I love it, love it, love it, love it, love it to bits. Special mobs is one of my all-time favorites.
Found a bug, though. Seems that monsters in your vicinity when you die gain an enormous amount of health and/or armor. We're talking twenty swings of a stone sword against a fire zombie after it watched you get wasted.
Not enough of a hindrance to stop me from using it, of course, but I felt that you should know. Thanks for the update!
Thank you very much!
That is a very strange bug... I have no idea what could cause that. o.o I'll look into it!
I got a problem with the Zombie Textures, if i use any textures at X32 or above, they will be headless, or if i use a X16 texture, the zombies textures are default. Not sure if im the only one having this and i cant figure out the problem D: But other than that, everything is fine and the mod so far is awesome
Make sure the texture files you are using for my mod all have the villager head texture on the bottom half (see my zombie textures or the vanilla zombie_villager textures for reference). Other than that, I can't think of anything.
Also, I'm glad you like it, despite the headless zombies!
Thank you!
I will someday figure out how to make things SMP compatible! If anyone knows how to or any good tutorials, feel free to tell me how or point me to them!
The basic principle to make things work with a dedicated server is to make sure the server doesn't try to load stuff that's only available on the client, such as rendering, etc. You need to cleanly separate client-specific stuff in your code, and you use the @SidedProxy annotation to tell Forge about that.
While you're at it, also check my sig to read about the clean Forge-specific way to handle mod entities (including mobs) without a predefined ID and without any possible conflicts with other mods.
I like all your mods, and I use all of them that I can.
However I have a request for the Improvised bombs and its fire and end counterparts.
They should be placable and have a 3 second fuse, then explode depending on size and type of bomb.
I want this Idea because I played Red Alert 2 and Crazy Ivan was one of my favorite units.
"I lost a bomb, do you have it?"
If possible, I think the Imp bombs would be placable on not just blocks, but can be placed on entities as well.
Other than the requests, I have found no bugs (Game breaking at least). I will continue to use your mods as long as they are updated. I also want to see utility mobs soon, because the turrets mod has yet to update.
The basic principle to make things work with a dedicated server is to make sure the server doesn't try to load stuff that's only available on the client, such as rendering, etc. You need to cleanly separate client-specific stuff in your code, and you use the @SidedProxy annotation to tell Forge about that.
While you're at it, also check my sig to read about the clean Forge-specific way to handle mod entities (including mobs) without a predefined ID and without any possible conflicts with other mods.
Thank you! I'll see what I can do when I get a chance.
EDIT: Decided I'd try it right away. Turns out, it's pretty simple! I've got a version of Lava Monsters that works on a dedicated server now. I'll just release SMP-compatible versions of my mods all at once.
Also, I have apparently been double-registering all my entities and making them send a lot more updates than needed - that will fix, too.
I like all your mods, and I use all of them that I can.
However I have a request for the Improvised bombs and its fire and end counterparts.
They should be placable and have a 3 second fuse, then explode depending on size and type of bomb.
I want this Idea because I played Red Alert 2 and Crazy Ivan was one of my favorite units.
"I lost a bomb, do you have it?"
If possible, I think the Imp bombs would be placable on not just blocks, but can be placed on entities as well.
Other than the requests, I have found no bugs (Game breaking at least). I will continue to use your mods as long as they are updated. I also want to see utility mobs soon, because the turrets mod has yet to update.
Thank you!
Yes, the improvised bombs will be placeable when the mod is finished - though I hadn't thought of sticking them on entities, haha. That'll probably be in there, too, now.
I want to see it updated, too! It's taking a long time to update, considering it hasn't been updated in forever and all the code was written poorly (well, more poorly than I write my code now :P).
Oh my god, these mods are amazing, thanks for making them! I would love to see the utility mobs updated and ported to forge for smp compatibility, my friends and I would love to use it to combat some of your special mobs
The loot mod looks fantastic too, it has much potential! I really like how each sword shows its estimated damage, it would be very cool if every sword was like that (even modded ones). Special bows would be great too, and it would be cool if special weapons were found in chests too!!
EDIT: I'm guessing by the above post that smp special mobs *might* happen soon? I'll stay tuned
I do have a question though about the lava monster. You added the ability to them spawning in the nether.
But for my overworld i have the 'don't spawn above 16 height' activated and most lava in the nether is at atleast 30 or something like that.
I wasn't able to find any lava monsters in the nether. Is that because of the config option?
Ah, right! Yes, depth hazard would be causing that. I'll quickly disable that property in the Nether for the next update. Thank you!
Oh my god, these mods are amazing, thanks for making them! I would love to see the utility mobs updated and ported to forge for smp compatibility, my friends and I would love to use it to combat some of your special mobs
The loot mod looks fantastic too, it has much potential! I really like how each sword shows its estimated damage, it would be very cool if every sword was like that (even modded ones). Special bows would be great too, and it would be cool if special weapons were found in chests too!!
EDIT: I'm guessing by the above post that smp special mobs *might* happen soon? I'll stay tuned
Thank you much!
Yes, the Loot Mod was in the middle of extending to beyond swords when its development got paused - when its updated, upgrades will be on all equipment. Appearing in chests will come later (if I can get it to work).
Yes, SMP Special Mobs is done. Just testing SMP Dungeon Crawler to make sure it works, then all my current mods will be SMP-compatible.
I also believe the Loot Mod and my book mod are server-side only right now, so you won't even need to use a modded client on a server with the mods!
The SMP-compatible versions have just been released! Tell me if anything doesn't work like it should!
EDIT: Oh, and if anyone has a server with one of my mods on it, I'll put it on the main post if you message me the details.
Yesss, working perfectly! I'd gladly give my server but its more of a personal thing for my friends and I haha. I just got into a fight with a poison skeleton and an infernalmobs blinding spider, it was intense!! I fought a confusing enderman though and it completely destroyed me, my vision went nuts and I couldn't see anything haha.
It'd be really cool if the ender creepers also spawned in the end, I feel like that would make the end a bit more challenging (which is very very needed imo!) And I'm not sure what you could possibly do about this, but when one if your mobs gets turned into a boss from the Infernal Mobs mod, the boss health bar calls it a "Rare specialmobs.specialzombie" rather than a "Rare Zombie" lol. Not really an issue, just something I noticed.
Special Mobs: The next thing I'm going to be working on is the AI. To start, I will be making it more modular, like the newer ancient mobs and varying move speeds. This will take the place of jumping, charging, etc. mobs.
I will also attempt to improve those AI patterns and add new, more advanced patterns that (may possibly) interact with each other to lead to your ultimate demise.
It's not that I don't like you guys, it's just that you need to die.
Yesss, working perfectly! I'd gladly give my server but its more of a personal thing for my friends and I haha. I just got into a fight with a poison skeleton and an infernalmobs blinding spider, it was intense!! I fought a confusing enderman though and it completely destroyed me, my vision went nuts and I couldn't see anything haha.
It'd be really cool if the ender creepers also spawned in the end, I feel like that would make the end a bit more challenging (which is very very needed imo!) And I'm not sure what you could possibly do about this, but when one if your mobs gets turned into a boss from the Infernal Mobs mod, the boss health bar calls it a "Rare specialmobs.specialzombie" rather than a "Rare Zombie" lol. Not really an issue, just something I noticed.
Great to hear! I'm glad it is working and that you and your friends enjoy it.
Ender creepers used to spawn in the End, but I removed them when I removed all natural spawns. That said, you can expect to see them spawning there again - maybe the next update?
That's odd... is it all lowercase? It may be that Infernal Mobs is using the entity id instead of its localization.
Hey FatherToast, thanks for updating the Lava Monsters just in time for MC1.4.7. I always wanted to try them out ever since last October, but I was wondering - they look a fair bit like the Dagannoth from RuneScape - were you inspired to make them as such by that?
Hey FatherToast, thanks for updating the Lava Monsters just in time for MC1.4.7. I always wanted to try them out ever since last October, but I was wondering - they look a fair bit like the Dagannoth from RuneScape - were you inspired to make them as such by that?
I don't know about it looking that similar to the Dagannoth (mind you I just googled its picture). It seems more like a rock monster, as opposed to a lava monster. Just my opinion though.
Hey FatherToast, thanks for updating the Lava Monsters just in time for MC1.4.7. I always wanted to try them out ever since last October, but I was wondering - they look a fair bit like the Dagannoth from RuneScape - were you inspired to make them as such by that?
No problem!
And nope, I made their model by tweaking the model of a creeper in Techne. I don't think Dagannoth were around the last time I played RuneScape.
Great to hear! I'm glad it is working and that you and your friends enjoy it.
Ender creepers used to spawn in the End, but I removed them when I removed all natural spawns. That said, you can expect to see them spawning there again - maybe the next update?
That's odd... is it all lowercase? It may be that Infernal Mobs is using the entity id instead of its localization.
Thanks! And I can't remember, I'll look into it now. I seem to remember it working *alright* for other mods though, let me see--
Edit- It calls it a "SpecialMobs.SpecialSpider" (or zombie or skeleton or anything) but from what I can see some other mobs (ex. the Brainy Zombies from Thaumcraft) are having the same issue so it may not be on your end. Your mobs also read fine in the kill messages (except for not having a space, but thats hardly an issue lol) so I'm sure its fine.
Thanks! And I can't remember, I'll look into it now. I seem to remember it working *alright* for other mods though, let me see--
Edit- It calls it a "SpecialMobs.SpecialSpider" (or zombie or skeleton or anything) but from what I can see some other mobs (ex. the Brainy Zombies from Thaumcraft) are having the same issue so it may not be on your end. Your mobs also read fine in the kill messages (except for not having a space, but thats hardly an issue lol) so I'm sure its fine.
Yeah, it has to do with the new way I'm registering my mobs. Forge automatically puts the mod id (SpecialMobs) and a period before everything.
The thing I use for the mob id is the same as the localization right now (hence no spaces, since they are mainly used to refer to their classes) because I'm lazy and haven't coded anything to put spaces in there.
Thank you very much!
That is a very strange bug... I have no idea what could cause that. o.o I'll look into it!
Make sure the texture files you are using for my mod all have the villager head texture on the bottom half (see my zombie textures or the vanilla zombie_villager textures for reference). Other than that, I can't think of anything.
Also, I'm glad you like it, despite the headless zombies!
The basic principle to make things work with a dedicated server is to make sure the server doesn't try to load stuff that's only available on the client, such as rendering, etc. You need to cleanly separate client-specific stuff in your code, and you use the @SidedProxy annotation to tell Forge about that.
This wiki page gives a basic explanation: http://www.minecraftforge.net/wiki/Basic_Modding
While you're at it, also check my sig to read about the clean Forge-specific way to handle mod entities (including mobs) without a predefined ID and without any possible conflicts with other mods.
However I have a request for the Improvised bombs and its fire and end counterparts.
They should be placable and have a 3 second fuse, then explode depending on size and type of bomb.
I want this Idea because I played Red Alert 2 and Crazy Ivan was one of my favorite units.
"I lost a bomb, do you have it?"
If possible, I think the Imp bombs would be placable on not just blocks, but can be placed on entities as well.
Other than the requests, I have found no bugs (Game breaking at least). I will continue to use your mods as long as they are updated. I also want to see utility mobs soon, because the turrets mod has yet to update.
Thank you! I'll see what I can do when I get a chance.
EDIT: Decided I'd try it right away. Turns out, it's pretty simple! I've got a version of Lava Monsters that works on a dedicated server now. I'll just release SMP-compatible versions of my mods all at once.
Also, I have apparently been double-registering all my entities and making them send a lot more updates than needed - that will fix, too.
Thank you!
Yes, the improvised bombs will be placeable when the mod is finished - though I hadn't thought of sticking them on entities, haha. That'll probably be in there, too, now.
I want to see it updated, too! It's taking a long time to update, considering it hasn't been updated in forever and all the code was written poorly (well, more poorly than I write my code now :P).
I'm glad you like it!
Those guys are tough!
The loot mod looks fantastic too, it has much potential! I really like how each sword shows its estimated damage, it would be very cool if every sword was like that (even modded ones). Special bows would be great too, and it would be cool if special weapons were found in chests too!!
EDIT: I'm guessing by the above post that smp special mobs *might* happen soon? I'll stay tuned
Ah, right! Yes, depth hazard would be causing that. I'll quickly disable that property in the Nether for the next update. Thank you!
Thank you much!
Yes, the Loot Mod was in the middle of extending to beyond swords when its development got paused - when its updated, upgrades will be on all equipment. Appearing in chests will come later (if I can get it to work).
Yes, SMP Special Mobs is done. Just testing SMP Dungeon Crawler to make sure it works, then all my current mods will be SMP-compatible.
I also believe the Loot Mod and my book mod are server-side only right now, so you won't even need to use a modded client on a server with the mods!
EDIT: Oh, and if anyone has a server with one of my mods on it, I'll put it on the main post if you message me the details.
do this person have permisson to distribute your mod (lava monster)
Nope! It looks like the page was already taken down, too. Thank you!
Yesss, working perfectly! I'd gladly give my server but its more of a personal thing for my friends and I haha. I just got into a fight with a poison skeleton and an infernalmobs blinding spider, it was intense!! I fought a confusing enderman though and it completely destroyed me, my vision went nuts and I couldn't see anything haha.
It'd be really cool if the ender creepers also spawned in the end, I feel like that would make the end a bit more challenging (which is very very needed imo!) And I'm not sure what you could possibly do about this, but when one if your mobs gets turned into a boss from the Infernal Mobs mod, the boss health bar calls it a "Rare specialmobs.specialzombie" rather than a "Rare Zombie" lol. Not really an issue, just something I noticed.
I will also attempt to improve those AI patterns and add new, more advanced patterns that (may possibly) interact with each other to lead to your ultimate demise.
It's not that I don't like you guys, it's just that you need to die.
Great to hear! I'm glad it is working and that you and your friends enjoy it.
Ender creepers used to spawn in the End, but I removed them when I removed all natural spawns. That said, you can expect to see them spawning there again - maybe the next update?
That's odd... is it all lowercase? It may be that Infernal Mobs is using the entity id instead of its localization.
I don't know about it looking that similar to the Dagannoth (mind you I just googled its picture). It seems more like a rock monster, as opposed to a lava monster. Just my opinion though.
No problem!
And nope, I made their model by tweaking the model of a creeper in Techne. I don't think Dagannoth were around the last time I played RuneScape.
Hmm, that might be a problem. I'll check it out.
Thanks! And I can't remember, I'll look into it now. I seem to remember it working *alright* for other mods though, let me see--
Edit- It calls it a "SpecialMobs.SpecialSpider" (or zombie or skeleton or anything) but from what I can see some other mobs (ex. the Brainy Zombies from Thaumcraft) are having the same issue so it may not be on your end. Your mobs also read fine in the kill messages (except for not having a space, but thats hardly an issue lol) so I'm sure its fine.
Dang. It may still be a little before my 1.2.5 mods are updated, but they are on their way.
Yeah, it has to do with the new way I'm registering my mobs. Forge automatically puts the mod id (SpecialMobs) and a period before everything.
The thing I use for the mob id is the same as the localization right now (hence no spaces, since they are mainly used to refer to their classes) because I'm lazy and haven't coded anything to put spaces in there.