Mowzie, you said you had the respawning bug fixed, but it's really annoying to have to wait until the wraughtnaught is released. Could you just make a quick update with the bug fixes?
I'll try Rotten Flesh and Raw Steak next. Also, after exploring the nearby jungle for a while, I came back to my house and noticed that both the Foliaath I'd planted, and the two wild ones nearby, had despawned. Can there be an option to make them NEVER despawn?
That's a bug. I've fixed it already though, thanks.
Mowzie, you said you had the respawning bug fixed, but it's really annoying to have to wait until the wraughtnaught is released. Could you just make a quick update with the bug fixes?
You're right, making you guys wait is dumb. I'll try to get it built soon.
Forge for 1.8 is out already, actually. I'm waiting for the Animation API...
That's a bug. I've fixed it already though, thanks.
You're right, making you guys wait is dumb. I'll try to get it built soon.
Hey BobMowzie, what are your plans for the magical land of 'the distant future'? I just like looking at other peoples mods, looking at the things you can do.
Hey BobMowzie, what are your plans for the magical land of 'the distant future'? I just like looking at other peoples mods, looking at the things you can do.
There's a big list on the OP. I've had some different ideas since I wrote that, but the list will give you a sense.
So with the next update, will Foliaaths never despawn? Or will wild ones still occasionally despawn? I think we can all agree the first would be the best option.
I love the animations so much, so well done. Emeralds to you! (Because everyone has stacks of diamonds by now, but who has shiny emeralds?)
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~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
So with the next update, will Foliaaths never despawn? Or will wild ones still occasionally despawn? I think we can all agree the first would be the best option.
I love the animations so much, so well done. Emeralds to you! (Because everyone has stacks of diamonds by now, but who has shiny emeralds?)
The first one is definitely NOT the best option.
If they didn't despawn, they would never respawn, which means once you killed them all, they would never come back.
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I have a new account called "Mushroomsock" now, so please do not send me PMs.
If they didn't despawn, they would never respawn, which means once you killed them all, they would never come back.
...What are you talking about? I didn't say new ones couldn't spawn, just that existing ones would stay. Maybe read a little more carefully.
Personally, I would love the idea of the jungle near my house gradually becoming more and more overrun with these things, but I can see how others may not.
...What are you talking about? I didn't say new ones couldn't spawn, just that existing ones would stay. Maybe read a little more carefully.
Personally, I would love the idea of the jungle near my house gradually becoming more and more overrun with these things, but I can see how others may not.
You see, jungles are all ready a laggy biome. If foliaaths keep spawning, and never despawn, then imagine it. If a mob respawns, then it needs to despawn, unless you want a 1fps game.
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I have a new account called "Mushroomsock" now, so please do not send me PMs.
You see, jungles are all ready a laggy biome. If foliaaths keep spawning, and never despawn, then imagine it. If a mob respawns, then it needs to despawn, unless you want a 1fps game.
Well there would have to be a limit of course. Unlimited mob spawning never works out well. I figured that would be obvious.
But since when are jungles normally laggy? I'm living in a huge one right now and it's fine.
Perhaps config options for the following:
Natural despawning [true/false]
Maximum spawned Foliaaths, whether relative to other Foliaaths, or total (hard limit)
Attacking passive mobs [true/false]
Whether player-planted Foliaaths will attack the owner [true/false]
Whether they will attack players other than the owner [true/false]
Chance to drop a Foliaath seed upon death
Spawn rate, of course
Whitelist for other biomes to allow Foliaath spawning (Twilight Forest would work perfectly)
So with the next update, will Foliaaths never despawn? Or will wild ones still occasionally despawn? I think we can all agree the first would be the best option.
I love the animations so much, so well done. Emeralds to you! (Because everyone has stacks of diamonds by now, but who has shiny emeralds?)
I've disabled despawning on ones that players grow. Wild ones despawn and respawn naturally, keeping consistent with hostile mobs and making their locations unpredictable. Making them spawn without despawning would fill up the jungle's mob cap very quickly and prevent all other mob spawns.
...What are you talking about? I didn't say new ones couldn't spawn, just that existing ones would stay. Maybe read a little more carefully.
Personally, I would love the idea of the jungle near my house gradually becoming more and more overrun with these things, but I can see how others may not.
Well there would have to be a limit of course. Unlimited mob spawning never works out well. I figured that would be obvious.
But since when are jungles normally laggy? I'm living in a huge one right now and it's fine.
Perhaps config options for the following:
Natural despawning [true/false]
Maximum spawned Foliaaths, whether relative to other Foliaaths, or total (hard limit)
Attacking passive mobs [true/false]
Whether player-planted Foliaaths will attack the owner [true/false]
Whether they will attack players other than the owner [true/false]
Chance to drop a Foliaath seed upon death
Spawn rate, of course
Whitelist for other biomes to allow Foliaath spawning (Twilight Forest would work perfectly)
Again, filling up the spawn cap is a concern. I cannot make a separate one exclusive to foliaaths. I'll consider these other config options.
They already spawn in modded biomes tagged "jungle". If you want them in more, I'm afraid you'll need a mob spawn control mod.
I'm getting some straaaaaaaange errors trying to build a quick bugfix release. I don't know how long it will take to get it working. Sorry, everyone...
A large, carnivorous lizard-like creature that roams mega taigas. It is the color of podzol. It will have an extremely long tail that can be used to strangle in battle. It can also do a generic bite or claw. It spawns in a huge huge spruce tree, (So a spruce tree wide enough to hold it.) but this is not where it stays. Its den, eggs, and young are found in the straw like material that covers the floor of the den. The creature will normal be using its wing-like flaps to glide, not fly. It will latch onto trees if it can not stay high enough for much longer, where it will climb the tree and soar off the top. The creature can change colors based on where it is, a tree color for if it rests on a branch, (Not climbing on the branch) a leaf color for if it rests on top of trees, and a podzol color for all other events. If the young grow up, they will fly off and begin to fertilize another tree. If day passes undisturbed, the tree will, in three minutes, begin growing to the size of the previous tree. The creature will then lay more eggs, which may hatch to continue the spread. If they run out of trees, they all simply, with the trees, die off over time. Grass and podzol decay to dirt, and dirt decays to course dirt, and course dirt slowly decays to gravel. Water dries up. A gravel barren is left, with only the skeletons of the Zurztles left decaying under the earth. This leaves and opportunity for my next creature...
The Burder:
Essentially a gravel bug. They burrow through the now completely gravel floor, but the can't pass stone. When an unsuspecting player walks over one. It pokes its head out and starts spitting at the player. This does little damage unless it gets a critical hit. This causes an overwhelming amount of damage, as well as attracting more beetles. (AKA, more spawn under the player.) All the beetles begin attacking, weakening the player. If the player should be caught again, they will most certainly die. These insects are not always alone. occasionally, a really deep gravel area will go through the stone. This is a nest. The Burders will defend their young fiercely. The eggs are hidden deep in the nest, but only one egg can fit per gravel block. You can also come across a Burder trap in this barren wasteland. If you fall in, get out quickly, or the prying jaws of a warrior Burder will grab you, taking half your health, then it will drag you into the gravel and suffocate you. This is the only location you can find a warrior Burder other than on the outskirts of the gravel wastelands, as the creatures will patrol outside the biome, any grass or dirt they walk on will turn to gravel, and overtime, that gravel will will turn the dirt under it into gravel, until it reaches stone. The amount of warriors increases everytime an egg hatches. The only way to stop the spread is to kill the queen in a huge battle, not quite a boss, but hard. If you accomplish, the gravel rot will reverse, bringing back the mega taiga, even in the newly spread areas. Of course, in the center, a Zurztle den will grow in the middle. The queen will die instantly after the the gravel infection has doubled in size ever since the gravel barrens originally formed. Rarely, a gravel barrens biome will spawn naturally, where the queen will not die naturally., but the gravel will not spread. Killing the queen in natural biomes will only cause a new one to spawn in a day's time.
Fin.
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Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
Mobs? All I read is mob, as in singular. This mod has just 1 mob?
WIP mod.
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Gauntlet: Dark Legacy forever.
Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
Mimic(I suck at making up names, sorry.): A giant mini-boss-like mob, it resembles a giant crab with a NPC town on it's back. The 'town' has a blacksmith in the center. It hides underground with only the 'town' visible from the surface. When you apporach the blacksmith or try to break blocks, it rises from the ground and attacks. It's heavy shell and claws are near-impenetrable by projectiles, but it is weak to explosives. The softer underbelly is also a good target.
Mimic(I suck at making up names, sorry.): A giant mini-boss-like mob, it resembles a giant crab with a NPC town on it's back. The 'town' has a blacksmith in the center. It hides underground with only the 'town' visible from the surface. When you apporach the blacksmith or try to break blocks, it rises from the ground and attacks. It's heavy shell and claws are near-impenetrable by projectiles, but it is weak to explosives. The softer underbelly is also a good target.
That's cool, but not possible with my abilities. Integrating a separate block grid into an entity is near impossible.
Mowzie, you said you had the respawning bug fixed, but it's really annoying to have to wait until the wraughtnaught is released. Could you just make a quick update with the bug fixes?
That's a bug. I've already fixed it, thanks.
Forge for 1.8 is out already, actually. I'm waiting for the Animation API...
That's a bug. I've fixed it already though, thanks.
You're right, making you guys wait is dumb. I'll try to get it built soon.
Hey BobMowzie, what are your plans for the magical land of 'the distant future'? I just like looking at other peoples mods, looking at the things you can do.
Check out my maps (Currently on hold): http://www.minecraftforum.net/forums/mapping-and-modding/maps/2317554-frogamanias-maps
Frog's Fantastic Fantasy Mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2412083-its-completely-new-frogs-fantastic-fantasy-mod
There's a big list on the OP. I've had some different ideas since I wrote that, but the list will give you a sense.
So with the next update, will Foliaaths never despawn? Or will wild ones still occasionally despawn? I think we can all agree the first would be the best option.
I love the animations so much, so well done. Emeralds to you! (Because everyone has stacks of diamonds by now, but who has shiny emeralds?)
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
The first one is definitely NOT the best option.
If they didn't despawn, they would never respawn, which means once you killed them all, they would never come back.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
...What are you talking about? I didn't say new ones couldn't spawn, just that existing ones would stay. Maybe read a little more carefully.
Personally, I would love the idea of the jungle near my house gradually becoming more and more overrun with these things, but I can see how others may not.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
You see, jungles are all ready a laggy biome. If foliaaths keep spawning, and never despawn, then imagine it. If a mob respawns, then it needs to despawn, unless you want a 1fps game.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
Well there would have to be a limit of course. Unlimited mob spawning never works out well. I figured that would be obvious.
But since when are jungles normally laggy? I'm living in a huge one right now and it's fine.
Perhaps config options for the following:
Natural despawning [true/false]
Maximum spawned Foliaaths, whether relative to other Foliaaths, or total (hard limit)
Attacking passive mobs [true/false]
Whether player-planted Foliaaths will attack the owner [true/false]
Whether they will attack players other than the owner [true/false]
Chance to drop a Foliaath seed upon death
Spawn rate, of course
Whitelist for other biomes to allow Foliaath spawning (Twilight Forest would work perfectly)
~~~~~~~~
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've disabled despawning on ones that players grow. Wild ones despawn and respawn naturally, keeping consistent with hostile mobs and making their locations unpredictable. Making them spawn without despawning would fill up the jungle's mob cap very quickly and prevent all other mob spawns.
Thanks for the emeralds!
The two are kinda mutually exclusive...
Again, filling up the spawn cap is a concern. I cannot make a separate one exclusive to foliaaths. I'll consider these other config options.
They already spawn in modded biomes tagged "jungle". If you want them in more, I'm afraid you'll need a mob spawn control mod.
idk if this has been suggested but inside sand crawling snake that has a fin on its back the name would be snacraw
I Not Find One Foliaath In Various Worlds ( I Know It Spawn In Jungles) But The Probability Of Spawn Is Much Short! I Only Get It On Creative...
I can't even understand what you just said, but the sand-snake-thing got rejected already.
@Steve: Grammar is much bad. But yeah, it has a fairly low spawn rate, because jungles just don't spawn things too often...
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
Sorry,Brazilian Education ,Only Learn Verb ''To Be''
Loving the mod! Keep up the great work
- Uber <3
I'm getting some straaaaaaaange errors trying to build a quick bugfix release. I don't know how long it will take to get it working. Sorry, everyone...
How about this:
The Zurztle:
A large, carnivorous lizard-like creature that roams mega taigas. It is the color of podzol. It will have an extremely long tail that can be used to strangle in battle. It can also do a generic bite or claw. It spawns in a huge huge spruce tree, (So a spruce tree wide enough to hold it.) but this is not where it stays. Its den, eggs, and young are found in the straw like material that covers the floor of the den. The creature will normal be using its wing-like flaps to glide, not fly. It will latch onto trees if it can not stay high enough for much longer, where it will climb the tree and soar off the top. The creature can change colors based on where it is, a tree color for if it rests on a branch, (Not climbing on the branch) a leaf color for if it rests on top of trees, and a podzol color for all other events. If the young grow up, they will fly off and begin to fertilize another tree. If day passes undisturbed, the tree will, in three minutes, begin growing to the size of the previous tree. The creature will then lay more eggs, which may hatch to continue the spread. If they run out of trees, they all simply, with the trees, die off over time. Grass and podzol decay to dirt, and dirt decays to course dirt, and course dirt slowly decays to gravel. Water dries up. A gravel barren is left, with only the skeletons of the Zurztles left decaying under the earth. This leaves and opportunity for my next creature...
The Burder:
Essentially a gravel bug. They burrow through the now completely gravel floor, but the can't pass stone. When an unsuspecting player walks over one. It pokes its head out and starts spitting at the player. This does little damage unless it gets a critical hit. This causes an overwhelming amount of damage, as well as attracting more beetles. (AKA, more spawn under the player.) All the beetles begin attacking, weakening the player. If the player should be caught again, they will most certainly die. These insects are not always alone. occasionally, a really deep gravel area will go through the stone. This is a nest. The Burders will defend their young fiercely. The eggs are hidden deep in the nest, but only one egg can fit per gravel block. You can also come across a Burder trap in this barren wasteland. If you fall in, get out quickly, or the prying jaws of a warrior Burder will grab you, taking half your health, then it will drag you into the gravel and suffocate you. This is the only location you can find a warrior Burder other than on the outskirts of the gravel wastelands, as the creatures will patrol outside the biome, any grass or dirt they walk on will turn to gravel, and overtime, that gravel will will turn the dirt under it into gravel, until it reaches stone. The amount of warriors increases everytime an egg hatches. The only way to stop the spread is to kill the queen in a huge battle, not quite a boss, but hard. If you accomplish, the gravel rot will reverse, bringing back the mega taiga, even in the newly spread areas. Of course, in the center, a Zurztle den will grow in the middle. The queen will die instantly after the the gravel infection has doubled in size ever since the gravel barrens originally formed. Rarely, a gravel barrens biome will spawn naturally, where the queen will not die naturally., but the gravel will not spread. Killing the queen in natural biomes will only cause a new one to spawn in a day's time.
Fin.
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
WIP mod.
Gauntlet: Dark Legacy forever.
Usually using Steam/Discord nowadays, mostly actively searching around on curseforge for new mods.
Games on steam are usually Spiral Knights, TF2, SFM, and Paladins nowadays
I occasionally hop on minecraft to see what's new.
I have an idea for a mob.
Mimic(I suck at making up names, sorry.): A giant mini-boss-like mob, it resembles a giant crab with a NPC town on it's back. The 'town' has a blacksmith in the center. It hides underground with only the 'town' visible from the surface. When you apporach the blacksmith or try to break blocks, it rises from the ground and attacks. It's heavy shell and claws are near-impenetrable by projectiles, but it is weak to explosives. The softer underbelly is also a good target.
That's cool, but not possible with my abilities. Integrating a separate block grid into an entity is near impossible.