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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from PCAwesomeness»

    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.
    Posted in: Minecraft Mods
  • 2

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    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)!



    Quote from darkraptor6»

    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 !




    I eventually hope to have a mini boss for nearly all of the hostile mobs so it will happen eventually! :D 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

    Quote from ZennyKenny»

    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. :D 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.

    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from PHombie»

    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.


    Quote from Doctor_Roach»

    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.

    Quote from clarity2199»

    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.
    Quote from Doctor_Roach»

    @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.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Oh I didn't even know it was Shark week, well that's an awesome coincidence!

    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from ZennyKenny»

    So I've changed the "shadowmobs-spawning.cfg" file, intending to keep the shadow mobs from spawning in the End. It looks like this:


    "group settings" {
    S:"Shadow Mobs Spawn Biomes"=ALL
    S:"Shadow Mobs Spawn Dimensions"=1,-1

    # If true, the 'Spawn Dimensions' list will act as a whitelist instead of a blacklist.
    B:"Shadow Mobs Spawn Dimensions Whitelist Mode"=false
    }


    Doesn't the whitelist = false mean that it's now a blacklist, thus forbidding them from entering the dimensions "1" and "-1", which are the Nether and the End? Yet Shades & Chupacabras are still showing up in the End. How can I fix this?


    Setting whitelist to false does change it to a blacklist allowing the mobs to spawn in any dimension except for the listed ones. Each mob can have their spawn settings changed individually or can copy the group settings so you'll need to make sure that the Shade and Chupacabras are using GROUP in their dimension list too.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Armigus»

    I think I mentioned this some time ago, but I would prefer to gate certain spawns, notably the nastier creatures and mob events, behind achievements rather than just time. Specifically traveling to the Nether and End should open up tiers of monsters as well as killing the dragon or wither. That would give players pause and encourage significant preparation before traveling off-world.


    This can be done with mob events, but not with mob spawns yet, I'll look into adding it though.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from 007kingifrit»

    did they fix the rocs that were grabbing creepers causing random explosions everywhere?


    As BlackJar said, it could be Epions which come out during a full moon and fall and explode in sunlight, can be disabled via a config.
    Rocs can pickup Creepers and drop them on their targets, but this can also be turned off via the config too!
    Posted in: Minecraft Mods
  • 5

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Sorry for the lack of response on these forums lately, it's hard to manage everything in one thread. I've been busy moving home recently so I haven't had much time to work on Lycanites Mobs, however that will change soon.


    My priorities are:

    1. Fix various issues in 1.9-1.10
    2. Optimize AI
    3. Finish update to 1.11 (the mod currently builds but accessing any mob inventory crashes due to changes)
    4. Make Rocs, Raiko and Cacodemons flying mounts
    5. Add a few new mobs as voted on the mod website
    6. Add some dragons and maybe a new boss soon!

    If you have any problems or performance/server suggestions, please use GitHub:https://github.com/Lycanite/LycanitesMobs/

    For general questions, etc, I'm more active on the mod website Disqus:http://lycanitesmobs.com/ as well as Twitter:https://twitter.com/Lycanite05

    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from CosmicDan»

    Hey mate,

    I'm working on a modpack/server with @Dulciphi (she said to drop her name lol) and I have a bit of bug a report/suggestion...

    ...is your Kobold AI ray tracing every update tick????

    Behold, screenshots of a WarmRoast snapshot:




    ...that's an extremely high share of the server loop your Kobold's are using (there were currently 22 kobolds existing in there).

    Please consider adding a rudimentary "ticker" (not a static int, let each kobold have it's own delay) where the max can be set in the config. It makes perfect sense to have the kobold only look for dropped items every 20 ticks by default IMO.

    Also consider adding a "range" config option for the entity raytrace. Maybe it's a combination of both the update rate and the cone size.

    Thanks!


    Ah thanks for the suggestion! There's a lot of AI logic that I really need to go over and optimize. Which version of Minecraft is this with?
    Posted in: Minecraft Mods
  • 1

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from spires33»

    I cant believe in all the years i have played mc i have never heard of this wonderful mod! keep up the good work!


    Thanks! :D


    Quote from Zsashas»

    So, will 1.7.10 ever see Salamanders, Darklings, or the second boss? Or has it been entirely abandoned?


    I hope to get a minor 1.7.10 update out at some point but it will only have a few bug fixes, the new mobs (especially the new boss) use a lot of new logic which is built for 1.9+ only, back porting it would be a big job, but Lycanites Mobs is open source so anyone is welcome to download the source and give it a go.

    Quote from zerofury»

    I was wondering if anyone knows how to make it so that the salamander, umber hulk, afrits, and other lava mobs only spawn in the nether, and then a way to make it so that the mobs don't spawn in daylight? I tried setting forced despawn to true, and dimension whitelist to 0 for the Nether (I will try it with -1). Also, is there a way to set the ice imps, and wendigos so they spawn only at night in cold biomes, and get rid of the blue slime pools?


    -1 should work for the Nether, 0 is the overworld, the best way would be to set the inferno mobs group dimensions to -1 and set it to a whitelist.


    Quote from umiyaki»


    The same problem. How to activate events in version 1.10.2?


    You can use this command: '/lm mobevent enable' in game. You can also adjust their frequency via the configs, by default it's every couple of hours or so.

    Quote from Barababa»

    Yea I can´t find the link to the 1.5.1.8 version, the site redirects to the 1.5.1h, can´t belive it hasn´t been fixed yet :D

    The 1.5.1h version is the 1.5.1.8 version, i just changed how they were disaplyed on the site,etc, but they're both the same version (h is the 8th letter in the alphabet)! :o
    Quote from ZennyKenny»

    So I have a question about mob events in 1.10.2. Besides the fact that I haven't seen one happen yet...


    in the 1.7.10 configs of mob events, there is the following section:

    # Maximum time in ticks until a random event can occur. 20 Ticks = 1 Second.
    I:"Max Ticks Until Random Event Overworld (0)"=72000

    # Minimum time in ticks until a random event can occur. 20 Ticks = 1 Second.
    I:"Min Ticks Until Random Event Overworld (0)"=36000


    However, in the 1.10.2 configs, no such thing exists. What happened? How can I change the how often mob events occur? Could this be why there are no mob events happening in the new version?


    There should be another config option somewhere to enable the events as they are disabled by default now (too many complaints XD) you can also use '/lm mobevent enable' in game, there are a few other '/lm mobevent' commands too.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Maxasaurus»

    Are we allowed on this thread to suggest mobs? Just want to know so i don't become annoying to anyone :D


    You are indeed, but be aware that I have some set plans (available on the mod website) that I'm following at the moment so suggestions probably wont make it in for now, but ideas are always nice to hear and can sometime improve existing mobs or plans!


    Quote from 7Attacker»

    Glitches in Lycanites Mobs part 6


    Glitches in Lycanites Mobs part 4


    Thanks for these vids, I'll check them out shortly! :)


    Quote from 7Attacker»

    I am unable to play nephrite server untill this crash is fixed

    Read Discription


    I'm going to be updating it to 1.10.2 very soon which should stabilize things.

    Quote from DefaultNameTag»

    I've been having an issue, I'm playing on the 1.7.10 version of minecraft with Lycanites mobs and several other mods(I like the 1.7.10 because of the amount of mods updated to it) and everything was fine for a while. However, after some time whenever I was attacked by a mob, the game would stop ticking. The mob would stop moving, and no items can be picked up, restarting the world seems to help but it just keeps occuring. If anyone could help me, I can provide more specific details.


    -Edit: It seems to only occur when I'm attacked by a Roc, not sure why, but i believe that its supposed to pick things up so maybe it has something to do with that.


    I'll be releasing a big bug fix update for 1.7.10 eventually but I haven't heard of this problem before and the 1.7.10 build has been out for a long time now so it could be a conflict, but either way, eventually I'll be going through it and trying to clean up what I can.

    Quote from Doctor_Roach»

    Hello Lycanite! I just wanted to thank you for developing this mod. Me and my friends use it almost more than any other. In fact, some actually refused to update until Lycanite's mobs for 1.9 and 1.10 came out!


    It's awesome to hear that my mod has become essential you and your friend's Minecrat experience! :D I'm going to try my best to keep on top of updates this time! So far I'm caught up to 1.10.2!
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    All builds for Minecraft 1.10 also work with 1.10.2! :)


    ============================================================
    Lycanites Mobs Update: Saucy Salamander - Version 1.15.1.1 for Minecraft 1.10.2
    Configs older than 1.14.2.2 will be reset.
    ============================================================

    --------------------
    Major Fixes:
    --------------------
    Fixed a new client side crash introduced in the last update which caused a stack overflow with the ExtendedPlayer class!

    --------------------
    Changes:
    --------------------
    Significantly reduced the default item drop amounts of the Salamander.

    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Maxasaurus»

    Is there any chance of another 1.9.4 update or is there only going to by 1.10 and upwards from now?


    I'm gonna do one more 1.9.4 update with the new Salamander and some of the 1.10 update fixes too. 1.9 is finished now though. I'd still like to push out a 1.7.10 bug fix update too, but Minecraft updates keep coming out! XD
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    Lycanite, your mod is amazing. but if you happen to be taking suggests, I have one that I think would be good. How about adding some humanoid or NPC based mobs? Leaders or intelligent versions of lycanite mobs that spawn with their very own pack. You could easily make enemies, friends, or take requests for them, such as giving a chupacabra leader some food for it's group and cubs(?). But that wasn't the one I had in mind.. When I look at your mod I think... DOOM, so what better than to make the first human mob DOOM Guy? A very powerful boss that openly attacks demon mobs, monsters, and even bosses if he's faced with them. he'd be summoned through someway in the nether realm, but would be neutral to players upon spawning. however, those who damage him soon face his wrath. Swapping between his many guns to give all sorts of attacks, he will not end until the player or he is dead. Speaking of, upon his death he will drop one of his many guns, one of their ammo types, or his armor. Perhaps, at low health, you could give him a special item, and have a slightly weaker version of him to help you fight against bosses such as Asmodeous (Hope I spelled that right), sort of like a pet.


    I do have some plans for NPCs further down the road, I'd like to start with a Lycan (Werewolf) race that would act like their own kind of villagers, etc, but this is a big feature and there are many things I want to do before working on it first. A Doomguy would be awesome but I've only really used the Doom demons for the Nether because when I think about what a demon or hell looks like, I always think of Doom. While the Astaroth and Asmodeus are high tech I like to think of it as within 'Minecraft lore' where they are built with Iron and Redstone with Trites for maintenance, rather than any form of futuristic or alien technology, which is what Doomguy is really all about. This is also why I've added magical scepters instead of all the awesome guns, but if I was to start on a new mod, I would definitely consider a mod centered around Doom weapons and armor.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Maxasaurus»

    Sorry to ask so many questions but how big will vespids make their nests? Want to know so i know how big to make a cage! Also can the queen vespid make vespids by herself or does she need to have conba to infest? Thx 4 reading!


    No probs, questions are welcome!
    FYI Vespids are currently a bit buggy in 1.9+, I'll be fixing them up soon.
    Vespid nests will need around 60x60x60 space, though they are designed to fit nests into smaller areas, but in 1.9+ they aren't working too well currently.
    You'll need a Vespid Queen and then several Vespids which will built a nest around her. Conbas are required but if a Vespid does sting one, it will become infested and will explode over time/on death releasing new Vespids which will also help build a nest if they are near a Queen.
    Posted in: Minecraft Mods
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