Yeah by the tail swinging outwards when it dives down (and up). It's just i've seen people reviewing it and when the tail is follwing the rest of the body, it starts to swing out (in my opionion the tail should keep going straight as it is leaving the same hole) this also causes the tail end to sometimes smack into the player and send them flying sky high..
Yeah by the tail swinging outwards when it dives down (and up). It's just i've seen people reviewing it and when the tail is follwing the rest of the body, it starts to swing out (in my opionion the tail should keep going straight as it is leaving the same hole) this also causes the tail end to sometimes smack into the player and send them flying sky high..
I am actually torn by this issue
I do know how to implement a fix. Essentially when the worm head hits the bottom of its dive, all the body segments would collapse like an accordion. Then the head would turn and shoot out of the ground and the segments would expand behind it.
On one hand,
While this would solve the issue, it would look really derpy if someone were to see it in a low height map. It would also ensure that no down-swinging tails send player into the stratosphere. (fyi the only reason I did that is because the tail segments don't exist server side, and the only way to interact with a player client side is with knock-back, and I didn't want players phasing through the worm body segments and getting inside the model)
On the other hand
I am kind of partial to seeing a giant tail swinging down un-predictably towards a player and seeing them panic and try to get away like something out of the movie Prometheus. It adds a bit of additional complexity and risk. The worm should be dangerous on the outside as well as on the inside. If it just dove straight into the hole there would be no risk.
Maybe I will make it a config option in the future
Upload a side by side comparison of both methods on YT or smth and post a poll here.
That's the beauty of this mod. I...don't have to make that decision. I just make it an option and you guys can pick which way you want it to be.
That is one of the big driving forces behind this mod. So many times I have downloaded mods where the dev hard coded everything, and left very little to be configured by the players. So if 1 mod had some sort of world ending sword, then no monster would ever be a challenge because they would all die in 1 hit. Or if there was some sort of super armor that added crazy defense, well then no monster could harm you.
So even if you took cool bosses from other mods and put them in, it didn't matter, those monsters were not tuned to fit a different mods weapons / armor.
Now the player can fine tune the monsters to fit the other mods they decide to play with.
I dont have them. Maybe I downloaded the wrong version. Something feels really weird about this. Can you please give me the right link (because Im too stupid to find the right one).
Also what this is what I get when I get eaten by a worm
Ah.
You need to delete Worm folder from within the Schematics folder in your .minecraft folder
This is in the downloads section on the OP, but sometimes the curse forums don't load all the spoiler tags....go figure.
Those were used initially to hold the schematics files, but not everyone could figure out where to put the schematics files. So I packaged some starter schematics into the jar itself, BUT if there are schematics present in the worm folder, it will use those instead. THis lets people make their own dungeon rooms if they want....I haven't written up a walkthrough on how to do that yet.
As for Discord. I have no problem using it, and I will add you, however I do want to put the solution here for posterity, because I am sure someone else will have the exact same issue in the near future.
Not exactly a original idea but one of them is simple! Just look them up on youtube omega flowey and bongo bongo
Otherwise great mod!
Funny enough I have been listening to the Undertale hard rock remix while coding this last week. While I probably wont make Bongo Bongo or Flowey, I have been toying with the idea of making a type of boss that is a room in itself. a different type of multi part boss where multiple parts equate to a whole.
But I have good news and bad News
Sadly my buddy has been hounding me to update to 1.12 more and more, so once I finish animations for Shade Howler and Golem I will most likely release 1.0 and then work to update. I have been glancing at the steps needed to update. Most of the more complicated parts of the mod should update without issue.
The good news is that Models and AI are pretty much version independent, so importing in new bosses between versions shouldn't be too hard.
So some of you more keen-eyed players may have noticed the Golem animation bugs out the more golems that are around.
That's because I was trying out a new system for doing animations, it didn't work out.
So this weekend I have been creating a new system for handling animations. And this one works, and works well.
With Paragon, I literally have giant float arrays dictating where each moving part should be at any point in any animation. As you might expect, it is a bit messy, and very hard to troubleshoot if something goes wrong. It took a long time to get all of Paragons animations right, but now that they are I don't want to touch them
Moving forward all the new mobs will be using this new Key Frame system I set up.
You won't ever see a difference.....but I am excited.
Now I can take the data right from Tabula and plug it into key frames without having to calculate out each frame individually, that all happens behind the scenes now.
The better news is, since the Golem is the first to get this new system, it is going to get more cool animations and attacks than just a rock throw.
Maybe to fix the dilemma on the sandworm boss you could add some sort of legs and/or spiky bits that come out of the worm's body segments. This way you could use your idea of having the body parts follow it smoothly while still having the worm dangerous to touch.. perhaps some form of tenticular monsters/ body parts that hurt the player when they touch them.. then again is it worth your time and effort?? xD Just thought I'd put the ideas out there hahaha. I have no clue how difficult/time consuming any of this would be. Inspiration below (also the second picture has a cool idea that the body is in a different spot to the head because of the sheer length of the worm)
Maybe to fix the dilemma on the sandworm boss you could add some sort of legs and/or spiky bits that come out of the worm's body segments. This way you could use your idea of having the body parts follow it smoothly while still having the worm dangerous to touch.. perhaps some form of tenticular monsters/ body parts that hurt the player when they touch them.. then again is it worth your time and effort?? xD Just thought I'd put the ideas out there hahaha. I have no clue how difficult/time consuming any of this would be. Inspiration below (also the second picture has a cool idea that the body is in a different spot to the head because of the sheer length of the worm)
Would if I could.
The worm body segments don't exist server side.
Getting smooth fluid motion from parts that big via sending positioning packets to and from the server makes the parts very jittery. And the only way you can hurt a player is server side. However knocking a player back is done client side.
The body parts are actually all client side, the server sees the worm as a head, and nothing more. This is why the worm body can only knock the player away and not simply do some damage.
Getting smooth fluid motion from parts that big via sending positioning packets to and from the server makes the parts very jittery. And the only way you can hurt a player is server side. However knocking a player back is done client side.
The body parts are actually all client side, the server sees the worm as a head, and nothing more. This is why the worm body can only knock the player away and not simply do some damage.
Yeah see that's where I don't understand any sort of client side server side stuff hahahaha. Also do you think you will be making any human-like characters where you have to dodge their sword swings and stuff? Lol
Yeah see that's where I don't understand any sort of client side server side stuff hahahaha. Also do you think you will be making any human-like characters where you have to dodge their sword swings and stuff? Lol
Yes, Sensei Steve. You can see some of his animations on the Elysium Craft channel.
It was back in 1.7 so I have to update a lot to get it to work.
He was going to be the most challenging boss ever. Primarily because, you don't fight Steve, you duel him. Meaning at the start of the fight you pick a weapon and right click Steve with it, he takes that as your dueling weapon. If at any point in the fight you put your weapon away, you lose. So no healing.
He looks sweet as! Idk if i've mentioned this before, but if you are ever lacking inspiration, you could just look up either images or videos of bosses from the dark souls franchise... they are awesomely insane! xD
just dropping here to say that this mod is probably one of the most impressive mods I have seen, impressive as a lot of stuff I didn't know was possible was done in this mod, such as that giant worm thing
The mod itself is also pretty cool, good luck developing it
The Golem takes on the material it spawned on. Works even on custom blocks from other mods
Block hardness is then used to set HP and damage. The harder the block is the more damage and HP the Golem will have.
The Golem takes on the material it spawned on. Works even on custom blocks from other mods
Block hardness is then used to set HP and damage. The harder the block is the more damage and HP the Golem will have.
a m a z i n g
Rollback Post to RevisionRollBack
Support Ice and Fire , This is terribly awesome !:D
Hey. I feel like as of 1.12.2, the shields will make some of these bosses way too easy. Have you ever considered implementing some form of stamina and/or system where a % of damage still hurts through shields and/or a system where you can't block indefinitely?
I am actually torn by this issue
I do know how to implement a fix. Essentially when the worm head hits the bottom of its dive, all the body segments would collapse like an accordion. Then the head would turn and shoot out of the ground and the segments would expand behind it.
On one hand,
While this would solve the issue, it would look really derpy if someone were to see it in a low height map. It would also ensure that no down-swinging tails send player into the stratosphere. (fyi the only reason I did that is because the tail segments don't exist server side, and the only way to interact with a player client side is with knock-back, and I didn't want players phasing through the worm body segments and getting inside the model)
On the other hand
I am kind of partial to seeing a giant tail swinging down un-predictably towards a player and seeing them panic and try to get away like something out of the movie Prometheus. It adds a bit of additional complexity and risk. The worm should be dangerous on the outside as well as on the inside. If it just dove straight into the hole there would be no risk.
Maybe I will make it a config option in the future
Upload a side by side comparison of both methods on YT or smth and post a poll here.
[url ="http://www.minecraftforum.net/topic/1066990-hardcore-ender-expansion"]
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That's the beauty of this mod. I...don't have to make that decision. I just make it an option and you guys can pick which way you want it to be.
That is one of the big driving forces behind this mod. So many times I have downloaded mods where the dev hard coded everything, and left very little to be configured by the players. So if 1 mod had some sort of world ending sword, then no monster would ever be a challenge because they would all die in 1 hit. Or if there was some sort of super armor that added crazy defense, well then no monster could harm you.
So even if you took cool bosses from other mods and put them in, it didn't matter, those monsters were not tuned to fit a different mods weapons / armor.
Now the player can fine tune the monsters to fit the other mods they decide to play with.
If you have downloaded the latest version there are default dungeon files built into the mod already.
http://www.mediafire.com/file/mos6bui7tyzevle/mb-config_update.jar
Ah.
You need to delete Worm folder from within the Schematics folder in your .minecraft folder
This is in the downloads section on the OP, but sometimes the curse forums don't load all the spoiler tags....go figure.
Those were used initially to hold the schematics files, but not everyone could figure out where to put the schematics files. So I packaged some starter schematics into the jar itself, BUT if there are schematics present in the worm folder, it will use those instead. THis lets people make their own dungeon rooms if they want....I haven't written up a walkthrough on how to do that yet.
As for Discord. I have no problem using it, and I will add you, however I do want to put the solution here for posterity, because I am sure someone else will have the exact same issue in the near future.
Here...simplify
I made a Modular Bosses Discord server
https://discord.gg/N7qJvcV
Not exactly a original idea but one of them is simple! Just look them up on youtube omega flowey and bongo bongo
Otherwise great mod!
Funny enough I have been listening to the Undertale hard rock remix while coding this last week. While I probably wont make Bongo Bongo or Flowey, I have been toying with the idea of making a type of boss that is a room in itself. a different type of multi part boss where multiple parts equate to a whole.
But I have good news and bad News
Sadly my buddy has been hounding me to update to 1.12 more and more, so once I finish animations for Shade Howler and Golem I will most likely release 1.0 and then work to update. I have been glancing at the steps needed to update. Most of the more complicated parts of the mod should update without issue.
The good news is that Models and AI are pretty much version independent, so importing in new bosses between versions shouldn't be too hard.
So some of you more keen-eyed players may have noticed the Golem animation bugs out the more golems that are around.
That's because I was trying out a new system for doing animations, it didn't work out.
So this weekend I have been creating a new system for handling animations. And this one works, and works well.
With Paragon, I literally have giant float arrays dictating where each moving part should be at any point in any animation. As you might expect, it is a bit messy, and very hard to troubleshoot if something goes wrong. It took a long time to get all of Paragons animations right, but now that they are I don't want to touch them
Moving forward all the new mobs will be using this new Key Frame system I set up.
You won't ever see a difference.....but I am excited.
Now I can take the data right from Tabula and plug it into key frames without having to calculate out each frame individually, that all happens behind the scenes now.
The better news is, since the Golem is the first to get this new system, it is going to get more cool animations and attacks than just a rock throw.
Maybe to fix the dilemma on the sandworm boss you could add some sort of legs and/or spiky bits that come out of the worm's body segments. This way you could use your idea of having the body parts follow it smoothly while still having the worm dangerous to touch.. perhaps some form of tenticular monsters/ body parts that hurt the player when they touch them.. then again is it worth your time and effort?? xD Just thought I'd put the ideas out there hahaha. I have no clue how difficult/time consuming any of this would be. Inspiration below (also the second picture has a cool idea that the body is in a different spot to the head because of the sheer length of the worm)
Would if I could.
The worm body segments don't exist server side.
Getting smooth fluid motion from parts that big via sending positioning packets to and from the server makes the parts very jittery. And the only way you can hurt a player is server side. However knocking a player back is done client side.
The body parts are actually all client side, the server sees the worm as a head, and nothing more. This is why the worm body can only knock the player away and not simply do some damage.
Yeah see that's where I don't understand any sort of client side server side stuff hahahaha. Also do you think you will be making any human-like characters where you have to dodge their sword swings and stuff? Lol
Yes, Sensei Steve. You can see some of his animations on the Elysium Craft channel.
https://www.youtube.com/channel/UC_TXKdM5AN0Xtf4tm5ePsFA/videos
It was back in 1.7 so I have to update a lot to get it to work.
He was going to be the most challenging boss ever. Primarily because, you don't fight Steve, you duel him. Meaning at the start of the fight you pick a weapon and right click Steve with it, he takes that as your dueling weapon. If at any point in the fight you put your weapon away, you lose. So no healing.
He looks sweet as! Idk if i've mentioned this before, but if you are ever lacking inspiration, you could just look up either images or videos of bosses from the dark souls franchise... they are awesomely insane! xD
just dropping here to say that this mod is probably one of the most impressive mods I have seen, impressive as a lot of stuff I didn't know was possible was done in this mod, such as that giant worm thing
The mod itself is also pretty cool, good luck developing it
http://www.minecraftforum.net/forums/off-topic/forum-games/2862232-indestructible-box
This is my forum game, play it
The Golem takes on the material it spawned on. Works even on custom blocks from other mods
Block hardness is then used to set HP and damage. The harder the block is the more damage and HP the Golem will have.
a m a z i n g
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
Loot for Modular bosses monsters is fully configureable in the config file.
Create a new line for each item between the <> Each line represents a different item.
% Drop chance | Quantity | Item name
THe picture shows it will drop:
1 note 100% of the time
1 note 1% of the time.
Item names can be gotten in game by holding the item and using the command /whatisthis
This even works with other mod items!
Hey. I feel like as of 1.12.2, the shields will make some of these bosses way too easy. Have you ever considered implementing some form of stamina and/or system where a % of damage still hurts through shields and/or a system where you can't block indefinitely?