Can ya make it so some of the traders sell stuff to actually let you tame neutral mobs/mobs made neutral from the boxed lunch?
Sadly, taming is not happening anytime soon.
It has been 5 years since the release of this mod and I have yet to make any progress towards implementing taming AI (despite repeatedly stating that one day I would). I guess it is due to the difficulty of implementing it and taming not being a primary focus of this mod. Even if I did manage to implement it, I would most likely make a very shabby job of it.
That being said if you want taming (without items though) ATotalGit made a GitHub branch on it. Other than that you can use mods to do it.
Hello, I'm posting to ask if we could get an ETA on the 1.12 release. I know modding is difficult, and if you don't know I understand, just hoping to find out.
I don't know why, but the config doesn't work to change spawn rates for me. The passive mods and the traders add a magical touch to a world, but with massive amounts of aggressive mobs spawning no matter what I do, I can't use this mod. I even tried turning GoG's mob spawning off completely--hoping that even if I couldn't keep the passive mobs around, I could maybe at least still have traders around--but it had no effect on spawning. The only thing I know that removes the hordes of aggressive creatures is completely disabling the mod. I'm not very mod-savvy so I'm not entirely sure what to ask, but I guess I'm wondering, is this a common issue? Would you think it's possibly something like another mod interfering with GoG?
Hello, I'm posting to ask if we could get an ETA on the 1.12 release. I know modding is difficult, and if you don't know I understand, just hoping to find out.
Sorry, I don't have an ETA. I do hope though to get it done before the end of the year; it really all depends on when I feel like it. Motivation plays a major part and I sadly currently lack it. A lot.
bloodcouldron and Doctor_Wiggleshowever have made a direct port from 1.10 to 1.12 in the GitHub page. That being said I have not tested it myself to iron out any bugs/issues but it does work with MC 1.12.
I don't know why, but the config doesn't work to change spawn rates for me. The passive mods and the traders add a magical touch to a world, but with massive amounts of aggressive mobs spawning no matter what I do, I can't use this mod. I even tried turning GoG's mob spawning off completely--hoping that even if I couldn't keep the passive mobs around, I could maybe at least still have traders around--but it had no effect on spawning. The only thing I know that removes the hordes of aggressive creatures is completely disabling the mod. I'm not very mod-savvy so I'm not entirely sure what to ask, but I guess I'm wondering, is this a common issue? Would you think it's possibly something like another mod interfering with GoG?
It is most likely another mod interfering. The most common cause is usually Mo's Creatures as it directly modifies how mobs spawn for its own mobs to spawn.
is the mod going to skip dirrectly to 1.12 or will there be a 1.11.2 port, as this mod is an essential part of a custom adventure map im making (also hoping the taming plugin on Github updates with the mod version)
is the mod going to skip dirrectly to 1.12 or will there be a 1.11.2 port, as this mod is an essential part of a custom adventure map im making (also hoping the taming plugin on Github updates with the mod version)
It is likely going to skip 1.11.2 as nobody seems to have ported it to the 1.11.2 version yet nor have I heard any plans of anyone doing it.
The version ports of this mod are completely out of my hands. I basically work on the update someone else has ported it to.
It is most likely another mod interfering. The most common cause is usually Mo's Creatures as it directly modifies how mobs spawn for its own mobs to spawn.
Thank you! That's probably it, then. I appreciate your help!
So, I looked at the 1.12 github for this, but I'm not seeing a way to download it in JAR form? How would I go about doing this? ><
I looked around, I don't think there's a ready made .jar. I think you have to download the entire directory (can clone it via git for this) and build it using gradle. I tried that but it didn't work because Grimoire of Gaia's accessory items (haste ring etc.) depend on the Baubles API, but that API is apparently not present.
I looked around, I don't think there's a ready made .jar. I think you have to download the entire directory (can clone it via git for this) and build it using gradle. I tried that but it didn't work because Grimoire of Gaia's accessory items (haste ring etc.) depend on the Baubles API, but that API is apparently not present.
This.
As much as I want this mod not to rely on downloading APIs, I cannot figure out how to make this mod run without it. In previous versions it was optional; in the latest version it is not.
long time no words. Glad that I found time using GOG3 once more in a pack that I play over winter. Thanks a lot and find the Minotaurus (3:07 minutes) below beating me up third night ;). Damn I love the difficulty to the game!
Take good care of yourself and the GOG3-mod.
Regards
Soul
Thanks! I am glad to see you are still active and using the mod :).
CMS is a buggy mess i usually Run Mo creatures without it. sadly that meens less Mo creatures non hostile mobs spawning but it also means less lag and crashes. also CMS does not seem to let me change the Grimore of Gaia spawns for example moving ninetails into the Bamboo forest and Chearyblossom biomes. or Banshee, Dampyr and vampire into the Ominous woods
It really is. CMS is trash. Not only does it break native mechanics but every other mob mod as well. Mo' Creatures works fine without it anyways; you just can't adjust spawn rates.
Thanks! I have been rather busy with another non-Minecraft project. I will definitely get around to work on this mod around December.
Glad to see you back in action Silentine! I've said it before but this is the best mob mod out there. I'm still having a blast on 1.10 so I'm in no rush for a patch but it's exciting news nonetheless.
Atm im using this mod in my modpack in developing compiled from source, havent come across any issues with nay of the mobs or anything as yet, but i do look fwd to it being released even in Alpha//Beta
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
Atm im using this mod in my modpack in developing compiled from source, havent come across any issues with nay of the mobs or anything as yet, but i do look fwd to it being released even in Alpha//Beta
That is good to hear! That is a huge relief.
I sadly do not have the system resources to run Minecraft as optimally as I did before. Bug issues have always been an issue for me and I appreciate any reports on any found.
I am sorry to say this, but it seems the (1.12.1) release will not be coming out before the end of December.
I was hoping that I could finish up my other project before the start of December so I can move on to work on this update but even until now I am still wrapped up working on my other project. I am sorry to disappoint anyone looking forward for it being released by the end of the year.
When I actually start working on the update I will make sure to post it here that I have started. Thing is, when I start something I tend to put all my effort into finishing it. All my previous updates took me 2-3 weeks of continuous work. The moment I make a post that I have started the update, you can be assured that I will be working, and only working on the update. I am pinning my hopes that I can start around January.
... and I was also looking forward to releasing it on December 25. *sigh*
That being said, I hope you all enjoy the holiday season. Cheers!
Reminder:
You can download the direct update from 1.10.2 to 1.12.1 made by BloodMC and Doctor_Wiggleshere.
It is a direct update made by them from the last 1.10.2 update. I have yet to use it myself but due to the lack of complaints, I can assume everything seems to be in working order.
Silentine, I just wanted to let you know that I compiled a 1.12.1 jar from Doctor_Wiggles' Github branch and so far it's been working without issue in the 1.12.2 modpack I put it in. Here's hoping that you had a great holiday and are able to find the time to release an official 1.12 version soon.
Excellent mod; the models are pleasing to the eye without clashing with the rest of the game's aesthetics, and the different creatures add difficulty and—perhaps more importantly—character and atmosphere to their biomes.
Nevermind, they already do that. I forgot I had Pam's Harvestcraft active when I tested it, which interfered with their behaviour, but they can harvest vanilla crops just fine. Thanks for this feature already being present!
Thanks! When I make mods I always try my best to imitate the aesthetic of the game I am modding.
They directly use the Vanilla Villager AI (with a few adjustments). Any mod or changes that modifies the Vanilla Villager AI should modify the passive mob AI as well.
Silentine, I just wanted to let you know that I compiled a 1.12.1 jar from Doctor_Wiggles' Github branch and so far it's been working without issue in the 1.12.2 modpack I put it in. Here's hoping that you had a great holiday and are able to find the time to release an official 1.12 version soon.
Good to hear!
It feels like a huge weight has been lifted off my shoulders hearing that Doctor_Wiggles work is functioning as expected. That means I can focus on adding more to the mod that spending time modifying much of the current content to be compatible with the latest version.
Sadly, taming is not happening anytime soon.
It has been 5 years since the release of this mod and I have yet to make any progress towards implementing taming AI (despite repeatedly stating that one day I would). I guess it is due to the difficulty of implementing it and taming not being a primary focus of this mod. Even if I did manage to implement it, I would most likely make a very shabby job of it.
That being said if you want taming (without items though) ATotalGit made a GitHub branch on it. Other than that you can use mods to do it.
Hello, I'm posting to ask if we could get an ETA on the 1.12 release. I know modding is difficult, and if you don't know I understand, just hoping to find out.
I don't know why, but the config doesn't work to change spawn rates for me. The passive mods and the traders add a magical touch to a world, but with massive amounts of aggressive mobs spawning no matter what I do, I can't use this mod. I even tried turning GoG's mob spawning off completely--hoping that even if I couldn't keep the passive mobs around, I could maybe at least still have traders around--but it had no effect on spawning. The only thing I know that removes the hordes of aggressive creatures is completely disabling the mod. I'm not very mod-savvy so I'm not entirely sure what to ask, but I guess I'm wondering, is this a common issue? Would you think it's possibly something like another mod interfering with GoG?
Sorry, I don't have an ETA. I do hope though to get it done before the end of the year; it really all depends on when I feel like it. Motivation plays a major part and I sadly currently lack it. A lot.
bloodcouldron and Doctor_Wiggles however have made a direct port from 1.10 to 1.12 in the GitHub page. That being said I have not tested it myself to iron out any bugs/issues but it does work with MC 1.12.
It is most likely another mod interfering. The most common cause is usually Mo's Creatures as it directly modifies how mobs spawn for its own mobs to spawn.
is the mod going to skip dirrectly to 1.12 or will there be a 1.11.2 port, as this mod is an essential part of a custom adventure map im making (also hoping the taming plugin on Github updates with the mod version)
It is likely going to skip 1.11.2 as nobody seems to have ported it to the 1.11.2 version yet nor have I heard any plans of anyone doing it.
The version ports of this mod are completely out of my hands. I basically work on the update someone else has ported it to.
Thank you! That's probably it, then. I appreciate your help!
any way to tame the mob in 1.10.2 because thaumic horizon is 1.7.10 :-/
Looking forward to eventually use this mod. Keep up the great work!
So, I looked at the 1.12 github for this, but I'm not seeing a way to download it in JAR form? How would I go about doing this? ><
I looked around, I don't think there's a ready made .jar. I think you have to download the entire directory (can clone it via git for this) and build it using gradle. I tried that but it didn't work because Grimoire of Gaia's accessory items (haste ring etc.) depend on the Baubles API, but that API is apparently not present.
Thanks! I have been rather busy with another non-Minecraft project. I will definitely get around to work on this mod around December.
This.
As much as I want this mod not to rely on downloading APIs, I cannot figure out how to make this mod run without it. In previous versions it was optional; in the latest version it is not.
That's great news. I love monstergirls.
Thanks! I am glad to see you are still active and using the mod :).
It really is. CMS is trash. Not only does it break native mechanics but every other mob mod as well. Mo' Creatures works fine without it anyways; you just can't adjust spawn rates.
Glad to see you back in action Silentine! I've said it before but this is the best mob mod out there. I'm still having a blast on 1.10 so I'm in no rush for a patch but it's exciting news nonetheless.
Atm im using this mod in my modpack in developing compiled from source, havent come across any issues with nay of the mobs or anything as yet, but i do look fwd to it being released even in Alpha//Beta
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
That is good to hear! That is a huge relief.
I sadly do not have the system resources to run Minecraft as optimally as I did before. Bug issues have always been an issue for me and I appreciate any reports on any found.
Update:
I am sorry to say this, but it seems the (1.12.1) release will not be coming out before the end of December.
I was hoping that I could finish up my other project before the start of December so I can move on to work on this update but even until now I am still wrapped up working on my other project. I am sorry to disappoint anyone looking forward for it being released by the end of the year.
When I actually start working on the update I will make sure to post it here that I have started. Thing is, when I start something I tend to put all my effort into finishing it. All my previous updates took me 2-3 weeks of continuous work. The moment I make a post that I have started the update, you can be assured that I will be working, and only working on the update. I am pinning my hopes that I can start around January.
... and I was also looking forward to releasing it on December 25. *sigh*
That being said, I hope you all enjoy the holiday season. Cheers!
Reminder:
You can download the direct update from 1.10.2 to 1.12.1 made by BloodMC and Doctor_Wiggles here.
It is a direct update made by them from the last 1.10.2 update. I have yet to use it myself but due to the lack of complaints, I can assume everything seems to be in working order.
Silentine, I just wanted to let you know that I compiled a 1.12.1 jar from Doctor_Wiggles' Github branch and so far it's been working without issue in the 1.12.2 modpack I put it in. Here's hoping that you had a great holiday and are able to find the time to release an official 1.12 version soon.
Thanks! When I make mods I always try my best to imitate the aesthetic of the game I am modding.
They directly use the Vanilla Villager AI (with a few adjustments). Any mod or changes that modifies the Vanilla Villager AI should modify the passive mob AI as well.
Good to hear!
It feels like a huge weight has been lifted off my shoulders hearing that Doctor_Wiggles work is functioning as expected. That means I can focus on adding more to the mod that spending time modifying much of the current content to be compatible with the latest version.