i know DrZharks said he was willing to help other with codding they are having trouble with why not ask him about how he got the wevrin flight and landing to work?
all this talk about gnome reminds me of this guy
also this has been bugging me for a while aren't sirens winged creatures that lure sailors to there death by singing?
i though lamia or gorgen were the ones with snake bodies :|
then again people change greek mythology so much i could be wrong
i wonder if your planing on adding oni as a nether spawn
And what I was thinking is that Gnome and Undine would be more of a Passive mobs, Undine spawning in Ocean, River, Swamp, and Beach biomes, or simple near Water Source blocks., while Gnome would Spawn Underground, Extreme Hills, or in other areas with Exposed Dirt or Stone blocks.
With Ignis, I think they should spawn ether in the Nether, Desert or near Lava Source blocks or Fire blocks, being a aggressive mob that would have a chance of setting you ablaze if you are hit by it if you don't have Fire Resistance potion affects on you.
And with Sylph, you should make it where there is alot of Open Space, Plains and such, being a relatively weak, but fast mob, and maybe even follow a "Hit and Run" tactic when you are fighting against it. Though it should ether be passive-aggressive (more like, some may attack you, other won't), or simple passive till provoked.
Sounds possible. It suits my line on thinking with this mod when it comes to mob spawning in an equal amount of biomes. I will try to get to it when I have equally distibuted mobs in each biome.
I might actually do that . I do not know yet as I feel I should not waste much on adding extra mobs. Although if time permits sure. Players can always disable it if they deem it ridiculous.
i know DrZharks said he was willing to help other with codding they are having trouble with why not ask him about how he got the wevrin flight and landing to work?
all this talk about gnome reminds me of this guy
also this has been bugging me for a while aren't sirens winged creatures that lure sailors to there death by singing?
i though lamia or gorgen were the ones with snake bodies :|
then again people change greek mythology so much i could be wrong
i wonder if your planing on adding oni as a nether spawn
Thing is I do not want to get involved with all that riding and taming features just yet. With the current mobs alone I keep remodelling and modfiying them. My main priority for now is to fill the biomes with equal amounts of mobs, each unique to each biome.
I cannot see how that reminds you of a gnome . When I first heard of it I first thought it was a garden gnome and secondly a deformed hobit.
I based it from the Siren from Warcraft 3 (and the Naga aswell). I did not have the mythology of it in mind when making it. I really should rename it to Lamia but because it spawns with the Naga in the same biome/time and both are based from the same game I preferably should not.
Adding an Oni to the Nether has been a long time plan of mine (along with an Imp). It is likely I have not implemented it because I concentrate more on the Overworld biomes than the Nether or The End.
Dynamic lighting is unfortunately, not within my reach. Unless Minecraft itself adds the feature with Zombies on fire (or anything on fire), I am afraid I cannot implement it. I will however consider adding the mob itself. I am planning to revamp the Taiga biome mobs with Japanese themed ones and this definitely fits it.
Anyone know if this mod is compatible with the Highlands Biome Mod... I'm looking at replacement Mob mods since Mo Creatures changed their Biome Configs and nothing spawns in the added biomes. This looks like a worthy candidate.
I might actually do that . I do not know yet as I feel I should not waste much on adding extra mobs. Although if time permits sure. Players can always disable it if they deem it ridiculous.
could also make it a standalone mod. A side project of joke mobs.
I'm the author of the Bukkit plugin SilkSpawners. One aim of the plugin is to auto detect new entity IDs and to support mods (achieved with direct modding or with Forge/MCPC+).
One of my users notified me that your mod was not compatible.
I went ahead and found out that you are not registering your mobs with a unique/global entityID!
Therefore SilkSpawners is unable to detect this
It's easy as 1-2-3 to ensure compatability.
You just need to register a global entityID like this
EntityRegistry.registerGlobalEntityID(Entity.class, String name, int id);
You even don't need to worry about a unique ID! Just use
Thanks for reading this and I hope you could add this method, too, to fix this issue.
Good luck with your mod anyways
Have a nice day and cheers,
xGhOsTkiLLeRx
I wanted to avoid using GlobalEntityID because of the 255 limit it has. Currently my mod adds 51 entities which is roughly around 20% of the 255 limit. Using it along with major mods such as Mo' Creatures further slims down the option to add new mobs.
Because I do not use many mob mods myself I do not know the advantages/disadvantages of registering entities using the GlobalEntityID method. When time permits I will play around with it. I hope I can gather more information on this issue before I attempt to go through with it.
Don't do the Dynamic lighting yourself. I think its a potential performance killer.
But, integration with http://www.minecraft...g-lightsources/
i.e. Players with the Dynamic Lights mod chould/should get the glow effect.
All of which is to say. Thanks. For the most excellent mob mod. The artwork is amazing.
This will do. If the player wants to have light effects they have the option to install mods which adds them. I hope they effect the mobs in this mod which have lighting implemented.
Thanks! That is pretty much the focus of this mod.
Anyone know if this mod is compatible with the Highlands Biome Mod... I'm looking at replacement Mob mods since Mo Creatures changed their Biome Configs and nothing spawns in the added biomes. This looks like a worthy candidate.
This mod (for now) is not compatible with any Biome mod. You will need to download a mod which modifies mob spawns to add these mobs to other biomes.
could also make it a standalone mod. A side project of joke mobs.
Sadly I do not have the time to make another mod .
Sidenote:
A while back there was an issue with the option of personally adding sounds to the mobs. I recently found out that you can do this by adding custom sounds to the destination folder (\.minecraft\resources\mod\sound\gaia\sounds). New folders need to be created to create the filepath.
Filenames used:
- default
- defaulthurt
- defaultdeath
Adding a number next to the file increases its variation
Ex:
- defaulthurt, defaulthurt2, defaulthurt3, defaulthurtx
(When mob is hurt, it has a chance to play one of each sound file)
Notes:
- All female mobs in this mod will use the same set of sounds.
- Fileformat need to be in ".ogg".
Just a heads up I will be releasing my last update for 1.5.2 within this week (Before Wednesday?). Instead of waiting for MC 1.6 I have decided to release it for 1.5.2 instead. Appearently from what I have gathered 1.6 is going to modify a ton of gameplay mechanics which means my update for MC 1.6 will be focused solely on balancing the mod out and implementation of new features/ideas. That and the current version (1.3.0) has some issues which needed to be fixed (such as the NPC Slmie Girl bug and missing Level 3 mob AI)
It will add around 5 mobs (Removes 1) and a few new items. It will also modify a ton of the current mobs both in difficulty and item drops.
I still don't know why almost every mob are females...even the ones that are not supposed to be females....why?....
Like Anubis HE'S a god but the model for him is and female....wtf...O.o
I still don't know why almost every mob are females...even the ones that are not supposed to be females....why?....
Like Anubis HE'S a god but the model for him is and female....wtf...O.o
When I first made this mod I wanted to introduce female mobs to the game. The reason being back then I hardly saw any female mobs being introduced in mods. But at the same time I realized I did know know much mythology concerning female monsters/myth.
I basically decided "Hey, the Japanese seem to have a knack of making "Moe anthropomorphism" of a majority of concepts, I guess I could base my mod on that line of thinking". That pretty much explains the entire concept behind this mod .
Cocerning the Anubis, I would probably say it represents more like a priest/servant of Anubis, not Anubis himself.
Released anew update! I highly recommend checking the changelogfor changes. I really have nothing to say about it except it fixes a few bugs, introduces a ton of items (mostly food) and changes many things in this mod, mostly balancing.
As stated I have added 5 mobs (One of them is not really considered a mob though) and changed a few things around. One main thing was fixing the Level 3 AI. Apparently the were missing AI which is why they moved incredibly timid and acted rather dumb so if they now move incredibly fast, that is their normal movement speed. The Slime Girl bug? Not sure if I fixed it but I removed the "no death animation" which I believe was the cause of it. Also to be noted: Day Mobs no longer spawn on Stone.
This will be my last update for 1.5.2/1.5.x (not including critical bugs). I wanted to finish and release this before I started to get incredibly busy with real-life matters again.
I would also appreciate any input on the items I have added. I tend to go a bit overboard with items and in the end tend to make useless ones as well. I don't know I simply love spriting/making them.
Wow, awesome new update! Lots of new items and stuff, it's nice to see the mobs getting some of their own drops. I'll kind of miss the Jiang-Shi, they were my favorite. But besides that, awesome job!
My goodness, I like the look of this update. I can't wait to actually try it out tonight.
The changelog says that Mimics no longer drop Blank Scrolls. Now, although I've never even found a Mimic as of yet, I have always wanted to see what the NPCs would be like. Does this mean that the only way to get the respective scrolls is via the monsters that drop them, now?
This is an update late, but I'm very pleased to see Centaurs and your other mobs actually fight back against other mod's hostile mobs. It was always kind of funny to see a 10 health, 2 attack itty bitty spider thing beating the snot out of the Centaurs. Now, she two hits them. I may have to implement a config option to allow only certain monsters to be attacked... hm...
My goodness, I like the look of this update. I can't wait to actually try it out tonight.
The changelog says that Mimics no longer drop Blank Scrolls. Now, although I've never even found a Mimic as of yet, I have always wanted to see what the NPCs would be like. Does this mean that the only way to get the respective scrolls is via the monsters that drop them, now?
This is an update late, but I'm very pleased to see Centaurs and your other mobs actually fight back against other mod's hostile mobs. It was always kind of funny to see a 10 health, 2 attack itty bitty spider thing beating the snot out of the Centaurs. Now, she two hits them. I may have to implement a config option to allow only certain monsters to be attacked... hm...
The Spider Queen drops blank scrolls now, I believe.
Wow, awesome new update! Lots of new items and stuff, it's nice to see the mobs getting some of their own drops. I'll kind of miss the Jiang-Shi, they were my favorite. But besides that, awesome job!
I might return it someday . I tend to remove mobs and readd/remodel them when I find it appropriate.
I'm looking forward to meeting the new beasties. Also, I calculate that my chances of surviving the trip between my base and my wizard tower just increased greatly in my favour.
The changes I made to the Extreme Hills biome are mostly based from your experience encountering them. I never tried living in the Extreme Hills so I never experienced living along with Gryphons and Valkyrie. I was especially suprised to find them even spawning in your own base.
Released anew update. A small one. It just adds 2 books, changes a few item sprites and adds Wither immunity to the Baphomet and Wither Cow.
It changes the Item IDs of the Book weapons from 1.4.0 so you will have to manually adjust them (refer to Changelog) or simply delete the config. Sorry for the inconvenience, I had to get this out of my system (meaning the additional items).
Released anew update. A small one. It just adds 2 books, changes a few item sprites and adds Wither immunity to the Baphomet and Wither Cow.
It changes the Item IDs of the Book weapons from 1.4.0 so you will have to manually adjust them (refer to Changelog) or simply delete the config. Sorry for the inconvenience, I had to get this out of my system (meaning the additional items).
Woa, the changelog for the past couple of versions is HUGE. Looking forward to seeing what is in store!!!
all this talk about gnome reminds me of this guy
also this has been bugging me for a while aren't sirens winged creatures that lure sailors to there death by singing?
i though lamia or gorgen were the ones with snake bodies :|
then again people change greek mythology so much i could be wrong
i wonder if your planing on adding oni as a nether spawn
Sounds possible. It suits my line on thinking with this mod when it comes to mob spawning in an equal amount of biomes. I will try to get to it when I have equally distibuted mobs in each biome.
I might actually do that . I do not know yet as I feel I should not waste much on adding extra mobs. Although if time permits sure. Players can always disable it if they deem it ridiculous.
Thing is I do not want to get involved with all that riding and taming features just yet. With the current mobs alone I keep remodelling and modfiying them. My main priority for now is to fill the biomes with equal amounts of mobs, each unique to each biome.
I cannot see how that reminds you of a gnome . When I first heard of it I first thought it was a garden gnome and secondly a deformed hobit.
I based it from the Siren from Warcraft 3 (and the Naga aswell). I did not have the mythology of it in mind when making it. I really should rename it to Lamia but because it spawns with the Naga in the same biome/time and both are based from the same game I preferably should not.
Adding an Oni to the Nether has been a long time plan of mine (along with an Imp). It is likely I have not implemented it because I concentrate more on the Overworld biomes than the Nether or The End.
And would you mind raising the spawn level of valkyries to y=70 so they spawn on mountaintops? It's annoying fighting day and night in my mounatinhome
EDIT: apparently spriggans are in, those were those ent things... But maybe a dark elf thingy
Don't do the Dynamic lighting yourself. I think its a potential performance killer.
But, integration with http://www.minecraftforum.net/topic/184426-152-dynamic-lights-handheld-torches-moving-lightsources/
i.e. Players with the Dynamic Lights mod chould/should get the glow effect.
All of which is to say. Thanks. For the most excellent mob mod. The artwork is amazing.
could also make it a standalone mod. A side project of joke mobs.
I wanted to avoid using GlobalEntityID because of the 255 limit it has. Currently my mod adds 51 entities which is roughly around 20% of the 255 limit. Using it along with major mods such as Mo' Creatures further slims down the option to add new mobs.
Because I do not use many mob mods myself I do not know the advantages/disadvantages of registering entities using the GlobalEntityID method. When time permits I will play around with it. I hope I can gather more information on this issue before I attempt to go through with it.
Raised their spawn level to Y80 in my next update. It makes sense that they spawn at higher altitudes.
I definitely need to remodel/retexture the Spriggans . They are usually mistaken to be male because they lack any female charactertistics.
This will do. If the player wants to have light effects they have the option to install mods which adds them. I hope they effect the mobs in this mod which have lighting implemented.
Thanks! That is pretty much the focus of this mod.
This mod (for now) is not compatible with any Biome mod. You will need to download a mod which modifies mob spawns to add these mobs to other biomes.
Sadly I do not have the time to make another mod .
Sidenote:
A while back there was an issue with the option of personally adding sounds to the mobs. I recently found out that you can do this by adding custom sounds to the destination folder (\.minecraft\resources\mod\sound\gaia\sounds). New folders need to be created to create the filepath.
Filenames used:
- default
- defaulthurt
- defaultdeath
Adding a number next to the file increases its variation
Ex:
- defaulthurt, defaulthurt2, defaulthurt3, defaulthurtx
(When mob is hurt, it has a chance to play one of each sound file)
Notes:
- All female mobs in this mod will use the same set of sounds.
- Fileformat need to be in ".ogg".
Just a heads up I will be releasing my last update for 1.5.2 within this week (Before Wednesday?). Instead of waiting for MC 1.6 I have decided to release it for 1.5.2 instead. Appearently from what I have gathered 1.6 is going to modify a ton of gameplay mechanics which means my update for MC 1.6 will be focused solely on balancing the mod out and implementation of new features/ideas. That and the current version (1.3.0) has some issues which needed to be fixed (such as the NPC Slmie Girl bug and missing Level 3 mob AI)
It will add around 5 mobs (Removes 1) and a few new items. It will also modify a ton of the current mobs both in difficulty and item drops.
Like Anubis HE'S a god but the model for him is and female....wtf...O.o
When I first made this mod I wanted to introduce female mobs to the game. The reason being back then I hardly saw any female mobs being introduced in mods. But at the same time I realized I did know know much mythology concerning female monsters/myth.
I basically decided "Hey, the Japanese seem to have a knack of making "Moe anthropomorphism" of a majority of concepts, I guess I could base my mod on that line of thinking". That pretty much explains the entire concept behind this mod .
Cocerning the Anubis, I would probably say it represents more like a priest/servant of Anubis, not Anubis himself.
I removed the Jiang Shi, which spawns in the Ice Plains. It was removed because I switched a few mobs around in the cold/ice biomes.
Released a new update! I highly recommend checking the changelog for changes. I really have nothing to say about it except it fixes a few bugs, introduces a ton of items (mostly food) and changes many things in this mod, mostly balancing.
As stated I have added 5 mobs (One of them is not really considered a mob though) and changed a few things around. One main thing was fixing the Level 3 AI. Apparently the were missing AI which is why they moved incredibly timid and acted rather dumb so if they now move incredibly fast, that is their normal movement speed. The Slime Girl bug? Not sure if I fixed it but I removed the "no death animation" which I believe was the cause of it. Also to be noted: Day Mobs no longer spawn on Stone.
This will be my last update for 1.5.2/1.5.x (not including critical bugs). I wanted to finish and release this before I started to get incredibly busy with real-life matters again.
I would also appreciate any input on the items I have added. I tend to go a bit overboard with items and in the end tend to make useless ones as well. I don't know I simply love spriting/making them.
Profile pic by Cheshirette c:
The changelog says that Mimics no longer drop Blank Scrolls. Now, although I've never even found a Mimic as of yet, I have always wanted to see what the NPCs would be like. Does this mean that the only way to get the respective scrolls is via the monsters that drop them, now?
This is an update late, but I'm very pleased to see Centaurs and your other mobs actually fight back against other mod's hostile mobs. It was always kind of funny to see a 10 health, 2 attack itty bitty spider thing beating the snot out of the Centaurs. Now, she two hits them. I may have to implement a config option to allow only certain monsters to be attacked... hm...
The Spider Queen drops blank scrolls now, I believe.
Profile pic by Cheshirette c:
I might return it someday . I tend to remove mobs and readd/remodel them when I find it appropriate.
No problem! I hope you enjoy it as much as I enjoyed making it.
The changes I made to the Extreme Hills biome are mostly based from your experience encountering them. I never tried living in the Extreme Hills so I never experienced living along with Gryphons and Valkyrie. I was especially suprised to find them even spawning in your own base.
Sorry, fow now ridable/tameable mobs are not part of my list of things to do. However, MC 1.6 might change that. I'll have to wait and see.
Ah, I did not see that. Thank you.
Released a new update. A small one. It just adds 2 books, changes a few item sprites and adds Wither immunity to the Baphomet and Wither Cow.
It changes the Item IDs of the Book weapons from 1.4.0 so you will have to manually adjust them (refer to Changelog) or simply delete the config. Sorry for the inconvenience, I had to get this out of my system (meaning the additional items).
Woa, the changelog for the past couple of versions is HUGE. Looking forward to seeing what is in store!!!
Website: http://lightningpig333.com