config idea : turning mob spawns totally on or off (because some mobs are just annoying to fight)
also i'd like the mobs from the 1.7.10 get implemented in the 1.11.2 version (like the Cuotl Ekans, the doom stones, proxy pylon carbink, Tiberium Growlithe and the zombies)
Small problem. When cutting apart the clay army with a slashblade, the client experiences a desync lasting up to five seconds in which no changes to the player will be saved, but any damage dealt in the time will stack and deliver as soon as the desync finishes. I experience no similar issues with the mobs and sentient swords/Silent's Gems katanas, and other mobs behave normally when attacked by a slashblade.
Small problem. When cutting apart the clay army with a slashblade, the client experiences a desync lasting up to five seconds in which no changes to the player will be saved, but any damage dealt in the time will stack and deliver as soon as the desync finishes. I experience no similar issues with the mobs and sentient swords/Silent's Gems katanas, and other mobs behave normally when attacked by a slashblade.
There is a lot of swords in that mod. Which ones should I look at as causing the problem? I picked out a few and didn't see something that looked like a desync.
You don't have this problem with Crackling Nincada or Infested Deerling? Is it all the Clay Army or just say Delcatty? Do you have any graphics enhancing or altering mods installed?.
There is a lot of swords in that mod. Which ones should I look at as causing the problem? I picked out a few and didn't see something that looked like a desync.
You don't have this problem with Crackling Nincada or Infested Deerling? Is it all the Clay Army or just say Delcatty? Do you have any graphics enhancing or altering mods installed?.
All the swords are technically extensions of the same class, I believe, but it's dotanuki. I don't see much with Nincada and Deerling, though that might be because they usually appear singularly in my world. The desync is proportional to the number of mobs hit in the right-click attack, so the issue is most prominent with members of the Clay Army who tend to appear in massive gangs. Graphics wise the only thing I have installed is Optifine, but I don't see how that would relate to the issue.
Rollback Post to RevisionRollBack
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
All the swords are technically extensions of the same class, I believe, but it's dotanuki. I don't see much with Nincada and Deerling, though that might be because they usually appear singularly in my world. The desync is proportional to the number of mobs hit in the right-click attack, so the issue is most prominent with members of the Clay Army who tend to appear in massive gangs. Graphics wise the only thing I have installed is Optifine, but I don't see how that would relate to the issue.
I've messed around with it for a while and I can't reproduce these symptoms you mention.
I am aware my mod has issues with graphics enhancing mods, particularly with "glow" mobs like the Clay Army, Infested Deerlng, and Crackling Nincada. I don't know what those issues are but I have been told it has some. Since I've never use graphics enhancing mods nor know how to use them, I don't really spend time fine tuning the mod to them.
Rendering is by far the most difficult part of modding to me (completely different from modeling and animating). It's not something I could just casually look at and quickly fix.
I have officially decided the next update is not just a quick patch/update. It is a full, big update now. Here is what the changelog looks like so far:
Kindred Legacy Changelog
Version 1.2
------------------------------
New Content
~Added config file
~Added Pokeraser creative mode item
~Added Substitute Doll creative mode mob
~Added Raw Spice Melange item
~Added Curaga Essence item
~Added Speed Boost item
~Added Inferno Fuel Rod item
~Added Armored Luxray mini-boss mob
~Added Xel'naga Shard, Xel'naga Circuit
~Added Void Scissors
~Added Firecracker Litten poketamable
~Added Feywood Absol poketamable
------------------------------
Changes/Adjustments
~Changed recipe for Attack Orderer
~Increased Mini-Boss Blessing of Arceus drop chance
~Changed Blessing of Arceus recipe and disabled it by default
~Decreased Okami Poketamables' range
~Changed Crackling Nincada's drops and drop rates
~Added Glowstone Dust drop to Raptor Zergling Nincada
~Right clicking Poketamable with Attack Orderer won't make them sit now
~Added tons of vanilla item recipes with Aurum Rod
~Okami Umbreon will now try to hold aggro of its current Mob Class target when it attacks
~Removed Ink Sac drop from Forcewind Eelektric
------------------------------
Other
~Fixed Mu Buneary's drops
------------------------------
Galacticraft Exclusive Additions/Changes
~Added Comet Essence item
~Mobs auto adjust their jumps to current world's gravity
~Poketamables' movement animations change slightly with world's gravity
~Okami Umbreon comes with Space Survivability Essence by default
Something I might comment on in this changelog, the Galacticraft and some old Mystic Tech additions do not guarantee the Mystic Tech oriented mobs are coming in the next update or any time soon (e.i. Zealot Pawniard, Proxy Pylon Carbink).
The config file has something new added: the ability to disable all mob spawns across a specific non vanilla dimension number. Zergling Nincadas carry their own list to be conducive to Galacticraft worlds as they are built to survive and spawn in them. Other mobs may be given their own exclusive lists as I see fit.
Feywood Absol will most likely not have a Mega Form any time soon.
There is one very big addition I am considering for this update. I won't say what it is right now other than its one of the most asked for additions I get.
Something I don't mention in changelogs, in nearly every update, at least one or a few older mobs get their animations tweaked. Usually tamables but sometimes the hostiles. Like Demon Vulpix's model has been modernized for this update.
Wow, next update's looking great! And not just "look" in the animation sense, but the animations are amazing anyway, and I'll stop now.
I'm super excited to actually have an Absol in MC, though. He was always one of my favorites...Not that that's an exceptionally unique opinion, but still.
Wow, next update's looking great! And not just "look" in the animation sense, but the animations are amazing anyway, and I'll stop now.
I'm super excited to actually have an Absol in MC, though. He was always one of my favorites...Not that that's an exceptionally unique opinion, but still.
Thanks! =D
The fun thing is that Absol actually uses its scythe horn to attack. Though right now, without what I want to do for the mega form, it is an inferior alternative to the Okami Pokemon so I'm still trying to figure out what to do about that. It lacks the range and attack speed for a good damage dealer as is right now.
I might explore giving it a knockback and/or a slow
scythe horn attackinferior alternativelacks range and attack speed
Haha! Wow, okay. This actually made me laugh for real, and that doesn't happen often online. It's just like the actual Absol in the games! So cool, but so...not great. Part of me hopes that you leave it as is, but at the same time it's probably better to buff it somehow
Hm...I've always seen Absol as a great Swords Dance user...Maybe make Absol get a temporary strength/speed boost that stacks after every mob it kills? This would make Absol a better melee pet against large groups of mobs, simulating the turns it takes to set up Swords Dance, while the Eeveelutions would be better one-on-one...I think. I'm probably forgetting something.
Hey ya'll. Mod work has been pretty slow lately. I was introduced to several new games. One being Skyrim, my first "open world" game I ever played. So I've been hooked on that. I also finally managed to snag a Nintendo Switch and have Legend of Zelda: Breath of the Wild ready to play. That is special because that game will be my very first Legend of Zelda experience.
But I created a video, one which I want to make an annual experience for the Fourth of July. ^^ Enjoy!
For some reason the preview picture is bugged and not showing for the video on YouTube itself. I don't know why.
If you carefully read the description, you'll see what was being worked on when development slowed. >3>
Not a lot has happened with the mod over the last month or so. I recently treated myself to some new games that are unlike anything I've played before, Skyrim and Legend of Zelda: Breath of the Wild (my first Zelda game). I treated myself to a Nintendo Switch and shortly afterwards had tons of expenses come up, so I've had to busy myself with my freelance work to make up for it.
I do still work on the mod a few times per week, but when you are talking about animating the minor boss mob, Necromancer Delphox, it takes quite some time!
Its harder to animate than the other mobs because its an older model and wasn't really designed to handle modern animation methods (this is also why I do not accept offers to do modeling for me). I recently finished its movement and idle animations and am now ready to start with action animations. I want to have at least 4 unique animations for attacks.
To compliment the Necromancer, Zombies Umbreon, Flareon, and Leafeon are expected to make their return to be its minions. They were specifically reserved for re-entry with the Necromancer and otherwise were not going to be re-added.
If you are not familiar with Necromancer Delphox, this here is a very old GIF of a very early version (September 2014):
Probably the most noticeable difference between the old and new one is that it holds its staff in a different position.
I have yet to spend the time to get the wing twitches back in out of laziness. That will be considered if I feel like it.
Not a lot has happened with the mod over the last month or so. I recently treated myself to some new games that are unlike anything I've played before, Skyrim and Legend of Zelda: Breath of the Wild (my first Zelda game). I treated myself to a Nintendo Switch and shortly afterwards had tons of expenses come up, so I've had to busy myself with my freelance work to make up for it.
I do still work on the mod a few times per week, but when you are talking about animating the minor boss mob, Necromancer Delphox, it takes quite some time!
Its harder to animate than the other mobs because its an older model and wasn't really designed to handle modern animation methods (this is also why I do not accept offers to do modeling for me). I recently finished its movement and idle animations and am now ready to start with action animations. I want to have at least 4 unique animations for attacks.
To compliment the Necromancer, Zombies Umbreon, Flareon, and Leafeon are expected to make their return to be its minions. They were specifically reserved for re-entry with the Necromancer and otherwise were not going to be re-added.
If you are not familiar with Necromancer Delphox, this here is a very old GIF of a very early version (September 2014):
Probably the most noticeable difference between the old and new one is that it holds its staff in a different position.
I have yet to spend the time to get the wing twitches back in out of laziness. That will be considered if I feel like it.
yay necromancer delphox
(keep up the good work, exited for an update)
Rollback Post to RevisionRollBack
the pinky: proffesionnal papercraft-ter, minecrafter, starcrfater and texture maker
I'm considering releasing a "Beta" version or pre 1.2 version and perhaps continually doing so. One of the biggest put offs for releasing an update is all the time that it takes to do the documentation (taking screenshots, shooting video to take screenshots, creating the screenshot arrangements). The documentation would rest solely on the change log until the official update release and players figuring the content out for themselves.
There would be some risk in playing such version as it may not be properly tested. But I would likely have been personally playing on the version for a while before it is released and should know of or have fixed any significant bugs
I have a burning desire to play the Twilight Forest as I never really completed that. So I am poking at that 1.7.10 back port I promised myself to do. Working in 1.7.10 I'm remembering just how much easier it was to mod for that than 1.8 and beyond crap they did to Minecraft.
I have a burning desire to play the Twilight Forest as I never really completed that. So I am poking at that 1.7.10 back port I promised myself to do. Working in 1.7.10 I'm remembering just how much easier it was to mod for that than 1.8 and beyond crap they did to Minecraft.
Good news: Twilight Forest updated to 1.12.2! The Final Castle still isn't done yet, but it works pretty well.
Good news: Twilight Forest updated to 1.12.2! The Final Castle still isn't done yet, but it works pretty well.
Whaaaaaaaaaaaaaaaaat?! Omg, I don't believe it. Well bummer, I've wasted the last two days working on a backport I don't need anymore. xD Oh wells, its started if I ever need it again.
Good grief, its gonna take me about 2-3 times longer to update the recipe code alone than the rest of the mod combined just to update to 1.12.2. -.-' Which is saying a lot as they messed around with items, blocks, and sounds coding again too.
In my opinion, as a mod developer, modding is becoming increasingly unfriendly to new modders. A lot of the updating is targeting people more experienced in programming. Back in 1.7.10, I would highly recommend Minecraft modding as a means of learning how to program. For 1.8 and beyond, especially 1.12 today, I wouldn't recommend trying to learn programming with Minecraft anymore.
Also, with the increasing reliance on those crappy JSON files, I am afraid they will move mob modeling to those too, which would be absolutely fatal to my mod. I can't program the animations I do with crappy JSON files at all. I have a heavy reliance on things like loops and if statements to make my magic work. My mod could better handle a conversion to C++ than JSON files.
You should be able to set the spawns to Zero. ^^
ok ;p
the pinky: proffesionnal papercraft-ter, minecrafter, starcrfater and texture maker
Small problem. When cutting apart the clay army with a slashblade, the client experiences a desync lasting up to five seconds in which no changes to the player will be saved, but any damage dealt in the time will stack and deliver as soon as the desync finishes. I experience no similar issues with the mobs and sentient swords/Silent's Gems katanas, and other mobs behave normally when attacked by a slashblade.
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
There is a lot of swords in that mod. Which ones should I look at as causing the problem? I picked out a few and didn't see something that looked like a desync.
You don't have this problem with Crackling Nincada or Infested Deerling? Is it all the Clay Army or just say Delcatty? Do you have any graphics enhancing or altering mods installed?.
All the swords are technically extensions of the same class, I believe, but it's dotanuki. I don't see much with Nincada and Deerling, though that might be because they usually appear singularly in my world. The desync is proportional to the number of mobs hit in the right-click attack, so the issue is most prominent with members of the Clay Army who tend to appear in massive gangs. Graphics wise the only thing I have installed is Optifine, but I don't see how that would relate to the issue.
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
I've messed around with it for a while and I can't reproduce these symptoms you mention.
I am aware my mod has issues with graphics enhancing mods, particularly with "glow" mobs like the Clay Army, Infested Deerlng, and Crackling Nincada. I don't know what those issues are but I have been told it has some. Since I've never use graphics enhancing mods nor know how to use them, I don't really spend time fine tuning the mod to them.
Rendering is by far the most difficult part of modding to me (completely different from modeling and animating). It's not something I could just casually look at and quickly fix.
I have officially decided the next update is not just a quick patch/update. It is a full, big update now. Here is what the changelog looks like so far:
Kindred Legacy Changelog
Version 1.2
------------------------------
New Content
~Added config file
~Added Pokeraser creative mode item
~Added Substitute Doll creative mode mob
~Added Raw Spice Melange item
~Added Curaga Essence item
~Added Speed Boost item
~Added Inferno Fuel Rod item
~Added Armored Luxray mini-boss mob
~Added Xel'naga Shard, Xel'naga Circuit
~Added Void Scissors
~Added Firecracker Litten poketamable
~Added Feywood Absol poketamable
------------------------------
Changes/Adjustments
~Changed recipe for Attack Orderer
~Increased Mini-Boss Blessing of Arceus drop chance
~Changed Blessing of Arceus recipe and disabled it by default
~Decreased Okami Poketamables' range
~Changed Crackling Nincada's drops and drop rates
~Added Glowstone Dust drop to Raptor Zergling Nincada
~Right clicking Poketamable with Attack Orderer won't make them sit now
~Added tons of vanilla item recipes with Aurum Rod
~Okami Umbreon will now try to hold aggro of its current Mob Class target when it attacks
~Removed Ink Sac drop from Forcewind Eelektric
------------------------------
Other
~Fixed Mu Buneary's drops
------------------------------
Galacticraft Exclusive Additions/Changes
~Added Comet Essence item
~Mobs auto adjust their jumps to current world's gravity
~Poketamables' movement animations change slightly with world's gravity
~Okami Umbreon comes with Space Survivability Essence by default
Something I might comment on in this changelog, the Galacticraft and some old Mystic Tech additions do not guarantee the Mystic Tech oriented mobs are coming in the next update or any time soon (e.i. Zealot Pawniard, Proxy Pylon Carbink).
The config file has something new added: the ability to disable all mob spawns across a specific non vanilla dimension number. Zergling Nincadas carry their own list to be conducive to Galacticraft worlds as they are built to survive and spawn in them. Other mobs may be given their own exclusive lists as I see fit.
Feywood Absol will most likely not have a Mega Form any time soon.
There is one very big addition I am considering for this update. I won't say what it is right now other than its one of the most asked for additions I get.
Something I don't mention in changelogs, in nearly every update, at least one or a few older mobs get their animations tweaked. Usually tamables but sometimes the hostiles. Like Demon Vulpix's model has been modernized for this update.
Wow, next update's looking great! And not just "look" in the animation sense, but the animations are amazing anyway, and I'll stop now.
I'm super excited to actually have an Absol in MC, though. He was always one of my favorites...Not that that's an exceptionally unique opinion, but still.
Thanks! =D
The fun thing is that Absol actually uses its scythe horn to attack. Though right now, without what I want to do for the mega form, it is an inferior alternative to the Okami Pokemon so I'm still trying to figure out what to do about that. It lacks the range and attack speed for a good damage dealer as is right now.
I might explore giving it a knockback and/or a slow
Haha! Wow, okay. This actually made me laugh for real, and that doesn't happen often online. It's just like the actual Absol in the games! So cool, but so...not great. Part of me hopes that you leave it as is, but at the same time it's probably better to buff it somehow
Hm...I've always seen Absol as a great Swords Dance user...Maybe make Absol get a temporary strength/speed boost that stacks after every mob it kills? This would make Absol a better melee pet against large groups of mobs, simulating the turns it takes to set up Swords Dance, while the Eeveelutions would be better one-on-one...I think. I'm probably forgetting something.
Hey ya'll. Mod work has been pretty slow lately. I was introduced to several new games. One being Skyrim, my first "open world" game I ever played. So I've been hooked on that. I also finally managed to snag a Nintendo Switch and have Legend of Zelda: Breath of the Wild ready to play. That is special because that game will be my very first Legend of Zelda experience.
But I created a video, one which I want to make an annual experience for the Fourth of July. ^^ Enjoy!
For some reason the preview picture is bugged and not showing for the video on YouTube itself. I don't know why.
If you carefully read the description, you'll see what was being worked on when development slowed. >3>
Not a lot has happened with the mod over the last month or so. I recently treated myself to some new games that are unlike anything I've played before, Skyrim and Legend of Zelda: Breath of the Wild (my first Zelda game). I treated myself to a Nintendo Switch and shortly afterwards had tons of expenses come up, so I've had to busy myself with my freelance work to make up for it.
I do still work on the mod a few times per week, but when you are talking about animating the minor boss mob, Necromancer Delphox, it takes quite some time!
Its harder to animate than the other mobs because its an older model and wasn't really designed to handle modern animation methods (this is also why I do not accept offers to do modeling for me). I recently finished its movement and idle animations and am now ready to start with action animations. I want to have at least 4 unique animations for attacks.
To compliment the Necromancer, Zombies Umbreon, Flareon, and Leafeon are expected to make their return to be its minions. They were specifically reserved for re-entry with the Necromancer and otherwise were not going to be re-added.
If you are not familiar with Necromancer Delphox, this here is a very old GIF of a very early version (September 2014):
Probably the most noticeable difference between the old and new one is that it holds its staff in a different position.
I have yet to spend the time to get the wing twitches back in out of laziness. That will be considered if I feel like it.
yay necromancer delphox
(keep up the good work, exited for an update)
the pinky: proffesionnal papercraft-ter, minecrafter, starcrfater and texture maker
I'm considering releasing a "Beta" version or pre 1.2 version and perhaps continually doing so. One of the biggest put offs for releasing an update is all the time that it takes to do the documentation (taking screenshots, shooting video to take screenshots, creating the screenshot arrangements). The documentation would rest solely on the change log until the official update release and players figuring the content out for themselves.
There would be some risk in playing such version as it may not be properly tested. But I would likely have been personally playing on the version for a while before it is released and should know of or have fixed any significant bugs
And I have done just that. You can pick the pre-release update on the Minecraft Curse Forge page: https://minecraft.curseforge.com/projects/kindred-legacy/files
i can't wait to see whats new
the pinky: proffesionnal papercraft-ter, minecrafter, starcrfater and texture maker
I have a burning desire to play the Twilight Forest as I never really completed that. So I am poking at that 1.7.10 back port I promised myself to do. Working in 1.7.10 I'm remembering just how much easier it was to mod for that than 1.8 and beyond crap they did to Minecraft.
Good news: Twilight Forest updated to 1.12.2! The Final Castle still isn't done yet, but it works pretty well.
Whaaaaaaaaaaaaaaaaat?! Omg, I don't believe it. Well bummer, I've wasted the last two days working on a backport I don't need anymore. xD Oh wells, its started if I ever need it again.
NOW I have a reason to update to 1.12.
Good grief, its gonna take me about 2-3 times longer to update the recipe code alone than the rest of the mod combined just to update to 1.12.2. -.-' Which is saying a lot as they messed around with items, blocks, and sounds coding again too.
In my opinion, as a mod developer, modding is becoming increasingly unfriendly to new modders. A lot of the updating is targeting people more experienced in programming. Back in 1.7.10, I would highly recommend Minecraft modding as a means of learning how to program. For 1.8 and beyond, especially 1.12 today, I wouldn't recommend trying to learn programming with Minecraft anymore.
Also, with the increasing reliance on those crappy JSON files, I am afraid they will move mob modeling to those too, which would be absolutely fatal to my mod. I can't program the animations I do with crappy JSON files at all. I have a heavy reliance on things like loops and if statements to make my magic work. My mod could better handle a conversion to C++ than JSON files.