Okay, if I want to add a custom drop to one of the mobs for Lycanites 1.6.4.....do I put the name of the item under custom item, or do I place the item id there? Also is that all I have to do is add that item? I don't mind the default drops it already has, so allow default drops I'm keeping to true. But if I do that, will it ignore the custom drop?
I'm not really sure if I should put default drops to false and add the default drops to my custom drop or simply keep it true and it'll automatically add anything I place under custom into the possible mix.
@clarity I'm fairly certain that you won't have to re-input the drops again.
As to the astral mobs, maybe they could spawn around special portals in the nether. Demons are always trying to invade heaven- who says angels wouldn't try to invade hell?
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If I seem megalomaniacal, chances are I'm just kidding
Hey! Can i summon boss arena from console commands ?
Not currently, though maybe, you could try /lm mobevent start rahovart, if that doesn't work I'll look into adding this along with a creative mode item that can do it on use.
I remember an early post talking about how you created a framework which would make adding mobs a lot easier. I have two questions relating to this:
1. Is this why in the past you were able to update so rapidly?
2. Could you go further with this concept and create a mod which allows basically anyone who knows how to model to create their own custom mobs?
1. Yup, Lycanites Mobs is very modular and a lot of the logic is in a base entity class and reusable ai classes.
2. I've long though about this idea, if I was to make this mod again with the experience I have now this is how I would have done it. Instead I might look into slowly making use of JSON to define things, for example JSON based Mob Events would be a very good way to test the concept and I'm sure many modpack devs would love to be able to make their own events from the ground up, if that works well I would then move onto using JSON for the model animations and then finally JSON for entities themselves. This is a long way off for now but it would mean that in anyone could add a new mob using an obj model, json animation/rig and json entity with their own json defined mob event and it would all go into a resource pack.
Okay, if I want to add a custom drop to one of the mobs for Lycanites 1.6.4.....do I put the name of the item under custom item, or do I place the item id there? Also is that all I have to do is add that item? I don't mind the default drops it already has, so allow default drops I'm keeping to true. But if I do that, will it ignore the custom drop?
I'm not really sure if I should put default drops to false and add the default drops to my custom drop or simply keep it true and it'll automatically add anything I place under custom into the possible mix.
Please let me know if you can. Thanks!
I think in 1.6.4 it is the item id, it's been a long time so you may have to experiment. The default drops do not affect the custom drops so you can leave them on if you want to add a new drop or disable them if you want only the custom drops.
@clarity I'm fairly certain that you won't have to re-input the drops again.
As to the astral mobs, maybe they could spawn around special portals in the nether. Demons are always trying to invade heaven- who says angels wouldn't try to invade hell?
Hmm this is an interesting idea. I might end up picking certain biomes or playing around with high altitude spawning or generated shrines. For cosmic mobs I was thinking about meteor sites as well as the end and some special cases such as Mimics spawning on chests that are in the dark, I can use the Shulker as a base for disguised Mimics now too! But these two groups are a long way off for now.
Ok, serious question: Does anybody play this mod without messing with the configs at all? If so, how do you manage to navigate the Nether and the End without constant, never-ending battle?
I usually manage. You kinda always have to be armed, but I usually play over LAN and have one or two people watching my back. I've played with Lycanite's mobs for so long that I've just kinda gotten used to the stronger mobs- vanilla mobs are outright underwhelming for me.
Rollback Post to RevisionRollBack
If I seem megalomaniacal, chances are I'm just kidding
Ok, serious question: Does anybody play this mod without messing with the configs at all? If so, how do you manage to navigate the Nether and the End without constant, never-ending battle?
I do myself usually on normal difficulty (the mobs are tuned to make hard difficulty actually hard). I don't really rely on other mods either, just suit up with Diamond Armor, some Cooked Aspid meat and venture with extreme caution. Farming Cephignis from overworld lava pools is a good idea to as you can breed them with coal and eat their cooked meat for fire resistance.
Heck, I fight most stuff with nothing but a stone/iron sword and a piece or two of iron armor- I usually don't invest too much into weaponry. I die occasionally, but not too often. Most stuff can be fought with medium-quality weaponry if you use the right tactics and know when to bail. The only stuff which I universally bail from are lobbers, wendigos, and worms.
I do myself usually on normal difficulty (the mobs are tuned to make hard difficulty actually hard). I don't really rely on other mods either, just suit up with Diamond Armor, some Cooked Aspid meat and venture with extreme caution. Farming Cephignis from overworld lava pools is a good idea to as you can breed them with coal and eat their cooked meat for fire resistance.
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Also, I see you changed so many of your mob concepts. I my opinion, some of them were for the better (Maugs being ursine rather than canine, completely leonine Feradon, etc.) while others were either kinda mixed (Quillbeasts being more hystricine than erinaceous, Iorays being able to fire lasers) or just a complete letdown (Herma and Calpods being innately hostile). Will you change some of them?
Also, I see you changed so many of your mob concepts. I my opinion, some of them were for the better (Maugs being ursine rather than canine, completely leonine Feradon, etc.) while others were either kinda mixed (Quillbeasts being more hystricine than erinaceous, Iorays being able to fire lasers) or just a complete letdown (Herma and Calpods being innately hostile). Will you change some of them?
The Herma has a closer aggro radius, do you can get fairly close before they feel threatened and attack. Calpods have gone the Gorgomite route for now but I might revisit the mound idea in the future.
The Herma has a closer aggro radius, do you can get fairly close before they feel threatened and attack. Calpods have gone the Gorgomite route for now but I might revisit the mound idea in the future.
Hey, I'm not sure if this has been asked already, but are mobs supposed to be ultra rare, or is my game broken? I'm not seeing anything spawn. Only in lava and the frost lakes is where I see things spawn. I'm using the latest version for 1.11.2.
Oh I didn't even know it was Shark week, well that's an awesome coincidence!
Hey! Can i summon boss arena from console commands ?
I remember an early post talking about how you created a framework which would make adding mobs a lot easier. I have two questions relating to this:
1. Is this why in the past you were able to update so rapidly?
2. Could you go further with this concept and create a mod which allows basically anyone who knows how to model to create their own custom mobs?
If I seem megalomaniacal, chances are I'm just kidding
Okay, if I want to add a custom drop to one of the mobs for Lycanites 1.6.4.....do I put the name of the item under custom item, or do I place the item id there? Also is that all I have to do is add that item? I don't mind the default drops it already has, so allow default drops I'm keeping to true. But if I do that, will it ignore the custom drop?
I'm not really sure if I should put default drops to false and add the default drops to my custom drop or simply keep it true and it'll automatically add anything I place under custom into the possible mix.
Please let me know if you can. Thanks!
@clarity I'm fairly certain that you won't have to re-input the drops again.
As to the astral mobs, maybe they could spawn around special portals in the nether. Demons are always trying to invade heaven- who says angels wouldn't try to invade hell?
If I seem megalomaniacal, chances are I'm just kidding
Not currently, though maybe, you could try /lm mobevent start rahovart, if that doesn't work I'll look into adding this along with a creative mode item that can do it on use.
1. Yup, Lycanites Mobs is very modular and a lot of the logic is in a base entity class and reusable ai classes.
2. I've long though about this idea, if I was to make this mod again with the experience I have now this is how I would have done it. Instead I might look into slowly making use of JSON to define things, for example JSON based Mob Events would be a very good way to test the concept and I'm sure many modpack devs would love to be able to make their own events from the ground up, if that works well I would then move onto using JSON for the model animations and then finally JSON for entities themselves. This is a long way off for now but it would mean that in anyone could add a new mob using an obj model, json animation/rig and json entity with their own json defined mob event and it would all go into a resource pack.
I think in 1.6.4 it is the item id, it's been a long time so you may have to experiment. The default drops do not affect the custom drops so you can leave them on if you want to add a new drop or disable them if you want only the custom drops.
Hmm this is an interesting idea. I might end up picking certain biomes or playing around with high altitude spawning or generated shrines. For cosmic mobs I was thinking about meteor sites as well as the end and some special cases such as Mimics spawning on chests that are in the dark, I can use the Shulker as a base for disguised Mimics now too! But these two groups are a long way off for now.
Yeah, with the end expansion, special ender mobs are actually a sensible idea now.
If I seem megalomaniacal, chances are I'm just kidding
Hey Lycanite ,
I've got an little idea for the special mobs (lunar , light , celestial mobs) about one specialy , the Khalk.
My idea is to make a mini-boss Khalk (like Lunar Grue) that can be named Incandescent Khalk , Fiery Khalk , or something else.
It would be 3 times bigger than a normal Khalk , and got around him a "fiery aura" that burns the player .
It would be a black-obsidian textured Khalk but when he attacks you the shell will burn ?
he can spawn 2 khalk to help him .
Also he can breaks blocks around him to clear the zone?
that's all ... not a very good idea , i know , do what you want to do but a mini-boss Khalk would be awesome !
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
Ok, serious question: Does anybody play this mod without messing with the configs at all? If so, how do you manage to navigate the Nether and the End without constant, never-ending battle?
So many mods, so little time.
I usually manage. You kinda always have to be armed, but I usually play over LAN and have one or two people watching my back. I've played with Lycanite's mobs for so long that I've just kinda gotten used to the stronger mobs- vanilla mobs are outright underwhelming for me.
If I seem megalomaniacal, chances are I'm just kidding
The biggest update to Lycanites Mobs yet is now live for 1.11.2 (1.10.2 on its way and 1.12.2 shouldn't be too far off)!
I eventually hope to have a mini boss for nearly all of the hostile mobs so it will happen eventually! I've also got a list of rare subspecies names you can find them in the main language file: https://github.com/Lycanite/LycanitesMobs/blob/master/src/main/resources/assets/lycanitesmobs/lang/en_US.lang#L50
I do myself usually on normal difficulty (the mobs are tuned to make hard difficulty actually hard). I don't really rely on other mods either, just suit up with Diamond Armor, some Cooked Aspid meat and venture with extreme caution. Farming Cephignis from overworld lava pools is a good idea to as you can breed them with coal and eat their cooked meat for fire resistance.
Heck, I fight most stuff with nothing but a stone/iron sword and a piece or two of iron armor- I usually don't invest too much into weaponry. I die occasionally, but not too often. Most stuff can be fought with medium-quality weaponry if you use the right tactics and know when to bail. The only stuff which I universally bail from are lobbers, wendigos, and worms.
If I seem megalomaniacal, chances are I'm just kidding
> 14 new mobs
So many mods, so little time.
OK, Lycanite; I reported two issues on GitHub.
Also, I see you changed so many of your mob concepts. I my opinion, some of them were for the better (Maugs being ursine rather than canine, completely leonine Feradon, etc.) while others were either kinda mixed (Quillbeasts being more hystricine than erinaceous, Iorays being able to fire lasers) or just a complete letdown (Herma and Calpods being innately hostile). Will you change some of them?
The Herma has a closer aggro radius, do you can get fairly close before they feel threatened and attack. Calpods have gone the Gorgomite route for now but I might revisit the mound idea in the future.
Alright, makes sense.
Also, I noticed that the Gorger has the same "spaz out when hit" issue as the Skylus.
Along with this, I love how you gave the Thresher the Jurassic World Mosasaurus roar that plays whenever you mount it!
Yup, had to slip that in there! XD
The 'spaz out when hit' but should now be fixed in 1.17.0.1!
Hey, I'm not sure if this has been asked already, but are mobs supposed to be ultra rare, or is my game broken? I'm not seeing anything spawn. Only in lava and the frost lakes is where I see things spawn. I'm using the latest version for 1.11.2.