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    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    Quote from DarkMetaknight»
    Hmm, with Mob, it works. But the thing is it shoots every mob, sheep, cows etc. Is there a tag for peaceful mobs I can put in the book?

    Yeah, Mob should target everything. It's Monster that should target hostile mobs. if mod mobs don't follow that, there's not much that can be done. Perhaps some day, but there are not any Forge hooks to allow perfect detection, unfortunately.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    Quote from DarkMetaknight»

    Oh, perhaps the original post should talk about that Mob Monster thing? Anyway thanks for your help. :)

    No problem. I think I meant to put it in the book somewhere, but probably forgot. :P
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    Quote from DarkMetaknight»
    The books work, although I have a couple suggestions.

    I'd really like a way to have all Mobs be targeted automatically. iChun found a way to do this, not sure if he'd tell you how. The reason I'd want this is because I have hundreds of mobs in my Modpack, and adding every single mob to that list will be vary tedious. Oh, and the recipes for the books also don't show up in Not Enough Items.

    Try manually adding "Monster" or "Mob" (without quotes) to your target list. These will make your golems target all hostile mobs or basically everything, respectively. Most modded mobs will be included with this, but it depends on the way the mob is coded into the game, so they may not pick up everything.
    And yes, unfortunately NEI doesn't pick up NBT-based recipes very well. It will show them if you use the "uses" feature on a book (or book and quill, if that option is set), and it will show the target books and manuals can be crafted out of books. Haven't found a fix yet, so eventually I may have to fix it by making them their own items, since I no longer have to worry about item ids as of 1.7.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    Quote from DarkMetaknight»
    With Utility Mobs, no matter what the config is the turrets still shoot other players, I checked the config and it's false, the turrets still shoot my friend, I am using the latest 1.7.10 version. This is a major annoyance, so I hope you can fix it in the next update. :l

    Make sure the config is set on the server. Apart from that, you can always use the player permissions book to stop them from killing people you don't want to kill.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Olivenpizza»
    hm can i add items from mods to a mob's drops in the mob properties? cause i tried and it didnt work...
    and this happened after killing something like the 5th creeper to see if the function was working, mc just crashed:<snip>

    Yes you can, just make sure you have the correct item id and you're not using numerical ids.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    Quote from FatBobTheSlob»
    Ah, so that's why. I left the space where the head goes empty.

    Yeah, that'll do it. The colossals are built very differently from the other golems, actually intended for you to build up on top, then sneak+place the head on, so you'll wind up on top of the golem. :P
    Not sure if it's said anywhere, jump+rightclick to mount, space to attack while mounted, rightclick with a golem leashed to you to mount the leashed golem.
    Enjoy!
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Please help, Im having troubles with the Lost Books mod, the dusty book won't 'un-dust' when I right click it.

    It won't dust off if you don't have any books loaded. Make sure you've installed the mod properly and have books for it to turn into.
    Quote from Zsashas»
    So until a little while ago, we had the Lost Books on our 1.7.10 server. It worked fine until I flew around and found a village. Every time afterwards, whenever I joined the game, I would crash. We narrowed it down to some sort of problem with Witchery's Apothecary Villager. Removing this mod fixed it. Unfortunately, I can't provide any crash logs (new hard drive). I'm assuming the villager was trying to sell a book.

    Make sure you are using the latest version (1.2.2). I fixed villager-related crashes in that update. If it still happens, then you'll have crash logs to send and I'll be able to fix it. ;)
    Quote from Zratrek»
    FatherToast please come on, add tag support for customchestloot, would like to start edit loot but no point cause configs will get reset when you add support for it...

    Patience, it's going to be a good while before that happens. :P
    I will try to make the mod convert your old configs and to the new format automatically, so they won't be reset, anyway.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    Quote from Reassembly»
    So I ran into a 500+ HP Hungry Spider with Special Mobs 3.0.3. :huh: The fight was a little chaotic, but I think it dropped about two stacks of string, which more or less matches up with the hit points it had (20 HP + 4 HP per non-food-stack eaten). (The string might have been eaten out of my own inventory, though I didn't think I had that much on me at the time.) There was nothing that should have worked as a mob grinder nearby to feed it with drops, and it was in an area that I had been through a few times since upgrading from 3.0.2 (so it wasn't just a leftover broken-size spider). At least it wasn't sky-darkeningly huge - big-ish, but not titanic (like they used to get). Just with ridiculous HP.

    Testing a little bit in a Creative world, I found that a Hungry Spider fed at least once will not despawn with distance or chunk unload (good), but sometimes still gets an extra 4 HP each time their chunk is unloaded-then-loaded (trouble). Trying to get this to happen reliably was maddening - sometimes it happened, sometimes it didn't, and I couldn't see a pattern. It happened reliably with some hungry spiders, then not at all with others fed the exact same objects.

    I think there's at least two possibilities:

    • setCurrentItemOrArmor() might be getting called with an empty but non-null stack when the entity is being reloaded. Since the hungry spider code only checks if the stack is null, it might be able to "eat" an empty stack. Maybe check if itemStack.stackSize > 0.
    • setCurrentItemOrArmor() might be getting called repeatedly on the same item, if the item that was just eaten is getting left in slot 0. Maybe throw in a super.setCurrentItemOrArmor(0, null) at the very end of EntityHungrySpider.setCurrentItemOrArmor(), to ensure the spider can't keep chewing on the same piece of string***.
    Those are just wild guesses, though. I don't know enough (yet) about exactly when Minecraft makes its own calls to setCurrentItemOrArmor(). More testing is needed.

    *** How long is a piece of string? Seventeen characters, not counting delimiters.


    I will see if I can figure out why they get way more health than they should get. It's likely similar to why they kept increasing in size, but maybe even worse.
    Quote from Cosmology27»
    Just wondering, what kind of mods make monsters attack your base? I see that in the description for utility mobs, but I haven't come across anything where I would need utility mobs. What mods make monsters attack your base?

    Well, there used to be the Invasion Mod, which is the mod I built Utility Mobs to be used with. That mod seems to have been dropped, but after a bit of research, I've found there is an updated (seems unofficial, with no response from the original authors) version available here.
    Quote from FatBobTheSlob»
    Are the colossal golems not implemented yet? I build it according to the book and placed the head, and nothing happens.

    They definitely are as far as I know. :P
    Here's an example, since I don't actually have any on the wiki yet. The books can be a bit lacking at times.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Dulciphi»
    Father Toast, do you have a bug tracker or somewhere else to paste the occasional NPE?
    <snip>

    Nope, those are too complicated for me. :P
    The issue will now be prevented from crashing your game in future releases, thanks!
    Quote from FatBobTheSlob»
    Hey heavenly father, do ya think adding the ability to choose a specific mob texture is possible? Lot of people are using mcpatcher or optifine, which brings the ability to random mob textures to appear.

    Now I've had a few ideas for boss-like mobs and I'd like for them to be of consistent mob textures overriding the random mob textures function of optifine and mcpatcher.

    Oh yes. That was a planned feature for Special Mobs 2.0, but wasn't able to get it to work (for the same reason I couldn't get the render size to be saved in NBT). Considering I did fix the render scale, I can probably get the textures working now, too. :)
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Reassembly»
    <snip>
    I'm not sure if players can be altered in the same way that mobs can be. In any case, implementing something like that would require MobProperties to change a mob's state during its lifespan when triggered by events other than spawning and death (e.g. when hit).

    ...which would be very cool, as that could be a starting point for building custom mob AI with JSON. However, that's way beyond the current scope of MobProperties.

    Oh yes. The NBT-based AI editing introduced in Special AI 1.1.0 + Mob Properties 0.3.0 is just the beginning. ;)
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from FSMAcolyte»
    Latest as always.

    I think I see the problem. It's the mod id with the weird stuff in it that's preventing defaults from generating. You can still manually make the files, but I'll try to get a fix for it out shortly.

    EDIT: The fix is out now. :)
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from FSMAcolyte»
    Mob Properties and Special AI need to be able to handle special characters in mob names like | . Namenly Project Zulu uses | in it's names and there are no mob properties files for the mobs, I figure neither can Special AI handle it.

    What version of Mob Properties are you using? MobProperties has long supported all characters.
    The only characters Special AI doesn't support are tildes (~) at the beginning of the mod id and commas.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from Wolfofthenyght»
    Sorry to post this again- you seem more active in this thread than in the other one. (I didn't even realize there were two until I looked the other day)

    Question for you/small request- I LOVE custom chest loot, but can the chest loot be written differently in the config? It looks like it's all pretty much on one massive line, and I have a hard time reading it cause of mild dyslexia. I remember in the old version it was one item per line, and it was very easy to add/remove things.

    Thank you so much If it's not possible, that's fine, I just figured it couldn't hurt to ask.

    Currently, I believe you are able to have as many "contents=" lines as you want, so it may help to set up your file like this:
    contents=<item1>
    contents=<item2>
    contents=<etc.>


    Eventually, the configs will be written in Json, which is a bit less strict as to how it is formatted, and will generally lead to more spaced-out and slightly easier to read configs than the current. :)
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Zratrek»
    FatherToast customchestloot has really huge bug... the meta id is bugged, for example mod : http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2184837-headcrumbs-celebrities-heads-as-dungeon-loot-heads

    doesnt work, well it spawn the heads but always the same one cause meta id is bugged...

    the same with forestry bees

    please fix asap (please, if possible to fix it without need to redo the config, do it that way)

    This is not a bug. Using NBT data in chest loot lists is an error.

    However, I do plan to add support for this at some point in the future, and even allow you to add your own NBT data to loot. The configs will be changed, however. They will be written in json and look a lot more like Mob Properties, autogenerated with the default loot and hacky NBT tags.

    Quote from Dulciphi»
    Just to be sure, Special AI can be used alongside SpecialMobs, right?

    Yes, and is encouraged! :P
    I don't believe that the xp counts towards mob essence because they are two different liquids. I will check with some folks to see about this situation, I just came here first since it was your mobs mod, and I wanted to check with you. I know that special mobs worked in 1.6.4 as I saw dire wolf playthroughs on several servers.

    Edit: i did not know sewers can make Essence from XP. I will try to set up a valid system.

    I believe mob essence is related to xp, but no idea about the actual mechanics behind it.
    Of course, I still haven't been able to reproduce the "no xp" bug, but it is something I have heard (potentially caused by some mod conflict).
    Something else I've heard is MFR codes in each mob individually, and it is possible the support for my mod was left out in 1.7.
    Posted in: Minecraft Mods
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    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from Morus»
    Oh nice!!...I didn't see that custom chest was updated...nice to know. I'm gonna take a look. Tks FatherToast o/

    edit: Minecraft 1.7.10 doesn't work with ids...but apart from that, not much have changed on the custom chest config files...I will try to update the program as soon as possible...maybe put another table so you can select the itens you want add...lets see.

    Main thing you will need to know about the update is the character used to split data was changed to ';', since ':' is now part of the item id. It also still accepts the outdated numerical ids. :)
    Posted in: Minecraft Mods
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