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    posted a message on 1.10.2 LOOKING FOR A LEGIT XP STORAGE MOD

    A basic block that stores xp would be enough. but with the item cost preferably pre-nether, but not too early game. probably about the same point you'd get an enchanting table if that makes sense?

    A number would be fine. Just like... an obelisk would be great. Maybe one I could use at the center of my village as a shrine too for theme. It can store it in numbers, that's fine. Perhaps display the experience level tables? But really storage so I don't lose it all when I die. I play with 3 hearts (using tough as nails) and lycanites mobs. Stuff gets pretty nasty out there.


    Especially since I also use Minecraft comes alive, and I have to protect the villagers. The guards are too stupid to attack lycanite mobs. They only fight vanilla mobs.


    I am using 1.10.2

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on 1.10.2 LOOKING FOR A LEGIT XP STORAGE MOD

    This one seems to not have the storage function yet. It says that storage is "To Do."

    Posted in: Requests / Ideas For Mods
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    posted a message on 1.10.2 LOOKING FOR A LEGIT XP STORAGE MOD

    So most of my googling for this kind of mod has lead me to mods that say they have a 1.10.2 version of a mod for storing experience. Like in a chest or orb. The problem I'm seeing is, when I get to these sites or pages, they are only 1.8 or 1.7.10, or maybe 1.9, with 1.10.2 still noted as upgrading or just not present at all. But people are posting on the page in the title it is for 1.10.2 and every other version listed.


    Does anyone know of a LEGIT mod and download page I can find a mod like this? Thank you in advance. I am playing 1.10.2 (1.11 doesn't have the updates for all my mods yet, so we're stuck on 1.10.2) in survival single player mode.

    Posted in: Requests / Ideas For Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    JUst asking if anyone knows if this works with the new 1.11.2 version of Minecraft or not? I'm going through and updating all my mods where I can but they are all built mostly for 1.10.2.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    I was wondering if anyone knows how to make it so that the salamander, umber hulk, afrits, and other lava mobs only spawn in the nether, and then a way to make it so that the mobs don't spawn in daylight? I tried setting forced despawn to true, and dimension whitelist to 0 for the Nether (I will try it with -1). Also, is there a way to set the ice imps, and wendigos so they spawn only at night in cold biomes, and get rid of the blue slime pools?

    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    Can't wait to see 1.10 released. lycanites is... too many issues crashing. And I get things spawning in broad daylight in lava pools and slime pools, and the guards in MCA don't shoot at the birds or mobs, but the mobs attack the villagers.

    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k

    Where is the crafting recipe documentation for this mod? I am not using NEI or TMI. Do I need that added in order to view recipes?


    THanks, cheers. I'm running 1.10.2 Also things like the Healing axe dont' exist in my version for some reason.

    Posted in: WIP Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    Good luck on getting the repairs done. Any word on a 1.10.2 version yet?


    I tried another mod, Lycanite's Mobs but my game crashes all the time and lags out when that's running, and guards don't defend against the mobs all that much in MCA like they do in your mod.


    Waiting for it to be ready!

    Posted in: Minecraft Mods
  • 2

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    -The sleep walking and inching villagers problem is still a thing even in the newest update. it doesn't happen all the time. They do it when awake too I've noticed.


    -The shifts and patrols thing for guards... I"d recommend going back to them bouncing from house to house on a patrol. Especially when using Mo Creatures, this was a useful way of fending off attacks vs some areas of town not being handled. In addition, there are problems I've had with guards killing a mob and wandering away from town, killing another mob, etc and being baited away then not coming back, and just standing there. Active patrol vs a standing aggro radius with a "return to home" option for leashing a guard would be nice, with the ability to customize the aggro radius in "blocks from home point.


    -Friendly fire from archers. Please, get rid of this. It's more of a liability than it is immersion. Allow arrows to either pass through guards/villagers, or do no damage/no knock-back to them. Unless my villages are at war (which there is no way to declare hostility between them, even as a baron for conquering) this serves no useful purpose except to get your guards killed. Personally I turn guard spawning off, and "recruit"/"train" by using villager editor books. Just like turning pvp on and off (I turn it off on my servers for this reason alone, accidental friendly fire in the heat of the moment) I'd say let the player decide to turn this on or off at their discretion.


    -Town meeting. This is a brilliant idea. While many things in MC are cosmetic or just for fun, I'd like the ability to setup "work" and "home" locations. For instance, putting servants/cooks/bakers in my palace's kitchen during the day, but have them go to their quarters at night would be nice. Perhaps use the town meeting to manage marriages/divorces, and remove the arrangers rings. While a mock wedding is fine, I'd like the option to do it from a podium en masse too. Maybe have a geneology record book that the podium has so you can view who is whose kid, and highlight the name and be shown their work/home locations on a pop up map? In addition setup patrol start/end points for guards through this, or just allow them to use the old door to door, per guard. So some guards can use a custom patrol route (that you either click start/end, and allow the game to smart path, or allow you to set waypoints, and start/end points?) And do it by clicking the map pop up during the meeting after selecting a guard's name. Obviously allow them to go around each other if needed. I would advise that you allow guards to have their own meeting, or check boxes to state what professions attend said meeting.Also, possibly remove the custom skins per profession or give the villagers all the head and skin, then clothing that changes based on profession instead of changing the body?


    Marriages: Another thing, I'd say leave it up to the player to decide if they want their kids to marry each other or not, or allow them to marry if they're only half related at least, esp if polygamy is added. This isn't again advocating for incest, so much as leaving it up to the player to decide or not. There are sometimes I just feel that the villagers aren't good enough for my kids, and it's not like the animals have to worry about inbreeding either. I feel that being concerned about this feature instead of letting the player play as they wish is restrictive. For instance, if I want a village that is only my descendants, and from an in character standpoint, if I'm roleplaying as a god, I might choose NOT to recognize inbreeding as a problem due to divine blood. But let's say I'm playing a map as a mortal, then I'd worry about it and want to find them a good spouse instead. Probably a guard for extra hp. Maybe add a chance for them to inherit traits from their parents just like with horse breeding? Again, like polygamy, leave it up to the player to decide. I mean it's not like game of thrones isn't rife with this stuff anyway. Morals should be a player decision, because that's what gives them meaning.


    -Remove/suppress the zombie siege feature: When I"ve built a lit, walled up town, I don't need/want this vanilla feature happening at night. At midnight there's a chance for packs of zombies to just spawn out of nowwhere. It's completely counter productive and not believable. While this was not an issue with the old patrol system, it's a huge problem. Also any and all guards should have outdoor home points, not go inside buildings unless there's a mob to kill, because they get stuck indoors a lot STILL. While I understand the Siege thing isn't an MCA bit, is there a way the mod coding could SUPPRESS/remove this routine from the vanilla code?


    -Polygamy: IRL one wife is enough for me. But in game it'd be nice to have the freedom to marry more than one if I wished. I think this feature should be re added, and leave it up to the player to decide for themselves how they feel/what they wish to do. We DID permit gay marriage after all, so personal morals shouldn't come into play on this (not that there's anything wrong with gay marriage, but if we're deviating from traditional, then polygamy shouldn't be outlawed either. Leave it up to the player to decide how to play/marry, minecraft is all about their choices after all.) Someone told me having an army of kids is overpowered. I have 50 children currently, and it's not overpowered, but it's a headache to manage them.


    -Combat: Allow warriors to get the HP/dmg boost that guards get. Perhaps add mages/hireable archers. Maybe a druid for healing (since clerics handle marriage/family affairs). Treat the witch as a dark druid. Destructive magic vs healing. Perhaps add warlocks that summon demons as mobs (bad guys only) and add items that allow the player to summon and either tame or fight demons for drops, or use them to do their bidding. I'd like to see magic added to MCA so I don't have to use a separate mod for all that, and have conflicts. MCA could take on such a huge RPG aspect. I know it's a big scope, but hey, I'd be more than willing to help with ideas. I can't code (yet) but I could/would be more than happy to class design/balance for you, find exploits, etc. You know I'm good at finding the obscure stuff after all!


    Cosmetic: Warriors should fight like guards/share a skin pool I think. While I like their outlaw look, combining the pools would be much easier. I'd like to be able to keep my villagers/kids looking the same on the personal features, while being able to change their clothing/armor per profession. Or keep the clothes the same, and just change it to armor if they choose a role appropriate, but civilian bodies should remain the same. Meaning even if I swap them to baker/miner, etc, I'd like to see them keep their current skin/clothing. Changing professions shouldn't change their appearance unless they're using armor. On that note. Equippable guards once you become a baron. And equipping my kids with weapons would be nice as well as guards and their swords/bows. I am noticing armor disappears on the outside if you leave the area, but if you open their inventory and re equip an armor piece it displays on the model again.


    Ascensions: Maybe allow guards to be ascended using an item to archangels or something? Or devils. Idk, as I play as a "god" in game, for fun, but take mortal form when I go down to interact with the world beyond building (swap to hard mode and get out of creative) The only time I play in creative is either to build an "npc" or lore based structure to add to the world's story, or when i'm in my sky palace. I'd love to have flying guards with wings. Perhaps permit doing this with your kids or other villagers as well. Corrupt or Ascend them. Have it auto respawn them at their home point or maybe a temple altar binding point automatically once this happens? Allow for dark altars or light altars, and permit a player to choose this. Much like the old game Black and White (PC game), I love choosing some maps between good or evil. I just wish I'd been permitted in those games to possess say a statue and come to life like in Actraiser (SNES game), and take mortal form, and walk among my people or the region. MC allows me to kind of do both at a whim with creative mode. But how I play is what matters. Maybe the ability to turn JUST flying on and off, while staying in survival mode. This might just be a command I don't know about tho. Then I could build/harvest like a mortal, worry about inventory and equipment, handling materials, but still at least fly as a godly power. Hope I don't fall in lava while underground or mess up aye?


    Statues and fountain heads: These would be a nice touch as they're village oriented. The statue mod isn't up to date, and while I can chisel, umm It takes forever and i'm not that good.


    These are just a few updated ideas. Obviously items that are added and blocks, ensure they follow the standard features forge uses to change/set block id's so nothing conflicts. Keep it up Bama, you rock! Let me know if I can support/help any way (i'm in no position to do financial stuff sadly, just barely scraping by) but i'll volunteer my time and ideas to help you anytime I can. You have my full support.

    Posted in: Minecraft Mods
  • 5

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Ok so after extensive testing of the mod. I've found several exploits which I am reporting here. And for those of you who are over sensitive to certain dysfunctional familial topics that are not pleasant, dislike slang, or are easily offended, here is your one and ONLY TRIGGER WARNING. You have been warned, read on with an OBJECTIVE MIND ONLY and at your own risk. I assume no responsibility for anyone being offended, nor will I apologize later. I'll just laugh at you for flipping out over words on a screen.


    Both of these exploits center around mementos and the staff of life use.


    1) Polygamy reborn: You only able to marry one woman at a time, and cannot revive a dead spouse IF you have their memento and you are married. The way I got polygamy to work, is that it does not register you as married until you have at least ONE living spouse. Kill a spouse, take their memento, hold onto it. Marry another spouse. Kill them, take the memento, rinse and repeat until you have the desired number of mementos. Lay them all out. Hit them each with the rez spell before the spell finishes on the first one. The only limit to the number of wives you can have at once is how fast you can cast before that first rez finishes. I am up to 13 wives.


    2) Baby boom: You are only supposed to be able to have one baby active at a time. I have come to find out that if you put an infant down to "grow up" it clears this flag stating you have a child. Being that I have 13 wives, they at this moment have 13 active infants. How? If you are quick, you can click "have child" on up to about 3 spouses at once, again, clicking before the animation of the first one with the hearts, spinning, and popping out a baby finishes. I had 3 at a time at first. I would then hand the babies back to them. It wouldn't name the child until I right clicked with the unnamed child, and I was able to name them. As a fail safe, that worked great so as not to screw up my ability to name my kids. When at least one baby is ready to grow up, put it down, but do not put the others down. Once that first baby "grows up" to a child, you can then knock up 3 more wives (4 if you're fast, but I haven't been able to yet. I average 2 to 3 per cycle). Then set one of the babies that is ready to grow up down, again, that you are holding from that first wave still, and go knock up 3 more wives. Rinse and repeat until you're out of ready babies. My nursery is full. I have a 60bedroom sky palace with 15 multi purpose rooms and 3 wings worth of yards. Plenty of space, not an issue for me. I've already sent 4 of my full grown sons down to a village on an island to marry the local women. I will be doing the same with the rest of my kids, so that entire village is my descendants. Then again, I'm playing as a god in character. So I'm ok with this. Repeat this process until all your wives have babies.


    3) Incest is best?: So, I really shouldn't talk about this one, but I know Bama does his best to keep this from being possible in the mod, and I feel as mod designer especially he should be made aware of this exploit. I was dinking around in creative mode when I accidentally married my daughter. Yes, you heard me right. I was experimenting with the wedding ring mementos and accidentally married my daughter... How the hell could you do that Zero? You might ask... Well, normally, they are attached to a spouse or child. But there are unattached ones in creative mode, where you right click someone and it attaches it to them. And, like a pokeball, sucks them up. My daughter sort of walked between me and my test subject by accident... and she vanished. I looked at the ring. Oh joy. The only way to free her was to rez her with the staff, and it stated I'm already married. Rubbing my forehead and knowing no good will come of this, but not wanting to lose her... I killed my 12 other wives off, took their mementos, and did the polygamy trick. I am now up to 13 wives, and one of them is my daughter apparently. It states "Married to You." And "Father: You." I'd make a redneck joke but... I feel like being politically correct today. Anyway. The Interact menu only has the options you'd use as your child, but the DIALOGUE is from the SPOUSE section. And being that I edited some with emotes to make them more believable... (nothing beyond PG mind you, but still awkward coming from my "daughter" and hearing her say "I love you" and "I missed you baby how were you today?") was the result. While it did not add "Kiss" "Hug" or "Flirt, guess what button WAS there? "Procreate" (or in my case, as I edited the text to sound less scientific "Have Child"). And... it worked. I have five lovely inbred kids now. I admit, since the rabbit hole had already gone that deep on her labeled as my wife, I HAD to at least test that much if I was going to do a bug report like this...


    4) Who Needs Geneology?: This one... is an odd one. If I don't like names, I change them. It's that simple. Villager Editor is a wonderful tool, I love it. And to boot, later I'm going to go through the skins folder and duplicate and rename all the skins so that changing jobs doesn't mean I have to change their skin. This way I can "teach" (or change) professions on villagers without altering their skin (unless it's a guard/archer/warrior). My kids won't just be villagers, and this allows me to create a "class" system for teaching them a profession. But here's the odd part. My wife's name is not Joelle. She was changed to Keavina. But all my kids from when she was revived/married FIRST, have her name. And on the second wave, when Velvet came back first (the other of the 13 wives) her name is on EVERY child. Now, I'm one of those guys that likes to keep geneology. But not really a big deal here. But the other issue, is that Joelle is the name on that first set of kids. Meaning it did not update when I changed her name to Keavina. In addition, when my children, or any other villager for that matter marry someone, the name is not accurate either. It uses the name spawned, and not the one changed too. So village editor is not updating those features accurately. I WOULD have written them all down in a book in game, one for sons, one for daughters... or each wife. But frankly I don't have time for that and we're so far down the rabbit hole I can't remember out of my 50 something kids whose is whose.


    5) Adoption Doesn't Work Like That...: Being that I was able to accidentally marry my daughter, I wanted to see if I could turn one of my wife's into one of my children as well. At least in name. But... I decided against it. I didn't feel like killing the other twelve and hoping I was fast enough to rez them all. Maybe I'll try it in another creative mode map with two wives only. I did however, wonder if I could "adopt" a villager as a child using the doll or toy train. Indeed, just like a pokeball it worked! Except... it didn't make them my child. I thought about using it to "marry" a villager, using the broken ring, but why bother when I can just kill and rez? Eh. Thirteen wives was enough. So I turned her into a guard, spawned another, and married her off to one of the same gender so they wouldn't birth kids. My palace guards don't need to reproduce anyway, they're cannon fodder.


    6)Star Wars Episode 2, Attack of the Clones: I might have butchered that title, but you get the idea. Cloning. Is it possible in minecraft? It used to be in MCA that clones happened by accident. All villagers could duplicate like this. And I'd have to shove them in lava so I wouldn't lose rep with the villagers by killing them. And... then I was somehow not married. But my living spouse was. A priest could always fix that. But still... I digress. These days, cloning isn't that accidental, thank goodness. No more dopplegangers for me! When a spouse or child dies, they leave behind a memento in a chest. However, the children (not spouses) take it a step further. They also DROP a memento on the ground. That's right. Two mementos, one child. Both attached. And when you revive both, instead of saying "this child is already alive", you now have... a clone. An easy fix of course, is to remove the dropping of the toy, and keep with the chest. However I've had times when chests aren't so obvious and spawn within a chest... or in a wall... or something odd. One of my daughters was being carried on my back while I was flying... and when I went to land, she vanished. She later "died". I could not find her memento, at all. I even dug up all the dirt beneath the palace, checked every floor, flew up high, and down low into the ocean with glowstone all over to search below. My sweet little girl was forever lost... as if she... didn't exist. Oh well. I have 50 other kids to replace her right? But I digress. As you've seen prior in one of my pictures, I cloned about 40 copies of one of my kids in a glass box. I suppose that's one way to build an army right?


    So... those are the 6 major bugs/exploits. I would recommend making guards more aggressive, however. Even if asleep, give them an aggro radius.
    And... they are still going inside houses and not coming out all the time. There are a few pathing issues as well with villagers not going through single doors. I use doubles most of the time, but I can see how this might bug some folks. There's a few pathing issues too with following through 1 block wide paths (like if I remove the door and it's just a 1x2 vertical hole) Is there any way we can get guards to have the old AI back for patrolling from door to door and actually going BACK to their "Home" point at night? This part only works sometimes. Another major danger is using archers... I almost lost a few people to friendly fire because they are trigger happy. Do you think an option to turn friendly fire OFF to simulate "team work" between archers and guards when fighting/supporting melee might be doable? I'm building an army of guards at my temple on the ground with all the villagers I find and the village editor. Thinking of taking them roaming through the lands on a campaign or something. But taking 3 friendly fire arrows is more than enough to kill/weaken them while they fight off a mob. But archers are necessary for when the Four Horsemen show up during a storm (we all know who these jackasses are. I killed them and took their best horse today for my own and named it).


    So that's a summary of my exploits report. Thank you again Bama for all your hard work. I'm sure in the time I've been posting these to you in the past you wonder "Why the hell would someone even try all this? What's WRONG WITH YOU?!" Well. Some of you are also probably wondering that. I know at one time my ex was. But to be fair, this IS a mod based around marriage and having children, so all the loopholes have to be covered somehow. Only things that'll really break the intent of the mod are the things that one wouldn't do in real life right?

    I would like to take a moment to ensure it's understood I DO NOT condone incest in any way shape or form. I wouldn't mind having two or more wives though. Actually... no. No. Not even. They tend to team up on you... in not good ways. Then there's the presents and anniversaries and two sets of birthdays and splitting time... I think one's enough. You may wonder why I feel the need to say this. Well, I've had to deal with people on roleplay servers assuming that they know what kind of person you are based on things you'd test in a video game, or roleplay with your character. While I prefer to be clear about how I find exploits, I would rather people didn't get an overactive imagination or fear monger and then proceeds to attempt to defame, attack, or slander me just because I put up these exploits while testing them. So don't be "that guy." And if you are "that guy" and you're reading this, shame on you. Take your crusade elsewhere. The only way these exploits/bugs get found is by trying to do them in game and then reporting them to the mod maker. So while most folks here wouldn't even think such a thing, because I've had to deal with the odd moral zealot having fanatical ideas of destroying even thought criminals, once is enough for me to still put up this disclaimer. Some people take some things just a tad bit too seriously. So I'd appreciate it if folks keep an objective mind and an open one (but not so open your brain falls out... let's be honest here).

    PS- While I know my wording for the exploits is a bit... well... wordy... I felt that the humor in the narrative makes for a more interesting read. Plus I felt it better to be clear about how things worked step by step, so it's easier to figure out WHERE in the overall code/processing list of steps where things might be permitting these exploits. To those of you who enjoyed the read and were entertained, I tip my fedora to you, and I must now go ensure my neckbeard is properly groomed and all that other jazz. Time to head back to my sky palace and resume conquering the world, one child at a time with an army of demi gods (well. They're only half breeds, since their mothers were mortal... but close enough). For those interested, here is a screenshot of it. It's the result of almost 30 hours of work and I learned a LOT making it.

    Posted in: Minecraft Mods
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    I'd like to see the ability to teach villagers a new profession. Currently I use the village editor to do this, so immersionwise I just treat it as "my character spent time teaching you this craft that he already knew." I also use it to give my 12 wives makeovers... or my children. Or if they get their name changed. I wonder if adding a last name is doable? Hmmm. I could always use the _ in between the first and last... Give the villagers last names... I like this...


    Also I noticed that when you have children, regardless of which wife it is, the name stated for the mother is always the name of the FIRST wife I revived. And it was her name at revival, regardless of name changes. So it doesn't seem to track this well.


    THat's ok. I have my polygamy back and a ton of hot wives. After I built a temple I decided to swap to god mode and put up a beacon, now it looks kinda like the Temple in Black and White, then flew around finding villages, putting up torches and securing them, and building waypoints to them so I can return later and "conquer them" or convince them.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from DrZhark»

    Hi, I was away for one week. I'm aware of the bugs that need swift fixing, and I'll release an update for 1.8 / 1.8.9 as soon as possible. I'm still working on porting the mod to the other versions


    Real life always comes first. You do an amazing job, I've never been disappointed with your mods Zhark! Keep up the good work, and know you've got our support behind you be it financial, emotional, or suggestions based and patience while we eagerly await your newest works, and enthusiastically enjoy the mods you work so hard to create, and know that we appreciate you!
    Posted in: Minecraft Mods
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Sounds like something i can put to use as well.

    Posted in: Minecraft Mods
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Not gonna lie. that would be cool. Also, can anyone recommend any good packs of magic based mods that don't conflict? I'm using Roots and I was going to have the blood magic one, but it crashed all the time. Roots is working ok though. And maybe a good pack for monsters that's up to 1.10.2? Since you know. Mo'creatures isn't up to date.

    Posted in: Minecraft Mods
  • 1

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Yes. If you have story progression turned ON

    Posted in: Minecraft Mods
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