Now that we have flying and swimming mods in vanilla, are you going to update the behaviour of some of the water-dwellers and ought-to-be-flying mods like harpies?
It is just as mrbysco said; the current AI for flying and swimming mobs just move them in random directions. It is very difficulty to program AI for flying and swimming mobs.
In the past someoneAkjosch created an AI for the Ender Eye in which it did actually fly and attack the player. The issue was that is was really wonky and I eventually had to phase it out in subsequent updates
The (1.12.2-beta) has now finally been finished and released!
This update would not have been possible without the combined effort of bloodmc, DoctorWiggles, P3pp3rf1y (thanks to MohawkyMagoo for bringing this mod to his attention), and mrbysco.
Special thanks to P3pp3rf1y and mrbysco for picking up DoctorWiggles work from 11 months ago. In desperation I was actually planning to use DoctorWiggles work despite not knowing that additional work needed to be done to it.
This mod has been stuck in development hell for nearly a year. Even know I can't believe that this mod was even going to see the light of day again.
This is the first time I have released the mod under beta. This is due to me being unable to run Minecraft itself optimally (refer to this post for details). All my tests have been conducted in Superflat worlds; I have yet to test if all spawns are working properly.
After a week or two I plan to make a full release. I do not plan to add as much content as before. Mostly texture/model changes and a few new mobs. In all honesty, I am not sure what to add or change anymore. I have a few ideas but I feel they are severely outdated.
I find it difficult to mod for a game I cannot play myself but due to P3pp3rf1y and mrbysco putting the work in I was motivated to mod again.
As always, please check the changelog for the full list of changes.
Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome, especially now that I have yet to even play the 1.11 and 1.12 vanilla updates myself. I am also severely outdated when it comes to Minecraft mods.
Yay to the 1.12.2 version! I'd like to know if mob spawning has been fixed to respect light levels? In the past, I've had to use InControl to stop mobs spawning despite lighting up areas. Has this been fixed in the 1.12.2 version?
Yay to the 1.12.2 version! I'd like to know if mob spawning has been fixed to respect light levels? In the past, I've had to use InControl to stop mobs spawning despite lighting up areas. Has this been fixed in the 1.12.2 version?
I don't know.
As I have stated above I did not test this mod when it comes to spawns. I have only tested it on Superflat worlds that was always set to day as the night would lag my system.
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Nice to see it getting properly updated.
Make sure to tweak the Minotaurus' damage.
I don't know when it happened, but she's the mob with the biggest damage output, due to the game's changes to the axe items, the axes they carry make them deal more damage than the actual Minotaur boss. Some axe wielding dwarves and ants also deal a lot of damage.
Goes without saying, but most tier 1 mobs, such as Satyrs and Cyclopses, are stronger than other tier 1 mobs, even the night ones, because they carry swords.
In my opinion the best solution to this would be making prop versions of the weapons with 0 damage and making the GoG mobs only carry those so it will be better to control their damage based purely on the mob's "strength".
Nice to see it getting properly updated.
Make sure to tweak the Minotaurus' damage.
I don't know when it happened, but she's the mob with the biggest damage output, due to the game's changes to the axe items, the axes they carry make them deal more damage than the actual Minotaur boss. Some axe wielding dwarves and ants also deal a lot of damage.
Goes without saying, but most tier 1 mobs, such as Satyrs and Cyclopses, are stronger than other tier 1 mobs, even the night ones, because they carry swords.
In my opinion the best solution to this would be making prop versions of the weapons with 0 damage and making the GoG mobs only carry those so it will be better to control their damage based purely on the mob's "strength".
That would explain a lot.
I did notice that some mobs did more damage than others but I thought that was the default damage. I will need to do a bit of testing.
I guess I could make Prop Wooden/Iron Sword/Axe. I need to test I can work with it.
(If it is not present in the downloads page yet that is because it is still Under Review)
Fixed 2 major bugs in this release:
The fuel values were incorrect (credit to Lykrast)
The damage dealt by mobs was greatly affected by the equipment they wore (credit to Pirone).
It now makes me wonder; was the issue with equipment also present in the 1.10.2 version?
As always, please check the changelog for the full list of changes.
Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome, especially now that I have yet to even play the 1.11 and 1.12 vanilla updates myself. I am severely outdated when it comes to Minecraft mods.
It now makes me wonder; was the issue with equipment also present in the 1.10.2 version?
Probably. I remember minotaurus always being a pain but I never looked too much into it.
I only fully realised what was going on when I tested various mobs in an extremely controlled environment and after poking around the source code.
A request I have is to have a config setting for a multiplier to the mob movement speed (the "AttackSpeed" one) similar to the way you can edit their attack and max HP.
After experimenting with the code I noticed that lowering those values a bit made the mobs much fairer in an vanilla-esque environment.
Same thing with the "Following Range".
It could also be fun to increase those values to make the mobs more appealing in some modpacks where the players get super strong.
Making so that the Tier 3 "Bosses" can only naturally spawn during rains or thunderstorm is still on my wishlist, by the way.
Probably. I remember minotaurus always being a pain but I never looked too much into it.
I only fully realised what was going on when I tested various mobs in an extremely controlled environment and after poking around the source code.
A request I have is to have a config setting for a multiplier to the mob movement speed (the "AttackSpeed" one) similar to the way you can edit their attack and max HP.
After experimenting with the code I noticed that lowering those values a bit made the mobs much fairer in an vanilla-esque environment.
Same thing with the "Following Range".
It could also be fun to increase those values to make the mobs more appealing in some modpacks where the players get super strong.
Making so that the Tier 3 "Bosses" can only naturally spawn during rains or thunderstorm is still on my wishlist, by the way.
It feels crazy to think the issue exists in 1.10.2. I guess because most of the mobs dealt massive amounts of damage it started to feel natural.
I think the reason why I did not include AttackSpeed or FollowRange is due to their values being in Double variables. I don't think the forge config can handle double values. I need to reconfirm this myself but I do believe I tried doing this in the past.
If I knew how to set it as optional I think I would. I am not even sure if the condition used for spawning during rain is even working. If the Yuki-Onna can spawn during snow, then that confirms it. (sidenote; them all spawning as children is a bug!).
I have included the option in the config file in the next update. I am just not sure if it works properly.
Just some thoughts on flying mobs - in 1.6.4 and in 1.7.10 Crudedragos created a mod called Project Zulu - (code is now open source by the way) in which he had several good flying mobs - vultures, eagles, blue, green and red finches etc. These flying mobs performed quite well - vultures in particular were good - they would fly and hover and circle a player, but only attack if the players health fell below a certain threshold. The other flying mods flew and cruised at respectable altitudes for their type, landing occasionally, and not disappearing off into the sky or getting stuck in trees etc.
Now im thinking that if that could be achieved in 1.6.4 and 1.7.10 then might it not be possible to use and port that code for GOG?
Valkyries that only attacked a player when he was down to 1 heart would make them very like their legendary prototypes - harvesting the souls of fallen warriors for Valhalla. Harpies that performed like PZ vultures would be cool too.
That would be amazing to implement. I never used Project Zulu myself but I do remember it being mentioned in this thread many years ago (I think it was spawn related).
I was never good with handling AI though. Flying AI in particular. A few days ago a post here reminded me that the Ender Eye mob had flying AI but it was removed due to how bugged it was.
With the new mob Vex being introduced in 1.11 it may be possible; but they were made ghosts for a reason (pathfinding in the air being near impossible). There is a lot of new AI introduced in the 1.11 update that I have yet to touch or explore yet.
No problem, its always been one of my favourite mods - and the GOG boss lairs that im now finishing for the next Ancient Warfare mod update are looking and working so nicely : )
Thinking on natural spawning though - GOG is a very high end late game boss mod in many respects - and if you are in start game - early game period, bumping into its monsters is fairly lethal most often for players. Maybe you could introduce a delayed spawn counter? The game itself keeps track of days - perhaps GOG could have a configurable spawn counter with which its mobs would not spawn until after a game world reaches a user defined day count?
EG:
GOG spawn delay: True / False
If True GOG mobs spawn after day: (Insert number of days eg: 25 or 40 etc)
This would be ideal. A common issue with this mod is that players encounters the mobs too early in the game for them to fight back. A very common issue.
I remember this being suggested in the past as well. The issue is that I do not know how to implement it. When it comes to things server sided I have no clue where to start.
Scratch that, I managed to implement it in the next update.
When the mod leaves beta and there are no issues found I will enable it by default.
(If it is not present in the downloads page yet that is because it is still Under Review)
Fixed 3 bugs in this release:
Minotaurus (Archer) was missing its texture (credit to BlueWither).
Disabling Level 3 natural spawning and setting their chance to spawn to 0 crashes the session (credit to Febilian).
Yuki-Onna was always spawning as a child.
I have also added additional spawning options suggested by Pirone and MohawkyMagoo.They are a work-in-progress but they do function when enabled. Further testing is required.
The option for delaying the spawning of GoG mobs in particular is a feature I want to enable by default in the future. It just needs a bit of testing/player input before in can be a feature.
As always, please check the changelog for the full list of changes.
Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome, especially now that I have yet to even play the 1.11 and 1.12 vanilla updates myself. I am severely outdated when it comes to Minecraft mods.
It is just as mrbysco said; the current AI for flying and swimming mobs just move them in random directions. It is very difficulty to program AI for flying and swimming mobs.
In the past
someoneAkjosch created an AI for the Ender Eye in which it did actually fly and attack the player. The issue was that is was really wonky and I eventually had to phase it out in subsequent updatesUpdate:
The (1.12.2-beta) has now finally been finished and released!
This update would not have been possible without the combined effort of bloodmc, DoctorWiggles, P3pp3rf1y (thanks to MohawkyMagoo for bringing this mod to his attention), and mrbysco.
Special thanks to P3pp3rf1y and mrbysco for picking up DoctorWiggles work from 11 months ago. In desperation I was actually planning to use DoctorWiggles work despite not knowing that additional work needed to be done to it.
This mod has been stuck in development hell for nearly a year. Even know I can't believe that this mod was even going to see the light of day again.
This is the first time I have released the mod under beta. This is due to me being unable to run Minecraft itself optimally (refer to this post for details). All my tests have been conducted in Superflat worlds; I have yet to test if all spawns are working properly.
After a week or two I plan to make a full release. I do not plan to add as much content as before. Mostly texture/model changes and a few new mobs. In all honesty, I am not sure what to add or change anymore. I have a few ideas but I feel they are severely outdated.
I find it difficult to mod for a game I cannot play myself but due to P3pp3rf1y and mrbysco putting the work in I was motivated to mod again.
As always, please check the changelog for the full list of changes.
Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome, especially now that I have yet to even play the 1.11 and 1.12 vanilla updates myself. I am also severely outdated when it comes to Minecraft mods.
Yay to the 1.12.2 version! I'd like to know if mob spawning has been fixed to respect light levels? In the past, I've had to use InControl to stop mobs spawning despite lighting up areas. Has this been fixed in the 1.12.2 version?
I don't know.
As I have stated above I did not test this mod when it comes to spawns. I have only tested it on Superflat worlds that was always set to day as the night would lag my system.
Nice to see it getting properly updated.
Make sure to tweak the Minotaurus' damage.
I don't know when it happened, but she's the mob with the biggest damage output, due to the game's changes to the axe items, the axes they carry make them deal more damage than the actual Minotaur boss. Some axe wielding dwarves and ants also deal a lot of damage.
Goes without saying, but most tier 1 mobs, such as Satyrs and Cyclopses, are stronger than other tier 1 mobs, even the night ones, because they carry swords.
In my opinion the best solution to this would be making prop versions of the weapons with 0 damage and making the GoG mobs only carry those so it will be better to control their damage based purely on the mob's "strength".
That would explain a lot.
I did notice that some mobs did more damage than others but I thought that was the default damage. I will need to do a bit of testing.
I guess I could make Prop Wooden/Iron Sword/Axe. I need to test I can work with it.
Thanks again for bringing this mod to P3pp3rf1y's attention. Had you not done so this mod would most likely still be stuck in development hell.
Update:
The (1.12.2-beta2) has now finally been released!
(If it is not present in the downloads page yet that is because it is still Under Review)
Fixed 2 major bugs in this release:
It now makes me wonder; was the issue with equipment also present in the 1.10.2 version?
As always, please check the changelog for the full list of changes.
Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome, especially now that I have yet to even play the 1.11 and 1.12 vanilla updates myself. I am severely outdated when it comes to Minecraft mods.
Probably. I remember minotaurus always being a pain but I never looked too much into it.
I only fully realised what was going on when I tested various mobs in an extremely controlled environment and after poking around the source code.
A request I have is to have a config setting for a multiplier to the mob movement speed (the "AttackSpeed" one) similar to the way you can edit their attack and max HP.
After experimenting with the code I noticed that lowering those values a bit made the mobs much fairer in an vanilla-esque environment.
Same thing with the "Following Range".
It could also be fun to increase those values to make the mobs more appealing in some modpacks where the players get super strong.
Making so that the Tier 3 "Bosses" can only naturally spawn during rains or thunderstorm is still on my wishlist, by the way.
It feels crazy to think the issue exists in 1.10.2. I guess because most of the mobs dealt massive amounts of damage it started to feel natural.
I think the reason why I did not include AttackSpeed or FollowRange is due to their values being in Double variables. I don't think the forge config can handle double values. I need to reconfirm this myself but I do believe I tried doing this in the past.
If I knew how to set it as optional I think I would.I am not even sure if the condition used for spawning during rain is even working. If the Yuki-Onna can spawn during snow, then that confirms it. (sidenote; them all spawning as children is a bug!).I have included the option in the config file in the next update. I am just not sure if it works properly.
That would be amazing to implement. I never used Project Zulu myself but I do remember it being mentioned in this thread many years ago (I think it was spawn related).
I was never good with handling AI though. Flying AI in particular. A few days ago a post here reminded me that the Ender Eye mob had flying AI but it was removed due to how bugged it was.
With the new mob Vex being introduced in 1.11 it may be possible; but they were made ghosts for a reason (pathfinding in the air being near impossible). There is a lot of new AI introduced in the 1.11 update that I have yet to touch or explore yet.
This would be ideal. A common issue with this mod is that players encounters the mobs too early in the game for them to fight back. A very common issue.
I remember this being suggested in the past as well.
The issue is that I do not know how to implement it. When it comes to things server sided I have no clue where to start.Scratch that, I managed to implement it in the next update.
When the mod leaves beta and there are no issues found I will enable it by default.
curse forge download doesn't appear to be updated with 1.12.2
edit nvm its just the link that shows it at 1.10.2
It seems the widget does not show beta releases. I actually made the same mistake a few days ago.
Update:
The (1.12.2-beta3) has now finally been released!
(If it is not present in the downloads page yet that is because it is still Under Review)
Fixed 3 bugs in this release:
I have also added additional spawning options suggested by Pirone and MohawkyMagoo.They are a work-in-progress but they do function when enabled. Further testing is required.
The option for delaying the spawning of GoG mobs in particular is a feature I want to enable by default in the future. It just needs a bit of testing/player input before in can be a feature.
As always, please check the changelog for the full list of changes.
Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome, especially now that I have yet to even play the 1.11 and 1.12 vanilla updates myself. I am severely outdated when it comes to Minecraft mods.
the mobs are very well made... but i have only one complaint... not everything needs to be a wifu
Thanks.
You are right though, not everything need to be a waifu. But not everything is a waifu in the mod; just a majority.
I have plans to add additional male/unisex mobs in the next update.
I have a question since 1.10.2 release:
- why do not use "IsBaby" tag to make little mobs?
I don't know how. I could never figure out how to modify models scale/animation without using items in equipment slots.
Setting up NBT tags feels messy. If the tags had multiple uses per mob I would consider it.
8/10
just needs more husbandos
then a 10/10 tBH
hey!:D
My Discord ign is The_Naked_OwO#6969/308030940280520734, i don't add people i don't know though.
Can you consider orcs as husbando material?