It is. I monitored a lot of threads and all the people stated that 1.3 is a big leap in terms of code changes. For most complex mods, it is a complete rewrite rather than update - and frequently I've seen people struggling with getting things that worked previously to work again.
This is just not a good time for modding
I can't even think on where I would start when 1.4 is released. Mostly because they overhauled the AI for mobs. I would need to rewrite the code for every mob this mod adds. Luckily I will have much time by then. I hope.
Taking a break has cleared my mind out. I already have a ton of adjustments to make. It almost feels like when I begin modding again it would be as if I just started making a new mod.
your mod is awesome!, if its possible i want to tame more girls haha
I plan to make the Minecraft alternative mobs (Such as Spider, Skeleton girls etc.) be tameble in the future. But only those because adding a tamed version of each mob would be rather a hassle to do.
In my next update Slime Girl will have a peaceful alternative.
Sidenote:
I am planning to discontinue the ore component of this mod. The only reason why I included it in the first place was because when I first began coding, I wanted to start with the basics. Ore generation is the basics based on tutorials I have read. I also wanted to test my texturing/spriting capability when I first made the ore component. By discontinuing it I will now solely focus on mobs from now on .
Besides, I myself do not use it . If I wanted to have better looking equipment I may as well use a texture pack or better yet, make my own texture pack.
I sorta liked the ores, but i don't really care if they're discontinued. the Mobs are the best part! and WOO TAMEABLE SLIME GIRL! i really can't wait till this mod updates! this is one amazing mod that actually gives me a challenge when i go hunting. i swear i die at least once a night when i go hunting.
I am planning to discontinue the ore component of this mod. The only reason why I included it in the first place was because when I first began coding, I wanted to start with the basics. Ore generation is the basics based on tutorials I have read. I also wanted to test my texturing/spriting capability when I first made the ore component. By discontinuing it I will now solely focus on mobs from now on .
Besides, I myself do not use it . If I wanted to have better looking equipment I may as well use a texture pack or better yet, make my own texture pack.
Besides, most people that want an ore mod, unless it's for something specific and whimsical, just use Metallurgy.
Unless, of course, they're one of those people who "can't" use Forge for some reason.
Or they're one of those Forge doomsayers.
I dislike them.
Both of them.
I'm going to go off on a tangent here, so I'm going to spoiler it for convenience.
Well, for most people, Forge is a simple install.
For some people, they might screw it up because they didn't start from a fresh Minecraft.jar.
For some people, they might screw it up because a mod they're using conflicts with Forge, and they don't know it.
Anyway, in the majority of cases, improper installations are user error.
Very few times have I seen a case where the user's computer/Minecraft just doesn't want to work with Forge.
And even in those cases, the latest version of Forge with no mods on a fresh .jar will fix everything.
As for the doomsayers?
Forge is the ultimate community modding API.
It brings together modloader, audiomod, lots more and even it's own modified listen/personal dedicated server software.
It has support for modders, sometimes added in by request by the few talented individuals working with and manipulating the Forge API.
Forge allows modders to easily do things that were impossible or absurdly difficult before.
Forge allows modders to more easily do what they were already doing without it.
Forge even allows you to get away from editing base classes, sometimes as far as going Notchless entirely!
Because of that, and even some tie-ins between larger mods, compatibility becomes less of a headache.
That is why I don't like the people who don't like Forge.
Because Forge allows so many things, that wouldn't be possible otherwise.
You know who you are. And you're just delaying the inevitable. /evilvoice
Rollback Post to RevisionRollBack
Black as the shadow that yet remains and Red for the blood that runs in our veins.
Besides, most people that want an ore mod, unless it's for something specific and whimsical, just use Metallurgy.
Unless, of course, they're one of those people who "can't" use Forge for some reason.
Or they're one of those Forge doomsayers.
I dislike them.
Both of them.
I'm going to go off on a tangent here, so I'm going to spoiler it for convenience.
Well, for most people, Forge is a simple install.
For some people, they might screw it up because they didn't start from a fresh Minecraft.jar.
For some people, they might screw it up because a mod they're using conflicts with Forge, and they don't know it.
Anyway, in the majority of cases, improper installations are user error.
Very few times have I seen a case where the user's computer/Minecraft just doesn't want to work with Forge.
And even in those cases, the latest version of Forge with no mods on a fresh .jar will fix everything.
As for the doomsayers?
Forge is the ultimate community modding API.
It brings together modloader, audiomod, lots more and even it's own modified listen/personal dedicated server software.
It has support for modders, sometimes added in by request by the few talented individuals working with and manipulating the Forge API.
Forge allows modders to easily do things that were impossible or absurdly difficult before.
Forge allows modders to more easily do what they were already doing without it.
Forge even allows you to get away from editing base classes, sometimes as far as going Notchless entirely!
Because of that, and even some tie-ins between larger mods, compatibility becomes less of a headache.
That is why I don't like the people who don't like Forge.
Because Forge allows so many things, that wouldn't be possible otherwise.
You know who you are. And you're just delaying the inevitable. /evilvoice
Just a question, but why are most of the NPCs/entities/mobs are girls? i would just like to know, its kinda cool that theres female stuff in some of the mods nowadays tho.
Just a question, but why are most of the NPCs/entities/mobs are girls? i would just like to know, its kinda cool that theres female stuff in some of the mods nowadays tho.
Because it's the theme of the mod, Monster Girls. i really like it though.
Your mod really shines when it comes to mobs, so it makes sense to focus entirely on that, as I mentioned before. Actually, it is the best mob-adding mod I use, and adds a lot to the game. Also I like your models and the variety of monsters. Anyone can add ores, but not anyone can add so much splendid content!
Thank you very much .
As the mod currently stands I feel like I need to remove the items not only because they are rather a hassle to code, but I cannot get them to work properly. I feel rather embarrased when I see players (on videos) use my items. Mainly because they are rather bugged and useless in terms of use.
Mobs, I feel like there is a long way before I can get them to appeal to me (due to my perfectionist attitude). A ton of adjustment will be made in my next update, both in AI, spawning and models/textures. I feel a need to constantly change things to refresh the mod a bit each time it is updated.
I sorta liked the ores, but i don't really care if they're discontinued. the Mobs are the best part! and WOO TAMEABLE SLIME GIRL! i really can't wait till this mod updates! this is one amazing mod that actually gives me a challenge when i go hunting. i swear i die at least once a night when i go hunting.
I want to make the mod a feel a bit more like an MMORPG (in terms of mobs) in the future. Like in certain biomes you need to have better equipment in order to survive in or the more deeper you go, the more dangerous it gets. In its current state I feel like the difficulty is simply all over the place.
Besides, most people that want an ore mod, unless it's for something specific and whimsical, just use Metallurgy.
Unless, of course, they're one of those people who "can't" use Forge for some reason.
Or they're one of those Forge doomsayers.
I dislike them.
Both of them.
I always wanted to try using Metallurgy because the equipment are really amazingly textured. I hope I can update this mod along with it so I can finally use them side-by-side.
I never really had any problems using Forge even from the beginning. I do however have problems coding using Forge because of the lack of tutorials covering it. Luckily my mod works with Forge (a bit) despite this.
Just a question, but why are most of the NPCs/entities/mobs are girls? i would just like to know, its kinda cool that theres female stuff in some of the mods nowadays tho.
I made this mod to make Minecraft more difficult while mods made it easier. In other words, balance.
What does balance have to do with the monster girls/female mobs though? I felt like most mods added animals, male mobs and even unisex mobs while lacking any female mobs. I simply wanted to make a mod which added female mobs while a majority of mods added male mobs.
As nintyboy245 has stated, it is simply the theme of the mod which I have chosen. I could have chosen basic lore or such, but at this point it feels rather overdone. Back when I was developing this mod I was not expecting mods such as MobTalker or CuteMobModels to to be released with a similar theme in terms of female mobs.
I want to make the mod a feel a bit more like an MMORPG (in terms of mobs) in the future. Like in certain biomes you need to have better equipment in order to survive in or the more deeper you go, the more dangerous it gets. In its current state I feel like the difficulty is simply all over the place.
You could make it so that the farther you travel, the higher "level" the mobs get. i think that would work well. kinda like Hack/Mine does it. but when i was talking about dieing once a night when i go hunting, i didn't mean it in a bad way, i'm having a lot of fun with this mod! it gives me a lot more challenge in Minecraft!
Interesting idea, but what will be the measure of "farther"? Spawning point or current bed? And if I had a few bases, what then?
Spawning point. that's the way Hack/Mine does it, the farther you are from spawn, the harder the enemies are. i think it's about every 500 blocks for a level in Hack/Mine... not sure.
Still waiting for the mod to update Btw, the mod Pixelmon (A Pokémon based mod) was updated some time back, so maybe you can talk to them about the coding they did for they mobs...
You could make it so that the farther you travel, the higher "level" the mobs get. i think that would work well. kinda like Hack/Mine does it. but when i was talking about dieing once a night when i go hunting, i didn't mean it in a bad way, i'm having a lot of fun with this mod! it gives me a lot more challenge in Minecraft!
I honestly have no idea how to code that in . Maybe in the future I might attempt to do that. In the meantime I need to focus on updating this mod to the current version of Minecraft.
Still waiting for the mod to update Btw, the mod Pixelmon (A Pokémon based mod) was updated some time back, so maybe you can talk to them about the coding they did for they mobs...
[Bump]
I appreciate your patience. It is most likely I will get into updating it when 1.4 is released and when it is an appropriate time (in terms of code and mod compatability).
Why did you change the spider girls look i like it better when it had the purple hair .And are you going to give a different look for the cave spiders?
just asking oh and are you going to add more mobs on the nether i mean don't get me rong i like the succubus but i kind of feel like it need some more.K bye
I wanted to make it a bit more different instead of basing it off from the MobTalker Spider Girl. Same goes with the Zombie Girl.
Probably not.
I will add a few in the future. What I want to do for now is update this mod with my currently planned mobs before adding more. Once I update all the code I will have no problems adding new mobs unless they releases another major update in the future.
say no more i under stand (in college as well)
they can really put you through the ringer XD good luck on your finals
Ironically, I actually appreciate it .
I can't even think on where I would start when 1.4 is released. Mostly because they overhauled the AI for mobs. I would need to rewrite the code for every mob this mod adds. Luckily I will have much time by then. I hope.
Taking a break has cleared my mind out. I already have a ton of adjustments to make. It almost feels like when I begin modding again it would be as if I just started making a new mod.
Thanks .
I plan to make the Minecraft alternative mobs (Such as Spider, Skeleton girls etc.) be tameble in the future. But only those because adding a tamed version of each mob would be rather a hassle to do.
In my next update Slime Girl will have a peaceful alternative.
Sidenote:
I am planning to discontinue the ore component of this mod. The only reason why I included it in the first place was because when I first began coding, I wanted to start with the basics. Ore generation is the basics based on tutorials I have read. I also wanted to test my texturing/spriting capability when I first made the ore component. By discontinuing it I will now solely focus on mobs from now on .
Besides, I myself do not use it . If I wanted to have better looking equipment I may as well use a texture pack or better yet, make my own texture pack.
I will. Thank you.
Besides, most people that want an ore mod, unless it's for something specific and whimsical, just use Metallurgy.
Unless, of course, they're one of those people who "can't" use Forge for some reason.
Or they're one of those Forge doomsayers.
I dislike them.
Both of them.
I'm going to go off on a tangent here, so I'm going to spoiler it for convenience.
For some people, they might screw it up because they didn't start from a fresh Minecraft.jar.
For some people, they might screw it up because a mod they're using conflicts with Forge, and they don't know it.
Anyway, in the majority of cases, improper installations are user error.
Very few times have I seen a case where the user's computer/Minecraft just doesn't want to work with Forge.
And even in those cases, the latest version of Forge with no mods on a fresh .jar will fix everything.
As for the doomsayers?
Forge is the ultimate community modding API.
It brings together modloader, audiomod, lots more and even it's own modified listen/personal dedicated server software.
It has support for modders, sometimes added in by request by the few talented individuals working with and manipulating the Forge API.
Forge allows modders to easily do things that were impossible or absurdly difficult before.
Forge allows modders to more easily do what they were already doing without it.
Forge even allows you to get away from editing base classes, sometimes as far as going Notchless entirely!
Because of that, and even some tie-ins between larger mods, compatibility becomes less of a headache.
That is why I don't like the people who don't like Forge.
Because Forge allows so many things, that wouldn't be possible otherwise.
You know who you are.
And you're just delaying the inevitable. /evilvoice
The truth hath been said.
Read the title and find out.
Because it's the theme of the mod, Monster Girls. i really like it though.
Thank you very much .
As the mod currently stands I feel like I need to remove the items not only because they are rather a hassle to code, but I cannot get them to work properly. I feel rather embarrased when I see players (on videos) use my items. Mainly because they are rather bugged and useless in terms of use.
Mobs, I feel like there is a long way before I can get them to appeal to me (due to my perfectionist attitude). A ton of adjustment will be made in my next update, both in AI, spawning and models/textures. I feel a need to constantly change things to refresh the mod a bit each time it is updated.
I want to make the mod a feel a bit more like an MMORPG (in terms of mobs) in the future. Like in certain biomes you need to have better equipment in order to survive in or the more deeper you go, the more dangerous it gets. In its current state I feel like the difficulty is simply all over the place.
I always wanted to try using Metallurgy because the equipment are really amazingly textured. I hope I can update this mod along with it so I can finally use them side-by-side.
I never really had any problems using Forge even from the beginning. I do however have problems coding using Forge because of the lack of tutorials covering it. Luckily my mod works with Forge (a bit) despite this.
I made this mod to make Minecraft more difficult while mods made it easier. In other words, balance.
What does balance have to do with the monster girls/female mobs though? I felt like most mods added animals, male mobs and even unisex mobs while lacking any female mobs. I simply wanted to make a mod which added female mobs while a majority of mods added male mobs.
As nintyboy245 has stated, it is simply the theme of the mod which I have chosen. I could have chosen basic lore or such, but at this point it feels rather overdone. Back when I was developing this mod I was not expecting mods such as MobTalker or CuteMobModels to to be released with a similar theme in terms of female mobs.
You could make it so that the farther you travel, the higher "level" the mobs get. i think that would work well. kinda like Hack/Mine does it. but when i was talking about dieing once a night when i go hunting, i didn't mean it in a bad way, i'm having a lot of fun with this mod! it gives me a lot more challenge in Minecraft!
Spawning point. that's the way Hack/Mine does it, the farther you are from spawn, the harder the enemies are. i think it's about every 500 blocks for a level in Hack/Mine... not sure.
[Bump]
I honestly have no idea how to code that in . Maybe in the future I might attempt to do that. In the meantime I need to focus on updating this mod to the current version of Minecraft.
I appreciate your patience. It is most likely I will get into updating it when 1.4 is released and when it is an appropriate time (in terms of code and mod compatability).
I wanted to make it a bit more different instead of basing it off from the MobTalker Spider Girl. Same goes with the Zombie Girl.
Probably not.
I will add a few in the future. What I want to do for now is update this mod with my currently planned mobs before adding more. Once I update all the code I will have no problems adding new mobs unless they releases another major update in the future.
He's said before, most of the inspiration came from various games he used to play. The only one that's particularly anime inspired is the Squid girl.
Profile pic by Cheshirette c:
Hello.