Grimoire of Gaia 3 (1.6.7) for Minecraft (1.12.2) has now been uploaded.
The update mostly focuses on fixing the archer issue and fixing a few block issues.
Also, Goblins.
As always, please check the changelog for the full list of changes. Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome.
Would you consider bringing this mod to bedrock if the new modding api made it possible?
I have no idea.
It really depends on if there are any tutorials for it or how motivated I am to work on it. I feel the transition would be very time consuming and not worth the effort in the end.
It really depends on if there are any tutorials for it or how motivated I am to work on it. I feel the transition would be very time consuming and not worth the effort in the end.
I'm sure tutorials will show up once its been made available and properly fleshed out. I almost never play on PC anymore as each new version of minecraft always has worse performance issues than the last.
Got a few things to ask about, one's a feature request I suppose while the other is just more of a question, since it's not really within your jurisdiction even if it's GoG related.
So the 'Don't really expect a thing to come of it' question first. Some friends and I were fiddling with mods, throwing together GoG and Metamorph, and something really bizarre happened. When morphed into an Anubis, I was hitting MYSELF, taking the blind and slowness usual to being hit by an Anubis. And at one point it switched to the projectiles, starting at me, ending at me, and yet not hurting (Although that bit's a bit further afield). Do GoG monsters (Or at least Anubis) not actually use the same kind of attacking behavior as other monsters?
As for the more relevant thing though, something that would be nice to have in the mod... Config options for additional monster spawning/extra abilities? For instance, Anubises (Anubii?) spawn skeletons and slow/blind, and a config to turn that kind of thing on or off would be nice.
Great mod in any case, good work!
Although I did see that request for Metamorph/GoG compatability a few pages back and I'd like to put a hand up and say there's my interest for that. Or just something in GoG that directly lets you take on the models of the creatures, they look infinitely better than dull player models.
So the 'Don't really expect a thing to come of it' question first. Some friends and I were fiddling with mods, throwing together GoG and Metamorph, and something really bizarre happened. When morphed into an Anubis, I was hitting MYSELF, taking the blind and slowness usual to being hit by an Anubis. And at one point it switched to the projectiles, starting at me, ending at me, and yet not hurting (Although that bit's a bit further afield). Do GoG monsters (Or at least Anubis) not actually use the same kind of attacking behavior as other monsters?
They don't. They switch between ranged and melee depending on the amount of health they have.
The immunity to projectiles could be probably because they are immune to their own projectiles or the projectiles of other Anubi. I implemented this so they would not hit each other and start fighting among themselves.
As for the more relevant thing though, something that would be nice to have in the mod... Config options for additional monster spawning/extra abilities? For instance, Anubises (Anubii?) spawn skeletons and slow/blind, and a config to turn that kind of thing on or off would be nice.
I'll need more demand for this feature to be implemented. It can be done; it is just tedious to do.
Concerning the debuffs; currently they are affected by the difficulty setting. Setting it to easy should disable debuffs while setting it to hard should increase the duration.
Although I did see that request for Metamorph/GoG compatability a few pages back and I'd like to put a hand up and say there's my interest for that. Or just something in GoG that directly lets you take on the models of the creatures, they look infinitely better than dull player models.
Mod compatibility only happens when someone implements it through the GitHub of this mod. I have 0 experience with using API and the like. Thaumcraft and Baubles compatibility (for instance) was implemented by Doctor_Wiggles, while JEI compatibility was implemented by mrbysco, neither done by me.
Grimoire of Gaia 3 (1.6.8) for Minecraft (1.12.2) has now been uploaded.
It is mostly an asset update. Textures, models and animations of a few mobs have been improved and sounds have been added to a majority of Male/Unisex mobs (thanks to MohawkyMagoo).
As always, please check the changelog for the full list of changes. Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome.
I want to change the chance of falling an item. How should I change it?For example, those box. Their chances of falling are simply maddening.:(
It is currently impossible to modify the drop rate of any on the items from the mobs in the mod without the use of another mod that can modify mobs (such as In Control!, etc.).
Oh, that feels a bit bad. I think can to raise the chances of dropping those boxes, and the monster rewards seem too little. A variety of monsters came to me, but I didn't get any special rewards when I beat them. Especially those elite monsters. XD
Oh, that feels a bit bad. I think can to raise the chances of dropping those boxes, and the monster rewards seem too little. A variety of monsters came to me, but I didn't get any special rewards when I beat them. Especially those elite monsters. XD
Drops/rewards has always been an issue for the mod. In the end I decided they all should just drop basic resources instead. At least that way they can used in other mods.
Hey, just going to my favorite mods that had 1.7.10 versions in somewhat recent history, and asking if any new content will be ported over. I waited this long because for the longest time the incessant "1.7.10 when?" comments got really annoying to some of you guys, and I can understand that. Also, I'm not asking mods that were never in 1.7.10 to be ported over, that would be a lot more work. And now that support for 1.7.10 has been completely dropped by almost all modders I wanted to remind you guys that we're still here. I know that any individual modder has a very small chance to do this, but I thought if I asked enough maybe someone would. Thank you for your time.
Hey Silentine, is there anyway to prevent mobs from GOG spawning in other dimensions?? Like for example if I had this mod in my mods folder along side digimobs, twightlight forest, and other mods that create new dimensions.
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By thy Power of Ultimate Fire you are History.
I'm thy hot headed D.E.M.O.N.S. Prince of Tahlavainia.
Never Surrender, Never Give In, Never Back Down, Fight until you are fully dead.
Hey Silentine, is there anyway to prevent mobs from GOG spawning in other dimensions?? Like for example if I had this mod in my mods folder along side digimobs, twightlight forest, and other mods that create new dimensions.
Yes.
There is a dimension blacklist in the config. You will need the dimension IDs.
Sorry to bother you with this new question Silentine, but will you add any support to Project E with mass producing rare items like the Boxed Lunch for example??
Rollback Post to RevisionRollBack
By thy Power of Ultimate Fire you are History.
I'm thy hot headed D.E.M.O.N.S. Prince of Tahlavainia.
Never Surrender, Never Give In, Never Back Down, Fight until you are fully dead.
Sorry to bother you with this new question Silentine, but will you add any support to Project E with mass producing rare items like the Boxed Lunch for example??
Likely not.
When it comes to mod support I lack any knowledge behind implementing it myself. The current mod support this mod adds have all been implemented by other coders throughout the years.
When it comes to mod support I lack any knowledge behind implementing it myself. The current mod support this mod adds have all been implemented by other coders throughout the years.
Ok that is a bummer to get multiple boxed lunches for the players to get a few mobs. Since Project E is off the table will there be other options like a specialized villager who will sell certain items for a huge price then??
Ok that is a bummer to get multiple boxed lunches for the players to get a few mobs. Since Project E is off the table will there be other options like a specialized villager who will sell certain items for a huge price then??
Currently only the Trader mob sells mod specific items (not including the Boxed Lunch). Thing is that is also a rare drop.
I have been thinking of making a craftable way to obtain items from the mod. Like a craftable spawn egg that spawns a merchant or (preferably) a block. A method that one can sell drops from the mod itself for other items. I guess in a way similar to Equivalent Exchange but limited to mod items.
Currently only the Trader mob sells mod specific items (not including the Boxed Lunch). Thing is that is also a rare drop.
I have been thinking of making a craftable way to obtain items from the mod. Like a craftable spawn egg that spawns a merchant or (preferably) a block. A method that one can sell drops from the mod itself for other items. I guess in a way similar to Equivalent Exchange but limited to mod items.
Interesting to know. Good to know you have a road map for the mod.
Rollback Post to RevisionRollBack
By thy Power of Ultimate Fire you are History.
I'm thy hot headed D.E.M.O.N.S. Prince of Tahlavainia.
Never Surrender, Never Give In, Never Back Down, Fight until you are fully dead.
Update:
Grimoire of Gaia 3 (1.6.7) for Minecraft (1.12.2) has now been uploaded.
The update mostly focuses on fixing the archer issue and fixing a few block issues.
Also, Goblins.
As always, please check the changelog for the full list of changes. Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome.
Feel free to join us over at the Discord channel as well.
Would you consider bringing this mod to bedrock if the new modding api made it possible?
I have no idea.
It really depends on if there are any tutorials for it or how motivated I am to work on it. I feel the transition would be very time consuming and not worth the effort in the end.
I'm sure tutorials will show up once its been made available and properly fleshed out. I almost never play on PC anymore as each new version of minecraft always has worse performance issues than the last.
Ahoy!
Got a few things to ask about, one's a feature request I suppose while the other is just more of a question, since it's not really within your jurisdiction even if it's GoG related.
So the 'Don't really expect a thing to come of it' question first. Some friends and I were fiddling with mods, throwing together GoG and Metamorph, and something really bizarre happened. When morphed into an Anubis, I was hitting MYSELF, taking the blind and slowness usual to being hit by an Anubis. And at one point it switched to the projectiles, starting at me, ending at me, and yet not hurting (Although that bit's a bit further afield). Do GoG monsters (Or at least Anubis) not actually use the same kind of attacking behavior as other monsters?
As for the more relevant thing though, something that would be nice to have in the mod... Config options for additional monster spawning/extra abilities? For instance, Anubises (Anubii?) spawn skeletons and slow/blind, and a config to turn that kind of thing on or off would be nice.
Great mod in any case, good work!
Although I did see that request for Metamorph/GoG compatability a few pages back and I'd like to put a hand up and say there's my interest for that. Or just something in GoG that directly lets you take on the models of the creatures, they look infinitely better than dull player models.
Thanks for using the mod! Now, to answer your queries.
They don't. They switch between ranged and melee depending on the amount of health they have.
The immunity to projectiles could be probably because they are immune to their own projectiles or the projectiles of other Anubi. I implemented this so they would not hit each other and start fighting among themselves.
I'll need more demand for this feature to be implemented. It can be done; it is just tedious to do.
Concerning the debuffs; currently they are affected by the difficulty setting. Setting it to easy should disable debuffs while setting it to hard should increase the duration.
Mod compatibility only happens when someone implements it through the GitHub of this mod. I have 0 experience with using API and the like. Thaumcraft and Baubles compatibility (for instance) was implemented by Doctor_Wiggles, while JEI compatibility was implemented by mrbysco, neither done by me.
Update:
Grimoire of Gaia 3 (1.6.8) for Minecraft (1.12.2) has now been uploaded.
It is mostly an asset update. Textures, models and animations of a few mobs have been improved and sounds have been added to a majority of Male/Unisex mobs (thanks to MohawkyMagoo).
As always, please check the changelog for the full list of changes. Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome.
Feel free to join us over at the Discord channel as well.
I want to change the chance of falling an item. How should I change it?For example, those box. Their chances of falling are simply maddening.:(
It is currently impossible to modify the drop rate of any on the items from the mobs in the mod without the use of another mod that can modify mobs (such as In Control!, etc.).
Oh, that feels a bit bad. I think can to raise the chances of dropping those boxes, and the monster rewards seem too little. A variety of monsters came to me, but I didn't get any special rewards when I beat them. Especially those elite monsters. XD
Drops/rewards has always been an issue for the mod. In the end I decided they all should just drop basic resources instead. At least that way they can used in other mods.
Hey, just going to my favorite mods that had 1.7.10 versions in somewhat recent history, and asking if any new content will be ported over. I waited this long because for the longest time the incessant "1.7.10 when?" comments got really annoying to some of you guys, and I can understand that. Also, I'm not asking mods that were never in 1.7.10 to be ported over, that would be a lot more work. And now that support for 1.7.10 has been completely dropped by almost all modders I wanted to remind you guys that we're still here. I know that any individual modder has a very small chance to do this, but I thought if I asked enough maybe someone would. Thank you for your time.
Hey Silentine, is there anyway to prevent mobs from GOG spawning in other dimensions?? Like for example if I had this mod in my mods folder along side digimobs, twightlight forest, and other mods that create new dimensions.
By thy Power of Ultimate Fire you are History.
I'm thy hot headed D.E.M.O.N.S. Prince of Tahlavainia.
Never Surrender, Never Give In, Never Back Down, Fight until you are fully dead.
Yes.
There is a dimension blacklist in the config. You will need the dimension IDs.
ok thanks, mate.
By thy Power of Ultimate Fire you are History.
I'm thy hot headed D.E.M.O.N.S. Prince of Tahlavainia.
Never Surrender, Never Give In, Never Back Down, Fight until you are fully dead.
Sorry to bother you with this new question Silentine, but will you add any support to Project E with mass producing rare items like the Boxed Lunch for example??
By thy Power of Ultimate Fire you are History.
I'm thy hot headed D.E.M.O.N.S. Prince of Tahlavainia.
Never Surrender, Never Give In, Never Back Down, Fight until you are fully dead.
Likely not.
When it comes to mod support I lack any knowledge behind implementing it myself. The current mod support this mod adds have all been implemented by other coders throughout the years.
Ok that is a bummer to get multiple boxed lunches for the players to get a few mobs. Since Project E is off the table will there be other options like a specialized villager who will sell certain items for a huge price then??
By thy Power of Ultimate Fire you are History.
I'm thy hot headed D.E.M.O.N.S. Prince of Tahlavainia.
Never Surrender, Never Give In, Never Back Down, Fight until you are fully dead.
Currently only the Trader mob sells mod specific items (not including the Boxed Lunch). Thing is that is also a rare drop.
I have been thinking of making a craftable way to obtain items from the mod. Like a craftable spawn egg that spawns a merchant or (preferably) a block. A method that one can sell drops from the mod itself for other items. I guess in a way similar to Equivalent Exchange but limited to mod items.
Interesting to know. Good to know you have a road map for the mod.
By thy Power of Ultimate Fire you are History.
I'm thy hot headed D.E.M.O.N.S. Prince of Tahlavainia.
Never Surrender, Never Give In, Never Back Down, Fight until you are fully dead.