To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
1. This mod doesn't have all the pokémons.
2. The pokémon models could be better.
3. The sounds can be better
AND do you really live in a box containing itself?
AND I have changed "GOOD" to "ULTRA-SUPER-GREAT" because I saw now that this mod actually was good.
But
1. Thats not on Thut, the code's there, heince "modelers needed".
2. That's not on Thut, they're impeccably minecraftian, which lowers the possible quality.
3. That's not on Thut, as far as I know, those sounds are GameFreak's own.
So those things aren't problems with the mod itself. Pixelmon had the same thing, until it's popularity allowed modelers to learn of it. They'll come in time.
Rollback Post to RevisionRollBack
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
1. This mod doesn't have all the pokémons.
2. The pokémon models could be better.
3. The sounds can be better
1. You can fix that yourself with a resource pack, it will accept any model for any pokémon up to volcanion, not just ones currently in game.
2. You can fix that yourself If you place "better" models* in a resource pack (I say "better" because the mobs are meant to look like minecraft models)
3. You can fix that yourself with a resource pack, just replace the sound files with whatever you want in a resource pack.
*You can also animate them via the resource pack as well, either by animating in tabula, or using the xml format pokecube uses, you can find examples of that in the existing models.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
The first thing I really like about this mod, is that the models are minecraftian. It is actually the main thing that I despise in Pixelmon, because its Pokémobs don't fit in the Minecraft world.
Same here, but kallehed doesn't seem to.
Rollback Post to RevisionRollBack
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
The first thing I really like about this mod, is that the models are minecraftian. It is actually the main thing that I despise in Pixelmon, because its Pokémobs don't fit in the Minecraft world.
I also rather like the minecrafty models, which is why the only not-minecrafty model that has been added was porygon-Z, he is supposed to be a glitch, so I made his model rounded.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
So I just found out this exists. I've been playing Pixelmon for quite some time. How do the two compare?
As a note, I have zero complaints regarding the three things mentioned above. I don't expect all Pokemon to be in this, I haven't heard it yet but I'll probably be fine with the sounds, and I really like the Minecrafty style I've seen in the screenshots.
Ok, so I plan on setting up a custom map, but I have a problem. I can get specific Pokemobs in specific spots, but I haven't been able to figure out random encounters. Obviously with the way Pokecube works they'd be random spawns near tall grass rather than random spontaneous encounters like in the official games, but I don't have any idea how to define area-specific spawns. Constant command block checks tank my performance and I've got a meh computer devoted to Minecraft, so if most people are using craptops, I can suppose they will have worse frames than I do, so that's out of the picture. So aside of forcing specific custom biomes that have coordinate based spawns, do you have any suggestions?
Rollback Post to RevisionRollBack
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
So I just found out this exists. I've been playing Pixelmon for quite some time. How do the two compare?
As a note, I have zero complaints regarding the three things mentioned above. I don't expect all Pokemon to be in this, I haven't heard it yet but I'll probably be fine with the sounds, and I really like the Minecrafty style I've seen in the screenshots.
This one is 1000% better, and if you have a problem, Thutmose almost always solves it in an instant. Pokemobs are much more immersive than the Pixelmobs IMHO. There's much more you can do, period. The only thing I miss from Pixelmon is breeding Golurks over a TiCon smeltery for infinite iron, but that might be possible once Golurk's in the mod.
Rollback Post to RevisionRollBack
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
Ok, so I plan on setting up a custom map, but I have a problem. I can get specific Pokemobs in specific spots, but I haven't been able to figure out random encounters. Obviously with the way Pokecube works they'd be random spawns near tall grass rather than random spontaneous encounters like in the official games, but I don't have any idea how to define area-specific spawns. Constant command block checks tank my performance and I've got a meh computer devoted to Minecraft, so if most people are using craptops, I can suppose they will have worse frames than I do, so that's out of the picture. So aside of forcing specific custom biomes that have coordinate based spawns, do you have any suggestions?
for that you want to use the sub-biome setter.
First, you will want to define a number of sub-biomes, based on the area you want things to spawn in. here is the default example definition (in pokecube_adventures.cfg:
# spawn level ranges for pokemon in certain subbiomes [default: [mound:5-10]]
S:biomeLevels <
mound:5-10
>
If say you wanted to add a "route10" sub-biome, with pokemobs that spawn at lvl 15-30, you would do the following:
# spawn level ranges for pokemon in certain subbiomes [default: [mound:5-10]]
S:biomeLevels <
mound:5-10
route10:15-30
>
Then, in the spawns.csv (in config/pokecube/compat/) you assign spawns for the "route10" biome, there is already an example there for adding rattatas in groups of 5-10 to the "mound" biome.
Then, to assign the location in game, get a sub-biome setter, right click, and type "route10" into the box that shows up, and press enter.
Once it is set, shift right click the first corner of the volume to set, then shift right click the second corner of the volume. it will give a message when it selects first corner, then will give another when it assigns the volume.
Currently no way to reset to default once an area is set, but you can overwrite areas with whatever sub-biome you want, I will see about adding a way to reset the area.
The sub-biomes are just overlayed on top of vanilla ones, so they shouldn't affect anything else that is biome based, and are only noticable in the f3 menu, so shouldn't detract from immersion either, if you only want mobs spawning in them, then you should use spawns.csv to clear all other spawns, here is a copy of the original spawnData.csv, which you can use as a template for clearing (just clear all the spawns, and add the replace column full of "true"
Edit: You can check if the pokemobs are properly assigned to spawn somewhere by right clicking the block with a pokedex, it will list the spawns for that block, note that if you right click the block right below the sub-biome, it lists spawns for that area, but the f3 display has for the air above, so there is sometimes an inconsistancy in the messages, in this case, you should also set the area below to the needed subbiome.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
So I just found out this exists. I've been playing Pixelmon for quite some time. How do the two compare?
As a note, I have zero complaints regarding the three things mentioned above. I don't expect all Pokemon to be in this, I haven't heard it yet but I'll probably be fine with the sounds, and I really like the Minecrafty style I've seen in the screenshots.
Pixelmon is like the GB/(3)DS games, as in it has turn-based combat, with fixed a fixed battle system, which behaves exactly as expected, if a tactic works in the games, it should work in Pixelmon, Pixelmon results in an experience which is very much like the original games.
Pokecube is like the anime, where the pokemobs move around in combat, attack in real time, and battles go much faster, and are not bound to the same meta as the games (ie non-contact attacks are much more useful than contact ones, flying things have advantages, etc), and the battlefield terrain matters, as it can block/obstruct attacks/pokemob movement. Pokecube results in an experience like vanilla minecraft, but with mobs which have a wider range of available combat options. If you want to have an original game like experience, Pokecube is probably not the best option.
The part where this generalization is different is in the sounds, Pixelmon sounds are more like the anime, Pokecube sounds are more like the games, I prefer animals to make animal-like (albeit low bitrate) sounds than human like ones.
Pixelmon then seems to go for very fancy models, whereas Pokecube tries to keep the models generally as minecrafty as possible, this results in Pokecube requiring far, far less RAM, despite having more mobs.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
I've been having a problem with Pokecube regarding the AI. I've found that my own pokemon tend to have horrible pathfinding, and run the opposite direction when told to attack, and the wild pokemon chases them in the process. This only happens with contact melee attacks, such as scratch and tackle. Even if they are right next to their target, they have no awareness of what they are doing. Tested with Charmander and Squirtle, and a couple others that were near the starting area. However, ranged attacks work fine, and flying pokemon attack normally with contact melee attacks. The wild pokemon, however, rush straight into battle and slaughter mine, even when 5-10 levels lower.
I have the newest version of Forge, because recommended was too out of date for one of the mods. I have ThutCore, PokeCube Core, PokeCube mods, and Baubles. PokeCube- Revival was also installed at first, but I removed it thinking maybe it caused this issue. Started a new world with it removed, but it still happened. Tried on multiple difficulty settings, but have not changed any mod config files, as I'm not familiar with the way this mod works yet. Any ideas?
EDIT- Should mention I'm using 1.8.9, as I know 1.7.10 isn't supported anymore.
I will look into what is going on with the tame pokemob attack AI, I have a feeling they might be getting distracted and trying to do something else while in battle.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
That would be very helpful, I don't really have any professional training as a programmer, and only ever too one class on C at university (mainly for lab equipment interfacing), so I am probably doing some things which have much better ways to do them, or doing things in an outright bad way.
all of the pokecube source code can be found here:
before 2.2.11 is put on curseforge, I will probably be trying to get some more item textures, and get primal reversion working.
Any suggestions you might have on changes/improvements to the code would be appriciated, I am always glad to learn about things I am doing badly/wrongly.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
About two minutes after I created this world for testing, I took 8 hearts of damage, and saw explosions surrounding me from every side, covering my entire view from the ground. Switched to creative to see what happened, and saw that. The pokemon center is only a few blocks out of sight from the bottom left
Ya, that's a meteor, where it affected generally round and pink pokemobs will spawn, as well as lunatone and solrock. It could be disabled in config, and should only occur once per 3k blocks or so.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Alright, so just bad luck that it happened so close then? Thought maybe it was something that was supposed to happen late game triggered by mistake, or a pokemon attack with the wrong value for explosive damage. Good to know.
If I have time later, I'll take a look through the source code. As I said, I'm not a Minecraft modder, but I know a decent amount of Java from the other stuff I do. If I see anything that could be done more efficiently, or any major issues I'd know how to fix, I'll let you know. No promises, though, as the last time I actually attempted to change code for Minecraft was before the creation of Forge, and very early in the life of modloader, so I'm a bit rusty.
Pokecube Mobs will probably be updating shortly, here is sample of what has been recently added
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
If anyone is willing to help with making the remaining shiny textures, a list of missing ones can be found here:
https://github.com/Thutmose/Pokecube-Models/blob/master/Needed Textures.md
If a pokemon has multiple forms, and it is on that list, assume all of the forms are missing shiny textures.
So when it lists "deoxys" all of them are missing, same for "unown" and any pokemon with Mega evolutions.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Messing around with my rendering code for models exported from blender (having been imported to blender from tabula)
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
But
1. Thats not on Thut, the code's there, heince "modelers needed".
2. That's not on Thut, they're impeccably minecraftian, which lowers the possible quality.
3. That's not on Thut, as far as I know, those sounds are GameFreak's own.
So those things aren't problems with the mod itself. Pixelmon had the same thing, until it's popularity allowed modelers to learn of it. They'll come in time.
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
1. You can fix that yourself with a resource pack, it will accept any model for any pokémon up to volcanion, not just ones currently in game.
2. You can fix that yourself If you place "better" models* in a resource pack (I say "better" because the mobs are meant to look like minecraft models)
3. You can fix that yourself with a resource pack, just replace the sound files with whatever you want in a resource pack.
*You can also animate them via the resource pack as well, either by animating in tabula, or using the xml format pokecube uses, you can find examples of that in the existing models.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Same here, but kallehed doesn't seem to.
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
I also rather like the minecrafty models, which is why the only not-minecrafty model that has been added was porygon-Z, he is supposed to be a glitch, so I made his model rounded.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
So I just found out this exists. I've been playing Pixelmon for quite some time. How do the two compare?
As a note, I have zero complaints regarding the three things mentioned above. I don't expect all Pokemon to be in this, I haven't heard it yet but I'll probably be fine with the sounds, and I really like the Minecrafty style I've seen in the screenshots.
Ok, so I plan on setting up a custom map, but I have a problem. I can get specific Pokemobs in specific spots, but I haven't been able to figure out random encounters. Obviously with the way Pokecube works they'd be random spawns near tall grass rather than random spontaneous encounters like in the official games, but I don't have any idea how to define area-specific spawns. Constant command block checks tank my performance and I've got a meh computer devoted to Minecraft, so if most people are using craptops, I can suppose they will have worse frames than I do, so that's out of the picture. So aside of forcing specific custom biomes that have coordinate based spawns, do you have any suggestions?
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
This one is 1000% better, and if you have a problem, Thutmose almost always solves it in an instant. Pokemobs are much more immersive than the Pixelmobs IMHO. There's much more you can do, period. The only thing I miss from Pixelmon is breeding Golurks over a TiCon smeltery for infinite iron, but that might be possible once Golurk's in the mod.
Sorry I know that what I initially said, and my rebuttal when you replied are two different things, but I am terrible at explaining things. It usually takes someone else who tells me something like "......? I don't understand..." to get it right after the fact. I hope it didn't confuse you too much!
for that you want to use the sub-biome setter.
First, you will want to define a number of sub-biomes, based on the area you want things to spawn in. here is the default example definition (in pokecube_adventures.cfg:
If say you wanted to add a "route10" sub-biome, with pokemobs that spawn at lvl 15-30, you would do the following:
Then, in the spawns.csv (in config/pokecube/compat/) you assign spawns for the "route10" biome, there is already an example there for adding rattatas in groups of 5-10 to the "mound" biome.
Then, to assign the location in game, get a sub-biome setter, right click, and type "route10" into the box that shows up, and press enter.
Once it is set, shift right click the first corner of the volume to set, then shift right click the second corner of the volume. it will give a message when it selects first corner, then will give another when it assigns the volume.
Currently no way to reset to default once an area is set, but you can overwrite areas with whatever sub-biome you want, I will see about adding a way to reset the area.
The sub-biomes are just overlayed on top of vanilla ones, so they shouldn't affect anything else that is biome based, and are only noticable in the f3 menu, so shouldn't detract from immersion either, if you only want mobs spawning in them, then you should use spawns.csv to clear all other spawns, here is a copy of the original spawnData.csv, which you can use as a template for clearing (just clear all the spawns, and add the replace column full of "true"
https://github.com/Thutmose/Pokecube/blob/2b5075fb4a2b254c88a173911123ad984b270fe5/Pokecube Core/src/main/resources/assets/pokecube/database/spawndata.csv
Edit: You can check if the pokemobs are properly assigned to spawn somewhere by right clicking the block with a pokedex, it will list the spawns for that block, note that if you right click the block right below the sub-biome, it lists spawns for that area, but the f3 display has for the air above, so there is sometimes an inconsistancy in the messages, in this case, you should also set the area below to the needed subbiome.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Pixelmon is like the GB/(3)DS games, as in it has turn-based combat, with fixed a fixed battle system, which behaves exactly as expected, if a tactic works in the games, it should work in Pixelmon, Pixelmon results in an experience which is very much like the original games.
Pokecube is like the anime, where the pokemobs move around in combat, attack in real time, and battles go much faster, and are not bound to the same meta as the games (ie non-contact attacks are much more useful than contact ones, flying things have advantages, etc), and the battlefield terrain matters, as it can block/obstruct attacks/pokemob movement. Pokecube results in an experience like vanilla minecraft, but with mobs which have a wider range of available combat options. If you want to have an original game like experience, Pokecube is probably not the best option.
The part where this generalization is different is in the sounds, Pixelmon sounds are more like the anime, Pokecube sounds are more like the games, I prefer animals to make animal-like (albeit low bitrate) sounds than human like ones.
Pixelmon then seems to go for very fancy models, whereas Pokecube tries to keep the models generally as minecrafty as possible, this results in Pokecube requiring far, far less RAM, despite having more mobs.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
I've been having a problem with Pokecube regarding the AI. I've found that my own pokemon tend to have horrible pathfinding, and run the opposite direction when told to attack, and the wild pokemon chases them in the process. This only happens with contact melee attacks, such as scratch and tackle. Even if they are right next to their target, they have no awareness of what they are doing. Tested with Charmander and Squirtle, and a couple others that were near the starting area. However, ranged attacks work fine, and flying pokemon attack normally with contact melee attacks. The wild pokemon, however, rush straight into battle and slaughter mine, even when 5-10 levels lower.
I have the newest version of Forge, because recommended was too out of date for one of the mods. I have ThutCore, PokeCube Core, PokeCube mods, and Baubles. PokeCube- Revival was also installed at first, but I removed it thinking maybe it caused this issue. Started a new world with it removed, but it still happened. Tried on multiple difficulty settings, but have not changed any mod config files, as I'm not familiar with the way this mod works yet. Any ideas?
EDIT- Should mention I'm using 1.8.9, as I know 1.7.10 isn't supported anymore.
I will look into what is going on with the tame pokemob attack AI, I have a feeling they might be getting distracted and trying to do something else while in battle.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Try using this version, see if they work better:
https://www.dropbox.com/s/2fb8118wka7x3j4/Pokecube Core-2.2.11.jar?dl=0
I did some tweaking to the AI to make several of the routines outright fail to run if the pokemob has an attack target.
Edit: There are still a few things I am working on for 2.2.11, which is why I didn't put it on curseforge yet.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
That works much better, thank you! No delay at all, and much more intelligent. I'll keep testing, but no issues so far.
That would be very helpful, I don't really have any professional training as a programmer, and only ever too one class on C at university (mainly for lab equipment interfacing), so I am probably doing some things which have much better ways to do them, or doing things in an outright bad way.
all of the pokecube source code can be found here:
https://github.com/Thutmose/Pokecube
before 2.2.11 is put on curseforge, I will probably be trying to get some more item textures, and get primal reversion working.
Any suggestions you might have on changes/improvements to the code would be appriciated, I am always glad to learn about things I am doing badly/wrongly.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Is this supposed to happen? http://imgur.com/3DxCtwk
About two minutes after I created this world for testing, I took 8 hearts of damage, and saw explosions surrounding me from every side, covering my entire view from the ground. Switched to creative to see what happened, and saw that. The pokemon center is only a few blocks out of sight from the bottom left
Ya, that's a meteor, where it affected generally round and pink pokemobs will spawn, as well as lunatone and solrock. It could be disabled in config, and should only occur once per 3k blocks or so.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Alright, so just bad luck that it happened so close then? Thought maybe it was something that was supposed to happen late game triggered by mistake, or a pokemon attack with the wrong value for explosive damage. Good to know.
If I have time later, I'll take a look through the source code. As I said, I'm not a Minecraft modder, but I know a decent amount of Java from the other stuff I do. If I see anything that could be done more efficiently, or any major issues I'd know how to fix, I'll let you know. No promises, though, as the last time I actually attempted to change code for Minecraft was before the creation of Forge, and very early in the life of modloader, so I'm a bit rusty.