Um Lycanite,If You don't Know,I had a battle with the Umber Lobber and it didn't go well.
I came back alive but it just wasn't that "Fun" Fighting.
The Best Way I could explain is nothing but a Dive in the lava(With my Fire Resist Potion effect) Looking for the Hit box for 2 minutes,That's it.
There's currently a bug with vanilla where the player can't hit a hitbox that is higher than a certain amount, my guess is that the melee range is calculated from the player to the bottom center of the hit box, I'm going to see if there is a way to fix this. I'm also going to add some of the new boss stuff to the rare mobs to make their fights more interesting such as creating mini-arenas as well as adding some boss logic to the rare subspecies.
Yes, I think the simplest way is to ride mobs on eachother. If you make a head, riding a body, riding feets.
I've thought about doing that, but one simple hitbox would be a lot easier, perhaps if I could give a single entity multiple hitboxes rather than have multiple connected entities. Some planned bosses such as the Kraken will definitely be made up of multiple entities, but Rahovart might work as one whole entity if I can fix the hitbox issue or use multiple hitboxes.
Im working on something small and pretty cool in Mine-imater L:
That looks awesome! I hear eventually Mineimator will have obj support so the mobs can be directly imported then. it's interesting to see the Roc in voxel form though.
I made the thumbnail for a mod review I made some time ago.(im aware you seen the vid because you commented on it,Which is way I didn't link it) It took me several hours to make it,Hope you like it L:
I made the thumbnail for a mod review I made some time ago.(im aware you seen the vid because you commented on it,Which is way I didn't link it) It took me several hours to make it,Hope you like it L:
I've thought about doing that, but one simple hitbox would be a lot easier, perhaps if I could give a single entity multiple hitboxes rather than have multiple connected entities. Some planned bosses such as the Kraken will definitely be made up of multiple entities, but Rahovart might work as one whole entity if I can fix the hitbox issue or use multiple hitboxes.
I remembered seeing a library that allowed the creation of multiple hitboxes. A quick google found it:
If you would prefer not to add dependencies to the mod, you might want to take a look in the Ender Dragon's code.It has multiple hitboxes(F3+B says it doesn't, but the code does define multiple hitboxes, and the game does detect which part of the Ender Dragon something collides with.).
I'd like to reduce the number of creatures showing up in a random mob event. And the distance
I'd also like to reduce the occurrence of subspecies. Too many umber lobbers and lunar grues showing up. While I like them in theory, in principle some like the celestial geonach showing up too early tend to be game and/or map wreckers. I don't want to turn them off entirely, I would just like to adjust the weight to keep their showing up very rare. (I assume this is the subspecies base weight, rare and uncommon weights... higher or lower numbers to make them more rare?)
Finally, to prevent any Lycanite's Mobs from showing up in the Twilight Forest or other dimensions than the overworld, is there a global cfg change or do I have to go into each config somewhere to change this?
If you would prefer not to add dependencies to the mod, you might want to take a look in the Ender Dragon's code.It has multiple hitboxes(F3+B says it doesn't, but the code does define multiple hitboxes, and the game does detect which part of the Ender Dragon something collides with.).
Oooh, thanks for the tip, I'll definitely check out the enderdragon this could be very handy!
I'd like to reduce the number of creatures showing up in a random mob event. And the distance
I'd also like to reduce the occurrence of subspecies. Too many umber lobbers and lunar grues showing up. While I like them in theory, in principle some like the celestial geonach showing up too early tend to be game and/or map wreckers. I don't want to turn them off entirely, I would just like to adjust the weight to keep their showing up very rare. (I assume this is the subspecies base weight, rare and uncommon weights... higher or lower numbers to make them more rare?)
Finally, to prevent any Lycanite's Mobs from showing up in the Twilight Forest or other dimensions than the overworld, is there a global cfg change or do I have to go into each config somewhere to change this?
Thanks
These are all configurable, for mob events check out the lycanitesmobs-mobevents.cfg config file as well as the group config files such as infernomobs-mobevents.cfg config file for Cinderfall and Eruption, etc.
In lycanitesmobs-general.cfg there are multiple subspecies settings that you can change including weights, double all the weights except for the rare weight in order to make rares twice as rare.
Each spawning config file includes a group dimensions section where you can black/whitelist dimensions by ID, this can also be applied on a per mob basis too.
To add loot to mobs, do you do item id numbers or name and if it's name where can i find the actual name of mod items with the correct syntax to be recognized. I'm just having trouble adding mod items as custom drops but vanilla items are pretty easy to add.
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MecaTronX , kelton
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I am waiting on the 1.8 version of this mob , I tried to run the 1,7,10 version but it always made my MC crash. Not complaining or trying to hurry things up in any way. It is just that MC seems bland and boring without Lycanite's Mobs - Environmental Mobs - Aggressive, Passive, Farmable, Tameable, Rideable!. Anticipating the 1.8 release.
Rollback Post to RevisionRollBack
We all start out as students not knowing anything about this but take it what people tell you and show you and you will come out as a master.
So if I want all subspecies to be twice as rare, period, I could double "Subspecies Base Weight"=400" to 800, then uncommon from 20 to 40 and leave rare at 5?
Does lowering the rare spawn rate number not work.
Yep.
its HUGE & AWESOME!!!
--------------------------------------------------------------------------------------------------------------------
Um Lycanite,If You don't Know,I had a battle with the Umber Lobber and it didn't go well.
I came back alive but it just wasn't that "Fun" Fighting.
The Best Way I could explain is nothing but a Dive in the lava(With my Fire Resist Potion effect) Looking for the Hit box for 2 minutes,That's it.
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
My tip: The hitbox of giant creatures usually lies in its crotch area, or the main body or rarely, its head.
Thanks!
Normally,When I get in a fist Fight and don't want to fight.
I Usually Attack the Crotch Area.
its my main Target for guys who are bigger then me.
*Slips tongue and moves eyebrows awkwardly*
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
There's currently a bug with vanilla where the player can't hit a hitbox that is higher than a certain amount, my guess is that the melee range is calculated from the player to the bottom center of the hit box, I'm going to see if there is a way to fix this. I'm also going to add some of the new boss stuff to the rare mobs to make their fights more interesting such as creating mini-arenas as well as adding some boss logic to the rare subspecies.
are multiple hit boxs possible? I know that twilight forest hydra has some way of making different heads have health but still effect a global bar
Yes, I think the simplest way is to ride mobs on eachother. If you make a head, riding a body, riding feets.
Why'd you engage as melee?
The Frog does not respect: Anything that dares go near my horses, including overly aggressive Zephyrs.
Other than that: I'll consider.
Because I didn't Want to go right next to the Lava pool and Shoot in Random Directions on a target I cant see...
Whoa wait!
(Goes to Creative mode flat world and Spawns a bunch of Lobbers until he gets a umber lobber and launches arrows at it)
Oh,I didn't Know that when you use Arrows it has a bigger Hitbox then Melee,Interesting L:
Thanks for the heads up,Oh the reason why I engage Melee is because I fought it in the Erebus and Arrows are Hard to get in that Dimension.
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
Im working on something small and pretty cool in Mine-imater L:
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
I've thought about doing that, but one simple hitbox would be a lot easier, perhaps if I could give a single entity multiple hitboxes rather than have multiple connected entities. Some planned bosses such as the Kraken will definitely be made up of multiple entities, but Rahovart might work as one whole entity if I can fix the hitbox issue or use multiple hitboxes.
That looks awesome! I hear eventually Mineimator will have obj support so the mobs can be directly imported then. it's interesting to see the Roc in voxel form though.
I made the thumbnail for a mod review I made some time ago.(im aware you seen the vid because you commented on it,Which is way I didn't link it) It took me several hours to make it,Hope you like it L:
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
Looks awesome man!
I remembered seeing a library that allowed the creation of multiple hitboxes. A quick google found it:
http://minecraft.curseforge.com/mc-mods/230798-llibrary
If you would prefer not to add dependencies to the mod, you might want to take a look in the Ender Dragon's code.It has multiple hitboxes(F3+B says it doesn't, but the code does define multiple hitboxes, and the game does detect which part of the Ender Dragon something collides with.).
Please don't PM me asking for help, I will just redirect you to the appropriate forum, where there are others who are far more skilled than me.
This is not the signature you are looking for.
Banners and such things
Need a little help with the config.
I'd like to reduce the number of creatures showing up in a random mob event. And the distance
I'd also like to reduce the occurrence of subspecies. Too many umber lobbers and lunar grues showing up. While I like them in theory, in principle some like the celestial geonach showing up too early tend to be game and/or map wreckers. I don't want to turn them off entirely, I would just like to adjust the weight to keep their showing up very rare. (I assume this is the subspecies base weight, rare and uncommon weights... higher or lower numbers to make them more rare?)
Finally, to prevent any Lycanite's Mobs from showing up in the Twilight Forest or other dimensions than the overworld, is there a global cfg change or do I have to go into each config somewhere to change this?
Thanks
Oooh, thanks for the tip, I'll definitely check out the enderdragon this could be very handy!
These are all configurable, for mob events check out the lycanitesmobs-mobevents.cfg config file as well as the group config files such as infernomobs-mobevents.cfg config file for Cinderfall and Eruption, etc.
In lycanitesmobs-general.cfg there are multiple subspecies settings that you can change including weights, double all the weights except for the rare weight in order to make rares twice as rare.
Each spawning config file includes a group dimensions section where you can black/whitelist dimensions by ID, this can also be applied on a per mob basis too.
To add loot to mobs, do you do item id numbers or name and if it's name where can i find the actual name of mod items with the correct syntax to be recognized. I'm just having trouble adding mod items as custom drops but vanilla items are pretty easy to add.
I am waiting on the 1.8 version of this mob , I tried to run the 1,7,10 version but it always made my MC crash. Not complaining or trying to hurry things up in any way. It is just that MC seems bland and boring without Lycanite's Mobs - Environmental Mobs - Aggressive, Passive, Farmable, Tameable, Rideable!. Anticipating the 1.8 release.
We all start out as students not knowing anything about this but take it what people tell you and show you and you will come out as a master.
So if I want all subspecies to be twice as rare, period, I could double "Subspecies Base Weight"=400" to 800, then uncommon from 20 to 40 and leave rare at 5?
Does lowering the rare spawn rate number not work.
umm why did the nephrite server crash me when i press u on hardened clay??
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