Lycanite, I can't join Nephrite again... But this time, your server has frozen for 5 hours so far and says there are 4 people on but I can't login. I think it's time to update the server to 1.7.10... and quick.
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
Lycanite, I can't join Nephrite again... But this time, your server has frozen for 5 hours so far and says there are 4 people on but I can't login. I think it's time to update the server to 1.7.10... and quick.
awesome mod. Could you please add the summoning mechanics to the config? I would like to change the focus cost/regen level and the duration of the summons. Thanks!
Airavata: a 3 headed white elephant that carried the Hindu god, Hindra. In minecraft, he would be some sort of boss mob with divine abilities (your choice). Once you've defeated him you'll gain his respect and he'll become your pet. Once you've mounted him, you'll be able to use his divine abilities. Here's a picture of his statue.
One question... is this right, that any Industrial Craft armor doesn't protect from lycanites (as if I go naked)... or this is problem only with my mod collection? For example, in full quantum armor i get more damage than in the iron set.
And... this is not a problem, but this message: "[LycanitesMobs] [Debug] Water Damage!" and others look like it spam in server console, How i can disable this?
Hmm that's strange, but it shouldn't be caused by this mod as damage is applied the same way as vanilla mobs, so vanilla code handles all that leaving it to IC2 to apply the armor rating, etc. I'll double check a few things just to make sure, but if it works with vanilla armor it should work with any modded armor.
But i can't translate descriptions of some items (i didn't found the right strings in language files):
Oooh awesome, I'll add those to the main download soon! I still need to convert the descriptions into the language files, I'll try and get that done soon! Thanks a bunch!
Just got this error when trying to add custom items to mobs. Seems to be an error involving Blaze Powder.
In 1.7.2/10+ item IDs are gone, replace it with an item name instead so in this case it would be blazePowder I think. I'll be moving a better config system very soon which will have a load of up to date comments all over the config file itself in the future which will explain how to use everything.
so light mobs. For example, valkyrie, angel and denigod
Hmm, I've been thinking about Light Mobs before, I'm just not sure how'd they spawn, Shadow Mobs are from absolute darkness indoors/underground/caves but Light Mobs can't be in full light as they would spawn everywhere. Hmmm...
I hate to bring bad news, and I do want to thank you for making themes to put your mobs in my dungeons. But, I've found they don't quite work -- the names are case sensitive and the names in the themes are not capitalized. Or did you change to all lower case between versions, since I copied some mob entries for newer versions into themes for MC1.6.4. I do have an API for adding mobs if you want to try it, though (warning, "WATER" dungeons are now completely flooded).
In 1.6.4 they were title case and in 1.7.2 all lowercase so from DemonMobs.Pinky to demonmobs.pinky in 1.7.2+, I'll take a look at the mobs api though, sounds cool! And flooded water dungeons sounds awesome, perfect for the new range of saltwater mobs as well as the soon to arrive Freshwater Mobs!
Lycanite, I can't join Nephrite again... But this time, your server has frozen for 5 hours so far and says there are 4 people on but I can't login. I think it's time to update the server to 1.7.10... and quick.
Ugh it's very annoying, unfortunately I can't update it to 1.7.10 until some essential mods have, I'm currently mainly waiting on just Thaumcraft now although Witchery is quite important too but with it all taking so long I might sacrifice it then re-add it as it updates. With Thaumcraft though, I can't just remove it and re-add it as a lot of people have built a lot of things with Thaumcraft.
How are you gonna get to the shadow realm onice you've added it in?? Also amazing mod
I'm not sure what my plans are just yet, I'd like to avoid adding a new dimension into this mod and just keep it about mostly mobs, a new dimension requires world gen, a dimension ID, loads of new blocks, portals, etc which is quite a lot, doable but for now I'm gonna focus on the mobs, so bosses, better pets and dragons will likely come first, also special mob arena blocks.
I'd like to add advanced minion portals too where I could then add naturally spawning minion portals, so for instance you could be exploring a ravine to suddenly find an evil demonic portal open up summoning an army of Belph which will take over the area unless you stop them by destroying the portal! So Shadow Portals would be a thing, rather than a full brand new dimension.
Hmm, I've been thinking about Light Mobs before, I'm just not sure how'd they spawn, Shadow Mobs are from absolute darkness indoors/underground/caves but Light Mobs can't be in full light as they would spawn everywhere. Hmmm...
Might make them spawn at high Y-heights. Closer to the sun and all.
Rollback Post to RevisionRollBack
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
I finally got 1.7.10 mods. The Cephignis is good, but I think you should practice on generated structures for upcoming vespid/calpod nests and boss temples. I think you should add small pools of naturally spawning pure lava where Cephignis spawn a lot but it has lots of fire around it to make it a challenge... a cindery challenge. Perhaps a new block too, pure fire to match the lava which spawns lots of cinders and kind of works as a mob spawner for inferno mobs. It would be cool to see that, and get you prepared so it doesn't take a month to make whatever nest mob you make first. Anyways, great work on the mod, keep it up, and please use these ideas for your mod. Also, glad you like the name Drawn.
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
I didn't even mine any ore. It was in the middle of the desert.
Hmm well that's odd, I'll take a look into it.Are you using any custom mob spawning mods as they could affect things too, if not then hmm, very strange...
Can you tell us just some of the boss mobs that you're planning on adding?
The Demon Bosses:
Rahovart: Will be based off of the Doom Cyberdemon. Will be Mobzilla-sized, will take about an hour to kill with over 100K health possibly. It will have three battle phases as will all bosses. Phase 1 it will attack rapidly with many different projectiles and will also have to area wave attacks. Phase 2 it will summon lots of Belphs and some Behemoth to help while attacking with a few projectiles. Phase 3, it will charge around as it becomes deserate to slaughter you!
Asmodeus: Will be based off of the Doom Spider Mastermind and is basically a bigger and much stronger Asmodi. Phase 1: It will have a lot of rapid attacks and will be constantly summon Trites. Phase 2: It will fire projectiles upwards which will then come down and on impact either spawn a pile of Trites or an Asmodi. Phase 3: The Asmodeus will enter an overdrive mode where it will do both Phase 1 and Phase 2 together only quicker but it will slowly lose health, this is when it is basically defeated and things become less about killing it and more about surviving its death!
Could you please tell me if the latest 1.7.2 version has all the content that the latest 1.7.10 version has?
It has everything except the latest mob, the Cephignis. Due to some heavy changes that I've done for the Cephignis, back porting to 1.7.2 would take a little and maintaining it would slow things down a lot and then to go further back to 1.6.4 would take ages, the source code for this mod is available if anyone is will to backport every now and again, but I'd like to focus on the latest versions so that I can keep up and not get stuck behind.
Hey, I have a question about spawn controls. It crashes me when I try to set the dimensions to 'ALL'
java.lang.NumberFormatException: For input string: "ALL"
Does this feature not work for version 1.5.1h? Only about 20% of my mods have updated to 1.7...
Hmm that's a bug, I'll try and release some fixes for it. For now though, you could put -1,0,1 for all vanilla dimensions and then any modded extra dimension IDs, could be an issue with multiworld servers, etc though as you'd need a lot of umbers. I think this should work in 1.7.2+ versions, but I'll release hotfix i for the 1.6.4 version with a fix for this for ya!
I finally got 1.7.10 mods. The Cephignis is good, but I think you should practice on generated structures for upcoming vespid/calpod nests and boss temples. I think you should add small pools of naturally spawning pure lava where Cephignis spawn a lot but it has lots of fire around it to make it a challenge... a cindery challenge. Perhaps a new block too, pure fire to match the lava which spawns lots of cinders and kind of works as a mob spawner for inferno mobs. It would be cool to see that, and get you prepared so it doesn't take a month to make whatever nest mob you make first. Anyways, great work on the mod, keep it up, and please use these ideas for your mod. Also, glad you like the name Drawn.
Hmm sounds like a good idea, I've been wanting to avoid world gen as it can restrict some features to newly generated chunks, but it'll be cool to use it, Vespids and Vespid Queens will also randomly spawn too I think but wont be persistent unless they find a Vespid Nest Block, perhaps they could even build nests, that would be cool, it would also be an interesting way to farm them, same goes for the Calpods.
Rahovart and Asmodeus sound like commanders of Herobrine's army!
Well, irl, those are names are both found in actual traditional demonology -- Asmodeus being quite prevalent in occultism as well as both Jewish and Christian lore of the ancient and medieval world, as demon of lust and one of the kings of Hell immediately under Satan, not to mention being in most version of Dungeons & Dragons ever released.
The Demon Bosses:
Rahovart: Will be based off of the Doom Cyberdemon. Will be Mobzilla-sized, will take about an hour to kill with over 100K health possibly. It will have three battle phases as will all bosses. Phase 1 it will attack rapidly with many different projectiles and will also have to area wave attacks. Phase 2 it will summon lots of Belphs and some Behemoth to help while attacking with a few projectiles. Phase 3, it will charge around as it becomes deserate to slaughter you!
Asmodeus: Will be based off of the Doom Spider Mastermind and is basically a bigger and much stronger Asmodi. Phase 1: It will have a lot of rapid attacks and will be constantly summon Trites. Phase 2: It will fire projectiles upwards which will then come down and on impact either spawn a pile of Trites or an Asmodi. Phase 3: The Asmodeus will enter an overdrive mode where it will do both Phase 1 and Phase 2 together only quicker but it will slowly lose health, this is when it is basically defeated and things become less about killing it and more about surviving its death!
So, looking up what a Doom Spider Mastermind was led to finding this amazing redesign, and I would just like to beg for using that if you can.
Rollback Post to RevisionRollBack
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
you must wait, its technical problems
And again awesome mod! keep up the great work!
Shadow Realm is just another term for pitch-black darkness.
Airavata: a 3 headed white elephant that carried the Hindu god, Hindra. In minecraft, he would be some sort of boss mob with divine abilities (your choice). Once you've defeated him you'll gain his respect and he'll become your pet. Once you've mounted him, you'll be able to use his divine abilities. Here's a picture of his statue.
Hmm that's strange, but it shouldn't be caused by this mod as damage is applied the same way as vanilla mobs, so vanilla code handles all that leaving it to IC2 to apply the armor rating, etc. I'll double check a few things just to make sure, but if it works with vanilla armor it should work with any modded armor.
Oooh awesome, I'll add those to the main download soon! I still need to convert the descriptions into the language files, I'll try and get that done soon! Thanks a bunch!
Geonachs have a random chance of spawning when any ore is mined, from coal to diamond and it will also try to work with modded ores too!
In 1.7.2/10+ item IDs are gone, replace it with an item name instead so in this case it would be blazePowder I think. I'll be moving a better config system very soon which will have a load of up to date comments all over the config file itself in the future which will explain how to use everything.
Hmm, I've been thinking about Light Mobs before, I'm just not sure how'd they spawn, Shadow Mobs are from absolute darkness indoors/underground/caves but Light Mobs can't be in full light as they would spawn everywhere. Hmmm...
In 1.6.4 they were title case and in 1.7.2 all lowercase so from DemonMobs.Pinky to demonmobs.pinky in 1.7.2+, I'll take a look at the mobs api though, sounds cool! And flooded water dungeons sounds awesome, perfect for the new range of saltwater mobs as well as the soon to arrive Freshwater Mobs!
Ugh it's very annoying, unfortunately I can't update it to 1.7.10 until some essential mods have, I'm currently mainly waiting on just Thaumcraft now although Witchery is quite important too but with it all taking so long I might sacrifice it then re-add it as it updates. With Thaumcraft though, I can't just remove it and re-add it as a lot of people have built a lot of things with Thaumcraft.
I'm not sure what my plans are just yet, I'd like to avoid adding a new dimension into this mod and just keep it about mostly mobs, a new dimension requires world gen, a dimension ID, loads of new blocks, portals, etc which is quite a lot, doable but for now I'm gonna focus on the mobs, so bosses, better pets and dragons will likely come first, also special mob arena blocks.
I'd like to add advanced minion portals too where I could then add naturally spawning minion portals, so for instance you could be exploring a ravine to suddenly find an evil demonic portal open up summoning an army of Belph which will take over the area unless you stop them by destroying the portal! So Shadow Portals would be a thing, rather than a full brand new dimension.
Might make them spawn at high Y-heights. Closer to the sun and all.
java.lang.NumberFormatException: For input string: "ALL"
Does this feature not work for version 1.5.1h? Only about 20% of my mods have updated to 1.7...
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
Hmm well that's odd, I'll take a look into it.Are you using any custom mob spawning mods as they could affect things too, if not then hmm, very strange...
The Demon Bosses:
Rahovart: Will be based off of the Doom Cyberdemon. Will be Mobzilla-sized, will take about an hour to kill with over 100K health possibly. It will have three battle phases as will all bosses. Phase 1 it will attack rapidly with many different projectiles and will also have to area wave attacks. Phase 2 it will summon lots of Belphs and some Behemoth to help while attacking with a few projectiles. Phase 3, it will charge around as it becomes deserate to slaughter you!
Asmodeus: Will be based off of the Doom Spider Mastermind and is basically a bigger and much stronger Asmodi. Phase 1: It will have a lot of rapid attacks and will be constantly summon Trites. Phase 2: It will fire projectiles upwards which will then come down and on impact either spawn a pile of Trites or an Asmodi. Phase 3: The Asmodeus will enter an overdrive mode where it will do both Phase 1 and Phase 2 together only quicker but it will slowly lose health, this is when it is basically defeated and things become less about killing it and more about surviving its death!
Hmm now that's an interesting idea, well I'll finish the other mobs off first and then I might consider Light Mobs.
It has everything except the latest mob, the Cephignis. Due to some heavy changes that I've done for the Cephignis, back porting to 1.7.2 would take a little and maintaining it would slow things down a lot and then to go further back to 1.6.4 would take ages, the source code for this mod is available if anyone is will to backport every now and again, but I'd like to focus on the latest versions so that I can keep up and not get stuck behind.
Hmm that's a bug, I'll try and release some fixes for it. For now though, you could put -1,0,1 for all vanilla dimensions and then any modded extra dimension IDs, could be an issue with multiworld servers, etc though as you'd need a lot of umbers. I think this should work in 1.7.2+ versions, but I'll release hotfix i for the 1.6.4 version with a fix for this for ya!
Hmm sounds like a good idea, I've been wanting to avoid world gen as it can restrict some features to newly generated chunks, but it'll be cool to use it, Vespids and Vespid Queens will also randomly spawn too I think but wont be persistent unless they find a Vespid Nest Block, perhaps they could even build nests, that would be cool, it would also be an interesting way to farm them, same goes for the Calpods.
Well, irl, those are names are both found in actual traditional demonology -- Asmodeus being quite prevalent in occultism as well as both Jewish and Christian lore of the ancient and medieval world, as demon of lust and one of the kings of Hell immediately under Satan, not to mention being in most version of Dungeons & Dragons ever released.
So, looking up what a Doom Spider Mastermind was led to finding this amazing redesign, and I would just like to beg for using that if you can.