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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]
    Funny you should mention him. He's reviewed so many lucky block mods. I'm glad he decided to mostly throw in the towel on those. I felt they were already getting a little redundant after the second expansion/ add-on dealy.
    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]
    Wait, does the Hunter skill affect only the weapons this mod adds or vanilla to? I'd personally wouldn't want to suddenly be unable to use a diamond sword or my Dragonstone sword from Simple Ores.

    Also, if you get a high enough Hunter level, will Destructors be legitimately killable?
    Posted in: Minecraft Mods
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    posted a message on FIVE NIGHTS AT FREDDYS MOD! (Freddy, Foxy, Chica) - Realistic Models
    Quote from FoxyTheF0X108»
    GOLDEN FOXY WILL RISE!!! XD

    Who knows how many additional evil killer robots they add in future versions? I just hope we get variances, so they're not all the same. I'd like to be more scared of certain animatronics *cough* Foxy and Golden Freddy *cough* than others. I guess Golden Foxy, if it happens would be pretty scary to. Anyways, I'm looking forward to the rest of Toy animatronics being added. Hopefully, they'll be added after the Puppet's fully implemented.
    Posted in: Minecraft Mods
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    posted a message on FIVE NIGHTS AT FREDDYS MOD! (Freddy, Foxy, Chica) - Realistic Models
    Quote from michaelaudish»
    Add in Shadow Freddy, Shadow Bonnie and the Purple Man please :)




    Make Shadow Freddy and Shadow Bonnie Bosses

    I'd rather we get the rest of the crew (Namely Golden Freddy and the other toy animatronics.) before we get the Easter Eggs. As for Golden Bonnie or whatever that thing coming in the third game is, I'd rather they hold off on adding it until the third game's been out for awhile. I think it's best we find out its behavior, before throwing it into a FNAF mod. I'd also like to see variance in behaviors and how they approach you, namely Foxy being quicker than the others, a reference to how he runs to get you in FNAF1 or Mangle seemingly floating at times (if viewed via a "camera" that is), like on the ceiling.
    Posted in: Minecraft Mods
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    posted a message on FIVE NIGHTS AT FREDDYS MOD! (Freddy, Foxy, Chica) - Realistic Models
    Quote from VoidsWrath»
    Meet the Puppet


    Oh crap. Better wind that music box. Wait, will there be a music box for this guy to hide in and come out if you fail to keep it wound?
    Posted in: Minecraft Mods
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    posted a message on FIVE NIGHTS AT FREDDYS MOD! (Freddy, Foxy, Chica) - Realistic Models
    Are there going to be certain attributes as times goes on? As in Foxy moving the fastest because of how he runs down the hall to the office in the first game? Just imagine that. You turn away from him at 30 blocks distance and turn back to him being only 10 blocks or less away in a matter of seconds.

    Anyways, I'm not sure if I'll get this. I'll probably get a different mod setup/ world for this, as my main setup is mods that affect or add on to adventuring, like adding new dimensions, areas, ores, and bosses.
    Posted in: Minecraft Mods
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    posted a message on FIVE NIGHTS AT FREDDYS MOD! (Freddy, Foxy, Chica) - Realistic Models
    I don't get it. I thought that mod's FNAF mobs damage you more like traditional Minecraft mobs (running into and touching you), when the ones here are more like Weeping Angels. Maybe, there was something like how they only attack at night, but it doesn't seem like the AIs are the same for both mods.
    Posted in: Minecraft Mods
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    posted a message on FIVE NIGHTS AT FREDDYS MOD! (Freddy, Foxy, Chica) - Realistic Models
    i'm not sure if it's planned already or not, but incase it's the latter, i suggest you add the fnaf 3 animatronic

    If they add it, I hope they hold off on this one until after FNAF 3 comes out.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Good, you're back. I'd like to know one thing. Will you be adding planks to some or most of the tree types Twilight Forest adds, because I kind of wish some of the trees had their own planks, namely Mangrooves and Dark Forest trees.
    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]
    I'm beginning to consider wanting to do test/ mock fights with the bosses. I just checked "Eternal Isles 1.1" on Youtube and I'm having a hard time finding anything for 1.1. Heck, my own video is showing up towards the top and it's not meant to be a review or playthrough, just me messing around with the mobs in an op set from the Simple Ores mod. I'd really like to see at least one of the new boss fights in action, but haven't gotten around to fighting one myself.

    Also, is it just me or did you change the name of the mod?
    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]
    Quote from Dizzlepop12»
    Is there any information on when the wiki will get It's update for 1.1? Sounds like the editors are busy...
    And what do Deeplands portals look like? Is there any specific place underground they're found?

    Have you tried playing a Superflat test world? While messing around on a couple, I've found a two or three Deeplands portals. They're a black-ish gray color and may be at 20-30 world height. I'm not sure about the height, but they didn't seem all too high up from the ground on super flat. As far as I know it, Deeplands portals are the only ones that appear on the Superflat version of the overworld.
    Posted in: Minecraft Mods
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    posted a message on FIVE NIGHTS AT FREDDYS MOD! (Freddy, Foxy, Chica) - Realistic Models
    I like this mod's idea. Not only do the models look better, but they actually do something other than try to touch you to death or kill you by running into you. Granted, that's okay to, but I'd prefer something more likely this for the FazCrew. However, Foxy is the runner in the game, so I'd imagine his AI would be different than the rest in the sense he would probably try run up to the doorway and get you if there's a way to you and a wall keeps you from seeing him. In other words, is there going to be specific traits added to make them more like the FNAF or FNAF2 selves eventually?
    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]
    I forgot to mention it on here, but I said its name on the Wildycraft thread. I'm also pretty sure you need to load up EI completely (no crashing) to get its config file to appear. I'm glad you fixed it. For some reason, two dimensions sharing the same ID = crash, but biomes sharing IDs not necessarily. I'd imagine there would be problems if I tried to go to the biomes overlapping each other, but yeah.
    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]
    I posted the answer on the Wildycraft thread. I had the same issue. It's a dimension ID conflict between Wildycraft's Runescape dimension and EI's The Haven. They both use dimension ID 10. You need to edit the id in the config file for Wildycraft, then after the mod loads fully (if you got the hotfix Xolova posted later last night), change the Haven in EI's config to something else, then turn Wildycraft's ID back to 10. (I'm assuming you have a pre-existing SP world. If not, then don't worry about the last part. Just change Wildycraft's dimension ID to something other than 8-24, and 7 if you got Twilight Forest)

    Edit: I just checked EI's config file. 9 is the lowest number for Dimension ID's used, 24 is the highest. 30 is what I used by the way, so I'm not sure what the limit is for dimension IDs.
    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]
    I hated to do it, but I just moved the minimap to the same side, bottom corner. (the other top is for damage indicators) However, I like your idea to. I hope Xolova sees it.
    Posted in: Minecraft Mods
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