Alright so it looks like all of Grimoire's mobs do indeed spawn even with Mo' Creatures running. It's just that a lot of them have weird spawn rates(some really high, some really low) and they can't be configured because CMS overrides them. The only two mobs I couldn't find were Minotaurs and Mermaids. But it looks like you got Mermaids to spawn? They probably just had low spawn rates and were hard to find due to the areas they spawn in(underground and underground/ocean). But besides that everything else seemed fine using ATotalGits custom jar so I'd label Mo' Creatures as being semi-compatible.
And yea the Wither Skeleton thing is a known issue with CMS. I didn't know about ocean spawning being broken though. Unfortunately CMS doesn't have the ability to detect buildings, so Nether Fortresses don't work correctly and the only way to get Wither Skeletons in is to make them spawn everywhere in the Nether. In case you didn't know but just to warn you, if you're using any mods that alter existing biomes, adds new biomes, or adds new dimensions then CMS will completely break them. Unfortunately until another mod like Just Another Spawner comes out for newer versions of MC there's no way to solve these issues. Man I really miss JAS.
Did you have any luck with editing the config files?
CMS is a buggy mess i usually Run Mo creatures without it. sadly that meens less Mo creatures non hostile mobs spawning but it also means less lag and crashes. also CMS does not seem to let me change the Grimore of Gaia spawns for example moving ninetails into the Bamboo forest and Chearyblossom biomes. or Banshee, Dampyr and vampire into the Ominous woods
speaking of mobs
what ever happened to jang-shi and Chochin-Obake from long ago? also i've not seen Cyan Flowers as of late does that mean Mandragora is gone? or does Cyan Flower have a spawning issue with BOP?
also regarding Antworkers perhaps you could make them have a Ant hill they spawn with in the future and they only attack you when you get to close and have them take leaves and other objects to the nest for example say one kills you steals your stuff and you have to go into the Ant hill to get them back
I'm still playing around with my CMS settings and trying to balance everything. Will post my configs once I find the perfect setup for my server. Atm, I moved Mermaid and Sahuagin to the 'water_creature' category for testing. Before they were categorized as 'monster' but if you found mermaids then it probably does work (they are found at night at default i think), just need to either edit frequency or the biomes where they spawn in. For example, I now have toads spawning in swamplands. Also minotaurs are a tier 3 mob and don't spawn in naturally, you have a chance to spawn from minotaurus i think. Honestly it is a lot of work and testing but the good thing with CMS is being able to designate how many of each mob type you want spawned in/chance to spawn/cap to spawn in.
As for the wither skeletons, this is a non issue now as I have them spread out across nether but significantly harder as I have buffed them with health, armor and enchants via 'Rough Mobs' mod. This ensures that it is a challenge to farm them. I actually prefer this over to camping a nether fortress for bones as it allows you to explore the nether more.
@hazerddex what bugs did you experience? I hope that it won't cause any issues in the long run
what ever happened to jang-shi and Chochin-Obake from long ago? also i've not seen Cyan Flowers as of late does that mean Mandragora is gone? or does Cyan Flower have a spawning issue with BOP?
also regarding Antworkers perhaps you could make them have a Ant hill they spawn with in the future and they only attack you when you get to close and have them take leaves and other objects to the nest for example say one kills you steals your stuff and you have to go into the Ant hill to get them back
Jiang-Shi and Chochin-Obake have been removed a while back because my interpretation of them with the models/textures in the game did not reach satisfactory level for me.
The Cyan Flower still exists. I am not sure why it is not spawning in your game though.
I was planning for them to initially be buried in the sand (sand hill?) and will only spawn when a player is close to it. I have always wanted to implement a stealing AI for mobs but unfortunately I have yet to get it done properly.
Is there a way to add male textures and then randomise which sex the monsters spawn with? As much as I love monster girls (and I do!) I'd still like to see some variety.
Same here. The problem is I would have to make a separate model per mob.
Retexturing the current models to make them male is not possible due to their build; the current models are too slender.
Released a new version: Grimoire of Gaia 3 (1.5.6) for 1.10.2. Need to wait a bit for the download page to update.
A very small update. I was working on this right after my previous update but lost interest after a few days working on it. I decided to release it instead of leaving it to rot on my hard drive.
The only notable feature (aside from fixes) is the concept of stamina for mobs. It was suggested over on the GitHub page a few months ago that I should try to implement it. It mainly affects the walking speed when aggressive. When the stamina runs out while chasing a player the mobs walking speed will eventually slow down. For now, only the Dryad is affected by it.
If anyone reads this, I would love to hear your opinion on implementing it on all mobs included in this mod.
As always, please check the changelog for the full list of changes.
Retexturing the current models to make them male is not possible due to their build; the current models are too slender.
I think the monster femboys, traps (in my language: 男の娘), are good as much as monster girls, likewise monster cross-dressed boys (in my language: 女装少年) are not bad as much as monster girls too. How about them?
I think the monster femboys, traps (in my language: 男の娘), are good as much as monster girls, likewise monster cross-dressed boys (in my language: 女装少年) are not bad as much as monster girls too. How about them?
That is a good idea! It never crossed my mind about that possibility. It is better than nothing, I guess.
I'll experiment around with the idea. I think my main issue though would be the waist area. Either way if I can make a texture convincing enough it might just work.
So, I have to ask, do you take inspiration from Kenkou Cross's works for the monsters you make? Because if so, that's so neat. Any chance we might be able to see an Alraune at some point?
So, I have to ask, do you take inspiration from Kenkou Cross's works for the monsters you make? Because if so, that's so neat. Any chance we might be able to see an Alraune at some point?
Oh, now that would sound very lovely. Alraune has been my favorite of the Monster Girls, so I would hope you take heavy inspiration for her from Kenkou. In my opinion, Kenkou has the best iteration of what an Alraune looks like. As far as how she would attack, "walking particles" come from her to the player's general direction, and a tentacle would erupt from the ground to hit the player. That way she can attack from a range, and not have to move, because they're stationary. Adding her would be a challenge, but over all force the player to approach dealing with her different from most others. Might be a good idea to make her immune to ranged attacks...
As far as the mod goes, this has always been a mod on my watch list, the difficulty that it adds is astounding; I think you do great work. I do have a couple other suggestions, but for the most part, I really wouldn't want to flood you with requests, trust me when I say I know what that's all about as I do modding on a different game entirely, and boy when requests pile-up...
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i wonder if you should make some mobs grab the player such as mobs that will grabs the player into the sea, you may also like to make the only way to escape them is to kill them and noit just dismounting them. i look forward for getting your response soon
is there any probability for a way too "ally" yourself with some of the hostile mobs, like maybe crafting a special item or potion that would bind them to your will, i wouldnt mind exploring the pits of hell with a succubus companion or becoming a vampire lord myself with a coven of vampire minions with their own minions, or tending to a garden of Mandragoras that attack unwanted visitors but remain passive around you (maybe if you right click they pop out of the ground and follow you whilst attack if left clicked) probably not something youd want to do but i feel it would add a bit more to the mod, maybe the mobs themselves rarely drop an item needed for said binding contraption or a scrap of paper that shows the recepie to bind them, i really like the mod's conscept and disgn but i often wish i could make some of the monsters my companions, (im looking at you ninetails Q.Q)
Yes, there is. If you are using the default Grimoire of Gaia mod, then right clicking on a mob with a boxed lunch will cause them to become non-aggressive to you.
I've also been working on a taming branch to GoG, which implements a more fleshed-out taming system. It's currently in pre-release, so expect bugs (the biggest of which is that it doesn't work on multiplayer at all).
Check out this post for a brief run down of taming mechanics.
Next release will add a lot. Planned additions include:
Customizable dialog system - there will be certain hard-coded triggers, like accidentally punching a tame mob, which will trigger dialog that's determined by the content of the language files, so you can edit those to decide what the mobs say.
An actually meaningful leveling system, where mobs gain experience and get more powerful.
Adjustable follow distance.
Adjustable aggro distance.
Fixing the multiplayer thing (hopefully; it depends on how convenient CodeChickenLib/Core are to use).
Adding custom mob names.
Making it so that different tiers of mobs are tamed with different items.
Updating the taming branch to include features from 1.5.5 of the main branch. (The taming branch is currently on 1.5.4 of the main).
Partially implementing the contentedness system for tame mobs, in addition to the current anger system.
Yes, there is. If you are using the default Grimoire of Gaia mod, then right clicking on a mob with a boxed lunch will cause them to become non-aggressive to you.
I've also been working on a taming branch to GoG, which implements a more fleshed-out taming system. It's currently in pre-release, so expect bugs (the biggest of which is that it doesn't work on multiplayer at all).
Check out this post for a brief run down of taming mechanics.
Next release will add a lot. Planned additions include:
Customizable dialog system - there will be certain hard-coded triggers, like accidentally punching a tame mob, which will trigger dialog that's determined by the content of the language files, so you can edit those to decide what the mobs say.
An actually meaningful leveling system, where mobs gain experience and get more powerful.
Adjustable follow distance.
Adjustable aggro distance.
Fixing the multiplayer thing (hopefully; it depends on how convenient CodeChickenLib/Core are to use).
Adding custom mob names.
Making it so that different tiers of mobs are tamed with different items.
Updating the taming branch to include features from 1.5.5 of the main branch. (The taming branch is currently on 1.5.4 of the main).
Partially implementing the contentedness system for tame mobs, in addition to the current anger system.
thats useful i suppose, id still like them to be tamed but neutral works, as for the taming branch, everything is working but possibly buggy? so they follow and fight for you and such?
This post contains basic mechanics info about how taming works. Currently, there are 5 toggleable buttons that determine how a tame mob behaves. They can be set to either true or false. They are:
Follows player
Attacks other aggressive mobs (meaning tame mobs will look for untame, hostile mobs and attack them)
Attacks player's current target (meaning the tame mob will attack anything you hit)
Attacks things that attack the player
Follows player and ignores everything else (they will quickly follow you and not get distracted by other stuff, also sets the other buttons to false)
There's also a "sitting" button, but this doesn't currently do anything.
The issues page on github contains more info on current bugs and future plans.
This post contains basic mechanics info about how taming works. Currently, there are 5 toggleable buttons that determine how a tame mob behaves. They can be set to either true or false. They are:
Follows player
Attacks other aggressive mobs (meaning tame mobs will look for untame, hostile mobs and attack them)
Attacks player's current target (meaning the tame mob will attack anything you hit)
Attacks things that attack the player
Follows player and ignores everything else (they will quickly follow you and not get distracted by other stuff, also sets the other buttons to false)
There's also a "sitting" button, but this doesn't currently do anything.
The issues page on github contains more info on current bugs and future plans.
thanks for the links and the quick run down, i just did some testing and i posted my finding on Github, not sure if its relevant but i didnt see it posted so yeh
CMS is a buggy mess i usually Run Mo creatures without it. sadly that meens less Mo creatures non hostile mobs spawning but it also means less lag and crashes. also CMS does not seem to let me change the Grimore of Gaia spawns for example moving ninetails into the Bamboo forest and Chearyblossom biomes. or Banshee, Dampyr and vampire into the Ominous woods
speaking of mobs
what ever happened to jang-shi and Chochin-Obake from long ago? also i've not seen Cyan Flowers as of late does that mean Mandragora is gone? or does Cyan Flower have a spawning issue with BOP?
also regarding Antworkers perhaps you could make them have a Ant hill they spawn with in the future and they only attack you when you get to close and have them take leaves and other objects to the nest for example say one kills you steals your stuff and you have to go into the Ant hill to get them back
I'm still playing around with my CMS settings and trying to balance everything. Will post my configs once I find the perfect setup for my server. Atm, I moved Mermaid and Sahuagin to the 'water_creature' category for testing. Before they were categorized as 'monster' but if you found mermaids then it probably does work (they are found at night at default i think), just need to either edit frequency or the biomes where they spawn in. For example, I now have toads spawning in swamplands. Also minotaurs are a tier 3 mob and don't spawn in naturally, you have a chance to spawn from minotaurus i think. Honestly it is a lot of work and testing but the good thing with CMS is being able to designate how many of each mob type you want spawned in/chance to spawn/cap to spawn in.
As for the wither skeletons, this is a non issue now as I have them spread out across nether but significantly harder as I have buffed them with health, armor and enchants via 'Rough Mobs' mod. This ensures that it is a challenge to farm them. I actually prefer this over to camping a nether fortress for bones as it allows you to explore the nether more.
@hazerddex what bugs did you experience? I hope that it won't cause any issues in the long run
Was the Giga Knight removed in GOG3? He's not a spawning option in the creative menu.
Jiang-Shi and Chochin-Obake have been removed a while back because my interpretation of them with the models/textures in the game did not reach satisfactory level for me.
The Cyan Flower still exists. I am not sure why it is not spawning in your game though.
I was planning for them to initially be buried in the sand (sand hill?) and will only spawn when a player is close to it. I have always wanted to implement a stealing AI for mobs but unfortunately I have yet to get it done properly.
Giga Knight has been removed before the start of GoG3 I think. I removed it because I felt it looked out-of-place.
Same here. The problem is I would have to make a separate model per mob.
Retexturing the current models to make them male is not possible due to their build; the current models are too slender.
Update:
Released a new version: Grimoire of Gaia 3 (1.5.6) for 1.10.2. Need to wait a bit for the download page to update.
A very small update. I was working on this right after my previous update but lost interest after a few days working on it. I decided to release it instead of leaving it to rot on my hard drive.
The only notable feature (aside from fixes) is the concept of stamina for mobs. It was suggested over on the GitHub page a few months ago that I should try to implement it. It mainly affects the walking speed when aggressive. When the stamina runs out while chasing a player the mobs walking speed will eventually slow down. For now, only the Dryad is affected by it.
If anyone reads this, I would love to hear your opinion on implementing it on all mobs included in this mod.
As always, please check the changelog for the full list of changes.
I think the monster femboys, traps (in my language: 男の娘), are good as much as monster girls, likewise monster cross-dressed boys (in my language: 女装少年) are not bad as much as monster girls too. How about them?
That is a good idea! It never crossed my mind about that possibility. It is better than nothing, I guess.
I'll experiment around with the idea. I think my main issue though would be the waist area. Either way if I can make a texture convincing enough it might just work.
So, I have to ask, do you take inspiration from Kenkou Cross's works for the monsters you make? Because if so, that's so neat. Any chance we might be able to see an Alraune at some point?
Not all of them, but a few;
http://the-grimoire-of-gaia.wikia.com/wiki/Category:MGE
I usually reference Kenkous work when I am in a pinch. I try to avoid doing so as much a possible as I enjoy making up designs myself.
Maybe? I have been meaning to add a new mob to the forest biome. Either a Fairy, Bee or a plant-based mob like the Alraune.
Oh, now that would sound very lovely. Alraune has been my favorite of the Monster Girls, so I would hope you take heavy inspiration for her from Kenkou. In my opinion, Kenkou has the best iteration of what an Alraune looks like. As far as how she would attack, "walking particles" come from her to the player's general direction, and a tentacle would erupt from the ground to hit the player. That way she can attack from a range, and not have to move, because they're stationary. Adding her would be a challenge, but over all force the player to approach dealing with her different from most others. Might be a good idea to make her immune to ranged attacks...
As far as the mod goes, this has always been a mod on my watch list, the difficulty that it adds is astounding; I think you do great work. I do have a couple other suggestions, but for the most part, I really wouldn't want to flood you with requests, trust me when I say I know what that's all about as I do modding on a different game entirely, and boy when requests pile-up...
i wonder if you should make some mobs grab the player such as mobs that will grabs the player into the sea, you may also like to make the only way to escape them is to kill them and noit just dismounting them. i look forward for getting your response soon
is there any probability for a way too "ally" yourself with some of the hostile mobs, like maybe crafting a special item or potion that would bind them to your will, i wouldnt mind exploring the pits of hell with a succubus companion or becoming a vampire lord myself with a coven of vampire minions with their own minions, or tending to a garden of Mandragoras that attack unwanted visitors but remain passive around you (maybe if you right click they pop out of the ground and follow you whilst attack if left clicked) probably not something youd want to do but i feel it would add a bit more to the mod, maybe the mobs themselves rarely drop an item needed for said binding contraption or a scrap of paper that shows the recepie to bind them, i really like the mod's conscept and disgn but i often wish i could make some of the monsters my companions, (im looking at you ninetails Q.Q)
i agree
Yes, there is. If you are using the default Grimoire of Gaia mod, then right clicking on a mob with a boxed lunch will cause them to become non-aggressive to you.
I've also been working on a taming branch to GoG, which implements a more fleshed-out taming system. It's currently in pre-release, so expect bugs (the biggest of which is that it doesn't work on multiplayer at all).
Check out this post for a brief run down of taming mechanics.
Next release will add a lot. Planned additions include:
thats useful i suppose, id still like them to be tamed but neutral works, as for the taming branch, everything is working but possibly buggy? so they follow and fight for you and such?
This post contains basic mechanics info about how taming works. Currently, there are 5 toggleable buttons that determine how a tame mob behaves. They can be set to either true or false. They are:
There's also a "sitting" button, but this doesn't currently do anything.
The issues page on github contains more info on current bugs and future plans.
thanks for the links and the quick run down, i just did some testing and i posted my finding on Github, not sure if its relevant but i didnt see it posted so yeh
Очень нравится этот мод, готов его ставить в любые свои сборки, хотелось бы видеть его продолжение.
we getting a 1.11.2 or skipping to 1.12?
just curious
will this be ported to 1.11.2 or 1.12 at all i'm just curious if it has or will be