Are mod spawns configured to work with Biomes O' Plenty by default?
Yup, by default Biome Tags are used for spawn conditions rather than specific biomes so any modded biome should spawn mobs based on what the mod author has tagged it with.
I saw an old post from 2014 on the FTB forums about possibly getting a low-res texture pack for this mod. I can't find anything more recent on the topic so I imagine that idea never panned out?
Asking because I'm trying to run a modpack on an older laptop and wondering if reducing texture resolution for Lycanite mobs myself would help anything run more smoothly. But I wonder, is it model complexity that causes more load on the machine, or texture res (or both, in which case lowering the texture resolution might help some, for now)?
I don't have any plans on making one currently, in fact the design lately has increased in quality, but I have also made some performance improvements in the latest updates where 1.12.2 versions should perform better than 1.7.10 versions. The models themselves are still lower in poly count and texture resolution than your average 3D PC game by quite a bit, so it may just be that having so many new mobs and textures loaded is just too much. If you're FPS is low I recommend trying out optifine as that can help but if not it may just be a physical limitation of a low spec system, where texture size wont make much of a difference unless your RAM is super low.
im surprised, why Lycanite not released backward updates for 1.7.10, very few amount rpg thematic opportunities for packs on 1.12
that kind modpacks ( and thematic leader aoa) stay on 1.7.10
Compare the modding code differences between 1.12.2 and 1.7.10 and you'll see exactly why I don't touch older versions, modding for 1.7.10 and 1.12.2 is like modding for two separate games at this point, the only similarities being that they're both Java. The mod is open source and anyone is welcome to back port but for just me it's far too much work. Hopefully 1.12.2 mods will grow so that 1.7.10 can finally die as it's really holding modded Minecraft back.
The idea of sand as an element is a tad bit weird I agree but then again I would say the same about magma, acid, nether and explosions. Maybe "dust elemental" instead. Really obviously up to you though. But sand is created from ground materials being eroded and carried typically by the wind (Or water). So I guess it could be a fusion of wind and earth but perhaps a better solution would be a fusion of materials/minerals (vapula) and earth (geonach) as that is commonly what sand is comprised of. They could be created when either ores/coal is mined near a geonach or when dirt or rock materials are mined near a vapula or even just if sand falls on a vapula, Just food for thought. A quick google search shows many possible designs, but perhaps one that best matches the other current elementals in its own way would be either this one from WOW or a design from a user on Deviant Art below.
I am thinking about a suggestion someone had with terrain based variations where I would change how subspecies work.
So instead of for example a Keppel Geonach as a subspecies, there would be a Sand Geonach for when they spawn in the desert with a different texture and maybe even minor model changes. The colors would then be variations rather than subspecies so you could have combinations such as a Keppel Sand Geonach. So that would definitely be something I'd go with should this idea pan out in the future.
I don't have any plans on making one currently, in fact the design lately has increased in quality, but I have also made some performance improvements in the latest updates where 1.12.2 versions should perform better than 1.7.10 versions. The models themselves are still lower in poly count and texture resolution than your average 3D PC game by quite a bit, so it may just be that having so many new mobs and textures loaded is just too much. If you're FPS is low I recommend trying out optifine as that can help but if not it may just be a physical limitation of a low spec system, where texture size wont make much of a difference unless your RAM is super low.
Yeah I mean the lappy is from 2013 (has 6gb ram + 1gb VRAM) but eh, I'm trying to run 63 mods... let's say the average FPS I get on that system is about ~15 or so. There's limited hope there. I'm just trying to find every little optimization possible and yes, Optifine is a default part of the set at this point.
I already ran the default textures through Gimp to halve their resolution, am looking for a way to profile any changes, not sure if it helped.
Thanks for replying though. I really enjoy your monsters
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Yeah I mean the lappy is from 2013 (has 6gb ram + 1gb VRAM) but eh, I'm trying to run 63 mods... let's say the average FPS I get on that system is about ~15 or so. There's limited hope there. I'm just trying to find every little optimization possible and yes, Optifine is a default part of the set at this point.
I already ran the default textures through Gimp to halve their resolution, am looking for a way to profile any changes, not sure if it helped.
Thanks for replying though. I really enjoy your monsters
No probs! Optimisation is always something I'm looking at, but I can only go so far with it, let me know how the low res textures go though, they should work via a resource pack just fine, you can even replace the models but that would require recreating them in a lower poly count which is quite a bit of work.
Hello Lycanite, quick question regarding Gorgomites and Calpods:
Are there any old-people settings to change the number of these awful (but kinda cute) critters that are called upon by existing critters, or at least tweak the speed at which they call for reinforcements?! It took maybe 30 minutes for this old lady to rid herself of an infestation
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Hello Lycanite, quick question regarding Gorgomites and Calpods:
Are there any old-people settings to change the number of these awful (but kinda cute) critters that are called upon by existing critters, or at least tweak the speed at which they call for reinforcements?! It took maybe 30 minutes for this old lady to rid herself of an infestation
In the Lycanites Mobs config, you could try changing the Gorgomte Swarm Limit setting that's in the desertmobs-general.cfg file, and seeing if that culls the herd a little bit.
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Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Hey Lycanite, here are the Elementals that represent their element!
The Cinder represents: The Fire Element
The Jengu represents: The Water Element
The Geonach represents: The Earth Element
The Djinn represents: The Air Element
The Aegis represents: The Order Element
The Argus represents: The Chaos Element
The Xaphan represents: The Acid Element
The Volcan represents: The Lava Element
The Zephyr represents: The Electric Element
The Grue represents: The Shadow Element
The Spriggan represents: The Arbour (AKA Plant) Element
The Reiver represents: The Frost Element
The Nymph represents: The Fae Element
The Eechetik represents: The Poison Element
The Vapula represents: The Crystal Element
The Tremor represents: The Quake Element
The Wraith (previously Nether Soul) represents: The Nether Element
And finally: The Spectre represents: The Void Element
Now, I wonder what other Elementals are gonna represent the Light, Phase, Ice, Aether and the Plant Elements?
Also, the Elementals are really awesome!
Well for Phase the Banshee has now been released! Light will be the Wisp and Aether the Slyph which are coming up next and then the list is complete! Ice = Frost and Plant = Arbour. Though I do have further plans for a new subspecies system where instead of just recolors, it's recolors combined with skins such as the Sand Geonach or Straw Spriggan for example.
Hello Lycanite, quick question regarding Gorgomites and Calpods:
Are there any old-people settings to change the number of these awful (but kinda cute) critters that are called upon by existing critters, or at least tweak the speed at which they call for reinforcements?! It took maybe 30 minutes for this old lady to rid herself of an infestation
Manan6619's suggestion is what you need, the Calpods can be found in forestmobs-general.cfg too. I think I'll lower the defaults from 5 down to 3 (it used to be 10 a while back and even unlimited when first released a few years ago lol).
It's not dead, that's the actual address... works for me just fine. You have Javascript enabled?
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
My buddy and I are having an issue with the latest version of Lycanites on our 1.12.2 server where our screens turn completely black upon approaching any Lycanite we've found. Is anyone else familiar with this?
With some investigation, I believe I've narrowed it down to the BetterPvP mod. Specifically, its Entity Info(think DamageIndicators) feature - when the entity info would normally pop up on my screen, the whole screen goes black, or sometimes other weird graphical issues will happen instead such as the sun turning black, or part of the chatbox turning black. This is on an AMD Radeon RX 480. My buddy has the same issue, using an NVIDIA GeForce GT 755M. He says looking at one of your mobs with ToroHealth, a similar mod, causes the same issue. This is on Lycanites 1.19.1.1, and doesn't happen with any vanilla mobs or mobs from other mods. It can happen with just Lycanites and BetterPvP installed, with no other mods.
Could you try it with the latest 1.19.3.0 build, there was a strange rendering issue related to the new alpha blending I've been experimenting with that has been now fixed which could be related. I use an AMD Radeon RX 580 myself so can pretty much rule out GPU related issues.
It had in fact turned out whatever you fixed was likely the cause, because in the version I downloaded a few days ago I no longer have the issue.
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Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
Compare the modding code differences between 1.12.2 and 1.7.10 and you'll see exactly why I don't touch older versions, modding for 1.7.10 and 1.12.2 is like modding for two separate games at this point, the only similarities being that they're both Java. The mod is open source and anyone is welcome to back port but for just me it's far too much work. Hopefully 1.12.2 mods will grow so that 1.7.10 can finally die as it's really holding modded Minecraft back.
ok. so its unrealizeable
yea. if 1.12.2 become stable version, all mods chokolate q, Advent of Ascension, Ars Magicka, etc finally relocate to 1.12.2,
i saw that process, when joining mc at 2014, 1.6.4 --->1.7.10
but if jumps on versions continue further, 1.7.10 save own main status...
and what in this case?
ok. so its unrealizeable
yea. if 1.12.2 become stable version, all mods chokolate q, Advent of Ascension, Ars Magicka, etc finally relocate to 1.12.2,
i saw that process, when joining mc at 2014, 1.6.4 --->1.7.10
but if jumps on versions continue further, 1.7.10 save own main status...
and what in this case?
Yeah one big concern is the catch up from 1.7.10 while more and more updates keep running ahead. But really once a mod is past the 1.7.10 to 1.8+ barrier it becomes a lot easier to catch up. The best thing to do is to jump from 1.7.10 straight up to 1.12.2, it's about as much work as any other version, 1.13 is bringing more changes but it'll still be nothing compared to the changes from 1.7.10. The main killer was a entire redesign of how block and item models/textures are handled as well as the introduction of block states, but it's now consistent from 1.9 upwards.
I can see 1.12.2 being the next 1.7.10 unless the upgrade to 1.13 is easy enough to do. As for 1.7.10, it's not much of an option for me as all flying and swimming mobs use the new pathing which isn't available in 1.7.10 and also all crafting recipes are handled by JSON so I'd have to recreate them via code when downgrading, these are two major obstacles, oh and potion ids were a hacky conflicting mess before 1.8. Also the new block states make downgrading a massive job too.
I think sooner rather than later Java Minecraft will stop being maintained in favor of Microsoft's ideals which would probably be the best thing to happen for modding.
But yeah, it's a massive annoyance and I wish Mojang had stuck to their word on the lie that was the modding API. As for updating, here's my experience so far:
1.6.2 > 1.6.4 - A long time ago, I don't remember there being anything major to worry about but the mod was tiny back then.
1.6.4 > 1.7.2/10 - This update was a big one, but everything was for the better, it was mostly shifting everything over to the new way of things.
1.8 > This is the main barrier holding older mods back as there are fundamental rendering and block handling changes. At the time I was occupied with other things and had lost interest especially after seeing the magnitude of changes, I was planning on giving up at this point.
1.7.10 > 1.9 - The hardest update I've ever done but I had new found interest and determination. The biggest challenge was the rendering changes that removed all support for using obj models with entities (there is support for blocks and items), so I had to make me own, fortunately I was able to build off of one for 1.8 though many changes were made and now the entity model code is entirely independent as a result of this and should never be anything to worry about unless something huge happens like Vulkan support or something. The changes from 1.8 to 1.9 were also fairly large as 1.9 refined a lot of the changes made in 1.8, the main change being how the tesselator wrapper works, this is why I decided to skip 1.8.
1.9 > 1.10/11 - Not so bad, far easier than 1.6.4 > 1.7.2/10. 1.10 and 1.11 were so similar that I could maintain both versions for a long time also.
1.11 > 1.12 - It was more changes made to Forge than Minecraft with this one, Forge tidied up a lot of registry stuff, all for the better and now that I'm up to date it's awesome and if it's kept consist in 1.13 then updating wont be so bad. One big one is the crafting recipes moving over to JSON but I was able to use some code generate all JSON recipes in 1.11 for 1.12 so that did the job for me!
ok. so its unrealizeable
yea. if 1.12.2 become stable version, all mods chokolate q, Advent of Ascension, Ars Magicka, etc finally relocate to 1.12.2,
i saw that process, when joining mc at 2014, 1.6.4 --->1.7.10
but if jumps on versions continue further, 1.7.10 save own main status...
and what in this case?
At that point it's just up to people to decide whether or not they're going to leave old, abandoned mods behind. The author for Chocolate Quest, although he has a tendency to go on long hiatuses, has never gone on one this long that I remember of. It's been years at this point since he was last heard from, I think. Honestly, some newer, cleaner dungeon-focused mods(ToroQuest and Dungeon Tactics are some good 1.12.2 Chocolate Quest fill-ins, I'd say) would probably be for the better. Chocolate Quest tended to have crashing issues, most of its 1.7.10 components were only partially implemented, wasn't translated very well, etc...
The author of Advent of Ascension has more or less stated that he doesn't intend on updating his mod beyond 1.7.10, either, as he is working on other projects and the mod is just so massive that it would be excruciating for him to balance work and updating that. I doubt anyone looking to take the helm and update themselves would have any easier a time, assuming he'd give the go-ahead for them to release an update for him in the first place. This is another case where, in my opinion, it may be for the best for Advent to be abandoned. Sadly, I don't know of any 1.12 mods that have the RPG-focus of Advent, but the whole mod is like an inch-deep ocean. Sure, you've got ten dimensions and 8,000 mobs or whatever, but what does it matter if every mob has the same behavior, same footstep sounds, no head tracking, all knockback resistant, no intelligent pathing, limbs clipping into the ground, no farmable passive mobs, no neutrals... Dimensions all tend to be a single biome and all of like five different kinds of blocks spread throughout the whole thing, with the only craftable things being ores... You get the point, I could write a book on all the problems I have with Advent, which is sad because at the same time, I still like it. Good dimension mods should be more like a deep lake. Not necessarily extremely expansive, but what they do have is deep and fleshed out. Examples for 1.12 would be The Erebus, Twilight Forest, The Betweenlands, and Aether II has just started releasing 1.12 versions as well.
Anyway, my point was before I started losing my mind about Advent - at some point you'll just have to make a choice whether you want to live tweaking 1.7.10 into oblivion now that new content for it has basically come to a halt, or if you want to drop some old staple mods and start exploring the expanse of options you have in 1.12 and above. It's been like this since I started playing Minecraft. I lost a lot of mods leaving 1.2.5, avoided all of 1.3 because of that, in fact. Did the same with 1.4 and 1.6, skipping over 1.5 in favor of 1.4 until I realized everything good was in 1.6.4. Stayed in 1.6.4 forever, then did the same with 1.7.10.... Again, you get the point. It's up to how long it takes for you to go crazy trying to stick to a bygone version of the game.
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Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
...the whole mod is like an inch-deep ocean. Sure, you've got ten dimensions and 8,000 mobs or whatever, but what does it matter if every mob has the same behavior, same footstep sounds, no head tracking, all knockback resistant, no intelligent pathing, limbs clipping into the ground, no farmable passive mobs, no neutrals... Dimensions all tend to be a single biome and all of like five different kinds of blocks spread throughout the whole thing, with the only craftable things being ores...
THAAAAANNNK YOOOUUUU!!! I get so sick of people holding AoA up like it's some golden standard just because of its size. Especially because they just love to use it to bash Orespawn, which is not even close to the same thing because Orespawn in no way takes itself seriously like AoA. Just cos a mod is massive and has multiple dimensions does not mean it's attempting to accomplish the same thing.
Man, these new customizeable dungeons are awesome. I wish there were more though, did anyone make a few cool ones that they want to share?
Also the monster json files are incredibly extensive, I love it. I can make subspecies drop Tinkerer Construct slimes that match their actualy color! Immersiooooon.
I had my first few encounters with Banshees and I just want to say they are completely awesome, I love how you animated them, it's super smooth and extremely creepy. They're my favorite so far.
On a related note, are they meant to be able to go through wooden doors? THAT was a nasty surprise but it makes sense and I love that too! I guess I'll have to upgrade my fortress even on Normal difficulty (did I say I was an old lady, I'm sure I did at one point.)
Edit, question: Would it be possible to add in Thaumcraft aspects to your mod? TC6 is still in beta but it feels like most of the items you made kind of fit since they're all themed.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Pig_slayer1234^^nice models, i want see this ingame, it contain x10-x100 vertex opposite to current lycanite models
you all tell about colors but i can say that number of vertexes important thing too
Yup, by default Biome Tags are used for spawn conditions rather than specific biomes so any modded biome should spawn mobs based on what the mod author has tagged it with.
I don't have any plans on making one currently, in fact the design lately has increased in quality, but I have also made some performance improvements in the latest updates where 1.12.2 versions should perform better than 1.7.10 versions. The models themselves are still lower in poly count and texture resolution than your average 3D PC game by quite a bit, so it may just be that having so many new mobs and textures loaded is just too much. If you're FPS is low I recommend trying out optifine as that can help but if not it may just be a physical limitation of a low spec system, where texture size wont make much of a difference unless your RAM is super low.
Compare the modding code differences between 1.12.2 and 1.7.10 and you'll see exactly why I don't touch older versions, modding for 1.7.10 and 1.12.2 is like modding for two separate games at this point, the only similarities being that they're both Java. The mod is open source and anyone is welcome to back port but for just me it's far too much work. Hopefully 1.12.2 mods will grow so that 1.7.10 can finally die as it's really holding modded Minecraft back.
I am thinking about a suggestion someone had with terrain based variations where I would change how subspecies work.
So instead of for example a Keppel Geonach as a subspecies, there would be a Sand Geonach for when they spawn in the desert with a different texture and maybe even minor model changes. The colors would then be variations rather than subspecies so you could have combinations such as a Keppel Sand Geonach. So that would definitely be something I'd go with should this idea pan out in the future.
Yeah I mean the lappy is from 2013 (has 6gb ram + 1gb VRAM) but eh, I'm trying to run 63 mods... let's say the average FPS I get on that system is about ~15 or so. There's limited hope there. I'm just trying to find every little optimization possible and yes, Optifine is a default part of the set at this point.
I already ran the default textures through Gimp to halve their resolution, am looking for a way to profile any changes, not sure if it helped.
Thanks for replying though. I really enjoy your monsters
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
No probs! Optimisation is always something I'm looking at, but I can only go so far with it, let me know how the low res textures go though, they should work via a resource pack just fine, you can even replace the models but that would require recreating them in a lower poly count which is quite a bit of work.
Hey Lycanite, here are the Elementals that represent their element!
The Cinder represents: The Fire Element
The Jengu represents: The Water Element
The Geonach represents: The Earth Element
The Djinn represents: The Air Element
The Aegis represents: The Order Element
The Argus represents: The Chaos Element
The Xaphan represents: The Acid Element
The Volcan represents: The Lava Element
The Zephyr represents: The Electric Element
The Grue represents: The Shadow Element
The Spriggan represents: The Arbour (AKA Plant) Element
The Reiver represents: The Frost Element
The Nymph represents: The Fae Element
The Eechetik represents: The Poison Element
The Vapula represents: The Crystal Element
The Tremor represents: The Quake Element
The Wraith (previously Nether Soul) represents: The Nether Element
And finally: The Spectre represents: The Void Element
Now, I wonder what other Elementals are gonna represent the Light, Phase, Ice, Aether and the Plant Elements?
Also, the Elementals are really awesome!
Hello Lycanite, quick question regarding Gorgomites and Calpods:
Are there any old-people settings to change the number of these awful (but kinda cute) critters that are called upon by existing critters, or at least tweak the speed at which they call for reinforcements?! It took maybe 30 minutes for this old lady to rid herself of an infestation
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
In the Lycanites Mobs config, you could try changing the Gorgomte Swarm Limit setting that's in the desertmobs-general.cfg file, and seeing if that culls the herd a little bit.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
Well for Phase the Banshee has now been released! Light will be the Wisp and Aether the Slyph which are coming up next and then the list is complete! Ice = Frost and Plant = Arbour. Though I do have further plans for a new subspecies system where instead of just recolors, it's recolors combined with skins such as the Sand Geonach or Straw Spriggan for example.
Manan6619's suggestion is what you need, the Calpods can be found in forestmobs-general.cfg too. I think I'll lower the defaults from 5 down to 3 (it used to be 10 a while back and even unlimited when first released a few years ago lol).
What is the website address? The one in top post is dead, as about every link in there.
It's not dead, that's the actual address... works for me just fine. You have Javascript enabled?
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
On a second thought, got it working through another ISP.
Oh, and regarding this issue from a while back(forgot to follow up on it originally, sorry):
It had in fact turned out whatever you fixed was likely the cause, because in the version I downloaded a few days ago I no longer have the issue.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
ok. so its unrealizeable
yea. if 1.12.2 become stable version, all mods chokolate q, Advent of Ascension, Ars Magicka, etc finally relocate to 1.12.2,
i saw that process, when joining mc at 2014, 1.6.4 --->1.7.10
but if jumps on versions continue further, 1.7.10 save own main status...
and what in this case?
Yeah one big concern is the catch up from 1.7.10 while more and more updates keep running ahead. But really once a mod is past the 1.7.10 to 1.8+ barrier it becomes a lot easier to catch up. The best thing to do is to jump from 1.7.10 straight up to 1.12.2, it's about as much work as any other version, 1.13 is bringing more changes but it'll still be nothing compared to the changes from 1.7.10. The main killer was a entire redesign of how block and item models/textures are handled as well as the introduction of block states, but it's now consistent from 1.9 upwards.
I can see 1.12.2 being the next 1.7.10 unless the upgrade to 1.13 is easy enough to do. As for 1.7.10, it's not much of an option for me as all flying and swimming mobs use the new pathing which isn't available in 1.7.10 and also all crafting recipes are handled by JSON so I'd have to recreate them via code when downgrading, these are two major obstacles, oh and potion ids were a hacky conflicting mess before 1.8. Also the new block states make downgrading a massive job too.
I think sooner rather than later Java Minecraft will stop being maintained in favor of Microsoft's ideals which would probably be the best thing to happen for modding.
But yeah, it's a massive annoyance and I wish Mojang had stuck to their word on the lie that was the modding API. As for updating, here's my experience so far:
At that point it's just up to people to decide whether or not they're going to leave old, abandoned mods behind. The author for Chocolate Quest, although he has a tendency to go on long hiatuses, has never gone on one this long that I remember of. It's been years at this point since he was last heard from, I think. Honestly, some newer, cleaner dungeon-focused mods(ToroQuest and Dungeon Tactics are some good 1.12.2 Chocolate Quest fill-ins, I'd say) would probably be for the better. Chocolate Quest tended to have crashing issues, most of its 1.7.10 components were only partially implemented, wasn't translated very well, etc...
The author of Advent of Ascension has more or less stated that he doesn't intend on updating his mod beyond 1.7.10, either, as he is working on other projects and the mod is just so massive that it would be excruciating for him to balance work and updating that. I doubt anyone looking to take the helm and update themselves would have any easier a time, assuming he'd give the go-ahead for them to release an update for him in the first place. This is another case where, in my opinion, it may be for the best for Advent to be abandoned. Sadly, I don't know of any 1.12 mods that have the RPG-focus of Advent, but the whole mod is like an inch-deep ocean. Sure, you've got ten dimensions and 8,000 mobs or whatever, but what does it matter if every mob has the same behavior, same footstep sounds, no head tracking, all knockback resistant, no intelligent pathing, limbs clipping into the ground, no farmable passive mobs, no neutrals... Dimensions all tend to be a single biome and all of like five different kinds of blocks spread throughout the whole thing, with the only craftable things being ores... You get the point, I could write a book on all the problems I have with Advent, which is sad because at the same time, I still like it. Good dimension mods should be more like a deep lake. Not necessarily extremely expansive, but what they do have is deep and fleshed out. Examples for 1.12 would be The Erebus, Twilight Forest, The Betweenlands, and Aether II has just started releasing 1.12 versions as well.
Anyway, my point was before I started losing my mind about Advent - at some point you'll just have to make a choice whether you want to live tweaking 1.7.10 into oblivion now that new content for it has basically come to a halt, or if you want to drop some old staple mods and start exploring the expanse of options you have in 1.12 and above. It's been like this since I started playing Minecraft. I lost a lot of mods leaving 1.2.5, avoided all of 1.3 because of that, in fact. Did the same with 1.4 and 1.6, skipping over 1.5 in favor of 1.4 until I realized everything good was in 1.6.4. Stayed in 1.6.4 forever, then did the same with 1.7.10.... Again, you get the point. It's up to how long it takes for you to go crazy trying to stick to a bygone version of the game.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
THAAAAANNNK YOOOUUUU!!! I get so sick of people holding AoA up like it's some golden standard just because of its size. Especially because they just love to use it to bash Orespawn, which is not even close to the same thing because Orespawn in no way takes itself seriously like AoA. Just cos a mod is massive and has multiple dimensions does not mean it's attempting to accomplish the same thing.
So many mods, so little time.
Also, I downloaded the latest version and Yeti's aren't dropping meat when I kill them.
So many mods, so little time.
Man, these new customizeable dungeons are awesome. I wish there were more though, did anyone make a few cool ones that they want to share?
Also the monster json files are incredibly extensive, I love it. I can make subspecies drop Tinkerer Construct slimes that match their actualy color! Immersiooooon.
Mr. Lycanite, if there is a Wisp coming soon, here is the info:
Wisps are cute Light Elementals that love the light but hate the dark. If it's dark, they will find a bright place. They hate Zkulls...
And also, the Zkull is my suggestion. They represent the Dark Element! >8D Here is the info:
Zkulls are horrifying Dark Elementals that like the dark but hate the light! They will find a dark place if there's light. They hate Wisps...
And here is the Slyph's info:
Slyphs are wonderful Aether Elementals that are rarely seen during the day! They are somehow aggressive to hostile mobs and friendly to passive mobs.
I might make a drawing of a Zkull...anyways, is my Elemental Suggestion to scary, or not?
Reposting since I triggered the profanity filter
I had my first few encounters with Banshees and I just want to say they are completely awesome, I love how you animated them, it's super smooth and extremely creepy. They're my favorite so far.
On a related note, are they meant to be able to go through wooden doors? THAT was a nasty surprise but it makes sense and I love that too! I guess I'll have to upgrade my fortress even on Normal difficulty (did I say I was an old lady, I'm sure I did at one point.)
Edit, question: Would it be possible to add in Thaumcraft aspects to your mod? TC6 is still in beta but it feels like most of the items you made kind of fit since they're all themed.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.