Can you make the mobs individually disable-able in the config? as much as I love this mod I feel as though there is no way of avoiding the devious Rakshasa's.
Hey Gnomeworks, I know you absolutely detest it when people make suggestions for mobs to add to Dungeon Mobs, and I've seen you drag a few suggesters out back and beat them to a bloody pulp with that baseball bat you have, the one that has "O'le grumpy" scrawled on it. But I'd like to make one.
And, I know you are really busy with RL stuff, so don't take this as a must do now suggestion, maybe something for the future?
Dragons.
I can see you reaching for that bat, but wait, hear me out.
Its the one thing missing from a Minecraft D&D style mob experience in Dungeon Mobs, and for that matter any other mod. Sure there's been a couple of attempts at Dragon mounts, and a couple of copies of ender dragons that spawn in world - and cause huge amounts of world destruction that make creepers look like kittens. MineFantasy mod did some dragons that were pretty close, but to use those you have to accept the whole MineFantasy system, which most players don't like the complexity of.
But no-one, that I know of, has done the D&D style dragon experience of Red, Black, green dragons breathing fire and stuff, to be encountered in underground lairs etc.
i placed the unzipped file in mods like you said and when i press play for minecraft it doesnt load like no title screen or anything ?? help ? and yes i did set it to the correct forge version and minecraft version
That is not dead which can eternal lie,
And in strange aeons, even death may die.
This semester has been hectic for me, but I still live.
My schedule isn't exactly clearing up anytime soon, either: finals, term papers, and large projects loom in the next few weeks. Add to that the fact that I need to be moving soon... my plate has been rather full.
This project, however, has not fallen out of my field of view. I'll admit that I'm not at all up-to-date on conversions to 1.7, but once this semester ends and things settle down, I may have time for it.
There are several errors and bugs in the latest version, which have been pointed out in the pages since my last update. I'm aware of most of them, but haven't had the time to start working on figuring out fixes.
I have very strong opinions regarding the nature of dragons. I also have very strong opinions regarding my ability to do them any degree of justice: primarily that I won't be able to, at least not right now.
That said, they may - potentially, one day - be a thing that I try to accomplish.
As far as adding new mobs and such, in future updates, I have a number of ideas. I've got a small handful of things I would definitely like to implement, but I think - at this point - fixing all the problems with existing mobs comes first. Specifically, I would like the lizalfos to stop leaking horribly, and I've had a few ideas on how to make that the case (not to mention that the twin's behavior has always bugged me... I don't think they're working properly).
I have even considered going back and addressing the perceived balance issues with a mob or two, but whether or not I implement changes to balance is another question entirely.
I have also add a few ideas for other mods that I would like to try my hand at. Specifically: I would like to implement an "underdark" mod, which would be suitably terrifying. I would also like to try my hand at implementing procedurally-generated bosses, built from a number of predetermined pieces that could be combined in a theoretically-infinite number of ways, both in terms of mechanics and appearance.
Hey Gnomeworks, I know you absolutely detest it when people make suggestions for mobs to add to Dungeon Mobs, and I've seen you drag a few suggesters out back and beat them to a bloody pulp with that baseball bat you have, the one that has "O'le grumpy" scrawled on it. But I'd like to make one. And, I know you are really busy with RL stuff, so don't take this as a must do now suggestion, maybe something for the future? Dragons. I can see you reaching for that bat, but wait, hear me out. Its the one thing missing from a Minecraft D&D style mob experience in Dungeon Mobs, and for that matter any other mod. Sure there's been a couple of attempts at Dragon mounts, and a couple of copies of ender dragons that spawn in world - and cause huge amounts of world destruction that make creepers look like kittens. MineFantasy mod did some dragons that were pretty close, but to use those you have to accept the whole MineFantasy system, which most players don't like the complexity of. But no-one, that I know of, has done the D&D style dragon experience of Red, Black, green dragons breathing fire and stuff, to be encountered in underground lairs etc. Would be a great addition to Dungeon Mobs. Ok, beat me now.
May I get permission to use this mod in a mod pack.
its for 1.7.2 (when this mods updated)
its a Ungodly Hardcore Survival Mod Pack.
and im beta testing it on youtube and
twitch 12 hours every day there
I have your mod listed on the pack even though I don't have a 1.7.2 for this mod yet but im hoping we get a yes on the mod pack permisisons since this mod is cool and difficult
May I get permission to use this mod in a mod pack.
its for 1.7.2 (when this mods updated)
its a Ungodly Hardcore Survival Mod Pack.
and im beta testing it on youtube and
twitch 12 hours every day there
I have your mod listed on the pack even though I don't have a 1.7.2 for this mod yet but im hoping we get a yes on the mod pack permisisons since this mod is cool and difficult
Might want to hold off putting this in your pack until the blade trap issue gets fixed. They have no texture, so appear as magenta and black checkered squares, and they spawn all over the place, not just in dungeons but on the surface of the overworld. Very ugly without the textures
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There's an easy fix for the texture problem. You just rename folder "block" into "blocks" (put an S on the end!) in path "Dungeon Mobs v3.0.2.zip\assets\dungeonmobs\textures"
nice catch! Unfortunately, there is no way for us to fix the issue with blade traps spawning on the surface of the overworld. No way for us to stop them from spawning at all either, not without writing another mod to do so, and I do not know enough yet to write something like that.
I would prefer to not have them(blade traps) spawn at all, I'd just like the mobs added, no blocks, but would be ok if blade traps only spawned in dungeons. Blade traps spawning on the overworld surface looks out of place, and is unfairly dangerous to newly spawned players who do not have the armor & gear to protect themselves from dungeon level mobs/attacks.
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This has been their intended functionality from the beginning. Getting them to follow that behavior has - obviously - proven difficult.
Would you please code a config option to disable them? I'd like to disable both blocks and just have the new mobs. The only way we could do it is by coding a 3rd party mod that disabled them from generating(and I am too new to mod coding to know how to do this)
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Bunch of bug fixes. I almost certainly missed a few. Let me know. Highlights include: blade traps are no longer stupid, rakshasas and rust monsters should no longer crash the game.
As always, the list of changes can be found in the log in the first post.
And no, there was no v3.0.3. Apparently I decided I didn't like that number.
Bunch of bug fixes. I almost certainly missed a few. Let me know. Highlights include: blade traps are no longer stupid, rakshasas and rust monsters should no longer crash the game.
As always, the list of changes can be found in the log in the first post.
And no, there was no v3.0.3. Apparently I decided I didn't like that number.
It's been a long time since I've tried your mod, GnomeWorks, which is a real shame. Here's hoping it becomes a regular part of my pack again. I'll let you know what my testing finds. Thank you.
It's been a long time since I've tried your mod, GnomeWorks, which is a real shame. Here's hoping it becomes a regular part of my pack again. I'll let you know what my testing finds. Thank you.
Been a long time since I had the time to update.
Like I said, I almost assuredly missed a few bugs; my course load for the summer is significantly lighter, so I should be able to keep on top of bug reports and update as needed, at least for awhile.
Bunch of bug fixes. I almost certainly missed a few. Let me know. Highlights include: blade traps are no longer stupid, rakshasas and rust monsters should no longer crash the game.
As always, the list of changes can be found in the log in the first post.
And no, there was no v3.0.3. Apparently I decided I didn't like that number.
Awesome, I will check it out today.
No 303 love? I love the 303, the Roland TB-303 that is. Classic!
I cure all issues by using JAS (Just Another Spawner mod by Crudedragos) to spawn all mod mobs and creatures from all the mods I use. Its the ONLY mob spawner mod that actually works. It takes a bit of effort to set it up, but once you have, spawn problems become a thing of the past.
Thanks for the share. My concern about using 3rd party spawners is that it breaks vanilla mechanics, changing the way users have to create mob farms (like Ender Pearl farms in the End) or prevent the farms proper creation all together. I am looking at the forum page, it says JAS works the same as vanilla. As a user of the mod, you would know, is this the case? Do the same vanilla spawning rules apply?
Mobs spawn not closer than 24 blocks and not farther than 124 blocks from the player, and will despawn if over 128 blocks from player.
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To be clear, blade traps do not spawn like mobs anymore, they are now part of world generation. Any mods that modify how mobs spawn will (most likely) not impact blade traps.
That said, I am aware that some of these mods manage to avoid calling a mob's method for determining if it can spawn in a given location. Blade traps always return "false" to that question (as blocks turning into traps is a forced spawn, and doesn't ask for permission - it just does it), but that does mean that mods that mess with mob controls may make blade traps continue to spawn in odd places.
I'm currently working on a different project. I'm keeping an eye on this thread to see if any issues arise with the previous update, and if a serious bug crops up (or if the number of small issues reaches a critical mass), I'll deal with it.
That said, I am prone to spontaneously changing my focus and working on something else, so it is entirely possible that a new mob will be added to dungeon mobs sooner rather than later.
JAS will only take over a mob / creature spawn if you set it to. So, for example, say you are happy with all Dungeonmobs spawning except blade traps, then you would only change Blade trap spawning in JAS for that mod. JAS gives you a separate config for each mod that adds mobs/creatures. Vanilla rules apply unless you consciously change them. For example - if, in vanilla, you don't constantly kill sheep, pigs and cows etc, they do not despawn, so eventually they over run the vanilla spawn cap and nothing much spawns after that. In JAS you can set them to despawn if you wish to. There are literally hundreds of conditions you can set for how things spawn or despawn etc, in what biomes and in what numbers. Unlike CMS and MSC it actually works and only "interferes" where you tell it to.
This is a good read if you want to understand how vanilla spawning works (it doesn't) and why mods have problems with spawning their stuff: http://www.minecraft...-updated-82813/
The JAS thread is also useful.
Thanks for explaining this and the link. I am def interested in checking out that spawner. The one that comes with Mo'Creatures is the one that put a sour taste in my mouth about messing with vanilla spawning. We were about a month into a map with Mo' Creatures and had to dump it all bc we could not make the basic mob farms. #NeverAgain
To be clear, blade traps do not spawn like mobs anymore, they are now part of world generation. Any mods that modify how mobs spawn will (most likely) not impact blade traps.
thanks for explaining the change to how blade traps are generated. I think your new method will have the intended results and avoid blade traps spawning in the overworld surface and other places they should not be
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I really don't like the Blade Traps, because there just everywhere, I can't even move!
Is there an option to take this off?
And in strange aeons, even death may die.
This semester has been hectic for me, but I still live.
My schedule isn't exactly clearing up anytime soon, either: finals, term papers, and large projects loom in the next few weeks. Add to that the fact that I need to be moving soon... my plate has been rather full.
This project, however, has not fallen out of my field of view. I'll admit that I'm not at all up-to-date on conversions to 1.7, but once this semester ends and things settle down, I may have time for it.
There are several errors and bugs in the latest version, which have been pointed out in the pages since my last update. I'm aware of most of them, but haven't had the time to start working on figuring out fixes.
I have very strong opinions regarding the nature of dragons. I also have very strong opinions regarding my ability to do them any degree of justice: primarily that I won't be able to, at least not right now.
That said, they may - potentially, one day - be a thing that I try to accomplish.
As far as adding new mobs and such, in future updates, I have a number of ideas. I've got a small handful of things I would definitely like to implement, but I think - at this point - fixing all the problems with existing mobs comes first. Specifically, I would like the lizalfos to stop leaking horribly, and I've had a few ideas on how to make that the case (not to mention that the twin's behavior has always bugged me... I don't think they're working properly).
I have even considered going back and addressing the perceived balance issues with a mob or two, but whether or not I implement changes to balance is another question entirely.
I have also add a few ideas for other mods that I would like to try my hand at. Specifically: I would like to implement an "underdark" mod, which would be suitably terrifying. I would also like to try my hand at implementing procedurally-generated bosses, built from a number of predetermined pieces that could be combined in a theoretically-infinite number of ways, both in terms of mechanics and appearance.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Don't worry, dragons rock!
Also, I'm back on this thread!
the blade traps have no texture and are out of control.
its for 1.7.2 (when this mods updated)
its a Ungodly Hardcore Survival Mod Pack.
and im beta testing it on youtube and
twitch 12 hours every day there
I have your mod listed on the pack even though I don't have a 1.7.2 for this mod yet but im hoping we get a yes on the mod pack permisisons since this mod is cool and difficult
Might want to hold off putting this in your pack until the blade trap issue gets fixed. They have no texture, so appear as magenta and black checkered squares, and they spawn all over the place, not just in dungeons but on the surface of the overworld. Very ugly without the textures
nice catch! Unfortunately, there is no way for us to fix the issue with blade traps spawning on the surface of the overworld. No way for us to stop them from spawning at all either, not without writing another mod to do so, and I do not know enough yet to write something like that.
I would prefer to not have them(blade traps) spawn at all, I'd just like the mobs added, no blocks, but would be ok if blade traps only spawned in dungeons. Blade traps spawning on the overworld surface looks out of place, and is unfairly dangerous to newly spawned players who do not have the armor & gear to protect themselves from dungeon level mobs/attacks.
This has been their intended functionality from the beginning. Getting them to follow that behavior has - obviously - proven difficult.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Would you please code a config option to disable them? I'd like to disable both blocks and just have the new mobs. The only way we could do it is by coding a 3rd party mod that disabled them from generating(and I am too new to mod coding to know how to do this)
Bunch of bug fixes. I almost certainly missed a few. Let me know. Highlights include: blade traps are no longer stupid, rakshasas and rust monsters should no longer crash the game.
As always, the list of changes can be found in the log in the first post.
And no, there was no v3.0.3. Apparently I decided I didn't like that number.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
It's been a long time since I've tried your mod, GnomeWorks, which is a real shame. Here's hoping it becomes a regular part of my pack again. I'll let you know what my testing finds. Thank you.
Been a long time since I had the time to update.
Like I said, I almost assuredly missed a few bugs; my course load for the summer is significantly lighter, so I should be able to keep on top of bug reports and update as needed, at least for awhile.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
WHAT WILL BE NEXT?
Awesome, I will check it out today.
No 303 love? I love the 303, the Roland TB-303 that is. Classic!
Thanks for the share. My concern about using 3rd party spawners is that it breaks vanilla mechanics, changing the way users have to create mob farms (like Ender Pearl farms in the End) or prevent the farms proper creation all together. I am looking at the forum page, it says JAS works the same as vanilla. As a user of the mod, you would know, is this the case? Do the same vanilla spawning rules apply?
Mobs spawn not closer than 24 blocks and not farther than 124 blocks from the player, and will despawn if over 128 blocks from player.
That said, I am aware that some of these mods manage to avoid calling a mob's method for determining if it can spawn in a given location. Blade traps always return "false" to that question (as blocks turning into traps is a forced spawn, and doesn't ask for permission - it just does it), but that does mean that mods that mess with mob controls may make blade traps continue to spawn in odd places.
I'm currently working on a different project. I'm keeping an eye on this thread to see if any issues arise with the previous update, and if a serious bug crops up (or if the number of small issues reaches a critical mass), I'll deal with it.
That said, I am prone to spontaneously changing my focus and working on something else, so it is entirely possible that a new mob will be added to dungeon mobs sooner rather than later.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Thanks for explaining this and the link. I am def interested in checking out that spawner. The one that comes with Mo'Creatures is the one that put a sour taste in my mouth about messing with vanilla spawning. We were about a month into a map with Mo' Creatures and had to dump it all bc we could not make the basic mob farms. #NeverAgain
thanks for explaining the change to how blade traps are generated. I think your new method will have the intended results and avoid blade traps spawning in the overworld surface and other places they should not be