Released a new version: GoG3 1.1.1. It fixes the cards not dropping from the Minotaurus and Swamper. I also added a height restriction to NPC mobs which should only affect them if they are set to naturally spawn.
Can you provide some details on how this changes mob spawning? Right now, in my pack (GoG version 1.1.0), we have an issue with tier 3 mobs spawning excessively at high y-levels, even after I reduced the spawn chance significantly. Players above y-level have a hard time surviving with Minotaurs spawning regularly.
That's understandable and I respect that. But there is that other Idea I had a while ago. Remember the Bedrock Golem?
Thanks. I hope I can implement it in the future at least as an alternative texture. Perhaps with additional attributes changed as well.
Yes, I remember, among other things. I have a backlog of mobs people have requested. I do not implement them in order of request but whenever I feel like it.
Can you provide some details on how this changes mob spawning? Right now, in my pack (GoG version 1.1.0), we have an issue with tier 3 mobs spawning excessively at high y-levels, even after I reduced the spawn chance significantly. Players above y-level have a hard time surviving with Minotaurs spawning regularly.
It only changes NPC based mobs (the ones that spawn from cards).
All biome-based mobs are set to spawn above 60Y (255Y Max). I am going to guess the reason why they spawn significantly is due to the limited amount of space that they can spawn in (similar to the Skyblock map).
The Minotaur (out of all tier 3 mobs) has been a constant problem most likely because players tend to live in the Plains or Plains-based biomes. I will try to add more restrictions/conditions on its spawning.
Sidenote:
Sorry for dividing up my replies at it seems multi-quoting is currently broken probably due to the forum update.
I think the Trader NPC is already one, but a mob that is some variant of bunnygirl would be cool, yep.
Rollback Post to RevisionRollBack
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
I think the Trader NPC is already one, but a mob that is some variant of bunnygirl would be cool, yep.
This.
The Trader NPC is indeed a bunny girl. I should have called it "Bunny (Girl)" or "Usagi" but I felt that if I ever needed to change it I would simply only need to change the model and nothing else. Same applies to the previous NPC (GOG2) which is supposed to be called "Tanuki" but instead was called "Merchant".
I was originally going to add a Wererabbit but I could not properly make a 3d model of it based on the reference. Even if I did and it looked below my standards I would have eventually removed it either way. Because a bunny already exists as the Trader, I guess I will most likely not be adding another one.
Still think there should be some way of keeping the mamono from trying to kill you, like a factions system maybe, or some form of dating system, since they ARE based off of the monster girl encyclopedia and not monstergirl quest.
Actually, that wouldn't be that hard to fit into the source material, since at least most of the monstergirls are based off of the monster girl encyclopedia, and the monster girl encyclopedia actually has two: The wererabbit and the march hare.
This mod is awesome but there are a few things I would love to see being added.
Most of the mobs have no sound... Adding sounds to them would increase immersion.
Besides that sounds can be used to let the player know if a mob is aggressive or not.
Something that would also be cool is if certain mobs that are active/passive help the player if he/she is being attacked. This helps balance the mod in early game. That way if a player is attacked by for example a Valkyrie early game he/she can run to other passive/active mobs to search for help.
They have sounds, through the resource files. I never personally made a soundpack due to my extreme preferences.
I am not sure if it is possible. I will play around with the code though.
Still think there should be some way of keeping the mamono from trying to kill you, like a factions system maybe, or some form of dating system, since they ARE based off of the monster girl encyclopedia and not monstergirl quest.
Factions and dating systems have been suggested before but I honestly have no idea where to start in terms of coding. I personally would rather spend my time improving the AI if I was given the opportunity. There are mods out there which enable mob taming, through items or magic.
Actually, that wouldn't be that hard to fit into the source material, since at least most of the monstergirls are based off of the monster girl encyclopedia, and the monster girl encyclopedia actually has two: The wererabbit and the march hare.
They are a pain to model in Minecraft.
My main problem is modeling the leg area as it is impossible to implement without making it look extremely odd.
Silentine does not know how to add this natively but Thaumic Horizons (an addon for Thaumcraft) adds a way to tame mobs.
It only works for non-undead mobs though. I would know, I spent a good long time trying to tame a vampire before finally being able to. Also, TH doesn't tame the mob, it overwrites its AI with a tamed wolfs AI.
It only works for non-undead mobs though. I would know, I spent a good long time trying to tame a vampire before finally being able to. Also, TH doesn't tame the mob, it overwrites its AI with a tamed wolfs AI.
It only works for non-undead mobs though. I would know, I spent a good long time trying to tame a vampire before finally being able to. Also, TH doesn't tame the mob, it overwrites its AI with a tamed wolfs AI.
I've completed my research tree in TH completely. I for one have no idea what I did wrong, I have a Modified Runic Matrix place above the section in which you right-click to enter said Vat. I've placed some Essentia tubes containing Bestia, Cognitio, and Permutatio and connected it with the base of the Vat structure. I've also placed some pedestals with the saddle, golden apple, and zombie brain on them. I've placed a vampire within it and attempted to right click said Modified Runic Matrix block and nothing happens, the only changed i've noticed is that it drained 4 units of all 3 aspects in the jars. (Unless of course I read this wrong and it DOESN'T work on Vampires which would be upsetting.) Any help? I apologize in advance if this is somehow the wrong place to ask. The screenshot is how I set it up.
Love your mod, i use it with infernal mobs mod, and it make my worlds hardcore at normal. Its epic!
Now i have to report something however... i don't know if this would be called a bug but, it would seem that there is some sort of entity conflict with the mod "Minecraft Comes Alive"...
Basically i am in creative and i tried to use the "Spawn Trader" card, and all the other spawn cards, but when i did they would spawn only MCA villagers. its a little weird...
I've tried adjusting MCA's entities base ID in the configs, however it seems to blanket everything... basically it did not fix the issue.
All in all the both mods work fine except for the issue stated and the fact that village guards attack your neutral mobs (ones that only attack when attacked....). Journey map also see's these as red (hostile) when in fact they won't attack unless you do... (or in the case the villagers... which always leads them to getting slaughtered ROFL)
That aside, can i make a cheeky request? is it possible for you to make a journey map add on for the icons for your mobs?
Can you provide some details on how this changes mob spawning? Right now, in my pack (GoG version 1.1.0), we have an issue with tier 3 mobs spawning excessively at high y-levels, even after I reduced the spawn chance significantly. Players above y-level have a hard time surviving with Minotaurs spawning regularly.
Thanks. I hope I can implement it in the future at least as an alternative texture. Perhaps with additional attributes changed as well.
Yes, I remember, among other things. I have a backlog of mobs people have requested. I do not implement them in order of request but whenever I feel like it.
Thanks!
As for your suggestions:
1. No idea how. I have no experience with cross-mod compatibility. If I knew how I would probably have also implemented Thaumcraft aspects as well.
2. Same as 1. I will try to find an alternative way though as the Thaumcraft dimension problem has been reported numerous times.
3. A bit more around my area. Although I feel it would be very complicated on my part. If additional people request it I might try to implement it.
It only changes NPC based mobs (the ones that spawn from cards).
All biome-based mobs are set to spawn above 60Y (255Y Max). I am going to guess the reason why they spawn significantly is due to the limited amount of space that they can spawn in (similar to the Skyblock map).
The Minotaur (out of all tier 3 mobs) has been a constant problem most likely because players tend to live in the Plains or Plains-based biomes. I will try to add more restrictions/conditions on its spawning.
Sidenote:
Sorry for dividing up my replies at it seems multi-quoting is currently broken probably due to the forum update.
Actually, if you'd make the mod open source a lot of people would help you to implement all required features. I would help too.
Make a bunny girl? Please?
I will be even more specific. Silentine, make a Moon Rabbit, please.[/p]
I think the Trader NPC is already one, but a mob that is some variant of bunnygirl would be cool, yep.
If you're callin' about the Mobtalker scripts, I no longer have access to them.
However, it's been getting tempting lately to put together a modpack that includes CustomNPCs, so I could definitely work in something along the same themes in the modpack's quests. Feel free to give suggestions of mods that promote an experience which minimizes mining grind in favor of exploration. I'll likely have to include Grimorie of Gaia to provide good models (No I'm not gonna directly change the default mob models)
To be even MORE specific, make Reisen from Touhou. (/◉ω◉)/
Thanks for the offer.
Making it open source (GitHub) has always been on my list of things to do. I guess I am rather lazy to put any work into making it, yet.
This.
The Trader NPC is indeed a bunny girl. I should have called it "Bunny (Girl)" or "Usagi" but I felt that if I ever needed to change it I would simply only need to change the model and nothing else. Same applies to the previous NPC (GOG2) which is supposed to be called "Tanuki" but instead was called "Merchant".
I was originally going to add a Wererabbit but I could not properly make a 3d model of it based on the reference. Even if I did and it looked below my standards I would have eventually removed it either way. Because a bunny already exists as the Trader, I guess I will most likely not be adding another one.
Still think there should be some way of keeping the mamono from trying to kill you, like a factions system maybe, or some form of dating system, since they ARE based off of the monster girl encyclopedia and not monstergirl quest.
Actually, that wouldn't be that hard to fit into the source material, since at least most of the monstergirls are based off of the monster girl encyclopedia, and the monster girl encyclopedia actually has two: The wererabbit and the march hare.
They have sounds, through the resource files. I never personally made a soundpack due to my extreme preferences.
I am not sure if it is possible. I will play around with the code though.
Factions and dating systems have been suggested before but I honestly have no idea where to start in terms of coding. I personally would rather spend my time improving the AI if I was given the opportunity. There are mods out there which enable mob taming, through items or magic.
They are a pain to model in Minecraft.
My main problem is modeling the leg area as it is impossible to implement without making it look extremely odd.
Silentine does not know how to add this natively but Thaumic Horizons (an addon for Thaumcraft) adds a way to tame mobs.
Profile pic by Cheshirette c:
It only works for non-undead mobs though. I would know, I spent a good long time trying to tame a vampire before finally being able to. Also, TH doesn't tame the mob, it overwrites its AI with a tamed wolfs AI.
Ah, good to know. And yeah, that's what I meant
Profile pic by Cheshirette c:
I've completed my research tree in TH completely. I for one have no idea what I did wrong, I have a Modified Runic Matrix place above the section in which you right-click to enter said Vat. I've placed some Essentia tubes containing Bestia, Cognitio, and Permutatio and connected it with the base of the Vat structure. I've also placed some pedestals with the saddle, golden apple, and zombie brain on them. I've placed a vampire within it and attempted to right click said Modified Runic Matrix block and nothing happens, the only changed i've noticed is that it drained 4 units of all 3 aspects in the jars. (Unless of course I read this wrong and it DOESN'T work on Vampires which would be upsetting.) Any help? I apologize in advance if this is somehow the wrong place to ask. The screenshot is how I set it up.
I feel very storange NPCs are broadly inherited villager's features. They will be attacked on zombie, and Waila info read their profession.
In addition, a certain report said 2 Creeper girl's born a villager.
I dislike current state, as soon as possible solve it.
Hi ya!
Love your mod, i use it with infernal mobs mod, and it make my worlds hardcore at normal. Its epic!
Now i have to report something however... i don't know if this would be called a bug but, it would seem that there is some sort of entity conflict with the mod "Minecraft Comes Alive"...
Basically i am in creative and i tried to use the "Spawn Trader" card, and all the other spawn cards, but when i did they would spawn only MCA villagers. its a little weird...
I've tried adjusting MCA's entities base ID in the configs, however it seems to blanket everything... basically it did not fix the issue.
All in all the both mods work fine except for the issue stated and the fact that village guards attack your neutral mobs (ones that only attack when attacked....). Journey map also see's these as red (hostile) when in fact they won't attack unless you do... (or in the case the villagers... which always leads them to getting slaughtered ROFL)
That aside, can i make a cheeky request? is it possible for you to make a journey map add on for the icons for your mobs?
Thanks again and keep up the great work!
Reever
Nyarko-san's faithful assistant!