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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    For Vanilla, I would say:

    Door Blocks

    Portal Blocks

    Nether Stars and Dragon Eggs


    EDIT: Or just make the default whitelist all materials, not finished items.

    Example: You can get a piston, but you can't get a sticky piston, because sticky pistons don't build into anything.

    Posted in: Minecraft Mods
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    Not sure if this is intended, but in the current full release for Inventory Pets (inventorypets-1.7.10-1.3.5) the Double-Chest Inventory Pet doesn't work with Inventory Tweaks. And by it doesn't work, I mean that the four little buttons don't appear.

    Posted in: Minecraft Mods
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    I think that you should distinguish between the Chest and Double Chest Pet more. As of currently, there is no reason to make the chest pet when you have the double chest pet, which costs a gold nugget rather than an iron nugget. My solution is this: make the double chest pet build out of the chest pet.

    Single Chest Pet Recipe

    (Plank) (Iron Nugget) (Plank)

    (Plank) (Chest) (Plank)

    (Plank) (Gold Ingot) (Plank)

    Double Chest Pet Recipe

    (Plank) (Iron Ingot) (Plank)

    (Chest Pet) (Diamond) (Chest Pet)

    (Plank) (Gold Ingot) (Plank)

    Also, I haven't tested this yet, but does the chest pets eat while they aren't in your hotbar? Because one can easily switch it in and out whenever they need to use it.

    Posted in: Minecraft Mods
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    In my opinion, the Loot Pet is way underrated; how could it lose to the black hole pet???

    I'm not sure if this is an intended feature or not, but a fun thing to do with the Loot Pet is to:

    A) Get a weapon with Looting 3 enchanted on it (I used a TiCon scythe with max Looting)

    B) Get eight (8) Loot Pets in your hotbar, and a stack of gold nuggets in your inventory.

    C) Go to nether, annoy some pigmans, and get a huge ton of gold nuggets, so much that you actually get a net bonus

    D) Repeat for near infinite gold (limited by number of pigmans)

    E) Rinse and repeat, also try on other mobs; it even works on boss mobs (Twilight Forest Hydra, I got 64 trophies and ~2 stacks of Hydra Chops)

    Hopefully this is a feature that can stay, but you might want to tweak the cost; it has a decent startup cost (8 diamonds, 56 gold ingots, 8 gold nuggets) and a kinda easy cost to maintain (a trip to the nether now and then). Some mod combinations allow you to get the Loot pet early on, while other for other modpacks diamonds are endgame, so I don't know any ideas of how to balance this.

    Posted in: Minecraft Mods
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    posted a message on to: Mod author, i tried playing minecraft but it keeps crashing so it said send this to the mod author please Help

    Why does no one actually read their crash report before posting?

    Anyways, send your crash report here. It seems that you have a duplicate ID for an item; go in your config folder, and click on Vampirism.cfg, and change the ID. Also next time, don't post your crash report here; post it in here.

    Posted in: Java Edition Support
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    I just thought of an idea: is it possible to change the type of food a pet eats in the config, and thus change the recipe based on that? It's good for modpack creators, and besides, there are tons of pets that eat nether quartz. >.>

    Posted in: Minecraft Mods
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities
    Quote from FireDragon798»

    when are u gonna upload the mod ?



    Ok following up on this. Looks like whatever modpack you are using ran out of global entityIDs (mostly because of OreSpawn, but there are a few other culprits in there). At any rate, we've changed our paltry three entities to use mod-contextual IDs (instead of global), so there will be no conflicts. We've checked it against OreSpawn and JurassicCraft and it works fine. Update out soon.


    Please do not continually bug the mod author, and place some thought into your posts. One rule of this forum is:


      Do not ask, demand or pressure creators to update content, this includes asking if/when there will be an update, and applies well for downgrades


    Posted in: Minecraft Mods
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities
    Hmmm... never thought the Spider Pet was particularly overpowered. Well, we've chosen a few Pets to reduce their abilities via the config if you so choose: (Cloud, Creeper, Squid). Feel free to provide a few suggestions for nerfing other 'multi-power' pets in the config and we'll try add them in. Single power pets can simply be disabled (as already mentioned).

    I didn't state that it was overpowered, but rather overloaded. It had a lots of perks; because it gave you string, it could be a replacement for the wool generation of the sheep pet; the ability to scale walls is a huge privilege, as it can subsitute for flight in many cases (most of the time, flight is used to gain altitude, obviously). The one thing I think should be addressed on the Spider Pet is the removal of the high jump, as I believe that it is quite redundant and overlaps with the climbing ability.

    I am not commenting on what the Banana Pet might do. But it will be loved, I can guarantee that. So mysterious!

    The Mystery of the Ever Regenerating Banana... O.o

    es! A fan of the original CreepTech (there are so few). Thank you for asking.... CreepTech 2 is coming along, though we are all on crunch mode for IP this week. It'll be primarily a Tech Mod. Lots of crazy new armor, weapons, and technology. New power sources (e.g. GeoThermal), new machines, and connectors. Large weapons and defense systems. And we'll finally see the Creeper Science communities (where the Creeper Scientists come up with all of their crazy stuff). Textures and game mechanics are done, but we're still a few months out. And compatibilities with all the majors and NEI. May end up launching on 1.8 at this point. It's going to be pretty sweet :). No pets will be added to the mod itself... but we will have an AddOn of pets just for CreepTech. I'm sure Jerry, Barry, Larry, and Harry will make an appearance. Now those guys were the original lifesavers and the original inspiration for Inventory Pets.

    Here's a little secret: The original Inventory Pet slimes in CreepTech were a complete mistake and a total misunderstanding. The texture artist was JOKING AROUND and with a goofy animated texture for a bouncing slime and asked the lead dev to put it in the mod (AS A JOKE). The lead dev completely did not understand that it was a joke and tried to build in a serious game mechanic with bonus health in exchange for food to make it balanced. Not kidding. Then the slime turned out to be so fun we just left them in. And then one day (last December), we realized we could do all sorts of other crazy things with them and Inventory Pets was born.



    I'm glad to know that CreepTech is still being worked on, and hasn't been abandoned! It was one of my favorite mods back when I first started playing modded Minecraft. I loved the multi-step ore-processing, which was more realistic and felt more rewarding than the current popular ore-processing mods (cough mix sand and a ore and get two ingots). I'm assuming that this will stay the same in CreepTech 2, maybe with multi-block structures? (That might tread on Mekanism's territory though). I also liked the concept of the Quantum Invasion, so I'll be guessing that it'll be returning, with more things to discover in it?

    I'm also glad to know that Inventory Pets will be getting its own addon to integrate into the new CreepTech. It's generating so much hype for me >.> But isn't Quantum Crystal Monster already in game?


    PS: There will be better textures, right? Because I believe that the main reason why people didn't like CreepTech was because of its textures. Remember, don't judge a book by its cover!

    Posted in: Minecraft Mods
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    Hype, Hype, Hype for the new update! I'm so glad I found this mod :D

    I really like this mod but i had to remove it due to it being a bit overpowered in my modpack. Maybe it is possible to add in the config a way to disable certain pet abilities like clouds lightening, brewing stand infinite potion making, infinite minion spawning or ghast fireballs? I like the passive effects from the pets but some of the effects i could seriously do without. Please consider adding this feature in. Thanks :)

    I second this, some pets *cough cough spider* are pretty overloaded with abilities, and it would allow us, as the users, to balance our modpacks with Inventory Pets as we see fit.

    Eatable pets? Bananarang like in terraria? Just plain looking awesome?

    Why would you do such a thing? :c That aside, I don't really think that there is a point for eatable pets, seeing that every time you eat that pet it will also consume something as their food, making it so that you are actually consuming the pet's food (food-ception?). Besides, I believe that the pig pet currently fills in that role.


    PS: How's the work on CreepTech 2? Or did you switch all of your attention towards Inventory Pets? In that case, can you add a variant of the existing pets as a slime pet, similar to the Slime Inventory Pets from CreepTech? (Jerry, Barry, etc.)

    Posted in: Minecraft Mods
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    posted a message on Inventory Pets: Animated creatures that live in your inventory and give you amazing special abilities

    Is it possible to create a "selection" display for the furnace pet? Something similar or the same as the way Tinker Construct works its Longbow/Arrow relationship. In Tinker Construct, if you hold a Longbow, corresponding arrows in your toolbar are highlighted. This shows that the Longbow will shoot that arrow. You can switch between arrow types through shift-right click. Is it possible to integrate something like this into the furnace pet, where the item to be cooked is highlighted while you are holding the furnace pet, and you can switch between items to cook (must be in your hotbar) while doing shift-right click while holding the pet?

    Posted in: Minecraft Mods
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