Why not turn the scientist into a skeleton or ghost, giving the impression they died ages ago, and keeping with the feeling that their creations are remnants of some ancient civilization, now long gone.
Why not turn the scientist into a skeleton or ghost, giving the impression they died ages ago, and keeping with the feeling that their creations are remnants of some ancient civilization, now long gone.
A skeleton or ghost controlling that monstrosity would not look any better, IMO.
Hi! i´ve been following this thread for a while now and wondered if any of you know when the new update will come out?
with the (updated) amphitheres and sea serpents and automaton?
The automata are not coming next update. The sea serpents and amphipteres, however, are; they're also coming alongside a well-designed ant-like creature called the Myrmex.
Not sure what the fuss is about of whether there should be automatons or not? Doesn't the mod have a config file where its creatures can be disabled from spawning if you want? If you don't like them just turn them off.
I honestly feel as if that isn't the strongest of arguments.
I think that is just like adding a new extraterrestrial dragon that has 1000 HP, shoots deadly lasers, and spawns just as commonly as the other dragons, and then saying "If you don't like it, turn it off". If everyone has it turned off, then what's the point of adding it?
(Well, TBH, I feel like that'd be the case for... almost anything Phase II confirmed)
The point is some people that have a brain actually like these new monsters.
Wow, thanks for calling me stupid just because I'm not a massive fan of anachronistic killer robots and a bunch of other things. I appreciate it.
"Lmao who said dragons and mythical creatures have to be related the the medieval time only?"
I dunno. Since widespread stories of mythical creatures were the most prominent during the medieval and ancient times, perhaps it'd be fitting if they were from that time period?
I have to agree about the config file. It really is a terrific asset. I remember a there was an animal mod made for 1.7.10 that had outrageous spawn rates I think for the crickets. Lots of people were going nuts with their worlds being overrun like some Biblical Plague! LOL!
All them dadgum crickets drivin' me crazy! Boy, I TELL YOU WHAT!
LOL!
Sadly, that mod never got a config file. The mod's dead now.
But, anyways, I like the variety of mobs myself and think it's a lot of fun. I can even see this mod being used in a modern cities pack with Batman in it too! Why not? There's plenty of wizards in the DC universe including a witch known as Morgan LeFay.
I have to agree about the config file. It really is a terrific asset. I remember a there was an animal mod made for 1.7.10 that had outrageous spawn rates I think for the crickets. Lots of people were going nuts with their worlds being overrun like some Biblical Plague! LOL!
All them dadgum crickets drivin' me crazy! Boy, I TELL YOU WHAT!
LOL!
Sadly, that mod never got a config file. The mod's dead now.
But, anyways, I like the variety of mobs myself and think it's a lot of fun. I can even see this mod being used in a modern cities pack with Batman in it too! Why not? There's plenty of wizards in the DC universe including a witch known as Morgan LeFay.
Ah, Animals Plus. I loved that mod; I even made a wiki for it.
Of course, I understood why people hated crickets so much; due to them being ambient mobs, they'd spawn all over the place, and since they were still able to trample crops, they'd ruin everyone's farms. Worse off, as you said, there wasn't a config, so you'd be stuck with those things spawning everywhere forever.
As flawed as that mod was, I still loved everything in it.
Anyways, now to go beyond the scope of the previous argument. We can all agree that Phase I's mobs had a mysterious, captivating, "beautiful but deadly" feel to them, and, since they weren't your average everyday monster, they were only found in localized areas, making them feel like discoveries waiting to happen.
In my opinion, this isn't the case for most of the Phase II mobs. Many of them, like the Vampire, Werewolf, Ghost, and Lightning Dragon, do have something in common; that common theme is seemingly abandoning the old theme and creating a new "frightening, edgy death monsters of doom" theme (the original dragons are incredibly aggressive and destructive, but they were more of a "mighty challenge for brave knights" rather than "super evil monstrosity of the night that needs to be destroyed before the sunrise").
Of course, there are exceptions. The Wendigo obviously fits in with the "dark and edgy" design, but it's still somewhat localized and handles what it was made with correctly by pulling off some unique things. Next, there's the Hydra, which fits with the Phase I charm quite well; it feels like a great challenge (much like its dragon relatives), but it isn't overdone, and it also fits in with the "unique creatures from mysterious lands" design. The Automata were incredibly close to reaching that state as well, but I think the reveal of the Automaton Creator kinda ruined that for them.
And then there's the Goblins, which aren't dark and edgy at all, but still look like they can be incredibly problematic mobs...
I also dislike how Phase II has literally not added any even marginally docile mob. Phase I has pixies and hippocampi as passive mobs, while hippogryphs are usually neutral; while it might not seem like much compared to the hostile mobs they've added, it still benefits the mod greatly. Meanwhile, everything added in Phase II is a pent-up ball of rage that will absolutely murder you if you're not ridiculously well-prepared.
Despite what I may have complained about, I don't actually expect to have strongly adverse feelings towards these new mobs; I just kinda feel like... they're a bit of a letdown compared to the previous ones. The only mobs I truly expect to hate are the Automaton Creators, Ghosts, and Goblins, and for gameplay-oriented reasons rather than design-oriented ones (well, the very former does come with a massive design-oriented moan, but that's beside the point).
That being said, your idea for that modpack seems really, really interesting.
??? Let's play in peaceful pretty please with heaps of gold nuggets on top. You can have a pork chop!
I see where you're both coming from. I see what PC is saying about phase 2 and well I dunno. And by the way Mr. PC every time I reference a mod you know exactly which one I'm talking about. That's awesome! That's kind of what threw me off about Grimoire of Gaia. First time we loaded up that one, we'll all like wow, look at all the hot girls. And then they delivered death to us, fast! LOL! Good grief.
But, as far as mods that have epic scale mobs in them for 1.12, I feel like we have limited options. And I personally have really enjoyed all the mobs this mod is offering us. I was really looking forward to the Death Knights. I didn't know though that there were plans for additional dragons and wendigos. That's pretty cool to me.
I'm used to the DnD scheme and we had dragons in all kinds of colors with different breath attacks and there were found in different environments.
And just a fun thought. I've seen mods that work as add-on's to other mods. I have zilch coding experience for the last 20 years so I don't know how difficult it is to make these things, but, I wonder if MCA can change the skins of villagers and that wacko scientist guy is a villager then maybe his model could be swapped out somehow.
@Mohawky,
I think I should have you have some good ole fashioned southern BBQ with hotsauce! LOL!
I think I get where Mohawky is coming from because he's good at mapmaking. So, we're trying to think of how to populate maps with a variety of challenging mobs so things don't get kinda boring. I put together a modpack with AW2, Electroblob's Wizardry, and this mod and had a huge amount of fun with it but after a while the dragons get kind of old. And we got to a point where we could take down the Stage 5's. That blew my mind when I finally was able to do that by myself with equipment from this mod and vanilla. I didn't use any magic mods or anything else.
Once you've done that, what's next?
-----
I didn't know Ghosts and Goblins where being considered. Mo Creatures has the ghosts and I think either Various Oddities or Primitives Mobs has goblins.
Did you guys ever hear of a game back in the day called Ghosts -n- Goblins? Back on the NES of all things.
I forgot to say that when I was working with Animals Plus, I was trying to get it to work alongside of Mo'Creatures. They're both in 1.7.10 and Custom Mob Spawner was really difficult to set up for it. I had something in there somewhere I think that I got working but, because of CMS I was still getting overwhelmed with mobs.
I did look into an alternative called JAS (Just another Spawner) and that one looked promising but I never did have the patience or the whatnot to figure out how to use that mod. The last time I looked into it, it appeared that you could even set up world events to happen. That's neat.
Have you tried playing Lycanites Mobs?
I'm not overly fond of the demons that look like they got ported over from Doom 1, but there's a few neat things about it. The models are more refined than Minecraft's blocky system so they're not as immersive I think. But, they had these cool events that would happen.
Werewolves and Vampires would go well with a steampunk theme. Now, all we need is a Frankenstein monster. I suppose whenever Bewitchment is done we'd have another thing for that pack.
Wasn't Journey to the Center of the Earth a Jules Vern book? I don't remember. I think that's also the one where the found dinosaurs in the center of the earth as well. I don't know if you've ever watched the DC animated Justice League Unlimited Series, but in the final season they had an adventure that took them into the center of the Earth.
??? Let's play in peaceful pretty please with heaps of gold nuggets on top. You can have a pork chop!
I see where you're both coming from. I see what PC is saying about phase 2 and well I dunno. And by the way Mr. PC every time I reference a mod you know exactly which one I'm talking about. That's awesome! That's kind of what threw me off about Grimoire of Gaia. First time we loaded up that one, we'll all like wow, look at all the hot girls. And then they delivered death to us, fast! LOL! Good grief.
But, as far as mods that have epic scale mobs in them for 1.12, I feel like we have limited options. And I personally have really enjoyed all the mobs this mod is offering us. I was really looking forward to the Death Knights. I didn't know though that there were plans for additional dragons and wendigos. That's pretty cool to me.
I'm used to the DnD scheme and we had dragons in all kinds of colors with different breath attacks and there were found in different environments.
And just a fun thought. I've seen mods that work as add-on's to other mods. I have zilch coding experience for the last 20 years so I don't know how difficult it is to make these things, but, I wonder if MCA can change the skins of villagers and that wacko scientist guy is a villager then maybe his model could be swapped out somehow.
@Mohawky,
I think I should have you have some good ole fashioned southern BBQ with hotsauce! LOL!
I think I get where Mohawky is coming from because he's good at mapmaking. So, we're trying to think of how to populate maps with a variety of challenging mobs so things don't get kinda boring. I put together a modpack with AW2, Electroblob's Wizardry, and this mod and had a huge amount of fun with it but after a while the dragons get kind of old. And we got to a point where we could take down the Stage 5's. That blew my mind when I finally was able to do that by myself with equipment from this mod and vanilla. I didn't use any magic mods or anything else.
Once you've done that, what's next?
-----
I didn't know Ghosts and Goblins where being considered. Mo Creatures has the ghosts and I think either Various Oddities or Primitives Mobs has goblins.
Did you guys ever hear of a game back in the day called Ghosts -n- Goblins? Back on the NES of all things.
I forgot to say that when I was working with Animals Plus, I was trying to get it to work alongside of Mo'Creatures. They're both in 1.7.10 and Custom Mob Spawner was really difficult to set up for it. I had something in there somewhere I think that I got working but, because of CMS I was still getting overwhelmed with mobs.
I did look into an alternative called JAS (Just another Spawner) and that one looked promising but I never did have the patience or the whatnot to figure out how to use that mod. The last time I looked into it, it appeared that you could even set up world events to happen. That's neat.
Have you tried playing Lycanites Mobs?
I'm not overly fond of the demons that look like they got ported over from Doom 1, but there's a few neat things about it. The models are more refined than Minecraft's blocky system so they're not as immersive I think. But, they had these cool events that would happen.
Werewolves and Vampires would go well with a steampunk theme. Now, all we need is a Frankenstein monster. I suppose whenever Bewitchment is done we'd have another thing for that pack.
Wasn't Journey to the Center of the Earth a Jules Vern book? I don't remember. I think that's also the one where the found dinosaurs in the center of the earth as well. I don't know if you've ever watched the DC animated Justice League Unlimited Series, but in the final season they had an adventure that took them into the center of the Earth.
Thanks,
Landar
This MCForum thread has been partially dead in the water because Alex and Raptor lost access to the MCForum account that posts everything, so it's forgivable that all those new mobs just seem so new.
Anyways, I think you can change models through special functions in Optifine; however, I am not completely sure how they work.
Anyways, all those mobs we mentioned so far were considered at one point, but now, they're fully confirmed to appear in future updates. Here's what's coming in the next versions.
1.6.0: Myrmex, Sea Serpent, Amphiptere
1.7.0: The Dread Queen
2.0.0: Lightning Dragon
2.1.0: Hydra
2.2.0: Wendigo, Vampire, Werewolf
2.3.0: Automaton (also comes with the mech), Ghost, Goblin
2.4.0: 3 yet-to-be-dossiered mobs (one of which was given a WIP model preview)
2.5.0: 2 yet-to-be-dossiered mobs (one of which was given a WIP model preview)
Anyways, I think Various Oddities may or may not have goblins, but Primitive Mobs is definitely adding them in its next update (and I feel like those goblins will be somewhat more tolerable than Ice and Fire's).
As for your other post, I have tried Custom Mob Spawner recently; it is dead in the water. However, that doesn't mean Mo' Creatures' spawning is fixed; it is, in fact, even more broken than before, with all sorts of spawning tomfoolery like wyverns not spawning in the Wyvern Lair anymore (which is incredibly lame, if you ask me). I have not tried Just Another Spawner, though; it seems interesting.
I have played Lycanite's Mobs back in 2013, just when the mod was in its early days. In my eyes, that mod was just awesome; the mobs seemed cool, the mechanics and abilities were nice, and it felt that Lycanite really knew what he was doing with all that structured biome spawning, taming mechanics, etc. When the other mobs and the events were added to the game, they benefitted it greatly, and it made me more interested in Lycanite's project.
Then, just last year, after he added his first big dragons to the mod, Lycanite started adding a bunch of elementals barely anyone asked for, and also added the incredibly wack "elemental fusion" mechanic; that, along with a few minor things, made me feel like the mod took a massive dive in quality, and I felt ready to abandon it.
Anyways, now that you mention it, werewolves and vampires would go well with steampunk stuff, I guess? The 19th century also brought us a bunch of influential horror novels like Frankenstein, Dracula, and a few others, so I guess those two wouldn't be too bad if you put them in the right context. However, I wouldn't really want a Frankenstein's monster to be added; I feel we have enough dark and spooky mobs in this mod (of course, it could be possible that the unrevealed mobs are also dark and spooky, but I'm hoping that least two of them are more in the "normal" part of the spectrum).
Anyways, yes, Journey to the Center of the Earth was a book by Jules Verne, and it did have prehistoric creatures; I don't think it had any dinosaurs, although it most definitely had the other notable Mesozoic reptiles you'd most likely be familiar with (the scene where a Plesiosaurus fights with an Ichthyosaurus was arguably influential back then). It also had some prehistoric mammals like mastodons and giant ground sloths, which is also pretty neat.
I have not watched Justice League Unlimited, although that episode you mention sounds pretty intriguing. I'll check it out.
You know, I had totally forgotten that scene of the two monster lizards fighting. I don't think I read the book, but, I think I may have seen an old movie. I want to say that scene is a famous old scene with some primitive (well by our standards) claymation.
I've never looked at it that much, but I think it's maybe called mob dismemberment or necromancy or something that allows you to hack mobs up and then sew them back up together. If you've heard of the modpack TerraFirmaPunk, this mod is in that list.
And something really neat dawned on me a few minutes ago, but, isn't the structure that the Gorgon spawns in seem an awful lot like the Parthenon? The Parthenon is an example of using the Golden Ratio in building construction. I'm not super familiar with the concept but Wikipedia had some neat stuff about that. I'm going to have to measure out their model. I'm thinking of using something very similar for a wizard base.
Thanks for that list. I've been looking forward to the dread knights, but a hydra does sound pretty darn cool. Honestly, I can't imagine trying to hand to hand with it with all those heads.
My first experience with Mo' Creatures was in 1.10 and we used CMS along with it. I remember the lions, tigers, and bears (OH MY) being really dangerous. But, just about any other version they've been kinda bland really. Sometimes in 1.12, I can run laps around the tigers and just look at them and they do nothing. So I've been keeping an eye on ZAWA by SoggyMustache as a possible replacement.
But, I never did get around to breeding the Pegasus. And Landar was my DnD character from my college days and that was awesome when I got that pegasus.
Just Another Spawner looks like it's got a steep learning curve. I've tried to open the configs with Notepad, but I think Notepad++ would be the better choice because all the options are very hard to read while all in a single line of text. That one is in 1.7.10 also, so I'd have to go back to that. I've gotten really used to some of the choices 1.12 brings.
Embers, Roots, this mod, and Electroblob's are the main things that brought me up to date. I've also come to really like things like Rustic, Quark, and Minecolonies. And I'm a big fan of Ancient Warfare 2.
Actually, I think I did read the book. Wait a second, I think it was 20,000 Leagues under the Sea I didn't read.
LOL! I might have to go down to the bookstore or my library.
You know, I had totally forgotten that scene of the two monster lizards fighting. I don't think I read the book, but, I think I may have seen an old movie. I want to say that scene is a famous old scene with some primitive (well by our standards) claymation.
I've never looked at it that much, but I think it's maybe called mob dismemberment or necromancy or something that allows you to hack mobs up and then sew them back up together. If you've heard of the modpack TerraFirmaPunk, this mod is in that list.
And something really neat dawned on me a few minutes ago, but, isn't the structure that the Gorgon spawns in seem an awful lot like the Parthenon? The Parthenon is an example of using the Golden Ratio in building construction. I'm not super familiar with the concept but Wikipedia had some neat stuff about that. I'm going to have to measure out their model. I'm thinking of using something very similar for a wizard base.
Thanks for that list. I've been looking forward to the dread knights, but a hydra does sound pretty darn cool. Honestly, I can't imagine trying to hand to hand with it with all those heads.
My first experience with Mo' Creatures was in 1.10 and we used CMS along with it. I remember the lions, tigers, and bears (OH MY) being really dangerous. But, just about any other version they've been kinda bland really. Sometimes in 1.12, I can run laps around the tigers and just look at them and they do nothing. So I've been keeping an eye on ZAWA by SoggyMustache as a possible replacement.
But, I never did get around to breeding the Pegasus. And Landar was my DnD character from my college days and that was awesome when I got that pegasus.
Just Another Spawner looks like it's got a steep learning curve. I've tried to open the configs with Notepad, but I think Notepad++ would be the better choice because all the options are very hard to read while all in a single line of text. That one is in 1.7.10 also, so I'd have to go back to that. I've gotten really used to some of the choices 1.12 brings.
Embers, Roots, this mod, and Electroblob's are the main things that brought me up to date. I've also come to really like things like Rustic, Quark, and Minecolonies. And I'm a big fan of Ancient Warfare 2.
Actually, I think I did read the book. Wait a second, I think it was 20,000 Leagues under the Sea I didn't read.
LOL! I might have to go down to the bookstore or my library.
Thanks,
Landar
Yeah, it was necromancy that had the cut-up-and-stitch-mobs-together thing. Iirc it may be updated, but idk.
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I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
You know, I had totally forgotten that scene of the two monster lizards fighting. I don't think I read the book, but, I think I may have seen an old movie. I want to say that scene is a famous old scene with some primitive (well by our standards) claymation.
I've never looked at it that much, but I think it's maybe called mob dismemberment or necromancy or something that allows you to hack mobs up and then sew them back up together. If you've heard of the modpack TerraFirmaPunk, this mod is in that list.
And something really neat dawned on me a few minutes ago, but, isn't the structure that the Gorgon spawns in seem an awful lot like the Parthenon? The Parthenon is an example of using the Golden Ratio in building construction. I'm not super familiar with the concept but Wikipedia had some neat stuff about that. I'm going to have to measure out their model. I'm thinking of using something very similar for a wizard base.
Thanks for that list. I've been looking forward to the dread knights, but a hydra does sound pretty darn cool. Honestly, I can't imagine trying to hand to hand with it with all those heads.
My first experience with Mo' Creatures was in 1.10 and we used CMS along with it. I remember the lions, tigers, and bears (OH MY) being really dangerous. But, just about any other version they've been kinda bland really. Sometimes in 1.12, I can run laps around the tigers and just look at them and they do nothing. So I've been keeping an eye on ZAWA by SoggyMustache as a possible replacement.
But, I never did get around to breeding the Pegasus. And Landar was my DnD character from my college days and that was awesome when I got that pegasus.
Just Another Spawner looks like it's got a steep learning curve. I've tried to open the configs with Notepad, but I think Notepad++ would be the better choice because all the options are very hard to read while all in a single line of text. That one is in 1.7.10 also, so I'd have to go back to that. I've gotten really used to some of the choices 1.12 brings.
Embers, Roots, this mod, and Electroblob's are the main things that brought me up to date. I've also come to really like things like Rustic, Quark, and Minecolonies. And I'm a big fan of Ancient Warfare 2.
Actually, I think I did read the book. Wait a second, I think it was 20,000 Leagues under the Sea I didn't read.
LOL! I might have to go down to the bookstore or my library.
Why not turn the scientist into a skeleton or ghost, giving the impression they died ages ago, and keeping with the feeling that their creations are remnants of some ancient civilization, now long gone.
Ah, I haven't seen that picture until now. I see what you mean. So yeah, maybe if the mad scientist was a dwarf instead?
But, it does advance the time frame a huge bit there.
A skeleton or ghost controlling that monstrosity would not look any better, IMO.
That would actually make for a somewhat neater design.
The automata are not coming next update. The sea serpents and amphipteres, however, are; they're also coming alongside a well-designed ant-like creature called the Myrmex.
I honestly feel as if that isn't the strongest of arguments.
I think that is just like adding a new extraterrestrial dragon that has 1000 HP, shoots deadly lasers, and spawns just as commonly as the other dragons, and then saying "If you don't like it, turn it off". If everyone has it turned off, then what's the point of adding it?
(Well, TBH, I feel like that'd be the case for... almost anything Phase II confirmed)
The point is some people that have a brain actually like these new monsters.
Lmao who said dragons and mythical creatures have to be related the the medieval time only?
So you're saying caves aren't natural lmao?
Wow, thanks for calling me stupid just because I'm not a massive fan of anachronistic killer robots and a bunch of other things. I appreciate it.
"Lmao who said dragons and mythical creatures have to be related the the medieval time only?"
I dunno. Since widespread stories of mythical creatures were the most prominent during the medieval and ancient times, perhaps it'd be fitting if they were from that time period?
Also...
"So you're saying caves aren't natural lmao?"
What does that have to do with anything?
Okay guys!
I have to agree about the config file. It really is a terrific asset. I remember a there was an animal mod made for 1.7.10 that had outrageous spawn rates I think for the crickets. Lots of people were going nuts with their worlds being overrun like some Biblical Plague! LOL!
All them dadgum crickets drivin' me crazy! Boy, I TELL YOU WHAT!
LOL!
Sadly, that mod never got a config file. The mod's dead now.
But, anyways, I like the variety of mobs myself and think it's a lot of fun. I can even see this mod being used in a modern cities pack with Batman in it too! Why not? There's plenty of wizards in the DC universe including a witch known as Morgan LeFay.
Ah, Animals Plus. I loved that mod; I even made a wiki for it.
Of course, I understood why people hated crickets so much; due to them being ambient mobs, they'd spawn all over the place, and since they were still able to trample crops, they'd ruin everyone's farms. Worse off, as you said, there wasn't a config, so you'd be stuck with those things spawning everywhere forever.
As flawed as that mod was, I still loved everything in it.
Anyways, now to go beyond the scope of the previous argument. We can all agree that Phase I's mobs had a mysterious, captivating, "beautiful but deadly" feel to them, and, since they weren't your average everyday monster, they were only found in localized areas, making them feel like discoveries waiting to happen.
In my opinion, this isn't the case for most of the Phase II mobs. Many of them, like the Vampire, Werewolf, Ghost, and Lightning Dragon, do have something in common; that common theme is seemingly abandoning the old theme and creating a new "frightening, edgy death monsters of doom" theme (the original dragons are incredibly aggressive and destructive, but they were more of a "mighty challenge for brave knights" rather than "super evil monstrosity of the night that needs to be destroyed before the sunrise").
Of course, there are exceptions. The Wendigo obviously fits in with the "dark and edgy" design, but it's still somewhat localized and handles what it was made with correctly by pulling off some unique things. Next, there's the Hydra, which fits with the Phase I charm quite well; it feels like a great challenge (much like its dragon relatives), but it isn't overdone, and it also fits in with the "unique creatures from mysterious lands" design. The Automata were incredibly close to reaching that state as well, but I think the reveal of the Automaton Creator kinda ruined that for them.
And then there's the Goblins, which aren't dark and edgy at all, but still look like they can be incredibly problematic mobs...I also dislike how Phase II has literally not added any even marginally docile mob. Phase I has pixies and hippocampi as passive mobs, while hippogryphs are usually neutral; while it might not seem like much compared to the hostile mobs they've added, it still benefits the mod greatly. Meanwhile, everything added in Phase II is a pent-up ball of rage that will absolutely murder you if you're not ridiculously well-prepared.
Despite what I may have complained about, I don't actually expect to have strongly adverse feelings towards these new mobs; I just kinda feel like... they're a bit of a letdown compared to the previous ones. The only mobs I truly expect to hate are the Automaton Creators, Ghosts, and Goblins, and for gameplay-oriented reasons rather than design-oriented ones (well, the very former does come with a massive design-oriented moan, but that's beside the point).
That being said, your idea for that modpack seems really, really interesting.
Aw man!
@Mohawky @ PCawesomeness
??? Let's play in peaceful pretty please with heaps of gold nuggets on top. You can have a pork chop!
I see where you're both coming from. I see what PC is saying about phase 2 and well I dunno. And by the way Mr. PC every time I reference a mod you know exactly which one I'm talking about. That's awesome! That's kind of what threw me off about Grimoire of Gaia. First time we loaded up that one, we'll all like wow, look at all the hot girls. And then they delivered death to us, fast! LOL! Good grief.
But, as far as mods that have epic scale mobs in them for 1.12, I feel like we have limited options. And I personally have really enjoyed all the mobs this mod is offering us. I was really looking forward to the Death Knights. I didn't know though that there were plans for additional dragons and wendigos. That's pretty cool to me.
I'm used to the DnD scheme and we had dragons in all kinds of colors with different breath attacks and there were found in different environments.
And just a fun thought. I've seen mods that work as add-on's to other mods. I have zilch coding experience for the last 20 years so I don't know how difficult it is to make these things, but, I wonder if MCA can change the skins of villagers and that wacko scientist guy is a villager then maybe his model could be swapped out somehow.
@Mohawky,
I think I should have you have some good ole fashioned southern BBQ with hotsauce! LOL!
I think I get where Mohawky is coming from because he's good at mapmaking. So, we're trying to think of how to populate maps with a variety of challenging mobs so things don't get kinda boring. I put together a modpack with AW2, Electroblob's Wizardry, and this mod and had a huge amount of fun with it but after a while the dragons get kind of old. And we got to a point where we could take down the Stage 5's. That blew my mind when I finally was able to do that by myself with equipment from this mod and vanilla. I didn't use any magic mods or anything else.
Once you've done that, what's next?
-----
I didn't know Ghosts and Goblins where being considered. Mo Creatures has the ghosts and I think either Various Oddities or Primitives Mobs has goblins.
Did you guys ever hear of a game back in the day called Ghosts -n- Goblins? Back on the NES of all things.
Thanks guys!
Landar
@PC,
I forgot to say that when I was working with Animals Plus, I was trying to get it to work alongside of Mo'Creatures. They're both in 1.7.10 and Custom Mob Spawner was really difficult to set up for it. I had something in there somewhere I think that I got working but, because of CMS I was still getting overwhelmed with mobs.
I did look into an alternative called JAS (Just another Spawner) and that one looked promising but I never did have the patience or the whatnot to figure out how to use that mod. The last time I looked into it, it appeared that you could even set up world events to happen. That's neat.
Have you tried playing Lycanites Mobs?
I'm not overly fond of the demons that look like they got ported over from Doom 1, but there's a few neat things about it. The models are more refined than Minecraft's blocky system so they're not as immersive I think. But, they had these cool events that would happen.
Werewolves and Vampires would go well with a steampunk theme. Now, all we need is a Frankenstein monster. I suppose whenever Bewitchment is done we'd have another thing for that pack.
Wasn't Journey to the Center of the Earth a Jules Vern book? I don't remember. I think that's also the one where the found dinosaurs in the center of the earth as well. I don't know if you've ever watched the DC animated Justice League Unlimited Series, but in the final season they had an adventure that took them into the center of the Earth.
Thanks,
Landar
This MCForum thread has been partially dead in the water because Alex and Raptor lost access to the MCForum account that posts everything, so it's forgivable that all those new mobs just seem so new.
Anyways, I think you can change models through special functions in Optifine; however, I am not completely sure how they work.
Anyways, all those mobs we mentioned so far were considered at one point, but now, they're fully confirmed to appear in future updates. Here's what's coming in the next versions.
1.6.0: Myrmex, Sea Serpent, Amphiptere
1.7.0: The Dread Queen
2.0.0: Lightning Dragon
2.1.0: Hydra
2.2.0: Wendigo, Vampire, Werewolf
2.3.0: Automaton (also comes with the mech), Ghost, Goblin
2.4.0: 3 yet-to-be-dossiered mobs (one of which was given a WIP model preview)
2.5.0: 2 yet-to-be-dossiered mobs (one of which was given a WIP model preview)
Anyways, I think Various Oddities may or may not have goblins, but Primitive Mobs is definitely adding them in its next update (and I feel like those goblins will be somewhat more tolerable than Ice and Fire's).
As for your other post, I have tried Custom Mob Spawner recently; it is dead in the water. However, that doesn't mean Mo' Creatures' spawning is fixed; it is, in fact, even more broken than before, with all sorts of spawning tomfoolery like wyverns not spawning in the Wyvern Lair anymore (which is incredibly lame, if you ask me). I have not tried Just Another Spawner, though; it seems interesting.
I have played Lycanite's Mobs back in 2013, just when the mod was in its early days. In my eyes, that mod was just awesome; the mobs seemed cool, the mechanics and abilities were nice, and it felt that Lycanite really knew what he was doing with all that structured biome spawning, taming mechanics, etc. When the other mobs and the events were added to the game, they benefitted it greatly, and it made me more interested in Lycanite's project.
Then, just last year, after he added his first big dragons to the mod, Lycanite started adding a bunch of elementals barely anyone asked for, and also added the incredibly wack "elemental fusion" mechanic; that, along with a few minor things, made me feel like the mod took a massive dive in quality, and I felt ready to abandon it.
Anyways, now that you mention it, werewolves and vampires would go well with steampunk stuff, I guess? The 19th century also brought us a bunch of influential horror novels like Frankenstein, Dracula, and a few others, so I guess those two wouldn't be too bad if you put them in the right context. However, I wouldn't really want a Frankenstein's monster to be added; I feel we have enough dark and spooky mobs in this mod (of course, it could be possible that the unrevealed mobs are also dark and spooky, but I'm hoping that least two of them are more in the "normal" part of the spectrum).
Anyways, yes, Journey to the Center of the Earth was a book by Jules Verne, and it did have prehistoric creatures; I don't think it had any dinosaurs, although it most definitely had the other notable Mesozoic reptiles you'd most likely be familiar with (the scene where a Plesiosaurus fights with an Ichthyosaurus was arguably influential back then). It also had some prehistoric mammals like mastodons and giant ground sloths, which is also pretty neat.
I have not watched Justice League Unlimited, although that episode you mention sounds pretty intriguing. I'll check it out.
Hey PC,
You know, I had totally forgotten that scene of the two monster lizards fighting. I don't think I read the book, but, I think I may have seen an old movie. I want to say that scene is a famous old scene with some primitive (well by our standards) claymation.
I've never looked at it that much, but I think it's maybe called mob dismemberment or necromancy or something that allows you to hack mobs up and then sew them back up together. If you've heard of the modpack TerraFirmaPunk, this mod is in that list.
And something really neat dawned on me a few minutes ago, but, isn't the structure that the Gorgon spawns in seem an awful lot like the Parthenon? The Parthenon is an example of using the Golden Ratio in building construction. I'm not super familiar with the concept but Wikipedia had some neat stuff about that. I'm going to have to measure out their model. I'm thinking of using something very similar for a wizard base.
Thanks for that list. I've been looking forward to the dread knights, but a hydra does sound pretty darn cool. Honestly, I can't imagine trying to hand to hand with it with all those heads.
My first experience with Mo' Creatures was in 1.10 and we used CMS along with it. I remember the lions, tigers, and bears (OH MY) being really dangerous. But, just about any other version they've been kinda bland really. Sometimes in 1.12, I can run laps around the tigers and just look at them and they do nothing. So I've been keeping an eye on ZAWA by SoggyMustache as a possible replacement.
But, I never did get around to breeding the Pegasus. And Landar was my DnD character from my college days and that was awesome when I got that pegasus.
Just Another Spawner looks like it's got a steep learning curve. I've tried to open the configs with Notepad, but I think Notepad++ would be the better choice because all the options are very hard to read while all in a single line of text. That one is in 1.7.10 also, so I'd have to go back to that. I've gotten really used to some of the choices 1.12 brings.
Embers, Roots, this mod, and Electroblob's are the main things that brought me up to date. I've also come to really like things like Rustic, Quark, and Minecolonies. And I'm a big fan of Ancient Warfare 2.
Actually, I think I did read the book. Wait a second, I think it was 20,000 Leagues under the Sea I didn't read.
LOL! I might have to go down to the bookstore or my library.
Thanks,
Landar
Yeah, it was necromancy that had the cut-up-and-stitch-mobs-together thing. Iirc it may be updated, but idk.
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@JonSnow,
You might enjoy the Grimoire of Gaia mod. I'm pretty sure it has dryads in it.
I like the idea of a ruins of Atlantis. Have you seen the Gorgon lair yet? It's built in that same style.
Thanks,
Landar
Ah, Grimoire of Gaia. Quite a unique mod. It had quite a few awesome mobs, like the Ender Eye, Giga Knight, and the Cockatrice.
Now, it seems as if it got taken over by someone who is incredibly frustrated, because it's basically nothing but monster girls.
Necromancy was that mod.
Also, that is an interesting inspiration!
Yes! Dragons! Nice!