to an annoying server hassle.
I absolutely love your mod. You have filled a need for enemies that is not being met anywhere else outside a few random mobs in Twilight Forest. It is incredibly refreshing to have to use my wits to defeat a powerful foe and not just spamming an attack with the best armor/weapons combo I can hold. I have not given this a try in SMP however I am highly excited to do so since I believe it will be a great feeling to have a real need for teamwork. I will echo the suggestion for more config options and compatibility however I have not really run into any major issues thus far. The thoqqua is also a really nice touch since I think its a good way to showcase a dangerous yet not necessarily combat oriented monster, similar to a rust monster. The only negative I can give are the model/textures for some of the mobs. Im curious if this is a finished state for you or would you be open to some help with them. I am currently considering some texture pack support for Conquest/John Smith, however I didn't know if you were planning on changing anything soon. Otherwise this is arguably one of the most fun, solid and intuitive mods I have played. Please keep up the great work!
Sounds awesome, and I like the screenshot you have posted. I really look forward to all mod support.
On that note, if anyone wants to set up an independent forum post for mod support that is alright with me. Could help organize things, and also provide one up-datable location for all the current mods. I don't update the OP as much as I should with that stuff.
Thanks! I think it would be a great idea to setup a mod support post, hopefully we can keep this thread clear for comments and concerns for your main work! I am not sure who is currently working on anything right now or who would like to be. So anyone who would like to try and organize a Derivation Mod Support thread let me know and we can figure it out!
Evening everyone! Alright so I decided to do some work on the very cool Castle Defenders mod by Azurn! I've got quite a bit done already and now I am mostly tied up with the mobs.
Here's a preview of what I have
From left to right its; Knight Block, Mage Spawner, Archer Block, Enemy Mage Spawner, Enemy Archer Spawner
The normal blocks from the mod are pretty plain so I decided to stick with the same type of relatively simple and easy to recognize design. I also was going for a chiseled item look, first time I have given that a try so let me know if you see any issues. I know the enemy archer block is a just a blood reddish recolor of the mossy stone, however since they are supposed to be a little tough to spot and the enemy castles are straight stone I thought it worked! I've got a few of the mobs done and ill post them sometime later! Let me know what you guys think, criticism welcome!
Afternoon everyone! Just got a chance to poke around with Conquest and I have to say, its fantastic. The last time I saw it you were just getting started, but now you have really carved a niche out in terms of quality. This mod is up there with Derivation as one of the best 32x currently available. I would go so far to say that the amount of detail that has gone into the interplay between textures is terrific, not to mention the work with CTM. If I have some time later I will write up a full review on what I think of your great pack!
Hey everyone! I just got back from everyone's most/least favorite military course and I was excited to come check out my favorite pack. I have to say Levaunt, all the changes look top shelf as per the usual. I was very excited to pick up on the mod support I had started, however there is a slight caveat. Apparently my good computer decided to completely eat itself, which includes most of what I had already finished for Thaumcraft and a few smaller mods. So I am going to pick up on something different for now on my backup laptop and I already have a couple good ideas of where to start. I did notice that a few people are already doing/finished mod support however I couldn't find anything comprehensive on what you guys already hemmed out.
This isn't a complete list nor is it a promise to do it all, mainly just stuff I would personally like to see or attempt. If anything I listed is already done or being worked on give me the heads up so we aren't doing the same thing! On the flip side if anyone wants to give me a hand on any of these it would certainly speed things up. Otherwise I can't wait to get started!
Wow, I have to say I have not seen your pack in quite a while and I am very impressed. I think I would be accurate in saying you have without a doubt one of the most cohesive and professional looking packs available today. I noticed a few people asking for different mod-support here and there. I would be more than happy to help, if your interested ill send you a PM on what I had in mind and what I am able to help with exactly. Otherwise fantastic work sir!
You have completely baffled me with this pack. I remember how it was in its earlier incarnations, and remember thinking it was very close to what I was looking for. Now it is practically as though you ripped the perfect design straight from my mind, if my mind was more artistic. I am going to write an in depth review of this pack as soon as I get off duty later tomorrow. Otherwise, fantastic work my friend
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Great scott guys! I know you want to see this stuff but he clearly knows the pictures are down. He responded to it on the previous page!
I don't suspect he's going to answer you since the reason they should not be included is pretty obvious. This mod is not about adding D&D mobs per se, more about adding in unique and challenging enemies that step past the the increased difficulty of a purely beefed up zombie or skeleton. Gnomeworks has explained many times over he is not interested in adding in mobs that don't present a somewhat distinct confrontation solely because they are 'cool'. As far as the Drow specifically are concerned, they are most dangerous as a society and I think implementing an entire culture is beyond the scope of this mod. It doesn't help that they are a somewhat poorly designed enemy in the first place, and for Drizzt ..... well ... I don't want to attract the ire of his fans. Anyhow, if you guys want Gnomeworks to take your suggestion seriously, I would advise making sure that it fits in the paradigm of what this awesome mod has already implemented; dangerous creatures presenting unconventional challenges!
1
Hollowworld is a compilation pack for a server. All of its assets are from original texture pack artists, including the John Smith Legacy, Dokucraft and what looks like a couple random others. Monsterfisher has permission from the main artist of most of those assets in the compilation either way, its in the main post.
0
I made some more mod support for the very cool Vending Block mod by AUTOMATIC_MAIDEN
http://www.minecraftforum.net/topic/1747810-152smpforge-vending-block/
It is an incredibly useful and elegant mod for SMP, check it out!
Here is a shot of vending block itself
Here is a shot of the gui
Here is a shot of the wrench
Here is a mock up of a market stand with the different vending block types
Ill let you guys know when I have the link up for this and the other mod support I have done. Currently in the works, Highlands 2! Hit me up with your suggestions!
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I made some texture pack support for the Conquest texture pack by Monsterfisher
http://www.minecraft...0#entry22671085
Here is a shot of vending block itself
Here is a shot of the gui
Here is a shot of the wrench
Here is a mock up of a market stand with the different vending block types
Once it clears with the texture pack author Monsterfisher, ill post up the link!
1
http://www.minecraft...s-90-done-phew/
Here is a shot of the three different barrels; from left to right, Standard, Ender, and Quantum
Here they are stacked, to show how it can look together
Here they are actually holding items
Im waiting to hear from the creator of the pack, however once he gives me the okay ill send you a direct link!
1
So I had a minute today and drummed up a little mod support! Its for the very excellent Barrels Mod.
http://www.minecraft...he-barrels-mod/
The idea focuses around creating a simple way to easily store and retrieve a bulk amount of a single item. I highly suggest you check it out.
Here is a shot of the three different barrels; from left to right, Standard, Ender, and Quantum
Here they are stacked, to show how it can look together
Here they are actually holding items
Once Monster lets me know how he wants to handle mod support ill put up the link for you guys to use! I've also got quite a bit already in the works for much bigger mods, when I get some time I will post some of my progress!
0
It makes very happy to find this mod, especially since most texture pack authors are really starting to take advantage of metadata blocks. The biggest problem of which is the roundabout ways you would need to access all of the great things these artists would make, ranging from op spawning to some unwieldy plugins. You have created a way for the mass audience and the normal players of any server to access a somewhat hidden feature in a really harmonious fashion. I will do my best to add some support for my favorite texture packs. My only concerns are two fold; Can I alter the number of meta blocks for a specific item, ie the normal mod has 3 alternates for a base block but I want it to have 2 or 5. Next, I want to echo the suggestion for the optional world-gen configuration since quite a few mods already offer similar blocks; Thaumic Tinkerer, Industrial Craft etc. Other than that, great work Automatic_Maiden!
0
0
I absolutely love your mod. You have filled a need for enemies that is not being met anywhere else outside a few random mobs in Twilight Forest. It is incredibly refreshing to have to use my wits to defeat a powerful foe and not just spamming an attack with the best armor/weapons combo I can hold. I have not given this a try in SMP however I am highly excited to do so since I believe it will be a great feeling to have a real need for teamwork. I will echo the suggestion for more config options and compatibility however I have not really run into any major issues thus far. The thoqqua is also a really nice touch since I think its a good way to showcase a dangerous yet not necessarily combat oriented monster, similar to a rust monster. The only negative I can give are the model/textures for some of the mobs. Im curious if this is a finished state for you or would you be open to some help with them. I am currently considering some texture pack support for Conquest/John Smith, however I didn't know if you were planning on changing anything soon. Otherwise this is arguably one of the most fun, solid and intuitive mods I have played. Please keep up the great work!
0
Thanks! I think it would be a great idea to setup a mod support post, hopefully we can keep this thread clear for comments and concerns for your main work! I am not sure who is currently working on anything right now or who would like to be. So anyone who would like to try and organize a Derivation Mod Support thread let me know and we can figure it out!
0
Here's a preview of what I have
From left to right its; Knight Block, Mage Spawner, Archer Block, Enemy Mage Spawner, Enemy Archer Spawner
The normal blocks from the mod are pretty plain so I decided to stick with the same type of relatively simple and easy to recognize design. I also was going for a chiseled item look, first time I have given that a try so let me know if you see any issues. I know the enemy archer block is a just a blood reddish recolor of the mossy stone, however since they are supposed to be a little tough to spot and the enemy castles are straight stone I thought it worked! I've got a few of the mobs done and ill post them sometime later! Let me know what you guys think, criticism welcome!
0
0
Here is a list of stuff I would like to work on in no particular order;
Bibliocraft
http://www.minecraft...t#entry22259271
Primitive Mobs
http://www.minecraft...primitive mobs
Elemental Creepers
http://www.minecraft...321-daawwwwwww/
MineFantasy/MineFantasy Renaissance
http://www.minecraft...ion-developers/
http://www.minecraft...asyrenaissance/
Ars Magica
http://www.minecraft...dated-april-22/
Ivorius' MiddleAge
http://www.minecraft...-doom-hamsters/
Twilight Forest
http://www.minecraft...wilight forest
Invasion
http://www.minecraft...s-tough-do-you/
Castle Defenders
http://www.minecraft...-defenders-v11/
This isn't a complete list nor is it a promise to do it all, mainly just stuff I would personally like to see or attempt. If anything I listed is already done or being worked on give me the heads up so we aren't doing the same thing! On the flip side if anyone wants to give me a hand on any of these it would certainly speed things up. Otherwise I can't wait to get started!
0
1