mowzie! i have the perfect preview for you to use on the main page for Naga's, since i noticed the spoiler is missing an image.
I’m afraid you’re mistaken. There’s already an image for the nagas in the spoiler.
Even so, your image shows a non-vanilla sky. I can’t use this to showcase my mod, as that would be advertising features Mowzie’s Mobs does not include. Also, as a personal preference, I like the spoiler images to show the mobs in the environments they can be found in. Thanks anyway!
there are alot of good mods out there with alot of great animations. But you take it on a whole new level. Give yourself a break now you machine ^^.
Then a quick suggestion or tweak: A way to make laterns "tamable" or more like a follower? That would be really awesome. Like when you tame one he could change colour and float behind you to spread light. Which could make mining much more fun.
Then another quick question: Where is your patreon page. I really want to support you.
Have a good Weekend
Thanks!
That would be fun. I can’t make them light up their surroundings but they would still make good decorations. I’ll have to think of how.
Ah, I don’t have one. I appreciate it, but I can’t ask for community support because I can’t promise that I’ll work on MM consistently. It would be unfair of me to accept donations and then wait another year to develop more content.
I’m afraid you’re mistaken. There’s already an image for the nagas in the spoiler.
Even so, your image shows a non-vanilla sky. I can’t use this to showcase my mod, as that would be advertising features Mowzie’s Mobs does not include. Also, as a personal preference, I like the spoiler images to show the mobs in the environments they can be found in. Thanks anyway!
Thanks!
That would be fun. I can’t make them light up their surroundings but they would still make good decorations. I’ll have to think of how.
Ah, I don’t have one. I appreciate it, but I can’t ask for community support because I can’t promise that I’ll work on MM consistently. It would be unfair of me to accept donations and then wait another year to develop more content.
I suppose I could look into this. It would be fun.
Did you check again? Sometimes forum images have trouble loading. Maybe try using a different browser?
i am using google chrome, the images arent just failing to load, they arent there. the same happens when i load this page up in Microsoft Edge which is garbage anyway.
HI. I love your mod and the mobs in it. now that I've buttered you up, I just had an idea for a mob called a Seloph. it would be a type of aggressive fish race. these fish people would stand slightly shorter then steve. the name comes from the scientific name for sharks, Selachimorpha, and the scientific name for angler fish, Lophiiformes since they have the coloring of a great white shark and the face shaped like an angler fish
Appearance
they would have a lanky/skinny body with 4 long arms. they have blue bodies with a white underbody, much like a shark. they have 2 large all black eyes with teeth sticking slightly out of their mouth, as an angler fish would look like. their four arms would have a thin layer of skin in between their arms on each side like the webbing in between frogs toes. they have large gills on their chest.
Clothing
As a race of fish people, they don't wear much clothing underwater. but they do wear a small belt with loot they've picked up from the seas they live in, like pearls, shells, even chunks of iron and gold. Their clothes differ when towards the surface of the water and on land. their habitats deep under the oceans have little light, so when hunting towards the surface and on land. they will wear a tight mask made of a dead pufferfish with translucent shells bleached with squid ink sewn into the fish mask with a thin rope made of tightly twisted sponge to protect their eyes from the light. while actually on the surface they will wear water tanks on their backs made of hollowed out pieces of coral with tubes, made of tube worms that live deep in the ocean, that connect to another piece of hollowed coral on their chests/gills so they can breathe on the land for extended periods of time. they don't stray far from the water with the fear of suffocation in mind.
weapons
The seloph wield long spears taller than them made of driftwood and sharpened clams tied together by the sponge rope I mentioned earlier. the spear is so tall compared to their bodies that they have to use two of their body's arms to wield them. at the end of these spears are long pieces of pieces of sponge rope that they carry on their other two arms.
Behavior
these territorial fish people are known for their aggressive nature towards land dwellers and walking in groups of two. when first encountering the Seloph, you will most likely be on land finding them walking up and down beaches looking for looking for either prey or loot. if they spot you they will first study you for the first 3 seconds. if you remain in their sights for long enough then they will begin looking at each other and speaking In their fishy voices while constantly looking at you for another 3 seconds. now if you still for some reason stay within their sights they will point their spears at you and slowly walk towards you cautiously. at this point, you have four options,
1: turn and book it towards the inland because they won't follow, if you are already to close they will immediately throw their spears at you and pull you in.
2: you can give them one or two of your valuables in return for your life. after giving them the loot, you have about 10 seconds to run. this is a risky move since they are picky. they only want things like are shiny. like metals, gems, armor, weapons. if they think you're not being generous enough then they will attack
3: you can stand your ground and hope they back off if your too close to run and don't have loot.
or 4: "first guy to die, LOSES" you fight them. this a dangerous move. these fish don't play fair. you can charge and attack all you want but you will never hit them. they will continuously dodge all attacks while dishing out their own. which means you have play dirty. their only way of attacking is to throw their spears at you dealing a decent 4 hearts of damage. but if you dodge the spear, grab it, and pull them in towards you, much like how fishing rod works but more powerful, to attack their water tank on their chest cracking it somewhat. if you do this to the tank three separate times then the fish tank will shatter and water starts draining from their bodies. if you manage to do this then they will start panicking while wildly flailing their arms around and running around in random directions. after two seconds of this, they will fall down and die. after killing the two seloph hunters you can loot their bodies for their collected loot and spear.
id also like to imagine you could find red versions of the seloph which are a block taller than you and ride nagas through the ocean but that idea is for another day.
well, I hope you liked my idea. I spent about an hour and a half coming up with them. thanks for reading.
WARNING: coremods are present:
FirstAid CoreMod (firstaid-core-1.6.3.jar)
SSLoadingPlugin (SereneSeasons-1.12.2-1.2.15-universal.jar)
llibrary (llibrary-core-1.0.8-1.12.2.jar)
Contact their authors BEFORE contacting forge
// Shall we play a game?
Time: 1/13/19 1:45 AM
Description: Ticking entity
java.lang.NoClassDefFoundError: net/minecraft/client/particle/Particle
at com.bobmowzie.mowziesmobs.client.particle.MMParticle.<clinit>(MMParticle.java:12)
at com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern.func_70071_h_(EntityLantern.java:78)
at net.minecraft.world.World.func_72866_a(World.java:1993)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832)
at net.minecraft.world.World.func_72870_g(World.java:1955)
at net.minecraft.world.World.func_72939_s(World.java:1759)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.particle.Particle
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 12 more
Caused by: net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException: Exception in class transformer net.minecraftforge.fml.common.asm.transformers.SideTransformer@4cee7fa0 from coremod FMLCorePlugin
at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:260)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
... 14 more
Caused by: java.lang.RuntimeException: Attempted to load class btf for invalid side SERVER
at net.minecraftforge.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:62)
at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:256)
... 16 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at com.bobmowzie.mowziesmobs.client.particle.MMParticle.<clinit>(MMParticle.java:12)
at com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern.func_70071_h_(EntityLantern.java:78)
at net.minecraft.world.World.func_72866_a(World.java:1993)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832)
at net.minecraft.world.World.func_72870_g(World.java:1955)
-- Entity being ticked --
Details:
Entity Type: mowziesmobs:lantern (com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern)
Entity ID: 181201
Entity Name: Lantern
Entity's Exact location: 2642.50, 63.00, 927.50
Entity's Block location: World: (2642,63,927), Chunk: (at 2,3,15 in 165,57; contains blocks 2640,0,912 to 2655,255,927), Region: (5,1; contains chunks 160,32 to 191,63, blocks 2560,0,512 to 3071,255,1023)
Entity's Momentum: 0.04, 0.36, 0.11
Entity's Passengers: []
Entity's Vehicle: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1759)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
-- Affected level --
Details:
Level name: ChickFilA
All players: 1 total; [EntityPlayerMP['No_Shade'/331, l='ChickFilA', x=2644.71, y=63.12, z=927.30]]
Chunk stats: ServerChunkCache: 760 Drop: 0
Level seed: 9191111164508168643
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (872,64,72), Chunk: (at 8,4,8 in 54,4; contains blocks 864,0,64 to 879,255,79), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511)
Level time: 4688659 game time, 10091 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 1 (now: false), thunder time: 1 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
at java.lang.Thread.run(Thread.java:748)
-- System Details --
Details:
Minecraft Version: 1.12.2
Operating System: Linux (amd64) version 4.15.0-42-generic
Java Version: 1.8.0_172, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1314907712 bytes (1253 MB) / 2453667840 bytes (2340 MB) up to 4772593664 bytes (4551 MB)
JVM Flags: 6 total; -XX:+UnlockExperimentalVMOptions -XX:+UseCGroupMemoryLimitForHeap -XX:MaxRAMFraction=4 -Xms1024M -Xmx5120M -XX:-UsePerfData
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP 9.42 Powered by Forge 14.23.5.2772 32 mods loaded, 32 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
Loaded coremods (and transformers):
FirstAid CoreMod (firstaid-core-1.6.3.jar)
ichttt.mods.firstaid.common.asm.PotionTransformer
SSLoadingPlugin (SereneSeasons-1.12.2-1.2.15-universal.jar)
sereneseasons.asm.transformer.EntityRendererTransformer
sereneseasons.asm.transformer.WorldTransformer
llibrary (llibrary-core-1.0.8-1.12.2.jar)
net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer
net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcher
Profiler Position: N/A (disabled)
Player Count: 1 / 2; [EntityPlayerMP['No_Shade'/331, l='ChickFilA', x=2644.71, y=63.12, z=927.30]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
I don't know if I put this crash report in right. But I get this crash when I spawn a Lantern on a mc modded server I have with a friend. Seems it crashes because of the particles when it boosts up? I also get a very similar crash when the Frostmaw uses it's frost breath attack.
Another issue is that a cannot spawn or summon Naga on the server. When I use the command it just says "Unable to summon object" or something like that. Please help! I really want this mod on the server! Thanks in advance
i am using google chrome, the images arent just failing to load, they arent there. the same happens when i load this page up in Microsoft Edge which is garbage anyway.
That's very strange. I can see them, and it sounds like I'm not the only one. Not sure what to do about this...
HI. I love your mod and the mobs in it. now that I've buttered you up, I just had an idea for a mob called a Seloph. it would be a type of aggressive fish race. these fish people would stand slightly shorter then steve. the name comes from the scientific name for sharks, Selachimorpha, and the scientific name for angler fish, Lophiiformes since they have the coloring of a great white shark and the face shaped like an angler fish
Appearance
they would have a lanky/skinny body with 4 long arms. they have blue bodies with a white underbody, much like a shark. they have 2 large all black eyes with teeth sticking slightly out of their mouth, as an angler fish would look like. their four arms would have a thin layer of skin in between their arms on each side like the webbing in between frogs toes. they have large gills on their chest.
Clothing
As a race of fish people, they don't wear much clothing underwater. but they do wear a small belt with loot they've picked up from the seas they live in, like pearls, shells, even chunks of iron and gold. Their clothes differ when towards the surface of the water and on land. their habitats deep under the oceans have little light, so when hunting towards the surface and on land. they will wear a tight mask made of a dead pufferfish with translucent shells bleached with squid ink sewn into the fish mask with a thin rope made of tightly twisted sponge to protect their eyes from the light. while actually on the surface they will wear water tanks on their backs made of hollowed out pieces of coral with tubes, made of tube worms that live deep in the ocean, that connect to another piece of hollowed coral on their chests/gills so they can breathe on the land for extended periods of time. they don't stray far from the water with the fear of suffocation in mind.
weapons
The seloph wield long spears taller than them made of driftwood and sharpened clams tied together by the sponge rope I mentioned earlier. the spear is so tall compared to their bodies that they have to use two of their body's arms to wield them. at the end of these spears are long pieces of pieces of sponge rope that they carry on their other two arms.
Behavior
these territorial fish people are known for their aggressive nature towards land dwellers and walking in groups of two. when first encountering the Seloph, you will most likely be on land finding them walking up and down beaches looking for looking for either prey or loot. if they spot you they will first study you for the first 3 seconds. if you remain in their sights for long enough then they will begin looking at each other and speaking In their fishy voices while constantly looking at you for another 3 seconds. now if you still for some reason stay within their sights they will point their spears at you and slowly walk towards you cautiously. at this point, you have four options,
1: turn and book it towards the inland because they won't follow, if you are already to close they will immediately throw their spears at you and pull you in.
2: you can give them one or two of your valuables in return for your life. after giving them the loot, you have about 10 seconds to run. this is a risky move since they are picky. they only want things like are shiny. like metals, gems, armor, weapons. if they think you're not being generous enough then they will attack
3: you can stand your ground and hope they back off if your too close to run and don't have loot.
or 4: "first guy to die, LOSES" you fight them. this a dangerous move. these fish don't play fair. you can charge and attack all you want but you will never hit them. they will continuously dodge all attacks while dishing out their own. which means you have play dirty. their only way of attacking is to throw their spears at you dealing a decent 4 hearts of damage. but if you dodge the spear, grab it, and pull them in towards you, much like how fishing rod works but more powerful, to attack their water tank on their chest cracking it somewhat. if you do this to the tank three separate times then the fish tank will shatter and water starts draining from their bodies. if you manage to do this then they will start panicking while wildly flailing their arms around and running around in random directions. after two seconds of this, they will fall down and die. after killing the two seloph hunters you can loot their bodies for their collected loot and spear.
id also like to imagine you could find red versions of the seloph which are a block taller than you and ride nagas through the ocean but that idea is for another day.
well, I hope you liked my idea. I spent about an hour and a half coming up with them. thanks for reading.
sincearly/ Macronincheese
Sorry, but I don't feel like this will work for Mowzie's Mobs. Your idea is really focused with tiny details at the cost of the big picture. I'm not getting a sense of how an encounter with these mobs will play out besides a complex little animation that plays before the fight. The spear grabbing mechanic doesn't work in Minecraft's engine and the choice to give them your valuable items is really unbalanced. The option to run away from a mob isn't a new mechanic. They're merpeople, but the gameplay design doesn't play off of this.
I do plan to add some sort of aquatic sentient race at some point, and maybe your visual description will come in handy then.
WARNING: coremods are present:
FirstAid CoreMod (firstaid-core-1.6.3.jar)
SSLoadingPlugin (SereneSeasons-1.12.2-1.2.15-universal.jar)
llibrary (llibrary-core-1.0.8-1.12.2.jar)
Contact their authors BEFORE contacting forge
// Shall we play a game?
Time: 1/13/19 1:45 AM
Description: Ticking entity
java.lang.NoClassDefFoundError: net/minecraft/client/particle/Particle
at com.bobmowzie.mowziesmobs.client.particle.MMParticle.(MMParticle.java:12)
at com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern.func_70071_h_(EntityLantern.java:78)
at net.minecraft.world.World.func_72866_a(World.java:1993)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832)
at net.minecraft.world.World.func_72870_g(World.java:1955)
at net.minecraft.world.World.func_72939_s(World.java:1759)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.particle.Particle
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 12 more
Caused by: net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException: Exception in class transformer net.minecraftforge.fml.common.asm.transformers.SideTransformer@4cee7fa0 from coremod FMLCorePlugin
at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:260)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
... 14 more
Caused by: java.lang.RuntimeException: Attempted to load class btf for invalid side SERVER
at net.minecraftforge.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:62)
at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:256)
... 16 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at com.bobmowzie.mowziesmobs.client.particle.MMParticle.(MMParticle.java:12)
at com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern.func_70071_h_(EntityLantern.java:78)
at net.minecraft.world.World.func_72866_a(World.java:1993)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832)
at net.minecraft.world.World.func_72870_g(World.java:1955)
-- Entity being ticked --
Details:
Entity Type: mowziesmobs:lantern (com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern)
Entity ID: 181201
Entity Name: Lantern
Entity's Exact location: 2642.50, 63.00, 927.50
Entity's Block location: World: (2642,63,927), Chunk: (at 2,3,15 in 165,57; contains blocks 2640,0,912 to 2655,255,927), Region: (5,1; contains chunks 160,32 to 191,63, blocks 2560,0,512 to 3071,255,1023)
Entity's Momentum: 0.04, 0.36, 0.11
Entity's Passengers: []
Entity's Vehicle: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1759)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
-- Affected level --
Details:
Level name: ChickFilA
All players: 1 total; [EntityPlayerMP['No_Shade'/331, l='ChickFilA', x=2644.71, y=63.12, z=927.30]]
Chunk stats: ServerChunkCache: 760 Drop: 0
Level seed: 9191111164508168643
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (872,64,72), Chunk: (at 8,4,8 in 54,4; contains blocks 864,0,64 to 879,255,79), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511)
Level time: 4688659 game time, 10091 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 1 (now: false), thunder time: 1 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
at java.lang.Thread.run(Thread.java:748)
-- System Details --
Details:
Minecraft Version: 1.12.2
Operating System: Linux (amd64) version 4.15.0-42-generic
Java Version: 1.8.0_172, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1314907712 bytes (1253 MB) / 2453667840 bytes (2340 MB) up to 4772593664 bytes (4551 MB)
JVM Flags: 6 total; -XX:+UnlockExperimentalVMOptions -XX:+UseCGroupMemoryLimitForHeap -XX:MaxRAMFraction=4 -Xms1024M -Xmx5120M -XX:-UsePerfData
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP 9.42 Powered by Forge 14.23.5.2772 32 mods loaded, 32 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
Loaded coremods (and transformers):
FirstAid CoreMod (firstaid-core-1.6.3.jar)
ichttt.mods.firstaid.common.asm.PotionTransformer
SSLoadingPlugin (SereneSeasons-1.12.2-1.2.15-universal.jar)
sereneseasons.asm.transformer.EntityRendererTransformer
sereneseasons.asm.transformer.WorldTransformer
llibrary (llibrary-core-1.0.8-1.12.2.jar)
net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer
net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcher
Profiler Position: N/A (disabled)
Player Count: 1 / 2; [EntityPlayerMP['No_Shade'/331, l='ChickFilA', x=2644.71, y=63.12, z=927.30]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
I don't know if I put this crash report in right. But I get this crash when I spawn a Lantern on a mc modded server I have with a friend. Seems it crashes because of the particles when it boosts up? I also get a very similar crash when the Frostmaw uses it's frost breath attack.
Another issue is that a cannot spawn or summon Naga on the server. When I use the command it just says "Unable to summon object" or something like that. Please help! I really want this mod on the server! Thanks in advance
Dang, I'm seeing this crash a lot. Does it go away if you remove the other mods?
Amazing mod that in my eyes easily deserves the #1 spot in mob-based mod section, and even overall its quality is just super good. Attention to detail is insaine.
I'm Musicano, and uh, here's the concept of the Coral Serpent!
A rather calm mob until provoked. By itself represents a colorful serpent swimming around the corals in the Coral Reef underwater.
If provoked however, it'll get angry. This mob tends to camouflage during combat, making itself almost completely invisible with only its glowing eyes remaining. Once camouflaged this mob will get faster and while trying to stay away far enough from the player, it'll try to get behind the player to attack. While camouflaged one of its eyes is brighter than the other and emits some wave-ish particles, that head is the one currently in use. (Read further for details on the heads)
Before attacking, it'll make a screeching noise revealing itself to the player, then dashing at them afterwards. During the dash it'll drop off some coral bombs, that then explode after around 3 seconds in to poisonous gas that remains for around 10 seconds. Upon contact with the Coral Serpent (By that I mean you came far too close to it) its corals on the body will stick on to you, slowing you down until the point you get stuck to its body, leaving you an easy target for the serpent.
The Coral Serpent has 2 heads, that are hidden in the flowers that are part of its head. The Coral Serpent can change between its heads, thus quickly changing its movement directions, making it less predictable. Head that is currently in use is shown by the fact that flower opens and the serpents eye is revealed, and obviously it changes its direction.
Once at low health it gets a bit angrier, thus increasing its speed a little, and dropping even more bombs during the dash.
Upon death it drops an Aqua Thruster that upon use launches the user forward through water, allowing them to jump out of water like a dolpin or just going through the ocean at higher speeds. Similar to Ice Crystal after using it for some time, it has to reload.
It could've been a lot more detailed, but I feel like even if you did love this idea enough, you probably still would've changed a lot, so I didn't add too much details. If you want, I could of course specify some stuff.
I'm rather bad at drawing, so the concept art isn't that good, apologies.
Does the tick rate improve if you remove the other mods present?
Just tested it and the lag still occurs. At some point the tick rate even goes down to 0 and the world freezes completely.
As for the update...
The concept of the Lantern is really fantastic and it fits the roofed forest, I guess that it could also spawn in magical forest from thaumcraft when It's availble, although as people have said, the Lantern lacks interaction and useability. Maybe dynamic lights compatibility could solve at least the problem of it not giving any light?
Grottol is for me the best part of the update. He is really simple, yet fun and interesting while having an actual impact on the game. The only thing that you could actually do with it is add the versions for emerald, lapis and maybe some stuff from other mods.
Naga is very interesting and well designed but It's too easy to chain the ranged attacks on her when she falls down.
Also have you considered adding some enemies for the Barakoa tribe? Maybe something like a rival tribe that instead of worshiping the sun would worship the moon?
Amazing mod that in my eyes easily deserves the #1 spot in mob-based mod section, and even overall its quality is just super good. Attention to detail is insaine.
I'm Musicano, and uh, here's the concept of the Coral Serpent!
A rather calm mob until provoked. By itself represents a colorful serpent swimming around the corals in the Coral Reef underwater.
If provoked however, it'll get angry. This mob tends to camouflage during combat, making itself almost completely invisible with only its glowing eyes remaining. Once camouflaged this mob will get faster and while trying to stay away far enough from the player, it'll try to get behind the player to attack. While camouflaged one of its eyes is brighter than the other and emits some wave-ish particles, that head is the one currently in use. (Read further for details on the heads)
Before attacking, it'll make a screeching noise revealing itself to the player, then dashing at them afterwards. During the dash it'll drop off some coral bombs, that then explode after around 3 seconds in to poisonous gas that remains for around 10 seconds. Upon contact with the Coral Serpent (By that I mean you came far too close to it) its corals on the body will stick on to you, slowing you down until the point you get stuck to its body, leaving you an easy target for the serpent.
The Coral Serpent has 2 heads, that are hidden in the flowers that are part of its head. The Coral Serpent can change between its heads, thus quickly changing its movement directions, making it less predictable. Head that is currently in use is shown by the fact that flower opens and the serpents eye is revealed, and obviously it changes its direction.
Once at low health it gets a bit angrier, thus increasing its speed a little, and dropping even more bombs during the dash.
Upon death it drops an Aqua Thruster that upon use launches the user forward through water, allowing them to jump out of water like a dolpin or just going through the ocean at higher speeds. Similar to Ice Crystal after using it for some time, it has to reload.
It could've been a lot more detailed, but I feel like even if you did love this idea enough, you probably still would've changed a lot, so I didn't add too much details. If you want, I could of course specify some stuff.
I'm rather bad at drawing, so the concept art isn't that good, apologies.
Hi again! Let's see here.
The aesthetics of it are good, and I like that it's got an eye on either end allowing it to change direction suddenly. I'm having trouble seeing what the camouflage ability is for if the eyes are still visible. Maybe you can only damage it by hitting the currently open eye? When one is destroyed, it could enter a rage mode that lets it move faster and makes the second eye harder to hit.
This could work. I'll hold on to it.
Just tested it and the lag still occurs. At some point the tick rate even goes down to 0 and the world freezes completely.
As for the update...
The concept of the Lantern is really fantastic and it fits the roofed forest, I guess that it could also spawn in magical forest from thaumcraft when It's availble, although as people have said, the Lantern lacks interaction and useability. Maybe dynamic lights compatibility could solve at least the problem of it not giving any light?
Grottol is for me the best part of the update. He is really simple, yet fun and interesting while having an actual impact on the game. The only thing that you could actually do with it is add the versions for emerald, lapis and maybe some stuff from other mods.
Naga is very interesting and well designed but It's too easy to chain the ranged attacks on her when she falls down.
Also have you considered adding some enemies for the Barakoa tribe? Maybe something like a rival tribe that instead of worshiping the sun would worship the moon?
Okay, I'll work on a patch soon. Thanks for your help debugging!
In the meantime, someone else reported that the problem is caused exclusively by Barakoana. I recommend disabling their spawning in the config until I can fix this.
Lanterns are mainly atmospheric. Yes, they use biome dictionary to spawn in any biomes tagged both Magical and Forest. The luminous jelly drop is their only gameplay addition. It's fairly inconsequential, but a nice relief when caught out adventuring at night. Dynamic Lights compatibility, as far as I understand, is entirely in their mod. Players specify in the Dynamic Lights config file what mobs can emit light. Feel free to add lanterns to your config.
Glad you like the grottol! Hm, I'm not a big fan of adding other versions of existing mobs. I feel it hinders the uniqueness of the original mob.
Nagas aren't supposed to be difficult mobs. They're a leather-armor-level fight with a modest reward. Their strength comes mostly in numbers, when its harder to focus on one at a time. I have further plans for them, though, that I'm not ready to detail.
Dang, I'm seeing this crash a lot. Does it go away if you remove the other mods?
I can't really remove the mods as It could break our worlds and configs I set up. But I will test it as soon as I can. I would not be surprised if it still does.
I am also having the issue where lanterns/ the mod in general will freeze the world. I can move around but everything says "waiting for server". Mainly when lanterns are spawned. This is on Singleplayer, I don't know if it happens for my server as well.
i am using google chrome, the images arent just failing to load, they arent there. the same happens when i load this page up in Microsoft Edge which is garbage anyway.
Same issue here. I'm also using Chrome, and it doesn't seem to work on mobile on my end either.
Wow!!! New mobs are super very cool!!! Good job!
And thanks for all new config, this is very usefull!!
Just one more thing please for the config... Can you add a config for loot of your mob? This will be very useful to obtain certain things for example for rpg server or a little more usefulness to hunt all mowzie-mobs ^^ (sorry for my bad english)
I can't really remove the mods as It could break our worlds and configs I set up. But I will test it as soon as I can. I would not be surprised if it still does.
I am also having the issue where lanterns/ the mod in general will freeze the world. I can move around but everything says "waiting for server". Mainly when lanterns are spawned. This is on Singleplayer, I don't know if it happens for my server as well.
Wow!!! New mobs are super very cool!!! Good job!
And thanks for all new config, this is very usefull!!
Just one more thing please for the config... Can you add a config for loot of your mob? This will be very useful to obtain certain things for example for rpg server or a little more usefulness to hunt all mowzie-mobs ^^ (sorry for my bad english)
not on MCF
I’m afraid you’re mistaken. There’s already an image for the nagas in the spoiler.
Even so, your image shows a non-vanilla sky. I can’t use this to showcase my mod, as that would be advertising features Mowzie’s Mobs does not include. Also, as a personal preference, I like the spoiler images to show the mobs in the environments they can be found in. Thanks anyway!
Thanks!
That would be fun. I can’t make them light up their surroundings but they would still make good decorations. I’ll have to think of how.
Ah, I don’t have one. I appreciate it, but I can’t ask for community support because I can’t promise that I’ll work on MM consistently. It would be unfair of me to accept donations and then wait another year to develop more content.
I suppose I could look into this. It would be fun.
Did you check again? Sometimes forum images have trouble loading. Maybe try using a different browser?
i am using google chrome, the images arent just failing to load, they arent there. the same happens when i load this page up in Microsoft Edge which is garbage anyway.
HI. I love your mod and the mobs in it. now that I've buttered you up, I just had an idea for a mob called a Seloph. it would be a type of aggressive fish race. these fish people would stand slightly shorter then steve. the name comes from the scientific name for sharks, Selachimorpha, and the scientific name for angler fish, Lophiiformes since they have the coloring of a great white shark and the face shaped like an angler fish
Appearance
they would have a lanky/skinny body with 4 long arms. they have blue bodies with a white underbody, much like a shark. they have 2 large all black eyes with teeth sticking slightly out of their mouth, as an angler fish would look like. their four arms would have a thin layer of skin in between their arms on each side like the webbing in between frogs toes. they have large gills on their chest.
Clothing
As a race of fish people, they don't wear much clothing underwater. but they do wear a small belt with loot they've picked up from the seas they live in, like pearls, shells, even chunks of iron and gold. Their clothes differ when towards the surface of the water and on land. their habitats deep under the oceans have little light, so when hunting towards the surface and on land. they will wear a tight mask made of a dead pufferfish with translucent shells bleached with squid ink sewn into the fish mask with a thin rope made of tightly twisted sponge to protect their eyes from the light. while actually on the surface they will wear water tanks on their backs made of hollowed out pieces of coral with tubes, made of tube worms that live deep in the ocean, that connect to another piece of hollowed coral on their chests/gills so they can breathe on the land for extended periods of time. they don't stray far from the water with the fear of suffocation in mind.
weapons
The seloph wield long spears taller than them made of driftwood and sharpened clams tied together by the sponge rope I mentioned earlier. the spear is so tall compared to their bodies that they have to use two of their body's arms to wield them. at the end of these spears are long pieces of pieces of sponge rope that they carry on their other two arms.
Behavior
these territorial fish people are known for their aggressive nature towards land dwellers and walking in groups of two. when first encountering the Seloph, you will most likely be on land finding them walking up and down beaches looking for looking for either prey or loot. if they spot you they will first study you for the first 3 seconds. if you remain in their sights for long enough then they will begin looking at each other and speaking In their fishy voices while constantly looking at you for another 3 seconds. now if you still for some reason stay within their sights they will point their spears at you and slowly walk towards you cautiously. at this point, you have four options,
1: turn and book it towards the inland because they won't follow, if you are already to close they will immediately throw their spears at you and pull you in.
2: you can give them one or two of your valuables in return for your life. after giving them the loot, you have about 10 seconds to run. this is a risky move since they are picky. they only want things like are shiny. like metals, gems, armor, weapons. if they think you're not being generous enough then they will attack
3: you can stand your ground and hope they back off if your too close to run and don't have loot.
or 4: "first guy to die, LOSES" you fight them. this a dangerous move. these fish don't play fair. you can charge and attack all you want but you will never hit them. they will continuously dodge all attacks while dishing out their own. which means you have play dirty. their only way of attacking is to throw their spears at you dealing a decent 4 hearts of damage. but if you dodge the spear, grab it, and pull them in towards you, much like how fishing rod works but more powerful, to attack their water tank on their chest cracking it somewhat. if you do this to the tank three separate times then the fish tank will shatter and water starts draining from their bodies. if you manage to do this then they will start panicking while wildly flailing their arms around and running around in random directions. after two seconds of this, they will fall down and die. after killing the two seloph hunters you can loot their bodies for their collected loot and spear.
id also like to imagine you could find red versions of the seloph which are a block taller than you and ride nagas through the ocean but that idea is for another day.
well, I hope you liked my idea. I spent about an hour and a half coming up with them. thanks for reading.
sincearly/ Macronincheese
---- Minecraft Crash Report ----
WARNING: coremods are present:
FirstAid CoreMod (firstaid-core-1.6.3.jar)
SSLoadingPlugin (SereneSeasons-1.12.2-1.2.15-universal.jar)
llibrary (llibrary-core-1.0.8-1.12.2.jar)
Contact their authors BEFORE contacting forge
// Shall we play a game?
Time: 1/13/19 1:45 AM
Description: Ticking entity
java.lang.NoClassDefFoundError: net/minecraft/client/particle/Particle
at com.bobmowzie.mowziesmobs.client.particle.MMParticle.<clinit>(MMParticle.java:12)
at com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern.func_70071_h_(EntityLantern.java:78)
at net.minecraft.world.World.func_72866_a(World.java:1993)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832)
at net.minecraft.world.World.func_72870_g(World.java:1955)
at net.minecraft.world.World.func_72939_s(World.java:1759)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.particle.Particle
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 12 more
Caused by: net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerException: Exception in class transformer net.minecraftforge.fml.common.asm.transformers.SideTransformer@4cee7fa0 from coremod FMLCorePlugin
at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:260)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
... 14 more
Caused by: java.lang.RuntimeException: Attempted to load class btf for invalid side SERVER
at net.minecraftforge.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:62)
at net.minecraftforge.fml.common.asm.ASMTransformerWrapper$TransformerWrapper.transform(ASMTransformerWrapper.java:256)
... 16 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at com.bobmowzie.mowziesmobs.client.particle.MMParticle.<clinit>(MMParticle.java:12)
at com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern.func_70071_h_(EntityLantern.java:78)
at net.minecraft.world.World.func_72866_a(World.java:1993)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832)
at net.minecraft.world.World.func_72870_g(World.java:1955)
-- Entity being ticked --
Details:
Entity Type: mowziesmobs:lantern (com.bobmowzie.mowziesmobs.server.entity.lantern.EntityLantern)
Entity ID: 181201
Entity Name: Lantern
Entity's Exact location: 2642.50, 63.00, 927.50
Entity's Block location: World: (2642,63,927), Chunk: (at 2,3,15 in 165,57; contains blocks 2640,0,912 to 2655,255,927), Region: (5,1; contains chunks 160,32 to 191,63, blocks 2560,0,512 to 3071,255,1023)
Entity's Momentum: 0.04, 0.36, 0.11
Entity's Passengers: []
Entity's Vehicle: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1759)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
-- Affected level --
Details:
Level name: ChickFilA
All players: 1 total; [EntityPlayerMP['No_Shade'/331, l='ChickFilA', x=2644.71, y=63.12, z=927.30]]
Chunk stats: ServerChunkCache: 760 Drop: 0
Level seed: 9191111164508168643
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (872,64,72), Chunk: (at 8,4,8 in 54,4; contains blocks 864,0,64 to 879,255,79), Region: (1,0; contains chunks 32,0 to 63,31, blocks 512,0,0 to 1023,255,511)
Level time: 4688659 game time, 10091 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 1 (now: false), thunder time: 1 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526)
at java.lang.Thread.run(Thread.java:748)
-- System Details --
Details:
Minecraft Version: 1.12.2
Operating System: Linux (amd64) version 4.15.0-42-generic
Java Version: 1.8.0_172, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1314907712 bytes (1253 MB) / 2453667840 bytes (2340 MB) up to 4772593664 bytes (4551 MB)
JVM Flags: 6 total; -XX:+UnlockExperimentalVMOptions -XX:+UseCGroupMemoryLimitForHeap -XX:MaxRAMFraction=4 -Xms1024M -Xmx5120M -XX:-UsePerfData
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP 9.42 Powered by Forge 14.23.5.2772 32 mods loaded, 32 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
| State | ID | Version | Source | Signature |
|:--------- |:---------------- |:-------------------- |:------------------------------------------- |:---------------------------------------- |
| UCHIJAAAA | minecraft | 1.12.2 | minecraft.jar | None |
| UCHIJAAAA | mcp | 9.42 | minecraft.jar | None |
| UCHIJAAAA | FML | 8.0.99.99 | forge-1.12.2-14.23.5.2772-universal.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCHIJAAAA | forge | 14.23.5.2772 | forge-1.12.2-14.23.5.2772-universal.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 |
| UCHIJAAAA | firstaidcore | 1.0.0 | minecraft.jar | None |
| UCHIJAAAA | craftstudioapi | 1.0.0 | CraftStudio-1.0.0.93-mc1.12-alpha.jar | None |
| UCHIJAAAA | harvestcraft | 1.12.2zb | Pam's+HarvestCraft+1.12.2zb (1).jar | None |
| UCHIJAAAA | animania | 1.6.2 | animania-1.12.2-1.6.2.jar | None |
| UCHIJAAAA | conquest | 3.0.2 | ConquestReforged-3.0.2-mc1.12.2.jar | None |
| UCHIJAAAA | configmod | v1.0 | coroutil-1.12.1-1.2.15.jar | None |
| UCHIJAAAA | extendedrenderer | v1.0 | coroutil-1.12.1-1.2.15.jar | None |
| UCHIJAAAA | coroutil | 1.12.1-1.2.15 | coroutil-1.12.1-1.2.15.jar | None |
| UCHIJAAAA | epicsiegemod | 13.163 | EpicSiegeMod-13.163.jar | None |
| UCHIJAAAA | familiarfauna | 1.0.11 | FamiliarFauna-1.12.2-1.0.11.jar | None |
| UCHIJAAAA | foamflower | 1.12.2-1.0.0.0-beta1 | foamflower-1.12.2-1.0.0.0-beta1.jar | None |
| UCHIJAAAA | llibrary | 1.7.15 | llibrary-1.7.15-1.12.2.jar | b9f30a813bee3b9dd5652c460310cfcd54f6b7ec |
| UCHIJAAAA | iceandfire | 1.6.0 | iceandfire-1.6.0-1.12.2.jar | None |
| UCHIJAAAA | jei | 4.14.3.246 | jei_1.12.2-4.14.3.246.jar | None |
| UCHIJAAAA | journeymap | 1.12.2-5.5.3 | journeymap-1.12.2-5.5.3.jar | None |
| UCHIJAAAA | radixcore | 1.12.x-2.2.1 | RadixCore-1.12.x-2.2.1-universal.jar | None |
| UCHIJAAAA | mca | 1.12.2-5.3.1 | MCA-1.12.x-5.3.1-universal.jar | None |
| UCHIJAAAA | mowziesmobs | 1.5.1 | mowziesmobs-1.5.1.jar | None |
| UCHIJAAAA | roots | 0.104 | roots-2-0.104.jar | None |
| UCHIJAAAA | sereneseasons | 1.2.15 | SereneSeasons-1.12.2-1.2.15-universal.jar | None |
| UCHIJAAAA | spartanshields | 1.4.1 | SpartanShields-1.12.2-1.4.1.jar | None |
| UCHIJAAAA | spartanweaponry | beta 1.2.3 | SpartanWeaponry-1.12.2-beta-1.2.3.jar | None |
| UCHIJAAAA | storyoflife | 0.0.1 | storyoflife-0.1.2.jar | None |
| UCHIJAAAA | theoneprobe | 1.4.25 | theoneprobe-1.12-1.4.25.jar | None |
| UCHIJAAAA | toughasnails | 3.1.0.139 | ToughAsNails-1.12.2-3.1.0.139-universal.jar | None |
| UCHIJAAAA | vending | 1.12.2-3.0.1.2 | vending-1.12.2-3.0.1.2.jar | None |
| UCHIJAAAA | zombieawareness | 1.12.1-1.11.14 | zombieawareness-1.12.1-1.11.14.jar | None |
| UCHIJAAAA | firstaid | 1.6.3 | firstaid-1.6.3.jar | 7904c4e13947c8a616c5f39b26bdeba796500722 |
Loaded coremods (and transformers):
FirstAid CoreMod (firstaid-core-1.6.3.jar)
ichttt.mods.firstaid.common.asm.PotionTransformer
SSLoadingPlugin (SereneSeasons-1.12.2-1.2.15-universal.jar)
sereneseasons.asm.transformer.EntityRendererTransformer
sereneseasons.asm.transformer.WorldTransformer
llibrary (llibrary-core-1.0.8-1.12.2.jar)
net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer
net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcher
Profiler Position: N/A (disabled)
Player Count: 1 / 2; [EntityPlayerMP['No_Shade'/331, l='ChickFilA', x=2644.71, y=63.12, z=927.30]]
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
I don't know if I put this crash report in right. But I get this crash when I spawn a Lantern on a mc modded server I have with a friend. Seems it crashes because of the particles when it boosts up? I also get a very similar crash when the Frostmaw uses it's frost breath attack.
Another issue is that a cannot spawn or summon Naga on the server. When I use the command it just says "Unable to summon object" or something like that. Please help! I really want this mod on the server! Thanks in advance
I made this image for Japanese Wiki page...
Am I the only one having huge tick rate issues when using the new version in the modpack?
That's very strange. I can see them, and it sounds like I'm not the only one. Not sure what to do about this...
Sorry, but I don't feel like this will work for Mowzie's Mobs. Your idea is really focused with tiny details at the cost of the big picture. I'm not getting a sense of how an encounter with these mobs will play out besides a complex little animation that plays before the fight. The spear grabbing mechanic doesn't work in Minecraft's engine and the choice to give them your valuable items is really unbalanced. The option to run away from a mob isn't a new mechanic. They're merpeople, but the gameplay design doesn't play off of this.
I do plan to add some sort of aquatic sentient race at some point, and maybe your visual description will come in handy then.
Dang, I'm seeing this crash a lot. Does it go away if you remove the other mods?
Oh wow that's really great. Could I add it to the OP?
Nope. I've had a couple reports of this.
Does the tick rate improve if you remove the other mods present?
Amazing mod that in my eyes easily deserves the #1 spot in mob-based mod section, and even overall its quality is just super good. Attention to detail is insaine.
I'm Musicano, and uh, here's the concept of the Coral Serpent!
A rather calm mob until provoked. By itself represents a colorful serpent swimming around the corals in the Coral Reef underwater.
If provoked however, it'll get angry. This mob tends to camouflage during combat, making itself almost completely invisible with only its glowing eyes remaining. Once camouflaged this mob will get faster and while trying to stay away far enough from the player, it'll try to get behind the player to attack. While camouflaged one of its eyes is brighter than the other and emits some wave-ish particles, that head is the one currently in use. (Read further for details on the heads)
Before attacking, it'll make a screeching noise revealing itself to the player, then dashing at them afterwards. During the dash it'll drop off some coral bombs, that then explode after around 3 seconds in to poisonous gas that remains for around 10 seconds. Upon contact with the Coral Serpent (By that I mean you came far too close to it) its corals on the body will stick on to you, slowing you down until the point you get stuck to its body, leaving you an easy target for the serpent.
The Coral Serpent has 2 heads, that are hidden in the flowers that are part of its head. The Coral Serpent can change between its heads, thus quickly changing its movement directions, making it less predictable. Head that is currently in use is shown by the fact that flower opens and the serpents eye is revealed, and obviously it changes its direction.
Once at low health it gets a bit angrier, thus increasing its speed a little, and dropping even more bombs during the dash.
Upon death it drops an Aqua Thruster that upon use launches the user forward through water, allowing them to jump out of water like a dolpin or just going through the ocean at higher speeds. Similar to Ice Crystal after using it for some time, it has to reload.
It could've been a lot more detailed, but I feel like even if you did love this idea enough, you probably still would've changed a lot, so I didn't add too much details. If you want, I could of course specify some stuff.
I'm rather bad at drawing, so the concept art isn't that good, apologies.
Just tested it and the lag still occurs. At some point the tick rate even goes down to 0 and the world freezes completely.
As for the update...
The concept of the Lantern is really fantastic and it fits the roofed forest, I guess that it could also spawn in magical forest from thaumcraft when It's availble, although as people have said, the Lantern lacks interaction and useability. Maybe dynamic lights compatibility could solve at least the problem of it not giving any light?
Grottol is for me the best part of the update. He is really simple, yet fun and interesting while having an actual impact on the game. The only thing that you could actually do with it is add the versions for emerald, lapis and maybe some stuff from other mods.
Naga is very interesting and well designed but It's too easy to chain the ranged attacks on her when she falls down.
Also have you considered adding some enemies for the Barakoa tribe? Maybe something like a rival tribe that instead of worshiping the sun would worship the moon?
Hi again! Let's see here.
The aesthetics of it are good, and I like that it's got an eye on either end allowing it to change direction suddenly. I'm having trouble seeing what the camouflage ability is for if the eyes are still visible. Maybe you can only damage it by hitting the currently open eye? When one is destroyed, it could enter a rage mode that lets it move faster and makes the second eye harder to hit.
This could work. I'll hold on to it.
Okay, I'll work on a patch soon. Thanks for your help debugging!
In the meantime, someone else reported that the problem is caused exclusively by Barakoana. I recommend disabling their spawning in the config until I can fix this.
Lanterns are mainly atmospheric. Yes, they use biome dictionary to spawn in any biomes tagged both Magical and Forest. The luminous jelly drop is their only gameplay addition. It's fairly inconsequential, but a nice relief when caught out adventuring at night. Dynamic Lights compatibility, as far as I understand, is entirely in their mod. Players specify in the Dynamic Lights config file what mobs can emit light. Feel free to add lanterns to your config.
Glad you like the grottol! Hm, I'm not a big fan of adding other versions of existing mobs. I feel it hinders the uniqueness of the original mob.
Nagas aren't supposed to be difficult mobs. They're a leather-armor-level fight with a modest reward. Their strength comes mostly in numbers, when its harder to focus on one at a time. I have further plans for them, though, that I'm not ready to detail.
See the planned mobs section of the OP.
Yes
I can't really remove the mods as It could break our worlds and configs I set up. But I will test it as soon as I can. I would not be surprised if it still does.
I am also having the issue where lanterns/ the mod in general will freeze the world. I can move around but everything says "waiting for server". Mainly when lanterns are spawned. This is on Singleplayer, I don't know if it happens for my server as well.
Same issue here. I'm also using Chrome, and it doesn't seem to work on mobile on my end either.
The glowing eye part was meant to be removed but I made that concept at like 1am so brain didn't function correctly, eeh.
Otherwise it's honestly up to you. You've made lots of dope stuff before, so I'm sure you can turn anything that's meh in to a masterpiece.
Glad you loved the concept though, appreciated
I can't see the foliaath's image...
Wow!!! New mobs are super very cool!!! Good job!
And thanks for all new config, this is very usefull!!
Just one more thing please for the config... Can you add a config for loot of your mob? This will be very useful to obtain certain things for example for rpg server or a little more usefulness to hunt all mowzie-mobs ^^ (sorry for my bad english)
Maybe like this for example:
{"Naga drop"=
- "mowziesmobs:naga_fang"
{drop chance= 100,drop amount= 1}
- "iceandfire:dragonscales_green"
{drop chance= 50,drop amount= 3}}
or
{"Frostmaw drop"=
- "minecraft:leather"
{drop chance= 10,drop amount= 5}
- "minecraft:leather"
{drop chance= 30,drop amount= 2}
- "minecraft:beef"
{drop chance= 100,drop amount= 3}}
tell me what you think about this ^^
Just released a bug fix patch, bringing MM to 1.5.2. Please download the new version and confirm with me that the issues are resolved.
Try the latest release, it should be fixed now.
Good idea! I'll see if I can get this working for future releases.
for me it still happens; i have a feeling it has to do with the lanterns and/or thaumcraft's magical forest.
Which issue? The tick slowdown or the crash?