Every time I die from one of the mobs in this mod I have a good chance of losing all of my player's persistent NBT data. Ars Magica levels and stats are the ones I keep losing, and sometimes none of my items drop on death. I'm using 1.8.2c.
Every time I die from one of the mobs in this mod I have a good chance of losing all of my player's persistent NBT data. Ars Magica levels and stats are the ones I keep losing, and sometimes none of my items drop on death. I'm using 1.8.2c.
Do you have the base damage setting set to true in the config? That's been known to do weird things to inventory/NBT data.
I'm having trouble with enderdragon girls in the end overwhelming the spawning. I use mob spawn controls 2, I turned all of your mobs spawn rate to zero in the config, and even disabled them through MSC2. And yet they still swarm the end and no endrman can spawn.
Every time I die from one of the mobs in this mod I have a good chance of losing all of my player's persistent NBT data. Ars Magica levels and stats are the ones I keep losing, and sometimes none of my items drop on death. I'm using 1.8.2c.
Just had that happen a couple of minutes ago again tonight. I've tried multiple gravestone and persistent items mods to no avail. Tonight's death was really strange as I had 40HP with your canisters and when I hit sub 20 I died. Nothing in the output about death at all, last line just empty. I was under the impression the base damage issue was sorted, guess it's time to switch it off.
2014-04-26 20:14:55 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 40.00 Hp | Charge 2.66 %
2014-04-26 20:14:56 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 38.75 Hp | Charge 2.66 %
2014-04-26 20:14:57 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 37.50 Hp | Charge 2.66 %
2014-04-26 20:14:58 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 36.25 Hp | Charge 2.66 %
2014-04-26 20:14:59 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 35.00 Hp | Charge 2.66 %
2014-04-26 20:15:00 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 33.75 Hp | Charge 2.66 %
2014-04-26 20:15:05 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 32.50 Hp | Charge 2.66 %
2014-04-26 20:15:05 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 31.25 Hp | Charge 2.66 %
2014-04-26 20:15:09 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 30.00 Hp | Charge 2.66 %
2014-04-26 20:15:12 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 28.75 Hp | Charge 2.66 %
2014-04-26 20:15:14 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 27.50 Hp | Charge 2.66 %
2014-04-26 20:15:15 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 26.25 Hp | Charge 2.66 %
2014-04-26 20:15:16 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 25.00 Hp | Charge 2.66 %
2014-04-26 20:15:18 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 23.75 Hp | Charge 2.66 %
2014-04-26 20:15:19 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 22.50 Hp | Charge 2.66 %
2014-04-26 20:15:20 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 21.25 Hp | Charge 2.66 %
2014-04-26 20:15:22 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 20.00 Hp | Charge 2.66 %
2014-04-26 20:15:23 [INFO] [STDOUT] { just empty, no death message }
Sorry for my long absence from the forum! My reason is that I recently graduated from college and I now have the need to prepare for my licensure examination this coming September 2014. I am going to be studying for 5 months straight meaning I will most likely be absent for nearly half a year.
Putting aside IRL matters I have a ton of plans for 1.7.x. The suggestions posted here and the shear amount of new biomes added makes room for a ton of possibilities. Probably too much actually.
The question in mind is most likely to be: when? If I release an 1.7.x update before September it will likely not contain any new content and simply be a compatibility update for 1.7.x. I might need to even remove a few things if I cannot correctly update it. If I release an update after September I will definitely put enough time and effort into making it.
I guess one of the reasons why I have failed to login is because I myself am unsure how I am going to plan this all out . 1.7.x is a massive step which I have no idea how I am going to approach it.
As always I will be reading through every reply which needs to be answered. I know it may be a tad too late but I feel the need to do so .
I always thought the treasure in this md was cool
most of the treasure actually is useful and is worth the effort.
And based on the style and the setting the md puts in place i think it would be cool if there was some rare almost collectable items.
like similar to the giga knight core but instead of being planned for future use, just being kind of cool to have or display.
basically like the valkyrie and vampire head. It would be cool if there was lots of different drops from each mob that were like that and some unique per mob. to make them fair and not annoy the player because they got the useless dro they should drop in addition to regular drops not instead of them.
Also maybe a lore book would be cool.
like a in game wiki.
if you have used the ars magica mod thats kind of what i'm thinking of, fragmented journals with information about mobs and items. not something super complicated just like a little bit of text describing the mob
and maybe good strategies to defeat it?
also talking items. like you click and they say somthing.
i dont know why but those would seem fun to have.
I want to decorate my house with cool loot basically
GOG2 is a great mod but I think you should bump up the quality of the rewards for some of the mobs. Like the Minotaur for example, they spawn all the time in my home biome and I frequently either get owned by them (sometimes multiple spawn) or slowly whittle them away by attacking and retreating to heal a lot. They drop diamond shards which arent extremely useful. Those mobs in particular need to have a rare drop, like maybe a hammer type weapon that does big knockback. Other difficult semi-rare mobs could maybe have their drop tables looked at, or perhaps the shards can be used to create more useful items.
Initially that is what I was planning to do at the start. I wanted every mob to have a unique drop but realized they tend to become useless. Now mobs share drops based on their biome, race and element. The busts dropped by mobs are meant to test if they are a suitable reward. I do plan to add more blocks such as them in the future.
What I always had in mind was that each mob would drop an item that can enchant items similarly to the Enchantment Books. An example would be the Harpy would rarely drop a "Looting I" enchanting item. I could never figure out how to do it though.
And Silentine, you make me sad... ;3; I noticed that you removed the Chochin-Obake.
Also I have some bugs to report.
You if repair the Ender Stave or Blaze Stave in a crafting table with another one, it will not use up the other two, but will still give a more repaired Stave.
Had to. It was more of a design decision because I could not properly make it the way I wanted to to look like .
Thanks, I will check into it. I thought I removed the recipe.
By the way, Silentine - need any help with the 1.7.2 upgrade? It should be rather straightforward, but the workspace setup is wholly different now and the sound registration is nothing like in the 1.6 version (but a bit saner as well).
I will definitely need all the help I can get to update to 1.7.x. Just not now as I currently have no time to update yet. I hope when the time comes your offer will still be available .
I love your models! was wondering how difficult it would be to make a mod allowing us to change Steve's character model replacing with some of the brilliant grimore mobs. much more aesthetically pleasing im sure many could agree! succubus, drayad, mermaid, werecat, etc, etc, etc all good examples. anyways awesome mod, and mobs all the same!
Sadly I have no idea. Although a solution would be to use the mod Morph to make the player use the models in Grimoire of Gaia 2.
Hey Silentine, have you ever considered making Dragons for GOG?
Its the one thing missing from a Minecraft D&D style mob experience. Sure there's been a couple of attempts at Dragon mounts, and a couple of copies of ender dragons that spawn in world - and cause huge amounts of world destruction that make creepers look like kittens. MineFantasy mod did some dragons that were pretty close, but to use those you have to accept the whole MineFantasy system, which most players don't like the complexity of.
But no-one, that I know of, has done the D&D style dragon experience of Red, Black, Green dragons breathing fire and acid and stuff, to be encountered in underground lairs or high mountains etc - but dragons that don't destroy world blocks like ender copies do, and that are nowhere near as big.
It never crossed my mind until you mentioned it.
I guess it is because of how hard it would be to code them in. I would be willing to do all the graphic work (model, texture, etc.) but code-wise it is impossible for me.
does anyone know if the current sound packs on the wiki work for 1.6.4?
If you have the patience you can make them compatible by a doing a few renames and copy/pastes here and there. People usually use the sounds from the Little Maid mod for this mod.
I'm having trouble with enderdragon girls in the end overwhelming the spawning. I use mob spawn controls 2, I turned all of your mobs spawn rate to zero in the config, and even disabled them through MSC2. And yet they still swarm the end and no endrman can spawn.
Weird I have not encountered this myself. I am aware that the mobs tend to spawn excessively in The End but not enough to overwhelm the Endermen. I am going to assume it may be caused by mob-related conflict. I will check into it.
Sorry for my long absence from the forum! My reason is that I recently graduated from college and I now have the need to prepare for my licensure examination this coming September 2014. I am going to be studying for 5 months straight meaning I will most likely be absent for nearly half a year.
Putting aside IRL matters I have a ton of plans for 1.7.x. The suggestions posted here and the shear amount of new biomes added makes room for a ton of possibilities. Probably too much actually.
The question in mind is most likely to be: when? If I release an 1.7.x update before September it will likely not contain any new content and simply be a compatibility update for 1.7.x. I might need to even remove a few things if I cannot correctly update it. If I release an update after September I will definitely put enough time and effort into making it.
I guess one of the reasons why I have failed to login is because I myself am unsure how I am going to plan this all out . 1.7.x is a massive step which I have no idea how I am going to approach it.
As always I will be reading through every reply which needs to be answered. I know it may be a tad too late but I feel the need to do so .
ok... i understand. good luck! congratulations on graduating! i look forward to September and that update. thank you.
I found updating to 1.7 a lot of work - mostly because I had to learn how things had changed without documentation. Networking was the worst part. If you're lucky the entity stuff you work with hasn't changed much.
Given your IRL obligations, it might make sense to wait for the mod API and just do compatibility upgrades for now. It seems Mojang has, after all these years of talk, finally gotten serious about the mod API. A big question with the API is whether it will provide support for any given feature but your mod is mostly just adding entities with conventional abilities and that should be fully supported. Plus, the API will have documentation, even if only crowdsourced.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Actually was just going through that with the spawning. It doesn't help with Lycanite's as well as this mod. Lycanite said it had to do with EBXL not using the forge biome dictionary. EBXL developers said that the next update would have that corrected. So with any luck mob spawners won't be necessary soon unless you want to fine tune the rates.
Weird I have not encountered this myself. I am aware that the mobs tend to spawn excessively in The End but not enough to overwhelm the Endermen. I am going to assume it may be caused by mob-related conflict. I will check into it.
Do you have default spawn rates hard-coded into the mob classes or anything? this could be why. If you make the spawning wholly dependent on the config, i believe this would fix it.
Found my issue in that i have the same item id's for items and it is sorting it out automatically.
I'm having a issue where any mob I kill from Gaia is dropping items from Thermal Expansion 3. I pretty much get a crescent hammer for every kill of a Gaia mob. Also have got florbs and battle wrenches. Just wonder if anyone else has had an issue like this, i'm thinking it's an id issue but seems weird that changing id's would do this.Does anyone know if item drops are hardcoded to certain item id's.This is a custom group of mods that I have put together myself for mc 1.6.4
What sort of reorganizing and renaming would I have to do to get the soundpacks working with the current version of Grimoire of Gaia? I've tried a few different combinations and can't seem to get any of them working.
Edit: I got a few of them working, but they don't seem to work on every mob and death sounds seem to be missing. I'm handy with code; is there some way I could help fix this? :3
Edit 2: I did some poking around and a bit of experimenting. The first thing I found was that sound files need to be ordered like this. They can be loaded with a resource pack. You can add as few or as many sounds as you like so long as you postfix them with a number. say1, say2, say3...
The second thing I found was that death sounds aren't loaded at all. I made a quick little mod to rectify this. Grab it here.
The third thing I found is that a few girls still don't make noise when you hit or defeat them. The sludge girl is notable; I wanted the slicky slime sound.
Do you have the base damage setting set to true in the config? That's been known to do weird things to inventory/NBT data.
It's not on purpose. Silentine wasn't sure what was causing it, IIRC.
Profile pic by Cheshirette c:
i will not take money
you will get credit
and i will give link to the topic
so?
Just had that happen a couple of minutes ago again tonight. I've tried multiple gravestone and persistent items mods to no avail. Tonight's death was really strange as I had 40HP with your canisters and when I hit sub 20 I died. Nothing in the output about death at all, last line just empty. I was under the impression the base damage issue was sorted, guess it's time to switch it off.
2014-04-26 20:14:55 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 40.00 Hp | Charge 2.66 %
2014-04-26 20:14:56 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 38.75 Hp | Charge 2.66 %
2014-04-26 20:14:57 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 37.50 Hp | Charge 2.66 %
2014-04-26 20:14:58 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 36.25 Hp | Charge 2.66 %
2014-04-26 20:14:59 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 35.00 Hp | Charge 2.66 %
2014-04-26 20:15:00 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 33.75 Hp | Charge 2.66 %
2014-04-26 20:15:05 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 32.50 Hp | Charge 2.66 %
2014-04-26 20:15:05 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 31.25 Hp | Charge 2.66 %
2014-04-26 20:15:09 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 30.00 Hp | Charge 2.66 %
2014-04-26 20:15:12 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 28.75 Hp | Charge 2.66 %
2014-04-26 20:15:14 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 27.50 Hp | Charge 2.66 %
2014-04-26 20:15:15 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 26.25 Hp | Charge 2.66 %
2014-04-26 20:15:16 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 25.00 Hp | Charge 2.66 %
2014-04-26 20:15:18 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 23.75 Hp | Charge 2.66 %
2014-04-26 20:15:19 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 22.50 Hp | Charge 2.66 %
2014-04-26 20:15:20 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 21.25 Hp | Charge 2.66 %
2014-04-26 20:15:22 [INFO] [STDOUT] Sphinx - 18.00 | Damage 0.25 | IN 20.00 Hp | Charge 2.66 %
2014-04-26 20:15:23 [INFO] [STDOUT] { just empty, no death message }
Sorry for my long absence from the forum! My reason is that I recently graduated from college and I now have the need to prepare for my licensure examination this coming September 2014. I am going to be studying for 5 months straight meaning I will most likely be absent for nearly half a year.
Putting aside IRL matters I have a ton of plans for 1.7.x. The suggestions posted here and the shear amount of new biomes added makes room for a ton of possibilities. Probably too much actually.
The question in mind is most likely to be: when? If I release an 1.7.x update before September it will likely not contain any new content and simply be a compatibility update for 1.7.x. I might need to even remove a few things if I cannot correctly update it. If I release an update after September I will definitely put enough time and effort into making it.
I guess one of the reasons why I have failed to login is because I myself am unsure how I am going to plan this all out . 1.7.x is a massive step which I have no idea how I am going to approach it.
As always I will be reading through every reply which needs to be answered. I know it may be a tad too late but I feel the need to do so .
Initially that is what I was planning to do at the start. I wanted every mob to have a unique drop but realized they tend to become useless. Now mobs share drops based on their biome, race and element. The busts dropped by mobs are meant to test if they are a suitable reward. I do plan to add more blocks such as them in the future.
What I always had in mind was that each mob would drop an item that can enchant items similarly to the Enchantment Books. An example would be the Harpy would rarely drop a "Looting I" enchanting item. I could never figure out how to do it though.
Had to. It was more of a design decision because I could not properly make it the way I wanted to to look like .
Thanks, I will check into it. I thought I removed the recipe.
I will definitely need all the help I can get to update to 1.7.x. Just not now as I currently have no time to update yet. I hope when the time comes your offer will still be available .
Sadly I have no idea. Although a solution would be to use the mod Morph to make the player use the models in Grimoire of Gaia 2.
It never crossed my mind until you mentioned it.
I guess it is because of how hard it would be to code them in. I would be willing to do all the graphic work (model, texture, etc.) but code-wise it is impossible for me.
If you have the patience you can make them compatible by a doing a few renames and copy/pastes here and there. People usually use the sounds from the Little Maid mod for this mod.
I really need to update the sound pack(s).
Weird I have not encountered this myself. I am aware that the mobs tend to spawn excessively in The End but not enough to overwhelm the Endermen. I am going to assume it may be caused by mob-related conflict. I will check into it.
ok... i understand. good luck! congratulations on graduating! i look forward to September and that update. thank you.
I found updating to 1.7 a lot of work - mostly because I had to learn how things had changed without documentation. Networking was the worst part. If you're lucky the entity stuff you work with hasn't changed much.
Given your IRL obligations, it might make sense to wait for the mod API and just do compatibility upgrades for now. It seems Mojang has, after all these years of talk, finally gotten serious about the mod API. A big question with the API is whether it will provide support for any given feature but your mod is mostly just adding entities with conventional abilities and that should be fully supported. Plus, the API will have documentation, even if only crowdsourced.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Do you have default spawn rates hard-coded into the mob classes or anything? this could be why. If you make the spawning wholly dependent on the config, i believe this would fix it.
Alternatively it works with Biomes O Plenty.
I'm having a issue where any mob I kill from Gaia is dropping items from Thermal Expansion 3. I pretty much get a crescent hammer for every kill of a Gaia mob. Also have got florbs and battle wrenches. Just wonder if anyone else has had an issue like this, i'm thinking it's an id issue but seems weird that changing id's would do this.Does anyone know if item drops are hardcoded to certain item id's.This is a custom group of mods that I have put together myself for mc 1.6.4they were waiting for me man!
Edit: I got a few of them working, but they don't seem to work on every mob and death sounds seem to be missing. I'm handy with code; is there some way I could help fix this? :3
Edit 2: I did some poking around and a bit of experimenting. The first thing I found was that sound files need to be ordered like this. They can be loaded with a resource pack. You can add as few or as many sounds as you like so long as you postfix them with a number. say1, say2, say3...
The second thing I found was that death sounds aren't loaded at all. I made a quick little mod to rectify this. Grab it here.
The third thing I found is that a few girls still don't make noise when you hit or defeat them. The sludge girl is notable; I wanted the slicky slime sound.