I am also contemplating working on adding interaction with other mods: at the moment, I am specifically looking at the APIs for Doomlike Dungeons and Thaumcraft.
Hmmm, first crash. Brand new world, three minutes into game.
That is... hmm.
Okay, so... it looks like... trying to read a Lizalfos from NBT, something about an arrow trying to hit it, and probably it's twin existing but not loaded, so it freaked out because the reference to the twin was valid, but the twin wasn't loaded so couldn't be referenced, and since the one Lizalfos getting hit by an arrow was apparently trying to die (?), it told it's twin it was dead, but since the twin wasn't loaded - but existed - the method freaked out.
That's a... really interesting corner case. I'll be sure to make the Lizalfos a bit more robust about making sure it's twin doesn't just exist but is also loaded in the next update. Stupid lizards.
When I checked the new 1.7.10 config I had forgotten to do this for Lizalfos, so a single Lizalfos might have been spawned through JAS without its twin. That might cause the crash and the problems you describe?
I've reset the JAS configs now, and the crash hasn't happened again so far.
That shouldn't be the case; under normal conditions, when a lizalfos spawns naturally, during its first tick alive, it will attempt to spawn a twin. If it cannot (after five or so tries), it will kill the original.
JAS literally cannot be ignoring that, as that's probably outside the realm of what JAS is modifying. So I'm fairly certain it was a weird case of a set of lizalfos where both existed, but one wasn't loaded yet.
Out of curiosity, why did you not do Rakshasas through JAS?
I was trying out your mod for the first time and got the exact same error with the Lizalfos. I'm not using JAS but do have Mo'Creatures and its custom spawner. Any ideas what might be causing it?
I am also contemplating working on adding interaction with other mods: at the moment, I am specifically looking at the APIs for Doomlike Dungeons and Thaumcraft.
I'm not entirely sure what interaction would be needed for Thaumcraft beyond adding aspects to the mobs, but that *is* a pretty helpful and atmosphere-assisting benefit for those playing with that mod as well. I for one applaud any attempt at mods adding mod interaction as it always helps to create a more cohesive experience. If you need any advice or assistance determining aspects, I would be glad to aid; in the mean time I'm going to see if I can convince my friends to accept this bit of Gygax brutality on our server.
Edit: not sure if this is possible or even a thing, but is there an API for the graveyard mod, to allow adding ghouls or whatever other undead are in this mod to occasionally spawn from the graveyard mod's graves when they go into "overwhelm the players with zombies and skeletons" mode? That might be a fun addition.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/7/2013
Posts:
56
Location:
Resembool
Minecraft:
LostMithos
Member Details
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
Thank you. This is why I love your mod. You just add cool mobs and no stupid items or gimmicks like the stuff Lycanites mobs and some other mods add (which is why I don't use most of them now).
i like this mod. but one problem. the cocatrice seems so overpowered. i am actually leaving an area when i hear it. the first time i found one i heard what sounded like a chicken then i walked around a corner then it turned me to stone. it should have a much lower chance of turning the player into stone. like about 10% or something.
I must say RNG hates me, can you add a config for the chance a cockatrice can turn people to stone? It has literally happened every time for me, and I'd hate to have to disable such an.... interesting... mob.
Sorry if this doubles, got an error and have to repost. Fixed
EDIT: Oh also, cockatrice doesn't like the battlegear mod, due to when it tries to store a player's inventory.
that's fine but you know.. for mod compatibility it helps,but what about the biomes they spawn in, or will they spawn regardless the biome(even if its a modded biome?)
edit: did you just added the feature in or was i just blind XD?
that's fine but you know.. for mod compatibility it helps,but what about the biomes they spawn in, or will they spawn regardless the biome(even if its a modded biome?)
edit: did you just added the feature in or was i just blind XD?
In theory, all of the mobs should be able to spawn in every biome, including those added through mods.
This feature was added relatively recently, I'd have to check the changelog as I don't recall precisely when I added it.
Speaking of spawns I actually edited the dungeon mob spawns to be far homogenous. I made icy biomes spawn stuff like trolls and destrachans more while more tropical biomes spawn all those horrible deadly mobs like the cockatrice, raskshasha and so on. Also hell in my set up makes hell hounds a common threat to contend with in the nether. It certainly has made exploring the nether far more dangerous, to say the least.
What happened to the thoqqua turning blocks into magma? Is that only with stone or does it also work with netherrack? I recall they used to do it. Now they're a bit underpowered.
I know that the latest build set it up so the mobs now spawn in all biomes, but could you add configuration to either allow preventing spawns in specific dimensions or allow us to blacklist some biomes? I'm using TwilightForest and because no other hostiles generally spawn there in general areas, the dungeon mobs are all over the place.
These are all awesome, creative, and well-made. A very impressive mod. If I could make one suggestion though; nerf the Cockatrice if it is near chickens.
Post-graduation has been a busy time for me. I have just recently accepted a job offer, and will be moving soon and settling into that, so don't expect any updates anytime soon. I'm just posting to answer some of the questions here and to let folks know I haven't fallen off the face of the earth.
What happened to the thoqqua turning blocks into magma? Is that only with stone or does it also work with netherrack? I recall they used to do it. Now they're a bit underpowered.
They still should be doing so.
When thoqquas were first implemented, I made some procedural errors in the code, such that when a thoqqua despawned or died, the blocks that were supposed to revert back into stone would not do so. That has been corrected; it is possible that I have over-corrected. I'll look into it at some point.
I know that the latest build set it up so the mobs now spawn in all biomes, but could you add configuration to either allow preventing spawns in specific dimensions or allow us to blacklist some biomes? I'm using TwilightForest and because no other hostiles generally spawn there in general areas, the dungeon mobs are all over the place.
I think that preventing them from spawning in other dimensions would probably work out for the best; I imagine that other mods that add new dimensions - and accompanying mobs - have a notion of the level of balance they're going for, and introducing DM mobs into them probably throws that off.
That said, doing so in combination with a config option to add additional valid dimensions for them to spawn in would probably be a very doable thing.
Attempting to do this biome-by-biome would probably be... incredibly annoying, both for me and end-users. So I think per dimension is probably the best solution.
Right now, I am working on adding another mob.
I am also contemplating working on adding interaction with other mods: at the moment, I am specifically looking at the APIs for Doomlike Dungeons and Thaumcraft.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Hot-Diggity.
That is... hmm.
Okay, so... it looks like... trying to read a Lizalfos from NBT, something about an arrow trying to hit it, and probably it's twin existing but not loaded, so it freaked out because the reference to the twin was valid, but the twin wasn't loaded so couldn't be referenced, and since the one Lizalfos getting hit by an arrow was apparently trying to die (?), it told it's twin it was dead, but since the twin wasn't loaded - but existed - the method freaked out.
That's a... really interesting corner case. I'll be sure to make the Lizalfos a bit more robust about making sure it's twin doesn't just exist but is also loaded in the next update. Stupid lizards.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
That shouldn't be the case; under normal conditions, when a lizalfos spawns naturally, during its first tick alive, it will attempt to spawn a twin. If it cannot (after five or so tries), it will kill the original.
JAS literally cannot be ignoring that, as that's probably outside the realm of what JAS is modifying. So I'm fairly certain it was a weird case of a set of lizalfos where both existed, but one wasn't loaded yet.
Out of curiosity, why did you not do Rakshasas through JAS?
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
You linked this http://../topic/231082- instead of this http://www.minecraftforum.net/topic/231082 for the old thread link.
It's so strange ... i don't see any mobs of you mod in my private modpack ... this is normal ?
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
I was trying out your mod for the first time and got the exact same error with the Lizalfos. I'm not using JAS but do have Mo'Creatures and its custom spawner. Any ideas what might be causing it?
I'm not entirely sure what interaction would be needed for Thaumcraft beyond adding aspects to the mobs, but that *is* a pretty helpful and atmosphere-assisting benefit for those playing with that mod as well. I for one applaud any attempt at mods adding mod interaction as it always helps to create a more cohesive experience. If you need any advice or assistance determining aspects, I would be glad to aid; in the mean time I'm going to see if I can convince my friends to accept this bit of Gygax brutality on our server.
Edit: not sure if this is possible or even a thing, but is there an API for the graveyard mod, to allow adding ghouls or whatever other undead are in this mod to occasionally spawn from the graveyard mod's graves when they go into "overwhelm the players with zombies and skeletons" mode? That might be a fun addition.
Thank you. This is why I love your mod. You just add cool mobs and no stupid items or gimmicks like the stuff Lycanites mobs and some other mods add (which is why I don't use most of them now).
If you aren't using a custom spawner then the mobs from this mod are difficult to find but they are there, hiding in the shadows.
Awesome! I'm glad its back and updated. Thank you so much!
any plans of adding individual spawn rate in the config?
The dice are a fickle mistress.
No. I feel I have done enough with allowing people to turn individual mobs on and off.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I must say RNG hates me, can you add a config for the chance a cockatrice can turn people to stone? It has literally happened every time for me, and I'd hate to have to disable such an.... interesting... mob.
Sorry if this doubles, got an error and have to repost. FixedEDIT: Oh also, cockatrice doesn't like the battlegear mod, due to when it tries to store a player's inventory.
that's fine but you know.. for mod compatibility it helps,but what about the biomes they spawn in, or will they spawn regardless the biome(even if its a modded biome?)
edit: did you just added the feature in or was i just blind XD?
In theory, all of the mobs should be able to spawn in every biome, including those added through mods.
This feature was added relatively recently, I'd have to check the changelog as I don't recall precisely when I added it.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Speaking of spawns I actually edited the dungeon mob spawns to be far homogenous. I made icy biomes spawn stuff like trolls and destrachans more while more tropical biomes spawn all those horrible deadly mobs like the cockatrice, raskshasha and so on. Also hell in my set up makes hell hounds a common threat to contend with in the nether. It certainly has made exploring the nether far more dangerous, to say the least.
What happened to the thoqqua turning blocks into magma? Is that only with stone or does it also work with netherrack? I recall they used to do it. Now they're a bit underpowered.
I know that the latest build set it up so the mobs now spawn in all biomes, but could you add configuration to either allow preventing spawns in specific dimensions or allow us to blacklist some biomes? I'm using TwilightForest and because no other hostiles generally spawn there in general areas, the dungeon mobs are all over the place.
These are all awesome, creative, and well-made. A very impressive mod. If I could make one suggestion though; nerf the Cockatrice if it is near chickens.
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They still should be doing so.
When thoqquas were first implemented, I made some procedural errors in the code, such that when a thoqqua despawned or died, the blocks that were supposed to revert back into stone would not do so. That has been corrected; it is possible that I have over-corrected. I'll look into it at some point.
I think that preventing them from spawning in other dimensions would probably work out for the best; I imagine that other mods that add new dimensions - and accompanying mobs - have a notion of the level of balance they're going for, and introducing DM mobs into them probably throws that off.
That said, doing so in combination with a config option to add additional valid dimensions for them to spawn in would probably be a very doable thing.
Attempting to do this biome-by-biome would probably be... incredibly annoying, both for me and end-users. So I think per dimension is probably the best solution.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker