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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from bloodcauldron»

    I just created a PR on your repo with the 1.12.1 update (WIP)

    https://github.com/Silentine/GrimoireOfGaia/pull/50

    I still have to do a bit more testing but you can at least give it a try and let me know if there are any issues.


    This is great news! I was not expecting this mod would be even updated within this year.

    Before I can further comment I will need to test this myself. I hope my computer can handle Minecraft (1.12.1).
    Quote from Void_Cast»

    Greetings, awesome mod - very artful...


    But I'm on 1.7.10 and in the config there is no dimension restriction, I want grimoire of gaia to be situated in a world that is not dimension 0, my overworld.

    Would you please consider adding this option, Lycanites mobs does that just to provide an example.

    Or let me know of a workaround or some other way I've missed.

    Thank you a bunch


    Quote from Rotzo»

    hey. also on 1.7.10 here (yes, i know it's outdated and all).


    your mod looks awesome. i really appreciate the work you did on the models.


    i just wanted to ask if there is a chance that the baubles feature will be added to the 1.7.10 version. i would understand it if this is answered with a no, because yeah, 1.7.10 propably really is outdated and a lot of modders won't touch it anymore. but i'm old too, and still alive, ha.


    Thanks! I put most of my work into making and improving the assets.

    Sadly, I currently have no intention of touching previous versions. My workspace is not setup to work with older versions of the mod. That and I also no longer use 1.7.10 myself which in turn makes me unmotivated to touch it. One of my main sources of motivation to mod is that I need to be currently playing the game my mods are running on in order to work on them.

    1.7.10 is still a great version. It may be old but it holds most of the mods I am familiar with and offers the best performance with most computer setups. Newer versions seem to suffer a lot from performance issues.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from bloodcauldron»

    Hi Silentine =)


    I recently finished updating MoCreatures to 1.12.1 so I figured I'd lend a hand and update GoG as well since there aren't too many entity mods these days especially ones that introduce excellent mobs like yours does. I'll PR the 1.12.1 update soon, just need to run some tests and make sure everything works properly.


    Thanks! That would be great if you could help porting the mod to 1.12.1.

    I have not been up-to-date with Minecraft so I do not know what mods are available for 1.12.1. I have a feeling that with each update the mods I do only know get left behind, sigh.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from Reidlos»

    Is there a way to CAP the ammount of a given mob? Living in a forest, and there are times there are 40 dyrads, I know i can lower thier spawn weight but just takes a bit longer. Cant use other mob control mods due to a terrain gen mod, currently seeing if there is a solution on that end as well.


    Currently? No. The way Minecraft handles spawning is rather messy to begin with;
    http://minecraft.gamepedia.com/Spawn#Mob_cap

    I might add a spawn limit per chunk in the future. All Level 3 mobs in the mod have a chunk limit. I also cannot see how 40 Dryads can even spawn in the forest biome in the first place. Another mod must be interfering with their spawning.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from Patronelli»

    When could the updated version come out?


    It depends.

    Based on the Curse page of the mod (1.6.4 - 1.10.2) the time difference ranges from 8-12 months from each initial port. Sadly I would not count on it being updated anytime soon (or even within this year).
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from Patronelli»
    I love this mod! Please don't skip 1.12 version

    As I have stated in the post above; it is not my decision.
    Quote from karakufire»

    I look carefully models who have muzzle: kobolds and traders, I guess their looks will be better that their texture change into more furry.

    I feel strange existing muzzle on face no fur or not bestial form.


    You are right. I did not notice it until now. I never thought of adding fur to the entire body because I have never done it before.

    I'll change the design when I get around to working on a new update.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from Metaph4r»

    Oh, now that would sound very lovely. Alraune has been my favorite of the Monster Girls, so I would hope you take heavy inspiration for her from Kenkou. In my opinion, Kenkou has the best iteration of what an Alraune looks like. As far as how she would attack, "walking particles" come from her to the player's general direction, and a tentacle would erupt from the ground to hit the player. That way she can attack from a range, and not have to move, because they're stationary. Adding her would be a challenge, but over all force the player to approach dealing with her different from most others. Might be a good idea to make her immune to ranged attacks...


    As far as the mod goes, this has always been a mod on my watch list, the difficulty that it adds is astounding; I think you do great work. I do have a couple other suggestions, but for the most part, I really wouldn't want to flood you with requests, trust me when I say I know what that's all about as I do modding on a different game entirely, and boy when requests pile-up...


    I tend to mix designs as well. I believe one of the newer Minecraft mobs (Evoker) spawns fangs through the ground so it may be possible for it to spawn tentacles or vines in the future.

    Suggestions and requests are always welcome. I may not be able to always implement them but I do sometimes get ideas from them. But I do have to agree, the ideas that I do get from them tend to pile-up in the backlog.
    Quote from hazerddex»

    we getting a 1.11.2 or skipping to 1.12?


    just curious


    Quote from dragun108»

    will this be ported to 1.11.2 or 1.12 at all i'm just curious if it has or will be


    Depends when/if Doctor_Wiggles or somebody updates the base mod in the GitHub page.

    As I have stated in the past I cannot update the mod to be compatible with the latest Minecraft versions myself. That is why the continued existence of this mod is solely based on whoever is generous or interested enough in updating it.

    If the person who is updating this mod updates it to 1.12; then it will be skipping 1.11.2. Vice versa.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from Metaph4r»

    So, I have to ask, do you take inspiration from Kenkou Cross's works for the monsters you make? Because if so, that's so neat. Any chance we might be able to see an Alraune at some point?


    Not all of them, but a few;

    http://the-grimoire-of-gaia.wikia.com/wiki/Category:MGE

    I usually reference Kenkous work when I am in a pinch. I try to avoid doing so as much a possible as I enjoy making up designs myself.

    Maybe? I have been meaning to add a new mob to the forest biome. Either a Fairy, Bee or a plant-based mob like the Alraune.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from karakufire»
    I think the monster femboys, traps (in my language: 男の娘), are good as much as monster girls, likewise monster cross-dressed boys (in my language: 女装少年) are not bad as much as monster girls too. How about them?

    That is a good idea! It never crossed my mind about that possibility. It is better than nothing, I guess.

    I'll experiment around with the idea. I think my main issue though would be the waist area. Either way if I can make a texture convincing enough it might just work.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls

    Update:

    Released a new version: Grimoire of Gaia 3 (1.5.6) for 1.10.2. Need to wait a bit for the download page to update.

    A very small update. I was working on this right after my previous update but lost interest after a few days working on it. I decided to release it instead of leaving it to rot on my hard drive.


    The only notable feature (aside from fixes) is the concept of stamina for mobs. It was suggested over on the GitHub page a few months ago that I should try to implement it. It mainly affects the walking speed when aggressive. When the stamina runs out while chasing a player the mobs walking speed will eventually slow down. For now, only the Dryad is affected by it.


    If anyone reads this, I would love to hear your opinion on implementing it on all mobs included in this mod.


    As always, please check the changelog for the full list of changes.

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from hazerddex»
    speaking of mobs

    what ever happened to jang-shi and Chochin-Obake from long ago? also i've not seen Cyan Flowers as of late does that mean Mandragora is gone? or does Cyan Flower have a spawning issue with BOP?


    also regarding Antworkers perhaps you could make them have a Ant hill they spawn with in the future and they only attack you when you get to close and have them take leaves and other objects to the nest for example say one kills you steals your stuff and you have to go into the Ant hill to get them back


    Jiang-Shi and Chochin-Obake have been removed a while back because my interpretation of them with the models/textures in the game did not reach satisfactory level for me.

    The Cyan Flower still exists. I am not sure why it is not spawning in your game though.

    I was planning for them to initially be buried in the sand (sand hill?) and will only spawn when a player is close to it. I have always wanted to implement a stealing AI for mobs but unfortunately I have yet to get it done properly.

    Quote from GunnarKelley»

    Was the Giga Knight removed in GOG3? He's not a spawning option in the creative menu.


    Giga Knight has been removed before the start of GoG3 I think. I removed it because I felt it looked out-of-place.
    Quote from SleepyFox»


    Is there a way to add male textures and then randomise which sex the monsters spawn with? As much as I love monster girls (and I do!) I'd still like to see some variety.


    Same here. The problem is I would have to make a separate model per mob.

    Retexturing the current models to make them male is not possible due to their build; the current models are too slender.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from karakufire»

    It's happy for me GoG3 1.5.5 update!

    New variety of Harpy and Dryad, their babies, are not detected in Custom NPCs models chooser.

    Is it unexpected features?


    Yes. It is still in testing.

    When a baby spawns, it spawns with an egg equipped in the chest slot. I am guessing the only way to change the model is equip an egg somehow.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from churchboy666»

    Could anyone possibly give me a hand? I have a strange issue where I can't get Centaurs to not spawn, even when their spawn rate is set to 0, and their spawning in huge hoards. Admittedly I'm running this with Mo' Creatures so the problem probably lies there somewhere, but besides this one thing both mods seem to be running fine together in every other aspect.


    I had a feeling Mo' Creatures may have been the problem. Based on my past experience with Mo' Creatures it uses a custom spawning system that overrides the vanilla one. It makes the spawns from Mo' Creatures have the possibility of customization but in turn affects most mob adding mods.

    Perhaps because GoG is tied to the vanilla spawning system it is also affected by any changes made to it. I do not understand why the Centaurs alone are affected by it though :/.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls

    Update:

    Released a new version: Grimoire of Gaia 3 (1.5.5) for 1.10.2. Need to wait a bit for the download page to update.

    A small update. It fixes the issue with mobs not dropping rare items due to 1.10.2 changing the way items are dropped. Meaning mobs could not drop rare items since the 1.5.0 (1.10.2) update! Also fixes mobs (namely the Sludge Girl and Wither Cow) not dropping any items at all.

    I have also been playing around with the concept of baby mobs. Although they work differently from vanilla baby mobs (they have no changes in attributes), they serve more as a physical/model change than anything else.

    I also integrated a few branches made in the github such as additional .lang files. Credits are in the changelog and in the first post.

    As always, please check the changelog for the full list of changes.

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from HappyBivouac»

    I've always loved this mod, and I've recently decided to use it in adding a lot of flavor and variety to dungeons in an adventure map. However, it seems that trying to use GoG mobs in spawners has quite a few issues. Some mobs seem to work as normal in mob spawners, but others end up spawning absolutely nothing. this may or may not be an unfortunate side effect of the y level and biome spawn conditions set by the mod, but might there be a way to bypass this and make the GoG mobs work in any vanilla mob spawner under any conditions?


    To be clear, I'm playing 1.10.2, with the latest version of the mod. I'm changing vanilla spawners using spawn eggs, and the spawners show up as the correct GoG mob type in Waila. They just simply don't spawn anything. Even following the y level and biome requirements from the wiki seems to result in nothing spawning.


    EDIT: For example, I can't get the Matango to work in a mob spawner at all. Nor the Sahuagin. The Futakuchi-Onna, however, works fine.


    I have no idea how monster spawners work. Although your comment on the Futakuchi-Onna working gives me a base to start with. That mob has the Y+60 and biome restrictions. It could be a issue within the way mobs are registered.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.10.2) (1.5.6) (Updated 07/05/2017) - Mobs, Monsters, Monster Girls
    Quote from Ravage656»

    Sounds interesting, though a level 3 assist can be very interesting to play around with as well, whether to leave them alone or risk agitating a group of 3 to 4 level 3 mobs, It would be a risk vs reward type of challenge. I think I may have mentioned this a while back with a brand new mob to experiment on this, in case you wanted to keep the other mobs the same.

    The main reason Level 3 mobs are aggressive is because it would be easy for them to be contained (like building a box around them). Making them attack on sight at least makes it a bit more troublesome to do so. It is also the reason why they can scale walls.
    Posted in: Minecraft Mods
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