Released the 1.4.5 version. Instead of making a new thread I decided to remake this one. I still feel rather uneasy with this version. Please report any bugs! Thank you.
Also note I have added Spawn Eggs (Made possible due to Forge) which has been requested many times in the past. I hope this does not affect item IDs .
On the OP, you put Siren twice, first under what looks like the Cobble Golem, and second under the the Siren.
And YAYAY!!!!! 8D
Going to start work on the Encyclopedia most likely later, because I am tired at the moment and I am only up because I am testing stuffs with other mods.
Honestly, you shouldn't have any touble with Thaumcraft compatability, because all you are adding in are a few small shards/nuggets. Just assign them an aspect value equal to what it takes to match what a full one has, or at least come close.
On the OP, you put Siren twice, first under what looks like the Cobble Golem, and second under the the Siren.
And YAYAY!!!!! 8D
Going to start work on the Encyclopedia most likely later, because I am tired at the moment and I am only up because I am testing stuffs with other mods.
Thanks for pointing that out. I did not notice these small errors mostly because I myself am tired testing everything today.
Honestly, you shouldn't have any touble with Thaumcraft compatability, because all you are adding in are a few small shards/nuggets. Just assign them an aspect value equal to what it takes to match what a full one has, or at least come close.
I guess Spawn Eggs do not use ItemIDs. In total I only added around 7 items.
Place it in the Roaming>.minecraft>mods folder. :3
Also, I noticed two things while testing the mod:
1. The mod no longer has any kind of config.
2. The mobs from this mod do not have Spawner metadata anymore (meaning you can no longer get Spawners from this mod from TMI/NEI). This made my testing alittle annoying, but otherwise I am very happy. :3
Edit:
Just wondering, in the Jungle Tab, you have a mob named Siren, but ingame, the Spawn Egg says Warrior, is that right? o.o?
Also, I noticed two things while testing the mod:
1. The mod no longer has any kind of config.
2. The mobs from this mod do not have Spawner metadata anymore (meaning you can no longer get Spawners from this mod from TMI/NEI). This made my testing alittle annoying, but otherwise I am very happy. :3
Edit:
Just wondering, in the Jungle Tab, you have a mob named Siren, but ingame, the Spawn Egg says Warrior, is that right? o.o?
Not sure if it had any config to begin with. Except for Block IDs.
Those Spawners really lagged my game out, especially with mods which add a ton of mobs. It was not in my intention though.
Honestly, you shouldn't have any touble with Thaumcraft compatability, because all you are adding in are a few small shards/nuggets. Just assign them an aspect value equal to what it takes to match what a full one has, or at least come close.
The TC3 API isn't finalized yet, though.
EDIT:
Awesome update!
I really should test it out to help you find bugs, but TBH I'm waiting on a few other mods to be released >_>
I really invested my time this time around. I felt like I needed to balance everything out. Unlike the first, mobs this time spawn in each biome and usually in equal number (3). I also implemented "the deeper you go, the more dangerous it gets" idea I had previously.
Mobs also have reduced Knockback, forcing the player to move around a bit instead of solely standing and hitting the enemy. That and mostly all mobs have a stepping height of one block which technically means they don't jump while climbing a step. I needed to implement this because enemies seemed rather easy to defeat while standing of heigh ground.
Can you add a config file so that we can change spawn rates of mobs, or eliminate them all together? I've played around with this for a while and I love it but I find some of the mobs a bit overpowered, like the minotaur. I like it, but I feel it spawns too frequently. If you could add a config that would be amazing!
Can you add a config file so that we can change spawn rates of mobs, or eliminate them all together? I've played around with this for a while and I love it but I find some of the mobs a bit overpowered, like the minotaur. I like it, but I feel it spawns too frequently. If you could add a config that would be amazing!
I myself have issues with spawns (specifically with day mobs). Unfortunately I currently have no idea how to fix it or implement a config file. I will however include it into the list of things-to-do.
And don't worry, there are more to come.
And you my not be able to tell, but there is small shadows around the small ones in the last Banner. I will be fixing that shortly. Hope you all enjoy them. ^w^
I myself have issues with spawns (specifically with day mobs). Unfortunately I currently have no idea how to fix it or implement a config file. I will however include it into the list of things-to-do.
Awesome! Also after playing around with this mod, along with many others, I enjoy it very much. But one complaint, the minotaur girl is a bit overpowered, she definitely increased the death toll for me.
Awesome! Also after playing around with this mod, along with many others, I enjoy it very much. But one complaint, the minotaur girl is a bit overpowered, she definitely increased the death toll for me.
Well, this mod is meant to be played with other mods that add End-Game content or more powerful stuff originally, back when there was Thaumcraft 2, RedPower, Buildcraft, Equivalent Exchange 2 and such.
Edit:
Silentine, what is the ItemID used by this mod? Without a config I don't know them without launching and also others need to know for their mods that add a ████ton of items so they can fix conflicts.
Hey Silentine, excellent mod you have here.
Been waiting for this release patiently for ages. Although now that its been released i'm having problems with mobs spawning.
I know your mod is installed properly because all the spawn eggs show up in NEI but none of your mobs are spawning for me.
I don't really have a log for you or anything but i'm using the magic world modpack in the FTB launcher. If someone could help me fix this problem I would greatly appreciate it. Hope you continue to improve on this already great mod.
Hey Silentine, excellent mod you have here.
Been waiting for this release patiently for ages. Although now that its been released i'm having problems with mobs spawning.
I know your mod is installed properly because all the spawn eggs show up in NEI but none of your mobs are spawning for me.
I don't really have a log for you or anything but i'm using the magic world modpack in the FTB launcher. If someone could help me fix this problem I would greatly appreciate it. Hope you continue to improve on this already great mod.
try it with a clean minecraft jar and only forge and GoG2. because there IS a bug right now, the mobs that are supposed to spawn in the day, don't spawn. turn it to night, and make sure you're in a biome with lots of mob spawns. also check large underground caves for the mobs. underground mobs are fairly rare, but iv'e found them.
This mod looks fantastic! It could very well fill the hole in my heart left be discontinuation of the "Never Alone" mod. -sighs-
I'm just wondering, and I appologize if this has been asked already (Though I did a quick search anyway), but since a lot of these mobs are tied to biomes, is this mod compatible with Better World Generation 3? What about MoreBiomesXL?
Looking forward to trying this out.
Rollback Post to RevisionRollBack
Sigma_Phi - home of the long-winded answers to questions nobody asked.
Released the 1.4.5 version. Instead of making a new thread I decided to remake this one. I still feel rather uneasy with this version. Please report any bugs! Thank you.
Also note I have added Spawn Eggs (Made possible due to Forge) which has been requested many times in the past. I hope this does not affect item IDs .
And YAYAY!!!!! 8D
Going to start work on the Encyclopedia most likely later, because I am tired at the moment and I am only up because I am testing stuffs with other mods.
Thanks for pointing that out. I did not notice these small errors mostly because I myself am tired testing everything today.
I guess Spawn Eggs do not use ItemIDs. In total I only added around 7 items.
Place it in the Roaming>.minecraft>mods folder. :3
Also, I noticed two things while testing the mod:
1. The mod no longer has any kind of config.
2. The mobs from this mod do not have Spawner metadata anymore (meaning you can no longer get Spawners from this mod from TMI/NEI). This made my testing alittle annoying, but otherwise I am very happy. :3
Edit:
Just wondering, in the Jungle Tab, you have a mob named Siren, but ingame, the Spawn Egg says Warrior, is that right? o.o?
Not sure if it had any config to begin with. Except for Block IDs.
Those Spawners really lagged my game out, especially with mods which add a ton of mobs. It was not in my intention though.
Another mistake. Thanks for pointing it out .
The TC3 API isn't finalized yet, though.
EDIT:
Awesome update!
I really should test it out to help you find bugs, but TBH I'm waiting on a few other mods to be released >_>
Profile pic by Cheshirette c:
I really invested my time this time around. I felt like I needed to balance everything out. Unlike the first, mobs this time spawn in each biome and usually in equal number (3). I also implemented "the deeper you go, the more dangerous it gets" idea I had previously.
Mobs also have reduced Knockback, forcing the player to move around a bit instead of solely standing and hitting the enemy. That and mostly all mobs have a stepping height of one block which technically means they don't jump while climbing a step. I needed to implement this because enemies seemed rather easy to defeat while standing of heigh ground.
I myself have issues with spawns (specifically with day mobs). Unfortunately I currently have no idea how to fix it or implement a config file. I will however include it into the list of things-to-do.
And don't worry, there are more to come.
And you my not be able to tell, but there is small shadows around the small ones in the last Banner. I will be fixing that shortly. Hope you all enjoy them. ^w^
Well, this mod is meant to be played with other mods that add End-Game content or more powerful stuff originally, back when there was Thaumcraft 2, RedPower, Buildcraft, Equivalent Exchange 2 and such.
Edit:
Silentine, what is the ItemID used by this mod? Without a config I don't know them without launching and also others need to know for their mods that add a ████ton of items so they can fix conflicts.
Been waiting for this release patiently for ages. Although now that its been released i'm having problems with mobs spawning.
I know your mod is installed properly because all the spawn eggs show up in NEI but none of your mobs are spawning for me.
I don't really have a log for you or anything but i'm using the magic world modpack in the FTB launcher. If someone could help me fix this problem I would greatly appreciate it. Hope you continue to improve on this already great mod.
Amazing work. This stands out from other mob mods because the ideas are different (how many mods have a Wither Cow?)
try it with a clean minecraft jar and only forge and GoG2. because there IS a bug right now, the mobs that are supposed to spawn in the day, don't spawn. turn it to night, and make sure you're in a biome with lots of mob spawns. also check large underground caves for the mobs. underground mobs are fairly rare, but iv'e found them.
I'm just wondering, and I appologize if this has been asked already (Though I did a quick search anyway), but since a lot of these mobs are tied to biomes, is this mod compatible with Better World Generation 3? What about MoreBiomesXL?
Looking forward to trying this out.
Sigma_Phi - home of the long-winded answers to questions nobody asked.