Can you please add in next update of mod WASP type mob? I love insects and then you make this update on 1.6.4 of mineraft I will be so glad!!!
Sorry, I bad in english, I russia.
Since you like insects a lot have you heard of the Erebus mod? It's a dimension based entirely around insects. If you haven't you should really check it out :
Yes I know this mod, but giant wasps didn't spawn in over world, and they havent got nest! But Lycanite say he try to make Quine and warriors, and nest!!! :)I know this mod, but I need more insects! And wasps frome erebus didnt have any nest! But Lycanite say he will add warriors and Quine and nest! But thank you fore information
The saddles on my Eyewigs keep disappearing on my server..
Is this with the latest version and do the saddles disappear if you equip them through the inventory instead of just right clicking with a saddle?
The Raptors are working in game now but I had to go out, I'm back working on them now though and they're just about done, I just need to finish their jumping abilities, test a few things and they're done, then I have these bugs to fix too.
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Alright, i was thinking about something, which will be probably tweaked/added in the future, but since the mobs in this mod are different, they should have their different spawning/wondering AI, what i mean by this is, let's say the Clinks, since they're metallic they should spawn and wonder in desert caves, and only some near the caves will wonder out of the cave. Crusks should wait a little bit for their pray to get closer before surprise attacking, making adventurers more cautious running through deserts. Also, Nether Souls should attack in groups rather than individually, also remobras and manticores should do the same, groups of 3-6 maybe? Kobolds should be like a infestation like creature, so they should wonder the world for fallen items, or possibly any valuable items in chest in homes, and groups of them should spawn near them. So, from time to time you'll have to "clear" the house from those rodents. Jousts should wonder the desert, finding an alpha to guide them, while the alpha should migrate to other parts of deserts for gathering reasons, finding cacti. Also, manticores should stay high up in the air in large groups, waiting for pray to go near them. In the day time they should find dark areas to hide in, and should dwell in caves, or dark player homes with open spots for them to fly in. Also, if people are careless to just leave an open neather portal open, demon mobs should walk through the portal and start sprouting... trites should spawn near the hive which technically is the asmodi near them, so they're more protective of their "queen". Many other tweaks i suggest be added to fit these mobs to be more like creatures than just enemies or farm-ables. I hope my suggestion isn't too demanding and yet impossible.
Yes I know this mod, but giant wasps didn't spawn in over world, and they havent got nest! But Lycanite say he try to make Quine and warriors, and nest!!! I know this mod, but I need more insects! And wasps frome erebus didnt have any nest! But Lycanite say he will add warriors and Quine and nest! But thank you fore information
We have the Gorgomite as an insect in the desert, as well as Eyewigs as insects who live in the swamps. In the jungle, we'll have Vespids, Tarantulas, and Centipedes as arthropods! Cool, isn't it?
Tough chitin covers them so they can eat through cacti without hindrance, their long beak-like mouth is used to rip through both flesh and cacti, and with the sheer mass allowing them to take out the toughest of enemies.
Help it crashes randomly (so do i think) or is it something else?
---- Minecraft Crash Report ---- // Everything's going to plan. No, really, that was supposed to happen.
Time: 18-1-14 18:28 Description: Ticking entity
java.lang.NullPointerException at co.uk.flansmods.common.driveables.DriveableType.getItemsRequired(DriveableType.java:294) at co.uk.flansmods.common.driveables.PlaneType.getItemsRequired(PlaneType.java:143) at co.uk.flansmods.common.driveables.EntityDriveable.killPart(EntityDriveable.java:1086) at co.uk.flansmods.common.driveables.EntityDriveable.checkParts(EntityDriveable.java:1053) at co.uk.flansmods.common.driveables.EntityDriveable.moveDriveable(EntityDriveable.java:965) at co.uk.flansmods.common.driveables.EntityPlane.func_70071_h_(EntityPlane.java:546) at net.minecraft.world.World.func_72866_a(World.java:2350) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719) at net.minecraft.world.World.func_72870_g(World.java:2311) at net.minecraft.world.World.func_72939_s(World.java:2157) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
A detailed walkthrough of the error, its code path and all known details is as follows: ---------------------------------------------------------------------------------------
-- Head -- Stacktrace: at co.uk.flansmods.common.driveables.DriveableType.getItemsRequired(DriveableType.java:294) at co.uk.flansmods.common.driveables.PlaneType.getItemsRequired(PlaneType.java:143) at co.uk.flansmods.common.driveables.EntityDriveable.killPart(EntityDriveable.java:1086) at co.uk.flansmods.common.driveables.EntityDriveable.checkParts(EntityDriveable.java:1053) at co.uk.flansmods.common.driveables.EntityDriveable.moveDriveable(EntityDriveable.java:965) at co.uk.flansmods.common.driveables.EntityPlane.func_70071_h_(EntityPlane.java:546) at net.minecraft.world.World.func_72866_a(World.java:2350) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719) at net.minecraft.world.World.func_72870_g(World.java:2311)
-- Entity being ticked -- Details: Entity Type: Plane (co.uk.flansmods.common.driveables.EntityPlane) Entity ID: 188 Entity Name: Boeing 707 - Lufthansa Entity's Exact location: -12,46, 69,72, 251,29 Entity's Block location: World: (-13,69,251), Chunk: (at 3,4,11 in -1,15; contains blocks -16,0,240 to -1,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511) Entity's Momentum: 0,00, -0,02, -0,00 Stacktrace: at net.minecraft.world.World.func_72939_s(World.java:2157) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
-- Affected level -- Details: Level name: New Worldasdasdasd All players: 0 total; [] Chunk stats: ServerChunkCache: 625 Drop: 0 Level seed: 7655874783107208069 Level generator: ID 00 - default, ver 1. Features enabled: true Level generator options: Level spawn location: World: (8,64,228), Chunk: (at 8,4,4 in 0,14; contains blocks 0,0,224 to 15,255,239), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Level time: 14856 game time, 28590 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 81372 (now: false), thunder time: 82235 (now: false) Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: true Stacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Alright, i was thinking about something, which will be probably tweaked/added in the future, but since the mobs in this mod are different, they should have their different spawning/wondering AI, what i mean by this is, let's say the Clinks, since they're metallic they should spawn and wonder in desert caves, and only some near the caves will wonder out of the cave. Crusks should wait a little bit for their pray to get closer before surprise attacking, making adventurers more cautious running through deserts. Also, Nether Souls should attack in groups rather than individually, also remobras and manticores should do the same, groups of 3-6 maybe? Kobolds should be like a infestation like creature, so they should wonder the world for fallen items, or possibly any valuable items in chest in homes, and groups of them should spawn near them. So, from time to time you'll have to "clear" the house from those rodents. Jousts should wonder the desert, finding an alpha to guide them, while the alpha should migrate to other parts of deserts for gathering reasons, finding cacti. Also, manticores should stay high up in the air in large groups, waiting for pray to go near them. In the day time they should find dark areas to hide in, and should dwell in caves, or dark player homes with open spots for them to fly in. Also, if people are careless to just leave an open neather portal open, demon mobs should walk through the portal and start sprouting... trites should spawn near the hive which technically is the asmodi near them, so they're more protective of their "queen". Many other tweaks i suggest be added to fit these mobs to be more like creatures than just enemies or farm-ables. I hope my suggestion isn't too demanding and yet impossible.
While I'm focusing on adding more mobs for now, in the future I'd definitely like to go over the AI and improve it more, all of these suggestions are very doable with the base creature code I've developed and small tweaks like this are something I will be doing as I continue to add more and more mobs.
Once I've completed the initial list of mobs, the AI will get some improvements here and there in preparation for the Boss Mobs from which a load of phased AI will be added where creatures will change their AI patterns over time or under different conditions.
Hey, I have a problem. Whenever I go into the creative tab, I crash and get this: <nasty bug here>
Hmm, I'm not sure what's causing this bug but I've implemented a fail safe so rather than crashing the creative menu will show up empty, if it does let me now and I'll take a deeper look into this. Are you using any mobs that affect the creative menu?
The next update coming out very soon will have this fix, thanks for the bug report!
[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small][background=rgb(232, 239, 244)]Help it crashes randomly (so do i think) or is it something else?
Flan's Mod, something to do with driveable entites, I'd send that report to Flan.
Time for some annoying suggestions : The rassk: -spawns in swamps, extreme hills, forests and underground -some throw potions at you, some fight you with sharp claws -decent health -decent damage -will get weaker during the day but wont burn -drops gold, roten flesh, bones, string, potions, flint, coal or leather Next up: Acklay (from Stra Wars II ) http://starwarsrpg.p...res/Acklay.html -huge amounts of damage, tho its not a boss -attacks with its claws or bites you -can destroy all sorts of wood and leaves, gravel, wood planks -has no fellings -leaves a corpse behind when dead -isn't imune to fire -spawns in caves, deserts, extreme hills and forests (but very rarely) -drops roten flesh (or a new type of meat), leather, and maybe the acklays claw (could be used as a sword type of weapon) And the last one: (*insert name*) http://www.hdwallpap...forest-845.html -an ent-like creatures that spawns in swamps -maybe agressive? -drops wood, sticks, cobbestone, mossy cobblestone, flint, vines or string So those are my suggestions . Hope youll implement them later on in the future.
The first suggestion would be more of an intelligent NPC race mob than a creature really and wile I'd like to add races, it wont be for a very long time, however the upcoming Geken mob is a bipedal lizard creature and has some resemblance.
The second one looks pretty cool but I'd rather not copy it straight from Star Wars however, I will be making a Desert Boss Mob in the future and it will be tall with long legs like that but with some other features inherited from the various desert mobs too.
The last one is very similar to the forest Shambler Mob, it is basically a moss/plant golem.
Were is a update with raptors? How much time you need to release it?
I've just finished them right now! They're pretty awesome and really fun mounts but I'm going to redo some of the Jungle Raptor sounds first and I have a few bugs to fix, but it shouldn't be long, about an hour or so unless something nasty comes up lol!
Update: Raptors! - Version 1.4.1 for Minecraft 1.6.4
Two new mobs added: The Plains Ventoraptor and The Jungle Uvaraptor!
Raptors are large bird-like creatures with the ability to glide and jump great distances, both of them spawn at night but will stick around through the day so beware as they are very hostile towards players, villagers and yummy animals!
They can be tamed and then healed with any cooked meat (this will change later) and once given a saddle, they can be used as very fast mounts, they both have similar mount abilities:
The Ventoraptor can leap across far distances at a great speed.
The Uvaraptor isn't as fast as the Ventoraptor and won't glide as far forwards however it can jump upwards extremely high.
Added a new config feature called Spawn Chance, each mob can be given a chance from 0-100 where 100 will allow the mob to spawn as usual (using spawn rates, etc) and 0 will prevent the mob from naturally spawning. Using a value between 0 and 100 wll give it a percent change to spawn, for example, setting it to 80 will give it an 80% of spawning (after spawn weights, etc have all been applied first), it will then have a 20% chance of not spawning which will hopefully override a lot of custom spawning mods, use this option as a last resort if the mobs from this mod are spawning uncontrollably.
Redesigned the item drop rate calculation which should vary the drop amounts more, also the Looting enchantment will no longer increase the chance of an item dropping and will no longer add a fixed amount to how many items drop, instead it will still increase the maximum amount of items that can drop but there is still a chance that this maximum wont be reached, this should stop the issue with mainly Kobolds where Looting II would cause them to drop at least 4 Emeralds almost every time!
Gorgomites have been tweaked, firstly setting the Gorgomite Swarm Limit to 0 will prevent them from summoning other Gorgomites completely, secondly, any Gorgomites that are summoned by other Gorgomites will not drop any items at all, this will stop them from being exploited in order to gather huge amounts of Iron quickly.
Improved the leaping AI of Trites and Lurkers, Lurkers will also attempt to leap away from their victim after poisoning them.
Added a small fail safe to the custom mob eggs when they are trying to be displayed in the creative mode menu where an unknown circumstance would cause a crash, instead if this strange thing should happen, they simply wont show up at all instead of crashing the game, please report to me if this happens.
Update: Raptors! - Version 1.4.1 for Minecraft 1.6.4
Two new mobs added: The Plains Ventoraptor and The Jungle Uvaraptor!
Raptors are large bird-like creatures with the ability to glide and jump great distances, both of them spawn at night but will stick around through the day so beware as they are very hostile towards players, villagers and yummy animals!
They can be tamed and then healed with any cooked meat (this will change later) and once given a saddle, they can be used as very fast mounts, they both have similar mount abilities:
The Ventoraptor can leap across far distances at a great speed.
The Uvaraptor isn't as fast as the Ventoraptor and won't glide as far forwards however it can jump upwards extremely high.
Added a new config feature called Spawn Chance, each mob can be given a chance from 0-100 where 100 will allow the mob to spawn as usual (using spawn rates, etc) and 0 will prevent the mob from naturally spawning. Using a value between 0 and 100 wll give it a percent change to spawn, for example, setting it to 80 will give it an 80% of spawning (after spawn weights, etc have all been applied first), it will then have a 20% chance of not spawning which will hopefully override a lot of custom spawning mods, use this option as a last resort if the mobs from this mod are spawning uncontrollably.
Redesigned the item drop rate calculation which should vary the drop amounts more, also the Looting enchantment will no longer increase the chance of an item dropping and will no longer add a fixed amount to how many items drop, instead it will still increase the maximum amount of items that can drop but there is still a chance that this maximum wont be reached, this should stop the issue with mainly Kobolds where Looting II would cause them to drop at least 4 Emeralds almost every time!
Gorgomites have been tweaked, firstly setting the Gorgomite Swarm Limit to 0 will prevent them from summoning other Gorgomites completely, secondly, any Gorgomites that are summoned by other Gorgomites will not drop any items at all, this will stop them from being exploited in order to gather huge amounts of Iron quickly.
Improved the leaping AI of Trites and Lurkers, Lurkers will also attempt to leap away from their victim after poisoning them.
Added a small fail safe to the custom mob eggs when they are trying to be displayed in the creative mode menu where an unknown circumstance would cause a crash, instead if this strange thing should happen, they simply wont show up at all instead of crashing the game, please report to me if this happens.
Hey i have an idea, what about mobs dropping mob heads? You could make a trophy room with all the little nasties you encountered!
There will indeed be trophies eventually, not just yet though as I'm going to focus on getting al the basic mobs added first, then I can go through them all and add cool weapons, armor, strange items and trophies.
Yeah there drop rates seem to high and they do not appear to be running away from me when I am above 50%.
Since you like insects a lot have you heard of the Erebus mod? It's a dimension based entirely around insects. If you haven't you should really check it out :
http://www.minecraftforum.net/topic/1652014-162011a-the-erebus-dimension-of-the-arthropods-bugfix-update-a-new-underground-world-ruled-by-giant-arthropods/
It should more than tide you over until vespids show up.
Right I'll go over them now, I think it's a bug with the looting and it may affect every mob so I'll patch it up!
Is this with the latest version and do the saddles disappear if you equip them through the inventory instead of just right clicking with a saddle?
The Raptors are working in game now but I had to go out, I'm back working on them now though and they're just about done, I just need to finish their jumping abilities, test a few things and they're done, then I have these bugs to fix too.
~Scooter
We have the Gorgomite as an insect in the desert, as well as Eyewigs as insects who live in the swamps. In the jungle, we'll have Vespids, Tarantulas, and Centipedes as arthropods! Cool, isn't it?
Tough chitin covers them so they can eat through cacti without hindrance, their long beak-like mouth is used to rip through both flesh and cacti, and with the sheer mass allowing them to take out the toughest of enemies.
that crash was caused by flan's mod.
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How much time you need to release it?
While I'm focusing on adding more mobs for now, in the future I'd definitely like to go over the AI and improve it more, all of these suggestions are very doable with the base creature code I've developed and small tweaks like this are something I will be doing as I continue to add more and more mobs.
Once I've completed the initial list of mobs, the AI will get some improvements here and there in preparation for the Boss Mobs from which a load of phased AI will be added where creatures will change their AI patterns over time or under different conditions.
Hmm, I'm not sure what's causing this bug but I've implemented a fail safe so rather than crashing the creative menu will show up empty, if it does let me now and I'll take a deeper look into this. Are you using any mobs that affect the creative menu?
The next update coming out very soon will have this fix, thanks for the bug report!
The first suggestion would be more of an intelligent NPC race mob than a creature really and wile I'd like to add races, it wont be for a very long time, however the upcoming Geken mob is a bipedal lizard creature and has some resemblance.
The second one looks pretty cool but I'd rather not copy it straight from Star Wars however, I will be making a Desert Boss Mob in the future and it will be tall with long legs like that but with some other features inherited from the various desert mobs too.
The last one is very similar to the forest Shambler Mob, it is basically a moss/plant golem.
I've just finished them right now! They're pretty awesome and really fun mounts but I'm going to redo some of the Jungle Raptor sounds first and I have a few bugs to fix, but it shouldn't be long, about an hour or so unless something nasty comes up lol!
I have you some idea:
Sauropod picture!
You raptors are awesome!!!
Well, they will look like that, except they'll be fuzzy, they'll have a back frill, and they'll have a spiky tail!
Cool!
What's next?
There will indeed be trophies eventually, not just yet though as I'm going to focus on getting al the basic mobs added first, then I can go through them all and add cool weapons, armor, strange items and trophies.