Sorry, I have no plans to add allied mobs for now. I want to focus on making mobs trying to defeat the player, not assist him/her .
No structure generation. Does that mean that if I release a 1.6.4 version it would also be compatible with 1.6.2? Or I would have to release a seperate version for 1.6.2?
I am uncertain on what you mean by that. If you mean that do these mobs spawn in BOP, then yes this mod should spawn the mobs in biome mods which use the Forge Biome Dictionary (Extra Biomes, BOP, etc.).
I'm having trouble finding where to put the sound packs in the latest version. I see the mod has sounds but I never hear them.
The sound files included in the mod itself have no sound. The sounds in this mod relies on sound packs.
Currently the only way would be to rename the sounds in the sound packs to match the ones inside the mod and over write the files inside the mod itself. A bit messy but I will make a proper sound pack/archive for the latest version at some time.
I finally put in some time to update the wiki with the latest information of Grimoire of Gaia 2 (1.8.0a). I tried my best to have the information as close as possible.
I hope you do not get use it just yet as my next update will change the items/drops a bit.
I am planning to add a Makeshift Rifle (Bow) [Done], Rings (hotbar) [Done] and maybe a set of armor (3D) [Not Done]. Instead of having a mob drop a single item (like the case of the Makeshift Tools) I have decided to make the mobs drop rare items to be crafted into them to leave the player with the choice. Specific weapons (such as staves, fans, books and rings) are not included. Only basic, featureless items.
I said in the past I would not try to get into the item business but I cannot resist the temptation. Playing mods recently have inspired me to add a bit more content concerning items. Nothing complicated nor fancy; just items based on the Minecraft itself.
One mod you could look at as an example of adding custom sound files is the Little Maid Mob mod. The mod basically throws 2 new folders into the assets/sound folder - One with the config file and the one with all of the sound files. They have a second download just for sounds and say "Hey, put this in the assets folder!"
Haven't found any bugs in 1.8.0a (yet), playing nicely with 51 other mods in my modpack.
I have to say, that this mod looks really awesome and incredible, especially with all the models and textures.
Great job on this! Hope to see more content in the future! Bookmarked
Hello its good to see one of my favorite mods updated
however i took note that you changed all the ids of items this seems to be preventing the use of dispenser summoned mobs as without the id of a spawn egg dispenser drop the item instead of spawning the mob!
thank you!
I'm glad this mod finally updated. I like it cause i've always been a fan of the Monster Girl Encyclopedia and most of these mobs are based on MGE. Keep frequently updating with more mobs.
Still wondering whether or not you'll add an item to tame some of the mobs, because i've always loved your style of dullahan, ever since 1.2.5 of a year or two ago, when I was using this mod in my yogbox file, along with the now defunct Greenstone Wire mod. I made a cage for any dullahans I caught because I couldn't bring myself to kill them, so I would use my portal gun and take them home with me. Now my only worry is if they'll despawn if I leave them in a chunk loaded area or not.
Edit: I stopped including this mod in my modpacks because I couldn't figure out how to prevent my LittleMaids from killing my dullahans, but now that the LitleMaid mod is temporarily dead, this is a great chance for nostalgia, especially since i've made my own little mod to give myself some good strong weapons to deal with OP enemies from other mods. Because really,one shotting creepers and endermen gets dull after awhile because they get to be a nuisance, so having enemies that don't immediately die would be great.
Still wondering whether or not you'll add an item to tame some of the mobs, because i've always loved your style of dullahan, ever since 1.2.5 of a year or two ago, when I was using this mod in my yogbox file, along with the now defunct Greenstone Wire mod. I made a cage for any dullahans I caught because I couldn't bring myself to kill them, so I would use my portal gun and take them home with me. Now my only worry is if they'll despawn if I leave them in a chunk loaded area or not.
Edit: I stopped including this mod in my modpacks because I couldn't figure out how to prevent my LittleMaids from killing my dullahans, but now that the LitleMaid mod is temporarily dead, this is a great chance for nostalgia, especially since i've made my own little mod to give myself some good strong weapons to deal with OP enemies from other mods. Because really,one shotting creepers and endermen gets dull after awhile because they get to be a nuisance, so having enemies that don't immediately die would be great.
You can technically name them with a Vanilla Nametag, then they can't despawn.
I know Silentine has said that he has no plans to add tameable mobs in the past, I see no reason why he should back down on his design if he plans on sticking with it.
I think they'll despawn because I observed this with some other GoG mobs but I'm not entirely sure. What are you talking about, with a diamond sword with Sharpness IV and Potion of Strength 2 and some critical hits I can kill even a Sphinx with ~5 hits, the other mobs won't stand a chance.
My mod adds a sword that has its damage output doubled everytime you level it up, capping at 288, or 144 hearts of damage. Some Twilight Forest bosses are a huge hassle, along with the wither, so I like finishing the battles quickly. Sure, the last level up requires a few dragon eggs, and three items that only spawn in stronghold libraries with a 1/10 chance of spawning in a library chest, but hey, I had to balance it out somehow.
You can technically name them with a Vanilla Nametag, then they can't despawn. I know Silentine has said that he has no plans to add tameable mobs in the past, I see no reason why he should back down on his design if he plans on sticking with it.
This saddens me, because that means i'll have to find a 100% sure fire way to prevent them from ever despawning, since Extra Utilities Golden Lasso doesn't store enemies. I think theres an armor or potion or something that makes you invisible, I guess I could see if I make make special armor that made me 100% invisible to her, cause I mean, if I can make an armor set that lets me take Industrialcraft nukes to the face without losing any hearts, i'm sure I can make something that makes me invisible, otherwise I guess I would just be living my minecraft life with a tsundere, super abusive dullahan waifu.
Manticore is possible, Werewolf is not because the Werecat takes that position. Thing is the Werecat does not even look like a cat because the color it uses is directly based on the Wolf in Minecraft and not the Ocelot.
One mod you could look at as an example of adding custom sound files is the Little Maid Mob mod. The mod basically throws 2 new folders into the assets/sound folder - One with the config file and the one with all of the sound files. They have a second download just for sounds and say "Hey, put this in the assets folder!"
Haven't found any bugs in 1.8.0a (yet), playing nicely with 51 other mods in my modpack.
It use to be like that in 1.5.2. It got changed in 1.6.4 to read the sound files from inside the mod. Probably because I thought I would add sounds to the mod itself at some point but sadly my plan never went through. I am very picky when it comes to sounds.
I'm glad this mod finally updated. I like it cause i've always been a fan of the Monster Girl Encyclopedia and most of these mobs are based on MGE. Keep frequently updating with more mobs.
25% of the mobs are based on it. I find it that people often refer this mod to it despite having such a small percentage based on it .
Silentine would basically need to make his own DispenserBehaviorGoGMobEgg (based off net.minecraft.dispenser.DispenserBehaviorMobEgg) and then in the initialisation of the mob eggs, call the following method:
BlockDispenser.dispenseBehaviorRegistry.putObject(itemGoGMonsterPlacer new DispenserBehaviorGoGMobEgg());
Thanks. I never tried testing them through the dispenser.
I guess I would just be living my minecraft life with a tsundere, super abusive dullahan waifu.
What is the problem in that ?
I use a mod called MobConfinement (compatible with 1.6.4) to store Villagers/mobs in an egg and move them to my base. You can technichally just store them away in a chest when you are away.
Although I think the nametag does prevent them from despawning. Actually, it should.
I have an idea for creatures a well as images incase the creature is unknown to others. 1.Mind flayer -environment: caves -debuffs: weakness, nausea -size: slender taller than steve -level: probably 3 -drops: standard level 3 drops maybe a bust possibly a staff -attack: should use either some sort of ranged bullets or just melee images:
IN THAT CASE
Time to finish my Ars Magica 2 nexus....
Check out my mod idea! http://www.minecraft...r-with-bending/
So glad you updated this mod. Many hearts <3
But, if someone use Millenaire Mod, Werecats are going to kill the villagers of this mod
at the moment is the only mob i seen do it
well... i asked for the mobs from this mod too attack the villagers that was a long time ago it felt odd that the mobs only hated my character lol
other aggressive mobs will attack the villagers i think
Yes, only from them. The Nether Star Shard is also only obtainable through the Old Box
I wanted a reason for players to go under and into the Ocean Biome. Think of it as a underwater chest.
I have not yet setup a system yet. When I have the time I will see where I can do about it.
I am uncertain on what you mean by that. If you mean that do these mobs spawn in BOP, then yes this mod should spawn the mobs in biome mods which use the Forge Biome Dictionary (Extra Biomes, BOP, etc.).
The sound files included in the mod itself have no sound. The sounds in this mod relies on sound packs.
Currently the only way would be to rename the sounds in the sound packs to match the ones inside the mod and over write the files inside the mod itself. A bit messy but I will make a proper sound pack/archive for the latest version at some time.
I finally put in some time to update the wiki with the latest information of Grimoire of Gaia 2 (1.8.0a). I tried my best to have the information as close as possible.
I hope you do not get use it just yet as my next update will change the items/drops a bit.
I am planning to add a Makeshift Rifle (Bow) [Done], Rings (hotbar) [Done] and maybe a set of armor (3D) [Not Done]. Instead of having a mob drop a single item (like the case of the Makeshift Tools) I have decided to make the mobs drop rare items to be crafted into them to leave the player with the choice. Specific weapons (such as staves, fans, books and rings) are not included. Only basic, featureless items.
I said in the past I would not try to get into the item business but I cannot resist the temptation. Playing mods recently have inspired me to add a bit more content concerning items. Nothing complicated nor fancy; just items based on the Minecraft itself.
Haven't found any bugs in 1.8.0a (yet), playing nicely with 51 other mods in my modpack.
Great job on this! Hope to see more content in the future! Bookmarked
however i took note that you changed all the ids of items this seems to be preventing the use of dispenser summoned mobs as without the id of a spawn egg dispenser drop the item instead of spawning the mob!
thank you!
Edit: I stopped including this mod in my modpacks because I couldn't figure out how to prevent my LittleMaids from killing my dullahans, but now that the LitleMaid mod is temporarily dead, this is a great chance for nostalgia, especially since i've made my own little mod to give myself some good strong weapons to deal with OP enemies from other mods. Because really,one shotting creepers and endermen gets dull after awhile because they get to be a nuisance, so having enemies that don't immediately die would be great.
You can technically name them with a Vanilla Nametag, then they can't despawn.
I know Silentine has said that he has no plans to add tameable mobs in the past, I see no reason why he should back down on his design if he plans on sticking with it.
Profile pic by Cheshirette c:
My mod adds a sword that has its damage output doubled everytime you level it up, capping at 288, or 144 hearts of damage. Some Twilight Forest bosses are a huge hassle, along with the wither, so I like finishing the battles quickly. Sure, the last level up requires a few dragon eggs, and three items that only spawn in stronghold libraries with a 1/10 chance of spawning in a library chest, but hey, I had to balance it out somehow.
This saddens me, because that means i'll have to find a 100% sure fire way to prevent them from ever despawning, since Extra Utilities Golden Lasso doesn't store enemies. I think theres an armor or potion or something that makes you invisible, I guess I could see if I make make special armor that made me 100% invisible to her, cause I mean, if I can make an armor set that lets me take Industrialcraft nukes to the face without losing any hearts, i'm sure I can make something that makes me invisible, otherwise I guess I would just be living my minecraft life with a tsundere, super abusive dullahan waifu.
Manticore is possible, Werewolf is not because the Werecat takes that position. Thing is the Werecat does not even look like a cat because the color it uses is directly based on the Wolf in Minecraft and not the Ocelot.
It use to be like that in 1.5.2. It got changed in 1.6.4 to read the sound files from inside the mod. Probably because I thought I would add sounds to the mod itself at some point but sadly my plan never went through. I am very picky when it comes to sounds.
That is good to hear .
25% of the mobs are based on it. I find it that people often refer this mod to it despite having such a small percentage based on it .
Thanks. I never tried testing them through the dispenser.
What is the problem in that ?
I use a mod called MobConfinement (compatible with 1.6.4) to store Villagers/mobs in an egg and move them to my base. You can technichally just store them away in a chest when you are away.
Although I think the nametag does prevent them from despawning. Actually, it should.
Removed. I may add them again in the future although for now they are no longer included.
1.Mind flayer
-environment: caves
-debuffs: weakness, nausea
-size: slender taller than steve
-level: probably 3
-drops: standard level 3 drops maybe a bust possibly a staff
-attack: should use either some sort of ranged bullets or just melee
images: