I've fixed both of those bugs in the next update, thanks for reporting them
As for 2.5-2.7, I will not be doing those on 1.7.10.
The more stuff I add to 1.7.10, the longer it takes to get to 1.12, which a LOT of people are waiting for.
Think of the premise - if a developer stays with 1.7.10 because no-one else is moving away from it, then what reason would any other developer have to move on from 1.7.10 either?
Sometimes we have to accept the past and move forward, and 1.7.10 now being almost exactly 4 years old, it's probably about time we moved forward.
If other developers don't want to put the time into updating, there's not a whole lot I can do about that, and it's on them to do something about it.
At the moment, 1.1 is planned to be the last content update for 1.7.10, after that release I'll be moving to 1.12mc.
I will still do bug fixes for 1.7.10 if required
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It does, though the sounds for the guardians haven't been added yet.
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Although the wiki says that Cane Bugs require level 55 hunter, you can actually damage them normally after level 5 (and they drop a ton of hunter experience). Which one is correct?
Also I feel that some of the harder mobs should drop more vanilla XP, since after all it is harder to kill (the Blaze, for example, drops 10 xp, twice that of most mobs).
In the meantime I will go check out DRPG and see how it's changed since 1.4.7 (hopefully Frosts don't burn down forests anymore ).
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Vanilla Endermen still spawn; also you can adjust the Classic Enderman's spawn rate in the config.
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It may have been taken down by the spam filter, you could try placing a fix request here:
http://www.minecraftforum.net/forums/forums/forum-discussion-info/2195940-posts-threads-deleted-because-of-spam-filter-place
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After all, the entire point of modding is to allow people to modify the game and extend it in ways that may not necessarily fit into Vanilla (for example, take Buildcraft and IndustrialCraft, which change the game into an industrialized era; and Eternal Isles, which is a huge mod that adds several new dimensions and mobs/bosses that make the vanilla mobs/weapons seem puny).
However, what you could do is support and hope that the official Modding API will come out (which should make modding much easier than using Forge); progress has been somewhat slow but steps have definitely been taken (1.6's resource packs, 1.7 name ids (as opposed to numerical ids, which leads to id conflicts between mods), the new json block rendering in 1.8, etc.)
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I agree with this, I actually didn't know it worked with 1.7.10 until I read this page (which, as you can see by the comments above other people don't do).
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which turns into:
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By trying to not make this overpowered, you made it so extremely under powered that it's practically useless. The rarest mineral in the game, so rare that zombie pigmen will even fight you over it --- for a ranged punch?! An arrow does at most 4.5-5 hearts of damage, divide by 10 and you get .5 hearts, which is the same damage as a punch. Think about it - sticks, string, flint and feathers (components of bow and arrows) do 10 times more damage than rubies, redstone, glass, and iron. Even though this doesn't consume ammo and can be repaired, it's simply not worth it. And this is not even including the issues with adding futuristic lasers to Minecraft.
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*2013. Somebody else necro'd it in 2013 from 2011, and now it's been necro'd again to 2015.