Edit: For clarity's sake, I know how config's work but I can't see the Base Damage Cap option, just "Base Damage" which can be set to true or false. Perhaps it's not implemented in the 1.12 version yet.
Hm, I've always felt like the Nether already had its fair share of unique enemies. I want to diversify the overworld settings at the moment.
EH, fair enough. There's other mods that cover Nether mobs anyway I suppose.
Since we are talking about the Wroughtnautman, I've been playing around with the axe.
How come it's normal attack deals 6 damage, but it's swipe deals 7? It seems like there's no reason to not just spam swipe since the regular attack is weaker.
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...)
Mowzie's Mobs has been updated to Minecraft 1.12! I've also released a patch for the 1.11 version with balancing and crash fixes.
Would you guys like me to work on a 1.10.2 backport, or get started on new content next?
1.12.2 is the new "main" minecraft version, most notably now that Thaumcraft and Twilight Forest are on 1.12.2.
I personally think that 1.10.2 is very much reaching the end of it's lifespan. I'd go for new content.
As for new mobs, any mod you make is of great quality so I don't have much to suggest.
However, perhaps a new aggresive mob could spawn in the Nether. The Nether's inhabitants seem like wusses compared to some of the Overworld mobs that this mod adds, and that ain't right.
Speaking of Thaumcraft, I updated by old Lycanite's Mobs aspect Modtweaker File. Requires the latest version of Modtweaker and Thaumcraft 1.12 to work.
It currently only adds aspects to items, not mobs since Modtweaker doesn't support that yet.
Man, these new customizeable dungeons are awesome. I wish there were more though, did anyone make a few cool ones that they want to share?
Also the monster json files are incredibly extensive, I love it. I can make subspecies drop Tinkerer Construct slimes that match their actualy color! Immersiooooon.
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Just wondering, are the 1.14/1.15 versions still planned? A lot of mods seem to skip to 1.16.
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The Naga is probably my favorite mob ever.
Hope to see more mobs like that.
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Really nice to see some mob sounds being added!
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If you are sticking to 1.7.10, then perhaps could these trophies act as Thaumcraft Infusion Stabilizers?
Also... any change on getting Thaumcraft Trophies? There's not that many unique mobs in Thaumcraft.
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I'm glad you're feeling motivated to work on your mod again. It's pretty neat.
And I got the damage cap working. Turns out it's called "Base Defence" in the config. I thought that was for configuring armor points.
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Thanks but I can't find it.
Edit: For clarity's sake, I know how config's work but I can't see the Base Damage Cap option, just "Base Damage" which can be set to true or false. Perhaps it's not implemented in the 1.12 version yet.
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Great mod! Never properly gave it a change before but I'm glad to see it in 1.12.2. The mobs have some pretty animations.
Is there a way to disable the damage cap on mobs?
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Nah nothing complicated just let us "plant" them on flower pots like we can on dirt.
Basically what B_Wither says
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Request: Let us plant Foliaath's in flower pots.
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EH, fair enough. There's other mods that cover Nether mobs anyway I suppose.
Since we are talking about the Wroughtnautman, I've been playing around with the axe.
How come it's normal attack deals 6 damage, but it's swipe deals 7? It seems like there's no reason to not just spam swipe since the regular attack is weaker.
1
He ain't called "elite" for nothing.
1
1.12.2 is the new "main" minecraft version, most notably now that Thaumcraft and Twilight Forest are on 1.12.2.
I personally think that 1.10.2 is very much reaching the end of it's lifespan. I'd go for new content.
As for new mobs, any mod you make is of great quality so I don't have much to suggest.
However, perhaps a new aggresive mob could spawn in the Nether. The Nether's inhabitants seem like wusses compared to some of the Overworld mobs that this mod adds, and that ain't right.
1
Speaking of Thaumcraft, I updated by old Lycanite's Mobs aspect Modtweaker File. Requires the latest version of Modtweaker and Thaumcraft 1.12 to work.
It currently only adds aspects to items, not mobs since Modtweaker doesn't support that yet.
Pastebin Link.
(Feel free to steal this Lycanite)
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Man, these new customizeable dungeons are awesome. I wish there were more though, did anyone make a few cool ones that they want to share?
Also the monster json files are incredibly extensive, I love it. I can make subspecies drop Tinkerer Construct slimes that match their actualy color! Immersiooooon.
0
The vat's essentia suction is kinda weird. Try piping in the essentia with just 1 pipe between the proper jar and the input.