I'm well aware the 1.12 branch is alpha. That being said, I'm trying to use it in a pack I feel like developing for myself at the moment and I'm finding some fun issues related to specific mobs and vanilla spawners. I'm trying to work out a list of what and doesn't work at the moment to try to just make things a little easier, in general. I'll try to make sure the issue also doesn't appear in a stripped down environment, like this mod+ forge. Will it be better to post about them on a specific github or both of them?
Will it be better to post about them on a specific github or both of them?
I haven't gotten any official direction from anyone but I would suggest submitting any issues to the github branch that it came from. So to DoctorWiggles if you're using the first .jar I posted or to Silentine if you're using the second .jar. That way they're not searching for a fix only to find that the issue is exclusively in the code of the other branch.
I decided to test both versions, and the results are pretty much the same. I'm beginning to think the problem may be a Vanilla spawner issue, honestly. I made a google sheets thing with the results. I'll explain the issue on both of them with the link to the spreadsheet. In the meantime, I'll see if I can manage to make a few changes to what I had in mind for the pack to make things work anyway. Apologies for taking so long to reply, but life does that sometimes.
It has been a long time since I last posted on the Minecraft forums (Jan 2018). I feel the longer I stay away, the harder it gets to return. I feel I am responsible to say my reasons why I have been inactive.
The reason why I have not worked on this mod is not due to time constraints, or that I am busy IRL, but because I can no longer run Minecraft itself. My computer can no longer handle it efficiently.
This has been an issue for a long time. Since 1.8.9 and beyond, performance has been slowly getting worse. Minecraft kept updating, my desktop did not. At this point, playing Minecraft feels more like a painful experience to me.
I came to this realization because a few days ago I managed to spend 3+ straight weeks making a single map for a game nobody hardly plays anymore. I could have spent the same amount of time on updating this mod (and finish it), but I did not. It dawned to me that the performance issue (which I downplayed for a long time) greatly affected my motivation to play Minecraft itself and it is the last thing I remember when I last played it.
I believe at this point the only way for me to start modding again for this game is to upgrade my desktop. I have been using this toaster since Minecraft 1.2.5 and only now has it shown its aging. Sadly, I won't be able to upgrade my desktop anytime soon. I would have if I could.
I am sorry to everyone who have been expecting this mod to update for a long time. I kept delaying it and then I eventually went silent; being silent does not fix the problem. I wish I realized that sooner.
In the mean time, if you feel the need to play this mod in 1.12.1:
a.) You can download the direct update from 1.10.2 to 1.12.1 made by BloodMC and Doctor_Wiggles here.
b.) faeldray has compiled the version from the GitHub here.
Ok, small request for the creators of the 1.12.2 version - I love this mod, always have - but the mob spawning is still seriously overdone for early and mid game play. Could someone please introduce a config option that just stops all world gen spawning by GOG? World spawn: true / false
That way I can use the mobs as bosses in structures spawned through mods like AW - without the world being overrun by them in passive and chunk spawning.
If I'm understanding this correctly, you don't want any mobs to spawn in the world naturally, you just want to use another mod to spawn them where you want. Doesn't changing all of the spawn rates to 0 in the config do that? Or do those spawn rates also affect the custom spawners you're using?
No, setting all the spawn rates to 0 doesn't seem to turn off GOG creatures spawning so far. (Maybe its a bug?)
No, those settings don't affect the spawner blocks we are using at all.
Which is why im hoping for just a "disable all spawning" config option if its doable
That's odd that GOG mobs were still spawning for you when you set the spawn rates to 0. I made a small test pack with GOG and Ancient Warfare 2, set the GOG spawn rates all to 0, and wasn't able to find a GOG mob in the test world.
To make sure that spawners still worked, I also tested both vanilla and the AW2 advanced spawners. They both spawned GOG mobs without issue.
Is it possible that a mod conflict is causing your issue, or that Forge needs to be updated? Here's the mod list I used if that will help at all:
Forge 2698 for 1.12.2
Ancient Warfare 2 2.5.221
CodeChicken Lib 1.8.341
GOG for 1.12.1, Silentine version
Inventory Tweaks 1.63
The One Probe 1.4.22
I hope you can figure it out because I'm using both GOG and AW2 in my pack and I'd love to include that structure pack as well; it looks awesome. (Although personally I'd still have GOG mobs spawning in the world.)
Been testing the 1.12.2 version posted on... one of the pages here.
Works flawlessly so far (about a week)- all (encountered) mobs work, animate, attack, chill and everything, but the Dolls have no effective rendered model- they're invisible, yet breaking particles are the right colors and the hitbox is correct.
Edit: Previously I thought I had fixed this by removing MCA mod, but I have still had harpies and minotauruses spawning in the Aether (Legacy).
I'm getting GoG mobs (Minotaurus and Harpy) spawning in the Aether (Aether Legacy) in the 1.12 version, and I'm not sure which mod is causing this error
The Aether Dimension ID is 4 and the Aether Biome ID is 127 according to it's config. How do I stop GoG mobs from spawning in the Aether dimension?
I am guessing the Aether mod uses the BiomeDictionary function. They spawn there due to a biome in the Aether using the same biome type(s) required to spawn Harpies and Minotaurus in vanilla Minecraft. Mods that add biomes/dimensions and use the BiomeDictionary frequently encounter this issue. The BiomeDictionary is a great feature when using mods that add biomes; it isn't when using mods that adds dimensions.
Look under Config>Debug<Biome Tweaks and try turning that off. Other than that, I am afraid there is no other solution I am aware of. In the past there was mods that could control mob spawns and I am not sure if any still exists for 1.12.2.
Now that we have flying and swimming mods in vanilla, are you going to update the behaviour of some of the water-dwellers and ought-to-be-flying mods like harpies?
I don't think it will be considered until 1.13 modding. As the 1.12 has no real flying/swimming entities. AKA silentine would have to write the full AI themselves... (I don't consider squids as swimming and bats as flying as their code is pretty much "go in a random direction")
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Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)