Ah well when a mob dies in the smeltery it gives you blood
Well thats a huge pain. Say, any update on when the loli mod is gonna get an update? The author deciding to use forge yet or is everything still up in the air?
Is it possible to stop the spawning of day mobs in base areas, i.e. where there's block light above 7? I ended up building a base in the desert in the world I wanted to install GoG in and I don't want to have to pave it to have a safe area for farming and such.
If there are hooks I could probably write an add-on mod.
Sorry, I do not believe it is possible. The spawning rules are based on the file EntityMobDay.java.
Day mobs however are limited to spawn only on: Grass, Dirt, Gravel, Sand and Snow blocks
I'd like to use this mod in my . The videos come with a pack to download, and I'd like to put it in there. Would you give me permission for such things? :3
Sure thing . I look forward to you using it in your let's play.
When I have time . If I do get around to it I will release it as a seperate pack leaving the user to install it him/herself.
Although it's not the most practical thing right now, since you can only have one Resource Pack loaded at a time, in 1.7 you could make it modifiable through the resource pack system. Not sure how much work that would require though.
well with the little maid mod all you have to do is drop the 1.5.2 sounds into the 1.6 assets\sound folder , just figured you could do the same with your GOG
well with the little maid mod all you have to do is drop the 1.5.2 sounds into the 1.6 assets\sound folder , just figured you could do the same with your GOG
I remember some issues with that arising when using a non-default install location (Something like MultiMC for instance) where the sounds wouldn't load. Not saying Silentine couldn't work around this, but still.
I want the witch to have green hair and drop pizza.
jk
but i do quite enjoy some of the anime references in this mod.
it would be cool if you could use all the fragments to make some sort of head gear that lead you to monsters from this mod. like you could input a level or a location the monster spawns and it would have a particle effect leading to it, that might be hard.
like it would enable a find command when you equipped it that has options for level and location.
Although it's not the most practical thing right now, since you can only have one Resource Pack loaded at a time, in 1.7 you could make it modifiable through the resource pack system. Not sure how much work that would require though.
What I was refering to was directly installing the sounds into the mod/.zip itself .
Currently, the sounds installed inside the mod only serve as placeholders. When you hit a female GoG mob it produces no sound, not even a default hurt sound. A rough method would be using the LLM sounds by renaming them and placing them into the mod itself (following the correct file path), overwriting the sounds currently in it.
I plan to release a soundpack which you can simply drag into the mod itself. The file path will be set-up and all.
I want the witch to have green hair and drop pizza.
jk
but i do quite enjoy some of the anime references in this mod.
it would be cool if you could use all the fragments to make some sort of head gear that lead you to monsters from this mod. like you could input a level or a location the monster spawns and it would have a particle effect leading to it, that might be hard.
like it would enable a find command when you equipped it that has options for level and location.
Like Predator Vision? Sorry, that is simply outside my coding capabilities completely . I have not yet even attempted to add armor yet.
That would be like having x-ray vision or a compass. If you need to know the location/biome a mob spawns in you could simply refer to the wiki.
Y'all need to keep Tinker Construct stuff out of here. This is about Grimoire of Gaia, not Tinker Constructs.
Anyway, Silentine, I like what you did with the mob damage to bypass armor and still hurt you as a way to OP armors added by other mods. However, as it is right now, the mobs eat through my armor durability like butter. Might need some tweaking, or not. Either way, just saying.
Thanks. Got off topic pretty quickly .
I am not sure if I can adjust that. I am not even sure how armor durability works. I though it was based on the numbor of hits, not the amount of damage.
If it is based on the number of hits then I am afraid I cannot adjust it. I believe that when the bypass is activated, the mob inflicts a base damage and an additional bypass damage. Basically, 2 hits per attack if armor consideres the bypass damage as a hit.
This is by far one of the best enemy-adding mods out there, I am surprised it isnt more popular than it already is. Very very good job !!! Using TrapCraft to combat the new threat, or Balkon's weapon Mod and Utility Mobs, I have had ALOT of fun. I also recommend using Mob Spawn Control if you have ExtraBiomesXL or Biomes O' Plenty to tweak the spawn rates for these new mobs in the new biomes. Again though, great great job !!!
why only 2 mobs during the day and 2 mobs at night?
well it does add up to alot of mobs, and i think he wants to keep it more balanced , but really it doesnt matter with biomes o plenty, i've seen 8 different types of GoG mob spawn in 1 biome
Get Custom Mob Spawner, its very useful with new Biomes from any mod. Also is great for adding this mobs and mobs from any other mod to spawn in any biome, or to make vanilla stuff spawn, giants, mooshrooms oh my !
I love this mod, some variety finally ! But when you first start out, it can be incredibly hard. I cant think of a way to balance things out except to just play until I have decent base, weapons and armor, then log out, add it and log back in. Minecraft apparently has built in progressive difficulty now, "the longer you spend in one place the harder it gets" I guess. Is this mod like that too ? Maybe I should get rid of Zombie Awareness too, But I dont like the idea of Zombies ignoring me just because I am a few blocks away behind a tree... I think there needs to be a mod that adds progressive difficulty or something. 1 in game day in peaceful when you start, Normal by the 2nd night, Hard by Week 2 and limited Lives when you reach The End ??? idk, maybe not that, but something like it.
Glanced over the black one and found nothing relating to blood.
Well thats a huge pain. Say, any update on when the loli mod is gonna get an update? The author deciding to use forge yet or is everything still up in the air?
Get a Sphinx in the smeltry, infinite blood source. she regens faster than the smeltry can kill her
What's blood used for?
Pig iron isn't in vanilla TC afaik.
When I have time . If I do get around to it I will release it as a seperate pack leaving the user to install it him/herself.
Nope, not yet.
Sorry, I do not believe it is possible. The spawning rules are based on the file EntityMobDay.java.
Day mobs however are limited to spawn only on: Grass, Dirt, Gravel, Sand and Snow blocks
Sure thing . I look forward to you using it in your let's play.
No, it is. Look at the changelog. Also it's literal Pig iron.
Although it's not the most practical thing right now, since you can only have one Resource Pack loaded at a time, in 1.7 you could make it modifiable through the resource pack system. Not sure how much work that would require though.
Profile pic by Cheshirette c:
I remember some issues with that arising when using a non-default install location (Something like MultiMC for instance) where the sounds wouldn't load. Not saying Silentine couldn't work around this, but still.
Profile pic by Cheshirette c:
jk
but i do quite enjoy some of the anime references in this mod.
it would be cool if you could use all the fragments to make some sort of head gear that lead you to monsters from this mod. like you could input a level or a location the monster spawns and it would have a particle effect leading to it, that might be hard.
like it would enable a find command when you equipped it that has options for level and location.
What I was refering to was directly installing the sounds into the mod/.zip itself .
Currently, the sounds installed inside the mod only serve as placeholders. When you hit a female GoG mob it produces no sound, not even a default hurt sound. A rough method would be using the LLM sounds by renaming them and placing them into the mod itself (following the correct file path), overwriting the sounds currently in it.
I plan to release a soundpack which you can simply drag into the mod itself. The file path will be set-up and all.
Like Predator Vision? Sorry, that is simply outside my coding capabilities completely . I have not yet even attempted to add armor yet.
That would be like having x-ray vision or a compass. If you need to know the location/biome a mob spawns in you could simply refer to the wiki.
Thanks. Got off topic pretty quickly .
I am not sure if I can adjust that. I am not even sure how armor durability works. I though it was based on the numbor of hits, not the amount of damage.
If it is based on the number of hits then I am afraid I cannot adjust it. I believe that when the bypass is activated, the mob inflicts a base damage and an additional bypass damage. Basically, 2 hits per attack if armor consideres the bypass damage as a hit.
just now i seem to be hungry all the time XD
well it does add up to alot of mobs, and i think he wants to keep it more balanced , but really it doesnt matter with biomes o plenty, i've seen 8 different types of GoG mob spawn in 1 biome