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 tend to mix designs as well. I believe one of the newer Minecraft mobs (Evoker) spawns fangs through the ground so it may be possible for it to spawn tentacles or vines in the future.
Suggestions and requests are always welcome. I may not be able to always implement them but I do sometimes get ideas from them. But I do have to agree, the ideas that I do get from them tend to pile-up in the backlog.
will this be ported to 1.11.2 or 1.12 at all i'm just curious if it has or will be
Depends when/if Doctor_Wiggles or somebody updates the base mod in the GitHub page.
As I have stated in the past I cannot update the mod to be compatible with the latest Minecraft versions myself. That is why the continued existence of this mod is solely based on whoever is generous or interested enough in updating it.
If the person who is updating this mod updates it to 1.12; then it will be skipping 1.11.2. Vice versa.
Based on the Curse page of the mod (1.6.4 - 1.10.2) the time difference ranges from 8-12 months from each initial port. Sadly I would not count on it being updated anytime soon (or even within this year).
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
Is there a way to CAP the ammount of a given mob? Living in a forest, and there are times there are 40 dyrads, I know i can lower thier spawn weight but just takes a bit longer. Cant use other mob control mods due to a terrain gen mod, currently seeing if there is a solution on that end as well.
Is there a way to CAP the ammount of a given mob? Living in a forest, and there are times there are 40 dyrads, I know i can lower thier spawn weight but just takes a bit longer. Cant use other mob control mods due to a terrain gen mod, currently seeing if there is a solution on that end as well.
I might add a spawn limit per chunk in the future. All Level 3 mobs in the mod have a chunk limit. I also cannot see how 40 Dryads can even spawn in the forest biome in the first place. Another mod must be interfering with their spawning.
Is there a way to name the card-mobs? I'd like to make sure my trader friend doesn't despawn. Or do they even despawn? Just wanna make sure ahead of time
Is there a way to name the card-mobs? I'd like to make sure my trader friend doesn't despawn. Or do they even despawn? Just wanna make sure ahead of time
As far as I've ever known they don't despawn being they are just like a villager. but they might die from who knows what, zombies, fire, falling and so on
As far as I've ever known they don't despawn being they are just like a villager. but they might die from who knows what, zombies, fire, falling and so on
I recently finished updating MoCreatures to 1.12.1 so I figured I'd lend a hand and update GoG as well since there aren't too many entity mods these days especially ones that introduce excellent mobs like yours does. I'll PR the 1.12.1 update soon, just need to run some tests and make sure everything works properly.
I recently finished updating MoCreatures to 1.12.1 so I figured I'd lend a hand and update GoG as well since there aren't too many entity mods these days especially ones that introduce excellent mobs like yours does. I'll PR the 1.12.1 update soon, just need to run some tests and make sure everything works properly.
Thanks! That would be great if you could help porting the mod to 1.12.1.
I have not been up-to-date with Minecraft so I do not know what mods are available for 1.12.1. I have a feeling that with each update the mods I do only know get left behind, sigh.
Thanks! That would be great if you could help porting the mod to 1.12.1.
I have not been up-to-date with Minecraft so I do not know what mods are available for 1.12.1. I have a feeling that with each update the mods I do only know get left behind, sigh.
I just created a PR on your repo with the 1.12.1 update (WIP)
hey. also on 1.7.10 here (yes, i know it's outdated and all).
your mod looks awesome. i really appreciate the work you did on the models.
i just wanted to ask if there is a chance that the baubles feature will be added to the 1.7.10 version. i would understand it if this is answered with a no, because yeah, 1.7.10 propably really is outdated and a lot of modders won't touch it anymore. but i'm old too, and still alive, ha.
But I'm on 1.7.10 and in the config there is no dimension restriction, I want grimoire of gaia to be situated in a world that is not dimension 0, my overworld.
Would you please consider adding this option, Lycanites mobs does that just to provide an example.
Or let me know of a workaround or some other way I've missed.
hey. also on 1.7.10 here (yes, i know it's outdated and all).
your mod looks awesome. i really appreciate the work you did on the models.
i just wanted to ask if there is a chance that the baubles feature will be added to the 1.7.10 version. i would understand it if this is answered with a no, because yeah, 1.7.10 propably really is outdated and a lot of modders won't touch it anymore. but i'm old too, and still alive, ha.
Thanks! I put most of my work into making and improving the assets.
Sadly, I currently have no intention of touching previous versions. My workspace is not setup to work with older versions of the mod. That and I also no longer use 1.7.10 myself which in turn makes me unmotivated to touch it. One of my main sources of motivation to mod is that I need to be currently playing the game my mods are running on in order to work on them.
1.7.10 is still a great version. It may be old but it holds most of the mods I am familiar with and offers the best performance with most computer setups. Newer versions seem to suffer a lot from performance issues.
This is great news! I was not expecting this mod would be even updated within this year.
Before I can further comment I will need to test this myself. I hope my computer can handle Minecraft (1.12.1).
Thanks! I put most of my work into making and improving the assets.
Sadly, I currently have no intention of touching previous versions. My workspace is not setup to work with older versions of the mod. That and I also no longer use 1.7.10 myself which in turn makes me unmotivated to touch it. One of my main sources of motivation to mod is that I need to be currently playing the game my mods are running on in order to work on them.
1.7.10 is still a great version. It may be old but it holds most of the mods I am familiar with and offers the best performance with most computer setups. Newer versions seem to suffer a lot from performance issues.
Excellent, let me know if you need assistance with the workspace setup. Send me a PM if you do and we can setup a time.
I tend to mix designs as well. I believe one of the newer Minecraft mobs (Evoker) spawns fangs through the ground so it may be possible for it to spawn tentacles or vines in the future.
Suggestions and requests are always welcome. I may not be able to always implement them but I do sometimes get ideas from them. But I do have to agree, the ideas that I do get from them tend to pile-up in the backlog.
Depends when/if Doctor_Wiggles or somebody updates the base mod in the GitHub page.
As I have stated in the past I cannot update the mod to be compatible with the latest Minecraft versions myself. That is why the continued existence of this mod is solely based on whoever is generous or interested enough in updating it.
If the person who is updating this mod updates it to 1.12; then it will be skipping 1.11.2. Vice versa.
I look carefully models who have muzzle: kobolds and traders, I guess their looks will be better that their texture change into more furry.
I feel strange existing muzzle on face no fur or not bestial form.
As I have stated in the post above; it is not my decision.
You are right. I did not notice it until now. I never thought of adding fur to the entire body because I have never done it before.
I'll change the design when I get around to working on a new update.
When could the updated version come out?
It depends.
Based on the Curse page of the mod (1.6.4 - 1.10.2) the time difference ranges from 8-12 months from each initial port. Sadly I would not count on it being updated anytime soon (or even within this year).
I've recently graduated and have loads of free time while I search for a job.
I'm gonna attempt to port GoG to 1.12 (which is not that different from 1.11 so it should be easy to port back).
Note I said "attempt" as I'm not great at rendering entities.
Theres a huge possibility that I can not get it to work so don't count on it.
Any time i attempt a mod port I try to port it way too fast so Im gonna take my time.
-Mrbysco
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
Best of luck!
Is there a way to CAP the ammount of a given mob? Living in a forest, and there are times there are 40 dyrads, I know i can lower thier spawn weight but just takes a bit longer. Cant use other mob control mods due to a terrain gen mod, currently seeing if there is a solution on that end as well.
Currently? No. The way Minecraft handles spawning is rather messy to begin with;
http://minecraft.gamepedia.com/Spawn#Mob_cap
I might add a spawn limit per chunk in the future. All Level 3 mobs in the mod have a chunk limit. I also cannot see how 40 Dryads can even spawn in the forest biome in the first place. Another mod must be interfering with their spawning.
Is there a way to name the card-mobs? I'd like to make sure my trader friend doesn't despawn. Or do they even despawn? Just wanna make sure ahead of time
GalaxyDash♥
As far as I've ever known they don't despawn being they are just like a villager. but they might die from who knows what, zombies, fire, falling and so on
Oh, wonderful! Thank you
GalaxyDash♥
Hi Silentine =)
I recently finished updating MoCreatures to 1.12.1 so I figured I'd lend a hand and update GoG as well since there aren't too many entity mods these days especially ones that introduce excellent mobs like yours does. I'll PR the 1.12.1 update soon, just need to run some tests and make sure everything works properly.
Thanks! That would be great if you could help porting the mod to 1.12.1.
I have not been up-to-date with Minecraft so I do not know what mods are available for 1.12.1. I have a feeling that with each update the mods I do only know get left behind, sigh.
I just created a PR on your repo with the 1.12.1 update (WIP)
https://github.com/Silentine/GrimoireOfGaia/pull/50
I still have to do a bit more testing but you can at least give it a try and let me know if there are any issues.
hey. also on 1.7.10 here (yes, i know it's outdated and all).
your mod looks awesome. i really appreciate the work you did on the models.
i just wanted to ask if there is a chance that the baubles feature will be added to the 1.7.10 version. i would understand it if this is answered with a no, because yeah, 1.7.10 propably really is outdated and a lot of modders won't touch it anymore. but i'm old too, and still alive, ha.
This is great news! I was not expecting this mod would be even updated within this year.
Before I can further comment I will need to test this myself. I hope my computer can handle Minecraft (1.12.1).
Thanks! I put most of my work into making and improving the assets.
Sadly, I currently have no intention of touching previous versions. My workspace is not setup to work with older versions of the mod. That and I also no longer use 1.7.10 myself which in turn makes me unmotivated to touch it. One of my main sources of motivation to mod is that I need to be currently playing the game my mods are running on in order to work on them.
1.7.10 is still a great version. It may be old but it holds most of the mods I am familiar with and offers the best performance with most computer setups. Newer versions seem to suffer a lot from performance issues.
Excellent, let me know if you need assistance with the workspace setup. Send me a PM if you do and we can setup a time.
Can ya make it so some of the traders sell stuff to actually let you tame neutral mobs/mobs made neutral from the boxed lunch?