The only problem I have is the skin of them.
Perhaps you can make them so that they fit Minecraft's style a bit better.
Other than that this is a good mod.
Quoted so someone will notice and hopefully edit the Skins of these mobs so they fix minecraft's style. :3
if you add a horse, with ability to mount and control, i will luv u 4ever. it should go REALLY fast, and jump higher than the minecraft character, like 2.5 blocks or something. (so it can jump hurdles(fences) :biggrin.gif:) oh and, craftable saddles we need :biggrin.gif:
other than that, this is the best mod i have ever seen. it really is.
Ideas;
Nice, the Wraith should explode when they are killed... But the EXPLOSION don't remove any blocks, it just takes down loads of health.. Maybe....6? 7? (If your close)
Hi, the wraith is almost finished. I also did a second wraith, a red rarer variety that will set you ablaze! although, for a short period of time only.
Since you are planning to add a lot of enemies as well.
I think its best if you add some kind of text file where you can turn each creature on and off.
With perhaps a field to determine the frequency. Like the biomemod has done.
Just saying it now now there are still only few animals in it.
I thinks is a great Idea, once I have enough enemies, that should be implemented
DrZhark! I'd like you to be aware that I've updated my Custom Mob Spawners mod to flexibly allow any custom mobs/creatures added to the game through 303's Modloader to be spawned from spawner blocks. :-s I think that was confusing, actually.
Anyway, Mo' Creatures is amazing, and someone had asked if my CMS mod would work with this... and the outcome was better than I had expected. I assume that, as long as future updates of Mo' Creatures, or other mob modders, use 303's Modloader, they'll all be block-spawnable via the .properties file.
I'll be releasing my mod later today, after finishing up a few final touches.
Also...
Quote from DrZhark »
Quote from lycanox »
Since you are planning to add a lot of enemies as well.
I think its best if you add some kind of text file where you can turn each creature on and off.
With perhaps a field to determine the frequency. Like the biomemod has done.
Just saying it now now there are still only few animals in it.
I thinks is a great Idea, once I have enough enemies, that should be implemented
This... is the other reason I came here to post my nonsense. Something I was going to be working on, starting today.
I'm going to attempt and edit Global spawn rates through Custom Mob Spawner. It shouldn't be too difficult after as far as I've gotten... And it should allow you to toggle each creature & mob on or off separately.
If you'd like to do this yourself, as well, we should probably make sure they don't clash too horribly, or at least decide which one of us should add this feature. I don't want to take away from something you feel should be packaged with your mod alone.
Anyway, Mo' Creatures is amazing, and someone had asked if my CMS mod would work with this... and the outcome was better than I had expected. I assume that, as long as future updates of Mo' Creatures, or other mob modders, use 303's Modloader, they'll all be block-spawnable via the .properties file.
I'll be releasing my mod later today, after finishing up a few final touches.
Also...
This... is the other reason I came here to post my nonsense. Something I was going to be working on, starting today.
I'm going to attempt and edit Global spawn rates through Custom Mob Spawner. It shouldn't be too difficult after as far as I've gotten... And it should allow you to toggle each creature & mob on or off separately.
If you'd like to do this yourself, as well, we should probably make sure they don't clash too horribly, or at least decide which one of us should add this feature. I don't want to take away from something you feel should be packaged with your mod alone.
Excellent!!
It's great that your custom mob spawner works with my mod.... imagine a trap for wraiths! people will have to become more creative to kill them
Now, regading the global spawn rates, I want to focus on doing some more creatures first, I have nice ideas I'm working on, so if you want to look into that for me, that'll be really appreciated, just let me know if you need anything from my mod... I'm planning on keeping the same structure I'm using now to add more creatures. We can maybe colaborate.
For now, what I've been doing with the wraiths is this:
Regular wraith will only spawn on Normal difficulty or higher
Flame wraith will only spawn on Hard difficulty. I'm thinking also on reducing the frequency of spawn of the flame wraith, as a built in property: only spawns 1/3 or so of the times it is called in the code. If that conflicts with what you're thinking on doing on the other side, let me know and I'll change it.
Anyway, Mo' Creatures is amazing, and someone had asked if my CMS mod would work with this... and the outcome was better than I had expected. I assume that, as long as future updates of Mo' Creatures, or other mob modders, use 303's Modloader, they'll all be block-spawnable via the .properties file.
I'll be releasing my mod later today, after finishing up a few final touches.
Also...
This... is the other reason I came here to post my nonsense. Something I was going to be working on, starting today.
I'm going to attempt and edit Global spawn rates through Custom Mob Spawner. It shouldn't be too difficult after as far as I've gotten... And it should allow you to toggle each creature & mob on or off separately.
If you'd like to do this yourself, as well, we should probably make sure they don't clash too horribly, or at least decide which one of us should add this feature. I don't want to take away from something you feel should be packaged with your mod alone.
Excellent!!
It's great that your custom mob spawner works with my mod.... imagine a trap for wraiths! people will have to become more creative to kill them
Now, regading the global spawn rates, I want to focus on doing some more creatures first, I have nice ideas I'm working on, so if you want to look into that for me, that'll be really appreciated, just let me know if you need anything from my mod... I'm planning on keeping the same structure I'm using now to add more creatures. We can maybe colaborate.
For now, what I've been doing with the wraiths is this:
Regular wraith will only spawn on Normal difficulty or higher
Flame wraith will only spawn on Hard difficulty. I'm thinking also on reducing the frequency of spawn of the flame wraith, as a built in property: only spawns 1/3 or so of the times it is called in the code. If that conflicts with what you're thinking on doing on the other side, let me know and I'll change it.
Is it possible for Flame Wraths only to spawn in Hell?
Excellent!!
It's great that your custom mob spawner works with my mod.... imagine a trap for wraiths! people will have to become more creative to kill them
Now, regading the global spawn rates, I want to focus on doing some more creatures first, I have nice ideas I'm working on, so if you want to look into that for me, that'll be really appreciated, just let me know if you need anything from my mod... I'm planning on keeping the same structure I'm using now to add more creatures. We can maybe colaborate.
For now, what I've been doing with the wraiths is this:
Regular wraith will only spawn on Normal difficulty or higher
Flame wraith will only spawn on Hard difficulty. I'm thinking also on reducing the frequency of spawn of the flame wraith, as a built in property: only spawns 1/3 or so of the times it is called in the code. If that conflicts with what you're thinking on doing on the other side, let me know and I'll change it.
Eheheh.. ^^; Actually, looking at your post, as well as experimenting at the moment, reminds me there are a lot more factors than I originally had thought about. This will probably take a bit more work than I thought it would xD
Not to say that I'm not up for trying it, still! However, you seem quite more intimate with how creatures & mobs work, so I might have to take you up on that collaboration offer. I'm going to test a few more things out, but I'll probably send a PM your way later with plenty of questions. Or, if there's another way you'd rather talk about all this, just let me know :3
----------
All I've looked at so far is gf.class, the file you modified for your mod. I'm assuming here that these two lines
Relate to, perhaps, which entities spawn during the night (r) and day (s)? Later on down the file, there's also this
public Class[] a(gx paramgx)
{
if (paramgx == gx.a) return this.r;
if (paramgx == gx.:cool.gif: return this.s;
return null;
}
I'm completely unsure what this is. My best guess at the moment (since gx.class doesn't clarify anything for me at all), is that gx is used to reference time? With gx.a relating to night time, and gx.b relating to day time.
Based on these assumptions, I've managed to get, say, Pigmen to spawn during the day. However, they won't spawn on Peaceful, as normal. Another interesting question would be whether this setting is located within the entity's file (or some instance of he / lu), or if it's related to another type of global spawn function. I'd assume the former is more correct, since you've mentioned wanting to control Wraiths this way.
It would help if I knew what an enumerated class actually did, probably :-s I'm going to look this up later, for my own sake. The entire gx.class file simply confuses me... unless jd-gui isn't reading it correctly at all.
Anyway, I'm sure I'll be back here, or PMing you for more information later xD Must definitely pick your brain, sir.
the function a(gx paramgx) is used later in another class, spawnerAnimals
Quote from Ayutashi »
Based on these assumptions, I've managed to get, say, Pigmen to spawn during the day. However, they won't spawn on Peaceful, as normal. Another interesting question would be whether this setting is located within the entity's file (or some instance of he / lu), or if it's related to another type of global spawn function. I'd assume the former is more correct, since you've mentioned wanting to control Wraiths this way.
there is a boolean property in each entity that is used at the moment of spawning
public boolean a()
{
int i = fh.b(this.aw);
int j = fh.b(this.aG.:cool.gif:;
int k = fh.b(this.ay);
return ((this.as.a(i, j, k) == no.aS.bh) || (this.as.a(i, j, k) == no.aT.bh)) && (super.a());
}
that is from my PolarBear, it checks for the place where it's going to be spawned: coordinates (i,j,k) and returns positive if in that place there is snow (no.aS.bh) or ice (no.aT.bh) and if the super class also is positive.
I've found that using MCP and eclipse really helps with the modding. MCP somehow de-obfuscates the code and eclipse makes it easier to modify it and cross-reference the code. You can check out this tutorial on how to set up eclipse:
so are you gonna be doing us a favor and giving wraiths less health than a zombies? like 6 hearts (or 12 life). Makes it so you can never one hit kill them, but they die faster from lower level weapons. Perhaps make gold do double damage to wraiths?
Also, have you considered merging with the spider-family mod? I'm using it with yours and they go great together and could be much more seamlessly and fluidly combined. I've been studying your mod to add my own units, I have a knack for these kinds of things. If you need any ideas, I have plenty of them, and they're pretty detailed and balanced. I also am competent at java but have never modded minecraft (yet).
Ok so I was trying to get the mod to work but it wasn't so i tried playing it with out The Modloader Mod in it and this is what happend lol look at this dumb Lion lol its on 2 legs and looks stupid lol
HAHAHA IF ANYONE HAS SOME HELP TO FIX THIS IT WOULD BE NICE xD
Quoted so someone will notice and hopefully edit the Skins of these mobs so they fix minecraft's style. :3
Also work with the guy who created this:http://www.minecraftforum.net/viewtopic.php?f=1&t=73804&hilit=MOB+Suggestion+Custom+Graphic
We need this >:sad.gif:.
if you add a horse, with ability to mount and control, i will luv u 4ever. it should go REALLY fast, and jump higher than the minecraft character, like 2.5 blocks or something. (so it can jump hurdles(fences) :biggrin.gif:) oh and, craftable saddles we need :biggrin.gif:
other than that, this is the best mod i have ever seen. it really is.
Hi, the wraith is almost finished. I also did a second wraith, a red rarer variety that will set you ablaze! although, for a short period of time only.
pictures to follow soon
I thinks is a great Idea, once I have enough enemies, that should be implemented
Again: Textures :3.
Hurrah for new mobs!
Thanks for the video. I'm not really that good at texturing. If anyone posts better 'minecraftey' textures, we can swap them
I could try.
Also in the first video I kinda liked how the original Lion looked like.
Anyway, Mo' Creatures is amazing, and someone had asked if my CMS mod would work with this... and the outcome was better than I had expected. I assume that, as long as future updates of Mo' Creatures, or other mob modders, use 303's Modloader, they'll all be block-spawnable via the .properties file.
I'll be releasing my mod later today, after finishing up a few final touches.
Also...
This... is the other reason I came here to post my nonsense. Something I was going to be working on, starting today.
I'm going to attempt and edit Global spawn rates through Custom Mob Spawner. It shouldn't be too difficult after as far as I've gotten... And it should allow you to toggle each creature & mob on or off separately.
If you'd like to do this yourself, as well, we should probably make sure they don't clash too horribly, or at least decide which one of us should add this feature. I don't want to take away from something you feel should be packaged with your mod alone.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
Excellent!!
It's great that your custom mob spawner works with my mod.... imagine a trap for wraiths! people will have to become more creative to kill them
Now, regading the global spawn rates, I want to focus on doing some more creatures first, I have nice ideas I'm working on, so if you want to look into that for me, that'll be really appreciated, just let me know if you need anything from my mod... I'm planning on keeping the same structure I'm using now to add more creatures. We can maybe colaborate.
For now, what I've been doing with the wraiths is this:
Regular wraith will only spawn on Normal difficulty or higher
Flame wraith will only spawn on Hard difficulty. I'm thinking also on reducing the frequency of spawn of the flame wraith, as a built in property: only spawns 1/3 or so of the times it is called in the code. If that conflicts with what you're thinking on doing on the other side, let me know and I'll change it.
Is it possible for Flame Wraths only to spawn in Hell?
It could work with the pet mod.
Eheheh.. ^^; Actually, looking at your post, as well as experimenting at the moment, reminds me there are a lot more factors than I originally had thought about. This will probably take a bit more work than I thought it would xD
Not to say that I'm not up for trying it, still! However, you seem quite more intimate with how creatures & mobs work, so I might have to take you up on that collaboration offer. I'm going to test a few more things out, but I'll probably send a PM your way later with plenty of questions. Or, if there's another way you'd rather talk about all this, just let me know :3
----------
All I've looked at so far is gf.class, the file you modified for your mod. I'm assuming here that these two lines
Relate to, perhaps, which entities spawn during the night (r) and day (s)? Later on down the file, there's also this
I'm completely unsure what this is. My best guess at the moment (since gx.class doesn't clarify anything for me at all), is that gx is used to reference time? With gx.a relating to night time, and gx.b relating to day time.
Based on these assumptions, I've managed to get, say, Pigmen to spawn during the day. However, they won't spawn on Peaceful, as normal. Another interesting question would be whether this setting is located within the entity's file (or some instance of he / lu), or if it's related to another type of global spawn function. I'd assume the former is more correct, since you've mentioned wanting to control Wraiths this way.
It would help if I knew what an enumerated class actually did, probably :-s I'm going to look this up later, for my own sake. The entire gx.class file simply confuses me... unless jd-gui isn't reading it correctly at all.
Anyway, I'm sure I'll be back here, or PMing you for more information later xD Must definitely pick your brain, sir.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
they relate to list of Mobs (r), and Animals (s)
the function a(gx paramgx) is used later in another class, spawnerAnimals
there is a boolean property in each entity that is used at the moment of spawning
that is from my PolarBear, it checks for the place where it's going to be spawned: coordinates (i,j,k) and returns positive if in that place there is snow (no.aS.bh) or ice (no.aT.bh) and if the super class also is positive.
I've found that using MCP and eclipse really helps with the modding. MCP somehow de-obfuscates the code and eclipse makes it easier to modify it and cross-reference the code. You can check out this tutorial on how to set up eclipse:
http://mcp.ocean-labs.de/index.php/Setting_up_Eclipse
Also, have you considered merging with the spider-family mod? I'm using it with yours and they go great together and could be much more seamlessly and fluidly combined. I've been studying your mod to add my own units, I have a knack for these kinds of things. If you need any ideas, I have plenty of them, and they're pretty detailed and balanced. I also am competent at java but have never modded minecraft (yet).
http://notch.tumblr.com/post/123343045/my-vision-for-survival (follow this link if you need proof)
HAHAHA IF ANYONE HAS SOME HELP TO FIX THIS IT WOULD BE NICE xD
HAHAHAHAHAHA
BLAHBLAHBLAH MR.WOLF IS MY FRIEND!
This problem has been addressed MULTIPLE times in this thread. Read through it and see if you can fix it with other people's answers.
Zhark I suggest you maybe you edit your post and add an FAQ section. That way maybe half the thread won't be the same problem over and over.
You answered your own question there. You need to have those two mods installed or it won't work right.