Minecraft weeping angel model download






















They carry an ice dagger. Did I mention they're angry! Daleks are skeletons disguised as retextured snowmen. They come in different colours, but mostly spawn in their typical bronze colour. Empty Children spawn anytime, and are of course child size. If you are killed by an Empty Child you get a gas mask applied to your head when you respawn that you can't remove for 30 seconds. Judoon are the police force of the Whoniverse.

Click an Judoon to claim it as your own. You can equip Judoon with ammunition craft with arrows and gunpowder and put into a shulker box, then right click the Judoon with the box.

Judoon can then be toggled to be in guard mode and will shoot any hostile mobs nearby. Ood spawn randomly around villagers. Click an Ood to claim it as your own. You can either craft a K-9 or tame a wolf to get a K-9!

Clicking a K-9 will toggle whether he will follow you or stay put. The crafting recipe is 3 iron ingots, 3 redstone, and 3 bones in the crafting grid:. Sontarans will try to kill you as any good Sontaran should. If you manage to right-click a Sontaran with a Weakness Potion before he kills you, he will transform into Strax. If you right-click Strax he'll talk to you, and if you right-click him with an empty bucket, you'll be able to milk him.

Yum, yum Sontaran lactic fluid : Be careful not to anger him though as he'll go rabid on you and let his killer Sontaran instincts get the better of him! Vashta Nerada have a random configurable chance of spawning when a bookshelf is broken, say "Hey who turned out the lights? Zygons don't do much yet except try to kill you , but they look pretty cool.

Watch this space Mob idea: Broken Cyberman. Low spawn chance when spawning cyberman; will not stop pursuing its target, no matter who aggros it or how far you run, until it dies. Can use portals hooks to tie into other transportation plugins. Oooooo, they could spawn underwater, maybe in temple-type underwater structures a la the stuff on the other TARDIS planets , or maybe just in caves.

Could give 'em tridents, they seems pretty on-theme. Lorinth's RPG Mobs now has integration for this plugin, as of v1. I think I've installed the plugin wrong somehow, but I can't figure it out All of the mobs that wear armour don't have the armour retextured.

So you'll have Cybermen and Zygons with the proper heads and arms, but wearing iron and gold armour. I tried installing Lib's Disguises to see if that would make a difference, but it didn't help. I'm not sure if OptiFine is required, but I have version 1.

Needs Optifine for armor retexturing, but in Optifine for 1. However if you have the latest resource pack, then you should at least see textured heads and arms as they don't rely on Optifine.

Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. Not sure what the key off is for building the new version of the tardis which consists of one block and a trap door I tried breaking a few to make some of them vanish and this crashed my grame. This seems to adversely affect mushroom blocks, I'm not sure if anything else, but this is most noticeable in our spawn area. The text was updated successfully, but these errors were encountered:.

Might matter: grown mushrooms look fine. The mushrooms in our spawn were built at some point though i'm fairly certain all the blocks in place on my server were copied with worldedit.

Sorry, something went wrong. There seems to be an issue with Mushroom blocks that have been placed already. Blocks placed after the recent update should be OK. So basically i'd have to rebuild these mushrooms to fix them Supposedly the technique to use "unused" mushroom block states doesn't take into account blocks that don't occur naturally Not sure why breaking them would cause a game crash, not seen anything like that in my testing.

I'll see if I can get you a schem of one before I do anything to it and tack it here next. Tried all faces, this did not make any change in the final appearance. Here's a schem of one: mushroomtree. It looking like the seige block isn't the worst thing that could happen but if there's a way to properly select the mushroom block i'd do that instead.

I'm looking through the structure those items seem to "exist" they are just not being used. Any idea why that might be? It would also be possible to create a command that would update old items so that they use the new textures, though it might be a bit of a pain to implement. Old tardis keys and new tardis keys are the same item, so they don't have textures if i use the new resource pack same with foods.

I'll try with the new build and see if that changes anything, but as far as I can tell, I'll have to combine the resource packs together into a merged one in order to have the textures displaying properly Reinstall the resource pack?

Sounds like it needs it. Reinstalling isn't working. I combine the texture packs: Sound Resource, Weeping Angels, and this new one and then install the result as the server's texture pack.

The textures for those items are just not in there anymore since I'm not including MCP in the bundle. I tried just using the new one on its own locally and got the same results, so it's not a problem with the bundle.

Also attempted the new resource pack locally along with command: "The item already has custom model data! The tardis keys look like remotes while in your hand but still like nuggets in inventory. Using the command on custard makes it look properly in my hand but not in my inventory. The command says it updated 15 items in my inventory No commands work on the tardis menus since they aren't actually in my hand or my inventory, so they still look like vanilla redstone and wooden bowls.

Can you upload a zip file of the pack you are using somewhere so I can check it out? Think that's the only way I can troubleshoot it. Does having optifine ruin it then? As there are things optifine does outside of rending the texture pack which I'd want to keep using it for.

If having optifine prevents it from displaying properly though, that's kind of a deal-breaker since I just spent the last two years talking most players into installing and using Optifine.

So I am going to fully express everything here. This mod adds a new entity to the game titled Weeping Angel to the game which gives caves a bit more of a scary vibe. This Mod features these things:Weeping Angels. Configurable C If neither of the above actions occurred, the angel will hit the player and cause damage — An angel can be hurt by anything. Now when the player right clicks, they can teleport to any specified coordinates — Unlimited uses, but extremely hard to get.

It is only enabled in the dev environment. This is stored on github. Feel free to browse through my code and learn how to do some really neat stuff. All I ask its hat you do not just copy the entire mod. You are commenting using your WordPress. You are commenting using your Google account.



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