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    posted a message on [b1.2.3] Ascension - An Immersive, Challenging Adventure Awaits... | Bosses : Mobs : Dungeons : Unique Weaponry

    I have a question, but does this mod use mob ID's?

    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]


    Nobody really knows the answer to any of those questions. I think Xolova should have recovered from his illness by now. Maybe he's just taking a break from AoA.




    Otherwise:


    "Mr. Xolova, how many months does it take to get to the hype center of an AoA update?"


    "Let's find out!"


    "A one, a two, a three-"


    *DELAY*

    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 a minute...


    Did anyone notice that the Living Mushroom looks like the truffle from Terraria?


    And that the biogenic armor it drops looks like shroomite armor?


    Coincidence?

    Posted in: Minecraft Mods
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    posted a message on MLP Mythical Creatures Mod [1.7.10]
    Quote from BlueRouterPony»

    Some of Those Swords Enchanted Glow are Turns into sprites


    I know, the swords' enchantment-esque effects are unique. Otherwise, most of them are wasted concepts regardless.
    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]

    So, on another note, Odious (which Xolova accounts as the best gun in his opinion) isn't very good against some enemies. Doing 1 point of damage per hit whilst consuming 2 points of energy. Surprisingly, it's outclassed entirely by the Eradicator, which bears stronger damage whilst consuming 2 points of energy per shot. Along with this, it's much easier to obtain. In other words, obtaining 50 dungeon tokens VS killing the four guardians and having a medium-high chance of getting a good gun.


    Otherwise, if the player hasn't worked up to the four guardians yet. They can farm King Shroomus for a Demolisher. Which is an incredibly good gun; both early and later on. Especially if the player has upgraded it to the Boulder, thus boosting its damage once more.


    I'm not sure if I'd account this as a 'feat' for AoA steve, but apparently, the player in primordial/innveration armor, if taking no damage due to 'dodging' means it CAN dodge lightning bolts. In this case, the player can possibly move at mach 291, and if the player is trying to traverse the Abyss...


    "Then that's 'bloody' fast!"


    And regarding speed, again. Early on you can dodge bullets, which means you'd be breaking the sound barrier whilst wildly jumping for dear life not to get shot.

    Posted in: Minecraft Mods
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    posted a message on MLP Mythical Creatures Mod [1.7.10]

    And now, I have another opinion on this mod after trying it, I think you're sorta wasting concepts for weaponry.


    But, to claim first, you should possibly balance this mod more, along with fleshing it out. As of now, it's an overpowered mess of random items/mobs which are either stupidly overpowered/stupidly weak.


    Now, I'll opinionate on a few of them:


    Digger: A sword/pickaxe hybrid sounds quite good, albeit, it's just a useless tool that can't mine anything important. Thus wasting the idea entirely, you could've made several variations/upgrade, which should allow the weapon type to be useful.


    Bowser sword: If it were balanced, it would be quite fun to use, since you wouldn't 1-shot everything - thus allowing you to have to use the fireball attack to your advantage. Otherwise, the sword's size, and model, are quite neat.


    Crystal sword: The concept of random critical hits that would increase damage dealt at some intervals is neat. The sword itself already does stupidly high damage, thus removing the need to land criticals. Along with the damage being dwarfed by several swords that can be obtained earlier, it makes this sword pointless. Otherwise, the sprite is neat itself.


    Apple jack sword: The sprite, combined with the size, makes it incredibly unique. It looks as if it is some kind of magma-born blade of some sorts. Otherwise, remove the green 'leaf' from the red sphere in the middle and it's perfect. And possibly rename it.


    Craghammer: Launching enemies up into the air to deal damage sounds good, possibly, decrease the damage it causes, possibly. It'd make another unique weapon that is based around easily slaughtering basic enemies that are not immune to the lethal damage caused from the fall.


    Phoenix bow: It sounds really unique from the name, its ability is fun to use, and its sprite seems pretty fine! But, the ability to spam it makes it somewhat boring to use it after a while. Maybe, make it like a regular bow in which you pullback the bowstring to fire a shot. In which shots that are not 'charged' do not emit the flame, and explosion sound, upon releasing. Otherwise, charged shots shall emit the effect.


    Twilight sparkle sword: The sprite isn't too good, otherwise, the ability associated with it is a unique concept. You COULD make some form of staff/wand/magic weapon that fires the projectiles whilst bearing a longer reload speed. Making it practically balanced. Otherwise, the sword itself horribly executes a weapon concept.

    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 AGamingGator»

    is there some way to prevent this mod from messing with the attack damage on swords because i have orespawn installed and when i have this mod installed as well i do like no damage against mobzilla and it is not just vanilla and orespawn swords it is ALL swords

    EDIT: apparently it is for EVERYTHING that is supposed to be used like a sword, and another thing is the fact that it won't even show how much of a change sharpness has on it before i installed this mod i had a weapon that had 1500 attack damage that would kill an iron golem in 1 hit now it only does 25 damage talk about nerfing, CHANGE THIS OR IMPLEMENT SOMETHING IN THE CONFIG SO IT CAN BE TURNED OFF THIS IS RIDICULOUS AND IF THERE IS A WAY TO TURN IT OFF TELL US HOW!



    There's a damage limit in he AOA configs, you can turn it off.


    But, in other words, the dimensional gods should tank alot of hits from an orespawn swords due to their feats regardless.

    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]

    Log

    [20:13:37] [Client thread/INFO] [STDOUT]: [com.EvilNotch.silkspawners.MainJava:postInit:239]: nevermine.Shadow Forge SpawnEgg/Spawner Added
    
    [20:13:37] [Client thread/INFO] [STDOUT]: [com.EvilNotch.silkspawners.MainJava:postInit:239]: nevermine.EeoRunning Forge SpawnEgg/Spawner Added
    
    [20:13:38] [Client thread/INFO] [STDOUT]: [com.EvilNotch.silkspawners.MainJava:postInit:239]: nevermine.Eeo Forge SpawnEgg/Spawner Added




    My mod doesn't operate on a per mod instance it scans the entire list of entities after they have been initialized then adds them to the creative tab. I am not sure if it adds all of them because, I wouldn't know if there was a bug or not. I already saw the totems they have no local translation so the name of their egg is nevermine.blahblahblah.name this is because, there is no name for it in the lang not a problem from my mod. scared Eeo is running Eeo and it had set those entities to the list of spawn eggs.


    My questions are does someone want to test or give me a solid number on how many entities there are? And also does someone want to go through and test every single spawn egg to make sure that they spawn in.


    If you account every normal mob (being that they're capable of being damaged, or anything that I'd 'account' as one (pixons, bloodlusts, totems, etc). That'd take several minute to count (probably 20+ if we make mistakes from the sheer amount of creatures there are).


    From me counting, my approximate answer is 560+ counting all the 'alternate forms' of mobs, totems, pixons, and the bloodlust, etc. I accidently deleted the 'precise' one on another tab, which I would assume is 562-569. This discludes the mobs that are 'upcoming' being that they're not in snapshots/official releases.


    I am now dead from counting, hjalp mig snalla.
    Posted in: Minecraft Mods
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    posted a message on TerrariaCraft - Terraria game turned in to a mod in Minecraft.

    Our lord and savior has risen. I'm actually fine with a mod that implements terraria bosses, rather than the items (which IS probably possible).


    Otherwise, you can pull off a thing where you drop items into a portal-like structure that returns them for terraria items that will be major for progression in this mod (in which is like the mana pool/portal of alfheim from botania).

    Posted in: WIP Mods
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    posted a message on MLP Mythical Creatures Mod [1.7.10]

    To be honest, you should make a config option in which we can manipulate the stats for the enemies/gear. So, we could have the ability to configure the amount of defense and hearts an armor yields. Or, the damage of a sword, the damage/attack of a mob, disabling mob spawns, etc.


    Otherwise, the whole concept of the mod is a gigantic cesspool of random stuff akin to Orespawn. Albeit Orespawn executing it better with a more balanced progression and a (stupidly limited) configuration file that allows you to change the stats of certain entities, along with a few custom ones.


    Otherwise, you CAN take inspiration from mods such as DivineRPG and Advent of Ascension (formerly being referred to as 'Eternal Isles). Which in both have a balanced progression system, unique weaponry aside from bows and swords, etc.

    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 AugiteSoul»

    It means one thing... The mod is dead, or will probably restart.

    It means that Xolova will require to continue AOA later. It's fine if he makes mods for jeromeASF in order to make all that wonga.
    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]

    Here's a tip for anyone wanting to survive in the Savanna biome more easily without having to grind for hunter experience.


    First off, find a naturalist after grinding for 64 copper coins (shouldn't take too long, considering how easily they're found). Then buy the heart fruit seeds.


    After buying them, plant them in tilled soil and spam bonemeal on them, harvest them, and consume them.


    Due to a bug, they should set your hunter level to 30, thus making you skip a portion of the grinding.

    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]

    So, is there any server for this mod. I've seen someone set up a server before, but I wonder if it's still up.

    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]

    So, I found one of the lucky block things that xolova made in a video.



    Set it to 3:56:

    >kills red spectral wizard wizard thing


    >"looks like something from five night's at freddy's, didn't it?"


    Then we have a few other videos displaying the lucky block mods that xolova made




    Posted in: Minecraft Mods
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