Everything in this mod can be disabled from the config. Mobs, Blocks, Items, Structures. Blocks and items are disabled by setting the ID to 0. Other objects are disable by setting boolean canSpawn flag to false for appropriate object.
Any question asked that is answered in the FAQ will be ignored. Post any bugs/problems/questions in this thread so that everyone can see and benefit (please do not PM me). If youre reporting a bug, please include paste your ForgeModLoader-0.log -or- ForgeModLoader-client-0.log to pastebin and include a link with your post.
Also, feel free to just post your overall impressions and suggestions.
I love suggestions. The goal/scope of this mod is rather large and as such some things are put off for longer than some people will like. If you have a preference to the order I'm adding content or an idea you think I should implement please post it. Fair Warning, I can only guarantee I'll hear you, not that Ill listen .
Q. What License is your mod under cause I want to <insert activity here>?
A. Apache License 2.0
Q. Can I use any of your mods in my Mod Pack?
Q. Should I post issues here or on Github?
A. Both. Report to thread for discussion, report to Github so I will not forgot.
Q. I want to contribute non-code / Texture / Models / Suggestions ... how?
A. Best way would be to create an issue on github with the artwork as an attachment or linked through dropbox. Then feedback can be given on the proposed and integrated into the project.
Released v0.2.4 contains Vultures and some bug fixes/tweaks
-Added Armadillo Takecover
-Fixed Sandworm and Lizard spawning in larger than intended groups
-Fixed Lizard and Sandworm sounds
-Added Sandworm sand sound when 'walking'
-Added Vultures a new mob
-Increased palm tree sapling drop rate from leaves
Good question. I'm honestly not sure. You wouldn't yet, as I've only added a new entity (thus no ID). I don't know how forge would handle that. I don't think so, as each variable line for the config is an individual getorset so it should add new lines for additional blocks/items as I add them.
Loved the vultures and lizards. Things that actually fly! So fed up with birds that are ground hoppers. Heres an idea for the vultures - is there a way they could be attracted to the player (circling overhead) dependent upon how low his health/food bar is? Say one vulture begins circling for every two apples lost? Then on the last apple they attack!
I was going to make them attack dependent on the number of vultures nearby/cicrcling as well as the player health. I doubt I could make it so that only a finite number of them circle him. The way I envision it is that as the player walks around vultures will gather above his head, the lower his health the more likely they'll decide to attack, but if even of them gather they'll attack irrelevantly. The side issue is it might not be fun if 20 vultures swoop down on the player all of a sudden. Also group AI pathing would be weird.
Had a problem with the armadillos - they didnt behave as I expected them to, a straight off attack from the get go? Not being a predator in the real world, it seemed wrong. Might be better if they only attacked on contact or if attacked? At the moment I think there are too many aggressive day mobs - at one point I was being attacked by two lizards, three armadillos, two vultures. Downgrading the armnadilo in this way would fix this I think.
I was concerned about this. What I'd like to do is make them attack eachother. Or atleast some kind of pecking order. Like Vultures prefer Lizards over player over armadillo. This would avoid the problem of fighting everything in the desert at once, but not having a bunch of stuff waiting for you to just kill it.
Weird problem with the sandworms - at first all I saw were three or four connected blocks textured same as sand moving about ABOVE the surface - looked very odd (are they supposed to be below ground surface at this stage?) When it attacked it turned into the worm texture which looked great and worked really well : ) I think this needs some work. I read afterwards that you wanted the worm to blend into its environment before contact - great idea, but at the moment it just looks a little weird. How about some surface texture movement of some kind to indicate where the worm is, rather than the full model on surface? Kinda reminds me of Dune. I was half expecting a giant version to turn up.
The Sandworm has two textures, a essentially sand texture which is very obvious from the side once you know what your looking for. The Sandworm is like any other creature it sits on the ground. What you probably saw was the back half of sandworm encased into a wall. The problem is that the collision box around the sandworm is only aligned to the front half. So the back half can't collide and sticks into walls. I'm looking into a fix.
Found it almost impossible to get the Pharoah working/summoned - its too complex I think. Why does the player summon the Pharoah? Could he just be encountered in some way? Maybe spawned from an artifact or tomb? How about a small pyramid - even better if he was a Pharoah mummy lord : )
I can't have a boss walking that could destroy players precious structures. I originally wanted a biome boss, one boss spawned naturally in the biome. Maybe it is too complicated. Note that he doesn't summon instantly, it triggers the building of a small pyramid that builds over the course of 30 seconds while sound plays. Then he shows up. If you delete the block (thinking its not working) he won't summon.
Did you eventually get it working though? Was it the pattern that was difficult?
Could you make the mummy a night monster? Not just linked to the Pharoah? I've always wanted mummies in minecraft : ) How about a small tomb structure like the palm oasis, mostly underground where the mummies could spawn from sarcophagai?
At this point in writing my reply I received a notification that you replied and read the other. I'll leave above as is.
Which is all just GREAT - Put the pharoah mummy lord in the Pyramid Wonder : ) Heres a thought - could you use the standard MC desert temple pyramid? but recrafted? My players have gotten so used to these - find one, dig down, disable pressure plate, walk away with loot. It would be really nice if they found one, dug down, disabled pressure plate and instigated some form of pharoah attack with spawning mummies in a lower level they didnt expect
The current fight mechanics are definetly not designed around fighting in doors, even less underground. I have considered RNGing up the Pyramid (either editing the default one or cloning one of my own) with additional pressure plates / trip wire (explosions at different parts of the temple). I'll have to think on it.
I enjoyed playing this, it livens up deserts a lot and i'm keeping the mod in our games. Will be very interested to see how it develops and where you take things. Would love to see your take on the other biomes - i've wanted biome specific monster generation in MC since I first started playing.
Glad you enjoyed it. On a completely unrelated note, I've gotten overlays figured out now so the boss should have a health bar soon.
By the way - love the scale and cactus armour, and the cocunuts, which I missed entirely in play, hence the dates suggestion.
What I'm thinking of doing with the coconuts is the Palm Tree itself spawn like how a pumpkin stem spawns pumpkins. Coconuts would spawn at the top where the log meets the leaves. I'd extend the sample style eventually to apple trees and apples would hang from the bottom of the leaves.
Very, Minor Update. Added Health Bar to Pharoah Boss. Doesn't show up on server, I think I know the reason but I'm not sure of a workaround. Spent Last couple days playing with overlays, hence the lack of a real update (I wouldn't bother unless you feel a healthbar is really important). I did however create a couple overlays that might be useful. One shows your buffs, the other shows your armor and durability.
I'll begin working on an actual update tommorow which will likely include: Bird AI improvements, Sandoworm fix, balancing amount of hostiles. Possibly might include first mobs of teiga update(TreeEnt maybe).