Mew!
Still wondering about tamable Slime Girls that come in different sizes. :3
Not quite sure but seeing that Zombies have child versions it may be possible. But at the moment my priority is to release a functional version with the included mobs and changes I have stated. I can always experiment and add additional features later on.
Kinda wondering, is there a way to include a actual "Grimoire" ingame? Something that would record mods that you have slain (or interacted with, depending on their nature), kinda like the Achievement system works? :3
Seeing that Thaumcraft has its Thaumonomicon, it seems possible. Sadly I do not have the experience nor knowledge to implement it myself.
Sidenote:
I will start doing the Girmoire Pages again once the update is out, seeing as you said you change the models/textures for some of the mobs.
Yep. Hopefully I end up making a ton of changes. It only seems right since I feel like I am rebuilding the mod from scratch, I may as well make as many changes as possible while I am at it.
mo' creatures does not have mining in it and its still good... the main function of this mod was to add mobs and it does it well. if you really want a ores mod metallurgy 2. >_> any one who read the opening post would know that it does not need the ores so stop your whining.
i really loved the ores and extra things this mod gave. If I only wanted some boring creatures I would get mo' creatures. But this mod gave more than just monster girls! And im pretty sure metallurgy doesnt have the same ores that this one had. I also do not like downloading multiple mods on a crappy laptop. So one mod that have multiple things was refreshing. But i forgot..the community here is as bad as the league of legends community
i really loved the ores and extra things this mod gave. If I only wanted some boring creatures I would get mo' creatures. But this mod gave more than just monster girls! And im pretty sure metallurgy doesnt have the same ores that this one had. I also do not like downloading multiple mods on a crappy laptop. So one mod that have multiple things was refreshing. But i forgot..the community here is as bad as the league of legends community
Well, for a long time you WERE downloading tow seperate mods when you downloaded this one, the Mob half and the Item/Ore half. o-o And your argument is invalid because my Minecraft on my computer only pull 20-40 FPS with NO mods installed. o-o
i really loved the ores and extra things this mod gave. If I only wanted some boring creatures I would get mo' creatures. But this mod gave more than just monster girls! And im pretty sure metallurgy doesnt have the same ores that this one had. I also do not like downloading multiple mods on a crappy laptop. So one mod that have multiple things was refreshing. But i forgot..the community here is as bad as the league of legends community
o_o that's like saying you cant handle metallurgy and mo'creatures but if a mod combines them then it works just fine.....
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Silentine, If you need help on porting to Forge (If you are going to do that, because RML is updated now, I guess.) you could ask on the Forge forums. The people there seem helpful enough.
This mod is really creative, but I have 3 issues with it.
1) THERE'S TOO MANY GIRLS. It feels really imbalanced. Can you please consider making male variants for each of the different creatures, or at least create different creatures that are Male in equal quantity to the count of female creatures? Keep it 50 / 50-ish ratio. I find that there's so many females it pulls me out of the immersion of a fantasy experience and just makes it feel more like "LOLZ"
2) REMOVE JOKE MOBS. You go to all this work to create unique fantastical creatures which blend into the world of Minecraft, but then you throw in "Creeper Girls" and other things which are like a self-referential parody. So it feels like you're just joking around. I want to have a fantasy experience, not a joke experience. Creeper Girls are like the Killer Lawyers in Mo Creeps. Joke Creature Mods are easy to come by. A good pack of fantasy creatures is not easy to come by. So it upsets me cause it ruins a chance to have something that no other mod has.
3) LEARN TO USE RARITY AND SCARCITY TO MAKE THINGS MORE APPRECIATED. Your mobs spawn rates are just way too common. You should make almost all of them more rare. A lot more rare. Learn to utilize the RNG more effectively. Humans really love things that only occur *SOMETIMES*. When I walk outside, it's like a whole field full of every epic thing ever, all right next to eachother, never ending, everywhere. And this makes them no longer epic or exciting.
I hope you will see my criticism is written only with love and appreciation and a hope for an even better mod in the future.
- Best, Z
This mod is really creative, but I have 3 issues with it.
1) THERE'S TOO MANY GIRLS. It feels really imbalanced. Can you please consider making male variants for each of the different creatures, or at least create different creatures that are Male in equal quantity to the count of female creatures? Keep it 50 / 50-ish ratio. I find that there's so many females it pulls me out of the immersion of a fantasy experience and just makes it feel more like "LOLZ"
2) REMOVE JOKE MOBS. You go to all this work to create unique fantastical creatures which blend into the world of Minecraft, but then you throw in "Creeper Girls" and other things which are like a self-referential parody. So it feels like you're just joking around. I want to have a fantasy experience, not a joke experience. Creeper Girls are like the Killer Lawyers in Mo Creeps. Joke Creature Mods are easy to come by. A good pack of fantasy creatures is not easy to come by. So it upsets me cause it ruins a chance to have something that no other mod has.
3) LEARN TO USE RARITY AND SCARCITY TO MAKE THINGS MORE APPRECIATED. Your mobs spawn rates are just way too common. You should make almost all of them more rare. A lot more rare. Learn to utilize the RNG more effectively. Humans really love things that only occur *SOMETIMES*. When I walk outside, it's like a whole field full of every epic thing ever, all right next to eachother, never ending, everywhere. And this makes them no longer epic or exciting.
I hope you will see my criticism is written only with love and appreciation and a hope for an even better mod in the future.
- Best, Z
1. The girls are the THEME of this mod, he thought there were too many guys in mods, i mean, you hardly EVER see a girl mob in MC. so Silentine thought he should make them the main point of this mod. and it seems that you're the only one that has an issue with it... i like the idea.
2. They're not "joke" mobs, Creeper, yes, is the same. but the Skeleton Girl has improvements like faster, more powerful arrows, and the Spider Girl has a poison ability and so on.
3. he does NOT know HOW to put in rarity codes yet, he's working on it. he's said that he's going to make mobs spawn in lower areas and be more rare than they are now.
1. The girls are the THEME of this mod, he thought there were too many guys in mods, i mean, you hardly EVER see a girl mob in MC. so Silentine thought he should make them the main point of this mod. and it seems that you're the only one that has an issue with it... i like the idea.
2. They're not "joke" mobs, Creeper, yes, is the same. but the Skeleton Girl has improvements like faster, more powerful arrows, and the Spider Girl has a poison ability and so on.
3. he does NOT know HOW to put in rarity codes yet, he's working on it. he's said that he's going to make mobs spawn in lower areas and be more rare than they are now.
On point 1: I agree. If you want less girls (though I think the mod author is working on more males), then run Humans+ alongside this (assuming it will work). Then you get likely more males than females, a lot more and diverse loot, and a much harder game.
Everybody wins! Except you. Because you'll die. A lot. ...probably...
On point 2: I think Zorilna was talking about how they seem like a joke in looks, not actions. They kind of look like some sort of Minecraft anime tie-ins, no offense. I'd have to agree with him there. Maybe talk with DrZhark to learn how to code a system (or maybe just copy his, if you're lucky) to allow selective spawn variance of each mob. This also allows people to turn off mobs that they dislike.
Like werewolves. Seriously, f#%k werewolves.
On point 3: I don't really have much to say about that. Well, I guess I do, actually.
To the mod author: Good luck coding.
You'll need it.
Don't be afraid to ask the bigger mob mod makers such as DrZhark for some advice.
Rollback Post to RevisionRollBack
Black as the shadow that yet remains and Red for the blood that runs in our veins.
I'm not sure how that's the case - ModLoader.addSpawn has three easy numerical arguments (spawn chance weight, minimum amount of mobs to spawn at once if they are decided to be spawned, maximum mobs to spawn per group) to control spawn rates. The mod is already using them, though with some crazy high rates. For example, harpies have a spawn rate of 64 as opposed to the vanilla sheep's (the most common mob) spawn rate of 12 - they are more than 5 times as common in the right biome.
But don't animals have different spawning code since they spawn by the chunk now? but anyway... some of the mobs, yes, they ARE a little too common. but in my eyes it doesn't really matter. ok... Dulluhan and Priest have spawn rates that are a bit high (i like to live in deserts) but from what else iv'e seen, Harpies aren't really that high TBH. i see them in groups with other animals like sheep. and also Witches are too common. and i think he's planning to keep the spawn rate the same, but make all the mobs spawn at different levels i.e. Dulluhan at bedrock and such.
On point 2: I think Zorilna was talking about how they seem like a joke in looks, not actions. They kind of look like some sort of Minecraft anime tie-ins, no offense. I'd have to agree with him there. Maybe talk with DrZhark to learn how to code a system (or maybe just copy his, if you're lucky) to allow selective spawn variance of each mob. This also allows people to turn off mobs that they dislike.
Like werewolves. Seriously, f#%k werewolves.
again, i think that was one of this points of this mod, to add in more anime things. the Dulluhan has anime features, Preistess does. but the main replacement mobs are designed to be human forms of the default mobs. and almost all the mobs here have anime eyes.
1) THERE'S TOO MANY GIRLS. It feels really imbalanced. Can you please consider making male variants for each of the different creatures, or at least create different creatures that are Male in equal quantity to the count of female creatures? Keep it 50 / 50-ish ratio. I find that there's so many females it pulls me out of the immersion of a fantasy experience and just makes it feel more like "LOLZ"
Working on that. I made a post in past in which I stated I would include more male mobs and creatures in the future. I also stated that the reason why female mobs are the majority is because most mods focus solely on male (Humans+) or creature mobs and forget the later. My mod was intended to be a balance, as it was intended to be a balance in difficulty as well.
2) REMOVE JOKE MOBS. You go to all this work to create unique fantastical creatures which blend into the world of Minecraft, but then you throw in "Creeper Girls" and other things which are like a self-referential parody. So it feels like you're just joking around. I want to have a fantasy experience, not a joke experience. Creeper Girls are like the Killer Lawyers in Mo Creeps. Joke Creature Mods are easy to come by. A good pack of fantasy creatures is not easy to come by. So it upsets me cause it ruins a chance to have something that no other mod has.
I can understand your issue with this. From an outside perspective it would seem weird to include a female variant of the vanilla mobs. It practically does not make sense if you are to consider this mod as a fantasy/RPG setting.
My main inspiration for this mod was typical MMORPGs from Asia. If you have ever played one and one of those developed for the younger age bracket the mobs within that game tend to make less sense and focus more on the "cute" side. The only reason why I included the female variant was because I was inspired the the original concept behind them. I felt like I wanted to somehow associate them within my mod.
I might include a seperate mod_ file for them for the user to have the option to remove them. I never knew someone had an issue with them being included within the mod.
3) LEARN TO USE RARITY AND SCARCITY TO MAKE THINGS MORE APPRECIATED. Your mobs spawn rates are just way too common. You should make almost all of them more rare. A lot more rare. Learn to utilize the RNG more effectively. Humans really love things that only occur *SOMETIMES*. When I walk outside, it's like a whole field full of every epic thing ever, all right next to eachother, never ending, everywhere. And this makes them no longer epic or exciting.
Rarity is mainly a bug for the mod. For unknown reasons mobs tend to sometimes spawn in chunks and at other times they hardly spawn at all. I never found the reason behind this but I believe it may be due to the world loading chunks. Some mobs (such as level 4 mobs) are set to their lowest spawn rate (1) yet at times they tend to spawn like crazy.
Thanks for your input. Your critism is appreciated.
On point 2: I think Zorilna was talking about how they seem like a joke in looks, not actions. They kind of look like some sort of Minecraft anime tie-ins, no offense. I'd have to agree with him there. Maybe talk with DrZhark to learn how to code a system (or maybe just copy his, if you're lucky) to allow selective spawn variance of each mob. This also allows people to turn off mobs that they dislike.
Like werewolves. Seriously, f#%k werewolves.
On point 3: I don't really have much to say about that. Well, I guess I do, actually.
To the mod author: Good luck coding.
You'll need it.
Don't be afraid to ask the bigger mob mod makers such as DrZhark for some advice.
2.) This is mainly the reason why a few users associate or compare my mod to MobTalker. They really are anime tie-ins because I based them from Japanese Minecraft fan art while Mobtalker is based from art by at2. (Chinese I believe).
I tried reading into DrZharks mod, I honestly cannot understand one line of code. He completely shortened and rewrote all his code making it hard (at least for me) to understand.
3.) Thanks. The coding is hell at the moment because of all the new code introduced. That and my computer is lagging while testing which is not helping me progress at all because I cannot properly test the AI.
I'm not sure how that's the case - ModLoader.addSpawn has three easy numerical arguments (spawn chance weight, minimum amount of mobs to spawn at once if they are decided to be spawned, maximum mobs to spawn per group) to control spawn rates. The mod is already using them, though with some crazy high rates. For example, harpies have a spawn rate of 64 as opposed to the vanilla sheep's (the most common mob) spawn rate of 12 - they are more than 5 times as common in the right biome.
I never knew the spawn rate of sheep was 12. Now I can set a basis for the spawn rate now. I cannot believe after all this time I only found out about this now .
Nagas and Sirens are set to 256 yet they tend to spawn normally. I think the biome may play a factor in spawn rate.
Working on that. I made a post in past in which I stated I would include more male mobs and creatures in the future. I also stated that the reason why female mobs are the majority is because most mods focus solely on male (Humans+) or creature mobs and forget the later. My mod was intended to be a balance, as it was intended to be a balance in difficulty as well.
darn, you're adding more male mobs? i mean, i don't mind a few but that's what i liked about this mod... how the mobs are the completely opposite gender. are girl mobs still going to be the majority?
darn, you're adding more male mobs? i mean, i don't mind a few but that's what i liked about this mod... how the mobs are the completely opposite gender. are girl mobs still going to be the majority?
At this point even IF all the mobs I added are male/creatures, female mobs will still be the majority. I guess because this mod was built on that concept of balance which I consider.
Just a heads up, in case you didn't know: Mo' Creatures updated to 1.4.2.
IIRC, you said that you were waiting for Mo' Creatures to update back in 1.3.2, and it's updated now.
I'm guessing that you're going to use it to help you work out all of the kinks, getting your own mod to work correctly, or something?
Rollback Post to RevisionRollBack
Black as the shadow that yet remains and Red for the blood that runs in our veins.
Just a heads up, in case you didn't know: Mo' Creatures updated to 1.4.2.
IIRC, you said that you were waiting for Mo' Creatures to update back in 1.3.2, and it's updated now.
I'm guessing that you're going to use it to help you work out all of the kinks, getting your own mod to work correctly, or something?
The main reason why I waited for Mo' Creatures to update was because back in 1.3.2, I did not see any mob mods being released because I believed that Minecraft could not handle it. I guess the main reason was because a stable version of Forge/Modloader was not updated yet back then. As I have said, I can't understand a single line of code used in Mo' Creatures .
i heard they are soon going to update minecraft to 1.4.4 does that mean that we will have to wait more for the mod update?
Not really. If I updated this mod for 1.3.2 it would have been easy for me to update it to 1.4.x. The new patch simply fixes bugs and does not create any major changes compared to 1.3.2.
Yeah, halloween update. I wish they have some new monster with the New update :3 .
Ps: You never considered making a partnership with another mod ?
(Sorry for my bad english)
Yes, I have actually considered it. Unfortunately I did not have the time to focus on another mod while mine still requires further adjustments. If I was to partake in a partnership I would need to be satisfied with the condition of my own mod first .
So... any news on the development of this mod? i'm getting impatient! D:
I am working on it, one step at a time . I have ironed out most of the errors. I am currently figuring out how to register mobs for Forge (been following wuppy21's tutorials).
I think the main thing is that mods made by small mod developers (such as me) back in 1.2.5 were common because back then tutorials were very common and modding was relatively beginner friendly. Now with 1.2.5 I need to convert everything to Forge and there seems to not be enough tutorials covering this. It is sad seeing a few mods made in 1.2.5 either be on haitus or ceased its development due to the tremendous changes involved with 1.3.2 and the loss of interest with the mod itself. That is mainly the reason why there are many interesting mods made for 1.2.5.
This mod is made by a noob coder but someone who knows a thing or two with modeling/texturing. If only I had the ability to understand Java I could have possibly updated this mod weeks ago .
I am working on it, one step at a time . I have ironed out most of the errors. I am currently figuring out how to register mobs for Forge (been following wuppy21's tutorials).
I think the main thing is that mods made by small mod developers (such as me) back in 1.2.5 were common because back then tutorials were very common and modding was relatively beginner friendly. Now with 1.2.5 I need to convert everything to Forge and there seems to not be enough tutorials covering this. It is sad seeing a few mods made in 1.2.5 either be on haitus or ceased its development due to the tremendous changes involved with 1.3.2 and the loss of interest with the mod itself. That is mainly the reason why there are many interesting mods made for 1.2.5.
This mod is made by a noob coder but someone who knows a thing or two with modeling/texturing. If only I had the ability to understand Java I could have possibly updated this mod weeks ago .
aww, it's ok. keep working. have you been talking on the forge forums?
All in the learning experience, dude You'll be done when you're done. There's a lot of people waiting, but don't feel too pressured to finish it - one way or another, we will wait.
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Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
aww, it's ok. keep working. have you been talking on the forge forums?
I agree. Have you tried asking the people who make and use Forge over on their forums about this? Surely they will help you. As much as it seems people think LexManos is a *****, I've also heard they're incredibly helpful over on their forum.
Who knows, someone might write up a tutorial that you and others can make use of because you asked.
Rollback Post to RevisionRollBack
Black as the shadow that yet remains and Red for the blood that runs in our veins.
All in the learning experience, dude You'll be done when you're done. There's a lot of people waiting, but don't feel too pressured to finish it - one way or another, we will wait.
Yeah, not pestering you to update it like CERTAIN PEOPLE *looks at modding n00bs* but just letting you know that I'M IMPATIENT AND I WANT DIS MOD NAO! XD but i know that you're new to coding and all so you gotta learn. but i can wait for the awesome mod. it's a really nice mod. i love the girl mobs aspect since ya know... GIRLS can be strong to... not just guys... damn dulluhan... i hate her...
Not quite sure but seeing that Zombies have child versions it may be possible. But at the moment my priority is to release a functional version with the included mobs and changes I have stated. I can always experiment and add additional features later on.
Seeing that Thaumcraft has its Thaumonomicon, it seems possible. Sadly I do not have the experience nor knowledge to implement it myself.
Yep. Hopefully I end up making a ton of changes. It only seems right since I feel like I am rebuilding the mod from scratch, I may as well make as many changes as possible while I am at it.
Well, for a long time you WERE downloading tow seperate mods when you downloaded this one, the Mob half and the Item/Ore half. o-o And your argument is invalid because my Minecraft on my computer only pull 20-40 FPS with NO mods installed. o-o
o_o that's like saying you cant handle metallurgy and mo'creatures but if a mod combines them then it works just fine.....
Profile pic by Cheshirette c:
1) THERE'S TOO MANY GIRLS. It feels really imbalanced. Can you please consider making male variants for each of the different creatures, or at least create different creatures that are Male in equal quantity to the count of female creatures? Keep it 50 / 50-ish ratio. I find that there's so many females it pulls me out of the immersion of a fantasy experience and just makes it feel more like "LOLZ"
2) REMOVE JOKE MOBS. You go to all this work to create unique fantastical creatures which blend into the world of Minecraft, but then you throw in "Creeper Girls" and other things which are like a self-referential parody. So it feels like you're just joking around. I want to have a fantasy experience, not a joke experience. Creeper Girls are like the Killer Lawyers in Mo Creeps. Joke Creature Mods are easy to come by. A good pack of fantasy creatures is not easy to come by. So it upsets me cause it ruins a chance to have something that no other mod has.
3) LEARN TO USE RARITY AND SCARCITY TO MAKE THINGS MORE APPRECIATED. Your mobs spawn rates are just way too common. You should make almost all of them more rare. A lot more rare. Learn to utilize the RNG more effectively. Humans really love things that only occur *SOMETIMES*. When I walk outside, it's like a whole field full of every epic thing ever, all right next to eachother, never ending, everywhere. And this makes them no longer epic or exciting.
I hope you will see my criticism is written only with love and appreciation and a hope for an even better mod in the future.
- Best, Z
1. The girls are the THEME of this mod, he thought there were too many guys in mods, i mean, you hardly EVER see a girl mob in MC. so Silentine thought he should make them the main point of this mod. and it seems that you're the only one that has an issue with it... i like the idea.
2. They're not "joke" mobs, Creeper, yes, is the same. but the Skeleton Girl has improvements like faster, more powerful arrows, and the Spider Girl has a poison ability and so on.
3. he does NOT know HOW to put in rarity codes yet, he's working on it. he's said that he's going to make mobs spawn in lower areas and be more rare than they are now.
On point 1: I agree. If you want less girls (though I think the mod author is working on more males), then run Humans+ alongside this (assuming it will work). Then you get likely more males than females, a lot more and diverse loot, and a much harder game.
Everybody wins! Except you. Because you'll die. A lot. ...probably...
On point 2: I think Zorilna was talking about how they seem like a joke in looks, not actions. They kind of look like some sort of Minecraft anime tie-ins, no offense. I'd have to agree with him there. Maybe talk with DrZhark to learn how to code a system (or maybe just copy his, if you're lucky) to allow selective spawn variance of each mob. This also allows people to turn off mobs that they dislike.
Like werewolves. Seriously, f#%k werewolves.
On point 3: I don't really have much to say about that. Well, I guess I do, actually.
To the mod author: Good luck coding.
You'll need it.
Don't be afraid to ask the bigger mob mod makers such as DrZhark for some advice.
But don't animals have different spawning code since they spawn by the chunk now? but anyway... some of the mobs, yes, they ARE a little too common. but in my eyes it doesn't really matter. ok... Dulluhan and Priest have spawn rates that are a bit high (i like to live in deserts) but from what else iv'e seen, Harpies aren't really that high TBH. i see them in groups with other animals like sheep. and also Witches are too common. and i think he's planning to keep the spawn rate the same, but make all the mobs spawn at different levels i.e. Dulluhan at bedrock and such.
again, i think that was one of this points of this mod, to add in more anime things. the Dulluhan has anime features, Preistess does. but the main replacement mobs are designed to be human forms of the default mobs. and almost all the mobs here have anime eyes.
Working on that. I made a post in past in which I stated I would include more male mobs and creatures in the future. I also stated that the reason why female mobs are the majority is because most mods focus solely on male (Humans+) or creature mobs and forget the later. My mod was intended to be a balance, as it was intended to be a balance in difficulty as well.
I can understand your issue with this. From an outside perspective it would seem weird to include a female variant of the vanilla mobs. It practically does not make sense if you are to consider this mod as a fantasy/RPG setting.
My main inspiration for this mod was typical MMORPGs from Asia. If you have ever played one and one of those developed for the younger age bracket the mobs within that game tend to make less sense and focus more on the "cute" side. The only reason why I included the female variant was because I was inspired the the original concept behind them. I felt like I wanted to somehow associate them within my mod.
I might include a seperate mod_ file for them for the user to have the option to remove them. I never knew someone had an issue with them being included within the mod.
Rarity is mainly a bug for the mod. For unknown reasons mobs tend to sometimes spawn in chunks and at other times they hardly spawn at all. I never found the reason behind this but I believe it may be due to the world loading chunks. Some mobs (such as level 4 mobs) are set to their lowest spawn rate (1) yet at times they tend to spawn like crazy.
Thanks for your input. Your critism is appreciated.
2.) This is mainly the reason why a few users associate or compare my mod to MobTalker. They really are anime tie-ins because I based them from Japanese Minecraft fan art while Mobtalker is based from art by at2. (Chinese I believe).
I tried reading into DrZharks mod, I honestly cannot understand one line of code. He completely shortened and rewrote all his code making it hard (at least for me) to understand.
3.) Thanks. The coding is hell at the moment because of all the new code introduced. That and my computer is lagging while testing which is not helping me progress at all because I cannot properly test the AI.
I never knew the spawn rate of sheep was 12. Now I can set a basis for the spawn rate now. I cannot believe after all this time I only found out about this now .
Nagas and Sirens are set to 256 yet they tend to spawn normally. I think the biome may play a factor in spawn rate.
darn, you're adding more male mobs? i mean, i don't mind a few but that's what i liked about this mod... how the mobs are the completely opposite gender. are girl mobs still going to be the majority?
At this point even IF all the mobs I added are male/creatures, female mobs will still be the majority. I guess because this mod was built on that concept of balance which I consider.
IIRC, you said that you were waiting for Mo' Creatures to update back in 1.3.2, and it's updated now.
I'm guessing that you're going to use it to help you work out all of the kinks, getting your own mod to work correctly, or something?
The main reason why I waited for Mo' Creatures to update was because back in 1.3.2, I did not see any mob mods being released because I believed that Minecraft could not handle it. I guess the main reason was because a stable version of Forge/Modloader was not updated yet back then. As I have said, I can't understand a single line of code used in Mo' Creatures .
Not really. If I updated this mod for 1.3.2 it would have been easy for me to update it to 1.4.x. The new patch simply fixes bugs and does not create any major changes compared to 1.3.2.
Yes, I have actually considered it. Unfortunately I did not have the time to focus on another mod while mine still requires further adjustments. If I was to partake in a partnership I would need to be satisfied with the condition of my own mod first .
I am working on it, one step at a time . I have ironed out most of the errors. I am currently figuring out how to register mobs for Forge (been following wuppy21's tutorials).
I think the main thing is that mods made by small mod developers (such as me) back in 1.2.5 were common because back then tutorials were very common and modding was relatively beginner friendly. Now with 1.2.5 I need to convert everything to Forge and there seems to not be enough tutorials covering this. It is sad seeing a few mods made in 1.2.5 either be on haitus or ceased its development due to the tremendous changes involved with 1.3.2 and the loss of interest with the mod itself. That is mainly the reason why there are many interesting mods made for 1.2.5.
This mod is made by a noob coder but someone who knows a thing or two with modeling/texturing. If only I had the ability to understand Java I could have possibly updated this mod weeks ago .
aww, it's ok. keep working. have you been talking on the forge forums?
To touch Divinity, one must first be prepared to brave reality.
Who knows, someone might write up a tutorial that you and others can make use of because you asked.
Yeah, not pestering you to update it like CERTAIN PEOPLE *looks at modding n00bs* but just letting you know that I'M IMPATIENT AND I WANT DIS MOD NAO! XD but i know that you're new to coding and all so you gotta learn. but i can wait for the awesome mod. it's a really nice mod. i love the girl mobs aspect since ya know... GIRLS can be strong to... not just guys... damn dulluhan... i hate her...