How bad a player can be if getting into third area of Intersection 1 took you 20 episodes?
We just like to be very thorough :P. Also, I like to run with little armor into rooms filled with mobs, then remember than I don't have a pick or any torches :D.
In this episode of Inferno Mines, I've assembled a couple clips of us pulling things out of the Lower Mines, most notably the ultra-realistic Minecraft minecart physics.
In this episode of Inferno Mines, we basically continue failing to get the wool, and then we get the wool. I just don't like having to poke through walls like that.
Hmm.. What if you made a server-side mod that just assumes that all clients have the client-side mod installed? Can the server tell clients to play sounds from outside of the default sound folder?
Bobbing up and down in lava will eventually cause the falling-into-lava sound to play again, and has done so for while now. (Didn't notice this until fairly recently, but I'd guess it's been this way since the mod was created, because iirc it was made before fire-resistance potions and creative mode.)
Is there any way to keep the sound from looping?
It would seem that it is not possible to edit a mobs health. When deleting the HealthF from the nbt data, it comes right back when you check the data of the mob. There seems to be no way to neutralize it. The number, or health in the HealthF can only be lowered, not increase passed its base. One used to be able to edit the life of a mob simply by adding numbers to the health section. As it would seem now since these new updates have screwed it all up.
Ah, you're correct, it is no longer possible to set a mobs health higher than its max health by editing Health or HealthF.
It seems that the best way increase health now is to add an attribute that increases the mob's max health, then increasing HealthF to the new maximum.
I asked about getting descriptions on the editing GUI about a month ago, and now that I'm back from vacation I want to give it a try myself. It's probably going to involve spending a lot of time trying to format the wiki code, but I have a bunch time, so I may as well give it a go.
So I was wondering: I want to edit AttackTime and HurtTime on some mobs, however they always reset back to zero once you save your edited mob. I noticed that even giving them negative numbers doesn't help much either, in fact negative numbers don't go away on AttackTime. But it has no affect.
Any ideas how to fix this?
also creating a float: AttackTimeF and adding in a value doesn't work either
I am also noticing that trying to delete HealF does nothing, and theres no way to override the number of health on it OR the regular health number, so mobs are capped at their normal health. how can I give things more health now?
anyone know why its so screwy now?
AttackTime and HurtTime track the time since the last attack and last damage so that the game can tell if the mob can attack or take damage again. (Entities can only attack or take damage so often.) To my knowledge, there is currently no way to change the time between taking or doing damage.
I'm not really sure what you were trying to describe in the second half of your post, but changing the health of a mob should be as simple as changing the value in HealF. If that doesn't work you should be able to increase its health with an attribute, or by applying the health boost effect for a very long time.
I love the way it enhances the game in such a pointless way.
Does anyone else feel that the footstep sounds are too loud compared to the rest of the game sounds, though?
That's what I thought originally, but I've seen multiple places list NEI as having the feature.
No, it's definitely an NEI feature--my favorite one, actually. It's a shame that it isn't working. It seems to have been broken since 1.4.7, though as stahscream mentioned, and even before, it only worked when NEI was shown and enabled (as opposed to its other shortcuts, which work any time).
Most people who have used the mod don't know about it and haven't noticed it missing, which is probably why it's still not fixed.
In this episode of Inferno Mines, I practically die by minecart. We don't progress, and my fps is really bad for the first half of the episode.
3/10 would not watch again
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We just like to be very thorough :P. Also, I like to run with little armor into rooms filled with mobs, then remember than I don't have a pick or any torches :D.
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Hmm.. What if you made a server-side mod that just assumes that all clients have the client-side mod installed? Can the server tell clients to play sounds from outside of the default sound folder?
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Is there any way to keep the sound from looping?
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Ah, you're correct, it is no longer possible to set a mobs health higher than its max health by editing Health or HealthF.
It seems that the best way increase health now is to add an attribute that increases the mob's max health, then increasing HealthF to the new maximum.
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I asked about getting descriptions on the editing GUI about a month ago, and now that I'm back from vacation I want to give it a try myself. It's probably going to involve spending a lot of time trying to format the wiki code, but I have a bunch time, so I may as well give it a go.
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AttackTime and HurtTime track the time since the last attack and last damage so that the game can tell if the mob can attack or take damage again. (Entities can only attack or take damage so often.) To my knowledge, there is currently no way to change the time between taking or doing damage.
I'm not really sure what you were trying to describe in the second half of your post, but changing the health of a mob should be as simple as changing the value in HealF. If that doesn't work you should be able to increase its health with an attribute, or by applying the health boost effect for a very long time.
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Does anyone else feel that the footstep sounds are too loud compared to the rest of the game sounds, though?
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No, it's definitely an NEI feature--my favorite one, actually. It's a shame that it isn't working. It seems to have been broken since 1.4.7, though as stahscream mentioned, and even before, it only worked when NEI was shown and enabled (as opposed to its other shortcuts, which work any time).
Most people who have used the mod don't know about it and haven't noticed it missing, which is probably why it's still not fixed.
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3/10 would not watch again