Have you ever considered releasing a Mod for the Female Body type you use in this mod? I sure would adore actually looking like a girl when I use my skins :C
i assume you mean the health is too high for the mobs (how the hell do foreign people keep getting here? someone showing off this mod somewhere else?!) anyway, you can't really adjust it... not to my knowledge at least, sorry. :/
i assume you mean the health is too high for the mobs (how the hell do foreign people keep getting here? someone showing off this mod somewhere else?!) anyway, you can't really adjust it... not to my knowledge at least, sorry. :/
I am Taiwanese, I do with a the GOOGLE translation in English (not English), wish to ask questions MOD account, not health surprising rate is to MOD raw blame rate adjusted? Can not make adjustments?I want to adjust.
Now that I think of it, I believe this cave might have been in a forest hills biome, where it's kind of hilly and the "standard ground level" is around 80.
Since I'm posting this, I figure I'd tack on some balance discussion.
Spoiler'd for tidiness.
I'm not sure if I've raised concerns before on how difficult the mobs are, but they're pretty difficult. I'm pretty sure I have though, because have I mentioned they're really difficult? I feel some of them could stand to be a bit less dangerous over-all.
For example, harpies are really fast, glide, and leap around (at an INCREDIBLE speed, I might add), but still have GoG2 mob "standard" health and armor. I'm okay with them being really dangerous attack-wise, but I feel that they should have no armor and low (say, mob standard 20 point?) health, and maybe a little less damage. Perhaps a "bleeding" status effect for 20 seconds could be applied by a medium-low chance, causing health loss in-between the speed of poison 1 and wither, ignoring armor, and capable of killing the player?
I'm not sure if you can handle making a new status effect, though...
I'm okay with Dullahans being armored, but I feel they should have a bit less health but more armor, so that armor-piercing attacks will be super effective, and I feel they should be a tad slower, say, in-between a zombie and the player's walk speed. They should then keep their slow debuff (hamstring attacks, anyone?), but lose the mining fatigue debuff (which was silly to begin with).
Banshees float, do a ton of damage, and set opponents ablaze. I feel they should have slightly reduced health (they are still a "tier 2" mob, after all) and no armor (because, really, they're a ghost). Perhaps re-increase their fire attack again to compensate.
I've never once been hit by a minotaur, so I have no idea how much damage they deal; but they're a pushover. They're slow, dumb, and sometimes just stand there and let me wail on them. They deserve, if nothing else, a speed increase to at least in-between their current speed and the player's walk speed. And perhaps also slightly increased health (they're freakin' huge, and they're like the viking berserkers of the fantasy mob world).
I'd probably have input on other mobs, but I can't think of them or what they're like at the moment. Sorry! Maybe think a bit about them, and say "How should they act, overall? Fragile speedster? Slow tank? Rounded enemy?" or something like that.As for the discussion of other things...Hmm...
Any new mobs slated for version 1.2.0?
If there isn't a cat/fox/wolf girl, I'll be disappointed.
And, in the event there is one, if there isn't an allied version, I'll be saddened.
I've got ideas for a wolf girl, again spoiler'd for tidiness.
They'd act sort of like zombie pigmen (pigmans?), even using their code as a base: slow normally but hasten if disturbed and team up to break your puny spine, but are potentially outsmarted and weak to ranged attacks. Say, 30 health and about 50% more armor than a zombie? They'd appear to be wearing simple medieval-style clothes and leather armor, wielding stone swords.
Besides the standard drops for whatever tier they are, they would have an uncommon (say, 15%? maybe 10%?) chance to drop a "Wolven Militia Scroll", summoning an allied wolf girl soldier mob, upgraded to wield chainmail/leather armor and an iron sword, with speed as fast as a sprinting player (have to keep up when charging into an enemy stronghold!), damage equivalent to a player with a sharpness 1 iron sword, 40 health, and as much armor as a full set of iron chainmail on a player. They aren't supposed to be a "companion" mob, but exactly what it says on the tin: a wolven militia soldier, expendable but maintainable like vanilla wolves. They'd have similar "attack mobs you attack or attack you" AI, and the ability to be told to stay put, appearing to sheath their swords. They could be healed by feeding them food like wolves, except they wouldn't accept rotten flesh, and would include carrots, apples and bread in their list of acceptable items.
I'll see if I can whip up a player skin that could be used sort of like concept art.
Done! Note that credits go mostly to Rhodox and friends over at the Painterly Pack, because I (shamelessly) ripped apart various textures from that to make these, applying them to a skin palette, editing them, and filling in the blanks.
Harpies and all mobs which leap will definitely be modified. They were originally suppose to recieve double damage from arrows to make up for their diificulty but I could not get it working properly. I will half their initial health (but not their base health) to make up for their damage.
I find it ironic that I have not included a cat/fox girl yet despite them being the most well-known and common among monster girls. I did add a wolf girl in my first version although I removed it because my modelling could not do it justice.
I have no idea about future planned mobs. I have not been actively playing Minecraft for almost 2 months now. When I start coding again everything will start flooding back. And hopefully, new ideas as well.
A guard mob? Sounds interesting. Problem is that I have no idea how to make mobs attack other mobs. The same reason why I cannot make mobs attack mobs which hit them with arrows. I hope by this time new tutorials are available to increase mob AI diversity.
I use castle defenders as my main mod. I was looking around for mods to give my small army a run for its money. This mod struck my eye. I tested it using spawn eggs.
Many of the mobs did not defend themselves against my army at all. Others awesomely gave it a run for its money with casualties all around.
All mobs were a challenge for me solo and killed me often like a good mob should.
~cut~
Thanks for posting this. I guess mobs which can leap, ranged and have a modified AI defend themselves.
I assume you are referring to Creeper and Ender Girl? The reason why they resemble the art/mob of that mod is because the artist, at2. and these mobs are based from the same artwork (created by the Japanese community). Basically at2. altered the originals while I kept close to it. The same goes with CuteMobModels, it is based on the same artwork (I assume) but altered. You may check the Credits for further information.
i assume you mean the health is too high for the mobs (how the hell do foreign people keep getting here? someone showing off this mod somewhere else?!) anyway, you can't really adjust it... not to my knowledge at least, sorry. :/
Brazil and Japan are top downloaders (5k+ each). There is even a detailed Japanese wiki entry about this mod. Sadly it is not updated.
Well, I gotta hand it to you, you promised hard mobs and you delivered exactly that. 'The Awesomesauce', my heavily enchanted diamond sword, product of many hours spent in front of an anvil/enchantment table, is now almost completely useless... which is a good thing. Night time in minecraft is finally fun and exciting rather than dull and boring.
If I may be so bold as to make an observation however, the leap attack seems a bit overkill as it is, combined with the mobs' very high attack power, especially against newly-spawned players who have junk weapons and little to no armor to defend against them. :-/
Thanks. This mod wade made to put a punch back in Minecraft.
They are, though not intentional. I will modify it that is for certain. Timed blocking does reduce the damage but not enough.
another mob I find absurdly overpowered is the ender dragon girl. getting touched once means death, seeing as you're blinded in pitch black, and can't tell where you're going or looking, unless you're fast enough to spam a tower upwards immediately. so you will most likely aggro everything around you, if not wearing some kind of pumpkin head.
even when building up your gear to roflstomp the dragon before even bothering to go there, and flying around with an ic2 jetpack or something, it's very hard to get pearls or build a useful farm when they completely outspawn the endermen. I would rather they drop pearls instead of eyes because of this, even though they're worth less, since we need them for crafting.
15 seconds is way too long imo, especially when paired with such a strong attack. I couldn't figure out a way to give it some sane spawn rate with mob control, since there's no end biome.
Rollback Post to RevisionRollBack
overzealous moderators incapable of thinking for themselves are more of a danger to any forum than anyone trying to abuse it.
another mob I find absurdly overpowered is the ender dragon girl. getting touched once means death, seeing as you're blinded in pitch black, and can't tell where you're going or looking, unless you're fast enough to spam a tower upwards immediately. so you will most likely aggro everything around you, if not wearing some kind of pumpkin head.
even when building up your gear to roflstomp the dragon before even bothering to go there, and flying around with an ic2 jetpack or something, it's very hard to get pearls or build a useful farm when they completely outspawn the endermen. I would rather they drop pearls instead of eyes because of this, even though they're worth less, since we need them for crafting.
15 seconds is way too long imo, especially when paired with such a strong attack. I couldn't figure out a way to give it some sane spawn rate with mob control, since there's no end biome.
I agree with you, they should drop Pearls instead of Eyes... cause you don't need them after you've gotten to the end. or maybe they should drop both because Ender Eyes have a lot of Aspects in Thaumcraft which are useful. i'd rather them drop both. i don't mind their attack though... but maybe it's just because i have OP weapons and armor... seriously, all my armor has protection 4 on it with Repair. and my scythe has like 10 enchantments on it. XD
If possible could you make it so some of the girls are "tameable" and will follow you around. (or some other attraction system, as they are girls after all *wink*)
Vampire would be a cool one to tame, tho it would have to be weaker. But could heal herself from drinking your blood. And perhaps when shes tamed her clothes could change color and/or she becomes a normal size. The butler maybe have him cook and deliver stuff too you. I could go on and on with ideas, if you would like to hear more of them send me a pm or post a comment on my profile.
(Also I made a profile just to comment on this awesome mod ^-^)
Love the ideas behind and for this mod, keep up the good work!
I don't know if you have heard this before but you should make a sound pack to go with this for each mob. That would be really something special. Great job so far though
another mob I find absurdly overpowered is the ender dragon girl. getting touched once means death, seeing as you're blinded in pitch black, and can't tell where you're going or looking, unless you're fast enough to spam a tower upwards immediately. so you will most likely aggro everything around you, if not wearing some kind of pumpkin head.
even when building up your gear to roflstomp the dragon before even bothering to go there, and flying around with an ic2 jetpack or something, it's very hard to get pearls or build a useful farm when they completely outspawn the endermen. I would rather they drop pearls instead of eyes because of this, even though they're worth less, since we need them for crafting.
15 seconds is way too long imo, especially when paired with such a strong attack. I couldn't figure out a way to give it some sane spawn rate with mob control, since there's no end biome.
The End is probably the only biome I have never tested using my mobs and because of this I appreciate your input on this matter. I might adjust their difficulty.
If possible could you make it so some of the girls are "tameable" and will follow you around. (or some other attraction system, as they are girls after all *wink*)
Vampire would be a cool one to tame, tho it would have to be weaker. But could heal herself from drinking your blood. And perhaps when shes tamed her clothes could change color and/or she becomes a normal size. The butler maybe have him cook and deliver stuff too you. I could go on and on with ideas, if you would like to hear more of them send me a pm or post a comment on my profile.
(Also I made a profile just to comment on this awesome mod ^-^)
Love the ideas behind and for this mod, keep up the good work!
It has requested before and I honestly have no plans to implement tameable or follower mobs . littleMaidMob mod does a better job than whatever I can possibly make.
My only problem, and possibly my biggest problem, is that I am limited to a small amount of code to work on. Which means, I cannot make anything amazing or new but only base my work on the code provided within Minecraft itself. That probably explains why the NPC mobs I made do not do anything interesting except sell things.
Thanks. I hope when I get back into coding I can make something new, especially with 1.5 around the corner.
I don't know if you have heard this before but you should make a sound pack to go with this for each mob. That would be really something special. Great job so far though
It actually has been suggested before . I really wish I had the time. If I ever get to do it myself all female mobs in this mod will most likely share the same voice/sounds.
I've been looking for some good ways to toughen up my minecraft world for a while now and this fit very well! Only at first though. After having spent months trying to pick the best mods, I ended up going for mods that improved default mob ai and pathfinding for difficulty- which made me sad because I really enjoyed this mod. I know its probably complicated and I shouldn't get my hopes up, but do you think you could make this mod take advantage of the effects of, like, coro's zombie awareness mod? I don't know how easy it is for other mods to take advantage of the ai added by this mod, but it would be really cool if it could be done.
This is awesome, saved me a ton of time, thank you. I'm only using mo creatures and grimoire but it seems to work fine. By the way are there any mobs intentionally left out of your spawns here? And does anyone know how to control spawning in caves or if there's any way to make sure mobs from mods can still spawn in caves?
Heres what I think a good idea could be. Considering this is based off monster girl encyclopedia (sorry for incorrect gramer) you should make all non hostile girl mobs befriendable. This is just a thought so please consider using this.
Heres what I think a good idea could be. Considering this is based off monster girl encyclopedia (sorry for incorrect gramer) you should make all non hostile girl mobs befriendable. This is just a thought so please consider using this.
So I read in this thread there is a config file for this mod. I am not finding it anywhere and I am having ALOT of item id conflicts I need to resolve due to the fact that our server runs 50+ mods. If anyone can point me in the direction of this mythical config I would appreciate it greatly.
I've been looking for some good ways to toughen up my minecraft world for a while now and this fit very well! Only at first though. After having spent months trying to pick the best mods, I ended up going for mods that improved default mob ai and pathfinding for difficulty- which made me sad because I really enjoyed this mod. I know its probably complicated and I shouldn't get my hopes up, but do you think you could make this mod take advantage of the effects of, like, coro's zombie awareness mod? I don't know how easy it is for other mods to take advantage of the ai added by this mod, but it would be really cool if it could be done.
I have no idea if it possible. I will see if it is and I hope it is. As I have said this mod may introduce a selection of mobs but their AI remains the same as the ones they are based on.
But remember 1.5 introduces a few improvements with vanilla mob AI. Perhaps I can associate their AI (Hard Mod) with these mobs.
The problem with LMM is that it is annoyingly hard and crash-prone to make to work on a Forge or BukkitForge server. Yours isn't, aside from the spawn problem with Mo'Creatures (and I don't really want to use Mob Spawn Control, that's annoying to configure, given it has no facilities to quickly copy "default" spawn weights from mods).
That is the point . lMM is a well polished mod despite the bugs it may have. Dare I say one of the best follower mods? If lMM has problems making proper follower AI how do I stand a chance to make follower mobs? Yes, I could copy the wolf AI but one must consider that even the wolf is bugged.
And there is that spawn bug. Not only with Mo' Creatures but with mobs spawning during the day. I hope with 1.5.x this is fixed. A ton of my mob ideas are limited simply because of this.
So I read in this thread there is a config file for this mod. I am not finding it anywhere and I am having ALOT of item id conflicts I need to resolve due to the fact that our server runs 50+ mods. If anyone can point me in the direction of this mythical config I would appreciate it greatly.
Sorry, it does not exist. Yet.
Update:
With 1.5 being released I guess I should be working on the 1.5 update by now? Sadly it seems 1.5 was released along with my scheduled college finals. I will most likely work on the update after March 26 (begin work, not release). By then I hope 1.5.1 is released or the bugs have been fixed. I have a ton of things to recode and remodel. I will not be adding much mobs (depends) but will reconfigure the drops and difficulty.
i assume you mean the health is too high for the mobs (how the hell do foreign people keep getting here? someone showing off this mod somewhere else?!) anyway, you can't really adjust it... not to my knowledge at least, sorry. :/
I am Taiwanese, I do with a the GOOGLE translation in English (not English), wish to ask questions MOD account, not health surprising rate is to MOD raw blame rate adjusted? Can not make adjustments?I want to adjust.
TIS THE BEST TRADE
Harpies and all mobs which leap will definitely be modified. They were originally suppose to recieve double damage from arrows to make up for their diificulty but I could not get it working properly. I will half their initial health (but not their base health) to make up for their damage.
I find it ironic that I have not included a cat/fox girl yet despite them being the most well-known and common among monster girls. I did add a wolf girl in my first version although I removed it because my modelling could not do it justice.
I have no idea about future planned mobs. I have not been actively playing Minecraft for almost 2 months now. When I start coding again everything will start flooding back. And hopefully, new ideas as well.
A guard mob? Sounds interesting. Problem is that I have no idea how to make mobs attack other mobs. The same reason why I cannot make mobs attack mobs which hit them with arrows. I hope by this time new tutorials are available to increase mob AI diversity.
Thanks for posting this. I guess mobs which can leap, ranged and have a modified AI defend themselves.
I assume you are referring to Creeper and Ender Girl? The reason why they resemble the art/mob of that mod is because the artist, at2. and these mobs are based from the same artwork (created by the Japanese community). Basically at2. altered the originals while I kept close to it. The same goes with CuteMobModels, it is based on the same artwork (I assume) but altered. You may check the Credits for further information.
Can't, sorry.
Brazil and Japan are top downloaders (5k+ each). There is even a detailed Japanese wiki entry about this mod. Sadly it is not updated.
Thanks for posting . I really should increase the item trade pool.
Thanks. This mod wade made to put a punch back in Minecraft.
They are, though not intentional. I will modify it that is for certain. Timed blocking does reduce the damage but not enough.
even when building up your gear to roflstomp the dragon before even bothering to go there, and flying around with an ic2 jetpack or something, it's very hard to get pearls or build a useful farm when they completely outspawn the endermen. I would rather they drop pearls instead of eyes because of this, even though they're worth less, since we need them for crafting.
15 seconds is way too long imo, especially when paired with such a strong attack. I couldn't figure out a way to give it some sane spawn rate with mob control, since there's no end biome.
I agree with you, they should drop Pearls instead of Eyes... cause you don't need them after you've gotten to the end. or maybe they should drop both because Ender Eyes have a lot of Aspects in Thaumcraft which are useful. i'd rather them drop both. i don't mind their attack though... but maybe it's just because i have OP weapons and armor... seriously, all my armor has protection 4 on it with Repair. and my scythe has like 10 enchantments on it. XD
Vampire would be a cool one to tame, tho it would have to be weaker. But could heal herself from drinking your blood. And perhaps when shes tamed her clothes could change color and/or she becomes a normal size. The butler maybe have him cook and deliver stuff too you. I could go on and on with ideas, if you would like to hear more of them send me a pm or post a comment on my profile.
(Also I made a profile just to comment on this awesome mod ^-^)
Love the ideas behind and for this mod, keep up the good work!
End biome is called Sky. Just increase the endermen and endergirls spawn rate or just remove the dragon girl.
The End is probably the only biome I have never tested using my mobs and because of this I appreciate your input on this matter. I might adjust their difficulty.
Sorry, it is not. You need to use Mob Spawn Control to make my mobs properly spawn along with it.
It has requested before and I honestly have no plans to implement tameable or follower mobs . littleMaidMob mod does a better job than whatever I can possibly make.
My only problem, and possibly my biggest problem, is that I am limited to a small amount of code to work on. Which means, I cannot make anything amazing or new but only base my work on the code provided within Minecraft itself. That probably explains why the NPC mobs I made do not do anything interesting except sell things.
Thanks. I hope when I get back into coding I can make something new, especially with 1.5 around the corner.
It actually has been suggested before . I really wish I had the time. If I ever get to do it myself all female mobs in this mod will most likely share the same voice/sounds.
This is awesome, saved me a ton of time, thank you. I'm only using mo creatures and grimoire but it seems to work fine. By the way are there any mobs intentionally left out of your spawns here? And does anyone know how to control spawning in caves or if there's any way to make sure mobs from mods can still spawn in caves?
Profile pic by Cheshirette c:
I have no idea if it possible. I will see if it is and I hope it is. As I have said this mod may introduce a selection of mobs but their AI remains the same as the ones they are based on.
But remember 1.5 introduces a few improvements with vanilla mob AI. Perhaps I can associate their AI (Hard Mod) with these mobs.
That is the point . lMM is a well polished mod despite the bugs it may have. Dare I say one of the best follower mods? If lMM has problems making proper follower AI how do I stand a chance to make follower mobs? Yes, I could copy the wolf AI but one must consider that even the wolf is bugged.
And there is that spawn bug. Not only with Mo' Creatures but with mobs spawning during the day. I hope with 1.5.x this is fixed. A ton of my mob ideas are limited simply because of this.
Sorry, it does not exist. Yet.
Update:
With 1.5 being released I guess I should be working on the 1.5 update by now? Sadly it seems 1.5 was released along with my scheduled college finals. I will most likely work on the update after March 26 (begin work, not release). By then I hope 1.5.1 is released or the bugs have been fixed. I have a ton of things to recode and remodel. I will not be adding much mobs (depends) but will reconfigure the drops and difficulty.