This was a little bit weird about Barakoana elite, Because even I'm using assault rifle, And his wooden shield can even blocking the bullets... This doesn't make sense!
I wonder what Barakoana elite's shield are made... (Probably has a Vibranium inner layer...)
I'd like to see a mob that intelligently tosses players towards danger (cliffs/lava/other mobs)
There's a good sample in Twilight Forest mod : The Yetis, If you get too close to the yetis, they will grab you up and throw you away a small distance, you will take some melee damage + falling damage...
And sometimes they will toss you down to the open underground ravine if you're close to the ravine and get unlucky (You will suffered huge falling damage)...
Mobs not written on the first page are as follows:
The Undead
Hydra
Wendigo
Vampires
Werewolves
Automatons
Ghosts
I heard that the first page can not be edited now.
The reason why these mobs were not in first page is obvious:
Undeads are very popular in other mods that add mobs, The undeads such as Grim Reaper, Lich, Necromancers... are very common around these mods.
Hydra was appeared at Twilight Forest mod, And it also has unique AI and spacial attack move.
Wendigo is appeared at Mowzie's mobs mod, Named Frostmaw, Both these are almost same design and ability (Strong health, freezes you to death)
Vampires and Werewolves are now already has there own mods...(See Vampirism mod and Howling moon mod)
Ghosts we're also very popular in other mods, But in my options, it can been tweak for more ability to make it unique (Such as no clipping like Vex, And can only been harmed with spacial weapons or spacial ways)
The only possable is for Automations, Automations can be small as ocelots or big as Iron golems, and like Iron golems, there're tough, tanky and powerful, And didn't affect with hunger, poison or wither (since there's kind of robots)....
I've never seen any of those in my world (uses Lost Cities), but I've found Cybernetic Parts in The Nether, when killing Cyberdemons. Thanks for the tip anyway!
Or... you can crafting from Fabricator...(Using soulsand, gold wire, redstone, and plastic sheet)
Another issue - from what I can see, I need a fabricator to make parts for the fabricator (cybernetic parts)...?
Cybernetic parts can also obtained by shot down the attack helicopter...(Large military base or Aircraft carrier sometimes will spawn an attack helicopter as mini boss)
1.12.2 is starting to shape up like 1.7.10 for mod support. Some big name mods have released for it while skipping most of the rest, or even since 1.7.10
Agreed... It's no wise to skipping 1.12.2 , Since 1.12.2 is now more like stable version just like 1.6.4 and 1.7.10 ...
(This is just like Apple didn't release iPhone X at last year, but release it at 2020...)
This mod is good, It feels like you're playing (DOOM + Serious Sam + StarWars Dark Fonce + Fallout) in Minecraft (If you playing with Lycanite's Mobs, it will even like this...), Since this mod is focus in very realistic FPS games...
Some suggestion to this mod:
1. Made some gameplay config been toggle-able via commands, Sometimes you don't want to restart the game to see the difference, So some simple commands may coming handy.
2. Weapons modifying system, In Flan's mod, you can make a modifying workbench to adjusting or upgrading your weapons (rather then just combine some parts in crafting slots), you can add some extra part, such as sniper scopes and silencers on the weapons, This will makes the weapons more flaxable and more customized.
3. More special ammos, At now, we have Incendiary ammos that add fire damage to the weapons, How about add more ammos like these... For examples:
Incendiary ammos (current, for comparing) = Change damageType to fire, increase some base damage, set target on fire, ignite block on fire when safe mode was off...
Poison ammos = Change damageType to poison, No benefit for base damage but will infect targets with poison effects...
Cyro ammos = Change damageType to ice, No benefit for base damage, will cause (slow \ fatigue) effects on targets, freeze water(Sourse) and leave a layer of snow on the blocks when safe mode was off......
Dum-dum ammos = No change to damageType, Greatly increase base damage, At the cost for less armor-penetration, Good for unarmed targets...
AP ammos = No change to damageType, Increase armor-penetration for the cost of less damage, Good for heavy-armored targets...
Silver ammos = No change to damageType, No benefit for base damage, But deal more damage on undead mobs (Zombies, Skeletons, Pigmens)...
DU (Depleted uranium) ammo =Change damageType to radiation, Increase both armor-penetration and base damage (But not strong as Dum-dum and AP ammos, And like tatical nuke, Will cause radioative contamination rises)...
1. The sabre, katana, dirk and knife are all same speed and damage stats as the vanilla sword, So what's this supposed to be? (In the original mod, each weapon has different stats to make each weapon unique, For example: The original katana has very fast speed in exchange for less damage; pikes has wider attack range but has slow attack speed)
2. In 1.12.2 version, the enchants on the ranged weapons has no effect on the weapon (Even with Power V, the musket's damage are same as no enchanted; And no effect on Flame enchant, in the orginal mod, ranged weapons will shoot flaming projectile when with Flame enchants)
3. The projectiles cannot firing in the dispenser, in the orginal mod, all projectiles include dynamite can be launched from dispensers to make as a powerful traps...
We will look into support of molten metals for the lava cart if it allows us to use other things out of the box.
For the lava cart, There's a perfect example in the Thermal Expansion mod, The Florbs.
Florbs is a spacial liquid capsule in this mod, it can hold almost every liquid, and can be thrown like eggs and snowballs, when collide on any blocks or entity, it will break and place the fluid at there...
But must importantly, This "Water balloon" comes with two variants, The normal one which can be filled with most liquid, And a "Magmatic Florb" which can only holds "Hot fluids"(Such as lava, pyrotheum, and most molten metals), When loading the liquid, It will automatically detect the fluid, If the fluid is not hot fluid, it will unable to loading in.
So... if you can enable this hot fluidmechanism into the lava cart, that should do the trick.
P.S. Sorry for my poor grammer, My english is not good.
i don't know if there is advanced liquid loader you can use it if it exists and if not you can build a redstone wire to activate the track if you don't want to use it try signal controllers and receivers to get wireless redstone tho these can be tricky
Since trains are now 3 blocks height, If you put loader above 2 blocks, Train will stuck...
In my option, I use pistons to make liquid loader work, but vanilla pistons will not work, so I use Pistronics 2 Mod to do this work (That mod add some modular pistons)...
Use Railcraft advance detector to trigger the piston
When train arrived, It will detect the loco and pushes the loader to the current position, It will load the fuel into the loco (Work same ways on the other tank cart too), When the fuel tank was full, it's will send the loco out just like normal liquid loader did.
And when loco departed, detector no longer emit redstone signal, so the piston pull loader back to prevent train cart been stuck.
1
This was a little bit weird about Barakoana elite, Because even I'm using assault rifle, And
his wooden shield can even blocking the bullets... This doesn't make sense!I wonder what Barakoana elite's shield are made... (
Probably has a Vibranium inner layer...)0
Centaurs and minotaurs already in Twilight Forest mod...
3
Pixie : Hey!~~ Do you mind?! I'm trying to make some "pixie dust" here... Can't you just give me some privacy?! you pervert !!!
So.... This is how pixies produce pixie dust... I think.... (And I'm feel sorry for those who have drunk Ambrosia...)
0
There's a good sample in Twilight Forest mod : The Yetis, If you get too close to the yetis, they will grab you up and throw you away a small distance, you will take some melee damage + falling damage...
And sometimes they will toss you down to the open underground ravine if you're close to the ravine and get unlucky (You will suffered huge falling damage)...
0
The reason why these mobs were not in first page is obvious:
Undeads are very popular in other mods that add mobs, The undeads such as Grim Reaper, Lich, Necromancers... are very common around these mods.
Hydra was appeared at Twilight Forest mod, And it also has unique AI and spacial attack move.
Wendigo is appeared at Mowzie's mobs mod, Named Frostmaw, Both these are almost same design and ability (Strong health, freezes you to death)
Vampires and Werewolves are now already has there own mods...(See Vampirism mod and Howling moon mod)
Ghosts we're also very popular in other mods, But in my options, it can been tweak for more ability to make it unique (Such as no clipping like Vex, And can only been harmed with spacial weapons or spacial ways)
The only possable is for Automations, Automations can be small as ocelots or big as Iron golems, and like Iron golems, there're tough, tanky and powerful, And didn't affect with hunger, poison or wither (since there's kind of robots)....
0
Or... you can crafting from Fabricator...(Using soulsand, gold wire, redstone, and plastic sheet)
1
Cybernetic parts can also obtained by shot down the attack helicopter...(Large military base or Aircraft carrier sometimes will spawn an attack helicopter as mini boss)
0
Agreed... It's no wise to skipping 1.12.2 , Since 1.12.2 is now more like stable version just like 1.6.4 and 1.7.10 ...
(This is just like Apple didn't release iPhone X at last year, but release it at 2020...)
0
This mod is good, It feels like you're playing (DOOM + Serious Sam + StarWars Dark Fonce + Fallout) in Minecraft (If you playing with Lycanite's Mobs, it will even like this...), Since this mod is focus in very realistic FPS games...
Some suggestion to this mod:
1. Made some gameplay config been toggle-able via commands, Sometimes you don't want to restart the game to see the difference, So some simple commands may coming handy.
2. Weapons modifying system, In Flan's mod, you can make a modifying workbench to adjusting or upgrading your weapons (rather then just combine some parts in crafting slots), you can add some extra part, such as sniper scopes and silencers on the weapons, This will makes the weapons more flaxable and more customized.
3. More special ammos, At now, we have Incendiary ammos that add fire damage to the weapons, How about add more ammos like these...
For examples:
Incendiary ammos (current, for comparing) = Change damageType to fire, increase some base damage, set target on fire, ignite block on fire when safe mode was off...
Poison ammos = Change damageType to poison, No benefit for base damage but will infect targets with poison effects...
Cyro ammos = Change damageType to ice, No benefit for base damage, will cause (slow \ fatigue) effects on targets, freeze water(Sourse) and leave a layer of snow on the blocks when safe mode was off......
Dum-dum ammos = No change to damageType, Greatly increase base damage, At the cost for less armor-penetration, Good for unarmed targets...
AP ammos = No change to damageType, Increase armor-penetration for the cost of less damage, Good for heavy-armored targets...
Silver ammos = No change to damageType, No benefit for base damage, But deal more damage on undead mobs (Zombies, Skeletons, Pigmens)...
DU (Depleted uranium) ammo =Change damageType to radiation, Increase both armor-penetration and base damage (But not strong as Dum-dum and AP ammos, And like tatical nuke, Will cause radioative contamination rises)...
1
For this mod, I have some questions :
1. The sabre, katana, dirk and knife are all same speed and damage stats as the vanilla sword, So what's this supposed to be? (In the original mod, each weapon has different stats to make each weapon unique, For example: The original katana has very fast speed in exchange for less damage; pikes has wider attack range but has slow attack speed)
2. In 1.12.2 version, the enchants on the ranged weapons has no effect on the weapon (Even with Power V, the musket's damage are same as no enchanted; And no effect on Flame enchant, in the orginal mod, ranged weapons will shoot flaming projectile when with Flame enchants)
3. The projectiles cannot firing in the dispenser, in the orginal mod, all projectiles include dynamite can be launched from dispensers to make as a powerful traps...
0
For the lava cart, There's a perfect example in the Thermal Expansion mod, The Florbs.
Florbs is a spacial liquid capsule in this mod, it can hold almost every liquid, and can be thrown like eggs and snowballs, when collide on any blocks or entity, it will break and place the fluid at there...
But must importantly, This "Water balloon" comes with two variants, The normal one which can be filled with most liquid, And a "Magmatic Florb" which can only holds "Hot fluids" (Such as lava, pyrotheum, and most molten metals), When loading the liquid, It will automatically detect the fluid, If the fluid is not hot fluid, it will unable to loading in.
So... if you can enable this hot fluid mechanism into the lava cart, that should do the trick.
P.S. Sorry for my poor grammer, My english is not good.
3
Since trains are now 3 blocks height, If you put loader above 2 blocks, Train will stuck...
In my option, I use pistons to make liquid loader work, but vanilla pistons will not work, so I use Pistronics 2 Mod to do this work (That mod add some modular pistons)...
Use Railcraft advance detector to trigger the piston
When train arrived, It will detect the loco and pushes the loader to the current position, It will load the fuel into the loco (Work same ways on the other tank cart too), When the fuel tank was full, it's will send the loco out just like normal liquid loader did.
And when loco departed, detector no longer emit redstone signal, so the piston pull loader back to prevent train cart been stuck.