I cannot wait for this. I will use this with Mo Creatures, AtmosMobs, and a ton of other mob-related mods, and they will co-exist, and/or they will kill each other, but it will still be fun. I take it..... this wednesday or sunday, you might be finished?
Maybe Sunday. I don't want to state an exact date . Not really sure at the moment because even now I still want to implement changes/ideas. All I can say is that the mod is reaching its final stages of development based on the sole fact I am beginning to get fed up constantly thinking about the development of my mod.
Ok, imma say this again, this and Thaumcraft 3... are the BEST CHRISTMAS PRESENTS EVER! It's really cool how you've been determined to keep this mod going! because i LOVED this mod! it's so cool and unique! Thank you SO MUCH for this! i'm SO happy! if i knew you irl i woud HUG YOU! and I'M A GUY! WOO! JK, but i would only get on my hands and knees and kiss your foot.
You should be proud of your persistance to keep this mod going! because this is such a unique mod as it adds girls, and it's saying that "Girls can kick your ass too!" XD but thank you SO much! but i'm scared to see what this "creepy" spider girl is... is it too creepy? D:
Ok, imma say this again, this and Thaumcraft 3... are the BEST CHRISTMAS PRESENTS EVER! It's really cool how you've been determined to keep this mod going! because i LOVED this mod! it's so cool and unique! Thank you SO MUCH for this! i'm SO happy! if i knew you irl i woud HUG YOU! and I'M A GUY! WOO! JK, but i would only get on my hands and knees and kiss your foot.
You should be proud of your persistance to keep this mod going! because this is such a unique mod as it adds girls, and it's saying that "Girls can kick your ass too!" XD but thank you SO much! but i'm scared to see what this "creepy" spider girl is... is it too creepy? D:
Thanks. I had to. I can't abandon something I put so much effort into making. If it was a major mob mod (Such as More Creeps and Weirdos or Mo Creatures) it is most likely I would have abandoned it because of the amount of customized code involved. I will be taking a veeery long break after releasing the 1.4.5 version though. Any bugs found however will be given immediate attention.
I balanced everything out this time around, like every Biome has something spawning in it and in near equal amount. Many changes. Though female mobs still remain as the majority.
Depends really. My definition of creepy is "something that has no face or no emotion".
That is one example. Like the reason why antagonists in horror movies wear masks. It hides not only their identity but any trace of their emotion. Basically, they are intimidating.
Yes, it's the Indifferent Uknown. Also the reason why stormtroopers and Vader had those helmets. You see a blank, cold, unfeeling metal surface and subconsciously assume what is beneath is the same.
This goes both ways - many mooks in computer games are faceless this way to make the player more morally inclined to kill them. When felling completely masked villans, it lessens their humanity...
That is pretty much it . I did not add anything like that though. Nothing like a disfigured faceless blood-stained mob. Nope.
Update:
I will probably upload it on Sunday (December 9 2012). I still need to test it in vanilla, SMP and modded. Though it is rather tedious and boring to do, it is bearing results. The sooner I release the mod, the sooner I can get this task off my hands.
I will also make a new thread because I removed most of the items and ores. A few players might still be using the ores and items included in this mod. I want to avoid removing all the recipes and also the work of FryoKnight (Logo and Monster Encyclopedia). Comparing what my mod was back then and what it is now, it is a huge difference. Starting fresh seems to be a likely option.
Here are a list of changes made to the mod for those who are interested. I won't be making a change log because I myself have forgotten a ton of changes which have been made:
- Forge
- Removed Ores and Items related to ores
- Removed Nether and Ender Arrows (used by mobs). Used enchantments instead.
- Retextured all the current items.
- Added Emerald Shards and Spawn Slime Girl (Peaceful)
- Shards recipe have been tweaked: Ingots require 6 shards while gems (Diamond and Emerald) require 4
- 4 levels have been changed to Levels 0,1,2,3. 0 being reserved for special mobs.
- Level 2 drops Emerald Shards (lower drop rate than Gold Shards) and Level 3 drop Emeralds
- Reward Chests are now considered a rare drop. They will only drop a single random item related to its material.
- Replaced at least 14 mobs. Remodelled at least 8.
- SMP? (Needs further testing before I can confirm this)
Those are probably the things which I will not change despite after all the tests. There are a couple more changes but I have already forgotten most of them . Probably changes I made at the very beginning.
ERMEGERD A PEACEFUL SLIME GIRL!!! WOOOOOOOO!!!
BTW, SMP will work fine since SSP is now the exact same as SMP. just saying.
EDIT: also, after this big update, it won't take much at all to update your mod if updates come out, because Forge makes it REALLY easy to update mods. just an FYI
Thanks the gods, I cannot wait! I will definately be trying to get this to work, hopefully, unlike Thaumcraft, this will work on my current version of Forge. If not, I'll probably get the most up-to-date Forge version, and, yeah, I'll be telling you how much I like it.
Not sure about the Forge versions. I don't even know what version I used. Guess we will find out.
ERMEGERD A PEACEFUL SLIME GIRL!!! WOOOOOOOO!!!
BTW, SMP will work fine since SSP is now the exact same as SMP. just saying.
EDIT: also, after this big update, it won't take much at all to update your mod if updates come out, because Forge makes it REALLY easy to update mods. just an FYI
I think it is SMP. I was able to make a server and connect to it. I will leave it up to the players themselves to test it further for me.
The Forge team really are amazing . I hope when Minecraft released Mod API it does not make things harder again because in the future it is most likely I will not have enough time like I have now to work on this mod like the work I did in the previous weeks.
I will probably upload it on Sunday (December 9 2012). I still need to test it in vanilla, SMP and modded. Though it is rather tedious and boring to do, it is bearing results. The sooner I release the mod, the sooner I can get this task off my hands.
I will also make a new thread because I removed most of the items and ores. A few players might still be using the ores and items included in this mod. I want to avoid removing all the recipes and also the work of FryoKnight (Logo and Monster Encyclopedia). Comparing what my mod was back then and what it is now, it is a huge difference. Starting fresh seems to be a likely option.
~snip~
As long as you leave us a linky to the new tread we should be happy. And on the Monster Encyclopedia, I will probably start anew on it anyways, since you changed alot of stuff around. :3 I mean, some of the pages were already OoF (Out of Date) before you reworked the mod. ^-^"
One thing I would like to see is mod compatibility with Thaumcraft, namely Aspects for the items and such. :3
As long as you leave us a linky to the new tread we should be happy. And on the Monster Encyclopedia, I will probably start anew on it anyways, since you changed alot of stuff around. :3 I mean, some of the pages were already OoF (Out of Date) before you reworked the mod. ^-^"
One thing I would like to see is mod compatibility with Thaumcraft, namely Aspects for the items and such. :3
yeah, Aspects would be nice.
also, nice new avatar.
yeah, Aspects would be nice.
also, nice new avatar.
Thankies. :3 Got it mainly because I have been playing with the Zap Apple Mod. :3 Even did texture support for it (best I did yet! :o).
But yeah, I would love for Aspects to play a part if both mods are installed. :3
One thing I am wondering about, will dungeons make a full appearance this new version? I remember you stated that you made dungeons for the mobs, but they didn't seem to show up, but with Forge you should be able to fix that. :3
But yeah, I would love for Aspects to play a part if both mods are installed. :3
One thing I am wondering about, will dungeons make a full appearance this new version? I remember you stated that you made dungeons for the mobs, but they didn't seem to show up, but with Forge you should be able to fix that. :3
Not sure about that, mostly because my mod does not include any new items (around 4), only items based from vanilla Minecraft. That and I have not played around with Thaumcraft 3 yet.
I... don't want to get involved in that business again . Especially now that it is SMP which makes things more complicated with generation. I sure wish Chocolate Quest was updated. Really miss that mod.
My sole focus for now is to release this mod. I have spent much of my spare time developing it I honestly do not want to spend any more time developing it.
So... when you said the Vampire was inspired by Kenkou Cross's design... you mean the guy that made the Monster Girl Encyclopedia? cause i just realized that... and yeah, she looks almost exactly like the Vampire from there... besides the... ya know... pixels.
So... when you said the Vampire was inspired by Kenkou Cross's design... you mean the guy that made the Monster Girl Encyclopedia? cause i just realized that... and yeah, she looks almost exactly like the Vampire from there... besides the... ya know... pixels.
One of the artists who contributed to it . If you may have noticed not all designs in the MGE look similar. I specifically picked out his work from the rest.
I have 3 more mobs based on his designs. There were supposed to be 2 more (Weresheep and Goblin) but I had to remove them. Maybe in the future I can add them, especially the Weresheep.
Believe me I attempted to make them in the past. They... didn't turn out right no matter how I tried.
One of the artists who contributed to it . If you may have noticed not all designs in the MGE look similar. I specifically picked out his work from the rest.
I have 3 more mobs based on his designs. There were supposed to be 2 more (Weresheep and Goblin) but I had to remove them. Maybe in the future I can add them, especially the Weresheep.
Nice.
Also, mind if i give a couple ideas about the Weresheep? too bad i'm telling them anyway.
The Weresheep can travel a bit slower than other mobs (she's drowsy most of the time) and when you get hit by her you get the Slowness I-II effect (you decide). It's supposed to resemble her making you sleepy or something with her magic wool.
Nice.
Also, mind if i give a couple ideas about the Weresheep? too bad i'm telling them anyway.
The Weresheep can travel a bit slower than other mobs (she's drowsy most of the time) and when you get hit by her you get the Slowness I-II effect (you decide). It's supposed to resemble her making you sleepy or something with her magic wool.
That is actually a good idea .
Either way it is most likely reserved for a later version. I can't release everything already, there needs something to look forward to. That and possible bugs, errors and tweaking which will be needing fixing.
Maybe Sunday. I don't want to state an exact date . Not really sure at the moment because even now I still want to implement changes/ideas. All I can say is that the mod is reaching its final stages of development based on the sole fact I am beginning to get fed up constantly thinking about the development of my mod.
Please check the News in the front page. It links to the post I which answers your questions .
You should be proud of your persistance to keep this mod going! because this is such a unique mod as it adds girls, and it's saying that "Girls can kick your ass too!" XD but thank you SO much! but i'm scared to see what this "creepy" spider girl is... is it too creepy? D:
Thanks. I had to. I can't abandon something I put so much effort into making. If it was a major mob mod (Such as More Creeps and Weirdos or Mo Creatures) it is most likely I would have abandoned it because of the amount of customized code involved. I will be taking a veeery long break after releasing the 1.4.5 version though. Any bugs found however will be given immediate attention.
I balanced everything out this time around, like every Biome has something spawning in it and in near equal amount. Many changes. Though female mobs still remain as the majority.
Depends really. My definition of creepy is "something that has no face or no emotion".
... SLENDERMAN?
That is one example. Like the reason why antagonists in horror movies wear masks. It hides not only their identity but any trace of their emotion. Basically, they are intimidating.
Hope it works on one. As I have said it need further testing before I can say it is SMP compatible.
That is pretty much it . I did not add anything like that though. Nothing like a disfigured faceless blood-stained mob. Nope.
Update:
I will probably upload it on Sunday (December 9 2012). I still need to test it in vanilla, SMP and modded. Though it is rather tedious and boring to do, it is bearing results. The sooner I release the mod, the sooner I can get this task off my hands.
I will also make a new thread because I removed most of the items and ores. A few players might still be using the ores and items included in this mod. I want to avoid removing all the recipes and also the work of FryoKnight (Logo and Monster Encyclopedia). Comparing what my mod was back then and what it is now, it is a huge difference. Starting fresh seems to be a likely option.
Here are a list of changes made to the mod for those who are interested. I won't be making a change log because I myself have forgotten a ton of changes which have been made:
- Forge
- Removed Ores and Items related to ores
- Removed Nether and Ender Arrows (used by mobs). Used enchantments instead.
- Retextured all the current items.
- Added Emerald Shards and Spawn Slime Girl (Peaceful)
- Shards recipe have been tweaked: Ingots require 6 shards while gems (Diamond and Emerald) require 4
- 4 levels have been changed to Levels 0,1,2,3. 0 being reserved for special mobs.
- Level 2 drops Emerald Shards (lower drop rate than Gold Shards) and Level 3 drop Emeralds
- Reward Chests are now considered a rare drop. They will only drop a single random item related to its material.
- Replaced at least 14 mobs. Remodelled at least 8.
- SMP? (Needs further testing before I can confirm this)
Those are probably the things which I will not change despite after all the tests. There are a couple more changes but I have already forgotten most of them . Probably changes I made at the very beginning.
BTW, SMP will work fine since SSP is now the exact same as SMP. just saying.
EDIT: also, after this big update, it won't take much at all to update your mod if updates come out, because Forge makes it REALLY easy to update mods. just an FYI
Not sure about the Forge versions. I don't even know what version I used. Guess we will find out.
I think it is SMP. I was able to make a server and connect to it. I will leave it up to the players themselves to test it further for me.
The Forge team really are amazing . I hope when Minecraft released Mod API it does not make things harder again because in the future it is most likely I will not have enough time like I have now to work on this mod like the work I did in the previous weeks.
As long as you leave us a linky to the new tread we should be happy. And on the Monster Encyclopedia, I will probably start anew on it anyways, since you changed alot of stuff around. :3 I mean, some of the pages were already OoF (Out of Date) before you reworked the mod. ^-^"
One thing I would like to see is mod compatibility with Thaumcraft, namely Aspects for the items and such. :3
yeah, Aspects would be nice.
also, nice new avatar.
Thankies. :3 Got it mainly because I have been playing with the Zap Apple Mod. :3 Even did texture support for it (best I did yet! :o).
But yeah, I would love for Aspects to play a part if both mods are installed. :3
One thing I am wondering about, will dungeons make a full appearance this new version? I remember you stated that you made dungeons for the mobs, but they didn't seem to show up, but with Forge you should be able to fix that. :3
Not sure about that, mostly because my mod does not include any new items (around 4), only items based from vanilla Minecraft. That and I have not played around with Thaumcraft 3 yet.
I... don't want to get involved in that business again . Especially now that it is SMP which makes things more complicated with generation. I sure wish Chocolate Quest was updated. Really miss that mod.
My sole focus for now is to release this mod. I have spent much of my spare time developing it I honestly do not want to spend any more time developing it.
Believe me I attempted to make them in the past. They... didn't turn out right no matter how I tried.
One of the artists who contributed to it . If you may have noticed not all designs in the MGE look similar. I specifically picked out his work from the rest.
I have 3 more mobs based on his designs. There were supposed to be 2 more (Weresheep and Goblin) but I had to remove them. Maybe in the future I can add them, especially the Weresheep.
Nice.
Also, mind if i give a couple ideas about the Weresheep? too bad i'm telling them anyway.
The Weresheep can travel a bit slower than other mobs (she's drowsy most of the time) and when you get hit by her you get the Slowness I-II effect (you decide). It's supposed to resemble her making you sleepy or something with her magic wool.
That is actually a good idea .
Either way it is most likely reserved for a later version. I can't release everything already, there needs something to look forward to. That and possible bugs, errors and tweaking which will be needing fixing.