The Configuration Files should now actually work! Fixed a very stupid bug! The config was working (would load and save settings) but the default values were being used anyway, lol it was a placeholder I left while upgrading the configs ages ago, I can't believe I've left that in!
Awesome news, now we get to keep it in the pack, these are some of the best minecraft mobs I have seen and it would be a shame to have got rid of it.
Ill let you know the details once the pack is complete, its a private server pack, still working on the website however.
Haven't started yet, I've been busy lately with work and the new server, but I'll try and make a start this week on it. With Christmas coming up I might be quite preoccupied too. :S
Awesome news, now we get to keep it in the pack, these are some of the best minecraft mobs I have seen and it would be a shame to have got rid of it. Ill let you know the details once the pack is complete, its a private server pack, still working on the website however.
Great! Let me know if you have any problems with the new config and spawn rates.
I'm having problems with this mod, files obdecem setting is not what is changed, for example: I switched on \ config \ LycanitesMobs \ DemonMobs option: B: "Enable Pinkies" = false (still put the pinkies in the world) there is a solution to this, or just deleting and astalavista? bye!
Are you using the latest version (1.2.0b)? I've fixed a bug where the config wasn't actually doing anything!
Also disabling mobs hasn't been properly tested yet, there is also a problem with it and spawn eggs where if you disable a mob, all the spawn eggs change IDs, I'll be fixing this in the next update and testing mob disabling properly.
Your hard work is much appreciated. Unfortunately, the latest update didn't solve my Joust spawning problem. I'm pretty sure it's because I have Mo' Creatures installed even though I've set Jousts to 1:1:1:1 in Custom Mob Spawner. Everytime I go to a desert, badlands, etc. biome there are dozens of Jousts and Erepedes.
Can you make the Cyber Demon or a tamable mob like a Pinky mount?
Cacodemons, Lurkers and Erepedes can all be tamed and will fight for you. At some point I'm going to add mounting to my mob AI, then Pinkies, Erepedes and Eyewigs (upcoming swamp mob) will all be mountable. Pinkies will have to be tamed while they're young, Erepedes can already be tamed and will become mountable with a saddle and Eyewigs will be tameable and then mountable with a tricky to obtain item.
Your hard work is much appreciated. Unfortunately, the latest update didn't solve my Joust spawning problem. I'm pretty sure it's because I have Mo' Creatures installed even though I've set Jousts to 1:1:1:1 in Custom Mob Spawner. Every time I go to a desert, badlands, etc. biome there are dozens of Jousts and Erepedes.
If you head to the config for my mod, even with Mo' Creatures active, the Mobs per Chunk setting should still be used, if Mo' Creatures overrides that though, then I can't really do anything about it, you could try setting Jousts and Erepedes to Monsters instead of animals. My config is loaded pretty late so there could be a chance that it overrides Mo' Creatures however I doubt this as the Custom Mob Spawner should really use some sort of post-loading system.
I'll lower the default spawn rate, if you go into the configs folder and then lycanite, you'll see a few config files, in DemonMobs.cfg you can then find a setting where you can lower the spawn rates of the demon mobs, let me know if you have any problems!
Hello!
I would be happy if you would be so kind to specify what the options mean here:
Spawn min-max means how many will spawn - but weight I cannot figure out yet.
Now these mobs are really rare, and I would like to make them more common.
What is the average weight to spawn a vanilla zombie? If I change the numbers higher, will they be more or less common?
I am also interested in do your 1.6.4 wersions run on 1.6.2 too?
Some mods were compatible, maybe yours too?
(I feel nostalgy for Doom every time I saw one demon)
Spawn min-max means how many will spawn - but weight I cannot figure out yet.
Now these mobs are really rare, and I would like to make them more common.
What is the average weight to spawn a vanilla zombie? If I change the numbers higher, will they be more or less common?
I am also interested in do your 1.6.4 wersions run on 1.6.2 too?
Some mods were compatible, maybe yours too?
(I feel nostalgy for Doom every time I saw one demon)
Thank you!
Firstly this mod unfortunately doesn't work on 1.6.2, there is an old version that does but it's missing a lot of mobs and features. I'll be backporting to 1.6.2 at some point once I've finished some mobs and features, if 1.6.2 is still big by then.
It looks like I'm missing some spaces in that config file, I should fix that next update lol.
Right so Group Spawn Min/Max controls a random amount from Min to Max that mobs are spawned when a new chunk is generated (this does not control how often they spawn, etc, just how many are spawned as you explore the world and load new chunks).
Spawn Weights control how important the mob is when mobs are being randomly spawned. Vanilla Zombies use a weight of 8 as do most vanilla mobs. A higher spawn weight means a higher chance of the mob spawning instead of other mobs. So to see the mob frequently I'd use 8, to make them rare use 1, 0 I think will make them never spawn. 6 Is good for mobs that should be fairly common but not too frequent. 4 is good for rarer mobs, then 1 or 2 for really rare mobs.
If you're using an old version of this mod I cannot guarantee that the config actually works though, I upgraded the configs at some point and left a bit of test code in that means they are completely ignored! The latest version for MC1.6.4 (1.2.0b) fixes this issue.
Also I think I've renamed Group Spawn Min/Max to Chunk Spawn Min/Max in the recent updates to make it a bit clearer.
I've also added a new config option called something like Chunk Spawn Limit which limits how many of the mob are allowed to spawn in each chunk all together.
Testing the spawn rates can be really annoying as testing it can be really unreliable! I could add yet another spawn control which would be spawn chance which would be a random chance that the mob spawn would fail, this could be quite laggy though.
Hmm I think I might work on NPC mobs in the future, there'd be Villagers, Humans and then other races added over time. NPCs mobs would act just like regular villagers but OPs could use an NPC Wand to edit what they do, make them invincible, link them to a TIleEntity (such as linking an NPC to a Furnace, this would possibly support mods such as Tekkit packs so you could link an NPC to a Charging Dock or something). Npcs could be given Chat lines when right clicked by players, they could be aggressive and have attacking lines, etc. I could also add NPC patrol waypoints, etc.
Some of these ideas are based on Noppe's Custom NPCs which is a pretty cool mod but I'm having loads of problems with it and my MCPC+ Server. The NPC Mobs addon to this mod would be a bit more light weight. I'm also thinking about making a Mob Arena mod and possible a Shop Block mod. These NPCs could then link to Arena Entrance blocks or Shop Blocks which would make NPCs that players can essentially trade with or join arenas from.
Hmm I think I might work on NPC mobs in the future, there'd be Villagers, Humans and then other races added over time. NPCs mobs would act just like regular villagers but OPs could use an NPC Wand to edit what they do, make them invincible, link them to a TIleEntity (such as linking an NPC to a Furnace, this would possibly support mods such as Tekkit packs so you could link an NPC to a Charging Dock or something). Npcs could be given Chat lines when right clicked by players, they could be aggressive and have attacking lines, etc. I could also add NPC patrol waypoints, etc.
Some of these ideas are based on Noppe's Custom NPCs which is a pretty cool mod but I'm having loads of problems with it and my MCPC+ Server. The NPC Mobs addon to this mod would be a bit more light weight. I'm also thinking about making a Mob Arena mod and possible a Shop Block mod. These NPCs could then link to Arena Entrance blocks or Shop Blocks which would make NPCs that players can essentially trade with or join arenas from.
Thanks for your efforts. I love this mod.
Would it be possible to create a direct port of your latest 1.6.4 version for 1.6.2, please?
EDIT: I just read above that you said you plan to back port. Thanks!
So, you are thinking of making a mod similar to custom npcs? Good luck with that, the custom npc mod is HUGE.
It wont be as elaborate as Custom NPCs and instead will simply just add some basic chat features to mobs along with changing aggressiveness, movement and some special features like linking to a Tile Entity. These features are very easy to implement, the main challange is making the GUI but once mountable mobs are implemented, I'll have a GUI system in place.
As for Quests and Shops, I'm thinking about making other mods that will cover these with Quest Blocks and Shop Blocks, then, the NPCs Mobs from this mod can be liked to them with their Tile Entity linking feature.
Thanks for your efforts. I love this mod. Would it be possible to create a direct port of your latest 1.6.4 version for 1.6.2, please? EDIT: I just read above that you said you plan to back port. Thanks!
I've been a bit busy recently but yep, as said in other psots there will be a 1.6.2 update eventually, once I've finished off Desert, Swamp and Mounts.
Anyways, I've started to model the Eyewig, I hope to have it fully modelled and possibly textured today, I can then spend next week programming it. It make take a little while as Eyewigs will have both a melee attack and ranged attack, this is quite easy to implement with my new AI system but the ranged attack will be a Poison Ray fired from it's eye! Have a laser attack means that I need to make a laser system that can work with multiple mobs, dispensers and items (there will be a Poison Ray Scepter).
It wont be as elaborate as Custom NPCs and instead will simply just add some basic chat features to mobs along with changing aggressiveness, movement and some special features like linking to a Tile Entity. These features are very easy to implement, the main challange is making the GUI but once mountable mobs are implemented, I'll have a GUI system in place. As for Quests and Shops, I'm thinking about making other mods that will cover these with Quest Blocks and Shop Blocks, then, the NPCs Mobs from this mod can be liked to them with their Tile Entity linking feature. I've been a bit busy recently but yep, as said in other psots there will be a 1.6.2 update eventually, once I've finished off Desert, Swamp and Mounts. Anyways, I've started to model the Eyewig, I hope to have it fully modelled and possibly textured today, I can then spend next week programming it. It make take a little while as Eyewigs will have both a melee attack and ranged attack, this is quite easy to implement with my new AI system but the ranged attack will be a Poison Ray fired from it's eye! Have a laser attack means that I need to make a laser system that can work with multiple mobs, dispensers and items (there will be a Poison Ray Scepter).
I hate how Custom NPC's adds items and Factions. +1
Same here, I was using Balkions Weapons and thus had two Crossbow for example! A mod shouldn't branch out too much or should at least modularize a bit IMO. Custom NPCs is a great mod but it adds to much for one mod I think and so I'm thinking about a lightweight alternative. The most important feature I think will be the ability to link an NPC to a Tile Entity because it can essentially make an NPC work with almost any other mod.
Also the Custom NPCs will be remove-able form this mod. Currently it is untested but this mod is designed to be split up into packs such as Demon Mobs Pack and Swamp Mobs Pack and if you open the LycanitesMobsComplete.jar with WinRAR or whatever, you should be able to safely delete lycanite/DemonMobs or any of the mob packs (not LycanitesMobs as this is the core). By deleting them, the mobs, items and blocks added by that pack are completely removed from the game all together. This hasn't been tested yet but should work, if the game crashes with a Null Reference Exception then I've left a check out somewhere and I can fix it.
Awesome news, now we get to keep it in the pack, these are some of the best minecraft mobs I have seen and it would be a shame to have got rid of it.
Ill let you know the details once the pack is complete, its a private server pack, still working on the website however.
I switched on
\ config \ LycanitesMobs \ DemonMobs
option:
B: "Enable Pinkies" = false (still put the pinkies in the world)
there is a solution to this, or just deleting and astalavista?
bye!
Haven't started yet, I've been busy lately with work and the new server, but I'll try and make a start this week on it. With Christmas coming up I might be quite preoccupied too. :S
No problem! Let me know if you have any issues!
Great! Let me know if you have any problems with the new config and spawn rates.
Are you using the latest version (1.2.0b)? I've fixed a bug where the config wasn't actually doing anything!
Also disabling mobs hasn't been properly tested yet, there is also a problem with it and spawn eggs where if you disable a mob, all the spawn eggs change IDs, I'll be fixing this in the next update and testing mob disabling properly.
It should make Mob Arenas with Forge mods very fun!
Nice mod you have there, sir. And I approve of your idea!
Cacodemons, Lurkers and Erepedes can all be tamed and will fight for you. At some point I'm going to add mounting to my mob AI, then Pinkies, Erepedes and Eyewigs (upcoming swamp mob) will all be mountable. Pinkies will have to be tamed while they're young, Erepedes can already be tamed and will become mountable with a saddle and Eyewigs will be tameable and then mountable with a tricky to obtain item.
If you head to the config for my mod, even with Mo' Creatures active, the Mobs per Chunk setting should still be used, if Mo' Creatures overrides that though, then I can't really do anything about it, you could try setting Jousts and Erepedes to Monsters instead of animals. My config is loaded pretty late so there could be a chance that it overrides Mo' Creatures however I doubt this as the Custom Mob Spawner should really use some sort of post-loading system.
Hello!
I would be happy if you would be so kind to specify what the options mean here:
Spawn min-max means how many will spawn - but weight I cannot figure out yet.
Now these mobs are really rare, and I would like to make them more common.
What is the average weight to spawn a vanilla zombie? If I change the numbers higher, will they be more or less common?
I am also interested in do your 1.6.4 wersions run on 1.6.2 too?
Some mods were compatible, maybe yours too?
(I feel nostalgy for Doom every time I saw one demon)
Thank you!
Firstly this mod unfortunately doesn't work on 1.6.2, there is an old version that does but it's missing a lot of mobs and features. I'll be backporting to 1.6.2 at some point once I've finished some mobs and features, if 1.6.2 is still big by then.
It looks like I'm missing some spaces in that config file, I should fix that next update lol.
Right so Group Spawn Min/Max controls a random amount from Min to Max that mobs are spawned when a new chunk is generated (this does not control how often they spawn, etc, just how many are spawned as you explore the world and load new chunks).
Spawn Weights control how important the mob is when mobs are being randomly spawned. Vanilla Zombies use a weight of 8 as do most vanilla mobs. A higher spawn weight means a higher chance of the mob spawning instead of other mobs. So to see the mob frequently I'd use 8, to make them rare use 1, 0 I think will make them never spawn. 6 Is good for mobs that should be fairly common but not too frequent. 4 is good for rarer mobs, then 1 or 2 for really rare mobs.
If you're using an old version of this mod I cannot guarantee that the config actually works though, I upgraded the configs at some point and left a bit of test code in that means they are completely ignored! The latest version for MC1.6.4 (1.2.0b) fixes this issue.
Also I think I've renamed Group Spawn Min/Max to Chunk Spawn Min/Max in the recent updates to make it a bit clearer.
I've also added a new config option called something like Chunk Spawn Limit which limits how many of the mob are allowed to spawn in each chunk all together.
Testing the spawn rates can be really annoying as testing it can be really unreliable! I could add yet another spawn control which would be spawn chance which would be a random chance that the mob spawn would fail, this could be quite laggy though.
Some of these ideas are based on Noppe's Custom NPCs which is a pretty cool mod but I'm having loads of problems with it and my MCPC+ Server. The NPC Mobs addon to this mod would be a bit more light weight. I'm also thinking about making a Mob Arena mod and possible a Shop Block mod. These NPCs could then link to Arena Entrance blocks or Shop Blocks which would make NPCs that players can essentially trade with or join arenas from.
AWWWWWW YEEEEEAH
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
Would it be possible to create a direct port of your latest 1.6.4 version for 1.6.2, please?
EDIT: I just read above that you said you plan to back port. Thanks!
It wont be as elaborate as Custom NPCs and instead will simply just add some basic chat features to mobs along with changing aggressiveness, movement and some special features like linking to a Tile Entity. These features are very easy to implement, the main challange is making the GUI but once mountable mobs are implemented, I'll have a GUI system in place.
As for Quests and Shops, I'm thinking about making other mods that will cover these with Quest Blocks and Shop Blocks, then, the NPCs Mobs from this mod can be liked to them with their Tile Entity linking feature.
I've been a bit busy recently but yep, as said in other psots there will be a 1.6.2 update eventually, once I've finished off Desert, Swamp and Mounts.
Anyways, I've started to model the Eyewig, I hope to have it fully modelled and possibly textured today, I can then spend next week programming it. It make take a little while as Eyewigs will have both a melee attack and ranged attack, this is quite easy to implement with my new AI system but the ranged attack will be a Poison Ray fired from it's eye! Have a laser attack means that I need to make a laser system that can work with multiple mobs, dispensers and items (there will be a Poison Ray Scepter).
I love the idea!
Cool! I like the idea!
Same here, I was using Balkions Weapons and thus had two Crossbow for example! A mod shouldn't branch out too much or should at least modularize a bit IMO. Custom NPCs is a great mod but it adds to much for one mod I think and so I'm thinking about a lightweight alternative. The most important feature I think will be the ability to link an NPC to a Tile Entity because it can essentially make an NPC work with almost any other mod.
Also the Custom NPCs will be remove-able form this mod. Currently it is untested but this mod is designed to be split up into packs such as Demon Mobs Pack and Swamp Mobs Pack and if you open the LycanitesMobsComplete.jar with WinRAR or whatever, you should be able to safely delete lycanite/DemonMobs or any of the mob packs (not LycanitesMobs as this is the core). By deleting them, the mobs, items and blocks added by that pack are completely removed from the game all together. This hasn't been tested yet but should work, if the game crashes with a Null Reference Exception then I've left a check out somewhere and I can fix it.