YES!!!!!!!!!!!!! ITS AWESOMENESS IS IN 1.5.1!!!!!!!!!!!! I love this mod and my minecraft just doesnt feel complete without it. Thank you for continuing this grand mod of amazing mob-filled goodness Oh and you should make a main menu for the mod using that ^ posted above thing. Maybe make a poll to see how many people think you should.
I love this mod its amazing, It would be awsome if you can make it so you can have some of the creatures follow you as a compainion, Maybe the Ender Girl or Crepper Girl
That is quite interesting. I might try it after all the other major mods have already been updated because it is most likely bugs will start showing up with incompatibilities and all.
I love this mod its amazing, It would be awsome if you can make it so you can have some of the creatures follow you as a compainion, Maybe the Ender Girl or Crepper Girl
At this point I will experiment around with it except it will most likely be limited to the 3 mobs which do not spawn using a scroll (Creeper, Ender and Slime Girl). They will probably be based on wolf ai and act exactly like a wolf, buggy and all.
YES!!!!!!!!!!!!! ITS AWESOMENESS IS IN 1.5.1!!!!!!!!!!!! I love this mod and my minecraft just doesnt feel complete without it. Thank you for continuing this grand mod of amazing mob-filled goodness Oh and you should make a main menu for the mod using that ^ posted above thing. Maybe make a poll to see how many people think you should.
Uh...I think Spriggans might need a nerf. ...Just...just a small one...
For anyone interested, the track is in the description of the video itself.
That is actually something I forgot to adjust and it was not intended to be that fast. Because it use to be a leaping mob, its speed was increased. I forgot to decrease it when I removed its ability to leap.
The Yeti as well has a similar problem, its bounding box is too large. Again, I will adjust these. I was not able to completely test everything.
Thanks for pointing this out though next time a simple suggestion would be well appreciated .
That is actually something I forgot to adjust and it was not intended to be that fast. Because it use to be a leaping mob, its speed was increased. I forgot to decrease it when I removed its ability to leap.
The Yeti as well has a similar problem, its bounding box is too large. Again, I will adjust these. I was not able to completely test everything.
Thanks for pointing this out though next time a simple suggestion would be well appreciated .
But a video about it is funnier. And specific. And still simple. I mean, it's like ten seconds long.
It looks awkward when the "Centaurs" can shoot arrows from their backs.
It feels weird when you can't milk the "Holstaurus" like what the Monster Girl Encyclopedia said..
I recommend the "Girtablilu" for the Night time Hostile "Desert"..
I recommend the Kenkou Cross "Orc" Hostile for Daytime or Night time "Plains"..
Also recommending the Minotaur to spawn on the underground caves/tunnels of the "Plains"
For the companion, I recommend the Kenkou Cross "LizardGirl or man" or the Fiery "Salamander" hence their description in the Monster Girl Encyclopedia..
It looks awkward when the "Centaurs" can shoot arrows from their backs.
It feels weird when you can't milk the "Holstaurus" like what the Monster Girl Encyclopedia said..
I recommend the "Girtablilu" for the Night time Hostile "Desert"..
I recommend the Kenkou Cross "Orc" Hostile for Daytime or Night time "Plains"..
Also recommending the Minotaur to spawn on the underground caves/tunnels of the "Plains"
For the companion, I recommend the Kenkou Cross "LizardGirl or man" or the Fiery "Salamander" hence their description in the Monster Girl Encyclopedia..
BTW..
All hail Monster Girls!!!
I did not notice it. I will check into it.
You seem to be confusing this mod and the Monster Girl Encyclopedia. It was made not based on its lore and only uses character designs of Kenkou Cross (Like, only 5 of them), not his entries in the Monster Girl Encyclopedia. Truth is I want to avoid as much as possible using his designs due to the fact I did not make them myself. You are free to imagine what you wish or relate this mod to the encyclopedia, but please keep in mind this mod is not meant to based on the encyclopedia nor is it based on its lore .
Sounds possible.
I would most likely add a normal, muscular and manly orc than a girl equivalent. I made an MG goblin before and it did not blend in.
I'll test it. Reason why it does not spawn underground is because it has a limited amount of movement.
I actually made a model of that when I first started working with Grimoire of Gaia 2. Never got to use it. But as I have stated a few posts back, depends if I actually go through with making one.
Looking at the files, it appears that the Grimoire of Gaia 2 mod is still adding its mods to the Minecraft/Forge spawner list despite the frequency set to 0... perhaps you should give it a try without MoCreatures and if you still get the error message... then I'm right.
So the mod author will have to add a clause to remove or avoid adding the mobs with a frequency of 0 to the spawn lists.
Both mods can work nicely if that issue is fixed, and then you set the frequencies to 0 on the Gaia config, and use the MoCreatures config file + custom mob spawner to control the spawning of the other Gaia mobs
That is the problem, when I set 1 or even all the mobs from Gaia to 0 in the config, I get the crash of IllegalArguementsException like the one I posted above about 5 seconds in from joining in on my server. For some reason when Mo Creatures is added with Gaia, it does not like the Gaia setting of 0, but without Mo Creatures, the CustomSpawner will accept it and follow the config settings in the MoCProperties. Oh well, looks like I will have to pick one or the other.
it's the issue I mentioned. Gaia is adding mobs to Forge with a frequency of 0, at some point, you'll get a negative number and the game crashes. How often you get the negative number varies, depends on how many more mobs are added to the list. The higher the number of mobs, the less likely you'll get the error. when Gaia is on its own, you'll notice the crash every hour or so (who knows!)
when MoCreatures is added, it removes the vanilla mobs from the forge list and as you're setting the freq to 0 for all the Gaia mobs on its config file, you get the crash quite often. the fix? The mob author has to add the check I mentioned. I just fixed that same bug on MoCreatures a couple of days ago, that's how I know about the bug. If he contacts me, I'll help him fix the bug.
I have been talking to DrZhark with Mo Creatures about an issue with their CustomSpawner and using Mo Creatures with your mod. There seems to be a problem that DrZhark thinks he identified and the fix would fix the issue I am having. Hopefully you can follow from what I posted above, otherwise the whole conversation is on his forum for Mo Creatures on page 2468.
Whenever the "Valkyrie" chases the "Player" they have a weird habit of flying in circles for a few seconds then suddenly going straight at you..
Same with the "Minotaurus", though they'll "sometimes do a spin" when about to fall down a one block height..
How about spawning the "Minotaur" in the "Abandoned Mineshafts"?
Glad someone finally noticed that. The reason why they tend to spin is because they walk too fast compared to normal mobs. Like most Minecraft mobs, they follow a "safe path" to approach you which is why despite the Valkyrie not receiving fall damage it will still follow a safe path to approach you and with the increased speed makes them have weird approaches. I am unsure if this can be fixed.
A good idea due to the fact Abandoned Mineshafts act like a labyrinth in nature. Problem is they are too small for it to fit in. Unless you would desire to see a headless Minotaur.
I have been talking to DrZhark with Mo Creatures about an issue with their CustomSpawner and using Mo Creatures with your mod. There seems to be a problem that DrZhark thinks he identified and the fix would fix the issue I am having. Hopefully you can follow from what I posted above, otherwise the whole conversation is on his forum for Mo Creatures on page 2468.
Thank you for getting this far to get my mod to work along with his. Unfortunately I do not have the required knowledge suited for the task however I hope he can provide me with help when I contact him.
Hi, I stumbled on to this mod because I;ve been bored with the vanilla monsters and decided on yours. I followed all the instructions and got Forge, done both(seperately) opened the zip and placed all the .class into minecraft.jar and (Again, I did this seperately) placed the .zip in the mod folder.
Only problem is, Minecraft crashes.
Well first it freezes with a black screen, but then I got MagicLaunch which just makes it crash. At least with it crashing I got a report out of it
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 4/7/13 10:36 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/common/Configuration
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:310)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:607)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/common/Configuration
at mods.gaia.Gaia.preInit(Gaia.java:50)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.common.Configuration
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
Caused by: java.lang.NullPointerException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:200)
... 34 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 373327376 bytes (356 MB) / 514523136 bytes (490 MB) up to 514523136 bytes (490 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML is installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.8.613 3 mods loaded, 3 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
GrimoireGaia2 [Grimoire of Gaia 2] ([1.5.1]GrimoireofGaia2 1.2.1.zip) Unloaded->Constructed->Errored
LWJGL: 2.4.2
OpenGL: GeForce GTX 550 Ti/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Dante, it looks like it's complaining that something is not installed correctly, or that a version isn't correct. When you installed the class files into the jar, was that only Forge files, or did you do the GoG files too? Nowadays, you should never be putting mod files directly into the jar unless they explicitly tell you to.
Released Grimoire of Gaia 2 (1.2.2). Fixes the mobs from not being disabled when set to 0 spawn rate in the config file (Thanks to DrZhark).
I also adjusted the mobs a bit and implemented a few new things (Such as Melee Centaur, Iron/Gold/Diamond Sacks and removal of Reward Chests). Hopefully this does not spawn any new bugs .
Please refer to the Changelog for the complete list of changes.
edit: nvm sphinx is missing to i guess only the ones with a frequency of 1?
and all the mobs from other mods including your are at 10 frequency
That is quite interesting. I might try it after all the other major mods have already been updated because it is most likely bugs will start showing up with incompatibilities and all.
At this point I will experiment around with it except it will most likely be limited to the 3 mobs which do not spawn using a scroll (Creeper, Ender and Slime Girl). They will probably be based on wolf ai and act exactly like a wolf, buggy and all.
And thank you for continuing to use it.
I guess 10 is the default spawn value. If you check the config it should show the actual values it is supposed to be set to. None of them even pass 6.
...Just...just a small one...
For anyone interested, the track is in the description of the video itself.
That is actually something I forgot to adjust and it was not intended to be that fast. Because it use to be a leaping mob, its speed was increased. I forgot to decrease it when I removed its ability to leap.
The Yeti as well has a similar problem, its bounding box is too large. Again, I will adjust these. I was not able to completely test everything.
Thanks for pointing this out though next time a simple suggestion would be well appreciated .
It feels weird when you can't milk the "Holstaurus" like what the Monster Girl Encyclopedia said..
I recommend the "Girtablilu" for the Night time Hostile "Desert"..
I recommend the Kenkou Cross "Orc" Hostile for Daytime or Night time "Plains"..
Also recommending the Minotaur to spawn on the underground caves/tunnels of the "Plains"
For the companion, I recommend the Kenkou Cross "LizardGirl or man" or the Fiery "Salamander" hence their description in the Monster Girl Encyclopedia..
BTW..
All hail Monster Girls!!!
Sure is.
Luckily I did not encounter it myself. I would never expect that kind if speed.
I did not notice it. I will check into it.
You seem to be confusing this mod and the Monster Girl Encyclopedia. It was made not based on its lore and only uses character designs of Kenkou Cross (Like, only 5 of them), not his entries in the Monster Girl Encyclopedia. Truth is I want to avoid as much as possible using his designs due to the fact I did not make them myself. You are free to imagine what you wish or relate this mod to the encyclopedia, but please keep in mind this mod is not meant to based on the encyclopedia nor is it based on its lore .
Sounds possible.
I would most likely add a normal, muscular and manly orc than a girl equivalent. I made an MG goblin before and it did not blend in.
I'll test it. Reason why it does not spawn underground is because it has a limited amount of movement.
I actually made a model of that when I first started working with Grimoire of Gaia 2. Never got to use it. But as I have stated a few posts back, depends if I actually go through with making one.
我可以把他翻譯成中文媽?!
Same with the "Minotaurus", though they'll "sometimes do a spin" when about to fall down a one block height..
How about spawning the "Minotaur" in the "Abandoned Mineshafts"?
I have been talking to DrZhark with Mo Creatures about an issue with their CustomSpawner and using Mo Creatures with your mod. There seems to be a problem that DrZhark thinks he identified and the fix would fix the issue I am having. Hopefully you can follow from what I posted above, otherwise the whole conversation is on his forum for Mo Creatures on page 2468.
我可以把他翻譯成中文媽?!
Up to you. Do not reupload.
Glad someone finally noticed that. The reason why they tend to spin is because they walk too fast compared to normal mobs. Like most Minecraft mobs, they follow a "safe path" to approach you which is why despite the Valkyrie not receiving fall damage it will still follow a safe path to approach you and with the increased speed makes them have weird approaches. I am unsure if this can be fixed.
A good idea due to the fact Abandoned Mineshafts act like a labyrinth in nature. Problem is they are too small for it to fit in. Unless you would desire to see a headless Minotaur.
Thank you for getting this far to get my mod to work along with his. Unfortunately I do not have the required knowledge suited for the task however I hope he can provide me with help when I contact him.
Only problem is, Minecraft crashes.
Well first it freezes with a black screen, but then I got MagicLaunch which just makes it crash. At least with it crashing I got a report out of it
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 4/7/13 10:36 PM
Description: Failed to start game
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/common/Configuration
at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:310)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:607)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/common/Configuration
at mods.gaia.Gaia.preInit(Gaia.java:50)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
... 5 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.common.Configuration
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 32 more
Caused by: java.lang.NullPointerException
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:200)
... 34 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 373327376 bytes (356 MB) / 514523136 bytes (490 MB) up to 514523136 bytes (490 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML is installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.8.613 3 mods loaded, 3 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
GrimoireGaia2 [Grimoire of Gaia 2] ([1.5.1]GrimoireofGaia2 1.2.1.zip) Unloaded->Constructed->Errored
LWJGL: 2.4.2
OpenGL: GeForce GTX 550 Ti/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anyone got any ideas?
You did delete the META-INF that comes in the .minecraft jar, and install everything that was in the Forge zip file, right?
Profile pic by Cheshirette c:
Released Grimoire of Gaia 2 (1.2.2). Fixes the mobs from not being disabled when set to 0 spawn rate in the config file (Thanks to DrZhark).
I also adjusted the mobs a bit and implemented a few new things (Such as Melee Centaur, Iron/Gold/Diamond Sacks and removal of Reward Chests). Hopefully this does not spawn any new bugs .
Please refer to the Changelog for the complete list of changes.
Hopefully in this update this is fixed. I myself have not been able to test if Day mobs can spawn within player made buildings yet.
Awesome! It looks like the issue I was having has been resolved with this update.