You would have to use a mob spawn control mod to disable the manticore, but you would have to do a lot of configuration settings for all the other mobs and biomes.
Can anyone recommend a mob spawn control mod that works with Dungeon Mobs? I'd like to make the Dungeon Mobs rather rare so they're a scary special treat, rather than changing the game all over.
Can anyone recommend a mob spawn control mod that works with Dungeon Mobs? I'd like to make the Dungeon Mobs rather rare so they're a scary special treat, rather than changing the game all over.
Any of these will work, it's a matter of how many other options you're looking for that makes the difference in decision of what's best for you. You'll notice an inverse ratio of sorts between the number of settings and overall ease of use (generally speaking the more options available, the more difficult it may be to configure). I've listed them according to options, highest to lowest.
Just Another Spawner (JAS)
Mob Spawn Controls (MSC/MSC2)
Custom Mob Spawner (CMS)
if you're running 1.4.7, add Budd's Spawn Rules to (the top half of) the list.
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The config files are your friends! Get to know them, and shape your world!
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Thanks for the list Gurrok. One interesting thing about Dungeon Mobs is that many of the creature descriptions say "only spawns in the depths" or underground. It doesn't look like any of the mods you mention have depth-based spawning rules, so I guess that part of Dungeon Mobs wouldn't work if a mob spawn control mod is installed? You'd see them spawning in the overworld?
Thanks for the list Gurrok. One interesting thing about Dungeon Mobs is that many of the creature descriptions say "only spawns in the depths" or underground. It doesn't look like any of the mods you mention have depth-based spawning rules, so I guess that part of Dungeon Mobs wouldn't work if a mob spawn control mod is installed? You'd see them spawning in the overworld?
JAS allows you to set min/max height spawn rules per mob, as well as many other things. So if you want them to only spawn below a certain level it is most definitely possible with JAS. I am unsure about the other mentioned mods as I have not used them recently.
An example of spawning them underground only with JAS tags would be:
{!spawn:!sky:&maxSpawnHeight,35:&light,0,7}
The above is effectively saying "never spawn unless you cannot see the sky AND you are below level 35 AND the light level is between 0 and 7". One example of the complex configurations you could potentially set up.
Decided that I would change from a 1.5.1 to 1.5.2 instance today and have been testing mods I use that don't explicitly state whether or not they are compatible.
...does the OP say anything about being compatible with 1.5.2 yet?
No. No it does not.
Finals, end of semester projects, a friend in the hospital, attempting to arrange for the near-immediate future of my education, and dealing with a very craptastic economic situation all rank significantly higher in importance than this little project of mine going on here.
As I mentioned in my last post here, I have compiled a list of bugs and will be sorting through them when I have the time, energy, and inclination to update DM to 1.5.2. In particular, the rust monster targeting bug, weird errors with the manticore, and the still-full-of-fail memory consumption on part of the lizalfos are primary targets for fixes. If anyone has any other bugs they would like to bring to my attention, please do so, and I will do what I can to tend to them when I find the time.
I am unwilling to give an ETA on the next update at this time.
...does the OP say anything about being compatible with 1.5.2 yet?
No. No it does not.
Finals, end of semester projects, a friend in the hospital, attempting to arrange for the near-immediate future of my education, and dealing with a very craptastic economic situation all rank significantly higher in importance than this little project of mine going on here.
As I mentioned in my last post here, I have compiled a list of bugs and will be sorting through them when I have the time, energy, and inclination to update DM to 1.5.2. In particular, the rust monster targeting bug, weird errors with the manticore, and the still-full-of-fail memory consumption on part of the lizalfos are primary targets for fixes. If anyone has any other bugs they would like to bring to my attention, please do so, and I will do what I can to tend to them when I find the time.
I am unwilling to give an ETA on the next update at this time.
...does the OP say anything about being compatible with 1.5.2 yet?
No. No it does not.
You are correct. It does not. Given though that there have been many mods for 1.5.1 that have worked without needing an update I thought it prudent to test and report back the results.
I am sorry to hear about the issues going on in your personal life. I do hope they work themselves out for the best and of course they do take a much higher priority over a hobby such as Minecraft modding.
Thanks again for your hard work on this mod, I think it is one of the best hostile mob-mods out there and look forward to seeing how it develops in the future.
You are correct. It does not. Given though that there have been many mods for 1.5.1 that have worked without needing an update I thought it prudent to test and report back the results.
Ah. Fair enough, then - my apologies for the harshness. I've seen far too many instances of individuals complaining about mods not working after an update, and thought that was what was going on there.
Thanks again for your hard work on this mod, I think it is one of the best hostile mob-mods out there and look forward to seeing how it develops in the future.
Thanks for the praise.
I'll admit that D&D has started to run out of monsters that can be reasonably done in MC. The manticore is probably among the last critters I'll crib from it. I will say that I do have another mob in the works, that has significantly more unusual spawning requirements than we've seen to date, but I've been having problems getting it to behave properly (story of my life, right there).
Ah. Fair enough, then - my apologies for the harshness. I've seen far too many instances of individuals complaining about mods not working after an update, and thought that was what was going on there.
Not a problem, I am sure you do get a lot of complaining and I didn't really explain my intentions very well; no hard feelings.
I'll admit that D&D has started to run out of monsters that can be reasonably done in MC. The manticore is probably among the last critters I'll crib from it. I will say that I do have another mob in the works, that has significantly more unusual spawning requirements than we've seen to date, but I've been having problems getting it to behave properly (story of my life, right there).
Sounds like an interesting enemy! Sad to hear that the D&D pool is starting to dry up but I am sure it isn't feasible or easy to try and bring a creature from a different media into a game like Minecraft while still maintaining the high level of quality you have shown thus far.
I look forward to eventually getting killed by your newest addition as well as whatever else you happen to come up with.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
Blade Trap would be a perfect block type for Minecraft now I think about it. Place it down and anyone directly in line with it within X blocks and it slides towards them, damaging and pushing them back. Good idea! I think it'd work better as a full height block with spikes on the sides, rather than a flat shell like in the Zelda pic?
this is one of my fav mods in the entire forums please take your time on the updates but please never stop updateing the mod it is one of the best mods out there it provides me a challenge and in general its an awsome mod
Blade Trap would be a perfect block type for Minecraft now I think about it. Place it down and anyone directly in line with it within X blocks and it slides towards them, damaging and pushing them back. Good idea! I think it'd work better as a full height block with spikes on the sides, rather than a flat shell like in the Zelda pic?
Hrm.
I'll admit that I honestly hadn't considered doing it as a block. The more I think about it, though, that would solve a number of the problems I'm presently having with the behavior, and would have the advantage of persistence: if you know a blade trap is in a given location, it logically shouldn't despawn like a normal mob, and you should be able to plan around it if unable to destroy it.
Of course, this would require me redoing the code from the ground up... though I'm inclined to say that the end result would be more appropriate than what I've got presently. I can already foresee some issues with this approach, not even taking into account my almost complete lack of knowledge of block coding... but again, I think the end result would be better than my current approach, and thus worth the time investment.
Blade Trap would be a perfect block type for Minecraft now I think about it. Place it down and anyone directly in line with it within X blocks and it slides towards them, damaging and pushing them back. Good idea! I think it'd work better as a full height block with spikes on the sides, rather than a flat shell like in the Zelda pic?
I second this, and another idea: make it only spawn in strongholds/dungeons, it'll provide a nice rarity for it, and a great way to spice things up.
Update to Minecraft v1.5.2 is the big news here, but there have been a few other modifications.
While I could not recreate the rust monster bug, I think I found the cause of it, and that has been hopefully resolved. Let me know if it works or not - and if not, please give me a little more information about when the bug was caused (what had happened leading up to the crash, what the rust monsters were doing when it crashed, etc).
Lizalfos lag has been reduced a bit. Let me know if they cause any problems.
Trolls were apparently not regenerating properly due to some poor coding. They should now do so.
All mobs' targeting ranges are now modified to take game difficulty into account - the higher the difficulty, the further they will track you.
here's the log
http://pastebin.com/wr5R3ewa
Can anyone recommend a mob spawn control mod that works with Dungeon Mobs? I'd like to make the Dungeon Mobs rather rare so they're a scary special treat, rather than changing the game all over.
Any of these will work, it's a matter of how many other options you're looking for that makes the difference in decision of what's best for you. You'll notice an inverse ratio of sorts between the number of settings and overall ease of use (generally speaking the more options available, the more difficult it may be to configure). I've listed them according to options, highest to lowest.
Just Another Spawner (JAS)
Mob Spawn Controls (MSC/MSC2)
Custom Mob Spawner (CMS)
if you're running 1.4.7, add Budd's Spawn Rules to (the top half of) the list.
JAS allows you to set min/max height spawn rules per mob, as well as many other things. So if you want them to only spawn below a certain level it is most definitely possible with JAS. I am unsure about the other mentioned mods as I have not used them recently.
An example of spawning them underground only with JAS tags would be:
The above is effectively saying "never spawn unless you cannot see the sky AND you are below level 35 AND the light level is between 0 and 7". One example of the complex configurations you could potentially set up.
...does the OP say anything about being compatible with 1.5.2 yet?
No. No it does not.
Finals, end of semester projects, a friend in the hospital, attempting to arrange for the near-immediate future of my education, and dealing with a very craptastic economic situation all rank significantly higher in importance than this little project of mine going on here.
As I mentioned in my last post here, I have compiled a list of bugs and will be sorting through them when I have the time, energy, and inclination to update DM to 1.5.2. In particular, the rust monster targeting bug, weird errors with the manticore, and the still-full-of-fail memory consumption on part of the lizalfos are primary targets for fixes. If anyone has any other bugs they would like to bring to my attention, please do so, and I will do what I can to tend to them when I find the time.
I am unwilling to give an ETA on the next update at this time.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
thanx for all your hard work =)
You are correct. It does not. Given though that there have been many mods for 1.5.1 that have worked without needing an update I thought it prudent to test and report back the results.
I am sorry to hear about the issues going on in your personal life. I do hope they work themselves out for the best and of course they do take a much higher priority over a hobby such as Minecraft modding.
Thanks again for your hard work on this mod, I think it is one of the best hostile mob-mods out there and look forward to seeing how it develops in the future.
Ah. Fair enough, then - my apologies for the harshness. I've seen far too many instances of individuals complaining about mods not working after an update, and thought that was what was going on there.
Thanks for the praise.
I'll admit that D&D has started to run out of monsters that can be reasonably done in MC. The manticore is probably among the last critters I'll crib from it. I will say that I do have another mob in the works, that has significantly more unusual spawning requirements than we've seen to date, but I've been having problems getting it to behave properly (story of my life, right there).
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Not a problem, I am sure you do get a lot of complaining and I didn't really explain my intentions very well; no hard feelings.
Sounds like an interesting enemy! Sad to hear that the D&D pool is starting to dry up but I am sure it isn't feasible or easy to try and bring a creature from a different media into a game like Minecraft while still maintaining the high level of quality you have shown thus far.
I look forward to eventually getting killed by your newest addition as well as whatever else you happen to come up with.
Hrm.
I'll admit that I honestly hadn't considered doing it as a block. The more I think about it, though, that would solve a number of the problems I'm presently having with the behavior, and would have the advantage of persistence: if you know a blade trap is in a given location, it logically shouldn't despawn like a normal mob, and you should be able to plan around it if unable to destroy it.
Of course, this would require me redoing the code from the ground up... though I'm inclined to say that the end result would be more appropriate than what I've got presently. I can already foresee some issues with this approach, not even taking into account my almost complete lack of knowledge of block coding... but again, I think the end result would be better than my current approach, and thus worth the time investment.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I second this, and another idea: make it only spawn in strongholds/dungeons, it'll provide a nice rarity for it, and a great way to spice things up.
Been there, done that.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Update to Minecraft v1.5.2 is the big news here, but there have been a few other modifications.
While I could not recreate the rust monster bug, I think I found the cause of it, and that has been hopefully resolved. Let me know if it works or not - and if not, please give me a little more information about when the bug was caused (what had happened leading up to the crash, what the rust monsters were doing when it crashed, etc).
Lizalfos lag has been reduced a bit. Let me know if they cause any problems.
Trolls were apparently not regenerating properly due to some poor coding. They should now do so.
All mobs' targeting ranges are now modified to take game difficulty into account - the higher the difficulty, the further they will track you.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
2013-05-18 00:38:57 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-05-18 00:38:57 [INFO] [STDERR] at gnomeWorks.dungeonMobs.EntityDestrachan.<init>(EntityDestrachan.java:56)
2013-05-18 00:38:57 [INFO] [STDERR] ... 18 more
2013-05-18 00:38:57 [INFO] [STDERR] java.lang.reflect.InvocationTargetException
2013-05-18 00:38:57 [INFO] [STDERR] at sun.reflect.GeneratedConstructorAccessor132.newInstance(Unknown Source)
2013-05-18 00:38:57 [INFO] [STDERR] at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
2013-05-18 00:38:57 [INFO] [STDERR] at java.lang.reflect.Constructor.newInstance(Unknown Source)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.entity.EntityList.func_75620_a(EntityList.java:119)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.tileentity.MobSpawnerBaseLogic.func_98281_h(SourceFile:233)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.client.renderer.tileentity.TileEntityMobSpawnerRenderer.func_98144_a(SourceFile:22)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.client.renderer.tileentity.TileEntityMobSpawnerRenderer.func_76905_a(SourceFile:17)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.client.renderer.tileentity.TileEntityMobSpawnerRenderer.func_76894_a(SourceFile:12)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76949_a(SourceFile:107)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.client.renderer.tileentity.TileEntityRenderer.func_76950_a(SourceFile:99)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.client.renderer.RenderGlobal.func_72713_a(RenderGlobal.java:539)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1684)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1125)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.src.EntityRendererProxy.func_78480_b(EntityRendererProxy.java:36)
2013-05-18 00:38:57 [INFO] [STDERR] at weather.EntityRendererProxyWeatherMini.func_78480_b(EntityRendererProxyWeatherMini.java:52)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:871)
2013-05-18 00:38:57 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:760)
2013-05-18 00:38:57 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)