FuzzyAcornIndustries's avatar
Spikybum Jolteon
370 Watchers57.4K Page Views582 Deviations
Minecraft: Immortal Arcanine
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Great American Eclipse 2017
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Frostfire Grace
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Tazer Surfing ACEO
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Thunder Struck
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Minecraft: Mu Buneary model sample
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Fennekin Line Work Doodles
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Minecraft Ionian Ninetales Finished
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Minecraft: Immortal Arcanine
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Great American Eclipse 2017
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9
Frostfire Grace
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Tazer Surfing ACEO
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Thunder Struck
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Minecraft: Mu Buneary model sample
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Fennekin Line Work Doodles
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Minecraft Ionian Ninetales Finished
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Umbreon's motherly love
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Breaking Dawn
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Snow Fall
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Coast of the Sun
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Desert Nights
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-Vaporeon and Ninetales-
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Shine
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No744.745
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134 - Vaporeon
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0101011001010
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YOU MUST HAVE A DEAD WISH
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contest entry: club ID
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blue and black_PointCommission
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family portrait
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Comments568

anonymous's avatar
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dragon-evol's avatar
Hello, Spikybum Jolteon!

I like your mod quite much (since I'm a fan of kindred), and have made some (actually, lots of) alterations on the item Bow of Kindred in your mod, but the newest version I can get is Dev-2.6 on GitHub (which is a little bit buggy? anyway I can't even summon a single tamed mob with their egg), so may I have the newer version of the mod or even merge this alteration into the official release?

I will open a pull request on GitHub, and upload the compiled jar file as well, hope you like it! Also hope the mod becomes better and better!

The changes are:
    Removed the durability (but I have written the related method so it can be brought back easily).
    Made the stats of the bow grow with the number of creatures it hunts.
    As the bow gets stronger and stronger, the prey also needs to be strong enough to be considered as effective.
    Reshaped the tracking area, which is a small sphere around the player combined with a cone in the direction of the player's sight.
    Separated the two modes (single shot and mob tracking) with a custom key, instead of using Shift.
    Added auto fire mode with another custom key.
    Changed the texture of the arrow (not so satisfactory, still failed to meet the imagined figure).
    Reduced the base damage of the arrow.
    Increased the base speed of the arrow.
    Reduced the base charge velocity (how fast it is drawn) of the bow.
    Reduced the time the arrow can stay on walls to prevent lag.
    Added a filter to prevent those targeted arrows from hitting other creatures.
    Changed the damage source so it can hit those who usually won't get hit by an arrow (like Enderman).
    Changed the damage type so it penetrates armors and potion effects (due to the powerful mods Astral Sorcery and Grimoire of Gaia in my modpack, so this change is unnecessary when there are just mild mods).
    Brought back the critical hit particles.

Maybe these changes are kind of overpowered, since a couple of hours in the End can easily bring the damage to something like 50, but they are all changeable (just the matter of some numbers).
FuzzyAcornIndustries's avatar
FuzzyAcornIndustriesProfessional Interface Designer
Oh? Are these changes you actually programmed into the Bow of Kindred? o.o Or are these just ideas?

If you really did program all that, I'd recommend just taking that and creating your own mod and distributing it. You are more than welcome to just take my coding to do so if you wish. Bow of Kindred was made from Zelda Sword Skills coding so I cannot really take credit for the weapon.

A lot of the changes you suggested or made (if you did the programming) I think would be more suitable in something in a stand alone mod. ^^ I am happy to see someone got so inspired to put so much effort into these ideas. It's well done!

I have yet another new laptop and I haven't bothered installing Github yet to update whatever I put up on there. I took about two months off from modding and only just in the last week got the programming environment installed.

Funny you would make a comment about needing something for armor penetration. The newest Tamable in progress, Immortal Arcanine, is intended to emphasize dealing with armored foes.
dragon-evol's avatar
Yeah these changes have been made (programmed) and tested on a little server with my friends. But from the result, I think it is unbalanced (quite unbalanced!) compared with the rest contents of your mod, and the way of getting upgrades is still too direct and crude (maybe my mind has been distorted by the horrible x10~20 damage boost in Astral Sorcery, so the lust for power just won't go away:( (Sad) ).

I don't know if I should grab the bow and make an independent mod since there are just hundreds of lines which is quite... tiny (so there are actually not so much changes made)? But the kindred theme of these changes don't really match the Pokémon theme of the mod. I'm trying to make it fit with the background and in-game abilities of the character, maybe when more features are added I will separate them out.
FuzzyAcornIndustries's avatar
FuzzyAcornIndustriesProfessional Interface Designer
Yah, I highly recommend a separate mod for that.

My mod, for the most part, is intended to compliment Vanilla Minecraft and maybe some slightly harder mods like Twilight Forest and Galacticraft but certainly not those really tough ones like Gaia. I tried that mod and just didn't like. If anything it taught me a lesson in adding mobs that simply increase mob stats. HOWEVER, you can thank me being inspired to add Vastaya Ninetales from that Gaia mod (because I wanted to run around my world looking like Ahri with the morph mod). xD
dragon-evol's avatar
Amazingly after just one day I find that being interesting and fun is much more important than being powerful (realizing that playing with numbers is really boring). Because a friend (with great effort and unswerving will) finally got a fully upgraded Draconic Staff in Draconic Evolution which deals thousands of damage per hit in a vast area and became literally invincible, but then he almost immediately lost the interest to keep playing. =_=

Now looking at those changes I feel that they are just intended to empower the item and make it more comfortable to use, instead of making it cool and impressive... So maybe just leave those changes alone is better. Or maybe the mode change key can be preserved? After all messing up with sneaking when encountering mobs is sometimes annoying.

But anyway thanks a lot! At least I have learned a lot about modding during the process. I'll be back when better ideas come to me.:) (Smile) 
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StarFalconshY's avatar
StarFalconshYStudent General Artist
Happy Birthday!! Have your cake and eat it too Party Hi! 
FuzzyAcornIndustries's avatar
FuzzyAcornIndustriesProfessional Interface Designer
Thank you very much. :D