I'm using a slightly out-of-date Mo creatures along with GoG and I've found myself to have the opposite issue: not enough mobs. Now, I know I could crank the spawn rates way up there (I've got everything but Harpies and Cockatrices at 15 out of 10) but I kind of wanted to see what their spawn rates were like at a 'normal' rate. Plus it certainly won't help that the few other MoCreatures mobs I left enabled still kind of crowd out GoG mobs. So Silentine is definitely correct; it depends on the mods you've got running.
But as for the ease/worth of killing the mobs? I would highly recommend Tinker's Construct to provide new swords. TC has the ability to improve the damage done by your swords, and makes them so much more easily repairable, that I honestly have made a desert-only Mystcraft world and farmed Harpies for their emeralds. They end up taking maybe three or four hits, and with the right armor I can end up losing maybe only 2-3 hearts per group (swords that heal with each attack help in that regards).
I have not found many chests/item sacks from the GoG mobs, but it has always been a pleasant surprise when I do, even if I've only ever gotten iron picks (so far). Fighting the level 3 mobs has been both fun (when up against Sphinxes) and a PitA (when I died right at spawn to a Valkyrie, who then proceed to spawn camp my ass). But when they drop those golden apple slices, I dunno, I just feel vindicated. =)
First off, I love the idea of having new uses for the shards, cannot wait to see that!
Second, what other mods/settings you have truly make the difference in terms of what's valuable. For example, in 1.4.7 I too had no real use for gold other than powered rails. Once I started jumping into mods, that all changed. RPG Inventory's jewelry requires blocks of gold to craft, Sheepmen from Primitive Mobs trade using gold ingots, and Mo' Creatures werewolves are simply too much to deal with if you don't keep a gold sword on you at all times. Gold suddenly became incredibly useful and desired!
In that same vein (no pun intended), your spawn settings also dramatically change the way you play. Too many (especially tough) mobs, and you're fighting for every block of land; too few and you get bored. IMO, once you start adding multiple mods that include new mobs, you should really consider using a mob spawner mod to take care of things. There's 3 major ones out there for 1.5.1 (Just Another Spawner, Mob Spawn Controls, and Custom Mob Spawner), and a 4th if you're running 1.4.7 (Spawn Rules by Budd). Look into their features and what they offer, and find the one you're comfortable using that provides the results you're looking for. If you're not sure, ask in their threads for help, and look through the thread linked in my sig.
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The main mod I'm using that adds weapons and stuff, AltriaCraft, isn't particularly far along and as of now the more powerful weapons aren't available, but I still enjoy a challenge. I don't really like TConstruct's sense of balance, although I must admit the smeltery is pretty cool.
@Silentine:
My main problem with giving mobs vanilla drops is that it often makes certain aspects of gameplay cheaper rather than having to work towards it. The early game of MC is about risk v. reward, and if mobs are dropping Eyes of Ender/Potions I feel like I'm being cheated out of having to work towards the Nether (That being said, I hate the Nether >_>)
I'd kind of like to see more mod-unique items, but not necessarily focused on grinding mobs which is a pain because MC's combat isn't really the best. I know it's not easy to code complex stuff, but here's what I think about it:
The mod kind of lacks an overall goal. I know this is largely because it's a mob mod rather than a weapon/armor mod now, but I'd kinda like to see the player grow as they get more and more skilled in killing dangerous creatures.
I know this is kind of vague, but I've been following this mod pretty much since it was first released. I really like this mod, and want it to be successful.
I agree that Vanilla's spawning system isn't really optimized for this mod due to the large amount of mobs, but I'm not really sure if there's an easy solution to this.
For me, the best mods are the ones that know what they want to be, and do it well. This mod does an excellent job of adding new monsters to the world.
Agreed. It does what it says on the tin, so to speak.
I had this same type of convo come up in Atmosmobs, so I'll paraphrase what I said there. A mod that adds a bunch of different things, even if they are well-balanced and work together, may still not be as beneficial as several mods focusing on different aspects.
Imagine if this mod also added blocks, ores, and recipes for more items using those. On a whole, it may be a great addition... but what if a player wanted just the challenging mobs? They would have to go out of their way to avoid the other features (even assuming some config options, an item may sneak into a treasure chest or something unless the config was VERY detailed). Also, the more varied the elements added to any one mod, the more problems that arise (Mo'Creatures recent addition of the wyvern biome, for example), and sometimes even quality can decrease as the author doesn't get to focus on details.
With multiple mods, a player can add just the mobs if that's what they want. If it's too challenging, they have several options (changing spawn rates, adding a mod for upgraded items, etc). While each of those mods aren't going to be 100% compatible, things are getting better in that department as well. The oreDictionary, for example, allows multiple mods to use equivalent items (assuming the mod authors have the foresight to include compatibility of course).
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I have two suggestions for people who want to play this mod: Get Mo' Creatures, and turn on cheats when you make a world so that you can turn on keepInventory (and turn off mobGriefing while you're at it; no one likes creeper damage and crushed crops) in the game rules.
Mo' Creatures will let you get more of a handle on how often and how many of these mobs will spawn, it will let you diversify where they can spawn (if you wish), and, most importantly of all, it bogs down the spawns with so very, very many of it's own mobs so you run into these mobs even less often so that you won't be getting murdered every other minute.
Turning on keepInventory is a suggestion that isn't for everyone. It will make you not lose your inventory (or EXP) when you die. For some, it may take away all sense of urgency and challenge. For others (like me) it takes away the frustration of getting murdered every time you manage to get an iron sword, and lets you focus on having fun playing Minecraft sort of like a classic RPG.
Edit: I have come back to tack onto the end of this post: The bounding box on melee centaurs feels like it's too far in front of their model. That is all.
Edit 2: I would put this into a separate post, but I already have the last post on this thread and that would be untidy.
Anyway, I had an idea: What if you had an "easy mode" toggle in the config? This "easy mode" would not affect the mobs in any way other than reducing their health (and perhaps removing more status effects, like Banshee's fire and Succubus' nausea). Tier 1 mobs would go from 40 points down to 20 points (Minecraft mob standard), tier 2 mobs would go from 80 points down to 40 points (Minecraft hard mob standard (Enderman)), and tier 3 mobs would be unchanged, which would make them feel a bit more boss-like and more dangerous in comparison to the other average mobs in this mod.
I have two suggestions for people who want to play this mod: Get Mo' Creatures, and turn on cheats when you make a world so that you can turn on keepInventory (and turn off mobGriefing while you're at it; no one likes creeper damage and crushed crops) in the game rules.
Mo' Creatures will let you get more of a handle on how often and how many of these mobs will spawn, it will let you diversify where they can spawn (if you wish), and, most importantly of all, it bogs down the spawns with so very, very many of it's own mobs so you run into these mobs even less often so that you won't be getting murdered every other minute.
Turning on keepInventory is a suggestion that isn't for everyone. It will make you not lose your inventory (or EXP) when you die. For some, it may take away all sense of urgency and challenge. For others (like me) it takes away the frustration of getting murdered every time you manage to get an iron sword, and lets you focus on having fun playing Minecraft sort of like a classic RPG.
Edit: I have come back to tack onto the end of this post: The bounding box on melee centaurs feels like it's too far in front of their model. That is all.
Edit 2: I would put this into a separate post, but I already have the last post on this thread and that would be untidy.
Anyway, I had an idea: What if you had an "easy mode" toggle in the config? This "easy mode" would not affect the mobs in any way other than reducing their health (and perhaps removing more status effects, like Banshee's fire and Succubus' nausea). Tier 1 mobs would go from 40 points down to 20 points (Minecraft mob standard), tier 2 mobs would go from 80 points down to 40 points (Minecraft hard mob standard (Enderman)), and tier 3 mobs would be unchanged, which would make them feel a bit more boss-like and more dangerous in comparison to the other average mobs in this mod.
I like the idea of the easy mode toggle. It would make things simple for users to change things without having to deal with complicated spawn setups and stuff. Whether that's a feasible setting to code for GoG however, is another issue altogether.
As for suggesting Mo'Creatures: I use that mod and absolutely enjoy the content it provides. I am unsatisfied by it's required sister, Custom Mob Spawner. If someone adds these mods to their game and are getting undesirable results, I highly suggest researching alternate spawn settings in CMS or even alternative spawn mods altogether. (There's a ton of info found at the link in my signature.)
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I'm using a slightly out-of-date Mo creatures along with GoG and I've found myself to have the opposite issue: not enough mobs. Now, I know I could crank the spawn rates way up there (I've got everything but Harpies and Cockatrices at 15 out of 10) but I kind of wanted to see what their spawn rates were like at a 'normal' rate. Plus it certainly won't help that the few other MoCreatures mobs I left enabled still kind of crowd out GoG mobs. So Silentine is definitely correct; it depends on the mods you've got running.
But as for the ease/worth of killing the mobs? I would highly recommend Tinker's Construct to provide new swords. TC has the ability to improve the damage done by your swords, and makes them so much more easily repairable, that I honestly have made a desert-only Mystcraft world and farmed Harpies for their emeralds. They end up taking maybe three or four hits, and with the right armor I can end up losing maybe only 2-3 hearts per group (swords that heal with each attack help in that regards).
I have not found many chests/item sacks from the GoG mobs, but it has always been a pleasant surprise when I do, even if I've only ever gotten iron picks (so far). Fighting the level 3 mobs has been both fun (when up against Sphinxes) and a PitA (when I died right at spawn to a Valkyrie, who then proceed to spawn camp my ass). But when they drop those golden apple slices, I dunno, I just feel vindicated. =)
Thanks for sharing your experience using this mod. My current basis for change/improvement is from the input of those who use this mod (through comments and playthroughs). Mostly because I have no available time to even use my mod and test things out myself.
I should add a "box of boxes" to Level 3 mobs in the future. I always enjoy the thrill of obtaining a random item from an old box.
First off, I love the idea of having new uses for the shards, cannot wait to see that!
Second, what other mods/settings you have truly make the difference in terms of what's valuable. For example, in 1.4.7 I too had no real use for gold other than powered rails. Once I started jumping into mods, that all changed. RPG Inventory's jewelry requires blocks of gold to craft, Sheepmen from Primitive Mobs trade using gold ingots, and Mo' Creatures werewolves are simply too much to deal with if you don't keep a gold sword on you at all times. Gold suddenly became incredibly useful and desired!
You make me feel like I should put more effort into their alternative uses . It can always be changed after I release my next update depending on user input although do not expect much in my current update.
It really does. Especially with the Technic mods. I guess it depends mostly on mods and what the player wants to make.
@Silentine:
My main problem with giving mobs vanilla drops is that it often makes certain aspects of gameplay cheaper rather than having to work towards it. The early game of MC is about risk v. reward, and if mobs are dropping Eyes of Ender/Potions I feel like I'm being cheated out of having to work towards the Nether (That being said, I hate the Nether >_>)
I'd kind of like to see more mod-unique items, but not necessarily focused on grinding mobs which is a pain because MC's combat isn't really the best. I know it's not easy to code complex stuff, but here's what I think about it:
The mod kind of lacks an overall goal. I know this is largely because it's a mob mod rather than a weapon/armor mod now, but I'd kinda like to see the player grow as they get more and more skilled in killing dangerous creatures.
I know this is kind of vague, but I've been following this mod pretty much since it was first released. I really like this mod, and want it to be successful.
This is true. This is why I try to avoid adding Nether/End-related items to the drop list. I want to keep them seperate as much as possible because I want the original path of the game to still remain there. I guess I should remove the Eye of Ender dropping from the Ender Eye. Been itching to do it for a long time .
I am uncertain on your description of "overall goal" .
Imagine if this mod also added blocks, ores, and recipes for more items using those. On a whole, it may be a great addition... but what if a player wanted just the challenging mobs? They would have to go out of their way to avoid the other features (even assuming some config options, an item may sneak into a treasure chest or something unless the config was VERY detailed). Also, the more varied the elements added to any one mod, the more problems that arise (Mo'Creatures recent addition of the wyvern biome, for example), and sometimes even quality can decrease as the author doesn't get to focus on details.
This was exactly the state of Grimoire of Gaia 1. It added ores and items (really bugged) but in the end the players simply wanted the mobs alone which is why when I was developing Grimoire of Gaia 2 the only thing I had in mind was add mobs and add items which are compatible with other mods.
I have no idea how the ore dictionary works and honestly I think there is already too much various colors of copper and tin already .
Edit: I have come back to tack onto the end of this post: The bounding box on melee centaurs feels like it's too far in front of their model. That is all.
Anyway, I had an idea: What if you had an "easy mode" toggle in the config? This "easy mode" would not affect the mobs in any way other than reducing their health (and perhaps removing more status effects, like Banshee's fire and Succubus' nausea). Tier 1 mobs would go from 40 points down to 20 points (Minecraft mob standard), tier 2 mobs would go from 80 points down to 40 points (Minecraft hard mob standard (Enderman)), and tier 3 mobs would be unchanged, which would make them feel a bit more boss-like and more dangerous in comparison to the other average mobs in this mod.
It is. It has been fixed in update-in-development along with a few other mobs which have untidy bounding boxes although the Centaur is the worst case because of the model itself.
Sounds possible because all the mobs in this mod use the same values based on their Level. I will try to implement it after my next update. I want to release this update as soon as possible .
I am uncertain on your description of "overall goal" .
What I mean is more of a mod-specific reason to challenge yourself with your mobs.
A couple ideas:
A book that records what mobs you successfully encounter, and once filled can summon a special mob that assists in combat, (tweaked wolf AI with better stats/auto-regenerating health?) that can change its appearance by shift-right clicking to open up a book GUI that can change its appearance to any of your mobs? I know you've been hesitant on adding companion mobs because of the amount of work involved, but this might be a decent catch-all. It'd still be quite a bit of work though .-.
rare trophy-like artifacts that can be placed in the world. Forge's new .obj importer should help with custom models on blocks.
But in the end, it is your mod and I'm not the only one who uses it. YMMV, I guess. I'm not even sure if my suggestions are really for the good of the mod, but I'd just like to throw them out there.
What I mean is more of a mod-specific reason to challenge yourself with your mobs.
A couple ideas:
A book that records what mobs you successfully encounter, and once filled can summon a special mob that assists in combat, (tweaked wolf AI with better stats/auto-regenerating health?) that can change its appearance by shift-right clicking to open up a book GUI that can change its appearance to any of your mobs? I know you've been hesitant on adding companion mobs because of the amount of work involved, but this might be a decent catch-all. It'd still be quite a bit of work though .-.
rare trophy-like artifacts that can be placed in the world. Forge's new .obj importer should help with custom models on blocks.
But in the end, it is your mod and I'm not the only one who uses it. YMMV, I guess. I'm not even sure if my suggestions are really for the good of the mod, but I'd just like to throw them out there.
Totally see what you mean now... that's actually some very interesting examples. There are some other mods that sort of go in those directions, but not quite in the same way (Familiars and Household Gods both come to mind). Having these kind of things would be very cool and unique, and as you said really keep the focus of the mod mob-centric while providing more features. Me likey!
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What I mean is more of a mod-specific reason to challenge yourself with your mobs.
A couple ideas:
A book that records what mobs you successfully encounter, and once filled can summon a special mob that assists in combat, (tweaked wolf AI with better stats/auto-regenerating health?) that can change its appearance by shift-right clicking to open up a book GUI that can change its appearance to any of your mobs? I know you've been hesitant on adding companion mobs because of the amount of work involved, but this might be a decent catch-all. It'd still be quite a bit of work though .-.
rare trophy-like artifacts that can be placed in the world. Forge's new .obj importer should help with custom models on blocks.
But in the end, it is your mod and I'm not the only one who uses it. YMMV, I guess. I'm not even sure if my suggestions are really for the good of the mod, but I'd just like to throw them out there.
I never really thought about it. I felt like my mod was supposed to act more like an addon than a stand alone mod which is why I never thought of trying to make it unique and instead focused more on making it blend in with Minecraft.
Yeah, that is definitely out of my reach . It sounds a bit like the littleMaidMob mob where you can customize its appearance (minus the book). I believe this was suggested many months ago, the book part at least. Something like Thaumcraft or maybe Achievements?
This definitely interests me assuming it is easy to do I hope. I always wanted to try to add a bit of customized furniture. It may not serve any function but it still acts as a reminder or a collectable.
when you'll be releasing an update, think you could make it obfuscated with the reobfuscate_srg.bat?
without that thing your mod's only compatible with 1.5.1, with it it'd be also compatible with 1.5.0 and 1.5.2 out of the box without any need on your side to update it.
also a small model related bug i noticed in creative, the anubis's ears won't rotate with her head when she looks up at you. a few other mobs that have those flat ears on the side of their heads (centaurs for example) will have the ears fly away from their heads when they look up, and the minotaur's neck doesn't seem to use the same axis point position as his head, so when he turns his head around, his neck flies away.
Thanks for the suggestion! I never knew about the reobfuscate_srg.bat until you mentioned it.
I made it so they can't. For some reason they will do that despite sharing the same axis point with the head because unlike the head, they are seperate and are only situated on the sides. When they are rotated they split off from the head. I do not know if this is a limitation or simply because this is how the model moves in Minecraft but I seem to not have a solution for this.
I did not notice the Minotaur neck before because I made it so that it will not bend with the head. I will fix this.
Is there any way to set what its creatures will hostile to? I'd love it if the centaurs for example could be made hostile to the Goblins from the Goblin mod.
Thanks!
I am unsure if it is possible without some kind of API to connect mods. I have however fixed the mob AI in my next update where they will now attack mobs which attack them first. This has been a problem with companion mods fighting these mobs while these mobs not fighting back.
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I feel like adding new stuff while blending in is probably the best way to go.
Achievements are largely ignored, and often get reset, so I don't think that would be the best way to go.
I don't really have any more ideas on the matter. I would suggest asking around on the Forge IRC channel for help, but if you don't have time to put the effort into something you don't feel would be worth it then it's alright.
Really niche question - I picked up JustAnotherSpawner recently to gain a larger degree of control over how mobs spawn. When JAS first runs, it compiles a .cfg file for each mod running, each with a list of mobs that mod adds (in this case I have three, vanilla, GrimoireOfGaia, and Twilight Forest). However, GoG's mob list doesn't add the Hostile Slime Girl automatically, and I'm not sure how to add her manually. Has anyone out there had this problem? I understand that it is pretty unlikely that anyone is in the same boat, though. Any advice is appreciated
This is an awesome mod!, I just wish I would have seen it before I updated to 1.5.2.... Hope you will update soon because I would Like use it in my play through!
Really niche question - I picked up JustAnotherSpawner recently to gain a larger degree of control over how mobs spawn. When JAS first runs, it compiles a .cfg file for each mod running, each with a list of mobs that mod adds (in this case I have three, vanilla, GrimoireOfGaia, and Twilight Forest). However, GoG's mob list doesn't add the Hostile Slime Girl automatically, and I'm not sure how to add her manually. Has anyone out there had this problem? I understand that it is pretty unlikely that anyone is in the same boat, though. Any advice is appreciated
I am afraid I cannot help you with this (I do not use spawn mods) however I renamed the Hostile Slime Girl in my next update. I believe the cause is that they both share the same name or the Hostile Slime Girl was not updated until now (AI).
This is an awesome mod!, I just wish I would have seen it before I updated to 1.5.2.... Hope you will update soon because I would Like use it in my play through!
Thanks! My next update should be compatible with 1.5.2 and be backwards compatible with 1.5.1 (thanks to yarrmateys suggestion).
Thanks for considering it, it makes a big difference to how the world feels when mobs attack each other etc.
I think it is possible to set up an attack preference system without an API. Have you seen this mod by Shadowmage? It includes a user config so that you can set his soldiers to choose to attack, or not attack any other mob from any other mod you have loaded. Its pretty neat. Maybe a simplified version of this?
Glad it is possible without using an API. Sad though because it is out of my league in terms of coding .
Also considering this is directed to a single soldier entity/mob adding it to each mob in this mod might prove to be a tremendous task unless there is an easier way than what I am thinking.
I am afraid I cannot help you with this (I do not use spawn mods) however I renamed the Hostile Slime Girl in my next update. I believe the cause is that they both share the same name or the Hostile Slime Girl was not updated until now (AI).
Thanks! My next update should be compatible with 1.5.2 and be backwards compatible with 1.5.1 (thanks to yarrmateys suggestion).
Glad it is possible without using an API. Sad though because it is out of my league in terms of coding .
Also considering this is directed to a single soldier entity/mob adding it to each mob in this mod might prove to be a tremendous task unless there is an easier way than what I am thinking.
Tomorrow or the day after tomorrow. I only need to test the difficulty and update the front page.
This is an awesome mod!, I just wish I would have seen it before I updated to 1.5.2.... Hope you will update soon because I would Like use it in my play through!
Thanks! My next update should be compatible with 1.5.2 and be backwards compatible with 1.5.1 (thanks to yarrmateys suggestion).
I tried your latest update, and all I got was a black screen. T-T And this was on a clean install with just Forge(7.8.0.684) and Optifine 1.5.2 HD U D2. Wish I had more info but I didn't get a crash report.
as far as i remember from my own experiments with techne and minecraft modding, any cube that's pre-rotated on one of the axes (not sure if it was z axis or what) will screw up when the head rotates, which is probably a vanilla minecraft rendering bug.
this might be related.
Definitely not the Y-axis though. I tend to use one block as much as possible (such as the horns of the Minotaurus, Holstaurus, Succubus etc.) to avoid the bug.
This is an awesome mod!, I just wish I would have seen it before I updated to 1.5.2.... Hope you will update soon because I would Like use it in my play through!
Thanks! My next update should be compatible with 1.5.2 and be backwards compatible with 1.5.1 (thanks to yarrmateys suggestion).
I tried your latest update, and all I got was a black screen. T-T And this was on a clean install with just Forge(7.8.0.684) and Optifine 1.5.2 HD U D2. Wish I had more info but I didn't get a crash report.
I have not updated yet . Please refer to the date in the title.
Hey thats ok, I definately agree it would be a bit complex with more than one entity to cope with, which is why, if anything can be done, it would have to be very simple, and transfer the bulk of the work to the end user that wants to do it - not everybody would.
Love the mobs by the way, we play 4-6 player Lan games and my players think they are brilliant. A couple are a bit too tough for players at starting and intermediate levels though. Is there any way that I can tone them down a little in early game stages? Also, do your mobs despawn?
Sounds acceptable. The same way it is up to the user if he/she wishes to add my mobs to mod biomes.
Wish I knew how. In my next update I have made it so that a set of biomes are considered "safe" during the day (especially the Plains) while others are plain aggressive all around. I am trying to aim to divide the biomes into 2 sets: One considered easy and peaceful while the other difficult to explore in.
Yes all natural spawning mobs despawn. NPC mobs however to not despawn.
Updated to 1.5.2. It should also be back compatible with 1.5.1. (Thanks to yarrmateys suggestion). I highly recommend updating to this version with the amount of changes I have made.
General:
- Fixed Slime Girl Crash
- Fixed AI where mobs fight other mobs when provoked
- Fixed Info in Mods description
- Mobs which hold weapons/items now have a chance to drop them
Please check the changelog for more information. There is a ton of em'.
In terms of difficulty I removed/changed a ton of debuffs. The new mob, Spider Queen, in my own opinion is a bit overkill but I have not tested this mod thoroughly enough along with other mods to determine this (Please note that ranged attacks do double damage to leaping mobs). I have also reduced the amount of mobs which spawn in groups along with their spawn rate. One change was making the Centaur Passive (removing its ranged attack in the process) because it was starting to become a pain dealing with them on a daily basis especially because I usually make a base in the Plains.
On a side note I never noticed that turning the setting to Easy removed their debuffs. Updated the front page with this info among other things concerning Peaceful/Aggressive Biome sets and Book/Potion Satchel drop information.
As always I appreciate bug reports and suggestions. To be honest I did not have the time to test thoroughly nor play Minecraft enough with this update. The initial changes are based on your suggestions/reports and the later is based on my own instinct.
But as for the ease/worth of killing the mobs? I would highly recommend Tinker's Construct to provide new swords. TC has the ability to improve the damage done by your swords, and makes them so much more easily repairable, that I honestly have made a desert-only Mystcraft world and farmed Harpies for their emeralds. They end up taking maybe three or four hits, and with the right armor I can end up losing maybe only 2-3 hearts per group (swords that heal with each attack help in that regards).
I have not found many chests/item sacks from the GoG mobs, but it has always been a pleasant surprise when I do, even if I've only ever gotten iron picks (so far). Fighting the level 3 mobs has been both fun (when up against Sphinxes) and a PitA (when I died right at spawn to a Valkyrie, who then proceed to spawn camp my ass). But when they drop those golden apple slices, I dunno, I just feel vindicated. =)
Second, what other mods/settings you have truly make the difference in terms of what's valuable. For example, in 1.4.7 I too had no real use for gold other than powered rails. Once I started jumping into mods, that all changed. RPG Inventory's jewelry requires blocks of gold to craft, Sheepmen from Primitive Mobs trade using gold ingots, and Mo' Creatures werewolves are simply too much to deal with if you don't keep a gold sword on you at all times. Gold suddenly became incredibly useful and desired!
In that same vein (no pun intended), your spawn settings also dramatically change the way you play. Too many (especially tough) mobs, and you're fighting for every block of land; too few and you get bored. IMO, once you start adding multiple mods that include new mobs, you should really consider using a mob spawner mod to take care of things. There's 3 major ones out there for 1.5.1 (Just Another Spawner, Mob Spawn Controls, and Custom Mob Spawner), and a 4th if you're running 1.4.7 (Spawn Rules by Budd). Look into their features and what they offer, and find the one you're comfortable using that provides the results you're looking for. If you're not sure, ask in their threads for help, and look through the thread linked in my sig.
@Silentine:
My main problem with giving mobs vanilla drops is that it often makes certain aspects of gameplay cheaper rather than having to work towards it. The early game of MC is about risk v. reward, and if mobs are dropping Eyes of Ender/Potions I feel like I'm being cheated out of having to work towards the Nether (That being said, I hate the Nether >_>)
I'd kind of like to see more mod-unique items, but not necessarily focused on grinding mobs which is a pain because MC's combat isn't really the best. I know it's not easy to code complex stuff, but here's what I think about it:
The mod kind of lacks an overall goal. I know this is largely because it's a mob mod rather than a weapon/armor mod now, but I'd kinda like to see the player grow as they get more and more skilled in killing dangerous creatures.
I know this is kind of vague, but I've been following this mod pretty much since it was first released. I really like this mod, and want it to be successful.
I agree that Vanilla's spawning system isn't really optimized for this mod due to the large amount of mobs, but I'm not really sure if there's an easy solution to this.
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Agreed. It does what it says on the tin, so to speak.
I had this same type of convo come up in Atmosmobs, so I'll paraphrase what I said there. A mod that adds a bunch of different things, even if they are well-balanced and work together, may still not be as beneficial as several mods focusing on different aspects.
Imagine if this mod also added blocks, ores, and recipes for more items using those. On a whole, it may be a great addition... but what if a player wanted just the challenging mobs? They would have to go out of their way to avoid the other features (even assuming some config options, an item may sneak into a treasure chest or something unless the config was VERY detailed). Also, the more varied the elements added to any one mod, the more problems that arise (Mo'Creatures recent addition of the wyvern biome, for example), and sometimes even quality can decrease as the author doesn't get to focus on details.
With multiple mods, a player can add just the mobs if that's what they want. If it's too challenging, they have several options (changing spawn rates, adding a mod for upgraded items, etc). While each of those mods aren't going to be 100% compatible, things are getting better in that department as well. The oreDictionary, for example, allows multiple mods to use equivalent items (assuming the mod authors have the foresight to include compatibility of course).
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Get Mo' Creatures, and turn on cheats when you make a world so that you can turn on keepInventory (and turn off mobGriefing while you're at it; no one likes creeper damage and crushed crops) in the game rules.
Mo' Creatures will let you get more of a handle on how often and how many of these mobs will spawn, it will let you diversify where they can spawn (if you wish), and, most importantly of all, it bogs down the spawns with so very, very many of it's own mobs so you run into these mobs even less often so that you won't be getting murdered every other minute.
Turning on keepInventory is a suggestion that isn't for everyone. It will make you not lose your inventory (or EXP) when you die. For some, it may take away all sense of urgency and challenge. For others (like me) it takes away the frustration of getting murdered every time you manage to get an iron sword, and lets you focus on having fun playing Minecraft sort of like a classic RPG.
Edit: I have come back to tack onto the end of this post:
The bounding box on melee centaurs feels like it's too far in front of their model. That is all.
Edit 2: I would put this into a separate post, but I already have the last post on this thread and that would be untidy.
Anyway, I had an idea: What if you had an "easy mode" toggle in the config? This "easy mode" would not affect the mobs in any way other than reducing their health (and perhaps removing more status effects, like Banshee's fire and Succubus' nausea). Tier 1 mobs would go from 40 points down to 20 points (Minecraft mob standard), tier 2 mobs would go from 80 points down to 40 points (Minecraft hard mob standard (Enderman)), and tier 3 mobs would be unchanged, which would make them feel a bit more boss-like and more dangerous in comparison to the other average mobs in this mod.
I like the idea of the easy mode toggle. It would make things simple for users to change things without having to deal with complicated spawn setups and stuff. Whether that's a feasible setting to code for GoG however, is another issue altogether.
As for suggesting Mo'Creatures: I use that mod and absolutely enjoy the content it provides. I am unsatisfied by it's required sister, Custom Mob Spawner. If someone adds these mods to their game and are getting undesirable results, I highly suggest researching alternate spawn settings in CMS or even alternative spawn mods altogether. (There's a ton of info found at the link in my signature.)
Thanks for sharing your experience using this mod. My current basis for change/improvement is from the input of those who use this mod (through comments and playthroughs). Mostly because I have no available time to even use my mod and test things out myself.
I should add a "box of boxes" to Level 3 mobs in the future. I always enjoy the thrill of obtaining a random item from an old box.
You make me feel like I should put more effort into their alternative uses . It can always be changed after I release my next update depending on user input although do not expect much in my current update.
It really does. Especially with the Technic mods. I guess it depends mostly on mods and what the player wants to make.
This is true. This is why I try to avoid adding Nether/End-related items to the drop list. I want to keep them seperate as much as possible because I want the original path of the game to still remain there. I guess I should remove the Eye of Ender dropping from the Ender Eye. Been itching to do it for a long time .
I am uncertain on your description of "overall goal" .
This was exactly the state of Grimoire of Gaia 1. It added ores and items (really bugged) but in the end the players simply wanted the mobs alone which is why when I was developing Grimoire of Gaia 2 the only thing I had in mind was add mobs and add items which are compatible with other mods.
I have no idea how the ore dictionary works and honestly I think there is already too much various colors of copper and tin already .
It is. It has been fixed in update-in-development along with a few other mobs which have untidy bounding boxes although the Centaur is the worst case because of the model itself.
Sounds possible because all the mobs in this mod use the same values based on their Level. I will try to implement it after my next update. I want to release this update as soon as possible .
What I mean is more of a mod-specific reason to challenge yourself with your mobs.
A couple ideas:
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Totally see what you mean now... that's actually some very interesting examples. There are some other mods that sort of go in those directions, but not quite in the same way (Familiars and Household Gods both come to mind). Having these kind of things would be very cool and unique, and as you said really keep the focus of the mod mob-centric while providing more features. Me likey!
I never really thought about it. I felt like my mod was supposed to act more like an addon than a stand alone mod which is why I never thought of trying to make it unique and instead focused more on making it blend in with Minecraft.
Thanks for the suggestion! I never knew about the reobfuscate_srg.bat until you mentioned it.
I made it so they can't. For some reason they will do that despite sharing the same axis point with the head because unlike the head, they are seperate and are only situated on the sides. When they are rotated they split off from the head. I do not know if this is a limitation or simply because this is how the model moves in Minecraft but I seem to not have a solution for this.
I did not notice the Minotaur neck before because I made it so that it will not bend with the head. I will fix this.
Thanks!
I am unsure if it is possible without some kind of API to connect mods. I have however fixed the mob AI in my next update where they will now attack mobs which attack them first. This has been a problem with companion mods fighting these mobs while these mobs not fighting back.
Achievements are largely ignored, and often get reset, so I don't think that would be the best way to go.
I don't really have any more ideas on the matter. I would suggest asking around on the Forge IRC channel for help, but if you don't have time to put the effort into something you don't feel would be worth it then it's alright.
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I am afraid I cannot help you with this (I do not use spawn mods) however I renamed the Hostile Slime Girl in my next update. I believe the cause is that they both share the same name or the Hostile Slime Girl was not updated until now (AI).
Thanks! My next update should be compatible with 1.5.2 and be backwards compatible with 1.5.1 (thanks to yarrmateys suggestion).
Glad it is possible without using an API. Sad though because it is out of my league in terms of coding .
Also considering this is directed to a single soldier entity/mob adding it to each mob in this mod might prove to be a tremendous task unless there is an easier way than what I am thinking.
Tomorrow or the day after tomorrow. I only need to test the difficulty and update the front page.
great! i can't wait for the update!
This is an awesome mod!, I just wish I would have seen it before I updated to 1.5.2.... Hope you will update soon because I would Like use it in my play through!
Thanks! My next update should be compatible with 1.5.2 and be backwards compatible with 1.5.1 (thanks to yarrmateys suggestion).
I tried your latest update, and all I got was a black screen. T-T And this was on a clean install with just Forge(7.8.0.684) and Optifine 1.5.2 HD U D2. Wish I had more info but I didn't get a crash report.
Definitely not the Y-axis though. I tend to use one block as much as possible (such as the horns of the Minotaurus, Holstaurus, Succubus etc.) to avoid the bug.
I have not updated yet . Please refer to the date in the title.
Sounds acceptable. The same way it is up to the user if he/she wishes to add my mobs to mod biomes.
Wish I knew how. In my next update I have made it so that a set of biomes are considered "safe" during the day (especially the Plains) while others are plain aggressive all around. I am trying to aim to divide the biomes into 2 sets: One considered easy and peaceful while the other difficult to explore in.
Yes all natural spawning mobs despawn. NPC mobs however to not despawn.
Updated to 1.5.2. It should also be back compatible with 1.5.1. (Thanks to yarrmateys suggestion). I highly recommend updating to this version with the amount of changes I have made.
Please check the changelog for more information. There is a ton of em'.
In terms of difficulty I removed/changed a ton of debuffs. The new mob, Spider Queen, in my own opinion is a bit overkill but I have not tested this mod thoroughly enough along with other mods to determine this (Please note that ranged attacks do double damage to leaping mobs). I have also reduced the amount of mobs which spawn in groups along with their spawn rate. One change was making the Centaur Passive (removing its ranged attack in the process) because it was starting to become a pain dealing with them on a daily basis especially because I usually make a base in the Plains.
On a side note I never noticed that turning the setting to Easy removed their debuffs. Updated the front page with this info among other things concerning Peaceful/Aggressive Biome sets and Book/Potion Satchel drop information.
As always I appreciate bug reports and suggestions. To be honest I did not have the time to test thoroughly nor play Minecraft enough with this update. The initial changes are based on your suggestions/reports and the later is based on my own instinct.