The Meaning of Life, the Universe, and Everything.
Join Date:
1/25/2013
Posts:
54
Member Details
Will begging and pleading for an update to the 1.6.4 version of this mod get me anywhere????
Has such already been done on the prior Thread?
I've lots of magic'y mods very very delicately balanced on 1.6.4 forge.. and all more -recent- versions of projects such as ars magica, and thaumcraft, are game-breaking'ly buggy with features added that weren't ready for release, and new breaks to once stable older functions that had been working fine.. Fixes to those are unlikely as the mods are nearly abandon-ware due to their creators having lives/school/families..
So any kind updates you can add to 1.6.4_dungeon-mobs that iron out bugs and nail down features, which you might drag from the 1.7.# version down to those of us stuck with 1.6.4 would be lovingly appreciated! I think Obsucification or whatever it's called changes folder structuring? but hopefully it's not too much a burden to bring over any change and updates??
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
Will begging and pleading for an update to the 1.6.4 version of this mod get me anywhere????
It will not.
In other news, I am moved and settling into my new job: I write code for a certain governmental agency whose primary concern is space, and that's about all I'm willing (and able, honestly) to say about the matter, so don't ask.
Given that programming is now my job, rather than just a hobby, updates may become more sparse than they have been in the past.
I really wish this worked with Mo Creatures mod, but it doesn't sadly. The dungeon mobs get overrun with the mo creatures spawns and now I must choose between them.
Hey we've got a huge problem with the mod-added biome spawning. I have the twilight forest mod (adds new dimension), and like a million lizard people (forgot the name) all spawned in a single cave. Real bad lag and I died instantly.
So maybe you can make it configurable to remove spawning in modded dimensions?
I'm liking the new version, and I don't get the problems with some mobs that I did in the 1.6.4 -- I'll definitely be wanting to include this in my next modpack (if once I think MineFantasy II is ready for modpacks).
One thing I should warn about is that one version of the Doomlike Dungeons API was bugged, so that may not work unless it is re-downloaded and the new patch of it is put in (only one line of code changes, so its just a matter of dropping in the correct version).
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
281
Member Details
Yay, Gnome lives! Good to hear from you. Assuming you do get the model to function properly, is it sticking with 1.7.10, or have you updated to 1.9 during the interim?
This next update will be for 1.7.10. There were some unforeseen issues with how I wanted to handle the new mob (did you know that rotation is handled separately on the client and the server? I did not, but I do now), so that's going to be delayed a minute while I work on it.
There are also various small things I'm changing, like toning down the rakshasa damage output, and putting in controls for DM mobs not spawning in other dimensions, possibly with a configurable list of allowed dimensions or whatever.
I'll then look at porting it to 1.8.whatever, and - depending on how that goes - we'll see about 1.9 or whatever.
I've started up a thread over in the WIP mods section, discussing my next project.
This does not mean that Dungeon Mobs is going to be ignored entirely, but less of my creative energy will be directed at it in favor of this new thing I'm doing.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
281
Member Details
It is indeed on 1.9, and it looks like it is a bit more popular than 1.8's modding scene was. However, I for one, wouldn't mind seeing continued work on a 1.7 version for the foreseeable future.
If you don't mind me tossing in a request as well; Is it possible to have the Cave Fisher's webs automatically destroyed after a time? The Tarantula in Lycanite's Mobs implements what I'm requesting rather well, even if their webs are rather short-lived for what I'd hope to see from the Cave Fisher.
With that out of the way, your next project also looks extremely interesting. Procedurally generated dungeons with a sort of quest system/progression mechanic involved? Yes please. That's definitely going to be included in my worlds when it's released. Keep up the good work Gnome.
I have a question about screaming mushroom. Does it spawn mobs, or attract them? Because I was blown into pieces yesterday when creeper emerged in lighted area with 3 mushrooms.
Yes! A thousand times Yes! I've missed this mod so much. Only one mod left to wait for now.
Wow, I lost track of this mod for far too long. Good to see things are going well for you, GnomeWorks.
Will begging and pleading for an update to the 1.6.4 version of this mod get me anywhere????
Has such already been done on the prior Thread?
I've lots of magic'y mods very very delicately balanced on 1.6.4 forge.. and all more -recent- versions of projects such as ars magica, and thaumcraft, are game-breaking'ly buggy with features added that weren't ready for release, and new breaks to once stable older functions that had been working fine.. Fixes to those are unlikely as the mods are nearly abandon-ware due to their creators having lives/school/families..
So any kind updates you can add to 1.6.4_dungeon-mobs that iron out bugs and nail down features, which you might drag from the 1.7.# version down to those of us stuck with 1.6.4 would be lovingly appreciated! I think Obsucification or whatever it's called changes folder structuring? but hopefully it's not too much a burden to bring over any change and updates??
here's to hoping!
More deadly mobs, cool!
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
It will not.
In other news, I am moved and settling into my new job: I write code for a certain governmental agency whose primary concern is space, and that's about all I'm willing (and able, honestly) to say about the matter, so don't ask.
Given that programming is now my job, rather than just a hobby, updates may become more sparse than they have been in the past.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
So you'll be like
Congratulations! Aerospace is always interesting and well-paid!
While mod biome support has been added, I have yet to encounter any mobs from this mod. What gives?
Also, can you make it so these mobs spawn in dungeons?
Please update it to 1.8 and my minecraft mods will be complete.
I like castles and the Twilight Forest.
I really wish this worked with Mo Creatures mod, but it doesn't sadly. The dungeon mobs get overrun with the mo creatures spawns and now I must choose between them.
I like castles and the Twilight Forest.
Hey we've got a huge problem with the mod-added biome spawning. I have the twilight forest mod (adds new dimension), and like a million lizard people (forgot the name) all spawned in a single cave. Real bad lag and I died instantly.
So maybe you can make it configurable to remove spawning in modded dimensions?
I like castles and the Twilight Forest.
1-Any way to disable the lizard people? The admin of the server I play on thinks they are causing crashes and would like to run tests.
2-Did you intentionally make rust monsters too cute to kill? I can't stop wanting to give them ALL of the tasty metals!
I'm liking the new version, and I don't get the problems with some mobs that I did in the 1.6.4 -- I'll definitely be wanting to include this in my next modpack (if once I think MineFantasy II is ready for modpacks).
One thing I should warn about is that one version of the Doomlike Dungeons API was bugged, so that may not work unless it is re-downloaded and the new patch of it is put in (only one line of code changes, so its just a matter of dropping in the correct version).
I know there's a config for it now, does it not work (I haven't tried it); have you tried setting this?:
It might help.
What's this?
Soon you will know.
Assuming I can get the darn model to function correctly, at any rate.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Yay, Gnome lives! Good to hear from you. Assuming you do get the model to function properly, is it sticking with 1.7.10, or have you updated to 1.9 during the interim?
Do what now? This game is on 1.9 now?
This next update will be for 1.7.10. There were some unforeseen issues with how I wanted to handle the new mob (did you know that rotation is handled separately on the client and the server? I did not, but I do now), so that's going to be delayed a minute while I work on it.
There are also various small things I'm changing, like toning down the rakshasa damage output, and putting in controls for DM mobs not spawning in other dimensions, possibly with a configurable list of allowed dimensions or whatever.
I'll then look at porting it to 1.8.whatever, and - depending on how that goes - we'll see about 1.9 or whatever.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I've started up a thread over in the WIP mods section, discussing my next project.
This does not mean that Dungeon Mobs is going to be ignored entirely, but less of my creative energy will be directed at it in favor of this new thing I'm doing.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
It is indeed on 1.9, and it looks like it is a bit more popular than 1.8's modding scene was. However, I for one, wouldn't mind seeing continued work on a 1.7 version for the foreseeable future.
If you don't mind me tossing in a request as well; Is it possible to have the Cave Fisher's webs automatically destroyed after a time? The Tarantula in Lycanite's Mobs implements what I'm requesting rather well, even if their webs are rather short-lived for what I'd hope to see from the Cave Fisher.
With that out of the way, your next project also looks extremely interesting. Procedurally generated dungeons with a sort of quest system/progression mechanic involved? Yes please. That's definitely going to be included in my worlds when it's released. Keep up the good work Gnome.
I have a question about screaming mushroom. Does it spawn mobs, or attract them? Because I was blown into pieces yesterday when creeper emerged in lighted area with 3 mushrooms.
No complains, though
When/if you update this again, can you make mobs obey the mobGriefing rule? A destrachan blew up half of the landscape despite mob griefing being off.
It was a good mod.
I like castles and the Twilight Forest.