Poll: WorldGen with unique mobs is planned. What do you think?
The worldgen will include new kinds of caves/dungeons in the same fashion as Minecraft, like the mineshafts and mob dungeons. No over the top massive structures are planned. Of course, you can disable/enable them in the config.
Not sure because I've never tried making a modpack with Curse, but I'm assuming it's the same as with FTB. Just include your config folder in the modpack file.
Rollback Post to RevisionRollBack
Timeless Modding is kinda dead but idk what to put here now
Not sure because I've never tried making a modpack with Curse, but I'm assuming it's the same as with FTB. Just include your config folder in the modpack file.
With curse you just upload a file and that's all. They don't mess with it. Its like uploading a modpack to here. At least I thought.
If you still want to make a custom world generation, please use cell noise/simplex noise/perlin noise. The worlds created with them always look extremely awesome!
With curse you just upload a file and that's all. They don't mess with it. Its like uploading a modpack to here. At least I thought.
You put the config in the overrides folder along with your third party mods and stuff. I actually just made a modpack on Curse a few days ago so now I understand it.
ummmm primitive mobs seems to have killed my server when i removed it... for the last 48-72 hours straight and ongoing this is what my console looks like
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33
its not stopping and its keeping my cpu usage at 100%... its completely out of control anybody know how to fix? this is after removing the mod...
and im renting a high power box so its kinda ridic, theres not even anyone on so almost no chunks should be loaded
wat ok minecraft forums is freaking out on my comp
this is basically virus level screwed up mod... no simple mob mod should on removal force a server to do a complete reset...
Try adding the mod again and setting the world to peaceful. It should unload the support creeper. I don't know what causes this... the information is very minimal. There should not be a reference to the support creeper anywhere... weird situation. I apologize.
this is awesome , is there a way to boost em so they could work with terrafirmacraft (they revamped the whole system so mobs do like 200 of damage but you have like 1000 points of health)
So what if there was also a trick bookshelf item that spawned a group of bewitched tombs when rightclicked?
Imagine how that could look! four or five tombs shooting out of a bookshelf when you rightclick it or attempt to mine it.
On the other hand, where do bookshelves spawn in vanilla? Strongholds and Villages. It would possibly be best to simply make them occasionally replace naturally spawned bookshelves. This way they'd be pretty rare, and a nasty surprise to people too lazy to make sugar cane farms.
Ideally, instead of the bookshelf disappearing afterward or staying, there would be a separate 'empty bookshelf' block that could be crafted with three books shapelessly to make it into a normal bookshelf.
Even better, in addition to all of this, if you could make bewitched tombs do the same blockmerging thing that silverfish do, except with bookshelves.
Requesting features is not the same as demanding features; don't worry about throwing your ideas out and seeing which ones catch the developer's eye.
I think this idea is actually quite good, and fits with the general feel of this mod and of vanilla Minecraft, as it combines the haunted tomes with the silverfish mechanic and the way vanilla already spawns groups of bookcases in normal locations.
I've been trying to think if there's a way to do this for the haunted tools as well, but I can only think of either having a treasure slime that carries a tool possibly, upon getting killed, spawn a haunted tool instead of dropping it (rare chance of that, anyway), or... well, vanilla doesn't have a Tool Rack like Bibliocraft does, and the Armor Stand is only after 1.8, so I guess there's no decent way to rig it for tools.
But the haunted bookcase thing, that would be perfect, and if I could set the spawn rate of haunted bookcases and of randomly spawned tomes then great, because I could make it so they don't show up randomly but only in bookcases. Also, if this mechanic does get created, I'd hope it could somehow go over an old save somehow (maybe just upon a player entering a chunk that has bookcases and hasn't yet been marked by the mod) and turning random bookcases into haunted ones, because that's the only way it'd work on pre-existing maps.
Also, this is making me wonder about other mobs that could be made... like a Vine Strangler, and maybe a chomping pumpkin monster.
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Requesting features is not the same as demanding features; don't worry about throwing your ideas out and seeing which ones catch the developer's eye.
I think this idea is actually quite good, and fits with the general feel of this mod and of vanilla Minecraft, as it combines the haunted tomes with the silverfish mechanic and the way vanilla already spawns groups of bookcases in normal locations.
I've been trying to think if there's a way to do this for the haunted tools as well, but I can only think of either having a treasure slime that carries a tool possibly, upon getting killed, spawn a haunted tool instead of dropping it (rare chance of that, anyway), or... well, vanilla doesn't have a Tool Rack like Bibliocraft does, and the Armor Stand is only after 1.8, so I guess there's no decent way to rig it for tools.
But the haunted bookcase thing, that would be perfect, and if I could set the spawn rate of haunted bookcases and of randomly spawned tomes then great, because I could make it so they don't show up randomly but only in bookcases. Also, if this mechanic does get created, I'd hope it could somehow go over an old save somehow (maybe just upon a player entering a chunk that has bookcases and hasn't yet been marked by the mod) and turning random bookcases into haunted ones, because that's the only way it'd work on pre-existing maps.
Also, this is making me wonder about other mobs that could be made... like a Vine Strangler, and maybe a chomping pumpkin monster.
Actually, according to the other thread (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2188456-primitive-mobs-update-progress-suggestions-thread?page=24#c464) davey's already added them to a development version that has yet to be made public. Well, sorta. They just work like normal monster spawners that look just like bookshelves and spawn tomes like a normal spawner. Good enough for me. As for the haunted tools, what I think would be amazing would be a way to cause the 'possession' of any item in your inventory. Possibly some sort of item dropped by the upcomming wizard mobs, and then it would open up a GUI where you can place a single item, and then for a small exp cost, make a haunted tool of it. Maybe even one that's friendly to all players with your username (basically, you.) although maybe just a normally hostile one would make more sense.
While I'm at it, Grove sprites as pets would be neat as well.
Is there any way to disable certain trade options for the travelling villagers?
In my experience, the trade options for traveling villagers have routinely sucked.
Oh hey, I've been running around in the wild seeing if anyone would buy my insanely expensive item that no one needs. Interested?"
"I can see why they threw you out of the village."
You should absolutely be able to fix what sort of trades they offer. That would make things a bit more useful, and let them work with modded items from other mods. Ideally, players could make config files for specific mods (such as HarvestCraft) and post them on the thread, and you could stick them in a PrimitiveMobs folder in the config section, and the mod would read all such files and add them to the database as it were.
But beside that, they should have trades a bit different from the normal villagers.
I'd love for them to have a more useful GUI where you could look over more trades at once, but I understand if that's not going to happen. Same with being able to switch between buying mode and selling mode, so I could leaf through just the offers to get emeralds or just the offers to pay emeralds (and maybe a third category of trades not involving currency). So just with the main trade GUI, here are my thoughts:
A traveling merchant should start with three trades minimum, at least one of them a fairly simple way to earn emeralds in the wild. Because who actually has emeralds in their inventory when they haven't been near a village? And at least one trade should be a simple, fairly useful item that the player would reasonably buy. No more of these rare-archaeology merchants.
It'd be nice to be able to specify not just a number of random trades that any such merchant might have, but a number of actual villager types, with a set of either random-possibility trades or in-this-order-always trades. Like, I could make a traveling Taco Stand guy, who sells Pam's Mexican food in a random order, and buys spice leaves and beans and tomatoes and such. And another guy who you have to unlock one tier at a time.
Traveling merchants should sell things with a much smaller inventory than normal villagers have. Maybe two or three items and that's it. This should be something you could specify in the configs (a range, maybe, for common, uncommon, and rare trades) and for each created trade.
And while I'm at it: Lost miners should cough up not just emeralds, but bits of random ore. Or maybe even ore instead of emeralds (adjustable by config). Maybe even occasionally a tool -- pickaxe or axe.
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I'm sorry if this have been asked before, but if I increase the value in spawn_rates config, does that increase or decrease the chance of something to spawn?
I think I'm going to have to drop this mod from my modpack for now even though it's cool. I have travelling villagers trading overpowered items from certain mods that they really shouldn't be and I have mobs spawning in dimensions that they shouldn't be.
Not sure because I've never tried making a modpack with Curse, but I'm assuming it's the same as with FTB. Just include your config folder in the modpack file.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
With curse you just upload a file and that's all. They don't mess with it. Its like uploading a modpack to here. At least I thought.
Chameleons are literally the cutest things in existence.
If you still want to make a custom world generation, please use cell noise/simplex noise/perlin noise. The worlds created with them always look extremely awesome!
You put the config in the overrides folder along with your third party mods and stuff. I actually just made a modpack on Curse a few days ago so now I understand it.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
-deleted- (minecraft forum double post)
ummmm primitive mobs seems to have killed my server when i removed it... for the last 48-72 hours straight and ongoing this is what my console looks like
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:32 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33 PM
CONSOLE:
WARN]: Skipping Entity with id primitivemobs.SupportCreeper
6:16:33
its not stopping and its keeping my cpu usage at 100%... its completely out of control anybody know how to fix? this is after removing the mod...
and im renting a high power box so its kinda ridic, theres not even anyone on so almost no chunks should be loaded
wat ok minecraft forums is freaking out on my comp
this is basically virus level screwed up mod... no simple mob mod should on removal force a server to do a complete reset...
Try adding the mod again and setting the world to peaceful. It should unload the support creeper. I don't know what causes this... the information is very minimal. There should not be a reference to the support creeper anywhere... weird situation. I apologize.
Hey there!
I made a Mod Showcase of this mod on my channel, if you want to check it out. 
-WaveViper
My YouTube channel: https://www.youtube.com/channel/UC-r6iaazHK4_4AvbveZvSqw
this is awesome , is there a way to boost em so they could work with terrafirmacraft (they revamped the whole system so mobs do like 200 of damage but you have like 1000 points of health)
Requesting features is not the same as demanding features; don't worry about throwing your ideas out and seeing which ones catch the developer's eye.
I think this idea is actually quite good, and fits with the general feel of this mod and of vanilla Minecraft, as it combines the haunted tomes with the silverfish mechanic and the way vanilla already spawns groups of bookcases in normal locations.
I've been trying to think if there's a way to do this for the haunted tools as well, but I can only think of either having a treasure slime that carries a tool possibly, upon getting killed, spawn a haunted tool instead of dropping it (rare chance of that, anyway), or... well, vanilla doesn't have a Tool Rack like Bibliocraft does, and the Armor Stand is only after 1.8, so I guess there's no decent way to rig it for tools.
But the haunted bookcase thing, that would be perfect, and if I could set the spawn rate of haunted bookcases and of randomly spawned tomes then great, because I could make it so they don't show up randomly but only in bookcases. Also, if this mechanic does get created, I'd hope it could somehow go over an old save somehow (maybe just upon a player entering a chunk that has bookcases and hasn't yet been marked by the mod) and turning random bookcases into haunted ones, because that's the only way it'd work on pre-existing maps.
Also, this is making me wonder about other mobs that could be made... like a Vine Strangler, and maybe a chomping pumpkin monster.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
i love both ideas! it would be awesome .
Actually, according to the other thread (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2188456-primitive-mobs-update-progress-suggestions-thread?page=24#c464) davey's already added them to a development version that has yet to be made public. Well, sorta. They just work like normal monster spawners that look just like bookshelves and spawn tomes like a normal spawner. Good enough for me. As for the haunted tools, what I think would be amazing would be a way to cause the 'possession' of any item in your inventory. Possibly some sort of item dropped by the upcomming wizard mobs, and then it would open up a GUI where you can place a single item, and then for a small exp cost, make a haunted tool of it. Maybe even one that's friendly to all players with your username (basically, you.) although maybe just a normally hostile one would make more sense.
While I'm at it, Grove sprites as pets would be neat as well.
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
Is there any way to disable certain trade options for the travelling villagers?
In my experience, the trade options for traveling villagers have routinely sucked. You should absolutely be able to fix what sort of trades they offer. That would make things a bit more useful, and let them work with modded items from other mods. Ideally, players could make config files for specific mods (such as HarvestCraft) and post them on the thread, and you could stick them in a PrimitiveMobs folder in the config section, and the mod would read all such files and add them to the database as it were.
But beside that, they should have trades a bit different from the normal villagers.
I'd love for them to have a more useful GUI where you could look over more trades at once, but I understand if that's not going to happen. Same with being able to switch between buying mode and selling mode, so I could leaf through just the offers to get emeralds or just the offers to pay emeralds (and maybe a third category of trades not involving currency). So just with the main trade GUI, here are my thoughts:
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I'm sorry if this have been asked before, but if I increase the value in spawn_rates config, does that increase or decrease the chance of something to spawn?
A shy person who doesn't talk unless enlightened.
hi, just want to let you know that this mod is in my pack and you can download it here
As human beings, we can teach, invent and discover, but if we can't do any of that we can at the very least be honest.
A random idea I just had: trying to enchant stuff in the Nether should make the tool/book turn into a haunted tool or tome.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
I think I'm going to have to drop this mod from my modpack for now even though it's cool. I have travelling villagers trading overpowered items from certain mods that they really shouldn't be and I have mobs spawning in dimensions that they shouldn't be.