If you're doing fine right now, best to leave it alone. Initial PermGen can still be an issue down the road in a world even if the world loads initially with lower values. I had a problem where a server would run a world for a couple weeks until people had gotten into building with a large number of mods at which point we started getting server crashes noting PermGen as the cause whenever anyone got near those chunks. It ended up being that the server host's control panel defaulted to very old bukkit settings that used a much lower value for PermGen. So whenever the game tried to load those areas, it'd crash. If you encounter a PermGen error later on down the road, get rid of the MaxPermSize. Your max heap could stand to be larger, but only really if you notice constant stuttering and your memory values bouncing between 90 and 100. Heap size really doesn't and shouldn't need to be above 2G. The only reason it has to be so high in the first place is that Java has to be very portable and that means not optimizing the heck out of memory management. I wouldn't mess with additional parameters beyond the PermSize and Xmx unless you're still encountering problems. Java is supposed to manage its own memory and a lot of these recommended settings get outdated as Java gets updated. The only thread I've ever used that made a difference for me was this one: http://forum.feed-the-beast.com/threads/jvm-arguments-for-modded-minecraft-updated-11-11-13.28994/ And even then I mostly just used it to learn what was what so I could get outdated underspec'd hardware working as a server. Eyamaz knows his stuff. Just pay attention to the last time he updated it and what version of Java it was ultimately aimed at. He can provide an even more technical explanation if you want to move onto experimenting with the arguments to get every last bit of performance you can. Apologies to Lycanite for going massively off topic w/ walls of text on memory settings. I love your monsters, please don't eat me.
Anyways, I love the update! All the new features are awesome!
Good to hear! There are a few bugs I want to squish next update like how disabling the Hellfire in the config can cause crashes, etc. I think I'll make it so Hellfire turns into regular fire if it is disabled, that's the cleanest and safest way I think, also Hellfire breaks like a regular block which is better than how it was unbreakable before but isn't correct so that'll need fixed along with an issue where Poison Clouds don't always despawn, I also want them to never despawn if on a Mycelium block.
Thanks so much for the info Sironin. . really helpful and thank's Lycanite for hosting the discussion.
So lets bring it back on topic!
Lycanite, I know you have a full plate of plans. . but I wonder if you ever considered primate/monkey type creatures that could be tamed.
The jungle biomes are hopelessly lacking in climbing tree dwellers and a gorilla type mob could make an awesome pet you could give player armor and weapons to. They could be fantasy versions of these things rather than actual monkeys or whatever and maybe a magical way to make them more intelligent as armed guardian pets. .
Thanks so much for the info Sironin. . really helpful and thank's Lycanite for hosting the discussion.
So lets bring it back on topic!
Lycanite, I know you have a full plate of plans. . but I wonder if you ever considered primate/monkey type creatures that could be tamed.
The jungle biomes are hopelessly lacking in climbing tree dwellers and a gorilla type mob could make an awesome pet you could give player armor and weapons to. They could be fantasy versions of these things rather than actual monkeys or whatever and maybe a magical way to make them more intelligent as armed guardian pets. .
Sorry. In the jungle, we are only going to have Geken (anthropomorphic lizards), Tarantulas (bigger spiders with a poisonous bite that poop out webs when they walk), Raptors (big bird-like monsters that are peaceful unless attacked or encountered at night, could be tamed), and Vespids (over-sized wasps that are peaceful unless attacked or if you mess with their hive). No big monkeys. Sorry.
Sorry. In the jungle, we are only going to have Geken (anthropomorphic lizards), Tarantulas (bigger spiders with a poisonous bite that poop out webs when they walk), Raptors (big bird-like monsters that are peaceful unless attacked or encountered at night, could be tamed), and Vespids (over-sized wasps that are peaceful unless attacked or if you mess with their hive). No big monkeys. Sorry.
it's not your mod and you can't answer others suggestions
Thanks so much for the info Sironin. . really helpful and thank's Lycanite for hosting the discussion. So lets bring it back on topic! Lycanite, I know you have a full plate of plans. . but I wonder if you ever considered primate/monkey type creatures that could be tamed. The jungle biomes are hopelessly lacking in climbing tree dwellers and a gorilla type mob could make an awesome pet you could give player armor and weapons to. They could be fantasy versions of these things rather than actual monkeys or whatever and maybe a magical way to make them more intelligent as armed guardian pets. .
Interesting idea, maybe they could throw poop much like the Congas from the Monster Hunter series... Climbing is going to be tricky, I'll have to make better AI for it as various other mobs that can climb don't do it deliberately, they just climb by accident if they happen to mvoe against a wall, perhaps removing their path finding at times would help.
Sorry. In the jungle, we are only going to have Geken (anthropomorphic lizards), Tarantulas (bigger spiders with a poisonous bite that poop out webs when they walk), Raptors (big bird-like monsters that are peaceful unless attacked or encountered at night, could be tamed), and Vespids (over-sized wasps that are peaceful unless attacked or if you mess with their hive). No big monkeys. Sorry.
Those plans aren't final yet and there's still plenty of space as each biome will have 7 mobs (and maybe some sub-species such as the Alpha Jousts).
I'm not sure what debuff the jungle should specialize in yet:
The Nether Mobs have Wither and Fire.
The Desert Mobs have Hunger and Weakness.
The Swamp Mobs have Poison and Blindness.
I'd like each set of mobs to have two debuffs they specialize in and I'd rather each pack would be different but some crossovers would be allowed, for example the Inferno Mobs will specialize in Fire and something else even though Nether Mobs already have Fire.
Jungle Mobs will probably have Poison too mixed with possibly Slowness, the Arctic mobs will also have Slowness but mixed with something else. Actually now that I think about it, Poison and Slowness will probably suit the Jungle perfectly as I'd like the Vespids to have a chance of paralyzing their target which will basically be a really strong Slowness debuff that renders movement useless.
Let me know what you think about these debuffs people!
Also about pets, I'm thinking about adding a Soul Cube which will allow you to store a small number of pets where they can be summoned or dismissed on demand, so if your pet dies, you can summon it back again. Also some better pet controls such as an aggressive stance where they'll attack any hostile mob on sight and then possibly a pvp stance where they'll attack players on sight too. The Soul Cube will have limited space and right clicking with it in your hand will open up a GUI where you can select a mob and either summon/dismiss it or empty it from the Soul Cube (where it is summoned permanently and acts like how pets act now, you can then make it sit in a stable if you have lots of pets). Some pets will be smaller than others and will thus take up less space in the Soul Cube, so you can have lots of little weak minions or a few big tough guardians or mix and match, mounts will be stored in these too.
I'll try and make the Soul Cube work with any tamed mob such as vanilla Wolves and Cats and then I'll look into other mod support.
Hey there Lycanite! I just recently discovered your mod when I trying to find cool doom style mobs for my server and when I saw that you add Oddworld mobs I just fell in love with it. It really does add more fantastic reasons to visit all the wonderful different biomes on my server and I will with out a doubt add it next time I update it with more mods. You've really done some excellent work with the creature models and AI, but I do believe the item system could use more work (though I have no direct critiques or any helpful suggestions at the moment as I am so enamored with chopping up or toying with all these new mobs).
I do have one suggestion though: if you ever do decide to feature mountable mods you really should consider adding Elum from Abe's oddyssey to your desert biomes. I know that would throw off your 7 mob per biome pattern you have going here, but eventually expanding it to 8 would be wonderful too. Pinkies and Eyewigs I could definetly see being mountables though and you would likely have to compensate for the extra desert mobs (assuming you like this idea enough to add it) by throwing the other biomes a bone. In this case I feel that Swamp biomes could use a more swarmy type of creature, maybe a more water based one, and the Nether could use an additional type of undead (maybe the Arch-vile could be brought in as an undead, but that would practically be bagging to be another mini boss, or you could add those creepy doom 3 cherubs as some form of undead, or even keep it simple and go with the dreaded revenant as some kind of ranged wither skeleton type creature). I do realize this is a lot of work all to accomidate one arguably overlooked, but undoubtably minor character from the Oddworld series, but I couldn't help but share my idea.
As far as other ideas go you could also have more behavioral subthemes, building off what Plisko1 suggested. Jungles could have more climbing creatures than other biomes because of their verticality, while arctic creatures would have more cave dwelling, or sea dwelling than other biomes since the denizens of such an inhospitable place would need a trait that helps them gain respite from it every now and then. Extreme Hills biomes would naturally have more flying creatures traversing it's terrain. Plains would encourage more swift, quadrapedal forms of life to show up. Etc., etc.
Anyway, I really appreciate that you take the time to look through the suggestions of all the fans of your fantastic mod and all the effort you put into its creation, and I am confident that no matter what you do the future updates will make it even more awesome. I look forward to hearing your feedback and hope you have a great holiday season!
lycanite i have a suggestion can you add a satyr like creature, that knocks you away whit its horns if you get to close. And it should be in the forest biome or mountain biome
Hey there Lycanite! I just recently discovered your mod when I trying to find cool doom style mobs for my server and when I saw that you add Oddworld mobs I just fell in love with it. It really does add more fantastic reasons to visit all the wonderful different biomes on my server and I will with out a doubt add it next time I update it with more mods. You've really done some excellent work with the creature models and AI, but I do believe the item system could use more work (though I have no direct critiques or any helpful suggestions at the moment as I am so enamored with chopping up or toying with all these new mobs). I do have one suggestion though: if you ever do decide to feature mountable mods you really should consider adding Elum from Abe's oddyssey to your desert biomes. I know that would throw off your 7 mob per biome pattern you have going here, but eventually expanding it to 8 would be wonderful too. Pinkies and Eyewigs I could definetly see being mountables though and you would likely have to compensate for the extra desert mobs (assuming you like this idea enough to add it) by throwing the other biomes a bone. In this case I feel that Swamp biomes could use a more swarmy type of creature, maybe a more water based one, and the Nether could use an additional type of undead (maybe the Arch-vile could be brought in as an undead, but that would practically be bagging to be another mini boss, or you could add those creepy doom 3 cherubs as some form of undead, or even keep it simple and go with the dreaded revenant as some kind of ranged wither skeleton type creature). I do realize this is a lot of work all to accomidate one arguably overlooked, but undoubtably minor character from the Oddworld series, but I couldn't help but share my idea. As far as other ideas go you could also have more behavioral subthemes, building off what Plisko1 suggested. Jungles could have more climbing creatures than other biomes because of their verticality, while arctic creatures would have more cave dwelling, or sea dwelling than other biomes since the denizens of such an inhospitable place would need a trait that helps them gain respite from it every now and then. Extreme Hills biomes would naturally have more flying creatures traversing it's terrain. Plains would encourage more swift, quadrapedal forms of life to show up. Etc., etc. Anyway, I really appreciate that you take the time to look through the suggestions of all the fans of your fantastic mod and all the effort you put into its creation, and I am confident that no matter what you do the future updates will make it even more awesome. I look forward to hearing your feedback and hope you have a great holiday season!
I'm glad you're enjoying the mob and I quite like your ideas! Elum is definitely something to think about and I could possibly start adding an 8th creature to each biome but this would be later on once the other biomes all have 7. As for items, I agree and I have a few plans for more types of weapons, special armor, trophy items, rare (recolored) mobs with special drops for epic armor and cool items like the Soul Cube!
lycanite i have a suggestion can you add a satyr like creature, that knocks you away whit its horns if you get to close. And it should be in the forest biome or mountain biome
Sounds like an interesting Forest or possibly Mountain Mob I'll think about it.
Interesting idea, maybe they could throw poop much like the Congas from the Monster Hunter series... Climbing is going to be tricky, I'll have to make better AI for it as various other mobs that can climb don't do it deliberately, they just climb by accident if they happen to mvoe against a wall, perhaps removing their path finding at times would help. Those plans aren't final yet and there's still plenty of space as each biome will have 7 mobs (and maybe some sub-species such as the Alpha Jousts). I'm not sure what debuff the jungle should specialize in yet: The Nether Mobs have Wither and Fire. The Desert Mobs have Hunger and Weakness. The Swamp Mobs have Poison and Blindness. I'd like each set of mobs to have two debuffs they specialize in and I'd rather each pack would be different but some crossovers would be allowed, for example the Inferno Mobs will specialize in Fire and something else even though Nether Mobs already have Fire. Jungle Mobs will probably have Poison too mixed with possibly Slowness, the Arctic mobs will also have Slowness but mixed with something else. Actually now that I think about it, Poison and Slowness will probably suit the Jungle perfectly as I'd like the Vespids to have a chance of paralyzing their target which will basically be a really strong Slowness debuff that renders movement useless. Let me know what you think about these debuffs people! Also about pets, I'm thinking about adding a Soul Cube which will allow you to store a small number of pets where they can be summoned or dismissed on demand, so if your pet dies, you can summon it back again. Also some better pet controls such as an aggressive stance where they'll attack any hostile mob on sight and then possibly a pvp stance where they'll attack players on sight too. The Soul Cube will have limited space and right clicking with it in your hand will open up a GUI where you can select a mob and either summon/dismiss it or empty it from the Soul Cube (where it is summoned permanently and acts like how pets act now, you can then make it sit in a stable if you have lots of pets). Some pets will be smaller than others and will thus take up less space in the Soul Cube, so you can have lots of little weak minions or a few big tough guardians or mix and match, mounts will be stored in these too. I'll try and make the Soul Cube work with any tamed mob such as vanilla Wolves and Cats and then I'll look into other mod support.
So, mobs are extremely rare i found, I don't know why, but Mobs are just SO RARE!
While mining it feels like i'm mining in peaceful, it sucks :/
Make pinkies, etc despawn normally, but not when they've been fed, like normal mobs.
And could you make pets teleport to you? If not, a config option for it?
Also, I wonder if you could make vanilla mobs spawn in a certain biome, for example, vanilla mobs spawn in plains or mountains exclusively, and you add more vanilla themed mobs to even the numbers to 7, so it feels like part of the mod?
And some dungeons would be nice like, normal mc dungeons but with graphical changes and the new mobs added, just some suggestions
I also think the lack of mobs isn't your fault, it might be millenaire, i dunno, i'm still loving this mod though
Edit: I'm getting a ton of jousts exclusively in the desert, and a ton of nothing in the swamp.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
lycanite i have a suggestion can you add a satyr like creature, that knocks you away whit its horns if you get to close. And it should be in the forest biome or mountain biome
I agree. I think that would be a great idea for a forest mob. It could even have a pan flute that it uses to draw neutral and friendly mobs to it and maybe even whip them into a frenzy! The flute could even be a drop that allows you to lure creatures yourself. Or it could maybe have a chance to summon hostile wolves or animals when struck, kind of like how social zombies do when you hit them now.
So, mobs are extremely rare i found, I don't know why, but Mobs are just SO RARE! While mining it feels like i'm mining in peaceful, it sucks :/ Make pinkies, etc despawn normally, but not when they've been fed, like normal mobs. And could you make pets teleport to you? If not, a config option for it? Also, I wonder if you could make vanilla mobs spawn in a certain biome, for example, vanilla mobs spawn in plains or mountains exclusively, and you add more vanilla themed mobs to even the numbers to 7, so it feels like part of the mod? And some dungeons would be nice like, normal mc dungeons but with graphical changes and the new mobs added, just some suggestions I also think the lack of mobs isn't your fault, it might be millenaire, i dunno, i'm still loving this mod though Edit: I'm getting a ton of jousts exclusively in the desert, and a ton of nothing in the swamp.
I've added a new config option where Pinkies, Aspids and Jousts can have their natural despawning turned back on. I've been testing my mod on a server for a while now and all the mobs seem to be spawning pretty well now, I haven't tested it with other mob mods much though. Also mob packs will alter the spawn locations of vanilla mobs too, there will still be 7 mobs for each biome but then also vanilla mobs will spawn in less biomes (can be disabled in the config).
You're going inside a Pinky? Well, we're doomed.....
Just kidding! This looks nice! Will tameable and ridable Pinkies come in the next update with rideable (and remodeled) Erepedes and tameable and rideable Eyewigs?
You're going inside a Pinky? Well, we're doomed.....
Just kidding! This looks nice! Will tameable and ridable Pinkies come in the next update with rideable (and remodeled) Erepedes and tameable and rideable Eyewigs?
The position is a little off and they don't move yet but I'm gonna fix that today. Also Eyewigs and Erepedes will be both me mountable. I'm not sure about the Erepede remodel, that might be the update after as I've also got mount GUIs to possibly do but that could be the update after as well.
How about a special kind of saddle for it? Something like a seat perhaps to cater for the angle of the pinky's back?
When finished, all mounts will have to be saddled before they can be mounted, I'm also going to be adding mount armor and possibly armor for non-mountable pets too!
Also tamed mobs will now always have a name tag such as "Lycanite's Pinky" or when named "Eddy (Lycanite's Pinky)", this way people can always tell if a mob is owned by another player!
Me again, from back when this was first started. First, I'm very impressed with the new doom monsters, and even more impressed with all the swamp and desert mobs. They are difficult, but not impossible, and can easily be felled by players that know what they're doing. not to say they don't pose a challenge: many times i've been killed by an Eyewigs poison laser!
Anyways, I had a great idea. For snow biomes, since you said you're focusing on mobs surrounding mythology and the like: why not turn to classic Japanese and Chinese folk lore? Many monsters from their lore are found in the snowy regions, such as Yuki-Onna, Nopperabo, Gashadokuro, and my personal favorite the Jiang-Shi. They are for sure way out there compared to other lore, and will give the snow biomes a unique and haunting experience. Just a thought!
Me again, from back when this was first started. First, I'm very impressed with the new doom monsters, and even more impressed with all the swamp and desert mobs. They are difficult, but not impossible, and can easily be felled by players that know what they're doing. not to say they don't pose a challenge: many times i've been killed by an Eyewigs poison laser!
Anyways, I had a great idea. For snow biomes, since you said you're focusing on mobs surrounding mythology and the like: why not turn to classic Japanese and Chinese folk lore? Many monsters from their lore are found in the snowy regions, such as Yuki-Onna, Nopperabo, Gashadokuro, and my personal favorite the Jiang-Shi. They are for sure way out there compared to other lore, and will give the snow biomes a unique and haunting experience. Just a thought!
Although I'm more of a Western mythology guy, those are somewhat nice ideas......
Lol, I'm not gonna eat you but...
Someone looks a bit hungry... :S
Good to hear! There are a few bugs I want to squish next update like how disabling the Hellfire in the config can cause crashes, etc. I think I'll make it so Hellfire turns into regular fire if it is disabled, that's the cleanest and safest way I think, also Hellfire breaks like a regular block which is better than how it was unbreakable before but isn't correct so that'll need fixed along with an issue where Poison Clouds don't always despawn, I also want them to never despawn if on a Mycelium block.
So lets bring it back on topic!
Lycanite, I know you have a full plate of plans. . but I wonder if you ever considered primate/monkey type creatures that could be tamed.
The jungle biomes are hopelessly lacking in climbing tree dwellers and a gorilla type mob could make an awesome pet you could give player armor and weapons to. They could be fantasy versions of these things rather than actual monkeys or whatever and maybe a magical way to make them more intelligent as armed guardian pets. .
Sorry. In the jungle, we are only going to have Geken (anthropomorphic lizards), Tarantulas (bigger spiders with a poisonous bite that poop out webs when they walk), Raptors (big bird-like monsters that are peaceful unless attacked or encountered at night, could be tamed), and Vespids (over-sized wasps that are peaceful unless attacked or if you mess with their hive). No big monkeys. Sorry.
Interesting idea, maybe they could throw poop much like the Congas from the Monster Hunter series... Climbing is going to be tricky, I'll have to make better AI for it as various other mobs that can climb don't do it deliberately, they just climb by accident if they happen to mvoe against a wall, perhaps removing their path finding at times would help.
Those plans aren't final yet and there's still plenty of space as each biome will have 7 mobs (and maybe some sub-species such as the Alpha Jousts).
I'm not sure what debuff the jungle should specialize in yet:
The Nether Mobs have Wither and Fire.
The Desert Mobs have Hunger and Weakness.
The Swamp Mobs have Poison and Blindness.
I'd like each set of mobs to have two debuffs they specialize in and I'd rather each pack would be different but some crossovers would be allowed, for example the Inferno Mobs will specialize in Fire and something else even though Nether Mobs already have Fire.
Jungle Mobs will probably have Poison too mixed with possibly Slowness, the Arctic mobs will also have Slowness but mixed with something else. Actually now that I think about it, Poison and Slowness will probably suit the Jungle perfectly as I'd like the Vespids to have a chance of paralyzing their target which will basically be a really strong Slowness debuff that renders movement useless.
Let me know what you think about these debuffs people!
Also about pets, I'm thinking about adding a Soul Cube which will allow you to store a small number of pets where they can be summoned or dismissed on demand, so if your pet dies, you can summon it back again. Also some better pet controls such as an aggressive stance where they'll attack any hostile mob on sight and then possibly a pvp stance where they'll attack players on sight too. The Soul Cube will have limited space and right clicking with it in your hand will open up a GUI where you can select a mob and either summon/dismiss it or empty it from the Soul Cube (where it is summoned permanently and acts like how pets act now, you can then make it sit in a stable if you have lots of pets). Some pets will be smaller than others and will thus take up less space in the Soul Cube, so you can have lots of little weak minions or a few big tough guardians or mix and match, mounts will be stored in these too.
I'll try and make the Soul Cube work with any tamed mob such as vanilla Wolves and Cats and then I'll look into other mod support.
I do have one suggestion though: if you ever do decide to feature mountable mods you really should consider adding Elum from Abe's oddyssey to your desert biomes. I know that would throw off your 7 mob per biome pattern you have going here, but eventually expanding it to 8 would be wonderful too. Pinkies and Eyewigs I could definetly see being mountables though and you would likely have to compensate for the extra desert mobs (assuming you like this idea enough to add it) by throwing the other biomes a bone. In this case I feel that Swamp biomes could use a more swarmy type of creature, maybe a more water based one, and the Nether could use an additional type of undead (maybe the Arch-vile could be brought in as an undead, but that would practically be bagging to be another mini boss, or you could add those creepy doom 3 cherubs as some form of undead, or even keep it simple and go with the dreaded revenant as some kind of ranged wither skeleton type creature). I do realize this is a lot of work all to accomidate one arguably overlooked, but undoubtably minor character from the Oddworld series, but I couldn't help but share my idea.
As far as other ideas go you could also have more behavioral subthemes, building off what Plisko1 suggested. Jungles could have more climbing creatures than other biomes because of their verticality, while arctic creatures would have more cave dwelling, or sea dwelling than other biomes since the denizens of such an inhospitable place would need a trait that helps them gain respite from it every now and then. Extreme Hills biomes would naturally have more flying creatures traversing it's terrain. Plains would encourage more swift, quadrapedal forms of life to show up. Etc., etc.
Anyway, I really appreciate that you take the time to look through the suggestions of all the fans of your fantastic mod and all the effort you put into its creation, and I am confident that no matter what you do the future updates will make it even more awesome. I look forward to hearing your feedback and hope you have a great holiday season!
I'm glad you're enjoying the mob and I quite like your ideas! Elum is definitely something to think about and I could possibly start adding an 8th creature to each biome but this would be later on once the other biomes all have 7. As for items, I agree and I have a few plans for more types of weapons, special armor, trophy items, rare (recolored) mobs with special drops for epic armor and cool items like the Soul Cube!
Sounds like an interesting Forest or possibly Mountain Mob I'll think about it.
You can't act like a smarty-pants and say that stuff. Seriously, you're being rude.
There is such thing as criticism. You should really try it out, unless you don't have an outside life.
Ha, nice! I love it! Also, I love your MH point.
While mining it feels like i'm mining in peaceful, it sucks :/
Make pinkies, etc despawn normally, but not when they've been fed, like normal mobs.
And could you make pets teleport to you? If not, a config option for it?
Also, I wonder if you could make vanilla mobs spawn in a certain biome, for example, vanilla mobs spawn in plains or mountains exclusively, and you add more vanilla themed mobs to even the numbers to 7, so it feels like part of the mod?
And some dungeons would be nice
I also think the lack of mobs isn't your fault, it might be millenaire, i dunno, i'm still loving this mod though
Edit: I'm getting a ton of jousts exclusively in the desert, and a ton of nothing in the swamp.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
I agree. I think that would be a great idea for a forest mob. It could even have a pan flute that it uses to draw neutral and friendly mobs to it and maybe even whip them into a frenzy! The flute could even be a drop that allows you to lure creatures yourself. Or it could maybe have a chance to summon hostile wolves or animals when struck, kind of like how social zombies do when you hit them now.
I've added a new config option where Pinkies, Aspids and Jousts can have their natural despawning turned back on. I've been testing my mod on a server for a while now and all the mobs seem to be spawning pretty well now, I haven't tested it with other mob mods much though. Also mob packs will alter the spawn locations of vanilla mobs too, there will still be 7 mobs for each biome but then also vanilla mobs will spawn in less biomes (can be disabled in the config).
You're going inside a Pinky? Well, we're doomed.....
Just kidding! This looks nice! Will tameable and ridable Pinkies come in the next update with rideable (and remodeled) Erepedes and tameable and rideable Eyewigs?
How about a special kind of saddle for it? Something like a seat perhaps to cater for the angle of the pinky's back?
The position is a little off and they don't move yet but I'm gonna fix that today. Also Eyewigs and Erepedes will be both me mountable. I'm not sure about the Erepede remodel, that might be the update after as I've also got mount GUIs to possibly do but that could be the update after as well.
When finished, all mounts will have to be saddled before they can be mounted, I'm also going to be adding mount armor and possibly armor for non-mountable pets too!
Also tamed mobs will now always have a name tag such as "Lycanite's Pinky" or when named "Eddy (Lycanite's Pinky)", this way people can always tell if a mob is owned by another player!
Anyways, I had a great idea. For snow biomes, since you said you're focusing on mobs surrounding mythology and the like: why not turn to classic Japanese and Chinese folk lore? Many monsters from their lore are found in the snowy regions, such as Yuki-Onna, Nopperabo, Gashadokuro, and my personal favorite the Jiang-Shi. They are for sure way out there compared to other lore, and will give the snow biomes a unique and haunting experience. Just a thought!
Although I'm more of a Western mythology guy, those are somewhat nice ideas......