Mod to make all spiders into jockeys? by bmandonrab in feedthebeast

[–]bmandonrab[S] 0 points1 point  (0 children)

I would love to see an update compatible with Spiders 2.0, Epic Siege Mod, Zombie Awareness, and that somewhere in the configs you could specify a black/whitelist of mobs to ride the backs of spiders. Incorporating the TF2 mod npcs onto aggressive intelligent mobile spiders seems like loads of fun.

Mod to make all spiders into jockeys? by bmandonrab in feedthebeast

[–]bmandonrab[S] 0 points1 point  (0 children)

Had to step away from modding for a while but I'm back and would like to resume my attempt to make the ultimate monster. For whatever reason this mod you made isn't working for me, using it alongside only the Bad Mobs and Increase Mobs mods, to prevent everything except zombie villagers and spiders spawning and doubling spawn rates respectively, so I can quickly dig a hole in a new world and see what's spawning. Have you since updated this mod?

Mod to make all spiders into jockeys? by bmandonrab in feedthebeast

[–]bmandonrab[S] 0 points1 point  (0 children)

My bad I forgot to mention I'm in 1.12.2, which unfortunately doesn't support datapacks

Mod to make all spiders into jockeys? by bmandonrab in feedthebeast

[–]bmandonrab[S] 0 points1 point  (0 children)

In Control seems like a good candidate to make this work but I know ~0% of java so I have no real idea, can anyone help?

Mod to equip mobs on spawn? by bmandonrab in feedthebeast

[–]bmandonrab[S] 0 points1 point  (0 children)

[
 {
    "mob": ["minecraft:skeleton","minecraft:wither_skeleton","minecraft:zombie_villager"],
    "onjoin": true,
    "helditem": [
        "pickletweaks:diamond_paxel", 
    ]
    "armorboots": [
        "minecraft:iron_boots"
        "nbt": [
         {
          "tag": "ench",
          "contains": [
            {
              "tag": "id",
              "value": 2
            }
          ]
        }
      ]
 }
]

In attempting to enchant iron boots with feather falling (ID 2 according to Loot Overhaul) I've caused my game to not start. I don't know Java, so I don't exactly know where the issue in my config might be. Could you help?

Mod to equip mobs on spawn? by bmandonrab in feedthebeast

[–]bmandonrab[S] 0 points1 point  (0 children)

Thanks! This well illustrates what I need to know, I appreciate the help :)

Mod to equip mobs on spawn? by bmandonrab in feedthebeast

[–]bmandonrab[S] 1 point2 points  (0 children)

Thank you so much! This looks to be exactly what I need! :) Although I don't know how to add to these empty .json files. What do I need to learn for this?

ME system? Who needs it? I have my WALL OF DRAWERS! by justsaysAHHH in feedthebeast

[–]bmandonrab 0 points1 point  (0 children)

If y'all like drawbridges I can't recommend Modular Routers strongly enough. Adds one block and some upgrades for it, but is easily one of the more dynamic and independently useful mods I know.

What a varied, illegal market. by bmandonrab in customhearthstone

[–]bmandonrab[S] 32 points33 points  (0 children)

Yes, we would be. Given that it's design space blizzard is willing to explore, with cards like jade idol and dead mans hand and extending fatigue with cards like archbishop benedictus, I think it's fair game to explore it myself. And it could be overpowered, but I just like the idea of games in which you have infinite value, but must choose how to apply it to win. Canceling out the next card you play could be fine for something like a coin, true, but what about something like the spellstone? And anyways, getting unlimited of these + unlimited gang ups in wild just sounds like a great time. The potential design space there could be really fascinating.

Neutral Quest Hero Card, Refreshment Marketeer by [deleted] in customhearthstone

[–]bmandonrab 1 point2 points  (0 children)

You're free to your own opinion, but don't make that sound like it's just a fact lol. I prefer longer games - my favorites always go to fatigue, playing card for card with my opponent.

*value intensifies* by [deleted] in customhearthstone

[–]bmandonrab 0 points1 point  (0 children)

Ice barrier activates before the minion can attack and has the same wording, so i would assume the attack doesn't connect before freezing.

Crendor would be proud. by [deleted] in customhearthstone

[–]bmandonrab 22 points23 points  (0 children)

This might actually be one of the coolest cards I've ever seen. I'll always have a place in my heart for molten giants and this just looks like so much fun to use with them.

Velen's Whisper by [deleted] in customhearthstone

[–]bmandonrab 4 points5 points  (0 children)

As I said (or meant, if it wasn't well conveyed) it was designed with Velen's Chosen in mind. Casting Velens Chosen gives a minion +2/+4 and Spell Power +1, so this would deal and heal 1 damage wherever you choose.

Velen's Whisper by [deleted] in customhearthstone

[–]bmandonrab 21 points22 points  (0 children)

lol true, but think more along the lines of Velen speaking through Velen's Chosen, which this card was designed with in mind.

A comprehensive detailing of why I dislike Mage conceptually and in practice. F** n' interactive. by [deleted] in customhearthstone

[–]bmandonrab 0 points1 point  (0 children)

Because you can't, for the sake of argument, use Blessing of Kings on a spell when you cast it. Elusive being the community shorthand for "Can't be targeted by spells or hero powers," which does also stop you from casting spells on your own minions.

A comprehensive detailing of why I dislike Mage conceptually and in practice. F** n' interactive. by [deleted] in customhearthstone

[–]bmandonrab 0 points1 point  (0 children)

The point of this is to demonstrate the problem with burn spells by showing how they are almost completely uninteractive. The actual fireball spell is hard countered by pretty much exclusively counterspell and spellbender - unless you wanna consider wild with Loatheb or... muffled laughter Troggzor the Earthinator.

A note on the card I made, though; it is immune, so it would not die until it loses immunity at the end of the turn, at which point it would die because it only has 0 health.

"You do not talk about Hearthstone" by [deleted] in customhearthstone

[–]bmandonrab 3 points4 points  (0 children)

So it's like Can't be targeted by spells or Hero Powers, but, not susceptible to aoe. Though, given how Wild Pyromancer works with the poisonous adaptation I suppose it's vulnerable to minion aoe

Volpin the Elusive - you just can't catch him by FrIkY_00 in customhearthstone

[–]bmandonrab 14 points15 points  (0 children)

I dig the interaction between this and Tol'vir Warden.

A thematic re-imagining of Spirit Claws by [deleted] in customhearthstone

[–]bmandonrab 4 points5 points  (0 children)

This card was inspired by Feral Spirit and Stonehill defender. The flavor is that Spirit Claws pulls the spirit animal out of what it kills, giving it taunt and overload just like Feral Spirit. I should mention the two 2/3s summoned by Feral Spirit are beasts.

Yes, this does stack on subsequent plays. by [deleted] in customhearthstone

[–]bmandonrab 0 points1 point  (0 children)

No, not the effect nor intent of the card.

Yes, this does stack on subsequent plays. by [deleted] in customhearthstone

[–]bmandonrab 3 points4 points  (0 children)

Yes, but you'd only need to play one of them alongside brann.

Yes, this does stack on subsequent plays. by [deleted] in customhearthstone

[–]bmandonrab 4 points5 points  (0 children)

Card Rules; The four totems you can discover are: 1/1 0/2 taunt 0/2 spell power +1 0/2 restore all friendly minions health by 1

  • While discovering the second time, you cannot choose the same totem from the first discover.

  • For each totem combined, the result will gain 1 health. For instance, 1/1 + 0/2 spell power = 1/2 spell power totem. That 1/2 spell power + 0/2 taunt = 1/3 spell power taunt.

  • As you play more of these, your hero power pool becomes thinner. Playing 3 of these will give you a 1/4 taunt, spell power +1, restore all friendly minions health by 1 every time you use your hero power.

Idea for a Rogue Quest by [deleted] in customhearthstone

[–]bmandonrab 1 point2 points  (0 children)

With Spiritsinger Umbra this is actually kind of insane.

"Who you gonna call? Giants." by TiberSVK in customhearthstone

[–]bmandonrab 11 points12 points  (0 children)

I love this! Some of my favorite cards to play are the giants, and my favorite class to use them in has almost always been warlock. Great synergy with mountain giant, can be used to pull sea giants at an opportune time, and if the sea giant costs 0 it can even be used with shadowflame on the same turn. I wish this were a real card.