Love the Lurkers! Can't wait for some jungle mobs though, because there are tamable raptors... with your coding and modeling skills... just... Yes. I am also wondering if you wanted to do some cave mobs, like giant bats or the sort. Anyway I better go check if Ryan is still killing that cow...
Great work with the mod Lycanite, i hope you stick to this mod until all the biomes have at least the set required amount of mobs that you're aiming for. Also, do you have an prediction on how long it would take to finish all the desert/swamp mobs? Hopefully not too soon. One more thing, it would be cool if one of the bosses for the nether was some sort of Nether Deity type boss. He would fly around and start spawning some of your nether mobs (All kinds of them, and for the trites they could be summoned into 3s or a group).He would also be invincible (since he is a deity after all.) and the only way to kill him is his weak point where all the infinite strength is being produced (His chest or back probably?). After that he would keep spawning demons and still attack you, the only difference is he is not vincible. After half his health is taken down he would stop flying and instead fight you in the ground (he cannot be knocked back and he teleports to you if you get too far from his melee range.) but he would stop summoning demons and it would be a 1 on 1 (Unless a near by mob cuts in ) when he dies it would be like an ender dragon death scene and he would explode and the battle would be over. (He could be summoned by some ritual and you could repeat the ritual after he dies). Hopefully this is a good idea to you. *Accomplished* ^
Yes. I think Lycan said that he was adding the Reiver (frost biome) to take this role. BTW, I just noticed that you're picture is real life mordikai. I used to watch alot of regular show.
Yeah, I used to, too. He looked just right when I was looking for derpy bird pictures in order to change my profile pic.
Anyways, I just love the idea of Reivers. The only thing I'd change is the biome; they look more like a volcanic mob, because whenever I look up hexen reiver, I get this:
So, yeah. I think they'd be more suitable for magmatic environments. Unless Lycanite manages to make them look blue, which then I would like to make them spawn in snow biomes.
This update is critical as it addresses some big problems!
Tamed mobs will no longer despawn on peaceful difficulty!
Also leashed mobs will no longer despawn now (should you use an NBT editing mod or program to leash hostile mobs).
This mod now uses it's own set of Entity ID Lists, where as before it used Global IDs automatically assigned by forge. This is very important as it caused problems with other mob adding mods where mobs would get mixed up! This mod should now be very compatible with other mob mods regardless of how many mobs are added.
Because of the new ID system, the vanilla-style spawn eggs in the misc tab for this mod are now gone, instead only the custom mob eggs in this mod's creative tab are available. They should be fully function and work in dispensers too.
Also because of the new ID system, any eggs from previous versions will become white and unusable. After updating though, whenever a new mob is added, the eggs should no longer shuffle about which means the custom mob eggs are now safe to use in dispenser traps for servers or adventure maps.
I've been creating a test server for when I make my new public server and with this test server I uncovered a few problems that occur when this mod is mixed with some other mob adding mods where for example: the server could consider a mob an Ettin but the client would see it as a Lurker, this update should fix that issue now once and for all!
Love the Lurkers! Can't wait for some jungle mobs though, because there are tamable raptors... with your coding and modeling skills... just... Yes. I am also wondering if you wanted to do some cave mobs, like giant bats or the sort. Anyway I better go check if Ryan is still killing that cow...
Although I haven't properly tested this, a lot of the biome mobs should spawn underground. I'm also thinking about creating a Shadow Mobs pack in the future which would add shadowy creatures as well as cave dwellers that only spawn in deep darkness or underground. Giant Shadow Bats called Epions would definitely be planned!
Great work with the mod Lycanite, i hope you stick to this mod until all the biomes have at least the set required amount of mobs that you're aiming for. Also, do you have an prediction on how long it would take to finish all the desert/swamp mobs? Hopefully not too soon. One more thing, it would be cool if one of the bosses for the nether was some sort of Nether Deity type boss. He would fly around and start spawning some of your nether mobs (All kinds of them, and for the trites they could be summoned into 3s or a group).He would also be invincible (since he is a deity after all.) and the only way to kill him is his weak point where all the infinite strength is being produced (His chest or back probably?). After that he would keep spawning demons and still attack you, the only difference is he is not vincible. After half his health is taken down he would stop flying and instead fight you in the ground (he cannot be knocked back and he teleports to you if you get too far from his melee range.) but he would stop summoning demons and it would be a 1 on 1 (Unless a near by mob cuts in ) when he dies it would be like an ender dragon death scene and he would explode and the battle would be over. (He could be summoned by some ritual and you could repeat the ritual after he dies). Hopefully this is a good idea to you. *Accomplished* ^
I aim to get at least one mob, major feature or important bug fix out per week, so with there being 6 mobs left to do as well mob Mounting to do and probably a painful update to 1.7.2, it could be around 2-3 months, but now that I've got the new AI core in place along with some big bug fixes, I should e able to maybe release two mobs every week or so if I'm not too busy.
I've got two Demon bosses planned already (will be based off the Doom Cyberdemon and Doom Spider Mastermind) but you've given me an excellent idea, a boss where it summons minions and if any of those minions are nearby, it becomes invincible, it would make a very interesting boss fight!
So, yeah. I think they'd be more suitable for magmatic environments. Unless Lycanite manages to make them look blue, which then I would like to make them spawn in snow biomes.
Yep they would be blue! But I'll probably make similar Volcanic mobs too!
This also means severe ID conflicts in some cases as mod specific IDs go only to 256. If I were you, I'd offer 2 versions: global ID and mod specific ID. I for one don't care about spawn eggs and would like to go the conflict-less route. Or am I wrong?
Ah thanks for the info, fortunately that's fine because each mob pack (Demons, Desert, Swamp) counts as a separate mod with a dependency on the included core mod and they all have their own set of IDs which means I get 256 IDs for each mob pack, so there's plenty. Mobs use IDs 0-99 and with there only being 7 per pack so far with bosses possibly pushing it to 9 and then sub-mobs like the Alpha Jousts, I can expect around 10 per pack which means I have around 90 spare slots, so nothing to worry about there! Projectiles then use 100+ (or to 255 in this case). Thanks for the info though, I wasn't aware of the limit!
Just updated to your latest. Glad to see you adjusted the spawn rates of the jousts My Clinks are now shooting hellfire charges at me instead of scythes. Is this intended? I assume it is not (They still drop scythes)
Just updated to your latest. Glad to see you adjusted the spawn rates of the jousts My Clinks are now shooting hellfire charges at me instead of scythes. Is this intended? (They still drop scythes)
Yeah, the clinks are firing hellfire as their projectile in my client to.
Just updated to your latest. Glad to see you adjusted the spawn rates of the jousts My Clinks are now shooting hellfire charges at me instead of scythes. Is this intended? I assume it is not (They still drop scythes)
Yeah, the clinks are firing hellfire as their projectile in my client to.
Oops! Lol, I know exactly why that is! I'll fix it later today lol! I moved the projectiles over to the new ID system too but they're all being assigned IDs under the core mod instead of their submods and are thus overwriting each other! It should only be the Scythes that are affected. It's quite an easy fix fortunately. Please let me know if you find any other problems!
Hey Lycanite, something is wrong with your 1.1.1b download. The game won't load it and windows won't even open the zipped file, says its 'invalid'. Please fix
Feel free to use this mod in your videos with monetization enabled, at the end of the day it's free advertising for this mod and you can get something for putting hard work into your video, win-win! I have this same approach with mod packs too!
Hey Lycanite, something is wrong with your 1.1.1b download. The game won't load it and windows won't even open the zipped file, says its 'invalid'. Please fix
Oh, I'll do some test downloads, is it the same case with both MediaFire and Dropbox?
Edit: Yep it's only MediaFire, I'll reupload now, in the meantime just use Dropbox as that works fine.
Edit: Fixed!
The MediaFire download link should now work correctly again!
Some yellow joust are neutral, some are aggro towards me, and they all can't be arsed to help each other when I slaughter them, as in there's no swarm AI involved at all. I can kill them next to each other and they're like "whatever...I'm waiting my turn..."
I can change that maybe, I just don't want Jousts to be too powerful because they're kinda like the cows and pigs of the desert only they bite back a bit and then become dangerous if an Alpha i nearby.
Can't wait for the new biome mobs! By the way, will the Vespids and Calpods be based off REAL wasps and termites? Also, will you do a forest mob first, then a jungle mob, and repeat this sequence 3 more times?
Yeah, I used to, too. He looked just right when I was looking for derpy bird pictures in order to change my profile pic.
Anyways, I just love the idea of Reivers. The only thing I'd change is the biome; they look more like a volcanic mob, because whenever I look up hexen reiver, I get this:
So, yeah. I think they'd be more suitable for magmatic environments. Unless Lycanite manages to make them look blue, which then I would like to make them spawn in snow biomes.
Can't wait for the new biome mobs! By the way, will the Vespids and Calpods be based off REAL wasps and termites? Also, will you do a forest mob first, then a jungle mob, and repeat this sequence 3 more times?
They'll be wasp/termite-like but not exactly and yeah I'll alternate between the two biomes like how I've been doing the Desert and Swamp so far, although I might branch out to the Arctic mobs for Christmas...!
ah, that's why they're dormant most of the time. they usually only attack with the alpha around. didn't notice it. though it would be neat if they actually cared for their bretherns. they might be the cows of deserts, but they do look dangerous. On a side note, the joust chitin looks like a good ingredient for armor with special abilities :D. Just sayin' if you ever want to add more item stuff later on.
I have some call for help AI that isn't yet used by anything so I could create a short ranged cry for help. Alpha Jousts don't use it either instead the Yellow Jousts use AI where they ask the Alpha if it's attacking anything.
Hey Lycan. I have an idea for a mountain based wolf. I know you already have the Barghests, but maybe the pillow paw would be a cool idea. Pillow Paws could be wolf like creatures that can jump from high places without taking fall damage. They can also walk up entire clocks and jump up two blocks. This means that they can easily catch up to you if you don't have some kind of grappling hook. And despite the name, they won't be cute and fluffy. Either that, or you could add these features to the Barghests.
I meant to say blocks in the last comment, oops...
Just in my opinion, I don't think that having two wolf-like creatures in one biome would make for good diversity (Although i'm not much of a wolf fan, so this may be biased). I think that the fact that i'm so attracted to these mobs is that they are abstract, and give the feeling of being on some form of alien world. Wolves just seem sort of... mainstream? I do like your idea, I just would rather have the Barghest do this.
I'm a dino fan as well.
Yeah, I used to, too. He looked just right when I was looking for derpy bird pictures in order to change my profile pic.
Anyways, I just love the idea of Reivers. The only thing I'd change is the biome; they look more like a volcanic mob, because whenever I look up hexen reiver, I get this:
So, yeah. I think they'd be more suitable for magmatic environments. Unless Lycanite manages to make them look blue, which then I would like to make them spawn in snow biomes.
Although I haven't properly tested this, a lot of the biome mobs should spawn underground. I'm also thinking about creating a Shadow Mobs pack in the future which would add shadowy creatures as well as cave dwellers that only spawn in deep darkness or underground. Giant Shadow Bats called Epions would definitely be planned!
I aim to get at least one mob, major feature or important bug fix out per week, so with there being 6 mobs left to do as well mob Mounting to do and probably a painful update to 1.7.2, it could be around 2-3 months, but now that I've got the new AI core in place along with some big bug fixes, I should e able to maybe release two mobs every week or so if I'm not too busy.
I've got two Demon bosses planned already (will be based off the Doom Cyberdemon and Doom Spider Mastermind) but you've given me an excellent idea, a boss where it summons minions and if any of those minions are nearby, it becomes invincible, it would make a very interesting boss fight!
Yep they would be blue! But I'll probably make similar Volcanic mobs too!
Ah thanks for the info, fortunately that's fine because each mob pack (Demons, Desert, Swamp) counts as a separate mod with a dependency on the included core mod and they all have their own set of IDs which means I get 256 IDs for each mob pack, so there's plenty. Mobs use IDs 0-99 and with there only being 7 per pack so far with bosses possibly pushing it to 9 and then sub-mobs like the Alpha Jousts, I can expect around 10 per pack which means I have around 90 spare slots, so nothing to worry about there! Projectiles then use 100+ (or to 255 in this case). Thanks for the info though, I wasn't aware of the limit!
Oops! Lol, I know exactly why that is! I'll fix it later today lol! I moved the projectiles over to the new ID system too but they're all being assigned IDs under the core mod instead of their submods and are thus overwriting each other! It should only be the Scythes that are affected. It's quite an easy fix fortunately. Please let me know if you find any other problems!
Feel free to use this mod in your videos with monetization enabled, at the end of the day it's free advertising for this mod and you can get something for putting hard work into your video, win-win! I have this same approach with mod packs too!
Oh, I'll do some test downloads, is it the same case with both MediaFire and Dropbox?Edit: Yep it's only MediaFire, I'll reupload now, in the meantime just use Dropbox as that works fine.
Edit: Fixed!
EDIT: Dropbox is working fine, Thanks
I've reuploaded and it works now, it mustn't have uploaded correctly earlier.
I can change that maybe, I just don't want Jousts to be too powerful because they're kinda like the cows and pigs of the desert only they bite back a bit and then become dangerous if an Alpha i nearby.
Oh yeah, like those too
They'll be wasp/termite-like but not exactly and yeah I'll alternate between the two biomes like how I've been doing the Desert and Swamp so far, although I might branch out to the Arctic mobs for Christmas...!
I have some call for help AI that isn't yet used by anything so I could create a short ranged cry for help. Alpha Jousts don't use it either instead the Yellow Jousts use AI where they ask the Alpha if it's attacking anything.