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[1.1] Mobs for Mace(NPC Mod) - trading and adjustable spawn rates


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#1

  • Location: NRW; Germany

Posted 07 August 2011 - 03:15 PM

Hello everyone!

I made this mod to add NPCs to cities created with Robson_'s Mace city generator.

As I don't want to flood his thread (which can be found here) with questions and suggestions for this mod, I started a new thread.

The mod works just fine in any Minecraft world that wasn't made with Mace, too. So simply follow the instructions further down and you can have the new mobs in any world, although I still suggest you head over to Robson_'s thread and check out Mace!

The updates to this mod will be done with Mace in mind though. So, for example, I won't add guards that will attack aggressive mobs, as this would cause them to attack creepers at night and thus blow up huge portions of the city that was created with Mace (or any kind of building that you build in your world).

If you run across terms like "resource world" in the description, this is Mace specific, but can be safely ignored in case you are using this mod in your "normal" Minecraft worlds.


So... without further delay:


I was tinkering around with MCP today and as the adventure update is still a good month away and the Humans+ mod is still down, I thought it would be nice to have a few npcs for Mace.

So I give you:

Ghostdancer's Mobs for Mace (MfM)

Version: 1.1.1
Date: 15.01.2012
Requirements: Minecraft 1.1 & Risugami's ModLoader
Author(s): Ghostdancer

Get Risugami's Modloader here.


Description
New mobs, for use with your Mace-generated city or any other world.


Installation
1.)
Unzip or unrar the archive. Make sure you keep the folder structure intact.
2.)
Open the "compiled" folder.
3.)
Copy the content of the "copy content into minecraft.jar" folder into your minecraft.jar.
(You can use WinRar or a similar program for that.)

Did I mention it requires Risugami's ModLoader?


Details
You can interact with the friendly mobs by right-clicking on them. Unless otherwise mentioned, they will trade items for gold nuggets.
They will hand out only one item at the time, but will gladly accept additional gold nuggets. So be careful about how many nuggets you have in your item slot, when you right-click on them.

The following mobs will be added:
Spoiler

You can change the spawn rates of the mobs by editing the "GeistersMobs.properties" file, which will be created in your Minecraft directory.

As all mobs come with MobSpawner EntityIDs, you can use them with MobSpawners in the resource world. Here is an example of a blacksmith MobSpawner added to the crafting hut:
Spoiler

M-Bot made two great video reviews for the mod, which you can check out below. Thanks for all the work you put into this! :-)
As a sidenote, the grubmen from the second video are supposed two spawn silverfish, like the Grim Creeper spawns Geists (just not quite so many). But as this is currently causing a "saving chunks" error in 1.8.1, I had to disable it again.
Spoiler

File history:
Spoiler

Licensing/Legal

Banners (show your love):
Spoiler

DOWNLOAD (va Mace project page) DOWNLOAD (format: rar, via Mediafire) DOWNLOAD (format: zip, via Mediafire)

The uncompiled source files are included, in case you want to take a look at how the mod was done.

If you need help with the mod, please post your questions here and not in the Mace thread.

So... have fun with these and happy mapping!
-Ghostdancer
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#2

  • Location: Doing pushups in Libya.
  • Minecraft: Mr__Mittens

Posted 07 August 2011 - 03:17 PM

Coolio. I shall try it out.

Who's Awesome!?
Your awesome!


#3

  • Minecraft: game011

Posted 07 August 2011 - 03:17 PM

Looks cool, think I'll try it out!

MINECRAFT

Too Good To Be True. MOOO

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#4

  • Location: Holland
  • Minecraft: pown_age

Posted 07 August 2011 - 03:18 PM

That sounds good!
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#5

Posted 07 August 2011 - 03:18 PM

Looks cool, downloading

#6

  • Location: Kepler-22b
  • Minecraft: SkullCandyCT

Posted 07 August 2011 - 03:18 PM

at the last one. enjoy getting bitched at. copying someone elses mob
(mo'creatures)
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#7

  • Location: USA
  • Minecraft: jjgrayg

Posted 07 August 2011 - 03:21 PM

Skull candy is right... That is The Wraith from Mo' Creatures...
Beastin up the Minecraft world. If i helped you click on that little (+) button. (Still son't know how to do that :P)

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#8

  • Location: NRW; Germany

Posted 07 August 2011 - 03:25 PM

View PostLordSandwich, on 07 August 2011 - 03:21 PM, said:

Skull candy is right... That is The Wraith from Mo' Creatures...

Actually it is not. Mo' Creatures is using a new model for the flying wraith mob and as such a non-humanoid texture. I made a human (biped) texture based on that wraith a while ago and the Geist is basically that texture on a zombie body.

But I can see that there is a problem with the too similar textures, so I switched the texture with another ghost I made with Skincraft. The updated version is already up. I will try to get a better texture for the ghost up with a new version.

Thanks for pointing out the problem! :-)
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#9

    Mr.OMG

    Diamond Miner

  • Members
  • 895 posts
  • Location: Finland
  • Minecraft: Vilperi14
  • Xbox:Sellis7

Posted 07 August 2011 - 03:58 PM

can you make new types of npcs?like miners?just like in minecolony or milleinaire.and can you make them doing something?like choppng wood or mining,selling,etc etc.
Sorry my bad english

#10

  • Location: NRW; Germany

Posted 07 August 2011 - 04:16 PM

View PostMr.OMG, on 07 August 2011 - 03:58 PM, said:

can you make new types of npcs?like miners?just like in minecolony or milleinaire.and can you make them doing something?like choppng wood or mining,selling,etc etc.

I am currently working on poor and rich citizens, sages, miners and peasants.

But they will not be interacting with the environment, as they could easily grief the Mace city. If you want to use mobs that actually build something, feel free to head over to Millenaire or Minecolony.

I see no need to rebuild something that is working perfectly fine in another mod. So in case you are not using this mod together with Mace, you might actually want to skip it and get one of the "big ones" right away. ;-)

As for selling though, I will implement a simple trading system... like giving flowers to the female citizens and you will receive bread. You can already repair most of your equipment at a blacksmith's (albeit free of charge).
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#11

  • Location: NRW; Germany

Posted 07 August 2011 - 09:06 PM

Ok, I "fixed" the maid mob.

Apparently she actually did trade you bread if given a rose, as intended.

But as the right-click was still in effect, your character would immeadiately eat the bread.

So I am doing what all great programmers do... call it a feature! ;-)

Quote

Maid - neutral mob
Drops wheat and will heal you if you give her a rose.

Once Minecraft's code is changed so that you won't waste food at full health anymore (announced for the Adventure Update), I will switch the description back. ;-)
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#12

    M-Bot

    Stone Miner

  • Members
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Posted 07 August 2011 - 09:10 PM

This is a great mod! Do you mind if a do a mod spotlight for it?
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#13

  • Location: NRW; Germany

Posted 07 August 2011 - 09:13 PM

View PostM-Bot, on 07 August 2011 - 09:10 PM, said:

This is a great mod! Do you mind if a do a mod spotlight for it?

I don't mind at all. :-) Just be sure to mention Robson's Mace as well, as this mod wouldn't exist without it!
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#14

Posted 07 August 2011 - 09:34 PM

D00D

I have been looking for a mod like this forever and a day! FOREVERRR AND A DAY. Some neutral npcs that are just citizens, not miners or giant swarms of evil mages or anything... Excellent. I'm glad you also don't have plans to add in enviroment interraction. Have you considered doing some other species, like Pigmen, Goblins, orcs, etc.? Like, there probably wouldn't be any proper difference, but that'd look nice.

Also, do they spawn naturally or only through mob spawners/commands?


Oh! And final question! Is it compatible with the Aether mod? Sorry, I Know the question is getting spammed on pretty much every thread nowadays, but I'm making an RPG-esque map that focuses mainly on the Aether mod, but this would be an excellent addition.
Simple NPC request - Support this mod request for simple, decorative NPCs.

#15

  • Minecraft: SlimFox

Posted 07 August 2011 - 09:58 PM

It just spawns in the city or i need to place a spawner?

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#16

  • Location: NRW; Germany

Posted 07 August 2011 - 10:18 PM

View PostGingerNinjaSam, on 07 August 2011 - 09:34 PM, said:

Have you considered doing some other species, like Pigmen, Goblins, orcs, etc.? Like, there probably wouldn't be any proper difference, but that'd look nice.

Also, do they spawn naturally or only through mob spawners/commands?

Oh! And final question! Is it compatible with the Aether mod? Sorry, I Know the question is getting spammed on pretty much every thread nowadays, but I'm making an RPG-esque map that focuses mainly on the Aether mod, but this would be an excellent addition.

Non-human textures:
I was thinking about doing non-human textures, but I found it quite hard to find the right mixture of fantasy and realism that won't end up looking silly. You can only have a certain amount of creatures like pigmen, before your mod looks like a mixture of Journey to the West and Pokemon. ;-)

I might look into this sooner or later, but as I am kind of short on time this month, I am not going to work on alternative textures before september though.


Aether-compability:
The mobs should be compatible with the Aether mod in the way that they won't prevent the Aether from working and the Aether mod won't prevent them from spawning in the normal world. But as the Aether is using different spawn tables than the normal world, you won't see my new mobs high in the sky. I do believe that you can add them with a spawner though.


Spawn-rate:
The new mobs can spawn anywhere in the world, so you don't need special spawners for them. If you want to spawn them with monster spawner blocks, you just have to use the EntityIDs from the readme.txt/the first post. (Tested with MCEdit and working just fine, as you can see in the screenshot of the blacksmith in the crafting hut.)


View PostCursed Pie, on 07 August 2011 - 09:58 PM, said:

It just spawns in the city or i need to place a spawner?

The mobs can spawn anywhere in the world, so no need to place a spawner (see above).
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#17

Posted 07 August 2011 - 10:23 PM

Yes.
YESSS.
YESSSSSSSSSSSS.

I'm fine with them not spawning in the Aether, seeing as Valkyries are already pretty cool NPCs for there.

This will be amazing when I put it in some maps... Have to go to bed really soon, but I'll install this tommorow and leave some feedback.
Simple NPC request - Support this mod request for simple, decorative NPCs.

#18

    M-Bot

    Stone Miner

  • Members
  • 81 posts

Posted 08 August 2011 - 01:26 AM

Can you make the mobs attack back? Its not like a knight to get stabbed and not fight back. Right now they are passive mobs not neutral mobs.
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#19

  • Location: In the battlefield.... eating some apple.

Posted 08 August 2011 - 02:07 AM

is there a config file where i can adjust their spawnrate? Mo's creatures hunters (like bears) owns the Gknights.. they wont even fight back... :( how can they defend the town? i know its to prevent creepers but can you make it toggleable? I want to play it in my unmace-generated map. :(

edit: oh someone already noticed it :)
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.

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#20

  • Location: NRW; Germany

Posted 08 August 2011 - 12:59 PM

Ok, I changed the knight's behaviour so that he will now defend himself.

Knights will still not initiate combat on their own.
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