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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    I won't update or finish 1.7 for about another 3 months. There's no wifi in Siberia.
    Posted in: Minecraft Mods
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    posted a message on [1.5_01]Ginger's Mods *Now with Crabs*[MOB]
    Quote from Ginger_Bread »
    Quote from Con_Number_1 »
    This mod is awsome so I made you this!


    [url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=301946][img]http://img545.imageshack.us/img545/806/smods.png[/img][/url]


    Wow man thanks a ton! Thats really nice! I do know that they sound like skeletons, but I have yet to find a short enough sound file for crabs. If you have one, or if you know where to get one, I would use it.

    Crabs barely make any noise at all. If you've been crabbing before (like I have) you'd hear them make small clicking noises as their mandibles vibrate against the shells, if you can't find those sounds just go with some bubbles popping/gurgling.
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    Quote from LavaBird »
    What do you think of these?:




    If you like them, i'll make the rest of the mobs as well.

    Dude you are a godsend. The background fits the theme of this mod perfectly, I'd love to see more!
    I also added you to the credits on the bottom of op
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    Quote from LavaBird »
    I made a banner for ya.

    Wow, nice! I'm a pixel artist not a graphic designer so i suck when it comes to banners. I'll be posting this on op.
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    Quote from biggus diggus »
    Good job on the mod. Glad to hear you'll be fixing the properties files, though, because the mages are so annoying and at least for me the default spawn rates are too high. Honestly, now that Millenaire has guards, the only reason I use the mod is for goblins, orcs and dwarves. I was wondering if, in the mean time, before you get to fixing the properties file, there would be any other way of disabling certain mobs (perhaps by deleting the entity files) or deactivating the mod. A loadmod parameter in the properties file would be really nice, and as others have said, the drops are too profitable. Thanks.

    Millienare has guards? Hahahahahahahaha, I love competition! Those cheap mediocre "Guards" in millienare will never surpass mine after I update them. NEVER.
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    The bare majority of the people agree that my properties work correctly as does mine. I will not include any patch in 1.7.
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    Quote from lolo500 »
    Hey, just wanted to know, when will Dehrunes Magon work?

    Cant wait to use it for my map

    Please reply

    Definately in 1.8, next update is 1.7.
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    Quote from Archadeas »
    I have a fun bug to report, I was playing around with mo creatures, the guards attack the sharks I had in my moat, then went crazy on my fish, then me and my wolves, I killed them and now when I spawn guards they are hostile, I reset the mod and it still happens. This bug carries over to different worlds and is such a pain, I just threw out my staff. Another problem is that summoning in a millionaire town with the bug makes them hunt down the villagers. I keep the hostiles around, though I retextured the orcs and goblins to look like they have armor on, the guards look more like Templars now and the wizards look like necromancers.

    I don't want to hear unnecessary information in your bug reports. This bug is a leftover of my old attack recognition code and will be fixed in 1.7.
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    Due to reports of non-functioning properties files, I have added a poll. Please participate to help me gather much needed data. (Why do my properties work?)
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    Quote from BlackNavi »
    After many days of playing and wondering where all of my guards went to, I crested over the top of a hill and found them all bunched together in a shallow "grave"...how fitting...mmmwuuahahaa (evil laugh)

    You have now informed me of how annoying their voices are. Will come up with a fix in 1.7.
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    I haven't had an update in over two weeks, but that does not mean I'm taking a lazy break, I am currently working on a large amount of secret updates.
    To all the people who told me the properties don't work, I am well aware of this and a fix will be included in the next major update along side some guard bugfixes.
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    BREAKING NEWS: Mo' Creatures was updated.
    Just wanted you guys to know that this mod is and will always be compatible with Mo' Creatures.
    I'll respond to you guys tomorrow including the properties and fireball bug. In the meantime I'm adding shields, scabbards, Minotaurs, potions, and lootable corpses, I won't be using a single line of any modders' source code so I don't give a single **** if I'm stealing somebody elses ideas.
    Another announcement
    This mod is not compatible with smp and will be not for a few months. Modders consider SMP and SSP two whole different games, in fact we rarely communicate with SMP modders. A mod for one game is not compatible for another. Consider migrating a mod from ssp to smp as difficult and time-consuming as porting a game from an pc to an xbox.
    Posted in: Minecraft Mods
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    posted a message on [1.5_01]Ginger's Mods *Now with Crabs*[MOB]
    Wonderful. I'm glad you took that burden off my hands (no offense to my crab supporters, I just didn't have the time).
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    Quote from phathod »
    Quote from velvokay »
    <snip>

    Remember to save the properties file after editing. If this does not work then delete the file and start the game again to regenerate the file. I've done testing on this, I know that my properties file works, in fact, I didn't even make this properties system, _303 did and mine basically adds a few lines of code to it.
    Also, my mobs don't spawn "SUPER DUPER EXTREMELY POPULATED" they spawn 12X more rare than Humans+ mobs on default settings.



    Velvokay, if you look at the properties files, you can see it is incorrectly generating regarding the mage's health. Also, I am confused as to the general setup of the list. For some variable names, you use capital letters, for others you don't, and you often use completely different names.

    Merc=0
    magestrength=0
    RogueWizard=0 <--why is this not Mage as well?
    Knighta=1 <-- why is there an "a" after "Knight"?
    goblinstrength=1
    mercstrength=0
    goblinhealth=8
    Orc=3
    orcstrength=2
    dwarfstrength=0
    global_spawnrate=9
    merchealth=0
    goblin=5 <-- why is this not capitalized, when all the other spawn weights are?
    knightstrength=3 << why is there not an "a" after knight here though?
    mageheathl=0 <---------- This is "mageheathl", it should probably be "magehealth"
    orchealth=15
    knighthealth=23
    Dwarf=0
    dwarfhealth=0

    I don't mean to be an ass, I'm just trying to let you know about any strange things I notice. I enjoy this mod, so keep up the good work!

    Thanks for pointing out the typos. The Knighta was to avoid conflict with humans+ knights, now that those are renamed I'll change mine back.
    Posted in: Minecraft Mods
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    posted a message on [V1.5_01][MOB] RPG Mobs v1.6v3 [Updated!]
    Quote from Jason Dayspring »
    I'm having a problem with the properties. I just want the orcs, goblins, and knights to spawn, far less of even those, and I cut the difficulty back. But it isn't registering, I'm still getting shamans, and mercs all over the place, and the spawn rates didn't cut down at all.

    Also, the mobs can and do spawn during full daylight in an open field... And everywhere else, at any time. It's annoying as hell.

    It's in this folder. \.minecraft\mods\rpgmobs
    #---rpgmobs Settings---
    #Tue May 03 21:53:35 HST 2011
    Merc=0
    magestrength=0
    RogueWizard=0
    Knighta=1
    goblinstrength=1
    mercstrength=0
    goblinhealth=8
    Orc=3
    orcstrength=2
    dwarfstrength=0
    global_spawnrate=9
    merchealth=0
    goblin=5
    knightstrength=3
    mageheathl=0
    orchealth=15
    knighthealth=23
    Dwarf=0
    dwarfhealth=0


    Someone help.

    edit: Tried zeroing out all the stats for the mobs I didn't want, and still no change. Everything is spawning in large numbers. And the health for dwarves and mages keeps resetting to 20. Is there really any point in having a properties file if your mod not only ignores it, but also undoes my changes?

    Remember to save the properties file after editing. If this does not work then delete the file and start the game again to regenerate the file. I've done testing on this, I know that my properties file works, in fact, I didn't even make this properties system, _303 did and mine basically adds a few lines of code to it.
    Also, my mobs don't spawn "SUPER DUPER EXTREMELY POPULATED" they spawn 12X more rare than Humans+ mobs on default settings.
    Posted in: Minecraft Mods
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