I started the update to 1.11, not finished, cause no time to work on that for now. Too busy with school.
Are you using the original assets? If so, how difficult is it? (Recreating the same exact mod for a new version.)
Mainly, what are you doing about the coremod dependency? And also, how easy is the decompiling?
If it's just between you and your friends, literally nobody cares what you send them. If it's up for the public, then obviously you aren't allowed to put up mods willy-nilly, especially since it takes traffic away from the mod's respective website if it has one. This mod, as you must know, is one of those with it's own website.
Side note, anyone know if "1.11" works with the latest forge "1.11.2?"
An idea for a quick and dirty way to make the Ender Dragon a super boss with this mod; you could make him like they made Reptile in Mortal Kombat 1, by combining the Ice and Fire dragon's attacks (and animations, fitted to her model I guess- maybe just edit her skeleton to be easier) and reskinning them to purples and blacks, with different effect added to them.
The Ender Dragon seems lame compared to stage 5 Ice and Fire Dragons. (I miss Hardcore Ender Expansion very much, and I don't think it's coming to 1.10/1.11 any time soon.)
The hardest part, I believe, would be replacing the entity itself while retaining the end-game portal and credits.
(To clarify, Reptile in MK1 was a hidden boss, who was just a reskinned version of Sub-Zero and Scorpion. He even had a bug where his health bar said Scorpion. He had both of their movesets as well.)
From what I've heard the hardest part for mod authors was getting it updated to 1.10.2 due to all the changes made going from 1.7.10 to 1.8. If you focus on getting it updated to 1.10.2 then getting it to 1.11.2 should be a lot easier. I'm not a coder or a mod author. I'm just trying to give some helpful advice by drawing off some information I've gathered from around the modding community and reading what's been posted on reddit.
Still give that a try. Focus on 1.10.2. If you can get that working then try moving it to the next version (1.11.2)
Hope this helps.
I'm neither of those either, but I'm inclined to also say, from my basic knowledge of coding and of Minecraft updates, and the fact that some 1.10 mods literally work fine in 1.11, that updating from 1.10 to 1.11, and most likely from 1.11 to 1.12 is a simple process.
Wondering about possible mod conflicts. I didn't see my monsters with the new "bends" when they spawned naturally, so I tried using some spawn eggs. When they initially spawn, for half a second, you can see the new animated mobs, but they immediately revert to the vanilla animations/look.
EDIT: SpecialMobs was the issue, since it replaces Vanilla mobs. Nevermind.
go into the Special Mobs config and change the settings for all vanilla mobs with animations to always be vanilla, not the "special" ones with different heights.
the things like Fire Zombies won't be animated, but the majority being regular zombies will.
"do you really think it should be a walk in the park to own a literal dragon?"
Wow, how many times have I barked some variation of practically the same borderline sarcastic remark...? Generally followed by directions towards a mod that might better suit the player I had just snarked at. It's like dejavu.
When have I ever stated that owning a dragon would be easy? Or that it should be easy? Ice and Fire dragons will never be easy to keep, nor would I want it that way. If I want an easy dragon I'll add Dragon Mounts and alter the config so dragon eggs can be found in chests. Something I'm considering purely to add in another flying mount depending on how it effects gameplay. InF dragons would no doubt waste them.
P.S. The apology posted Directly above your comment states why I have been making such comments as of late and it has nothing to do with trying to make the game easier. I had started to become paranoid that such suggestions could lead to further setbacks and it began to affect my comments.
Ah, I didn't pay attention to much beyond your first "wall of text," to which I thought my few cents were valid enough to give you.
The wall to me just read "This difficulty addition is too difficult, I want a better animated Dragon Mounts mod."
{I believe the model of the Dragons in this mod could be used on a Dragon Mounts resource pack, if someone was that intent, honestly.}
My current interpretation is that you just want the mod developers to do what they want and worry about large mechanic suggestions later?
I've been playing this in 1.7.10 for a while now and I noticed most of the different kinds of fish don't spawn at all. I only get common regular fish and plain butterfly fish. I haven't seen a single swordfish, sailfish, clownfish, masked butterfly fish, raccoon butterfly fish, spotfin butterflyfish, bannerfish, fairy basslet, blackcap basslet or even seahorses. has anyone else noticed this?
Also, just got a crash when entering an Abyssalcraft dimension caused by the fish, but the forum won't let me post the crash report because its too long. the fish spawn in liquid coralium in the hundreds and are killed near instantly which makes entity numbers skyrocket. Its a shame this mod doesn't play nicely with abyssalcraft and twilight forest, on top of most of the fish not spawning naturally.
The 1.7.10 version of this mod is completely broken, and has many incompatibilities.
If you still want fish that look nice, "JAFF" mod with a Spawn Editing mod to fix overspawning and what liquids to spawn in.
Or Oceancraft and disable everything you don't want like shells or quicksand.
Ghast tentacles are also on top of the Ghast instead of under them. It wasn't always like that so I'll see if it has something to do with another mod I have.
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Are you using the original assets? If so, how difficult is it? (Recreating the same exact mod for a new version.)
Mainly, what are you doing about the coremod dependency? And also, how easy is the decompiling?
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Why not make a skeleton like Carpenters Blocks did, so every block ever can have vertical slabs?
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If it's just between you and your friends, literally nobody cares what you send them. If it's up for the public, then obviously you aren't allowed to put up mods willy-nilly, especially since it takes traffic away from the mod's respective website if it has one. This mod, as you must know, is one of those with it's own website.
Side note, anyone know if "1.11" works with the latest forge "1.11.2?"
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An idea for a quick and dirty way to make the Ender Dragon a super boss with this mod; you could make him like they made Reptile in Mortal Kombat 1, by combining the Ice and Fire dragon's attacks (and animations, fitted to her model I guess- maybe just edit her skeleton to be easier) and reskinning them to purples and blacks, with different effect added to them.
The Ender Dragon seems lame compared to stage 5 Ice and Fire Dragons. (I miss Hardcore Ender Expansion very much, and I don't think it's coming to 1.10/1.11 any time soon.)
The hardest part, I believe, would be replacing the entity itself while retaining the end-game portal and credits.
(To clarify, Reptile in MK1 was a hidden boss, who was just a reskinned version of Sub-Zero and Scorpion. He even had a bug where his health bar said Scorpion. He had both of their movesets as well.)
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I'm neither of those either, but I'm inclined to also say, from my basic knowledge of coding and of Minecraft updates, and the fact that some 1.10 mods literally work fine in 1.11, that updating from 1.10 to 1.11, and most likely from 1.11 to 1.12 is a simple process.
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Quote from hoanghaininh>>
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I have no idea what Matte was asking, but virtually nothing is impossible to create in Minecraft, mod or not.
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go into the Special Mobs config and change the settings for all vanilla mobs with animations to always be vanilla, not the "special" ones with different heights.
the things like Fire Zombies won't be animated, but the majority being regular zombies will.
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Anyone who sees this, if you want to help a mod, help this one
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2487041-mythical-mobs-mod-adding-mythical-and-enchanting
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Ah, I didn't pay attention to much beyond your first "wall of text," to which I thought my few cents were valid enough to give you.
The wall to me just read "This difficulty addition is too difficult, I want a better animated Dragon Mounts mod."
{I believe the model of the Dragons in this mod could be used on a Dragon Mounts resource pack, if someone was that intent, honestly.}
My current interpretation is that you just want the mod developers to do what they want and worry about large mechanic suggestions later?
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The 1.7.10 version of this mod is completely broken, and has many incompatibilities.
If you still want fish that look nice, "JAFF" mod with a Spawn Editing mod to fix overspawning and what liquids to spawn in.
Or Oceancraft and disable everything you don't want like shells or quicksand.
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It only happened on a my testing purposes flatworld, and they were disabled. It's fine now that it's a new world.
If I find out why I'll let you know.
EDIT: Only the Ghasts, the slimes are still opaque.
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This should be in the WIP Mods section of the forums, not full releases.
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Crafty,
do you really think it should be a walk in the park to own a literal dragon?
It's not like you domesticate it.
If you're really that worried, use Grim Pack's Pokeballs to essentially pause their hunger.
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Ghast tentacles are also on top of the Ghast instead of under them. It wasn't always like that so I'll see if it has something to do with another mod I have.