As you can see it is modelled. I have the AI code ready for testing, it should work and also the model code is ready to go. This just leaves the sound effects and the texturing (drawing the textures is quite fun but my least favourite part is texture mapping where I have to wrap the texture onto the model, it can be a pain at times).
The Blocks/Items and Config pages of the mod website now have just about everything listed, I've upgraded the whole website to read directly from a MySQL database which means I can document this mod easily, it also makes adding update info and download links quicker so that I can spend more time modding and less time on the website!
The Items don't have any images yet, but apart from that, the website if fully up to date!
Awesome work Lycan can't wait to battle these fierce creatures!! I have only been playing your server and am hoping you update it SOON Not only with your awesome new mobs but witchery too is pretty far behind now and would be nice to see that updated too.
Thanks for all your work and efforts....Just lovin' it
Awesome work Lycan can't wait to battle these fierce creatures!! I have only been playing your server and am hoping you update it SOON Not only with your awesome new mobs but witchery too is pretty far behind now and would be nice to see that updated too.
Thanks for all your work and efforts....Just lovin' it
I'll update it tonight for ya! The Custom NPCs will be removed as they just wont work at all. I'm working on a Shop Block mod which I hope to add to the server at some point and then I aim to add simple NPCs to this mod where they can be linked to TileEntities (such as the Shop Blocks) which can essentially make a shop npc.
I'll update it tonight for ya! The Custom NPCs will be removed as they just wont work at all. I'm working on a Shop Block mod which I hope to add to the server at some point and then I aim to add simple NPCs to this mod where they can be linked to TileEntities (such as the Shop Blocks) which can essentially make a shop npc.
Ok, it is all updated, MCPC+ has updated too so the server should be that little bit more stable too. Unfortunately, the newer versions of Witchery keep crashing and I'm not sure why, so once I get to the bottom of that, I'll update it. Custom NPCs is gone now.
I've just grabbed your mod as a replacement for the tough mobs in Mo'Creatures since it seems to add tough mobs without all the extra fluff.
Do you use some form of built in spawn handler like Custom Mob Controls? I'm concerned that the spawn-rate of other mod's mobs will be altered as they were with Mo'Creatures.
I've just grabbed your mod as a replacement for the tough mobs in Mo'Creatures since it seems to add tough mobs without all the extra fluff. Do you use some form of built in spawn handler like Custom Mob Controls? I'm concerned that the spawn-rate of other mod's mobs will be altered as they were with Mo'Creatures.
The spawn rates of the mobs from this mod can all be changed in the config, there isn't a spawn handler so if you're using Custom Mob Spawner or any spawn handler mod, it should work with this mod fine.
This mod does remove the spawn rates of some mobs in some biomes (Desert and Swamp) so that the vanilla mobs become more exclusive to other biomes, you can change all this in the config by turning Control Vanilla Mobs off for each mob pack config file. Also this mod shouldn't affect the spawn rates of any other mob mod at all.
This mod does remove the spawn rates of some mobs in some biomes (Desert and Swamp) so that the vanilla mobs become more exclusive to other biomes, you can change all this in the config by turning Control Vanilla Mobs off for each mob pack config file. Also this mod shouldn't affect the spawn rates of any other mob mod at all.
I've recently removed Custom Mob Spawner due to its obtrusiveness. I'm pretty happy with your mod thus far, it adds some tougher mobs without ruining the spawn rate of everyone elses'. I especially love the hell mobs, I think they're going to give my friends quite a scare.
Thanks for making this awesome mod. If anything breaks I'll be sure to stop by, thus far, I haven't noticed a single issue.
I've recently removed Custom Mob Spawner due to its obtrusiveness. I'm pretty happy with your mod thus far, it adds some tougher mobs without ruining the spawn rate of everyone elses'. I especially love the hell mobs, I think they're going to give my friends quite a scare. Thanks for making this awesome mod. If anything breaks I'll be sure to stop by, thus far, I haven't noticed a single issue.
Thanks, glad to know everything is working nicely! Oh if you notice any non-Lycanite's mobs losing limbs or heads, etc (boxes to their model), let me know, it's something I've seen happen on the rare occasion and while my mod doesn't touch anything but its own code, their could be a 'gap' in the rendering that's causing it, but it's hard to test as I haven't seen this mod do it on its own, so it could be another mod, optifine comes to mind but I'm not certain and that could be fixed now.
This idea has been addressed before, but perhaps there could be races to this mod. They could be biome specific like the mobs. Regular demons could be in the nether, their structures could be statues, in fortresses, and torture chambers. They should be hostile towards players and friendly to the other demon mobs. Lizardmen could live in the swamps, their structures could be tribes, small ones to very large ones. Lizardmen could have lurkers as pets and hunt the other mobs in the swamp for food. They should be hostile because Lizardmen in my eyes are carnivores. Orcs could inhabit the desert. Their structures could be camps and strongholds. They should be neutral, being that they will not attack unless you enter their territory. They could farm jousts and should keep Erepedes as guard dogs/pets. For the forest there could be wood elves, they should be hostile only because you are invading their territory which is the forest. They could worship trents as god like beings, making them create statues of trents. Also they could be friends with trents/ents. Wood elves could build camps or statues of trents. They could also hunt Wargs and use them as fur. For the Arctic could be Dark Elves, they could structure cities and outpost, they will be hostile if you enter their outposts, but will be friendly in the cities unless you kill a citizen or guard. They could use Maugs as pets and hunt Spitters for their venom for poisons. For the Plains could be Humans, they should be friendly in their cities unless you killed a civilian or guard, and be neutral at outpost, if you enter their outpost they will be hostile. They will kill and hunt any creature in the plains unless a creature could be used as mounts or be farmable. For the mountains could be the dwarfs, they could be unique from any other race. They could construct mining factories for their inventions and for ore. They will be neutral unless you walk in their mining factories. For the jungle area i was thinking of a unique race, coming from my ideas. I call it the Dunhon, which are half human half monkey. They would have a human body but have a lot of hair and have a tail and monkey ears. They wouldn't have builed structures but would hunt in groups of 5s and live in caves. They could also use raptors as mounts, to get around the jungle. They would be hostile towards the players. For the ocean biome, i was thinking of another unique race. I was thinking of a half human half fish type race. They're like the Zora from Zelda. They live in underwater caves, and they're friendly with every sea creature in the ocean. But they are not friendly with the land, and will attack any land species that invades their seas on sight, they will be very deep in the ocean, so if you ride a boat you're safe, but if you go too deep in the ocean, they will hunt you. The unique part about this race from the other sea creature is that they are some what intelligent, if they find you and you hurt them enough, they will go to their family and get the entire family to attack you. Usually there is a family of 10. So you might want to get away fast before they come with the whole group. They're like dwellers, they can stay on land for a short amount of time and then they have to come towards the ocean, but the difference is, when it rains, not only they can stay on land as long as it's raining, but they get a strength boost as well. For the hills biome could be the high elf race. They could be friendly in their cities and be neutral at their outpost. They would hunt and farm whatever is in the biome. Well that was a mouth full...
This idea has been addressed before, but perhaps there could be races to this mod. They could be biome specific like the mobs. Regular demons could be in the nether, their structures could be statues, in fortresses, and torture chambers. They should be hostile towards players and friendly to the other demon mobs. Lizardmen could live in the swamps, their structures could be tribes, small ones to very large ones. Lizardmen could have lurkers as pets and hunt the other mobs in the swamp for food. They should be hostile because Lizardmen in my eyes are carnivores. Orcs could inhabit the desert. Their structures could be camps and strongholds. They should be neutral, being that they will not attack unless you enter their territory. They could farm jousts and should keep Erepedes as guard dogs/pets. For the forest there could be wood elves, they should be hostile only because you are invading their territory which is the forest. They could worship trents as god like beings, making them create statues of trents. Also they could be friends with trents/ents. Wood elves could build camps or statues of trents. They could also hunt Wargs and use them as fur. For the Arctic could be Dark Elves, they could structure cities and outpost, they will be hostile if you enter their outposts, but will be friendly in the cities unless you kill a citizen or guard. They could use Maugs as pets and hunt Spitters for their venom for poisons. For the Plains could be Humans, they should be friendly in their cities unless you killed a civilian or guard, and be neutral at outpost, if you enter their outpost they will be hostile. They will kill and hunt any creature in the plains unless a creature could be used as mounts or be farmable. For the mountains could be the dwarfs, they could be unique from any other race. They could construct mining factories for their inventions and for ore. They will be neutral unless you walk in their mining factories. For the jungle area i was thinking of a unique race, coming from my ideas. I call it the Dunhon, which are half human half monkey. They would have a human body but have a lot of hair and have a tail and monkey ears. They wouldn't have builed structures but would hunt in groups of 5s and live in caves. They could also use raptors as mounts, to get around the jungle. They would be hostile towards the players. For the ocean biome, i was thinking of another unique race. I was thinking of a half human half fish type race. They're like the Zora from Zelda. They live in underwater caves, and they're friendly with every sea creature in the ocean. But they are not friendly with the land, and will attack any land species that invades their seas on sight, they will be very deep in the ocean, so if you ride a boat you're safe, but if you go too deep in the ocean, they will hunt you. The unique part about this race from the other sea creature is that they are some what intelligent, if they find you and you hurt them enough, they will go to their family and get the entire family to attack you. Usually there is a family of 10. So you might want to get away fast before they come with the whole group. They're like dwellers, they can stay on land for a short amount of time and then they have to come towards the ocean, but the difference is, when it rains, not only they can stay on land as long as it's raining, but they get a strength boost as well. For the hills biome could be the high elf race. They could be friendly in their cities and be neutral at their outpost. They would hunt and farm whatever is in the biome. Well that was a mouth full...
I like this idea, but I feel like Orcs are more suited to mountain climates for whatever reason. You already have Dwarves there anyway, so it doesn't matter...
But anyways, I think he might've already said something about not wanting to mess with generated structures, but this would be a very cool idea for another mod.
This idea has been addressed before, but perhaps there could be races to this mod. They could be biome specific like the mobs. Regular demons could be in the nether, their structures could be statues, in fortresses, and torture chambers. They should be hostile towards players and friendly to the other demon mobs. Lizardmen could live in the swamps, their structures could be tribes, small ones to very large ones. Lizardmen could have lurkers as pets and hunt the other mobs in the swamp for food. They should be hostile because Lizardmen in my eyes are carnivores. Orcs could inhabit the desert. Their structures could be camps and strongholds. They should be neutral, being that they will not attack unless you enter their territory. They could farm jousts and should keep Erepedes as guard dogs/pets. For the forest there could be wood elves, they should be hostile only because you are invading their territory which is the forest. They could worship trents as god like beings, making them create statues of trents. Also they could be friends with trents/ents. Wood elves could build camps or statues of trents. They could also hunt Wargs and use them as fur. For the Arctic could be Dark Elves, they could structure cities and outpost, they will be hostile if you enter their outposts, but will be friendly in the cities unless you kill a citizen or guard. They could use Maugs as pets and hunt Spitters for their venom for poisons. For the Plains could be Humans, they should be friendly in their cities unless you killed a civilian or guard, and be neutral at outpost, if you enter their outpost they will be hostile. They will kill and hunt any creature in the plains unless a creature could be used as mounts or be farmable. For the mountains could be the dwarfs, they could be unique from any other race. They could construct mining factories for their inventions and for ore. They will be neutral unless you walk in their mining factories. For the jungle area i was thinking of a unique race, coming from my ideas. I call it the Dunhon, which are half human half monkey. They would have a human body but have a lot of hair and have a tail and monkey ears. They wouldn't have builed structures but would hunt in groups of 5s and live in caves. They could also use raptors as mounts, to get around the jungle. They would be hostile towards the players. For the ocean biome, i was thinking of another unique race. I was thinking of a half human half fish type race. They're like the Zora from Zelda. They live in underwater caves, and they're friendly with every sea creature in the ocean. But they are not friendly with the land, and will attack any land species that invades their seas on sight, they will be very deep in the ocean, so if you ride a boat you're safe, but if you go too deep in the ocean, they will hunt you. The unique part about this race from the other sea creature is that they are some what intelligent, if they find you and you hurt them enough, they will go to their family and get the entire family to attack you. Usually there is a family of 10. So you might want to get away fast before they come with the whole group. They're like dwellers, they can stay on land for a short amount of time and then they have to come towards the ocean, but the difference is, when it rains, not only they can stay on land as long as it's raining, but they get a strength boost as well. For the hills biome could be the high elf race. They could be friendly in their cities and be neutral at their outpost. They would hunt and farm whatever is in the biome. Well that was a mouth full...
Races are something I'd like to do, but they would be a while off.
Oh and when will the gorgomite be added? An estimation of days unless you know when it will be added.
Could be near the end of today, tomorrow or Tuesday, that would be a good estimate, it depends if I get any distractions, I've still got a load of Christmas shopping to do lol!
Nice!
The Gorgomites should be ready soon!
The Items don't have any images yet, but apart from that, the website if fully up to date!
Thanks for all your work and efforts....Just lovin' it
I'll update it tonight for ya! The Custom NPCs will be removed as they just wont work at all. I'm working on a Shop Block mod which I hope to add to the server at some point and then I aim to add simple NPCs to this mod where they can be linked to TileEntities (such as the Shop Blocks) which can essentially make a shop npc.
Ok, it is all updated, MCPC+ has updated too so the server should be that little bit more stable too. Unfortunately, the newer versions of Witchery keep crashing and I'm not sure why, so once I get to the bottom of that, I'll update it. Custom NPCs is gone now.
Do you use some form of built in spawn handler like Custom Mob Controls? I'm concerned that the spawn-rate of other mod's mobs will be altered as they were with Mo'Creatures.
Just to clear up any potential descrepencies that may or may not arise.
Should all be ready to go now!
The spawn rates of the mobs from this mod can all be changed in the config, there isn't a spawn handler so if you're using Custom Mob Spawner or any spawn handler mod, it should work with this mod fine.
This mod does remove the spawn rates of some mobs in some biomes (Desert and Swamp) so that the vanilla mobs become more exclusive to other biomes, you can change all this in the config by turning Control Vanilla Mobs off for each mob pack config file. Also this mod shouldn't affect the spawn rates of any other mob mod at all.
I've recently removed Custom Mob Spawner due to its obtrusiveness. I'm pretty happy with your mod thus far, it adds some tougher mobs without ruining the spawn rate of everyone elses'. I especially love the hell mobs, I think they're going to give my friends quite a scare.
Thanks for making this awesome mod. If anything breaks I'll be sure to stop by, thus far, I haven't noticed a single issue.
Just to clear up any potential descrepencies that may or may not arise.
Thanks, glad to know everything is working nicely! Oh if you notice any non-Lycanite's mobs losing limbs or heads, etc (boxes to their model), let me know, it's something I've seen happen on the rare occasion and while my mod doesn't touch anything but its own code, their could be a 'gap' in the rendering that's causing it, but it's hard to test as I haven't seen this mod do it on its own, so it could be another mod, optifine comes to mind but I'm not certain and that could be fixed now.
Thanks, the next update is going to have a nice surprise (not mounts or NPCs yet though)!
Really nice mod, thank you for this!
Yep the Lurkers are based off Paramites and the Jousts are based off Scrabs!
Thanks! New update coming soon!
Thanks!
I like this idea, but I feel like Orcs are more suited to mountain climates for whatever reason. You already have Dwarves there anyway, so it doesn't matter...
But anyways, I think he might've already said something about not wanting to mess with generated structures, but this would be a very cool idea for another mod.
Races are something I'd like to do, but they would be a while off.
Could be near the end of today, tomorrow or Tuesday, that would be a good estimate, it depends if I get any distractions, I've still got a load of Christmas shopping to do lol!