Silentine I wonder if the "Aquatic Update" arrives, are there plans to add underwater monsters?
It depends what kind of mobs they plan to add. Most of the code I use for making mob is based on what is available in vanilla Minecraft itself. If they add more neutral mobs such as Dolphins or fish that run away when hit, then probably not.
However if they add more combat oriented mobs, then sure. I have always wanted to add underwater mobs. My main issue is how much of a pain it is to code them in.
The fuel items are bugged in the faeldray alpha jar.
It doesn't seem like the talisman that blocks spawns is implemented either, my dreams of colonizing the swamps were dashed.
I'm also having trouble with mobs spawning in the Aether. The islands get torn apart by creeps. I'm trying to use EnderZoo but I can't figure out how to actually point EnderZoo at the right mobs. EnderZoo is asking for "entry.mobName: The name used to register the mob with Minecraft.". I've tried "creep", "Creep", "gaia.entity.monster.EntityGaiaCreep". Does anyone here know how to control GoG3 spawning in 1.12.2?
First I tried to figure it out how faeldray did get it work on 1.12.2 but I didn't.
Do you mean that you tried to compile it like I did or that you had issues using the jar file I posted? If it's the latter, dropping it in /mods should work fine unless there's some mod conflict.
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Dude, the screenshot is literally telling you exactly what you need to do in order to make it work.
Look up an updated version of the mod called "Baubles" and add it to your game.
Glad to see this mod ported over to 1.12; also if I may inquire, is it possible to donate to you Silentine? I have ten or fifteen dollars I would be more than happy to toss your direction, still hoping to see that Alraune. You mentioned using the Envoker's code for its attack? That sounds a lot better than what I initially suggested, I don't follow vMinecraft too much.
Some other things I'd like to mention, I did some research and ran into Weresheep; one thing I think would be pretty cool to implement is to be able to "farm" weresheep, get wool from the instead of regular sheep (though no trimming.) A sort of nod to Kenkou's MGE work would be the have werecats prioritize attacking weresheep over the player. One thing I feel like this mod is missing is neat interactions and stuff. Werecat sort of needs a pouncing animation, that would add so much more character to her.
As far as the weresheep goes if she becomes a farmable passive mob, it'd be nice to see her tilt her head if you feed her something like wheat in exchange for wool. To farm, just got to find them and lead them to your home. She'd sometimes probably jump for joy if you make her happy. Little things like that will highly brighten the quality of the mobs and make them more than just other things to hit.
After your done adding mobs, might be neat to add functionality like desert pyramids where the Anubis sits inside of a throne room, waiting for you to challenge her. As far as drops go, I've often found myself just hoarding the drops and barely using them; other times I've seen five different items drop from Enderdragon Girls at once. I would propose actually removing some of the drops that have little usage to them. Sad to have seen the Jorogumo disappear, I rather liked her.
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Weresheeps are merchant NPCs that are very hard to find. You need certain rare items in order to spawn them, you can't find them in the wild.
Their purpose seems to be "wool exchangers", they change any type of wool for her tokens then you can change her tokens for any kind of wool.(It's a bit broken with minecraft's recent "exp for trades" system) I think getting more wool from her would be overkill, just leave some standard sheep friends around where a spawned wereshep is living.
More animations would be nice to see in minecraft in general, but I think animations are hard to implement in minecraft without certain APIs. Notice how most vanilla mobs have barely any animations other than the basic walking, tilting their heads and swinging their arms if they hit you?
There's a "Debug Monster" you can easily spawn in the 1.12 alpha that behaves like crazy, but sometimes seems to be moving on all fours, no idea how that's achieved. That's probably for testing the possibility of custom animations in future releases?
Having a werecat take that pose just a split second before leaping or similar actions for other mobs would be a nice touch of polish to the mod...
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Does anyone know where in the github files is the code for making tier 2 and 3 mobs immune to arrows?
I'm making some changes to the mod to make it more balanced for playing without other mods, and tier 2 mobs being immune to arrows make them too much of a hassle when they're so common and your only attack options are swords, bows and rare throwable potions.
The mod Primitive Mobs adds a traveling merchant villager capable of random spawning and despawning. This has me thinking that the dryads could benefit from being reworked into limited traders as well. I guess the same would be true of the cyclops and satyress.
What I really want is to be able to customize the trades of GoG traders, like how Villager Trade Tables can do.
I already have an idea for how I'd use such a feature. The Sakura trees from natura, and several others too I guess, have been bothering me by spawning where I wish they wouldn't. I imagine disabling their spawns but allowing players to trade with the dryads for the saplings. I like the "theme" of that action, approaching nature spirits and trading for rare desired saplings.
Donno if this has been discussed or not, but im using another mod that adds minions that can fight for you and im noticing that when those minions kill Gaia mobs, the gaia mobs dont drop any loot. They still drop exp, just nothing else. Is there anything that can be done so that when Gaia mobs are killed by other sources they drop loot? Or do you think it may be an issue with the minion mod?
EDIT : I've opened a Issue on the GoG GitHub with more information and testing results regarding this.
question on ur build for 1.12.2 does it work server side if so how im confused and having troubles :/
i have tried running by itselfand with othersmod it wil lstartup abitof process then crash i will bring crash report if need be :/
I hadn't tried the mod on a server when I posted the 1.12 .jar but I just did and you are correct, it causes the server to crash. You're not the only one to experience this, someone else has already reported the issue here. I don't know if Silentine or DoctorWiggles are looking into it though.
I found a fix in the meantime though. I complied a .jar from Silentine's 1.12.1-Dev branch and used it for a quick test on a Forge 2611 server. The server didn't crash and when I connected to it, I saw some Grimoire mobs so from that, I can assume that it's working fine. I haven't had time to test it more than that though.
Here's a Dropbox link to this new .jar if anyone wants it. Don't forget that you'll need Baubles as well on both the client and server. And please keep in mind that this .jar (and the previous one I posted) are considered to be in alpha so you may run into bugs along the way. Use at your own risk!
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This .jar works well on servers, thanks for the build. I put an issue on DoctorWiggles' github about this, but the rotten heart and all trading girl names have broken localization (does the entity.grimoireofgaia:EnderGirl.name) type thing. Looking at the Localization file shows that they're named properly though, so who knows where it's broken.
Would it be okay for me to use the 1.12 version I compiled in a public modpack, or should I wait until you have an official release out?
I don't mind.
Just add an indication that it is an alpha build. Like adding -alpha at the end of the filename and ALPHA at the end of the mod name in the mods list.
A link to the modpack or just the just compiled 1.12 .jar file would be awesome.
Done and will do once I get the mod list together. Thanks!
The pack isn't quite ready to go live yet so I put the .jar up on my Dropbox. You'll need Baubles as well.
Silentine I wonder if the "Aquatic Update" arrives, are there plans to add underwater monsters?
It depends what kind of mobs they plan to add. Most of the code I use for making mob is based on what is available in vanilla Minecraft itself. If they add more neutral mobs such as Dolphins or fish that run away when hit, then probably not.
However if they add more combat oriented mobs, then sure. I have always wanted to add underwater mobs. My main issue is how much of a pain it is to code them in.
The fuel items are bugged in the faeldray alpha jar.
It doesn't seem like the talisman that blocks spawns is implemented either, my dreams of colonizing the swamps were dashed.
I'm also having trouble with mobs spawning in the Aether. The islands get torn apart by creeps. I'm trying to use EnderZoo but I can't figure out how to actually point EnderZoo at the right mobs. EnderZoo is asking for "entry.mobName: The name used to register the mob with Minecraft.". I've tried "creep", "Creep", "gaia.entity.monster.EntityGaiaCreep". Does anyone here know how to control GoG3 spawning in 1.12.2?
I wonder if Woodland mansion and ocean monument you have a plan to add a Monster?
Seems like an appropriate place for a vampire, don't you think?
Do you mean that you tried to compile it like I did or that you had issues using the jar file I posted? If it's the latter, dropping it in /mods should work fine unless there's some mod conflict.
Dude, the screenshot is literally telling you exactly what you need to do in order to make it work.
Look up an updated version of the mod called "Baubles" and add it to your game.
Glad to see this mod ported over to 1.12; also if I may inquire, is it possible to donate to you Silentine? I have ten or fifteen dollars I would be more than happy to toss your direction, still hoping to see that Alraune. You mentioned using the Envoker's code for its attack? That sounds a lot better than what I initially suggested, I don't follow vMinecraft too much.
Some other things I'd like to mention, I did some research and ran into Weresheep; one thing I think would be pretty cool to implement is to be able to "farm" weresheep, get wool from the instead of regular sheep (though no trimming.) A sort of nod to Kenkou's MGE work would be the have werecats prioritize attacking weresheep over the player. One thing I feel like this mod is missing is neat interactions and stuff. Werecat sort of needs a pouncing animation, that would add so much more character to her.
As far as the weresheep goes if she becomes a farmable passive mob, it'd be nice to see her tilt her head if you feed her something like wheat in exchange for wool. To farm, just got to find them and lead them to your home. She'd sometimes probably jump for joy if you make her happy. Little things like that will highly brighten the quality of the mobs and make them more than just other things to hit.
After your done adding mobs, might be neat to add functionality like desert pyramids where the Anubis sits inside of a throne room, waiting for you to challenge her. As far as drops go, I've often found myself just hoarding the drops and barely using them; other times I've seen five different items drop from Enderdragon Girls at once. I would propose actually removing some of the drops that have little usage to them. Sad to have seen the Jorogumo disappear, I rather liked her.
Weresheeps are merchant NPCs that are very hard to find. You need certain rare items in order to spawn them, you can't find them in the wild.
Their purpose seems to be "wool exchangers", they change any type of wool for her tokens then you can change her tokens for any kind of wool.(It's a bit broken with minecraft's recent "exp for trades" system) I think getting more wool from her would be overkill, just leave some standard sheep friends around where a spawned wereshep is living.
More animations would be nice to see in minecraft in general, but I think animations are hard to implement in minecraft without certain APIs. Notice how most vanilla mobs have barely any animations other than the basic walking, tilting their heads and swinging their arms if they hit you?
There's a "Debug Monster" you can easily spawn in the 1.12 alpha that behaves like crazy, but sometimes seems to be moving on all fours, no idea how that's achieved. That's probably for testing the possibility of custom animations in future releases?
Having a werecat take that pose just a split second before leaping or similar actions for other mobs would be a nice touch of polish to the mod...
I included a note in my post with the download that Baubles is also required.
Does anyone know where in the github files is the code for making tier 2 and 3 mobs immune to arrows?
I'm making some changes to the mod to make it more balanced for playing without other mods, and tier 2 mobs being immune to arrows make them too much of a hassle when they're so common and your only attack options are swords, bows and rare throwable potions.
The mod Primitive Mobs adds a traveling merchant villager capable of random spawning and despawning. This has me thinking that the dryads could benefit from being reworked into limited traders as well. I guess the same would be true of the cyclops and satyress.
What I really want is to be able to customize the trades of GoG traders, like how Villager Trade Tables can do.
I already have an idea for how I'd use such a feature. The Sakura trees from natura, and several others too I guess, have been bothering me by spawning where I wish they wouldn't. I imagine disabling their spawns but allowing players to trade with the dryads for the saplings. I like the "theme" of that action, approaching nature spirits and trading for rare desired saplings.
Donno if this has been discussed or not, but im using another mod that adds minions that can fight for you and im noticing that when those minions kill Gaia mobs, the gaia mobs dont drop any loot. They still drop exp, just nothing else. Is there anything that can be done so that when Gaia mobs are killed by other sources they drop loot? Or do you think it may be an issue with the minion mod?
EDIT : I've opened a Issue on the GoG GitHub with more information and testing results regarding this.
question on ur build for 1.12.2 does it work server side if so how im confused and having troubles :/
i have tried running by itselfand with othersmod it wil lstartup abitof process then crash i will bring crash report if need be :/
I hadn't tried the mod on a server when I posted the 1.12 .jar but I just did and you are correct, it causes the server to crash. You're not the only one to experience this, someone else has already reported the issue here. I don't know if Silentine or DoctorWiggles are looking into it though.
I found a fix in the meantime though. I complied a .jar from Silentine's 1.12.1-Dev branch and used it for a quick test on a Forge 2611 server. The server didn't crash and when I connected to it, I saw some Grimoire mobs so from that, I can assume that it's working fine. I haven't had time to test it more than that though.
Here's a Dropbox link to this new .jar if anyone wants it. Don't forget that you'll need Baubles as well on both the client and server. And please keep in mind that this .jar (and the previous one I posted) are considered to be in alpha so you may run into bugs along the way. Use at your own risk!
This .jar works well on servers, thanks for the build. I put an issue on DoctorWiggles' github about this, but the rotten heart and all trading girl names have broken localization (does the entity.grimoireofgaia:EnderGirl.name) type thing. Looking at the Localization file shows that they're named properly though, so who knows where it's broken.