D&D junkie come check out our server then very cool setup
I included code in a mini-mod I use to hold my modpack together to remove the cockatrice and a couple other bugged mobs; this mod was still too good over all to not use it over a couple bugs. I can send you the code if you like, its not at all complicated, just takes problem mobs out of spawn lists, while being simpler than using an entire mob spawning mod the MSC or JAS.
Quote from GnomeWorks»Alright, I'll provide some thoughts here.
First off, taking multiple 300-level CS courses simultaneously may not have been the best of plans. I'll be doing that again next semester (my last one, finally), so chances are good that I will not be committing a significant amount of time to this mod. That isn't to say that there will be absolutely no updates, but that you should definitely curb your expectations (not that they can get much lower than they have been as of late, I imagine).
That said, however, I recently got into talks with some folks involved with one of the larger-scale Minecraft projects (I will refrain from saying which, until such time as things are solidified). If that goes well, I'll be diving into Minecraft coding (and probably for some variant of 1.7) over the winter interim. Should that come to pass, since I'll be dealing with 1.7 anyway, Dungeon Mobs will probably see an update.
I can't help wonder which one it is -- I know Anonymous productions has been recruiting for MineFantasy, but there are so many it could be. I can't wait to find out. Good luck on the course work!
Its always hard trying not to be too eager for updates, especially when you adore a mod like this one, that adds so much to the game, particularly when mining, that you miss so much when it doesn't update for a long time. But at the same time respecting the fact that modders have real lives too.
Agreed. Exploring underground with this mod was so fresh and terrifying! Looking forward to a 1.7.10 version eventually.
First off, taking multiple 300-level CS courses simultaneously may not have been the best of plans. I'll be doing that again next semester (my last one, finally), so chances are good that I will not be committing a significant amount of time to this mod. That isn't to say that there will be absolutely no updates, but that you should definitely curb your expectations (not that they can get much lower than they have been as of late, I imagine).
That said, however, I recently got into talks with some folks involved with one of the larger-scale Minecraft projects (I will refrain from saying which, until such time as things are solidified). If that goes well, I'll be diving into Minecraft coding (and probably for some variant of 1.7) over the winter interim. Should that come to pass, since I'll be dealing with 1.7 anyway, Dungeon Mobs will probably see an update.
Dunno if this has been suggested before, but if you wanted some help with the update, I'd be more than happy to assist. PM me if you're interested, I've migrated a couple of mods (my own and one other) to 1.7.10, it's a bit of work but nowhere near impossible.
So this great mod will reborn soon? wonderful! And I hope it could support with RWG if possible
While were doing compatibility plugs, I would like to point out the the Doomlike Dungeons API would allow mobs to be automatically added to the dungeon (as opposed to using special themes) with just one line of code per mob (Lycanite has already tested it with his mobs, so I know it works).
While were doing compatibility plugs, I would like to point out the the Doomlike Dungeons API would allow mobs to be automatically added to the dungeon (as opposed to using special themes) with just one line of code per mob (Lycanite has already tested it with his mobs, so I know it works).
I'll look into it.
For now I am focusing primarily on updating the code and fixing minor bugs as I come across them. Adding new content and dealing with interfacing properly with other mods will come later, and may not be included in the initial 4.0 release.
As an update: I'm about halfway done right now, provided the remaining mobs give me about the same level of difficulty as the ones I've already done. I have a busy weekend, though, so while I can say for certain that an update is inbound, it will probably not be posted until early next week.
Yes. I have no idea what 1.8 looks like, code-wise. The move to 1.7 was complex enough as it was, with most information undocumented and taking a couple days to get my dev environment set up properly, again thanks to lack of proper documentation. I'm really not looking forward to going through that experience again.
Once I update to 1.7.10, I have some ideas in the wings in terms of content; I'd like to implement them, as well as get some of the larger bugs fixed, before moving past that.
That's no problem at all from my point of view, I have absolutely no intention of updating again past 1.7.10 - its just not worth the hassle anymore.
Strongly agreeing with Mohawky here. I see absolutely zero reason in updating as of right now, and I believe a very large portion of the modding community has come to the same consensus. Focus on 1.7.10, ignoring 1.8 for now in my honest opinion. It feels like Microsoft/Mojang are heading towards some kind of core system rework, and there is little point in trying to keep up with them unless something drastic changes.
Strongly agreeing with Mohawky here. I see absolutely zero reason in updating as of right now, and I believe a very large portion of the modding community has come to the same consensus. Focus on 1.7.10, ignoring 1.8 for now in my honest opinion. It feels like Microsoft/Mojang are heading towards some kind of core system rework, and there is little point in trying to keep up with them unless something drastic changes.
I actually have mixed feeling about 1.8 versus 1.7.10 -- on the one hand it actually does seem to improve performance and efficiency a lot over 1.7 (on that mater I like 1.6 or 1.8 over 1.7 -- to me all 1.7 versions seemed awfully laggy, especially during world-gen). OTOH, 1.8 seems to be yet another break-everything update (Forge hadn't even managed to get its block registry working last I checked), with another probable break-everything update looming to come out just as or before many of the big mods update. So, take your pick -- problems either way. I still develop for 1.7.10, then port to 1.8 for the "latest must be the best" crowd, with work-a-rounds for the places Forge is still broke (and wonder if back porting wouldn't be just as good or better).
I actually have mixed feeling about 1.8 versus 1.7.10 -- on the one hand it actually does seem to improve performance and efficiency a lot over 1.7 (on that mater I like 1.6 or 1.8 over 1.7 -- to me all 1.7 versions seemed awfully laggy, especially during world-gen). OTOH, 1.8 seems to be yet another break-everything update (Forge hadn't even managed to get its block registry working last I checked), with another probable break-everything update looming to come out just as or before many of the big mods update. So, take your pick -- problems either way. I still develop for 1.7.10, then port to 1.8 for the "latest must be the best" crowd, with work-a-rounds for the places Forge is still broke (and wonder if back porting wouldn't be just as good or better).
For my current setup in 1.7.10, Fastcraft fixes literally all issues I have with World generation stutter/lag. But without that little gem, yes, I agree with you entirely that 1.7.10 has some of the worst World Generation lag I've had to deal with.
By do do you mean play or create? I created Doomlike Dungeons. For the mods I play, its at this point its basically my Adventures of the Ancients mod pack (for 1.6.4) which also contains another mini-mod I made to help tie things together.
Cool, I liked DD when I used it with Lycanites and Dungeon Mobs. Really worked well together. Have you updated your Adventures of the Ancients for 1.7.10?
No, because MineFantasy is sort of the main mod in it, and it hasn't updated; I'd be willing to drop a lot of mods, but not that one. When a stable MFII comes out I'll probably make a sequel or update -- and now it looks like it will still have dungeon mobs, too (it looks like MF will probably take at least as long to update, so I have no need to get ansy for this mod over that) -- I definitely want dungeon mobs to stay in it if possible.
I've got most of the mobs done at this point; five more to go. I had to spend an inordinate amount of time on the cave fisher to make its behavior functional; at present, the illithid seems to be having some problems (spawning a bunch of copies of helmets, for whatever reason), so I'll need to look into that.
I'd also like to try my hand at - once again - dealing with the lizalfos lag problem, so that may delay things a bit, as well.
Overall though, things are going well enough. Should definitely be able to post the update before the end of the week.
Oh! - and if anybody is sufficiently fluent in a language and would like to assist in providing translations of names of things, that would be fantastic. My French isn't up to par for the task, and my knowledge of other actually-useful languages is paltry in comparison even to that.
I'm testing the mobs as I go through, making myself reasonably sure they won't crash. Lag was never a problem until the lizalfos, and I know precisely why it's an issue, it's just a matter of figuring out a solid work-around. I'm not sure how I want to fix the thoqqua problem, but it's relatively simple compared to the lizalfos.
And yes, all the mobs drop a significant amount of xp, and each has a drop. The drops aren't terribly interesting, but the amount of xp you get for killing of these things is pretty large compared to standard mobs.
You can download it Link Removed (Link Removed). I am presently unable to modify the OP, so we'll have to settle for doing it this way for the time being.
This update is little more than an update; there were some bug tweaks and minor modifications to how mobs behave.
I included code in a mini-mod I use to hold my modpack together to remove the cockatrice and a couple other bugged mobs; this mod was still too good over all to not use it over a couple bugs. I can send you the code if you like, its not at all complicated, just takes problem mobs out of spawn lists, while being simpler than using an entire mob spawning mod the MSC or JAS.
I can't help wonder which one it is -- I know Anonymous productions has been recruiting for MineFantasy, but there are so many it could be. I can't wait to find out. Good luck on the course work!
Agreed. Exploring underground with this mod was so fresh and terrifying! Looking forward to a 1.7.10 version eventually.
Dunno if this has been suggested before, but if you wanted some help with the update, I'd be more than happy to assist. PM me if you're interested, I've migrated a couple of mods (my own and one other) to 1.7.10, it's a bit of work but nowhere near impossible.
This, very much this. I love this mod, and I look forward to seeing the update whenever you get around to it...IRL comes first!
All work licensed under the Don't Be a Jerk license.
Nice Mohawky! Is that available as a download anywhere?
.
I too, would like to kindly request an update as to the progress of this mod.
Stay tuned.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
So this great mod will reborn soon? wonderful! And I hope it could support with RWG if possible
+1 to this, good to see you around here again Gnome. Hopefully your classes went well.
While were doing compatibility plugs, I would like to point out the the Doomlike Dungeons API would allow mobs to be automatically added to the dungeon (as opposed to using special themes) with just one line of code per mob (Lycanite has already tested it with his mobs, so I know it works).
I'll look into it.
For now I am focusing primarily on updating the code and fixing minor bugs as I come across them. Adding new content and dealing with interfacing properly with other mods will come later, and may not be included in the initial 4.0 release.
As an update: I'm about halfway done right now, provided the remaining mobs give me about the same level of difficulty as the ones I've already done. I have a busy weekend, though, so while I can say for certain that an update is inbound, it will probably not be posted until early next week.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Yes. I have no idea what 1.8 looks like, code-wise. The move to 1.7 was complex enough as it was, with most information undocumented and taking a couple days to get my dev environment set up properly, again thanks to lack of proper documentation. I'm really not looking forward to going through that experience again.
Once I update to 1.7.10, I have some ideas in the wings in terms of content; I'd like to implement them, as well as get some of the larger bugs fixed, before moving past that.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Strongly agreeing with Mohawky here. I see absolutely zero reason in updating as of right now, and I believe a very large portion of the modding community has come to the same consensus. Focus on 1.7.10, ignoring 1.8 for now in my honest opinion. It feels like Microsoft/Mojang are heading towards some kind of core system rework, and there is little point in trying to keep up with them unless something drastic changes.
I actually have mixed feeling about 1.8 versus 1.7.10 -- on the one hand it actually does seem to improve performance and efficiency a lot over 1.7 (on that mater I like 1.6 or 1.8 over 1.7 -- to me all 1.7 versions seemed awfully laggy, especially during world-gen). OTOH, 1.8 seems to be yet another break-everything update (Forge hadn't even managed to get its block registry working last I checked), with another probable break-everything update looming to come out just as or before many of the big mods update. So, take your pick -- problems either way. I still develop for 1.7.10, then port to 1.8 for the "latest must be the best" crowd, with work-a-rounds for the places Forge is still broke (and wonder if back porting wouldn't be just as good or better).
For my current setup in 1.7.10, Fastcraft fixes literally all issues I have with World generation stutter/lag. But without that little gem, yes, I agree with you entirely that 1.7.10 has some of the worst World Generation lag I've had to deal with.
By do do you mean play or create? I created Doomlike Dungeons. For the mods I play, its at this point its basically my Adventures of the Ancients mod pack (for 1.6.4) which also contains another mini-mod I made to help tie things together.
No, because MineFantasy is sort of the main mod in it, and it hasn't updated; I'd be willing to drop a lot of mods, but not that one. When a stable MFII comes out I'll probably make a sequel or update -- and now it looks like it will still have dungeon mobs, too (it looks like MF will probably take at least as long to update, so I have no need to get ansy for this mod over that) -- I definitely want dungeon mobs to stay in it if possible.
I've got most of the mobs done at this point; five more to go. I had to spend an inordinate amount of time on the cave fisher to make its behavior functional; at present, the illithid seems to be having some problems (spawning a bunch of copies of helmets, for whatever reason), so I'll need to look into that.
I'd also like to try my hand at - once again - dealing with the lizalfos lag problem, so that may delay things a bit, as well.
Overall though, things are going well enough. Should definitely be able to post the update before the end of the week.
Oh! - and if anybody is sufficiently fluent in a language and would like to assist in providing translations of names of things, that would be fantastic. My French isn't up to par for the task, and my knowledge of other actually-useful languages is paltry in comparison even to that.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I'm testing the mobs as I go through, making myself reasonably sure they won't crash. Lag was never a problem until the lizalfos, and I know precisely why it's an issue, it's just a matter of figuring out a solid work-around. I'm not sure how I want to fix the thoqqua problem, but it's relatively simple compared to the lizalfos.
And yes, all the mobs drop a significant amount of xp, and each has a drop. The drops aren't terribly interesting, but the amount of xp you get for killing of these things is pretty large compared to standard mobs.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Dungeon Mobs v4.0.0, for MC 1.7.10, is live.
You can download it Link Removed (Link Removed). I am presently unable to modify the OP, so we'll have to settle for doing it this way for the time being.
This update is little more than an update; there were some bug tweaks and minor modifications to how mobs behave.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker