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    posted a message on [Index]The Official Animated Player Mod Skin Skin Library [1.6.4]
    so apperently this will take awhile...
    Posted in: Skins
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from Fixided

    I think (correct me if I'm wrong) he means to fix the OP. It still says SSP only

    well dulana seems to have it on his forge server and also he didn't mention that in his post. So he either failed to say it or ment something else...
    Posted in: Minecraft Mods
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    posted a message on [WIP] The Spider Queen
    Quote from AllenWL

    speaking of webbing, I'd like the webbing to be more effective, but harder to get or something. I just don't want to have to spam a stack of webs, just to get a single zombie. I think what you have in mind can make webbing impractical for combat and just useful if you have a lone mob or something.

    And a question. can webbing be done by health? like, the webbing does 2 hearts of damage, and if a mob has 2 or less of hearts, they get webbed

    nice idea but, i think they use to do that...
    Posted in: WIP Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from SoccerStud

    It's fixed now. I'll tell XolavA to fix it.

    You just said you fixxed it... but then you said you'll ask XolavA to fix it... and also why do you want it fixxed?
    Posted in: Minecraft Mods
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    posted a message on [WIP] The Spider Queen
    well this mod is going to come out like divine rpg... lots of stuff. and when you need to update there are bugs...
    Posted in: WIP Mods
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    posted a message on MixedCraft [Forge] [1.6.4] [SMP] [Ver 0.0.3]
    well slayer this looks like a intresting mod and i wonder why noone is that intrested in it (posting on the forums is what i mean)
    Posted in: Minecraft Mods
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    posted a message on [Index]The Official Animated Player Mod Skin Skin Library [1.6.4]
    and on my other skin my eyes are a pixel to low can you fix that?and if you can make my eyes just right on my christmas skin
    Posted in: Skins
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    posted a message on [Index]The Official Animated Player Mod Skin Skin Library [1.6.4]
    name:MagmaCubeGaming (Christmas)

    link:http://www.planetminecraft.com/skin/magmacubegaming-christmas/

    changes: hat, mouth, eyes

    can you do my christmas skin too?
    Posted in: Skins
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from Dulana57

    OMG

    IT WORKS ON MY FORGE SERVER................................

    it'nt it SSP only(i think it means singleplayer)

    ... i thought that too
    Posted in: Minecraft Mods
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    posted a message on [WIP] The Spider Queen
    Quote from AllenWL

    -nap-

    XD

    well th thing about what you said about what darktemp said, well thats what i basicly ment. also again are the nether spiders i was talking about in some othr post goin to be in the beta release?
    Posted in: WIP Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from SoccerStud

    Wasn't talking about you...
    The portal doesn't crash for me. Might be your other mods if you have some.

    well i have toomanyitems for reciepi's and optifine which i think you know why I have it
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Well i am just going to wait until the problem with the divine portal to be fixxed because when i make it my game crashes, when i somehow go through it it crashes again.
    Posted in: Minecraft Mods
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    posted a message on [WIP] The Spider Queen
    Quote from lemonszz




    "Modern Art"

    XD
    Posted in: WIP Mods
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    posted a message on [WIP] The Spider Queen
    Quote from darktemplarrrr

    I understand this footage is of unfinished beta content, but I felt like throwing in a quip anyway.

    You DID say you were 60% done with cocooning, but I still wanted to say I don't think it should cost only 1 weball to cocoon any type of mob.
    Assuming this will stay (which I doubt) I propose an interesting cocooning mechanic that was not in the original mod and would make hunting for mobs much more active, instead of a chore like it sometimes used to feel.

    When trying to ensconce a mob in your web, the mob should have slightly reduced speed and be partially covered in webbing.
    The web coating and speed reduction increase with each successful weball hit. Since it was completely random how many it took per mob in the 1.2.5 version, I often got frustrated if I was just missing multiple times, if it was just a randomly tough mob to web, or both. This will let the player know if they actually hit the mob, as many players might choose to capture from a distance for obvious reasons. It supplies an ACTIVE visual satisfaction of your mid-battle efforts, which is a huge plus from how it used to be with weballs sometime seven bouncing off the target for no reason.

    Depending on the type of mob, the target can slowly break out of their webbing if you do not keep the barrage up on said target.

    Neutral mobs merely flee for their lives upon the first successful weball hit. Depending on the size of the mob, the webbing can degrade and the mobs speed returned based on how long they are left 'struggling' in the webbing.

    Hostile mobs obviously target you immediately, but can break out of webbing significantly faster.

    |For example|
    Cow: Requires 7 weballs to fully cocoon. Can break down a single layer of webbing in 1.2 seconds. Reacts to a web layer with fleeing.

    Zombie: Requires 15 weballs to fully cocoon. Can break down a single layer of webbing in 0.6 seconds. Reacts to a web layer with aggrevation towards player.

    Adding another layer of webbing with a another successful weball hit to the mob will reset the mobs layerbreak timer. This would mean if you never missed, you can have a 100% successful capture of a zombie and only use the minimum requirement of weballs to secure your meal. In the zombies case, 15 until full cocooning.

    This idea of slowly decreasing your targets mobility as you weball them makes it feel much more satisfying and 'real', instead of something like fishing on land and severely lacking, as it used to in 1.2.5.

    Once the mechanic is in place, it can be vastly expanded upon for different outcomes with future mobs. Perhaps wither skeletons react in a violent way to being webbed, and actually increase in speed for the first few stages of webbing, making it actually easier to kill wither skeletons with a sword instead of with webbing to capture them alive entirely. Or Endermen can break off all existing layers of web with a single teleport, making the player have to act fast to capture the Enderman before it teleports again and resets your weball count for its capture. Or a mob with armor such as a rare zombie or the to-be-implemented humans are much tougher to incapacitate. Each armor piece increases the amount of needed weballs by +50%, thus resulting in a full set of armor making a mob require three times as many (+200%) weballs to capture.

    This mechanic I think could REALLY go places and make it just as much of a challenge and gamble for which enemies you choose to attack just as in vanilla Minecraft. You have to take your sword power, armor, current potions, and even escape routes in mind depending on the brutality your target is capable of. The fun and self-caution that this brings the player in vanilla Minecraft should be equally as enjoyable if not more so for The Spider Queen Redux as you are introducing an entirely new way to deal with mobs.

    I always felt that the cocooning mechanic seemed hollow and too easy. It essentially removed the threat that almost ANY mob had to you as long as you had weballs to spam. Even skeletons, as your web-fling distance was superior to their bow distance.

    In technical terms, I am unsure as to how you would achieve this. You could make pre-made exterior-skins for all cocoonable mobs, and merely slow the speed and set a certain skin that appears slightly webbed. Or you could perhaps make actual 2d webbing that is a seperate entity which attaches to look as though it hangs from particular body parts of the partially cocooned mob.

    But regardless, the general combat of The Spider Queen is either with a sword (which is unchanged to vanilla Minecraft) or non-existent if the player has webbing to burn, as cocooning is a better option for handling mobs and even gives more benefit than merely killing them anyway.

    great idea but I think its abit to hard for this idea. I think the breakthrough time should be a bit longer then you said... like 0.6 seconds is VERY fast so if you miss once meanwhile spamming the zombie can break through 1-2 layers, also the layering may be a bit much, Because it may be not that hard to get the webs, but trying to get a mob in a cocune might take about a 1/3 a stack of web balls, and so I think it will consume to many.

    I get your point and I agree but tone this down a bit cause it will consume lots of webs to do so even if the randomization of a web in 1.2.5 it still didn't consume that many webs. other then that something like this should be implemented.
    Posted in: WIP Mods
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