robertinsyr, on 15 May 2013 - 01:09 AM, said:
Is there any way to get rid of the turtle boss and the monking. They just don't fit the mood of my server. I've looked through the configs and have seen nothing, but maybe a file I can remove from the jar or something?
Also, the random underground dungeons (the ones that should have specters in them) don't seem to be spawning for me, though I could be wrong (don't have an x-ray mod installed). Is anyone SURE they are spawning for them? I get castles, strongholds and nethercities with few issues. I have volcanoes and abandoned mineshafts turned off. I've set the chance in the undergroundDungeon.prop file to 5 and biomes = * but I have not seen a single underground dungeon
Right now there is no way to disable them, i will remove the spawns on the new versions, tweaking a bit they could be spawned as a dungeon. Also the monking will become the boss of some smaller monkeys
The underground dungeon, i guess its bugged and spawning only at y = 1.
MohawkyMagoo, on 15 May 2013 - 01:13 AM, said:
Yep did that last time. Just tried it again. Changed the numbers in config, made sure to save config, started game - castles spawned fine, closed game, started a new game, castles in air again. Rechecked config - numbers had changed back again to -20 - something is resetting the numbers on starting a new Minecraft game? Have set configs to read only and that seems to fix it.
New mobs look cool!
Happy to confirm that. Everything is spawning for me ok. Just not necessarily in the right place
I will check if i'm not closing them properly after reading, the mod shouldn't be writting them only read.
RicardoEsteves, on 15 May 2013 - 05:48 AM, said:
Ok, I've figured out how to edit the files (I use the notepad to open them). Turns out the explanation on how to edit the fields is included. The worst part is figuring out the names of every biome in Biomes O'Plenty. Also, I read somewhere that there may be a conflict with the height of the buildings' spawn point.
Regarding the crash with Swords of Israphel, here are some of the crash-report logs:
I was able to find out that the entity ticking is a creature from Mo' Creatures mod, although one of the crashes was because of a torch. The followed test was generating a world without any structures because I thought the torch would be from a village or mineshaft.
It's kind of a shame, because this mod (Swords of Israphel) would be a very important mod in my LP series.
If you manage to find a list with the biomes post it and I will link it in the main post.
About the sword of ishrapael post the crash log on their post, I can't do anything on it.
devastor147, on 15 May 2013 - 07:42 AM, said:
I am really, really confused about how to download this thing. Please give idiot instructions (aka step by step, and please don't tell me 'put them in your .minecraft, becuase firstly I'm using a mac, and secondly it doesn't work when I put it in the area with 'bin', 'config' etc.
Supposing you have succesfully installed forge.
Download the mod.zip and open it.
Then do that:
GlooTech, on 15 May 2013 - 02:40 PM, said:
Too over-powerd, hmm ? ^^
Too messy to implement it again, got more interesting and funny things to do.
EDIT: some offtopic, the mercenaries are advancing very well, right now they are acting very well, they can follow the player, or stand defending a position. I've added an item to control the state, or point them positions or enemies to attack. I will post a video to preview how it works, but I still need to work on some team AI.
The morcenaries are almost completed, but i have not defined yet how will they spawn, or how will you get them.
My idea is to add the basics of an strategy game, some random structures or cities, to recruit mercenaries. And will also work as territory control. Resource management(wich will be mostly vanilla resources farming, or maybe some scripted quests). And of course wars and castle assaults!
Let me know what do you think about it.