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'm happy to hear you like the new JSON stuff, it makes things much easier for me too as I now define everything in default JSON files so it's much tidier and the configs are automatically there for you guys to edit! I'll be making a whole bunch of new Dungeons soon, the next one I'm planning on is a sewer system. I hope to add more features to the dungeon system soon too!
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?
The Zkull sounds cool, but the Grue is already the Shadow (Dark) Elemental. I love the idea of Wisps being scared of the dark though, could do something interesting with that.
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.
Thanks, I'm glad you like the new Banshee! Yup they can go through anything like Phantoms so watch out! They only spawn in dark places Mineshafts, but if you clean up the cobwebs they will stop spawning too!
Once Thaumcraft is out of Beta (maybe sooner if I can get the time) I'll be adding aspects to Lycanites Mobs.
Also for some reason the nether portal is spawning ALL the Pinkies! 0_0 When I got to the nether there were so many of them that I couldn't even see anything else.
If it helps, I was on peaceful mode. So maybe the mod was trying to compensate for not spawning any of the other hostile mobs?
And now, I present to you, the Zkull - The Dark Elemental! Also, I decided to update the info:
Zkulls are horrifying Dark Elementals that love the Dark but they hate the Light. They will find a Dark place like caves if there's light! They somehow hate Grues and Wisps...
And yes, the Zkull is possibly a copycat of the Grue, but I'm not sure...anyways, What do you all think of my drawing?
Mr. Lycanite, my mind has hatched another Elemental idea. It is called, the Xejeoapoalk. They represent the Plasma Element. Here is the info:
Xejeoapoalks are yucky and gross Plasma Elementals that are found in the Swamp! They have a fondness for Vegetables, like Carrots! They give slowness to their victims! So if you find them, it is strongly recommended to stay away from them...or give them tasty vegetables.
How often should Zephyrs spawn during heavy rain? And in which biomes, if I may ask?
I'm using Weather2 by Corosus (which may be affecting things?), and my main base is in a BoP Highlands biome. I've had several major rainstorms out here but... zero Zephyrs.
Plenty of Djinns, Beholders, Jabberwocks, you name it... but none of the blue guys.
(Separate question, I also don't have any Silex or any water mobs, in fact, spawning in my handmade ponds but I have to assume that's intended, right?)
Rollback Post to RevisionRollBack
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.
Speaking of Thaumcraft, I updated by old Lycanite's Mobs aspect Modtweaker File. Requires the latest version of Modtweaker and Thaumcraft 1.12 to work.
It currently only adds aspects to items, not mobs since Modtweaker doesn't support that yet.
How often should Zephyrs spawn during heavy rain? And in which biomes, if I may ask?
I'm using Weather2 by Corosus (which may be affecting things?), and my main base is in a BoP Highlands biome. I've had several major rainstorms out here but... zero Zephyrs.
Plenty of Djinns, Beholders, Jabberwocks, you name it... but none of the blue guys.
(Separate question, I also don't have any Silex or any water mobs, in fact, spawning in my handmade ponds but I have to assume that's intended, right?)
Hmm very odd, unless Weather2 doesn't flag the world as raining like vanilla rain, that could stop them from spawning, do they spawn without Weather2?
For Silex they spawn like animals where they rapidly spawn in new chunks but will very slowly spawn in existing chunks but it's down to randomness if they spawn in your pond or not, the pond must also be in the daylight or well lit at the surface too. Though at night at least some Jengu could show up, but it could be down to randomness.
Speaking of Thaumcraft, I updated by old Lycanite's Mobs aspect Modtweaker File. Requires the latest version of Modtweaker and Thaumcraft 1.12 to work.
It currently only adds aspects to items, not mobs since Modtweaker doesn't support that yet.
Huh. Something's up then. I have multiple long waterfalls in plain sight, a few ponds, some well-lit, some not. No Jengus or Silex have ever spawned there
(no vanilla squid either... not sure why.)
I mostly get sky or land mobs there.
Not sure if Weather changes the vanilla condition signaling, will ask.
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.
Huh. Something's up then. I have multiple long waterfalls in plain sight, a few ponds, some well-lit, some not. No Jengus or Silex have ever spawned there
(no vanilla squid either... not sure why.)
I mostly get sky or land mobs there.
Not sure if Weather changes the vanilla condition signaling, will ask.
Are there plenty of source blocks? Flowing non-source blocks are ignored by the spawner?
Are there plenty of source blocks? Flowing non-source blocks are ignored by the spawner?
Yeah especially right near my base. Made sure the water isn't flowing so I don't get trapped in it...
I guess I'll have to make an actual lake farther out and fill it in via MCEdit.
Rollback Post to RevisionRollBack
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.
If you're looking for a new modpack to play featuring Lycanites, we just publicly released our custom rpg mod + modpack for the first time. It was built from the ground up to work with Lycanites for version 1.12.2. Our website is: http://minekraft-ultra.com/
If you're looking for a new modpack to play featuring Lycanites, we just publicly released our custom rpg mod + modpack for the first time. It was built from the ground up to work with Lycanites for version 1.12.2. Our website is: http://minekraft-ultra.com/
So yeah, I managed to get a few Jengus to spawn with a big lake (not the kind I can make manually so yay MCEdit).
Still no mobs in rain though, but an older open issue on Corosus's Github shows his mod is changing a few things with vanilla rain mechanics, I didn't gather all of it (?) and I'm not sure if this is the culprit.
The thread mentioned a setting (globalOvercast) which I changed on my end, but even after many play sessions I haven't seen any rain-based mobs at all.
Other thing I want to be sure of is, do you have a height limit at which your rain mobs stop spawning? The biome I'm in is entirely above Y=100. It's the Highlands biome from BoP, I'm not aware of it clearing out any mob lists.... and I guess you have one of your special spawners to trigger on rain, right?
Anyways, I have (still.... lots of time to mess around with this so if you want me to help test stuff I don't mind...
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.
So yeah, I managed to get a few Jengus to spawn with a big lake (not the kind I can make manually so yay MCEdit).
Still no mobs in rain though, but an older open issue on Corosus's Github shows his mod is changing a few things with vanilla rain mechanics, I didn't gather all of it (?) and I'm not sure if this is the culprit.
The thread mentioned a setting (globalOvercast) which I changed on my end, but even after many play sessions I haven't seen any rain-based mobs at all.
Other thing I want to be sure of is, do you have a height limit at which your rain mobs stop spawning? The biome I'm in is entirely above Y=100. It's the Highlands biome from BoP, I'm not aware of it clearing out any mob lists.... and I guess you have one of your special spawners to trigger on rain, right?
Anyways, I have (still.... lots of time to mess around with this so if you want me to help test stuff I don't mind...
One big test would be to copy your world and then see what the spawning is like with just Lycanites Mobs, that could confirm any conflicts. For y level, most spawners are relative to the player and should still spawn fine high up or near bedrock, some exceptions would be Djinn which spawn above cloud level. The flying spawners (sky, storm, etc) work by choosing a range XZ position relative to the player, etc, the world height map is then used to get the surface block y position where a random position from the ground up to max height is chosen. However some of these spawners are also allowed to spawn underground where there is a chance that instead of using a random sky y position, pockets of air are searched for underground. Storm and sky spawners should only spawn above ground though but heavy testing is always needed as it's hard to test so much randomness!
How rare are aspids in the swampland version 1.10.2?
They should be fairly common and unchanged since 1.7.10 - 1.12.2. They spawn like other animals so if a swamp is empty of them you may have to find and generate a new swamp.
I have a question regarding mob events. In the config file, there are three different .json files for each event.
Example:
-rootriot.json
-rootriot_landspawner.json
-rootriot_skyspawner.json
If I wish to disable the event completely, which one do I set to false?
You can just disable rootriot.json to completely disable the event.
The spawners work just like the json files in the spawners folder and all they have is a setting that checks if a specific mob event is active, they're just in the mobevents folder for organisational purposes.
If making custom events, etc you can create spawners that are shared between events too!
well it left to lycanite to make Wisp and Slyph and then the Elemental Saga is finish (sorry for my bad english im french)
Ah, I shall look into that!
I'm happy to hear you like the new JSON stuff, it makes things much easier for me too as I now define everything in default JSON files so it's much tidier and the configs are automatically there for you guys to edit! I'll be making a whole bunch of new Dungeons soon, the next one I'm planning on is a sewer system. I hope to add more features to the dungeon system soon too!
The Zkull sounds cool, but the Grue is already the Shadow (Dark) Elemental. I love the idea of Wisps being scared of the dark though, could do something interesting with that.
Thanks, I'm glad you like the new Banshee! Yup they can go through anything like Phantoms so watch out! They only spawn in dark places Mineshafts, but if you clean up the cobwebs they will stop spawning too!
Once Thaumcraft is out of Beta (maybe sooner if I can get the time) I'll be adding aspects to Lycanites Mobs.
Also for some reason the nether portal is spawning ALL the Pinkies! 0_0 When I got to the nether there were so many of them that I couldn't even see anything else.
If it helps, I was on peaceful mode. So maybe the mod was trying to compensate for not spawning any of the other hostile mobs?
So many mods, so little time.
And now, I present to you, the Zkull - The Dark Elemental! Also, I decided to update the info:
Zkulls are horrifying Dark Elementals that love the Dark but they hate the Light. They will find a Dark place like caves if there's light! They somehow hate Grues and Wisps...
And yes, the Zkull is possibly a copycat of the Grue, but I'm not sure...anyways, What do you all think of my drawing?
Mr. Lycanite, my mind has hatched another Elemental idea. It is called, the Xejeoapoalk. They represent the Plasma Element. Here is the info:
Xejeoapoalks are yucky and gross Plasma Elementals that are found in the Swamp! They have a fondness for Vegetables, like Carrots! They give slowness to their victims! So if you find them, it is strongly recommended to stay away from them...or give them tasty vegetables.
How often should Zephyrs spawn during heavy rain? And in which biomes, if I may ask?
I'm using Weather2 by Corosus (which may be affecting things?), and my main base is in a BoP Highlands biome. I've had several major rainstorms out here but... zero Zephyrs.
Plenty of Djinns, Beholders, Jabberwocks, you name it... but none of the blue guys.
(Separate question, I also don't have any Silex or any water mobs, in fact, spawning in my handmade ponds but I have to assume that's intended, right?)
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.
Speaking of Thaumcraft, I updated by old Lycanite's Mobs aspect Modtweaker File. Requires the latest version of Modtweaker and Thaumcraft 1.12 to work.
It currently only adds aspects to items, not mobs since Modtweaker doesn't support that yet.
Pastebin Link.
(Feel free to steal this Lycanite)
I shall look into that.
Hmm very odd, unless Weather2 doesn't flag the world as raining like vanilla rain, that could stop them from spawning, do they spawn without Weather2?
For Silex they spawn like animals where they rapidly spawn in new chunks but will very slowly spawn in existing chunks but it's down to randomness if they spawn in your pond or not, the pond must also be in the daylight or well lit at the surface too. Though at night at least some Jengu could show up, but it could be down to randomness.
Ah very nice thanks I may take a gander, once TC is out of beta I'll look into playing with its API too.
TC API is already quite stable, as far as I'm aware.
But you may ask Azanor directly.
Huh. Something's up then. I have multiple long waterfalls in plain sight, a few ponds, some well-lit, some not. No Jengus or Silex have ever spawned there
(no vanilla squid either... not sure why.)
I mostly get sky or land mobs there.
Not sure if Weather changes the vanilla condition signaling, will ask.
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.
Are there plenty of source blocks? Flowing non-source blocks are ignored by the spawner?
Yeah especially right near my base. Made sure the water isn't flowing so I don't get trapped in it...
I guess I'll have to make an actual lake farther out and fill it in via MCEdit.
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.
If you're looking for a new modpack to play featuring Lycanites, we just publicly released our custom rpg mod + modpack for the first time. It was built from the ground up to work with Lycanites for version 1.12.2. Our website is: http://minekraft-ultra.com/
Let me know how that goes, if the spawning still isn't working then could be some form of bug.
Oooh looks awesome!
Ah nice catch, will add that!
So yeah, I managed to get a few Jengus to spawn with a big lake (not the kind I can make manually so yay MCEdit).
Still no mobs in rain though, but an older open issue on Corosus's Github shows his mod is changing a few things with vanilla rain mechanics, I didn't gather all of it (?) and I'm not sure if this is the culprit.
The thread mentioned a setting (globalOvercast) which I changed on my end, but even after many play sessions I haven't seen any rain-based mobs at all.
Other thing I want to be sure of is, do you have a height limit at which your rain mobs stop spawning? The biome I'm in is entirely above Y=100. It's the Highlands biome from BoP, I'm not aware of it clearing out any mob lists.... and I guess you have one of your special spawners to trigger on rain, right?
Anyways, I have (still.... lots of time to mess around with this so if you want me to help test stuff I don't mind...
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.
One big test would be to copy your world and then see what the spawning is like with just Lycanites Mobs, that could confirm any conflicts. For y level, most spawners are relative to the player and should still spawn fine high up or near bedrock, some exceptions would be Djinn which spawn above cloud level. The flying spawners (sky, storm, etc) work by choosing a range XZ position relative to the player, etc, the world height map is then used to get the surface block y position where a random position from the ground up to max height is chosen. However some of these spawners are also allowed to spawn underground where there is a chance that instead of using a random sky y position, pockets of air are searched for underground. Storm and sky spawners should only spawn above ground though but heavy testing is always needed as it's hard to test so much randomness!
How rare are aspids in the swampland version 1.10.2?
I'll add a new config setting for this next update.
They should be fairly common and unchanged since 1.7.10 - 1.12.2. They spawn like other animals so if a swamp is empty of them you may have to find and generate a new swamp.
I have a question regarding mob events. In the config file, there are three different .json files for each event.
Example:
-rootriot.json
-rootriot_landspawner.json
-rootriot_skyspawner.json
If I wish to disable the event completely, which one do I set to false?
You can just disable rootriot.json to completely disable the event.
The spawners work just like the json files in the spawners folder and all they have is a setting that checks if a specific mob event is active, they're just in the mobevents folder for organisational purposes.
If making custom events, etc you can create spawners that are shared between events too!