A small rock-beetle desert mob that will start to swarm you if they aren't dealt with dast!
New Mob: The Aspid
A poisonous reptile-like swamp mob that leaves a trail of poison clouds behind it! Can be farmed using Mushrooms.
New Item: Aspid Meat
Very poisonous when raw. Once cooked, Aspid Meat will provide a powerful regeneration effect.
New item: Poison Gland
Creates a poisonous cloud when squeezed!
Behemoth will now leave a trail of hellfire behind them!
Hellfire will no longer damage entities that are immune to fire.
The Poison Ray Scepter is now crafted with a Poison Gland at the top center (Fermented Spider Eyes down the left and right sides, Poison Gland at the top center and Blaze Rods in the middle and bottom center).
I downloaded the lastest version for MC 1.6.2 (v1.2.1)
But........a wild crash appear
---- Minecraft Crash Report ----
// Oops.
Time: 8/12/13 06:45 PM
Description: Initializing game
java.lang.NoClassDefFoundError: lycanite/lycanitesmobs/CreativeTab
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:181)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:471)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.ClassNotFoundException: lycanite.lycanitesmobs.CreativeTab
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 34 more
Caused by: java.lang.VerifyError: Cannot inherit from final class
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
Another idea i would like to bring out, for the demons, maybe there could be some staff that could summon each demon by choosing a demon to summon and then casting the summon. It would use the items status depending on how powerful the demon is, Ex: If you summon trites (Would be summoned in 3s) it wouldn't cost as, but if you summon a behemoth or even a asmodi, it would cost a lot of quality.
I downloaded the lastest version for MC 1.6.2 (v1.2.1) But........a wild crash appear
---- Minecraft Crash Report ---- // Oops. Time: 8/12/13 06:45 PM Description: Initializing game java.lang.NoClassDefFoundError: lycanite/lycanitesmobs/CreativeTab at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Unknown Source) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457) at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105) at cpw.mods.fml.common.Loader.loadMods(Loader.java:509) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:181) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:471) at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806) at net.minecraft.client.main.Main.main(SourceFile:101) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at net.minecraft.launchwrapper.Launch.launch(Launch.java:57) at net.minecraft.launchwrapper.Launch.main(Launch.java:18) Caused by: java.lang.ClassNotFoundException: lycanite.lycanitesmobs.CreativeTab at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 34 more Caused by: java.lang.VerifyError: Cannot inherit from final class at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(Unknown Source) at java.security.SecureClassLoader.defineClass(Unknown Source) at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
Oops, I accidentally marked the latest download as 1.6.2 in the database, it's been corrected now as 1.6.4. So the latest version is 1.2.2. From the looks of that error, it seems your download is corrupt because it is saying that the Creative Tab class is missing and it is definitely there. Either way, try 1.2.2 for 1.6.4, it should work fine.
Another idea i would like to bring out, for the demons, maybe there could be some staff that could summon each demon by choosing a demon to summon and then casting the summon. It would use the items status depending on how powerful the demon is, Ex: If you summon trites (Would be summoned in 3s) it wouldn't cost as, but if you summon a behemoth or even a asmodi, it would cost a lot of quality.
I've been thinking about ways to summon minions temporarily, I would have 2 or 3 summon-able mobs from each pack.
Also I'm thinking about adding a Rage Potion which will cause mobs (not players though) to attack anything but each other and then a Rage II which would make them turn on themselves too.
Also I'm thinking about adding ways to tame more mobs where they don't follow you around like a wolf unless you hold a certain item, when their master is holding a specific item, they will just wander around and attack players, etc as usual but not their master, for example, you could tame a load of Dwellers and have them live in your moat and should any enemy players fall in said moat, well, I'll leave the rest to your imagination!
The base code that I've built makes all of these pretty easy to implement, the Rage Potions would be a little trickier as they would have to work on vanilla mobs as well as mobs from other mods (would be good for mob battles though).
A small rock-beetle desert mob that will start to swarm you if they aren't dealt with dast!
New Mob: The Aspid
A poisonous reptile-like swamp mob that leaves a trail of poison clouds behind it! Can be farmed using Mushrooms.
New Item: Aspid Meat
Very poisonous when raw. Once cooked, Aspid Meat will provide a powerful regeneration effect.
New item: Poison Gland
Creates a poisonous cloud when squeezed!
Behemoth will now leave a trail of hellfire behind them!
Hellfire will no longer damage entities that are immune to fire.
The Poison Ray Scepter is now crafted with a Poison Gland at the top center (Fermented Spider Eyes down the left and right sides, Poison Gland at the top center and Blaze Rods in the middle and bottom center).
Gorgomites:
Aspids:
`
WOW!epics news mobs!! giant thx for you lycanite!!
A small rock-beetle desert mob that will start to swarm you if they aren't dealt with dast!
New Mob: The Aspid
A poisonous reptile-like swamp mob that leaves a trail of poison clouds behind it! Can be farmed using Mushrooms.
New Item: Aspid Meat
Very poisonous when raw. Once cooked, Aspid Meat will provide a powerful regeneration effect.
New item: Poison Gland
Creates a poisonous cloud when squeezed!
Behemoth will now leave a trail of hellfire behind them!
Hellfire will no longer damage entities that are immune to fire.
The Poison Ray Scepter is now crafted with a Poison Gland at the top center (Fermented Spider Eyes down the left and right sides, Poison Gland at the top center and Blaze Rods in the middle and bottom center).
Gorgomites:
ouAspids:
y
WOW!!!!!epic new mobs!!!! thx
Rollback Post to RevisionRollBack
Support Ice and Fire , This is terribly awesome !:D
I've got two mobs left to do in order to finish this 'phase' of development, that's the Manticore (Desert Flying Rock-Bat Creatures) and the Remobra (Swamp Flying Snake Creatures that will spit poison that may leave Poison Clouds too). Once those are done then the Desert and Swamp mobs are complete for now (bosses much later on).
So what's next? Well first there are a few minor tweaks that should be done and also some extensive test so that I can 'perfect' the AI system. Next I want to go over the particles used in this mod so that I can use custom particles, I also want to animate some of the projectiles and Scepters, also I might look into Enchanted Scepters, dungeon loot and dungeon mob spawners (oh and the mob spawners for my mobs may cause I crash I think so that will be fixed very soon)! Also the new laser isn't animated very smooth at the moment as it only uses server side updates, I need to have the client guess where it's going in order to make it look smooth.
After that there are two options: more mobs straight awayormount support.
I think mount support could take a week, maybe two or three tops with armor/saddles/inventories all included. This would make Pinkies, Erepedes and Eyewigs all tameable as mounts:
Pinkies would still eat animals on sight when left dismounted and wont follow and help their owner, but they'd be tough mounts and fully controllable (they wont run off after sheep so long as you stay on them).
Erepedes would act as they do now when they're tamed, but they will also be mountable, I may change this however and make another Desert mob tameable (possibly Clinks), also the Erepedes will probably get a completely new model soon, similar to the Gorgomite but bigger.
Eyewigs would act like horses, although I might look into making them walk on water and also, they will make their owner immune to poison when mounted which should make Aspid farming easier and would make pesky Remobra nothing to worry about.
Also I might look into giving mounts abilities, possibly when the user right clicks while mounting them, like Eyewigs would fire a poison ray, Pinkies would bite anything close to them and Erepedes would fire a mudshot. Also flying mounts have crossed my mind and I think I'd leave that prospect for the Draconic (dragons, but not just your average 4/2 legs 2 wings, more than that) Mobs in the distant future, oh and there will definitely by water mounts coming up too.
As for future mobs, for the next set I'm not going to stick to 2 biomes/dimensions any more, instead I will release one new mob for just about every biome (except the Swamp, Desert or Nether for now), once just about every biome has one mob, I'll move onto the second mob and then the third, etc. This way I can cover all the biomes more quickly which should give this mod more impact when playing as at the moment you can only experience this mod when in the Nether, Swamp or Desert. Also some mobs will be similar to each other like the Worg, Barghest and Maug, of course no mobs are going to be just reskins and they will also always behave slightly/very differently.
I'm also going to introduce some NPC features in the future where I'll introduce special villagers/player mobs that can use possibly specific skins. I will then add some creative-only or possibly OP-only (set in config) tools that allow you to add Chat Lines to NPCs, disable hostile behaviour and also the ability to link them to a TileEntity, for example an Ettin could be named with a Name Tag, given some chat lines and could then be linked to an Anvil (TileEntity) and also set to peaceful, this way he wont despawn, wont attack and when right clicked he would display a chat message and would open up the Anvil he is linked to as if the player clicked on the Anvil themselves, this would essentially make an Ettin Blacksmith. I'd also add the ability to make mobs invincible and unmovable, possible patrol paths in the future too. This would all be very lightweight and very compatible with other mods (such as linking the Ettin to a IC2 Macerator)! This will all be designed around a server I'm running as I aim to make a city with various NPCs that offer services such as shops (I'm planning on making a Shops mod in the future, would would add shop blocks which can then be linked to NPCs).
Anyway, there's a lot of text there but those are my plans so far, let me know what you think and also, should I stop working on mobs after the Desert and Swamp and focus on adding mount support or would you rather see more mobs first, I would do both but I'm quite busy with work at the moment and mounts are something I'd like to focus on so that they're done right.
Oh and also there's a chance that this mod will be added to FTB which would be awesome, so let's hope for the best!
Progress Update:
Well the Manticore is modelled, texture next, then it needs sound and then the easy part, adding it in game (it's easy because it doesn't need any new AI features). These pesky bat things will fly down and bite you, giving you hunger and weakness, so watch out! They will have fairly low health and wont do much damage though.
OK. . I have been shuffling mods for 2 days and double checking versions. . . trying to figure out a problem. . . and I wanted to wait till I was sure before I came here.
I have a 40 plus mod collection for MC 1.6.4 with the recommended Forge build. I have been testing it for a while that is mostly established and well supported mods, including Mo Creatures and the custom spawner as well as a bunch of other mods that add either mobs, pets or entities as a side offering. They have all been getting along fine so I have recently been adding a "second round" collection of mods that is also mostly established stuff and a couple of new mob stuff.
There are 3 mods that are currently not working with each other on my 1.6.4 setup but they work separately:
1) Lycanite's mobs 1.2.2
2) Grimoire of Gaia 2 1.8.1
3) Witchery 00.11.3
They all appear to be doing their jobs. . but when you put two of them, or all of them, together, the most common error is short lag spikes which become more and more common and then turns into a permanent freeze. This happens within one minecraft day period, usually before sunset. Occasionally it will go to the "shutting down internal server" screen and hang there forever. When the lag spikes begin and I anticipate that it is happening, I can choose save and quit, but it is usually too late and it still hangs at "shutting down internal server"
The exception to this error is the Witchery/Grimoire combination which doesn't seem to create the lag, but the game freezes immediately when I push F6 to get the custom spawner GUI. The lag may still occur. . but that error stopped me first so I didn't give it much more time to do anything else.
What has been driving me crazy from the beginning is that, no logs are being generated with these freezes so I have been doing trial and error just to figure out who the culprits are and in what combinations. . .
Is there anything that can be done about this and is there anything else, besides non existent logs, I can provide to help track it down?
Thanks
My mod list before adding the mods in question is below:
Minecraft 1.6.4
Minecraft coder pack 8.0.9
Forge Mod Loader 6.4.20.916
Minecraft Forge 9.11.1.916
Code Chicken Core 0.9.0.6
Not Enough Items 1.6.1.7
Render Player API 1.0
Tinkers Corestruct 0.0.1
Damaga Indicators 2.9.1.6
Ars Magica 2 1.0.2b
Animal Bikes 2
Archimedies ships 1.4.4
Barrels 3.2
Battle Towers 1.4.2
Chocolate Quest 2.041
Better Archery 1.6.2
Bibliocraft 1.5.1
Natura 2.1.11
BoP 1.1.2
Custom Spawner 2.3.1
Mo Creatures 6.0.1
GUI API 0.15.7
Magic Yarn 1.0.9
Minions 1.7.6
NEI plugins 1.1.0.6
Natura Compat: FMP 0.1
Pet Bat 1.2.6
Ropes+ 1.4.9
Ruins Spawning System 10.9
OK. . I have been shuffling mods for 2 days and double checking versions. . . trying to figure out a problem. . . and I wanted to wait till I was sure before I came here. I have a 40 plus mod collection for MC 1.6.4 with the recommended Forge build. I have been testing it for a while that is mostly established and well supported mods, including Mo Creatures and the custom spawner as well as a bunch of other mods that add either mobs, pets or entities as a side offering. They have all been getting along fine so I have recently been adding a "second round" collection of mods that is also mostly established stuff and a couple of new mob stuff. There are 3 mods that are currently not working with each other on my 1.6.4 setup but they work separately: 1) Lycanite's mobs 1.2.2 2) Grimoire of Gaia 2 1.8.1 3) Witchery 00.11.3 They all appear to be doing their jobs. . but when you put two of them, or all of them, together, the most common error is short lag spikes which become more and more common and then turns into a permanent freeze. This happens within one minecraft day period, usually before sunset. Occasionally it will go to the "shutting down internal server" screen and hang there forever. When the lag spikes begin and I anticipate that it is happening, I can choose save and quit, but it is usually too late and it still hangs at "shutting down internal server" The exception to this error is the Witchery/Grimoire combination which doesn't seem to create the lag, but the game freezes immediately when I push F6 to get the custom spawner GUI. The lag may still occur. . but that error stopped me first so I didn't give it much more time to do anything else. What has been driving me crazy from the beginning is that, no logs are being generated with these freezes so I have been doing trial and error just to figure out who the culprits are and in what combinations. . . Is there anything that can be done about this and is there anything else, besides non existent logs, I can provide to help track it down? Thanks My mod list before adding the mods in question is below:
Minecraft 1.6.4 Minecraft coder pack 8.0.9 Forge Mod Loader 6.4.20.916 Minecraft Forge 9.11.1.916 Code Chicken Core 0.9.0.6 Not Enough Items 1.6.1.7 Render Player API 1.0 Tinkers Corestruct 0.0.1 Damaga Indicators 2.9.1.6 Ars Magica 2 1.0.2b Animal Bikes 2 Archimedies ships 1.4.4 Barrels 3.2 Battle Towers 1.4.2 Chocolate Quest 2.041 Better Archery 1.6.2 Bibliocraft 1.5.1 Natura 2.1.11 BoP 1.1.2 Custom Spawner 2.3.1 Mo Creatures 6.0.1 GUI API 0.15.7 Magic Yarn 1.0.9 Minions 1.7.6 NEI plugins 1.1.0.6 Natura Compat: FMP 0.1 Pet Bat 1.2.6 Ropes+ 1.4.9 Ruins Spawning System 10.9 TConstruct 1.6.X_1.5.1 Tconstruct Compat: FMP 0.1 Tconstruct Compat:MFR 0.2 Tconstruct compat: NEI 0.1 TConstruct Compat: Waila Thaumcraft 4.0.4a AS update checker 1.1.1 Balkon's WeaponMod 1.13.6 Rei Minimap 3.4_01 Crayfish Furniture mod 3.1 Backpack 1.22.25 Dragon Mounts r33 Twilight Forest 1.20.1
Hmm strange, well I use this mod alongside Witchery in my custom modpack on the Nephrite Server, I haven't experienced any problems like this before. This mod tends to stick to itself and so it shouldn't really conflict with any other mods. All I can suggest is that you try the three mobs with only each other, nothing else and the latest build of Forge. The version of Witchery I'm using at the moment is a bit olf though (0.8.0) so I'll be updating that and testing it. I haven't tested this mod with Grimoire of Gaia though.
Edit: Also have you tried removing Custom Mob Spawner saying as opening its GUI hangs, this mod does change vanilla spawn rates at the start but should be override by Custom Mob Spawner, but you can always try disabled the Vanilla Mob Controls settings (found in config/LycanitesMobs/Pack.cfg)?
lycanite you should spend a little more time on your mob textures so the mobs has more epic textures like the behemoth has
I'll be going over some of the mobs at some point and tidying their textures up a bit, like the Aspids could do with a higher res texture due to their size. For now though I'm focusing more on the models and AI (with mounts coming up soon).
Hmm strange, well I use this mod alongside Witchery in my custom modpack on the Nephrite Server, I haven't experienced any problems like this before. This mod tends to stick to itself and so it shouldn't really conflict with any other mods. All I can suggest is that you try the three mobs with only each other, nothing else and the latest build of Forge. The version of Witchery I'm using at the moment is a bit olf though (0.8.0) so I'll be updating that and testing it. I haven't tested this mod with Grimoire of Gaia though.
Edit: Also have you tried removing Custom Mob Spawner saying as opening its GUI hangs, this mod does change vanilla spawn rates at the start but should be override by Custom Mob Spawner, but you can always try disabled the Vanilla Mob Controls settings (found in config/LycanitesMobs/Pack.cfg)?
I'm not counting out a fourth mod causing the problem with the other 3. . . but I've not found it yet.
Opening the mod spawner GUI only hangs when GoG is installed. . but I might try removing it as an experiment. I've not figured out how to create a seperate instance of mine craft yet, other than in places like technic. Do I just copy the launcher and call it "minecraft 2" and it will create a minecraft 2 folder? It feels dangerous to me. I suppose I could just strip the version I have back down to the bones and start over. . . This is really screwing with my OCD need to fix the problem.
Your mod seems to play fine with Mo Creatures and everything else in my list. . as long as I don't add the others. I just added about 7 more mods since leaving the last post and they are all appearing to play well with my list too. I stayed on for a very long time, no lags no hanging. I haven't added any of the 3 quarreling mods back yet though.
If you test it, I found that it looks fine at first. It took a while for the lag and freeze problem to happen, maybe 5 or 10 minutes, usually not even a full day night cycle. It starts with a simple, innocent looking, lag moment that feels normal. Then another. Then within a couple more minutes they are getting worse until total freeze. I was running around in the desert at the time of testing because that is a good place to test all the mob packs at once and see the results.
By the way, I love the battles between the Jousts and the Erepedes. . . except that the Erepedes, or someone else. . should probably eat some of the joust meat. I collected a stack and a half just running around in the desert without killing anything myself. That's a lot of speed boost for not much work. . . except cooking
I'm probably going to end up choosing your mod for now and hold off on the other 2. I like the direction it is going and your future plans. . . plus I already have 2 magic mods. If I have any more problems or discoveries, I'll let you know.
I'm not counting out a fourth mod causing the problem with the other 3. . . but I've not found it yet.
Opening the mod spawner GUI only hangs when GoG is installed. . but I might try removing it as an experiment. I've not figured out how to create a seperate instance of mine craft yet, other than in places like technic. Do I just copy the launcher and call it "minecraft 2" and it will create a minecraft 2 folder? It feels dangerous to me. I suppose I could just strip the version I have back down to the bones and start over. . . This is really screwing with my OCD need to fix the problem.
Using the new launcher, creating separate instances is quite easy. All you have to do is create a new folder in your .minecraft and aim your directory to it. That's it!!!
Just open your .minecraft and select 'new folder' give it a name. I will use the name 'test' for simplicity. Now go to your new launcher and press the 'new profile' button and check the directory box and add a backslash and 'test' to the end of that directory.(like so: \test). Then just choose the forge version you have installed, give it a name up top,save the profile, and run the game. Now when forge loads it will generate your mods, config, saves, etc. inside this 'test' folder instead of in your only .minecraft. Thus giving you a separate instance. You can make as many new folders (a.k.a instances) as you want as long as they have different names and you point that directory to each folder. Remember, you must run the game once with only forge to let forge set up and create all the needed folders!!
Hope this helps ya Plisko1, if you need any further help or instructions on this, please feel free to PM me and I'll be happy to help further
I'm not counting out a fourth mod causing the problem with the other 3. . . but I've not found it yet. Opening the mod spawner GUI only hangs when GoG is installed. . but I might try removing it as an experiment. I've not figured out how to create a seperate instance of mine craft yet, other than in places like technic. Do I just copy the launcher and call it "minecraft 2" and it will create a minecraft 2 folder? It feels dangerous to me. I suppose I could just strip the version I have back down to the bones and start over. . . This is really screwing with my OCD need to fix the problem. Your mod seems to play fine with Mo Creatures and everything else in my list. . as long as I don't add the others. I just added about 7 more mods since leaving the last post and they are all appearing to play well with my list too. I stayed on for a very long time, no lags no hanging. I haven't added any of the 3 quarreling mods back yet though. If you test it, I found that it looks fine at first. It took a while for the lag and freeze problem to happen, maybe 5 or 10 minutes, usually not even a full day night cycle. It starts with a simple, innocent looking, lag moment that feels normal. Then another. Then within a couple more minutes they are getting worse until total freeze. I was running around in the desert at the time of testing because that is a good place to test all the mob packs at once and see the results. By the way, I love the battles between the Jousts and the Erepedes. . . except that the Erepedes, or someone else. . should probably eat some of the joust meat. I collected a stack and a half just running around in the desert without killing anything myself. That's a lot of speed boost for not much work. . . except cooking I'm probably going to end up choosing your mod for now and hold off on the other 2. I like the direction it is going and your future plans. . . plus I already have 2 magic mods. If I have any more problems or discoveries, I'll let you know.
Cool thanks for the info, as painter73 said, you can setup custom directories in the Minecraft Launcher by making a new profile and then editing it using the version 1.6.4 Forge, etc and setting a custom directory there. I'll be testing this mod with the latest Witchery soon and also I might see what it's like with GoG.
But........a wild crash appear
---- Minecraft Crash Report ----
// Oops.
Time: 8/12/13 06:45 PM
Description: Initializing game
java.lang.NoClassDefFoundError: lycanite/lycanitesmobs/CreativeTab
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457)
at sun.reflect.GeneratedMethodAccessor2.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:509)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:181)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:471)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.ClassNotFoundException: lycanite.lycanitesmobs.CreativeTab
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 34 more
Caused by: java.lang.VerifyError: Cannot inherit from final class
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:171)
Oops, I accidentally marked the latest download as 1.6.2 in the database, it's been corrected now as 1.6.4. So the latest version is 1.2.2. From the looks of that error, it seems your download is corrupt because it is saying that the Creative Tab class is missing and it is definitely there. Either way, try 1.2.2 for 1.6.4, it should work fine.
I've been thinking about ways to summon minions temporarily, I would have 2 or 3 summon-able mobs from each pack.
Also I'm thinking about adding a Rage Potion which will cause mobs (not players though) to attack anything but each other and then a Rage II which would make them turn on themselves too.
Also I'm thinking about adding ways to tame more mobs where they don't follow you around like a wolf unless you hold a certain item, when their master is holding a specific item, they will just wander around and attack players, etc as usual but not their master, for example, you could tame a load of Dwellers and have them live in your moat and should any enemy players fall in said moat, well, I'll leave the rest to your imagination!
The base code that I've built makes all of these pretty easy to implement, the Rage Potions would be a little trickier as they would have to work on vanilla mobs as well as mobs from other mods (would be good for mob battles though).
`
WOW!epics news mobs!! giant thx for you lycanite!!
big diamond for you:
WOW!!!!!epic new mobs!!!! thx
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
Yep! Well there are just two mobs left and then I might look into mounts, no promises though it could be a big job and busy Christmas is coming up!
THANKS! Have you made an Aspid farm yet?
I've got two mobs left to do in order to finish this 'phase' of development, that's the Manticore (Desert Flying Rock-Bat Creatures) and the Remobra (Swamp Flying Snake Creatures that will spit poison that may leave Poison Clouds too). Once those are done then the Desert and Swamp mobs are complete for now (bosses much later on).
So what's next? Well first there are a few minor tweaks that should be done and also some extensive test so that I can 'perfect' the AI system. Next I want to go over the particles used in this mod so that I can use custom particles, I also want to animate some of the projectiles and Scepters, also I might look into Enchanted Scepters, dungeon loot and dungeon mob spawners (oh and the mob spawners for my mobs may cause I crash I think so that will be fixed very soon)! Also the new laser isn't animated very smooth at the moment as it only uses server side updates, I need to have the client guess where it's going in order to make it look smooth.
After that there are two options: more mobs straight away or mount support.
I think mount support could take a week, maybe two or three tops with armor/saddles/inventories all included. This would make Pinkies, Erepedes and Eyewigs all tameable as mounts:
As for future mobs, for the next set I'm not going to stick to 2 biomes/dimensions any more, instead I will release one new mob for just about every biome (except the Swamp, Desert or Nether for now), once just about every biome has one mob, I'll move onto the second mob and then the third, etc. This way I can cover all the biomes more quickly which should give this mod more impact when playing as at the moment you can only experience this mod when in the Nether, Swamp or Desert. Also some mobs will be similar to each other like the Worg, Barghest and Maug, of course no mobs are going to be just reskins and they will also always behave slightly/very differently.
I'm also going to introduce some NPC features in the future where I'll introduce special villagers/player mobs that can use possibly specific skins. I will then add some creative-only or possibly OP-only (set in config) tools that allow you to add Chat Lines to NPCs, disable hostile behaviour and also the ability to link them to a TileEntity, for example an Ettin could be named with a Name Tag, given some chat lines and could then be linked to an Anvil (TileEntity) and also set to peaceful, this way he wont despawn, wont attack and when right clicked he would display a chat message and would open up the Anvil he is linked to as if the player clicked on the Anvil themselves, this would essentially make an Ettin Blacksmith. I'd also add the ability to make mobs invincible and unmovable, possible patrol paths in the future too. This would all be very lightweight and very compatible with other mods (such as linking the Ettin to a IC2 Macerator)! This will all be designed around a server I'm running as I aim to make a city with various NPCs that offer services such as shops (I'm planning on making a Shops mod in the future, would would add shop blocks which can then be linked to NPCs).
Anyway, there's a lot of text there but those are my plans so far, let me know what you think and also, should I stop working on mobs after the Desert and Swamp and focus on adding mount support or would you rather see more mobs first, I would do both but I'm quite busy with work at the moment and mounts are something I'd like to focus on so that they're done right.
Oh and also there's a chance that this mod will be added to FTB which would be awesome, so let's hope for the best!
Well the Manticore is modelled, texture next, then it needs sound and then the easy part, adding it in game (it's easy because it doesn't need any new AI features). These pesky bat things will fly down and bite you, giving you hunger and weakness, so watch out! They will have fairly low health and wont do much damage though.
I have a 40 plus mod collection for MC 1.6.4 with the recommended Forge build. I have been testing it for a while that is mostly established and well supported mods, including Mo Creatures and the custom spawner as well as a bunch of other mods that add either mobs, pets or entities as a side offering. They have all been getting along fine so I have recently been adding a "second round" collection of mods that is also mostly established stuff and a couple of new mob stuff.
There are 3 mods that are currently not working with each other on my 1.6.4 setup but they work separately:
1) Lycanite's mobs 1.2.2
2) Grimoire of Gaia 2 1.8.1
3) Witchery 00.11.3
They all appear to be doing their jobs. . but when you put two of them, or all of them, together, the most common error is short lag spikes which become more and more common and then turns into a permanent freeze. This happens within one minecraft day period, usually before sunset. Occasionally it will go to the "shutting down internal server" screen and hang there forever. When the lag spikes begin and I anticipate that it is happening, I can choose save and quit, but it is usually too late and it still hangs at "shutting down internal server"
The exception to this error is the Witchery/Grimoire combination which doesn't seem to create the lag, but the game freezes immediately when I push F6 to get the custom spawner GUI. The lag may still occur. . but that error stopped me first so I didn't give it much more time to do anything else.
What has been driving me crazy from the beginning is that, no logs are being generated with these freezes so I have been doing trial and error just to figure out who the culprits are and in what combinations. . .
Is there anything that can be done about this and is there anything else, besides non existent logs, I can provide to help track it down?
Thanks
My mod list before adding the mods in question is below:
Minecraft 1.6.4
Minecraft coder pack 8.0.9
Forge Mod Loader 6.4.20.916
Minecraft Forge 9.11.1.916
Code Chicken Core 0.9.0.6
Not Enough Items 1.6.1.7
Render Player API 1.0
Tinkers Corestruct 0.0.1
Damaga Indicators 2.9.1.6
Ars Magica 2 1.0.2b
Animal Bikes 2
Archimedies ships 1.4.4
Barrels 3.2
Battle Towers 1.4.2
Chocolate Quest 2.041
Better Archery 1.6.2
Bibliocraft 1.5.1
Natura 2.1.11
BoP 1.1.2
Custom Spawner 2.3.1
Mo Creatures 6.0.1
GUI API 0.15.7
Magic Yarn 1.0.9
Minions 1.7.6
NEI plugins 1.1.0.6
Natura Compat: FMP 0.1
Pet Bat 1.2.6
Ropes+ 1.4.9
Ruins Spawning System 10.9
TConstruct 1.6.X_1.5.1
Tconstruct Compat: FMP 0.1
Tconstruct Compat:MFR 0.2
Tconstruct compat: NEI 0.1
TConstruct Compat: Waila
Thaumcraft 4.0.4a
AS update checker 1.1.1
Balkon's WeaponMod 1.13.6
Rei Minimap 3.4_01
Crayfish Furniture mod 3.1
Backpack 1.22.25
Dragon Mounts r33
Twilight Forest 1.20.1
Hmm strange, well I use this mod alongside Witchery in my custom modpack on the Nephrite Server, I haven't experienced any problems like this before. This mod tends to stick to itself and so it shouldn't really conflict with any other mods. All I can suggest is that you try the three mobs with only each other, nothing else and the latest build of Forge. The version of Witchery I'm using at the moment is a bit olf though (0.8.0) so I'll be updating that and testing it. I haven't tested this mod with Grimoire of Gaia though.
Edit: Also have you tried removing Custom Mob Spawner saying as opening its GUI hangs, this mod does change vanilla spawn rates at the start but should be override by Custom Mob Spawner, but you can always try disabled the Vanilla Mob Controls settings (found in config/LycanitesMobs/Pack.cfg)?
I'll be going over some of the mobs at some point and tidying their textures up a bit, like the Aspids could do with a higher res texture due to their size. For now though I'm focusing more on the models and AI (with mounts coming up soon).
I'm not counting out a fourth mod causing the problem with the other 3. . . but I've not found it yet.
Opening the mod spawner GUI only hangs when GoG is installed. . but I might try removing it as an experiment. I've not figured out how to create a seperate instance of mine craft yet, other than in places like technic. Do I just copy the launcher and call it "minecraft 2" and it will create a minecraft 2 folder? It feels dangerous to me. I suppose I could just strip the version I have back down to the bones and start over. . . This is really screwing with my OCD need to fix the problem.
Your mod seems to play fine with Mo Creatures and everything else in my list. . as long as I don't add the others. I just added about 7 more mods since leaving the last post and they are all appearing to play well with my list too. I stayed on for a very long time, no lags no hanging. I haven't added any of the 3 quarreling mods back yet though.
If you test it, I found that it looks fine at first. It took a while for the lag and freeze problem to happen, maybe 5 or 10 minutes, usually not even a full day night cycle. It starts with a simple, innocent looking, lag moment that feels normal. Then another. Then within a couple more minutes they are getting worse until total freeze. I was running around in the desert at the time of testing because that is a good place to test all the mob packs at once and see the results.
By the way, I love the battles between the Jousts and the Erepedes. . . except that the Erepedes, or someone else. . should probably eat some of the joust meat. I collected a stack and a half just running around in the desert without killing anything myself. That's a lot of speed boost for not much work. . . except cooking
I'm probably going to end up choosing your mod for now and hold off on the other 2. I like the direction it is going and your future plans. . . plus I already have 2 magic mods. If I have any more problems or discoveries, I'll let you know.
Just open your .minecraft and select 'new folder' give it a name. I will use the name 'test' for simplicity. Now go to your new launcher and press the 'new profile' button and check the directory box and add a backslash and 'test' to the end of that directory.(like so: \test). Then just choose the forge version you have installed, give it a name up top,save the profile, and run the game. Now when forge loads it will generate your mods, config, saves, etc. inside this 'test' folder instead of in your only .minecraft. Thus giving you a separate instance. You can make as many new folders (a.k.a instances) as you want as long as they have different names and you point that directory to each folder. Remember, you must run the game once with only forge to let forge set up and create all the needed folders!!
Hope this helps ya Plisko1, if you need any further help or instructions on this, please feel free to PM me and I'll be happy to help further
Cool thanks for the info, as painter73 said, you can setup custom directories in the Minecraft Launcher by making a new profile and then editing it using the version 1.6.4 Forge, etc and setting a custom directory there. I'll be testing this mod with the latest Witchery soon and also I might see what it's like with GoG.