The Meaning of Life, the Universe, and Everything.
Location:
Earth
Join Date:
2/26/2013
Posts:
42
Minecraft:
Yuudaari
Member Details
Soulus is a mod I created because I was sick of building giant mob-spawning boxes in skyblock modpacks.
It adds in custom spawners, called Summoners, which start out incredibly underpowered but can be upgraded to be extremely fast and efficient. The upgrades are incredibly expensive and will likely take a long time to craft in the early game, but everything can be automated with other mods. The mod is also highly configurable, so you can make everything cheap and easy if you want to. By default, Soulus also disables all mob spawning (but that's configurable as well).
Soulus also adds in a multi-block structure used for autocrafting, called the Composer, which uses creatures in the world for power. You can use it to craft any vanilla recipe and also add in your own JSON recipes for it.
There are no modpack distribution restrictions for Soulus. You may use it in any modpack, with any launcher. However, there ARE general distribution restrictions. You may not provide downloads of Soulus outside of a modpack. To put it in layman's terms, all downloads of Soulus must either be as part of a modpack, through the Github, or through the Curseforge.
If you want to support development of Soulus, I have a Patreon, if you're into that.
To view a more in-depth explanation of the features in the mod, check out the Readme on Github.
Q: Will you add X?
Depends on if I like the idea. I'm pretty open to them. If I don't like an idea, probably not. Probably worth suggesting regardless though. =) Please suggest on the Github
Out of curiosity, Is there any though to making this mod compatible with other major creature spawning mods?
Not sure what you're asking, really. By "major creature spawning mods" do you mean using Soulus alongside something like Soul Shards? No, I'm probably not going to explicitly "support" that. Soulus is so unique in the way that it functions and is intended to be played, by default, that there's actually not too much I could do to make it better. Players would likely always go for the easier solution, and Soulus is meant to be challenging and time consuming.
On the other hand, if you're referring to supporting the creatures in mods dropping bones and being Summon-able, then sure, I'm open to that. Drop an issue on the Github.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/6/2012
Posts:
47
Member Details
Fair enough, I was thinking along the lines having the code check for spawn eggs to generate essence. Might be a bit of additional coding however, but for the common mods like Twilight Forest, Thaumcraft and the other dimension and magic mods it would be rad.
The Meaning of Life, the Universe, and Everything.
Location:
Earth
Join Date:
2/26/2013
Posts:
42
Minecraft:
Yuudaari
Member Details
Yea, I can't really do it automatically via the code because of the many kinds of bones, there's no way for me to really know what kind of bone the entity should be. It already gets the colours automatically from the eggs, though.
Anyway, I'll put those mods on my todo, I probably won't get to them in a while tho (focusing on main features before mod support, for the most part)
The Meaning of Life, the Universe, and Everything.
Join Date:
8/6/2012
Posts:
47
Member Details
No worries, I have been enjoying your mod in my custom mod pack so far, and I'm looking forwards to what you do with it. A " Strange Bones" would fit well for added creatures, Imho. Good fortune in your endevors
Soulus is a mod I created because I was sick of building giant mob-spawning boxes in skyblock modpacks.
It adds in custom spawners, called Summoners, which start out incredibly underpowered but can be upgraded to be extremely fast and efficient. The upgrades are incredibly expensive and will likely take a long time to craft in the early game, but everything can be automated with other mods. The mod is also highly configurable, so you can make everything cheap and easy if you want to. By default, Soulus also disables all mob spawning (but that's configurable as well).
Soulus also adds in a multi-block structure used for autocrafting, called the Composer, which uses creatures in the world for power. You can use it to craft any vanilla recipe and also add in your own JSON recipes for it.
There are no modpack distribution restrictions for Soulus. You may use it in any modpack, with any launcher. However, there ARE general distribution restrictions. You may not provide downloads of Soulus outside of a modpack. To put it in layman's terms, all downloads of Soulus must either be as part of a modpack, through the Github, or through the Curseforge.
If you want to support development of Soulus, I have a Patreon, if you're into that.
To view a more in-depth explanation of the features in the mod, check out the Readme on Github.
You can download it on Github or CurseForge.
Thanks for playing!
FAQ:
Q: Will Soulus be back-ported to older versions?
No.
Q: No mobs are spawning! Help!!
See Creatures Config
Q: I enabled mobs, but they aren't dropping anything! Help!!!
See Creatures Config
Q: Will you add X?
Depends on if I like the idea. I'm pretty open to them. If I don't like an idea, probably not. Probably worth suggesting regardless though. =) Please suggest on the Github
Out of curiosity, Is there any though to making this mod compatible with other major creature spawning mods?
Not sure what you're asking, really. By "major creature spawning mods" do you mean using Soulus alongside something like Soul Shards? No, I'm probably not going to explicitly "support" that. Soulus is so unique in the way that it functions and is intended to be played, by default, that there's actually not too much I could do to make it better. Players would likely always go for the easier solution, and Soulus is meant to be challenging and time consuming.
On the other hand, if you're referring to supporting the creatures in mods dropping bones and being Summon-able, then sure, I'm open to that. Drop an issue on the Github.
Fair enough, I was thinking along the lines having the code check for spawn eggs to generate essence. Might be a bit of additional coding however, but for the common mods like Twilight Forest, Thaumcraft and the other dimension and magic mods it would be rad.
Yea, I can't really do it automatically via the code because of the many kinds of bones, there's no way for me to really know what kind of bone the entity should be. It already gets the colours automatically from the eggs, though.
Anyway, I'll put those mods on my todo, I probably won't get to them in a while tho (focusing on main features before mod support, for the most part)
No worries, I have been enjoying your mod in my custom mod pack so far, and I'm looking forwards to what you do with it. A " Strange Bones" would fit well for added creatures, Imho. Good fortune in your endevors
I started a new world but whene i got my first fossels i did not get the book explaining the mod, how can i get it