When I transform into Barako using iChun's Morph Mod, my character just moves into a random direction without me touching the keyboard. Any idea how to fix it?
Also, it was nice meeting you today on BTM
Yeah, the wroughtnaut does that too. It's a result of the code I use to immobilize them.
Nice meeting you too!
I completely understand if you don't want to carry this out, but I have a suggestion. You've stated that a goal of this mod is to add creatures that people can't imagine the game with out. So if I were you I'd update to 1.9 as soon as possible, so that people can enjoy it along with everything else we have to look forward to.
Well, of course I'd like to! My dependencies have to update first.
Barako is excellent, Mowzie! However, when I fought him, the laser that shout from his mouth did no damage to me.
I do have one suggestion for the Barakoan village though, Mowzie... could you add a Tribal Drum block that, when right-clicked, plays the Barako belly drum sound? I'd imagine it'd generate in the villages, and would be a nice aesthetic touch.
Odd. Are you sure he didn't miss?
That could be fun, but it might not be worth the time for me to add it.
Thanks! Very thorough! I see your suggestions there. More health, yeah. More frequent sunstrikes, yeah. The "accurate fire" thing, though: he uses first order motion prediction, so he'll place it where he predicts you will be according to your speed. If you stop or change direction, he will miss. There's no way around that.
You're right about the fire resistance, though. I think I'll split his damage so it does some physical as well.
Hm. The laser did no damage... I'll look into this.
Mowzie, I have a bit of a problem. Whenever I try to use that effect when I'm not using the full BTM pack, the number you gave me doesn't work. This is the same whether I use the version in the BTM pack or the version on the OP. Has the number changed, or is there something else I need? The only mods I'm using are NEI, CodeChickenCore, damage indicators, and this mod with all the dependencies. Perhaps an option in the config would help for the next update.
The number depends on if any other mods add effects. 24 is the first id to be used. In BTM, "Radiation" was registered first, so mine was pushed back. But yeah, a config option would be better.
Mowzie, you do not disappoint! I decided to build a throne for Barako and see what he had in store for me. I swear I haven't had so much fun in minecraft in a long time.
Mowzie, you do not disappoint! I decided to build a throne for Barako and see what he had in store for me. I swear I haven't had so much fun in minecraft in a long time.
Since Barako's attacks are based on the Sun will he be weaker at night or when it's raining?
Maybe when he uses his energy burst attack it does a lot of knockback to keep you away from inflict him damage and on range of his solar beam.
Barako is not weaker at night or when its raining, but in areas blocked off from the sky, he has more difficulty in attacking you. As for the energy burst, that is its main function already.
Is it just my imagination, or did Barako say "Mowzie"?
Also, found a slight bug. The barakoa that Barako spawn don't necessarily go after whatever Barako is. They just follow their normal AI. So, if a player was wearing a mask when they fought Barako, the barakoa wouldn't go after them. Same if a mob was attacking Barako, or vice versa.
When I transform into Barako using iChun's Morph Mod, my character just moves into a random direction without me touching the keyboard. Any idea how to fix it?
Also, it was nice meeting you today on BTM
Isn't Barako flagged as a boss mob? Those shouldn't be available for Morphing. Not sure if the Wroughtnaut counts as a boss...
I completely understand if you don't want to carry this out, but I have a suggestion. You've stated that a goal of this mod is to add creatures that people can't imagine the game with out. So if I were you I'd update to 1.9 as soon as possible, so that people can enjoy it along with everything else we have to look forward to.
Minecraft 1.9 isn't even officially released yet, let alone Forge. Why is everyone in such a rush to update to 1.9? Slow down and enjoy 1.7.10, where most of the mods are. Plus, I can't even imagine how much the mobs would break with the transition.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Isn't Barako flagged as a boss mob? Those shouldn't be available for Morphing. Not sure if the Wroughtnaut counts as a boss...
I believe what flags mobs as boss mobs is the boss bar. As neither the wroughtnaught or Barako have a boss bar, they are not registered as boss mobs, so you can morph into them. This also means that if a mod adds a custom boss bar, like orespawn does, its mobs do not count as bosses, and can be morphed into. This is also supported by the Witchery infernal infusion, which lets you take control of mobs, except for bosses. You are unable to take control of mobs with boss bars, even from other mods, as well as some mobs the author specifically made uncontrollable. Again, this does not apply to custom bars, so Orespawn bosses can be controlled.
I wanted to say first I love your mod and what it has done to change my perception on mobs that after playing around I'm starting to try my hand at making my own mods. (Thank you for the tutorials!)
I'm sure you already get asked alot of questions but I have to ask because I had hit my own roadblock.
I'm currently on 1.7.10 Minecraft using Eclipse with a separate 1.7.10 to use Tabula 4.1.1 for modeling export. I also have [working without Tabula installed] the updated LLibrary 0.6.2, Animation API 1.2.3 and mowziesmobs.
The problem though I'm having is I can throw in other mods with models to import them to take a peek at them in Tabula but for whatever reason I can't seem to run Tabula with your mod because it requires the API and LLibrary which Tabula doesn't like the LLibrary.
IChun has stated [if i have understood his statement correctly in his FAQ] that support for Tabula to run on previous versions of Minecraft would be not continued to be updated unless the modder/person is using MC 1.8.
My question(s) is, what are you currently using to make your models and then code the animations since I'm having issues being able to load Tabula along the LLibrary because of a "nosuch method" in the LLibrary in 1.7.10 MC.
I only ask this because at some point you must have used a prior version of Tabula or the LLibrary perhaps when you were creating the Iron Wrought and Barakoa in the past. In which case its either different versions you used or you're using a different program/mod than me?
I'm just in a little fear because I enjoy Tabula for ease of use, but will only last for so long. So I wanted to know what is it you're currently doing to alleviate/bypass this issue when it comes to creating models and animation for someone like me trying to learn it? (Since watching your animation tutorial I noticed you were able to edit code and run minecraft at the same time to check for animations which I don't know how you did and what would like to do as well if possible)
- Khell
EDIT:
I don goofed. just realized I could done this in a PM >_>
Barako is not weaker at night or when its raining, but in areas blocked off from the sky, he has more difficulty in attacking you. As for the energy burst, that is its main function already.
Is it just my imagination, or did Barako say "Mowzie"?
Also, found a slight bug. The barakoa that Barako spawn don't necessarily go after whatever Barako is. They just follow their normal AI. So, if a player was wearing a mask when they fought Barako, the barakoa wouldn't go after them. Same if a mob was attacking Barako, or vice versa.
Not your imagination. Had some fun recording.
You're right! I never noticed! Will fix.
I wanted to say first I love your mod and what it has done to change my perception on mobs that after playing around I'm starting to try my hand at making my own mods. (Thank you for the tutorials!)
I'm sure you already get asked alot of questions but I have to ask because I had hit my own roadblock.
I'm currently on 1.7.10 Minecraft using Eclipse with a separate 1.7.10 to use Tabula 4.1.1 for modeling export. I also have [working without Tabula installed] the updated LLibrary 0.6.2, Animation API 1.2.3 and mowziesmobs.
The problem though I'm having is I can throw in other mods with models to import them to take a peek at them in Tabula but for whatever reason I can't seem to run Tabula with your mod because it requires the API and LLibrary which Tabula doesn't like the LLibrary.
IChun has stated [if i have understood his statement correctly in his FAQ] that support for Tabula to run on previous versions of Minecraft would be not continued to be updated unless the modder/person is using MC 1.8.
My question(s) is, what are you currently using to make your models and then code the animations since I'm having issues being able to load Tabula along the LLibrary because of a "nosuch method" in the LLibrary in 1.7.10 MC.
I only ask this because at some point you must have used a prior version of Tabula or the LLibrary perhaps when you were creating the Iron Wrought and Barakoa in the past. In which case its either different versions you used or you're using a different program/mod than me?
I'm just in a little fear because I enjoy Tabula for ease of use, but will only last for so long. So I wanted to know what is it you're currently doing to alleviate/bypass this issue when it comes to creating models and animation for someone like me trying to learn it? (Since watching your animation tutorial I noticed you were able to edit code and run minecraft at the same time to check for animations which I don't know how you did and what would like to do as well if possible)
- Khell
EDIT:
I don goofed. just realized I could done this in a PM >_>
Thanks! Glad you like it!
You really should update Tabula... There have been a lot of important bug fixes since 4.1.1.
I've never heard of LLibrary and Tabula conflicting. I can't really help fix that, though. However, you will not be able to load Mowzie's Mobs models into Tabula. They use a different class for model renderers; importing won't work.
To make my models, I use a 1.8 installation of Minecraft with just Forge, iChun Util, and Tabula installed. I export those models to Java, and paste them into my development workspace in Intellij (alternative to Eclipse), running 1.7.10. Animations are coded entirely in the mod's code, not using Tabula. To preview them, I simply launch the development build through Intellij (you can do the same in Eclipse) like any other Java project.
Nope, your mod and Tabula do not need to be installed at the same time to make models. Tabula can work just fine all on its own.
Are you new to Java programming? You may want to familiarize yourself with Java and Eclipse a bit more before jumping into modding. To run your project, click the green arrow button at the top of the screen. Or, you can click the bug icon. If you click the bug, any changes that you save will be automatically applied to the project without your needing to recompile (very useful!!).
I have another idea.
A totem-based mob, it would start as a block that's three blocks high. When you mine it, there's a 15% chance of it turning into three mobs, indian spirits of some kind - a wolf, a deer and an eagle. If you get any of them to..let's say 10% HP, they will fuse into one mob and become a miniboss. After you defeat it, there could be some kind of effect of them unfusing and the spirits flying off to the sky.
Not sure what could it drop though..Some kind of flute/whistle which you could use to summon the fusion as a mount, or maybe it would just give you strength, feather falling and thorns for X seconds?
Also, if the totem doesn't turn into the mobs, you can just use it as a cool decoration block.
Probably too hard to code, but I don't know ^^" I think I still like the bat-thing I mentioned some time ago better.
I have another idea.
A totem-based mob, it would start as a block that's three blocks high. When you mine it, there's a 15% chance of it turning into three mobs, indian spirits of some kind - a wolf, a deer and an eagle. If you get any of them to..let's say 10% HP, they will fuse into one mob and become a miniboss. After you defeat it, there could be some kind of effect of them unfusing and the spirits flying off to the sky.
Not sure what could it drop though..Some kind of flute/whistle which you could use to summon the fusion as a mount, or maybe it would just give you strength, feather falling and thorns for X seconds?
Also, if the totem doesn't turn into the mobs, you can just use it as a cool decoration block.
Probably too hard to code, but I don't know ^^" I think I still like the bat-thing I mentioned some time ago better.
We absolutely need some sort of living totem pole mob.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Thanks, yeah! Not finished with the village yet.
Yeah, the wroughtnaut does that too. It's a result of the code I use to immobilize them.
Nice meeting you too!
Well, of course I'd like to! My dependencies have to update first.
Odd. Are you sure he didn't miss?
That could be fun, but it might not be worth the time for me to add it.
Thanks! Very thorough! I see your suggestions there. More health, yeah. More frequent sunstrikes, yeah. The "accurate fire" thing, though: he uses first order motion prediction, so he'll place it where he predicts you will be according to your speed. If you stop or change direction, he will miss. There's no way around that.
You're right about the fire resistance, though. I think I'll split his damage so it does some physical as well.
Hm. The laser did no damage... I'll look into this.
Huh. I've never played either. Interesting.
The number depends on if any other mods add effects. 24 is the first id to be used. In BTM, "Radiation" was registered first, so mine was pushed back. But yeah, a config option would be better.
Mowzie, you do not disappoint! I decided to build a throne for Barako and see what he had in store for me. I swear I haven't had so much fun in minecraft in a long time.
So glad you like him! Very cool throne, hahah!
He is pretty likable! And yeah thanks
Shoop da whoop!
Since Barako's attacks are based on the Sun will he be weaker at night or when it's raining?
Maybe when he uses his energy burst attack it does a lot of knockback to keep you away from inflict him damage and on range of his solar beam.
Barako is not weaker at night or when its raining, but in areas blocked off from the sky, he has more difficulty in attacking you. As for the energy burst, that is its main function already.
Is it just my imagination, or did Barako say "Mowzie"?
Also, found a slight bug. The barakoa that Barako spawn don't necessarily go after whatever Barako is. They just follow their normal AI. So, if a player was wearing a mask when they fought Barako, the barakoa wouldn't go after them. Same if a mob was attacking Barako, or vice versa.
Isn't Barako flagged as a boss mob? Those shouldn't be available for Morphing. Not sure if the Wroughtnaut counts as a boss...
Minecraft 1.9 isn't even officially released yet, let alone Forge. Why is everyone in such a rush to update to 1.9? Slow down and enjoy 1.7.10, where most of the mods are. Plus, I can't even imagine how much the mobs would break with the transition.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I believe what flags mobs as boss mobs is the boss bar. As neither the wroughtnaught or Barako have a boss bar, they are not registered as boss mobs, so you can morph into them. This also means that if a mod adds a custom boss bar, like orespawn does, its mobs do not count as bosses, and can be morphed into. This is also supported by the Witchery infernal infusion, which lets you take control of mobs, except for bosses. You are unable to take control of mobs with boss bars, even from other mods, as well as some mobs the author specifically made uncontrollable. Again, this does not apply to custom bars, so Orespawn bosses can be controlled.
Will the download link be updated soon? It still says 1.2.6...
EDIT: Just saw the BTM download link, nevermind
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Hi Bob,
I wanted to say first I love your mod and what it has done to change my perception on mobs that after playing around I'm starting to try my hand at making my own mods. (Thank you for the tutorials!)
I'm sure you already get asked alot of questions but I have to ask because I had hit my own roadblock.
I'm currently on 1.7.10 Minecraft using Eclipse with a separate 1.7.10 to use Tabula 4.1.1 for modeling export. I also have [working without Tabula installed] the updated LLibrary 0.6.2, Animation API 1.2.3 and mowziesmobs.
The problem though I'm having is I can throw in other mods with models to import them to take a peek at them in Tabula but for whatever reason I can't seem to run Tabula with your mod because it requires the API and LLibrary which Tabula doesn't like the LLibrary.
IChun has stated [if i have understood his statement correctly in his FAQ] that support for Tabula to run on previous versions of Minecraft would be not continued to be updated unless the modder/person is using MC 1.8.
My question(s) is, what are you currently using to make your models and then code the animations since I'm having issues being able to load Tabula along the LLibrary because of a "nosuch method" in the LLibrary in 1.7.10 MC.
I only ask this because at some point you must have used a prior version of Tabula or the LLibrary perhaps when you were creating the Iron Wrought and Barakoa in the past. In which case its either different versions you used or you're using a different program/mod than me?
I'm just in a little fear because I enjoy Tabula for ease of use, but will only last for so long. So I wanted to know what is it you're currently doing to alleviate/bypass this issue when it comes to creating models and animation for someone like me trying to learn it? (Since watching your animation tutorial I noticed you were able to edit code and run minecraft at the same time to check for animations which I don't know how you did and what would like to do as well if possible)
- Khell
EDIT:
I don goofed. just realized I could done this in a PM >_>
Nah, then people won't ever fight him in daylight. He IS the sun, pretty much.
That's exactly what the burst attack does.
Not your imagination. Had some fun recording.
You're right! I never noticed! Will fix.
Thanks! Glad you like it!
You really should update Tabula... There have been a lot of important bug fixes since 4.1.1.
I've never heard of LLibrary and Tabula conflicting. I can't really help fix that, though. However, you will not be able to load Mowzie's Mobs models into Tabula. They use a different class for model renderers; importing won't work.
To make my models, I use a 1.8 installation of Minecraft with just Forge, iChun Util, and Tabula installed. I export those models to Java, and paste them into my development workspace in Intellij (alternative to Eclipse), running 1.7.10. Animations are coded entirely in the mod's code, not using Tabula. To preview them, I simply launch the development build through Intellij (you can do the same in Eclipse) like any other Java project.
Nope, your mod and Tabula do not need to be installed at the same time to make models. Tabula can work just fine all on its own.
Are you new to Java programming? You may want to familiarize yourself with Java and Eclipse a bit more before jumping into modding. To run your project, click the green arrow button at the top of the screen. Or, you can click the bug icon. If you click the bug, any changes that you save will be automatically applied to the project without your needing to recompile (very useful!!).
I hope this help!
It's a large yeti with icy breath called a Frostmaw!
I have a bit of a "no griefing" policy. Otherwise, the mob needs some sort of justification...
Your mod is worthy of being implemented into vanilla minecraft. Wonderful job!!!
I am looking for a coder to help me create a mod!
Busco a un codificador para ayudarme a crear un mod!
potato.
I have another idea.
A totem-based mob, it would start as a block that's three blocks high. When you mine it, there's a 15% chance of it turning into three mobs, indian spirits of some kind - a wolf, a deer and an eagle. If you get any of them to..let's say 10% HP, they will fuse into one mob and become a miniboss. After you defeat it, there could be some kind of effect of them unfusing and the spirits flying off to the sky.
Not sure what could it drop though..Some kind of flute/whistle which you could use to summon the fusion as a mount, or maybe it would just give you strength, feather falling and thorns for X seconds?
Also, if the totem doesn't turn into the mobs, you can just use it as a cool decoration block.
Probably too hard to code, but I don't know ^^" I think I still like the bat-thing I mentioned some time ago better.
We absolutely need some sort of living totem pole mob.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Maybe it could be constructable, since it is, you know, a totem pole? Kind of like the iron golem concept.
So to clarify, is Barako a Sun God is or he more of a Shaman kind of thing?
YES! Great idea! That really embodies the whole totem pole theme and justifies its inclusion!
It won't be for a long while, though.
It's up for interpretation.
So a constructable mini-boss, huh? Seems nice to me. I think the pieces should be a random chest drop, so it's not too easy to find.