This is very promising. maybe I do have a few suggestions to improve upon.
1) wander mode: As opposed to sitting in place all the time, the tamed mob will wander aimlessly like an iron golem/snow golem until it sees another hostile mob to attack. Useful if you want it to guard a specific area. or this can work if the tamed mob wants to explore on their own. (in this mode they could avoid trouble by simply not attacking other hostile mobs.)
2) Rain detection: If not following the player, the tamed mob will try to avoid rain in wide open spaces (unless the mob benefits from rain) but not snow, much like undead mobs trying to avoid sunlight by taking cover in nearby caves and under trees. Little maid mobs do this as well.
3) Peaceful-friendly tamed mobs. For me this is more of a personal reason. Staying in peaceful to keep the game's performance up since I'm always trying to keep fps at a tolerable threshold, combined with Minecraft's performance bogging down when playing for long periods of time. I always spend most of my time building anyway. Also so golems won't attack the tamed mob on sight.
4) A summon and dismiss mechanic. Lycanites mobs does this with tamable mobs where the tamed mob can be summoned at will as well as dismissed when not needed. Long cooldown to avoid being exploited.
5) tamed mobs can use wooden doors (if they can fit through it.)
This already exists if you put follow player off and attack other hostiles on or off, depending on whether you want the mob to avoid trouble.
It's something I want to include, maybe when I look at the maids mod.
Both are now implemented. Also, peaceful doesn't stop the golems from attacking tame mobs. That's a different thing.
I intend to add such a mechanic. I don't think Lycanites dose it, though. I think they just let you summon a "generic" version of the mob you've tamed, rather than the specific mob. I could be wrong though.
That's now been added, though GoG mobs don't seem to be very good at it. The Valkyrie, for example, keeps trying to climb over doors, even when they're open.
ATotalGit, I have yet to test it yet, but I love where you're going with this so far.
"Hey, I'm not a dog, keep that stick away" -Kitsune.
Yeah, might wanna drop the stick. Right clicking regardless of what you're holding would be nice. I cant always hold a stick in my hotbar.
I believe the boxed lunch is called a "bento". I might be wrong.
Ability for most mobs to equip things. Armor and tools/weapons for example. (werecats would deal double the weapon damage per attack since they dual wield. Discovered this with Morph mod.)
The housing idea is a great idea, I'll have to make a few villages. A harpy forest village for example.
Legendary unique mobs shouldnt be tamable by default (the Ona for example.)
As far as the ants go (ants are new to me) I think once you befriend one, the ones in that biome (if possible) will no longer be hostile towards you as you are then regarded as a drone/worker in their colony. Any other biome would see you as hostile though, and if you tame anoter ant from another biome, any ant from a different biome would lose their tame status.
All aside, best of luck. I'll give more info and link a vid after initial testing. As for now, today is a great day to swim.
I think the boxed lunch is supposed to be a bento, but in the game they're called boxed lunches.
Having you be able to equip mobs could be tough. Lots of mobs have their own items that they spawn with. Replacing them could break stuff for some mobs. Armor probably won't happen because of the difficulty with dealing with all the different mob models and what armor for each one should look like. I think the closest we'll get is implementing some sort of 'stat boost' thing, where equipping mobs doesn't actually give them the item, but dose increase their base stats in proportion to the item's quality.
I really do like the housing idea, though it's looking to be pretty tough to implement. It may take a while.
I'm pretty sure that GoG doesn't add any mob called an "Ona." I looked through the source and neither " Ona" nor "Ona " appear anywhere, so I'm not sure what you're referring to.
The ants thing is possible in theory, but would require a lot of work. And given that it would only affect one species, I'll only make this a priority if many people ask for it or I come up with a much cleverer way of doing it than has occurred to me so far.
Thanks for the response, for 3 I was sure that if the tamed mob is still treated as a hostile entity, golems would still attack it. as for 5 I figured it would be a problem for level 3 mobs with their high block stepping ability. Thanks for implementing those! for the moment little maid mobs is in 1.7.10 and 1.8.9 and is on hiatus for the time being. in lycanites mobs you can make your tamed mobs soul-bound, so they can be resummoned even if they had been killed, and their type specific too as all mobs have different color variations which are saved
A few other things I could suggest: when you and your tamed mob are in a snow biome, they could very rarely challenge you to a snowball fight. little maid mobs also does this rather decently.
Last thing would be a monster bed and monster chest. these would be given to your tamed mobs to prevent them from claiming your chests or bed.
Released a new version: Grimoire of Gaia 3 (1.5.5) for 1.10.2. Need to wait a bit for the download page to update.
A small update. It fixes the issue with mobs not dropping rare items due to 1.10.2 changing the way items are dropped. Meaning mobs could not drop rare items since the 1.5.0 (1.10.2) update! Also fixes mobs (namely the Sludge Girl and Wither Cow) not dropping any items at all.
I have also been playing around with the concept of baby mobs. Although they work differently from vanilla baby mobs (they have no changes in attributes), they serve more as a physical/model change than anything else.
I also integrated a few branches made in the github such as additional .lang files. Credits are in the changelog and in the first post.
As always, please check the changelog for the full list of changes.
1) Wouldn't be that bad if it takes a while. Most using this mod would probably make the mob a house for aesthetic reasons
2) Ignore me. I meant Onna as in Yuki-onna or the one that drops the bento box, but I didn't realized that they aren't unique monsters in lore.
Last thing would be a monster bed and monster chest. these would be given to your tamed mobs to prevent them from claiming your chests or bed.
"...claiming your chests or bed." I find this thought hilariously entertaining. Such would probably be so if such a thing as befriending a monster were to happen in real life. *meanwhile a were-cat claims my bed as theirs*
"...claiming your chests or bed." I find this thought hilariously entertaining. Such would probably be so if such a thing as befriending a monster were to happen in real life. *meanwhile a were-cat claims my bed as theirs*
I added that because I certainly wouldn't want another mob permanently claiming storage I use on a regular basis. can't remember if he said thats a current or upcoming feature.
I added that because I certainly wouldn't want another mob permanently claiming storage I use on a regular basis. can't remember if he said thats a current or upcoming feature.
It's an upcoming feature. I initially planned for the mob to only claim empty chests and unused beds, but now I'm thinking that there will be another button which is call something like "give block." Pressing it causes the mob to start listening for block placement events and if you place a crafting table, bed, chest or furnace, the mob will choose that block to claim.
Released a new version: Grimoire of Gaia 3 (1.5.5) for 1.10.2. Need to wait a bit for the download page to update.
A small update. It fixes the issue with mobs not dropping rare items due to 1.10.2 changing the way items are dropped. Meaning mobs could not drop rare items since the 1.5.0 (1.10.2) update! Also fixes mobs (namely the Sludge Girl and Wither Cow) not dropping any items at all.
I have also been playing around with the concept of baby mobs. Although they work differently from vanilla baby mobs (they have no changes in attributes), they serve more as a physical/model change than anything else.
I also integrated a few branches made in the github such as additional .lang files. Credits are in the changelog and in the first post.
As always, please check the changelog for the full list of changes.
My finally obtained Holstarus thanks you for this.
Could anyone possibly give me a hand? I have a strange issue where I can't get Centaurs to not spawn, even when their spawn rate is set to 0, and their spawning in huge hoards. Admittedly I'm running this with Mo' Creatures so the problem probably lies there somewhere, but besides this one thing both mods seem to be running fine together in every other aspect.
EDIT: Nvm I gave up and uninstalled Mo' Creatures. Ugh I swear that mod isn't compatible with anything. All I really wanted was some more mounts tbh. On that note, are there any plans to implement new mounts in this mod? I'd love to see that. Regardless this mod is definitely a must have for me now, I can't wait to see where it goes in the future.
Could anyone possibly give me a hand? I have a strange issue where I can't get Centaurs to not spawn, even when their spawn rate is set to 0, and their spawning in huge hoards. Admittedly I'm running this with Mo' Creatures so the problem probably lies there somewhere, but besides this one thing both mods seem to be running fine together in every other aspect.
EDIT: Nvm I gave up and uninstalled Mo' Creatures. Ugh I swear that mod isn't compatible with anything. All I really wanted was some more mounts tbh. On that note, are there any plans to implement new mounts in this mod? I'd love to see that. Regardless this mod is definitely a must have for me now, I can't wait to see where it goes in the future.
Here is a custom jar for the main branch of GoG (not the taming branch), which I edited so that Centaurs will die the moment the game updates their living state. I haven't actually tested it, but I only added one line of code.
Hopefully, this will let you use both mods without any centaurs.
Just download the zip and unzip it to get a the jar file.
About the mounts thing, I don't think Silentine is planning to add them. I may eventually add them to the taming branch, but they are definitely not a priority for me either.
Could anyone possibly give me a hand? I have a strange issue where I can't get Centaurs to not spawn, even when their spawn rate is set to 0, and their spawning in huge hoards. Admittedly I'm running this with Mo' Creatures so the problem probably lies there somewhere, but besides this one thing both mods seem to be running fine together in every other aspect.
I had a feeling Mo' Creatures may have been the problem. Based on my past experience with Mo' Creatures it uses a custom spawning system that overrides the vanilla one. It makes the spawns from Mo' Creatures have the possibility of customization but in turn affects most mob adding mods.
Perhaps because GoG is tied to the vanilla spawning system it is also affected by any changes made to it. I do not understand why the Centaurs alone are affected by it though :/.
Here is a custom jar for the main branch of GoG (not the taming branch), which I edited so that Centaurs will die the moment the game updates their living state. I haven't actually tested it, but I only added one line of code.
Hopefully, this will let you use both mods without any centaurs.
Just download the zip and unzip it to get a the jar file.
About the mounts thing, I don't think Silentine is planning to add them. I may eventually add them to the taming branch, but they are definitely not a priority for me either.
Wow! Thank you so much! I'll test it asap and let you know how it works.
I had a feeling Mo' Creatures may have been the problem. Based on my past experience with Mo' Creatures it uses a custom spawning system that overrides the vanilla one. It makes the spawns from Mo' Creatures have the possibility of customization but in turn affects most mob adding mods.
Perhaps because GoG is tied to the vanilla spawning system it is also affected by any changes made to it. I do not understand why the Centaurs alone are affected by it though :/.
Yes I think you're right. I tested it a bit further, by setting all of Grimoire's spawns to 0 while Mo' Creatures was installed and it looks like Centaurs weren't the only mob that was ignoring the spawn rate change, they were just the most prevalent. Ant workers/archers seem to be the same as Centaurs, although this isn't really a big deal since desert biomes are so empty to begin with.
On the bright side I've now realized I love it when deserts are overflowing with dozens of Ant mobs and I play with their spawn rate at 100%. I feel like a real adventurer when I have to constantly watch my back traversing through deserts, fighting off hordes of Ant people to raid some tombs!
Regardless I'll check out the custom jar ATotalGit made and hope for the best. Even if it doesn't work I'll just stick with Grimoire. I can't play without it now that I've experienced the delightful challenge that is Grimoire of Gaia! Thanks for the fast replies and thanks even more for the awesome mod!!
P.S I love how compatible this mod is with Infernal Mobs. Infernal Ant Workers ftw
I'm also using mo' creatures and have heaps of centaurs spawning. One more thing is that I have tried reducing the spawn rates for all grimoire mobs to be 1/10th of their original value but still see a lot spawning. Is this because of mo'creatures or something? I see heaps of ant packs of 3-4 in the desert when the value is set to 2 in the config. Mo creatures uses a frequency integer that is between 1-12 usually so reducing grimoires mob spawn chance to lower numbers might still result in lots?
I'm also using mo' creatures and have heaps of centaurs spawning. One more thing is that I have tried reducing the spawn rates for all grimoire mobs to be 1/10th of their original value but still see a lot spawning. Is this because of mo'creatures or something? I see heaps of ant packs of 3-4 in the desert when the value is set to 2 in the config. Mo creatures uses a frequency integer that is between 1-12 usually so reducing grimoires mob spawn chance to lower numbers might still result in lots?
Ya so I mentioned this in my last post but I'll elaborate a bit further. It looks like you and I are in the same boat, so we can probably safely conclude Mo' Creatures is the cause. I tested this pretty thoroughly over the course of 4 or so hours by running both mods and setting all of Grimoire's spawn rates to 0 and then flying around for a few in-game days, observing the spawn rates of Grimoire mobs, adjusting them in the configuration, and then starting a new world to make sure the effect takes place and then repeating the process over again.
Basically the conclusion I came to was that Mo' Creatures custom mob spawner completely breaks the spawning for certain Grimoire mobs, but not all of them. It's pretty easy to tell which ones by setting all of the Grimoire spawn rates to 0 and then just waiting to see if that mob still spawns. Like you said, Centaurs and the Ant mobs were the worst so I focused on them. Not only do they ignore the spawn rate being set to 0, but I'm pretty sure there's no change between 0 and 100 with those two mobs in particular. Their spawn rates at 0 with Mo' Creatures installed seemed identical to their spawn rates at 100 without it installed. As in, somehow Mo' Creatures is forcing them to spawn at their max rate and it's overriding Grimoire's configuration. It's worth noting that the Anubis mob was almost as bad as those two in deserts at night. Just like them it ignored the 0 spawn rate and seemed to spawn at 100 no matter what it was set to. On the other hand I did notice some other Grimoire mobs still spawning with their spawn set to 0, but they weren't nearly as bad as those three and most mobs seemed to function correctly. In addition after setting all of Grimoire's spawns to 100 and Mo' Creatures to 0, I absolutely couldn't get some Grimoire mobs to spawn, no matter how long I waited or how much I adjusted spawn rates. This leads me to believe it's actually fully preventing certain mobs from spawning as well.
In my opinion the Ants and Anubis aren't a big deal since deserts are so empty anyways that they're not really preventing anything else from spawning. The Centaurs on the other hand are a problem. I won't be able to try the custom jar ATotalGit made for the Centaurs until later tonight but it seems that would solve that issue so I'll test it when I can and post the results. I think the big issue here though is that Mo' Creatures seems to be preventing certain mobs from spawning at all so semi compatibility is probably the best we can hope for. Personally I don't want to miss any Grimoire mobs so I'm gonna pass on Mo' Creatures once I'm done testing this. But at least there's some compatibility there between the two. If you think this is bad just try running Mo' Creatures with any other mod that either alters biomes, adds new biomes, or adds new dimensions and watch the incompatibility train wreck that causes.
I will try the edited jar now (did and centuars are removed yay) and don't really mind the ant mobs too much as they do make the lonely desert more challenging. I really want to use mo'creatures as it does add a lot of different mobs which makes the world more alive imo. It's almost a must have for me.
Through your testing it would be interesting to know which grim mobs spawn...as this means that some loot may not be available. Will try fill out the list for reference as well. Tier 3 mobs should just spawn from the tier 2 if they exist! Note I am also using Enderzoo and deadly mobs which adds even more monsters.
Spawn regardless (spawn set to 0 but appears)=Witch, Ant, Centaur, Satyress, Ender Eye, Dryad, Siren, Mummy, Anubis, banshee, Dwarf, Gryphon
Cannot Spawn=
Can be switched off/adjusted=
Unsure but seen in game before= Baphomet, Kobold, Selkie, Ender Dragon girl, Flesh Lich, Creep, Bone Knight, Cobble Golem, Harpy, Hunter, Wither Cow, Minotaurus
I will try the edited jar now (did and centuars are removed yay) and don't really mind the ant mobs too much as they do make the lonely desert more challenging. I really want to use mo'creatures as it does add a lot of different mobs which makes the world more alive imo. It's almost a must have for me.
Through your testing it would be interesting to know which grim mobs spawn...as this means that some loot may not be available. Will try fill out the list for reference as well. Tier 3 mobs should just spawn from the tier 2 if they exist! Note I am also using Enderzoo and deadly mobs which adds even more monsters.
Spawn regardless (spawn set to 0 but appears)=Witch, Ant, Centaur, Satyress, Ender Eye, Dryad, Siren, Mummy, Anubis, banshee, Dwarf, Gryphon
Cannot Spawn=
Can be switched off/adjusted=
Unsure but seen in game before= Baphomet, Kobold, Selkie, Ender Dragon girl, Flesh Lich, Creep, Bone Knight, Cobble Golem, Harpy, Hunter, Wither Cow, Minotaurus
Nice. So that's one issue resolved thanks to ATotalGit's custom jar. And ya I like Mo' Creatures almost as much as I like this mod and want to use it. But like you said the problem is we may be missing out on some critical loot from Grimoire if certain mobs aren't spawning. Off the top of my head, I think what really matters in terms of loot from Grimoire is making sure that at least the mobs to build the various rings spawn, and also that the various "villager" mobs with the ability to trade spawn. Or at least one of them, since I think they have the same trade list but just use a different currency? Definitely needs to be tested more so I'll give it a shot tonight and tomorrow. I notice you haven't found any mermaids. I haven't either with Mo' Creatures installed and it was one of the mobs I was trying to get to spawn, since they also have some loot specific to them.
Oh and just to double check is that reference list you're making based off of running both Grimoire and Mo' Creatures at the same time? And as to Enderzoo and Deadly Mobs I don't think they'll be a problem. I was playing Grimoire with Enderzoo and Abyssalcraft and didn't have any issues until I installed Mo' Creatures, which then caused issues with all 3 mods
Edit: ooooph just realised at some point my grim config went back to default values...so data might not be accurate. The mobs I have listed and seen are in game with mo'creatures installed though. No mermaids sighted so far unfortunately.
Yeah that was testing with grim spawn set to 0 and mo'creatures, deadly mobs and enderzoo installed. I have a sneaky feeling that actually all the grimoire mobs do spawn under the correct conditions. I haven't tested the ocean or some other rarer biomes such as ice taiga either. Also saw slime girl and dulluhan spawn in last night.
Because the numerous centaurs aren't a problem now, I will be sticking with both mods installed as diversity is a good thing. Works fantastically with Infernalmobs...can even make all tier 3 grimoire mobs always infernal haha. The rare loot isn't so much of an issue for me as the rings are also covered by my baubles/inventory pets mod. I almost have the perfect setup with good gear progression for my 1.10.2 server woo!
I just found the config files in custommobspawner which probably overrides spawns when using grimoire. Going to test if editing the gaia.cfg can control mob spawning.
Edit: How frustrating...the culprit is CustomMobSpawner. It also breaks wither skeleton spawning in nether fortresses ocean mob spawns are also def broken...it is known as issue. Trying to fix now but looks like it does not detect nether fortress as other random mobs are spawning inside of it. I can get it to spawn wither skeletons all around the nether but ofc that is not desirable.
I just found the config files in custommobspawner which probably overrides spawns when using grimoire. Going to test if editing the gaia.cfg can control mob spawning.
Edit: How frustrating...the culprit is CustomMobSpawner. It also breaks wither skeleton spawning in nether fortresses ocean mob spawns are also def broken...it is known as issue. Trying to fix now but looks like it does not detect nether fortress as other random mobs are spawning inside of it. I can get it to spawn wither skeletons all around the nether but ofc that is not desirable.
edit2: Well that worked a bit too well
Alright so it looks like all of Grimoire's mobs do indeed spawn even with Mo' Creatures running. It's just that a lot of them have weird spawn rates(some really high, some really low) and they can't be configured because CMS overrides them. The only two mobs I couldn't find were Minotaurs and Mermaids. But it looks like you got Mermaids to spawn? They probably just had low spawn rates and were hard to find due to the areas they spawn in(underground and underground/ocean). But besides that everything else seemed fine using ATotalGits custom jar so I'd label Mo' Creatures as being semi-compatible.
And yea the Wither Skeleton thing is a known issue with CMS. I didn't know about ocean spawning being broken though. Unfortunately CMS doesn't have the ability to detect buildings, so Nether Fortresses don't work correctly and the only way to get Wither Skeletons in is to make them spawn everywhere in the Nether. In case you didn't know but just to warn you, if you're using any mods that alter existing biomes, adds new biomes, or adds new dimensions then CMS will completely break them. Unfortunately until another mod like Just Another Spawner comes out for newer versions of MC there's no way to solve these issues. Man I really miss JAS.
Did you have any luck with editing the config files?
Version 0.1.1 of the taming branch of GoG is now released.
Download (the zip file will extract into the jar file)
Changes:
I think the boxed lunch is supposed to be a bento, but in the game they're called boxed lunches.
Having you be able to equip mobs could be tough. Lots of mobs have their own items that they spawn with. Replacing them could break stuff for some mobs. Armor probably won't happen because of the difficulty with dealing with all the different mob models and what armor for each one should look like. I think the closest we'll get is implementing some sort of 'stat boost' thing, where equipping mobs doesn't actually give them the item, but dose increase their base stats in proportion to the item's quality.
I really do like the housing idea, though it's looking to be pretty tough to implement. It may take a while.
I'm pretty sure that GoG doesn't add any mob called an "Ona." I looked through the source and neither " Ona" nor "Ona " appear anywhere, so I'm not sure what you're referring to.
The ants thing is possible in theory, but would require a lot of work. And given that it would only affect one species, I'll only make this a priority if many people ask for it or I come up with a much cleverer way of doing it than has occurred to me so far.
Thanks for the response, for 3 I was sure that if the tamed mob is still treated as a hostile entity, golems would still attack it. as for 5 I figured it would be a problem for level 3 mobs with their high block stepping ability. Thanks for implementing those! for the moment little maid mobs is in 1.7.10 and 1.8.9 and is on hiatus for the time being. in lycanites mobs you can make your tamed mobs soul-bound, so they can be resummoned even if they had been killed, and their type specific too as all mobs have different color variations which are saved
A few other things I could suggest: when you and your tamed mob are in a snow biome, they could very rarely challenge you to a snowball fight. little maid mobs also does this rather decently.
Last thing would be a monster bed and monster chest. these would be given to your tamed mobs to prevent them from claiming your chests or bed.
Update:
Released a new version: Grimoire of Gaia 3 (1.5.5) for 1.10.2. Need to wait a bit for the download page to update.
A small update. It fixes the issue with mobs not dropping rare items due to 1.10.2 changing the way items are dropped. Meaning mobs could not drop rare items since the 1.5.0 (1.10.2) update! Also fixes mobs (namely the Sludge Girl and Wither Cow) not dropping any items at all.
I have also been playing around with the concept of baby mobs. Although they work differently from vanilla baby mobs (they have no changes in attributes), they serve more as a physical/model change than anything else.
I also integrated a few branches made in the github such as additional .lang files. Credits are in the changelog and in the first post.
As always, please check the changelog for the full list of changes.
1) Wouldn't be that bad if it takes a while. Most using this mod would probably make the mob a house for aesthetic reasons
2) Ignore me. I meant Onna as in Yuki-onna or the one that drops the bento box, but I didn't realized that they aren't unique monsters in lore.
"...claiming your chests or bed." I find this thought hilariously entertaining. Such would probably be so if such a thing as befriending a monster were to happen in real life. *meanwhile a were-cat claims my bed as theirs*
I added that because I certainly wouldn't want another mob permanently claiming storage I use on a regular basis. can't remember if he said thats a current or upcoming feature.
It's an upcoming feature. I initially planned for the mob to only claim empty chests and unused beds, but now I'm thinking that there will be another button which is call something like "give block." Pressing it causes the mob to start listening for block placement events and if you place a crafting table, bed, chest or furnace, the mob will choose that block to claim.
My finally obtained Holstarus thanks you for this.
Could anyone possibly give me a hand? I have a strange issue where I can't get Centaurs to not spawn, even when their spawn rate is set to 0, and their spawning in huge hoards. Admittedly I'm running this with Mo' Creatures so the problem probably lies there somewhere, but besides this one thing both mods seem to be running fine together in every other aspect.
EDIT: Nvm I gave up and uninstalled Mo' Creatures. Ugh I swear that mod isn't compatible with anything. All I really wanted was some more mounts tbh. On that note, are there any plans to implement new mounts in this mod? I'd love to see that. Regardless this mod is definitely a must have for me now, I can't wait to see where it goes in the future.
Here is a custom jar for the main branch of GoG (not the taming branch), which I edited so that Centaurs will die the moment the game updates their living state. I haven't actually tested it, but I only added one line of code.
Hopefully, this will let you use both mods without any centaurs.
Just download the zip and unzip it to get a the jar file.
About the mounts thing, I don't think Silentine is planning to add them. I may eventually add them to the taming branch, but they are definitely not a priority for me either.
I had a feeling Mo' Creatures may have been the problem. Based on my past experience with Mo' Creatures it uses a custom spawning system that overrides the vanilla one. It makes the spawns from Mo' Creatures have the possibility of customization but in turn affects most mob adding mods.
Perhaps because GoG is tied to the vanilla spawning system it is also affected by any changes made to it. I do not understand why the Centaurs alone are affected by it though :/.
It's happy for me GoG3 1.5.5 update!
New variety of Harpy and Dryad, their babies, are not detected in Custom NPCs models chooser.
Is it unexpected features?
Yes. It is still in testing.
When a baby spawns, it spawns with an egg equipped in the chest slot. I am guessing the only way to change the model is equip an egg somehow.
Wow! Thank you so much! I'll test it asap and let you know how it works.
Yes I think you're right. I tested it a bit further, by setting all of Grimoire's spawns to 0 while Mo' Creatures was installed and it looks like Centaurs weren't the only mob that was ignoring the spawn rate change, they were just the most prevalent. Ant workers/archers seem to be the same as Centaurs, although this isn't really a big deal since desert biomes are so empty to begin with.
On the bright side I've now realized I love it when deserts are overflowing with dozens of Ant mobs and I play with their spawn rate at 100%. I feel like a real adventurer when I have to constantly watch my back traversing through deserts, fighting off hordes of Ant people to raid some tombs!
Regardless I'll check out the custom jar ATotalGit made and hope for the best. Even if it doesn't work I'll just stick with Grimoire. I can't play without it now that I've experienced the delightful challenge that is Grimoire of Gaia! Thanks for the fast replies and thanks even more for the awesome mod!!
P.S I love how compatible this mod is with Infernal Mobs. Infernal Ant Workers ftw
I'm also using mo' creatures and have heaps of centaurs spawning. One more thing is that I have tried reducing the spawn rates for all grimoire mobs to be 1/10th of their original value but still see a lot spawning. Is this because of mo'creatures or something? I see heaps of ant packs of 3-4 in the desert when the value is set to 2 in the config. Mo creatures uses a frequency integer that is between 1-12 usually so reducing grimoires mob spawn chance to lower numbers might still result in lots?
Ya so I mentioned this in my last post but I'll elaborate a bit further. It looks like you and I are in the same boat, so we can probably safely conclude Mo' Creatures is the cause. I tested this pretty thoroughly over the course of 4 or so hours by running both mods and setting all of Grimoire's spawn rates to 0 and then flying around for a few in-game days, observing the spawn rates of Grimoire mobs, adjusting them in the configuration, and then starting a new world to make sure the effect takes place and then repeating the process over again.
Basically the conclusion I came to was that Mo' Creatures custom mob spawner completely breaks the spawning for certain Grimoire mobs, but not all of them. It's pretty easy to tell which ones by setting all of the Grimoire spawn rates to 0 and then just waiting to see if that mob still spawns. Like you said, Centaurs and the Ant mobs were the worst so I focused on them. Not only do they ignore the spawn rate being set to 0, but I'm pretty sure there's no change between 0 and 100 with those two mobs in particular. Their spawn rates at 0 with Mo' Creatures installed seemed identical to their spawn rates at 100 without it installed. As in, somehow Mo' Creatures is forcing them to spawn at their max rate and it's overriding Grimoire's configuration. It's worth noting that the Anubis mob was almost as bad as those two in deserts at night. Just like them it ignored the 0 spawn rate and seemed to spawn at 100 no matter what it was set to. On the other hand I did notice some other Grimoire mobs still spawning with their spawn set to 0, but they weren't nearly as bad as those three and most mobs seemed to function correctly. In addition after setting all of Grimoire's spawns to 100 and Mo' Creatures to 0, I absolutely couldn't get some Grimoire mobs to spawn, no matter how long I waited or how much I adjusted spawn rates. This leads me to believe it's actually fully preventing certain mobs from spawning as well.
In my opinion the Ants and Anubis aren't a big deal since deserts are so empty anyways that they're not really preventing anything else from spawning. The Centaurs on the other hand are a problem. I won't be able to try the custom jar ATotalGit made for the Centaurs until later tonight but it seems that would solve that issue so I'll test it when I can and post the results. I think the big issue here though is that Mo' Creatures seems to be preventing certain mobs from spawning at all so semi compatibility is probably the best we can hope for. Personally I don't want to miss any Grimoire mobs so I'm gonna pass on Mo' Creatures once I'm done testing this. But at least there's some compatibility there between the two. If you think this is bad just try running Mo' Creatures with any other mod that either alters biomes, adds new biomes, or adds new dimensions and watch the incompatibility train wreck that causes.
I will try the edited jar now (did and centuars are removed yay) and don't really mind the ant mobs too much as they do make the lonely desert more challenging. I really want to use mo'creatures as it does add a lot of different mobs which makes the world more alive imo. It's almost a must have for me.
Through your testing it would be interesting to know which grim mobs spawn...as this means that some loot may not be available. Will try fill out the list for reference as well. Tier 3 mobs should just spawn from the tier 2 if they exist! Note I am also using Enderzoo and deadly mobs which adds even more monsters.
Spawn regardless (spawn set to 0 but appears)=Witch, Ant, Centaur, Satyress, Ender Eye, Dryad, Siren, Mummy, Anubis, banshee, Dwarf, Gryphon
Cannot Spawn=
Can be switched off/adjusted=
Unsure but seen in game before= Baphomet, Kobold, Selkie, Ender Dragon girl, Flesh Lich, Creep, Bone Knight, Cobble Golem, Harpy, Hunter, Wither Cow, Minotaurus
Nice. So that's one issue resolved thanks to ATotalGit's custom jar. And ya I like Mo' Creatures almost as much as I like this mod and want to use it. But like you said the problem is we may be missing out on some critical loot from Grimoire if certain mobs aren't spawning. Off the top of my head, I think what really matters in terms of loot from Grimoire is making sure that at least the mobs to build the various rings spawn, and also that the various "villager" mobs with the ability to trade spawn. Or at least one of them, since I think they have the same trade list but just use a different currency? Definitely needs to be tested more so I'll give it a shot tonight and tomorrow. I notice you haven't found any mermaids. I haven't either with Mo' Creatures installed and it was one of the mobs I was trying to get to spawn, since they also have some loot specific to them.
Oh and just to double check is that reference list you're making based off of running both Grimoire and Mo' Creatures at the same time? And as to Enderzoo and Deadly Mobs I don't think they'll be a problem. I was playing Grimoire with Enderzoo and Abyssalcraft and didn't have any issues until I installed Mo' Creatures, which then caused issues with all 3 mods
Edit: ooooph just realised at some point my grim config went back to default values...so data might not be accurate. The mobs I have listed and seen are in game with mo'creatures installed though. No mermaids sighted so far unfortunately.
Yeah that was testing with grim spawn set to 0 and mo'creatures, deadly mobs and enderzoo installed. I have a sneaky feeling that actually all the grimoire mobs do spawn under the correct conditions. I haven't tested the ocean or some other rarer biomes such as ice taiga either. Also saw slime girl and dulluhan spawn in last night.
Because the numerous centaurs aren't a problem now, I will be sticking with both mods installed as diversity is a good thing. Works fantastically with Infernalmobs...can even make all tier 3 grimoire mobs always infernal haha. The rare loot isn't so much of an issue for me as the rings are also covered by my baubles/inventory pets mod. I almost have the perfect setup with good gear progression for my 1.10.2 server woo!
I just found the config files in custommobspawner which probably overrides spawns when using grimoire. Going to test if editing the gaia.cfg can control mob spawning.
Edit: How frustrating...the culprit is CustomMobSpawner. It also breaks wither skeleton spawning in nether fortresses ocean mob spawns are also def broken...it is known as issue. Trying to fix now but looks like it does not detect nether fortress as other random mobs are spawning inside of it. I can get it to spawn wither skeletons all around the nether but ofc that is not desirable.
edit2: Well that worked a bit too well
Alright so it looks like all of Grimoire's mobs do indeed spawn even with Mo' Creatures running. It's just that a lot of them have weird spawn rates(some really high, some really low) and they can't be configured because CMS overrides them. The only two mobs I couldn't find were Minotaurs and Mermaids. But it looks like you got Mermaids to spawn? They probably just had low spawn rates and were hard to find due to the areas they spawn in(underground and underground/ocean). But besides that everything else seemed fine using ATotalGits custom jar so I'd label Mo' Creatures as being semi-compatible.
And yea the Wither Skeleton thing is a known issue with CMS. I didn't know about ocean spawning being broken though. Unfortunately CMS doesn't have the ability to detect buildings, so Nether Fortresses don't work correctly and the only way to get Wither Skeletons in is to make them spawn everywhere in the Nether. In case you didn't know but just to warn you, if you're using any mods that alter existing biomes, adds new biomes, or adds new dimensions then CMS will completely break them. Unfortunately until another mod like Just Another Spawner comes out for newer versions of MC there's no way to solve these issues. Man I really miss JAS.
Did you have any luck with editing the config files?