• 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Hey fathertoast, would you be the one to talk to about an outdated mfr api? Because with every mob modified by special mobs, the mfr grinder does not produce essence. This also is

    affected by vanilla mobs random size boost, appearing to make then a different mob. It seems to make mob essence impossible to get if no mobs produce it.

    I don't know, I've never done anything related to MFR. :P

    However, I have had reports that special mobs aren't dropping xp at all, which would likely cause MFR to not get any xp from them. I will be looking into this issue for the upcoming update, but for now it may be possible to add xp to them with Mob Properties (if that really is the problem, I haven't confirmed it).
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Zratrek»

    thanks for fast answer, if the difficulty increases by ticks then I won't change it cause I don't want it to happen 3 times faster, just wanted to make sure that it won't take 3 times longer only becouse I changed day length.


    so

    (attack)

    D:flat_bonus_max=4.0

    D:mult_bonus_max=5.0

    zombie vanilla damage is 3 hearts on hard difficulty

    so with max bonus applied it would be 3 * 4 * 5 = 60 ?

    The flat bonus is added, not multiplied, and is in half hearts. Also, the bonus isn't multiplied directly to create the max damage, it is just based on it (and only based on the actual attribute). So, zombies' base damage is actually 4 (2 hearts) and the raw (unscaled for difficulty/armor) damage dealt is (b + f) * (1 + m) => (4 + 4) * (1 + 5) = 48, which is 24 hearts.

    I recommend looking at the wiki for attribute modifiers, because the flat is just a modifier with operation 0 and the multiplier is a modifier with operation 1.
    Posted in: Minecraft Mods
  • 2

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Zratrek»
    using apocalypse, difficulty level is incresing by ticks or when the sun is down? (is day length matter or no? I changed day length to be 3 times than normal) I use TooMuchTime mod so I would really like to know that

    also I'm talking about this config :

    # The number of days before the difficulty begins increasing. Default is 7.0.
    D:grace_period=7.0


    could you explain what's the difference between flat and multiplier bonuses ?

    The difficulty increases by ticks, so day length won't affect the rate of increase. To see how the current configs line up to the new day length, divide by the new day length - so in this case, a grace period of 7 normal MC days equates to a grace period of 2.3 triple-length days.

    Flat bonuses are added to the base value, multipliers are multiplied by the base value after flat bonuses.
    Posted in: Minecraft Mods
  • 2

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from FSMAcolyte»

    Get it on Github, if you aren't aversed to open sourcing that mod. I'm sure there's plenty of folks willing to help out with your awesome mods!

    I'm not averse to open sourcing anything, apart from having people laugh at my terrible code. :P
    I actually made a Github at some point to open source, I just never figured out how to use it and would probably be very bad at updating it for changes.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Reassembly»
    FatherToast, I don't think you've gotten around to posting a version of MobProperties which handles null entity name strings without crashing yet, which I believe to be the source of FSMAcolyte's crashes.

    Although, I did just install Lycanite's Mobs 1.10.2.5 and flew around in a test world for a while without having MobProperties crash on me, so either (1) Lycanite's Mobs is setting entity names properly now, or (2) there's still some leftover null-named entities in FSMAcolyte's game world, or (3) some other mod FSMAcolyte has installed is also not setting entity names.

    FSMAcolyte, maybe try updating your version of Lycanite's Mobs (you appear to be running 1.10.2.4), make a creative-mode test world, and see if you still get that crash.


    Hm, I guess that must be it, then. If the entity string is null, it won't be able to find a property file for it, which I accidentally made cause a crash with the update. Regardless of whatever the problem really is that causes unregistered mobs to spawn, it won't crash in future updates... At least, not from my mods. It's almost definitely not Lycanite's Mobs, since my mods are commonly used with that without issue.
    Not sure when I can get updates out, though. Low on time and high on computer problems. Hopefully, soon.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from FSMAcolyte»
    Good to know, but can't use Mobproperties until the crash issue is fixed.

    Do you have "auto_generate_files" enabled? That should prevent that kind of error for now, you can leave their files basically empty.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Reassembly»
    I think I've found why hungry spiders are becoming monstrously large - and how to fix it.

    EntityHungrySpider.setFeedingLevel() adds to the render scale every time it is called, when the new feeding level is different from the current feeding level. It's also called when the spider's NBT data is being read from storage. The mob's render scale appears to be also saved and read already, though. So if a hungry spider has a non-zero feeding level, its feeding level gets added to its render scale every time the spider is read from NBT, i.e. whenever the chunk it's in is reloaded. Combined with the ability for hungry spiders to eat pretty much anything off the ground (including bones, arrows, and rotten flesh dropped by undead mobs killed by environmental causes) and odds are, hungry spiders will become massive if left alone long enough. (Which they do.)

    There are a few possible options for fixing this:

    • EntityHungrySpider.readEntityFromNBT() should set feedingLevel directly, instead of calling setFeedingLevel(). (Least safe unless you add a redundant range check, but easiest.)
    • or, setFeedingLevel() should have a parameter flag to skip calling setRenderScale(), which should be used by readEntityFromNBT(). (Safer, a little more work.)
    • or, setFeedingLevel() should recalculate the render scale from scratch when set, instead of adding to getRenderScale() each time, i.e. getSpecialData().setRenderScale(0.8F + 0.1F * level) (Safest, but sacrifices random size variation - although the current setSize() call already ignores random variation)
    Some other observations on the code:

    • EntityHungrySpider.setCurrentItemOrArmor() adds 4 to maxHealth every time it's called, without being capped by the feedingLevel < 7 condition or the "is food" check. I've seen larger hungry spiders with health in the 200-300+ range as a result (possibly from picking up stray drops over time). Is this by design, or should it be in the "if (this.feedingLevel < 7) {}" block?
    • EntityHungrySpider.setCurrentItemOrArmor() calls heal() if the item acquired is food, and calls it again with a value of 4 whether or not the item is food. Is "heal(4.0F)" supposed to be in the else-clause (for non-food healing) right after "this.stomach.add(itemStack)"?
    • Is there a particular reason why setCurrentItemOrArmor() is used, instead of onItemPickup()?

    Woah, finally got a reply to work. HYPE!

    Ah, hm. So, I just noticed SMScale saves as the current render scale, not the original like I thought. Well, there's the problem! Easy fix, the parameter flag thing will do it. Thank you very much! Also, thanks to all the people that provided info to lead up to that. :D


    Right, I don't intend for them to have a max health limit. The constant heal(4.0F) is just to adjust for that maximum health increase. However, something I overlooked is modifiers that multiply the spider's health will skew the health gained per item eaten, so I have adjusted the code to add health equal to the difference between the new max health and the max health before adding 2 hearts to the base.

    setCurrentItemOrArmor() is more general. However, if it is causing issues, I can change it.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mob Mods - Special Mobs, Utility Mobs, and Lava Monsters!
    Quote from qazplm601

    is the specialmobs issue with advanced genetics fixed?


    Not yet, that is coming with the rewrite.

    Quote from GameGeek1998

    Is it possible to use metadata in Mob Properties? I'm trying to equip a head, but I think JavaScript expects the colon used in it to do something else.


    Yes, it is. The metadata goes by itself as "damage", rather than as part of "id".
    Posted in: Minecraft Mods
  • 2

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from LClouds

    Out of curiosity, and hopefully not to be too much a pain in your side, when you say you're "rewriting" your mods and will include various fixes and enhancements (such as my request for configs regarding the turrets' upgrades), do you plan to include releases for 1.6.4?


    The Special Mobs rewrite is definitely coming for 1.6.4. After that, I'll probably be moving into 1.7 for the most part. We'll see how updating to 1.7 goes, though.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from darkmega

    A Dartcraft powersuit armored with atleast 3 or 4 blips of speed in it somewhere between the 4 pieces of armor then topped with a speed 5 wand boost? Yeah, it'd do that, and it gets even more extreme when you jump cause you build up momentum in the air a lot easier when using wing upgrades on it. I've been vsing most of my guys with dartcraft gear... and lets just say when Inquisitor Clinks in super mode gets me with an objection (aka, hits me in the face with his trumpcard piece of evidence, which is his weapon) holy crap, I know about it. From full armor shielding of dartcraft armor that negates even magic kinda stuff and is at 80% reduction he almost two shots me from 2 full HP bars... not to mention the wither ticks screw with my movement, so... yeah, skeletal Lawyers and Prosecutors, no joke. :3 atleast he's knockbackable, thats his one short coming. It's a pain his wither goes through my shield even if his strike deals no damage though. >_>

    Did I do good? I like being different. :3
    *starwars droid voice* Rogerroger. *ahem* Alright, I'll hold out for changes and stuff as you go then. So I just gotta drop the MP|init byte to 1 at the end of my stats array for his super mode spawn in the drops array and it'll be good right?

    Ok, I'll try not to mind it then. It could be cause flatlands just spawning all the things and my testing facility being up in the sky... and cause eternally night so my "subjects of viewing" don't burn up when I go to work with them. :P You should see night time on the flat-plains in my modpack right now, it gets a little crazy when the speedy guys can run just straight at you full speed without bumps, especially when the named "Masters" come out and bring ninjas and dragoons with them. >_<... but thats how I like it. Cause I don't like screwing players for their time with game changing grindy things. I prefer to give them all these resources-a-plenty so they can have fun but then spring the news on them that theres a transdimensional army of overpowered mobs hunting them down that'll just wreck their life and they're not immortal anymore to just die constantly and respawn. XD


    Ouch, yeah DartCraft armor isn't the best as far as protection goes, but that speed and flying stuff is hard to beat. Rofl, murders you, but can be knocked back. :P

    Yep, bugs are always good to find.
    Yeah, should be good if you get it in the right spot. I'm not 100% sure on the position, but I think it's just in ForgeData. You may want to use your in game NBT thing to check, pretty much everything should have that tag set to 1.

    Sounds like a good reason, lol. I don't do grinding. If something wants me to craft ten different things just to get one part for something I need, I just remove the mod and make something else. xD I like action and being able to explore caves and such.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from VerusAnimus

    Man your the best, thanks a ton!


    No problem. Good luck! :)
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from sadris

    So Twitter isn't the best choice for communication... About your chest generation, yes you are using forge ChestGenHooks, but you are creating your own chest Category definitions instead of using the Stronghold/Dungeon/Jungle chest definitions included in the base game. Why aren't you adding your custom loot to those definitions and then spawning those chests? No other author is going to add their custom loot to both Dungeon and DeadlyWorld chests, they will only add it to the vanilla Dunegon chest loot listings. So worlds generated with DeadlyWorld installed have "useful" chests (from typical Dungeon/Strongholds) and then the DeadlyWorld chests which contain vanilla-only items.


    That character limit... x.x

    I am not adding my loot to other chests because I do not want to change and take over other chests found in specific places. Some loot in Deadly Worlds chests are exclusive to those chests, such as spawn eggs and mob skulls. It would be silly to put things like that all over the world in places I do not intend to place them, including other mods' loot if they choose to use the vanilla chest loot I destroy.
    Adding chest loot to new chests is easy. A mod author could very simply do it if they like, or even add a config that lets you choose which chests to add their loot to if they put the same loot in all chests.

    All of that said, it does not really matter. If you want loot from mods that do not have innate support, you can simply add it yourself by using Custom Chest Loot. Having Deadly Worlds chests as their own loot lists is to offer more control over their loot without messing everything else up.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from darkmega

    Probably not the speed of the baby ones, but I did manage the speed of a normal one going at probably near maximum randomized speed which is like speed potion x6, cause I had two of them onto me in this one take of combat testing in an arena that was a around 15x15 cube and we were doing donuts around the rest of the zombies and donuts around the ring itself in like 2 seconds flat, it was fun, until I went "wait, I have a shield". *BLOCK -> COUNTER!* both dead. lol

    I noticed. ;)

    I see I see I see. Alright, I'll have refrain from doing AI nbt then for now.

    also, this is the only way I can object to this one glitch... so, *tips suddenly appearing top hat* apologies for a second...!

    [OBJECTION!]
    [Professor Layton Vs Ace Attorney: Pursuit ~ Casting Magic]
    Since last night I've been struggling with a single skeleton type I've been making. One named "Captain Bones". He's a fast moving skeleton with 100 health who wears captain gear and has a cutlass. I've been trying to make him on death... spawn a bunch of either silverfish or bats being ridden... BY SQUIDS. These bats or silverfish are suppose to have next to no HP meaning they die in one hit regardless, since it's meant to be just funny with squids but I've noticed one problem.
    Aside from the strangeness which has since fixed itself with his health not always being what I want it to be, which I'm attributing to special AI's stat changes because they're only out by 20 to 60 points usually in excess of the 100 HP he's meant to have I've noticed one minor annoyance... Your "function": "riding" and "function": "ridden_by" aren't activating when I try to use them in "on death" spawned triggers, and on top of that if that is the case the mob will not appear at all even if I've got it set to weight 9000! then when I remove the riding function the mob will appear.
    At first I thought it was the invisible bats or silverfish don't like being ridden by squids or they don't want to be invisible, but it's not the case...
    I also thought possibly certain mobs would go into it cause I was writing them in wrong, I tried copy pasting, I tried double checking spelling ALLL over the config but turns out it was just the unfortunate riding functions being derp and I'm guessing hence causing it not to get parsed at all.
    So...
    *switch back to some happy music now*
    Please fix it this also if it's not intended for it to not work in spawn on death functions! D: I really want Captain bones to explode into flying squids like a vampire who's meant to explode into bats. :D

    EDIT:
    Also, another thing I just ran into tonight. Can you make it so that theres a value you can set to true or false for mobs that spawn using the on death spawn drop to make them able to be ignored by mob properties running again?
    because I've made a skeleton named "inquisitor clinks" who when he dies he basically respawns in super mode as a wither skeleton version and you fight him again.
    When he dies cause I've got my weight levels to 9000 for clinks to spawn always so I can test him, the skeleton that takes his place as the spawned guy as super clinks is getting overwritten by the clinks that's meant to spawn normally cause he follows mob properties again and so now I've got an infinite looping boss who never dies unless I just go through a hundred skellies normally to find him to test him. >_<
    And when I do find him if I'm unlucky he'll turn into a buffed version of one of the other guys I've got rather than the one I outlined in the spawn mob drop stats. -_-

    You're welcome. (for me testing and accidentally running into all this strangeness. ;) )

    edit 2:
    wow, another thingy. I've got a mod that lets me do save states of the world. Whenever I reload the savestate of one of my combat tests I notice the console get filled up with special AI spam saying: "Scan request rejected - Cap Reached!" any idea what it's about? it doesn't go away until I peaceful and everything goes away so I'm guessing something about spawn caps and your mod wanting to load AIs for stuff that already exists or something? Since it's only after a savestate reloads. It doesn't seem to cause lag, just console spam is usually a bad thing...


    Haha, I guess that would be quite fast.

    Epic. xD
    Ahh, I see. Yep, this is why I only bumped it to beta and not a full release first. :P The health changes are indeed due to Special AI, but the spawn function from stats thing is because I messed some stuff up.
    The way all the drops functions work from in stats is they are saved to the entity's NBT and simply read when that entity is killed. The problem is that entities being ridden by something are no longer saved in NBT (instead, supposed to be saved with the rider). So, I guess as soon as you make them ridden, they are no longer saved and therefore no longer spawned. Should be an easy-ish fix, I hope.

    You can set them to be unseen by Mob Properties by setting the NBT flag the mod uses to denote that the mob has already been initialized by Mob Properties. It's a little byte/boolean in ForgeData called "MP|Init" - setting it to 1/true will stop Mob Properties from applying any more stats to the entity.

    Lol, thanks. :P

    The console spam is okay, it just means you have too many mobs looking for stuff to destroy at the same time and is, in turn, rejecting their search requests. The console message will be disabled by default (plus, there will be an option to set the actual cap) in future versions, it's mostly just there to help you optimize the mod for your computer. You can make it happen less often by increasing the number of blocks they scan per tick and/or reducing their search range, but you should probably just ignore it, since it doesn't spam you normally.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from VerusAnimus

    omggg I took a break and did some other stuff then it clicked about what you said and I did it, got them to have special names! woot.


    Awesome! :D

    Quote from VerusAnimus

    Hmm sorry but another question. How does the item color code work? Is it hex or dec? Does it have to be a range and how is the range used?

    I am soooo close, I got all the items perfict. Except the missing color, I know how to add it, but I do not know what color codes it uses, the only thing I am missing is I am trying to add the
    if_rare_super
    and
    choose

    functions so that it will drop only 1 item and only on a super rare drop when hit by a player. Its got me stumped. Any thoughts? Here is my code that results in a witch dropping all the items instead of just one on a super rare player drop.

    <snip>


    Any number can be hex or dec, you just need to put a 0x in front of a number if you want to use hex for it. Number ranges do not have to be used as ranges, you may enter a single number if you wish. If you want to take advantage of the number range (using a tilde ~ between the two numbers) or hex, you need to make sure you enclose the entire number/range inside quotes so that it remains valid Json code (the right side of the online editor will quote it for you automatically).

    To get one to be chosen on a super rare drop, you'll probably want to do something like this:
    "drops": [
    {
      "function": "if_rare_super",
      "functions": [
        {
          "function": "choose",
          "functions": [
    
            everything from inside the drops [] now goes in here
    
          ]
        }
      ]
    }
    ]
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from VerusAnimus

    Hmm I have been using the page. Ill give the editor a go. Thank you.

    Using the editor I get this with no errors inside the editor but still get a crash. Hmm any thoughts?

    <snip>
    I didn't show the stats before because they worked with out the drops.

    Quote from VerusAnimus

    Hmm I might just have to give up, been at this a while and the editor just keeps telling me its missing commas were I cant figure out why a comma would go there then if I add one it breaks the string.

    I get to here then it says on line 4 that it wants a comma instead of :.
    <snip>

    If any one wants to give me a hand Ill give you credit. Its for a mod pack that I wish to add a little lore to. Just shoot me a pm.


    It is crashing because you are not using all of the required fields (really, just "functions") in the "all" function here on line 4:
        {
          "functions": "all",
          "count": "1"
        }


    Remember that in Json arrays (the square brackets - []), you do not use "name":value pairs. You must enclose each function as its own object (inside braces - {}).
    I would try using the right side of the editor, it is generally a bit more user-friendly, only slower for some things than the raw code is.
    Posted in: Minecraft Mods
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