No way .T.TXolovA has stated that flight does break intented AoA mechanics, so I hope that Watchful decides to get rid of it.
No way .T.TXolovA has stated that flight does break intented AoA mechanics, so I hope that Watchful decides to get rid of it.
If only more players recognized that its no fun....They wont use it if They recognize that There is just no fun when u can fly also i like the way tinkers and aoa works Together because it Makes fun testing all the Materials and Effekts so i like it at least for Tools because Terra shatterer is way to hard to get to a Good Level
I can assure you I had a LONG debate with him about flying. I've said I didn't want it there period, that isn't how it ended up.XolovA has stated that flight does break intented AoA mechanics, so I hope that Watchful decides to get rid of it.
Just don't base in a taiga. Plains or forest are your safest bets. Or take them down with range, range kills them pretty well.-snip-
Seriously, If you hate flying item. Just don't use it.XolovA has stated that flight does break intented AoA mechanics, so I hope that Watchful decides to get rid of it.
That shadow is called a Shade, when it spawns, its basically an invisible mob with 1 HP, killing it will turn into a Shade, which has 35 HP.What is this completely invisible "Shadow" mob that continues to kill me at diamond levels? I see no such mob in Ascension mob list. Google has not provided answers.
Actually, as @Xavion just said, the tiara is (finally) getting nerfed in the next update to Botania. It will now have a timer.Im supprised some of these mob mod makers just haven't added mobs that can ground you or add tough predatory flying mobs. No need to disable flying if you can just make it dangerous instead.
I have visions of bolas flinging zombies and 6 block wide Rocs or skeleton pioloted FA18s with sidewinder missles.
Orrr seeing though the tiara is being complained about. If they trivialize boss battles just follow Botania's example and disable flight during the boss event.
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Can confirm this is true, I use BoP in my set of mods. It would be interesting to see that in this pack, since this is an exploration packI think that departed is a wonderful addition to the mix of various modpacks that can be found on the ftb launcher, but I also think that departed could use the addition of Biomes O' Plenty. Before you decide to say "Hey, Xello! The Advent of Ascension mobs can only spawn in vanilla biomes!", or "Hey, Xello! There would be a biome id conflict!", I would like to say that the first possible problem is false. From what I understand, the Advent of Ascension mobs are no longer hard coded to only spawn on grass blocks of a specific vanilla biome. That was something before the release of 2.x. What I noticed when I added Biomes O' Plenty to the modpack myself was that the mobs spawned based on levels of humidity. Here's an example: You would to expect to find a Fishix (swamp mob) in a vanilla swampland, right? Well, I found some in a bayou biome. Surely enough, adding Biomes O' Plenty will not affect the spawn of your Advent of Ascension mobs.
Now on to the answer of "Hey, Xello! There would be a biome id conflict!". That is a problem, but who ever said that we are not allowed to fiddle with the config files? So, I did that. If you look in the Advent of Ascension config file, you will see that the biome id's for the different dimensions in the mod are changeable variables. Minecraft recognizes biome id's up until 250. Reassigning the biome id's in AoA2-2.cfg (opened with notepad) to 231-250 fixed the biome id conflict with Biomes O' Plenty biomes.
I don't know about you guys, but I think it adds some variety to the modpack. Please consider my suggestion!
Have a good day! -Xello101 ^.-
Can confirm this is true, I use BoP in my set of mods. It would be interesting to see that in this pack, since this is an exploration pack
Although, if they added it, they would need some mods that add in structures to the overworld. (Dungeonpack anyone?)