Dungeon Mobs introduces a variety of new hostile mobs, all of which hate you. There are no gimmicks: no tameable entities, no weird items, no dimensions. Everything in this mod has exactly one goal in life: to end yours.
However, it's not just enough that they hate you. Each of the mobs in this mod presents a different challenge, requiring you to think tactically about how to surmount the difficulty they pose. While the old stand-by of "hit it with your sword" may work for some, that may not always be the best - or even viable - solution. Due to the lack of a wiki or other repository of knowledge (which I have absolutely no intent of making, so don't ask), you may be forced to learn how to cope with these denizens of the deep on your own.
This mod is intended to make the game more interesting by way of making it more difficult. It adds nothing to make the experience of fighting these creatures any easier, and to do so would defeat the purpose of this mod. There are plenty of mods out there that give you access to new tools and weaponry, and if you feel that vanilla arms are not up to the challenge, I invite you to investigate the works of others: there certainly is a lot of quality content out there.
An overview of the mobs (with pictures and descriptions for each) can be found on the old thread. I am making this new one due to issues with editing the old one, and - given that apparently a lot of folks were downloading an older version of this mod, thinking it was the latest version - I decided that the prudent decision would be to make a new thread.
MC Version: 1.7.10
Requirements: Forge 1.7.10-10.13.2.1291
Changelog
v4.1.3
Update notifications. When a new version of dungeon mobs is released, you will get a notification in chat.
Configuration file. You can turn each mob on or off, as well as disable update notifications. At this time no other configurable options are planned.
Death messages. Cockatrices turning you to stone and blade traps now have their own death messages.
Biome spawning. All dungeon mobs should now properly spawn in mod-added biomes.
Cockatrice
Petrification effect now bypasses armor and should not damage armor.
Rakshasa
Particle effect from destroying an image has been reduced considerably.
Blade traps
Hit box reduced slightly.
Blade trap blocks now have a cooldown on turning into blade trap entities; this should prevent issues of getting trapped in a corner with a blade trap meaning near-instant death.
v4.1.2
Attempting a fix for some server issues that seem to crop up when using later versions of Forge.
v4.1.1
Added support for mods that add biomes; dungeon mobs will now spawn (more or less) appropriately in non-vanilla biomes. If a dimension mod is using vanilla biome types to describe it's dimension's biomes, dungeon mobs will also spawn in those dimensions; as such, this may result in dungeon mobs in places you would not expect to see them.
Adjusted a number of mobs' hit boxes.
Investigated the fact that mobs will still take damage from blade traps; this is not due to the blade trap dealing damage, but because of suffocation. Given how blocks work, there really is nothing I can do about that. But they most definitely are not taking damage from the blade trap itself.
Looks like just the mod for a hardcore adventure based campaign!
I am getting this error on server start:
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 6/10/15 6:58 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Lcom/gw/dm/InputConfusedMovement;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:319)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:176)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:631)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: Lcom/gw/dm/InputConfusedMovement;
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredField(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:43)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 5 more
Caused by: java.lang.ClassNotFoundException: com.gw.dm.InputConfusedMovement
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
Caused by: java.lang.NoClassDefFoundError: net/minecraft/util/MovementInput
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:182)
... 34 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.util.MovementInput
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I don't have too much knowledge on this but it may have something to do with a client-only class being called by the server.
EDIT: I just tested version 4.1.0 and 4.0.1. The former gave the same error, the latter succeeded in startup without error. The bug must be from the code introduced in between these versions.
I don't have too much knowledge on this but it may have something to do with a client-only class being called by the server.
EDIT: I just tested version 4.1.0 and 4.0.1. The former gave the same error, the latter succeeded in startup without error. The bug must be from the code introduced in between these versions.
Yeah, the confusion thing was added in 4.1.0.
I've gotten reports from other people that play on servers in the old thread that it's working fine; given that the version of Forge you're using is more recent than the one I wrote it in, it's possible that the Forge update broke the code somehow.
Dungeon Mobs v4.1.2 is... well, it should be live shortly, depending on when the curse people approve it or whatever.
I've attempted to implement a fix for the server issue. Key word here is attempted: since I'm not using the later versions of Forge, I'm not sure precisely where the issue is. However the fix works in my test environment (not that that's saying much), so if you weren't having a problem before, you should continue to not have a problem now.
The latest version fix works on the server now! Thanks for such a quick update! and just for clarification, it definitely wasn't a forge version issue as I tried it on an earlier version just to be sure.
Managed to finally figure out how to code up a check for updates, so in the future, Dungeon Mobs will let you know when a new version is released! Hopefully that will be useful for folks.
That code will be included in the next update, whether it's a bug fix or more content; it seems a little silly to provide an update when literally all it does is add a thing that tells you whether or not there's a new update.
Figuring out how to make a config file is next on the docket. Don't expect anything fancy, but I can include an option for turning the update messages off.
Hey GnomeWorks, I'm using BoP and Realistic World Generation, so my Overworld lacks any of your mobs. Will you be adding biome controls in the config, or should I use an external spawn control like JAS?
Hey GnomeWorks, I'm using BoP and Realistic World Generation, so my Overworld lacks any of your mobs. Will you be adding biome controls in the config, or should I use an external spawn control like JAS?
Hmm. They should be appearing in biomes added through mods, as of 4.1.1.
I'll take a look.
I have a pending update - including update notifications, a config file, some slight mob modifications, and hopefully a new mob - in the works, which I should be able to release shortly. If I find an issue with how I'm dealing with other mods' biomes, I'll be sure to include a fix in the next update.
Hmm. They should be appearing in biomes added through mods, as of 4.1.1.
I'll take a look.
I have a pending update - including update notifications, a config file, some slight mob modifications, and hopefully a new mob - in the works, which I should be able to release shortly. If I find an issue with how I'm dealing with other mods' biomes, I'll be sure to include a fix in the next update.
Would the alternate WorldType RWG uses impact it? I have a hefty amount of mob-adding mods, so I might just have to use JAS regardless.
Would the alternate WorldType RWG uses impact it? I have a hefty amount of mob-adding mods, so I might just have to use JAS regardless.
No, it's a biome thing. I figured it out; it looks like it should be working properly in the dev version I'm working on.
That said, my fix may cause some issues with how JAS does things. I'm doing a lot of biome checking and adding spawn registries to them in postInit, and I'm not sure when or how JAS takes over spawning.
Dungeon Mobs v4.1.3 is live. Download link in OP should update shortly.
As always, let me know if there are issues.
Changes:
v4.1.3
Update notifications. When a new version of dungeon mobs is released, you will get a notification in chat.
Configuration file. You can turn each mob on or off, as well as disable update notifications. At this time no other configurable options are planned.
Death messages. Cockatrices turning you to stone and blade traps now have their own death messages.
Biome spawning. All dungeon mobs should now properly spawn in mod-added biomes.
Cockatrice
Petrification effect now bypasses armor and should not damage armor.
Rakshasa
Particle effect from destroying an image has been reduced considerably.
Blade traps
Hit box reduced slightly.
Blade trap blocks now have a cooldown on turning into blade trap entities; this should prevent issues of getting trapped in a corner with a blade trap meaning near-instant death.
Dungeon Mobs introduces a variety of new hostile mobs, all of which hate you. There are no gimmicks: no tameable entities, no weird items, no dimensions. Everything in this mod has exactly one goal in life: to end yours.
However, it's not just enough that they hate you. Each of the mobs in this mod presents a different challenge, requiring you to think tactically about how to surmount the difficulty they pose. While the old stand-by of "hit it with your sword" may work for some, that may not always be the best - or even viable - solution. Due to the lack of a wiki or other repository of knowledge (which I have absolutely no intent of making, so don't ask), you may be forced to learn how to cope with these denizens of the deep on your own.
This mod is intended to make the game more interesting by way of making it more difficult. It adds nothing to make the experience of fighting these creatures any easier, and to do so would defeat the purpose of this mod. There are plenty of mods out there that give you access to new tools and weaponry, and if you feel that vanilla arms are not up to the challenge, I invite you to investigate the works of others: there certainly is a lot of quality content out there.
An overview of the mobs (with pictures and descriptions for each) can be found on the old thread. I am making this new one due to issues with editing the old one, and - given that apparently a lot of folks were downloading an older version of this mod, thinking it was the latest version - I decided that the prudent decision would be to make a new thread.
MC Version: 1.7.10
Requirements: Forge 1.7.10-10.13.2.1291
Changelog
v4.1.3
v4.1.2
v4.1.1
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Glad to see my favourite mob-mod is back, with a new addition!
Looks like just the mod for a hardcore adventure based campaign!
I am getting this error on server start:
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 6/10/15 6:58 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: Lcom/gw/dm/InputConfusedMovement;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:544)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:87)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:319)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:176)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:631)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: Lcom/gw/dm/InputConfusedMovement;
at java.lang.Class.getDeclaredFields0(Native Method)
at java.lang.Class.privateGetDeclaredFields(Unknown Source)
at java.lang.Class.getDeclaredField(Unknown Source)
at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:43)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:512)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
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.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 5 more
Caused by: java.lang.ClassNotFoundException: com.gw.dm.InputConfusedMovement
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
Caused by: java.lang.NoClassDefFoundError: net/minecraft/util/MovementInput
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:182)
... 34 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.util.MovementInput
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 15351456704 bytes (14640 MB) / 16965173248 bytes (16179 MB) up to 16965173248 bytes (16179 MB)
JVM Flags: 25 total; -Xmx16G -Xms16G -Xmn2048m -XX:+DisableExplicitGC -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+UseNUMA -XX:+CMSParallelRemarkEnabled -XX:MaxTenuringThreshold=15 -XX:MaxGCPauseMillis=30 -XX:GCPauseIntervalMillis=150 -XX:+UseAdaptiveGCBoundary -XX:-UseGCOverheadLimit -XX:+UseBiasedLocking -XX:SurvivorRatio=8 -XX:TargetSurvivorRatio=90 -XX:MaxTenuringThreshold=15 -XX:+UseFastAccessorMethods -XX:+UseCompressedOops -XX:+OptimizeStringConcat -XX:+AggressiveOpts -XX:ReservedCodeCacheSize=2048m -XX:+UseCodeCacheFlushing -XX:SoftRefLRUPolicyMSPerMB=20000 -XX:ParallelGCThreads=12
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1448 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UC FML{7.10.99.99} [Forge Mod Loader] (KCauldron-1.7.10-1448.121-server.jar)
UC Forge{10.13.4.1448} [Minecraft Forge] (KCauldron-1.7.10-1448.121-server.jar)
UC kimagine{0.1} [KImagine] (minecraft.jar)
UE dungeonmobs{4.1.1} [Dungeon Mobs] (Dungeon Mobs v4.1.1.jar)
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'kcauldron,cauldron,craftbukkit,mcpc,fml,forge'
Type: Dedicated Server (map_server.txt)
I don't have too much knowledge on this but it may have something to do with a client-only class being called by the server.
EDIT: I just tested version 4.1.0 and 4.0.1. The former gave the same error, the latter succeeded in startup without error. The bug must be from the code introduced in between these versions.
Yeah, the confusion thing was added in 4.1.0.
I've gotten reports from other people that play on servers in the old thread that it's working fine; given that the version of Forge you're using is more recent than the one I wrote it in, it's possible that the Forge update broke the code somehow.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Dungeon Mobs v4.1.2 is... well, it should be live shortly, depending on when the curse people approve it or whatever.
I've attempted to implement a fix for the server issue. Key word here is attempted: since I'm not using the later versions of Forge, I'm not sure precisely where the issue is. However the fix works in my test environment (not that that's saying much), so if you weren't having a problem before, you should continue to not have a problem now.
Let me know if any issues arise.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
The latest version fix works on the server now! Thanks for such a quick update! and just for clarification, it definitely wasn't a forge version issue as I tried it on an earlier version just to be sure.
I honestly have no idea what it could have been, then. The fix was... rather clunky, and I'm not pleased with that particular bit of code.
Good to hear. Might not have been elegant, but at least it seems to have worked, and didn't screw anything up.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Managed to finally figure out how to code up a check for updates, so in the future, Dungeon Mobs will let you know when a new version is released! Hopefully that will be useful for folks.
That code will be included in the next update, whether it's a bug fix or more content; it seems a little silly to provide an update when literally all it does is add a thing that tells you whether or not there's a new update.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Figuring out how to make a config file is next on the docket. Don't expect anything fancy, but I can include an option for turning the update messages off.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Hey GnomeWorks, I'm using BoP and Realistic World Generation, so my Overworld lacks any of your mobs. Will you be adding biome controls in the config, or should I use an external spawn control like JAS?
Hmm. They should be appearing in biomes added through mods, as of 4.1.1.
I'll take a look.
I have a pending update - including update notifications, a config file, some slight mob modifications, and hopefully a new mob - in the works, which I should be able to release shortly. If I find an issue with how I'm dealing with other mods' biomes, I'll be sure to include a fix in the next update.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Would the alternate WorldType RWG uses impact it? I have a hefty amount of mob-adding mods, so I might just have to use JAS regardless.
No, it's a biome thing. I figured it out; it looks like it should be working properly in the dev version I'm working on.
That said, my fix may cause some issues with how JAS does things. I'm doing a lot of biome checking and adding spawn registries to them in postInit, and I'm not sure when or how JAS takes over spawning.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
If this works I might not need to use it at all so thank you!
Dungeon Mobs v4.1.3 is live. Download link in OP should update shortly.
As always, let me know if there are issues.
Changes:
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I don't wanna be that guy but is there an ETA for a 1.8 release?
Gnomeworks is very considerate about providing details on future releases. Let 'im get around to telling us when he knows.
And don't be that guy, especially a day after an update.
No need to h8 m8.
Great to see that this is back!
Yeah!!! is back....