Sorry for my very long absence from modding in Minecraft. The main reason I have not been updating nor given interest in this mod is because I took a long break from Minecraft a few months ago after my incredibly tight schedule. Now I want to get back into Minecraft again! I have not been able to play Minecraft 1.6.x+ yet and I am excited to explore the new mods available for 1.6.4. Modding for a game you do not play seems impossible for me.
Despite being absent I have been able to make a few new items and mobs within the given time period. It also gave me a fresh new perspective on the direction I want this mod going to. Basically, my only task now is to code everything I have written down into my changelog.
Here is a general list of changes planned to be done:
Items
I plan to simplify the item table of this mod by combining the functions of a few items (in turn removing a few). Do be warned this means I am going to completely change around the Item IDs again. I want it to be less concentrated on the crafting side and more on the functional side making the items more uniform.
Mobs
The mobs will be changed a bit. I am going to remove mobs which feel out-of-place (such as the Garden Gnome, Gnome, etc.). I want to focus the mobs more based on a theme of a Biome.
If you may have noticed, I limit the mobs to 4 per biome (2 per day and 2 per night). I have decided to change this rule a bit by adding an additional mob to biomes which spawn Level 3 mobs. Meaning per say the Taiga Biome will now spawn 3 mobs during the night because a level 3 mob spawn here. This way I can make the Level 3 mobs spawn more rarer than usual.
Also, Level 3 mobs will no longer spawn mobs during combat.
Note: I stated a few months ago I was planning to include a method of changing the health/damage of mobs using the config file. Sadly I cannot keep my word for the time being. I want to release a stable update for 1.6.4 first before I begin experimenting any further. I did not expect how much of a difference Minecraft 1.6.4 is compared to 1.5.x.
As of now I will now set my time and energy to update this mod. I was planning to wait for 1.7.4 but meh, I need to update the mod to 1.6.4 first in order for that to be an easier task in the future.
Despite the posts being months old, I will put my time into answering each of them.
models and drops are really good. but for god sake works on there AI an bgive them some attacks. they all just run at you.
Yeah, I pretty much suck at coding AI or coding alone. Most of them are based on the present AI available within Minecraft itself. If Minecraft does not introduce it, I cannot deviate from it. Although I have tried to, it is just not the same.
By the way, I tried updating the mod to 1.6.2 by myself, and the "make it compile" part went easier than expected.
I'll have yet to actually see if it works properly in all aspects, but in case Silentine wants a hand at porting this mod to 1.6, I'm here with a working example and can help.
I would be grateful if you would be willing to share with me your port. It would make things incredibly more easier for me. Maybe I can focus more time into adding additional content (mobs, remodels) should I finish updating early.
They are basically"fast leaping spiders with additional damage. I have not idea what direction I should take to nerf them. Blocking and timing their leaps makes the task more easier though.
Heh, when this mod gets updated, it'll be another outlet for my Tinker's Construct weapons. >
That said, will there be support for the Twilight Forest mod sometime?
Support for Twilight Forest? Like these mobs spawing in the Twilight Forest dimension? I am not really sure about that. I am having problems making this mod compatible with Biomes o' Plently let alone another dimension.
Sorry for my very long absence from modding in Minecraft. The main reason I have not been updating nor given interest in this mod is because I took a long break from Minecraft a few months ago after my incredibly tight schedule. Now I want to get back into Minecraft again! I have not been able to play Minecraft 1.6.x+ yet and I am excited to explore the new mods available for 1.6.4. Modding for a game you do not play seems impossible for me.
Despite being absent I have been able to make a few new items and mobs within the given time period. It also gave me a fresh new perspective on the direction I want this mod going to. Basically, my only task now is to code everything I have written down into my changelog.
Here is a general list of changes planned to be done:
Items
I plan to simplify the item table of this mod by combining the functions of a few items (in turn removing a few). Do be warned this means I am going to completely change around the Item IDs again. I want it to be less concentrated on the crafting side and more on the functional side making the items more uniform.
Mobs
The mobs will be changed a bit. I am going to remove mobs which feel out-of-place (such as the Garden Gnome, Gnome, etc.). I want to focus the mobs more based on a theme of a Biome.
If you may have noticed, I limit the mobs to 4 per biome (2 per day and 2 per night). I have decided to change this rule a bit by adding an additional mob to biomes which spawn Level 3 mobs. Meaning per say the Taiga Biome will now spawn 3 mobs during the night because a level 3 mob spawn here. This way I can make the Level 3 mobs spawn more rarer than usual.
Also, Level 3 mobs will no longer spawn mobs during combat.
Note: I stated a few months ago I was planning to include a method of changing the health/damage of mobs using the config file. Sadly I cannot keep my word for the time being. I want to release a stable update for 1.6.4 first before I begin experimenting any further. I did not expect how much of a difference Minecraft 1.6.4 is compared to 1.5.x.
As of now I will now set my time and energy to update this mod. I was planning to wait for 1.7.4 but meh, I need to update the mod to 1.6.4 first in order for that to be an easier task in the future.
Despite the posts being months old, I will put my time into answering each of them.
Can't wait for the 1.6.4 update, this is one of my favourite mods! I'm a bit sad that you want to remove Gnome but it's understandable. Also, I'm really curious about the new items and mobs you mentioned, I like new stuff!
Thanks!
Mostly mob drops. I combined the functions of a few items to reduce crafting in turn removing a few items as well (such as the Salves). It also seems that Minecraft now has a massive dependence on food which I may focus on exploiting.
Mobs wise, lets just say I wanted to make the biomes align more to a theme.
Noes, please do not. They fit so perfectly well into Biomes O Plenty Garden biome .
Also, I've been using Akjosch ported version a while now, basically been his/her beta-tester. So far it works without a hitch as it did in 1.5.2 .
Sadly I feel they do not appropraitely fit in the vanilla Minecraft biomes . I want to start making mobs which feel more general. I always tend to unintentionally remove a mob or two per major update.
One of my concerns is how will this mod change in terms of mobs in the 1.7 update. The update which has basically added 10 new biomes. I think that the garden gnome would fit in quite nicely in the new flower forest biome, so you might want to think twice about removing mobs that don't fit in with the vanilla biomes, because what fits in with the vanilla biomes has changed since the last time you played Minecraft.
Modded Minecraft for 1.7 is still a ways away, though.
One of my concerns is how will this mod change in terms of mobs in the 1.7 update. The update which has basically added 10 new biomes. I think that the garden gnome would fit in quite nicely in the new flower forest biome, so you might want to think twice about removing mobs that don't fit in with the vanilla biomes, because what fits in with the vanilla biomes has changed since the last time you played Minecraft.
Thanks!
I honestly do not want to think on what I will do with 1.7.x. My body is not ready for an additional 10+ biomes.
I tend to return mobs when the situation calls for it. It is not like I completely delete eveything related to that mob when I remove it. I keep backup files in case I need to include that mob once more. A prime example of this would be the Werecat which I removed at the beginning of GoG2 but added again later and upgraded it in the process .
Speaking of Garden Gnomes, I intend to convert it to a placable block; like furniture. That is, if I can get that idea to properly work.
Searge estimates MCP to be updated within a week or two. Forge should be updated a week or two after that.
And I think major mods will be updated around December? I simply cannot play Minecraft without my prefered mods. Even until now I feel quite distasteful thinking of playing Minecraft 1.6.4 without Thermal Expansion .
i like the Chochin-Obake, maybe remodel her a little and shove her in the nether. i think you only have 2 mobs in the nether so she would make it 3
I think you should keep the creep, The creep is to your mod as the creeper is to minecraft, it wouldn't be the same with out it.
i like the gnome, maybe remodel her a little
Chochin-Obake D: i really like this mob
Creep yes remove this, i hate it XD
Garden Gnome this mob adds a mistery feel
Gnome
Butler the vampire need his assistant, its really cool
Sand Spirit the same with the butler
Yeti very annoying build a house in snow biomes with this mob, but adds more challenge
And I think major mods will be updated around December? I simply cannot play Minecraft without my prefered mods. Even until now I feel quite distasteful thinking of playing Minecraft 1.6.4 without Thermal Expansion .
Well Thermal Expansion 3 is being worked on, and a lot of progress has been made already.
Silentine is back hurray! I imagine if I had children, I'd make them cookies and take them to Disney land because, you came back from a four(?) month break. As always, we expect great things from you, Silentine. It'd be impossible for you to let us down. Welcome back. I look forward to downloading the next update.
i like the Chochin-Obake, maybe remodel her a little and shove her in the nether. i think you only have 2 mobs in the nether so she would make it 3
I think you should keep the creep, The creep is to your mod as the creeper is to minecraft, it wouldn't be the same with out it.
i like the gnome, maybe remodel her a little
Three, including the Wither Cow. The Chochin-Obake and Gnome are two mobs I feel disappointed in. My modelling attempts failed to capture the essence of the creatures they where supposed to be based on. I guess that is the downside of directly basing models.
I feel like it is too simple. I like to try making more interesting models. The Creep was a poor mans attempt on making a Creeper alternative by chopping off its head. Back then I wanted to include a more difficult Creeper but had no idea what I would want it to be.
Awww! Don't mess with the vampire and butler - they are one of our favourite mob combinations.
GofG is one of mine, and my players favourite mob mods, but I don't add it into the worlds we play until the players have progressed enough to tackle its mobs, which are pretty lethal to starting games.
Personally, I use Biome O'Plenty, Highlands and Extra Biomes in combination, and I use JAS (JustAnotherSpawner) to take control of all mob and creature spawning and set them to spawn in the best suited biomes, Grimoire of Gaia included.
Could you not drop mobs and just set their spawning to zero? That way people who use their own spawning systems (JAS - Mo Creatures CMS or Davydees Mob Spawn Control - MSC for example) could still use them?
Yeah, I am beginning to have doubts with it. Now when I look at since the beginning of GoG I always made that connection .
Oh noes. The yeti too? But that would make the snow biome boring again. I loved the danger that there might be a yeti in any of these snow biomes. They ususally are just...boooooooooooooring.
Replaced, not removed. Maybe. I only remembered now that it spawns in the Ice Plains, not in the Taiga . That changes things.
Chochin-Obake D: i really like this mob
Creep yes remove this, i hate it XD
Garden Gnome this mob adds a mistery feel
Butler the vampire need his assistant, its really cool
Sand Spirit the same with the butler
Yeti very annoying build a house in snow biomes with this mob, but adds more challenge
Check my reply at the top of this post for my decision with the Chochin-Obake.
Replaced, not removed . I definitely still want a difficult Creeper wandering around.
Out-of-place feel too. I feel like it was more of a comedic reason why I added it back then.
I will see. Maybe I will put down a limit on how many it can spawn or something.
Aww bummer the only one that I'd actually enjoy knowing that it's gone is probably the creep lol but if this is your final decision then I just have to get used to it..
Don't get use to to just yet. The Creep will simply have a different model and name. The concept of a more difficult version of the Creeper will still be lurking around. Although this time I plan to make it walk faster rather than having a larger blast intensity.
Silentine is back hurray! I imagine if I had children, I'd make them cookies and take them to Disney land because, you came back from a four(?) month break. As always, we expect great things from you, Silentine. It'd be impossible for you to let us down. Welcome back. I look forward to downloading the next update.
Yes, 4 months. I just realized that now . And thanks!
Sidenote:
Thanks for the feedback so far!
I honestly hold no attachments to the mobs I make which is probably why I never feel any doubt removing or replacing them myself. I usually tend to replace them due to a new idea comes in mind, the model irritates me or I am simply bored with the design. But when the situation calls for it I tend to include them back into the mod. I guess in a sense I like mixing things around.
Hearing your opinions on my decision has made me think twice . I will try to see if I can work a way out.
But I am definitely still going to remove/replace the Chochin-Obake, Creep, Garden Gnome, Gnome and Sand Spirit.
Last week i got hit by a truck in the nether
Was walking along and lost , i had no idea where i was, but i saw a fortress and walked closer to it.
Then i got hit hard from behind, and flung off the edge landing on top of the fortress, i was blinded unable to see and not knowing where i was, in the blindness i saw her face as she killed me, an Anubis , idk why she was in the nether but she got me good.
i dont remember anymore but does this mod have some world generation like small houses or something like that or does it only bring mobs into minecraft?
since i have a 1.6.4 world prepared and im not sure if i have to make a new one once this mod is updated-
Last week i got hit by a truck in the nether
Was walking along and lost , i had no idea where i was, but i saw a fortress and walked closer to it.
Then i got hit hard from behind, and flung off the edge landing on top of the fortress, i was blinded unable to see and not knowing where i was, in the blindness i saw her face as she killed me, an Anubis , idk why she was in the nether but she got me good.
I think this is caused by the default Biomes O' Plenty (if that is what you are using). It adds a biome situated the Nether which is considered a Desert Type biome. Because the Anubis is set to spawn in Desert Type biomes, it tends to spawn in that biome in the Nether.
i dont remember anymore but does this mod have some world generation like small houses or something like that or does it only bring mobs into minecraft?
since i have a 1.6.4 world prepared and im not sure if i have to make a new one once this mod is updated-
thanks in advance.
It does not have structure generation nor ore generation. It is basically plug-and-play . That is, with the proper gear that is.
That said, will there be support for the Twilight Forest mod sometime?
Sorry for my very long absence from modding in Minecraft. The main reason I have not been updating nor given interest in this mod is because I took a long break from Minecraft a few months ago after my incredibly tight schedule. Now I want to get back into Minecraft again! I have not been able to play Minecraft 1.6.x+ yet and I am excited to explore the new mods available for 1.6.4. Modding for a game you do not play seems impossible for me.
Despite being absent I have been able to make a few new items and mobs within the given time period. It also gave me a fresh new perspective on the direction I want this mod going to. Basically, my only task now is to code everything I have written down into my changelog.
Here is a general list of changes planned to be done:
Items
Mobs
Current list of mobs to be changed as of Nov, 12, 2013
Note: I stated a few months ago I was planning to include a method of changing the health/damage of mobs using the config file. Sadly I cannot keep my word for the time being. I want to release a stable update for 1.6.4 first before I begin experimenting any further. I did not expect how much of a difference Minecraft 1.6.4 is compared to 1.5.x.
As of now I will now set my time and energy to update this mod. I was planning to wait for 1.7.4 but meh, I need to update the mod to 1.6.4 first in order for that to be an easier task in the future.
Despite the posts being months old, I will put my time into answering each of them.
Yeah, I pretty much suck at coding AI or coding alone. Most of them are based on the present AI available within Minecraft itself. If Minecraft does not introduce it, I cannot deviate from it. Although I have tried to, it is just not the same.
I would be grateful if you would be willing to share with me your port. It would make things incredibly more easier for me. Maybe I can focus more time into adding additional content (mobs, remodels) should I finish updating early.
They are basically"fast leaping spiders with additional damage. I have not idea what direction I should take to nerf them. Blocking and timing their leaps makes the task more easier though.
Support for Twilight Forest? Like these mobs spawing in the Twilight Forest dimension? I am not really sure about that. I am having problems making this mod compatible with Biomes o' Plently let alone another dimension.
Looking forward to using GoG once again.
Profile pic by Cheshirette c:
welcome back!
Thanks!
Mostly mob drops. I combined the functions of a few items to reduce crafting in turn removing a few items as well (such as the Salves). It also seems that Minecraft now has a massive dependence on food which I may focus on exploiting.
Mobs wise, lets just say I wanted to make the biomes align more to a theme.
Looking forward to play Minecraft again .
Thanks!
Sadly I feel they do not appropraitely fit in the vanilla Minecraft biomes . I want to start making mobs which feel more general. I always tend to unintentionally remove a mob or two per major update.
Very nice. I cannot wait to see it myself .
Modded Minecraft for 1.7 is still a ways away, though.
Profile pic by Cheshirette c:
Thanks!
I honestly do not want to think on what I will do with 1.7.x. My body is not ready for an additional 10+ biomes.
I tend to return mobs when the situation calls for it. It is not like I completely delete eveything related to that mob when I remove it. I keep backup files in case I need to include that mob once more. A prime example of this would be the Werecat which I removed at the beginning of GoG2 but added again later and upgraded it in the process .
Speaking of Garden Gnomes, I intend to convert it to a placable block; like furniture. That is, if I can get that idea to properly work.
And I think major mods will be updated around December? I simply cannot play Minecraft without my prefered mods. Even until now I feel quite distasteful thinking of playing Minecraft 1.6.4 without Thermal Expansion .
Thanks again!
Update:
For those who are concerned, here are the current listed mobs planned to be replaced/removed:
And a ton of remodelling .
I think you should keep the creep, The creep is to your mod as the creeper is to minecraft, it wouldn't be the same with out it.
i like the gnome, maybe remodel her a little
Creep yes remove this, i hate it XD
Garden Gnome this mob adds a mistery feel
Gnome
Butler the vampire need his assistant, its really cool
Sand Spirit the same with the butler
Yeti very annoying build a house in snow biomes with this mob, but adds more challenge
Well Thermal Expansion 3 is being worked on, and a lot of progress has been made already.
Profile pic by Cheshirette c:
Three, including the Wither Cow. The Chochin-Obake and Gnome are two mobs I feel disappointed in. My modelling attempts failed to capture the essence of the creatures they where supposed to be based on. I guess that is the downside of directly basing models.
I feel like it is too simple. I like to try making more interesting models. The Creep was a poor mans attempt on making a Creeper alternative by chopping off its head. Back then I wanted to include a more difficult Creeper but had no idea what I would want it to be.
Yeah, I am beginning to have doubts with it. Now when I look at since the beginning of GoG I always made that connection .
I will see if I can work it out.
Replaced, not removed. Maybe. I only remembered now that it spawns in the Ice Plains, not in the Taiga . That changes things.
Check my reply at the top of this post for my decision with the Chochin-Obake.
Replaced, not removed . I definitely still want a difficult Creeper wandering around.
Out-of-place feel too. I feel like it was more of a comedic reason why I added it back then.
I will see. Maybe I will put down a limit on how many it can spawn or something.
Replaced, not removed.
Don't get use to to just yet. The Creep will simply have a different model and name. The concept of a more difficult version of the Creeper will still be lurking around. Although this time I plan to make it walk faster rather than having a larger blast intensity.
Yes, 4 months. I just realized that now . And thanks!
Sidenote:
Thanks for the feedback so far!
I honestly hold no attachments to the mobs I make which is probably why I never feel any doubt removing or replacing them myself. I usually tend to replace them due to a new idea comes in mind, the model irritates me or I am simply bored with the design. But when the situation calls for it I tend to include them back into the mod. I guess in a sense I like mixing things around.
Hearing your opinions on my decision has made me think twice . I will try to see if I can work a way out.
But I am definitely still going to remove/replace the Chochin-Obake, Creep, Garden Gnome, Gnome and Sand Spirit.
Was walking along and lost , i had no idea where i was, but i saw a fortress and walked closer to it.
Then i got hit hard from behind, and flung off the edge landing on top of the fortress, i was blinded unable to see and not knowing where i was, in the blindness i saw her face as she killed me, an Anubis , idk why she was in the nether but she got me good.
since i have a 1.6.4 world prepared and im not sure if i have to make a new one once this mod is updated-
thanks in advance.
I think this is caused by the default Biomes O' Plenty (if that is what you are using). It adds a biome situated the Nether which is considered a Desert Type biome. Because the Anubis is set to spawn in Desert Type biomes, it tends to spawn in that biome in the Nether.
It does not have structure generation nor ore generation. It is basically plug-and-play . That is, with the proper gear that is.