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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    I've got an idea.

    If you'd listen?

    Take the core mod, the bit that attaches to the cfg file that controlls everything, and make it a backbone library, make everything else dependant on this.

    Then take each biome, and make it a seperate mod, and each one gets it's 3 cfg files in that sub folder, just like now.

    Then, release one MORE mod, this sucker is nothing but a placeholder, a tiny bit of script that does almost nothing. BUT, it lists all the other mods as ones it depends on, so that twitch automagically slips them all into the pack, preventing people from having to find them.

    For those who want detailed controll, or just to use smaller things, they then uninstall the master override, and then uninstall the bits they don't want.

    I seriously have a pack that I maintain, that I can't release an update of, because twitch won't let me have lycanites.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Shame that our mighty overlords have made a minecraft client that refuses to let your mod be downloaded on a slow connection.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Part of me really wants to move the alloy process from TiC into the mixer from Embers, I suspect the script would be useful....

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    For some reason curse keeps failing to download...

    Posted in: Minecraft Mods
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    posted a message on The Calculator Mod

    There's a small trouble caused by the way the weather controller handles changing time.

    It seems to be acting equal to the vanilla consul command of "/time set 0" with a known problem that this also resets the DAY to 0.
    Sadly, the day function in minecraft now has a few important functions, including the difficulty calculations of spawning mobs.

    In a world where the day is being set back with the weather controller, ExU ender lillies will never grow because time is never really passing.

    The moon is also constantly locked in the same phase, never to change.

    I just watched mobs going from spawning with valuable high level armor with enchants that could be used for many things, or broken down into valuable resources, to not spawning with any equipment at all.


    It looks like the only safe way to change time is a little more system intensive. You would need to /time query daytime, and then /time add (X + 1,000), where math has to be done so that daytime + X is equal to 24,000. (The +1,000 is because while 24000 is the technical start of day, the day command sets it to 1,000 where the sunrise and sunset don't show on the world's horizon for consistency in the world sky and lightlevel. So in adding 1,000 you make it consistent to the command you can't safely use.).

    And yes, I know, this isn't the only mod that does not do this safely, but you seem to be the only one who wouldn't ignore me completely for saying it.

    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k

    nha, I'm good without it. But I'd like if it actually used math to scan the dimension as it generated chunks, instead of actually mining the dimension, it would reduce mod conflicts, like the crash it has with lycanties.

    Posted in: WIP Mods
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    posted a message on Tinkers' Construct 2

    I've figured out emboss.... only it does not work like I'd expected it to work.

    Sadly a hammer embossed with knightslime STILL ignores dirt and gravel in it's 3x3, might creative myself replacement bits. It's two cobalt plates, a copper head, aradite rod, maxed out with redstone, and lowered to only be wood level breaking. Think I'll emboss this one with an iron head for magnet 2, or a paper one for more redstone.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    okay, ore shrubs is going into my pack, heck yha.


    I like the idea of something that's basically the opposite end of the spectrum from the rapier...


    If the rapier does damage that ignores armor, then some tool that does damage TO armor, and some of it % based so that the more durrability the armor has, the more it loses.

    I'm not sure what this tool would be.

    Now, the war axe? I view it as swinging. So it would ALWAYS do the splash damage swings. Not as powerful as the scythe, that always does damage in the entire area, but basically the sword swipe, but slightly buffed... say, it acts like it has built in sweeping edge. For every few points of main hit, the splash increases? But yes, as slow, or slower, then the cleaver would be a solid balance. The feel would be that you let them group up tight, you hit the one you are focused on, knock it and the others back with the heavy weapon, circle round to pack them up again better, hit again.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    you could change the dimension where they happen to the nether, or to the end, and make them happen often, so such places are always deathtraps.

    You MIGHT be able to rig a command block that would detect the achivement and then change the setting... some mods are doing better with letting themselves be changed while running.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    nha, the new addition, "emboss" I can't quite figure it out, and it's rather pricey to experiment with.

    I guess I could tinker with it in creative, but as I don't understand it, I'm not sure what tests to make.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    The "spin in circles" is a pathing bug, it happens in minecraft for anything that's moving too fast. So slow them down, they will path more inteligently, and not spin.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    I'd love to see a full set of bushes like "another one bites the dust" had for a while.

    If I had the skills, I'd try to make a bush berry mod as comprehensive as possible.


    Oh, and as I asked on the earlier page, can anybody explain the new feature with insetting heads in heads?

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    yup, that's one of the things that should work...

    if it's JUST shades and chupacabras, well, lets have a look.


    okay, maybe ... maybe that only changes the "shadow" spawn type.

    Go down to spawn dimensions, and add 1 to ALL of them in the list there as well, that'll prevent them in an instance by instance blocking. (if it works)


    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    This mod currently conflicts with the extra utilities 2 quantum quarry.
    The code that prevents mob spawns in dimension -9999 is incompatable with lycanites.

    I think there's a setting, but I can't FIND it.

    Now, for events, I THINK you start in
    lycanitesmobs-mobevents

    # Set to false to disable scheduled events for every world.
    B:"Mob Events Enabled"=false

    # Set to false to disable random mob events for every world.
    B:"Random Mob Events Enabled"=false


    If I could figure out how to keep events from spawning banned monsters and crashing themselves, I'd schedual them to start on day 35, and then one every 5 days, and then able to happen randomly at any time after that, using the very nice code included, but...

    there's even a trigger that lets you use TOTAL WORLD TIME instead of "days" that gets reset when you use /time or when you use a time manipulation device of any sort.


    Now, the person looking to prevent the rock monsters from spawning when blocks are broken, look in lycanitesmobs-spawning .. find

    spawner chances

    and do

    D:"ROCK Spawn Chance"=0

    That should make things not spawn when rocks are broken, but allow it to spawn normally and from spawners.

    You can also remove it from ...

    spawners enabled

    by setting ROCK to FALSE


    As a third option (and if those fail due to errors?)

    go into mountainmobs-spawning

    find spawn types,

    change

    S:"Geonach Spawn Types"=ROCK

    to, well, pretty much anything, but I'd suggest MONSTER




    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    yes, there is places to turn off events. (I'll edit this to copy paste it in latter)

    as for ye olde rock monsters, it's in there somewhere, but I can't recall what it's called, I'll edit this if I find it latter

    Posted in: Minecraft Mods
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