(If it is not present in the downloads page yet that is because it is still Under Review)
Fixed a bug in this release:
Arachne causing the client to crash on dedicated servers (credit to Febilian).
I have been playing around with the AI this time around. I want to make the mobs have a bit more variety.
Due to its status being in beta, I plan to take advantage of its status to test out AI changes. My primary concern though are multiplayer sessions as I have no means of testing it out myself and I feel if I add anything out of the ordinary it will lead to issues down the road (like the bugs Fabilian has reported).
Based from the responses so far there seems to be no major issues that affect the entire mod.
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 I am severely outdated when it comes to Minecraft mods.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 Meaning of Life, the Universe, and Everything.
Join Date:
11/13/2016
Posts:
51
Minecraft:
V972
Discord:
V972#8352
Member Details
I...am serously confused.
You're the guy who made the mod, right? (BTW ty, I love it)
Then after some time you said you can't develope the mod cause of you outdated PC (which was super sad, but totally understandable)
Then a couple of other people made unofficial 1.12 ports whish you approved.
And now...you're developing the mod again....right? Gave you fixed you PC problems, or do you just help one the guys who ported the mod, or did O miss something?
I just want to know.
I...am serously confused.
You're the guy who made the mod, right? (BTW ty, I love it)
Then after some time you said you can't develope the mod cause of you outdated PC (which was super sad, but totally understandable)
Then a couple of other people made unofficial 1.12 ports whish you approved.
And now...you're developing the mod again....right? Gave you fixed you PC problems, or do you just help one the guys who ported the mod, or did O miss something?
I just want to know.
Yes, I am the original author. And thanks :).
A few weeks ago user P3pp3rf1y picked up DoctorWiggles GitHub commit from 8 months ago. DoctorWiggles last commit had issues that P3pp3rf1y fixed.
Originally, P3pp3rf1y was supposed to manage the mod from here on and I was supposed to report issues/bugs from a rented computer. But in the end I decided to pick the mod up again. I felt motivated to mod again after seeing the work he put into updating the mod.
Currently with the help of mrbysco helping me fix bugs/issues that come up, I am developing the mod again. But due to me being unable to fully test the mod myself, I have released it under beta.
My PC, is sadly still a toaster. Even now I have yet to play Minecraft normally and I am limited to test the mod on superflat worlds.
(If it is not present in the downloads page yet that is because it is still Under Review)
Fixed 2 bugs in this release:
Ender Dragon Girl was not spawning correctly and crashing The End (credit to moonrushy).
Ocean mobs spawning in the Mushroom Island biome shores (credit to skydark).
I tweaked a lot of the debuffs this time around and fixed a few unnoticed inconsistencies.
In the mob side of things, I plan to add at least 3 new mobs (2 are currently already in the mod but are disabled) and replace 1-2 mobs currently in the mod. I have recently been focused on the coding side of the mod and have not put any time into creating any models/textures for them yet.
Expect the next update to be more late.
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.
Just a thought - but when you do the Orc - could you do a couple of variants? Like an archer Orc and Warlord/Chieftain Orc too?
Initially, they were suppose to be like the Dwarves; they can spawn as melee or ranged. Thing is, Orc Archers are nearly unheard of.
What I might do is replace the idea of an Orc Archer with Orc Shaman instead. The only difference between the shaman and archer is that they don't shoot arrows.
I like the idea of a Warlord/Chieftain. Unfortunately, I do not plan to implement it on release. Perhaps a few weeks after.
Edit: For clarity's sake, I know how config's work but I can't see the Base Damage Cap option, just "Base Damage" which can be set to true or false. Perhaps it's not implemented in the 1.12 version yet.
Edit: For clarity's sake, I know how config's work but I can't see the Base Damage Cap option, just "Base Damage" which can be set to true or false. Perhaps it's not implemented in the 1.12 version yet.
It has always been there since 1.10.2. Had it been only recently introduced I would have suggested deleting the .cfg file.
A few weeks ago user P3pp3rf1y picked up DoctorWiggles GitHub commit from 8 months ago. DoctorWiggles last commit had issues that P3pp3rf1y fixed.
Originally, P3pp3rf1y was supposed to manage the mod from here on and I was supposed to report issues/bugs from a rented computer. But in the end I decided to pick the mod up again. I felt motivated to mod again after seeing the work he put into updating the mod.
Currently with the help of mrbysco helping me fix bugs/issues that come up, I am developing the mod again. But due to me being unable to fully test the mod myself, I have released it under beta.
My PC, is sadly still a toaster. Even now I have yet to play Minecraft normally and I am limited to test the mod on superflat worlds.
Thank you very much for the explanaition!
I'm very exited to see the development for 1.12!
And while I'm at it, the only thing that bugged me is when I played with both GoG and MC Comes Alive, I set mobs not to attack villagers. They didn't. But the MCA Guards attacked girls and so they triggered and everyone suffered. Is there any was to fix it w/o a deep mod intergation? I'd really to see MCA humans and mongirls coexist in pease so to speak.
Thank you very much for the explanaition!
I'm very exited to see the development for 1.12!
And while I'm at it, the only thing that bugged me is when I played with both GoG and MC Comes Alive, I set mobs not to attack villagers. They didn't. But the MCA Guards attacked girls and so they triggered and everyone suffered. Is there any was to fix it w/o a deep mod intergation? I'd really to see MCA humans and mongirls coexist in pease so to speak.
No problem :).
I am not sure if it is possible without causing issues to other mods.
Do they attack passive mobs though (Centuar, Dryad, etc.)? They are very different from the hostile mobs due to them using a different base code. It is the reason why players can use beds despite them being around.
The next update will most likely be the stable release of the mod on 1.12.2. I have been putting a lot of work into the mod in past few days and I feel it should soon be ready for a stable release. I have already implemented the changes I stated on my last update post. It just needs few adjustments/additions.
I'm glad you're feeling motivated to work on your mod again. It's pretty neat.
And I got the damage cap working. Turns out it's called "Base Defence" in the config. I thought that was for configuring armor points.
Thanks. I'm motivated for now, at least. It feels like it is a yearly thing for me when I look back at my update schedule between versions. But to be honest, I feel this time around my motivation is being stretched thin due to my circumstances.
I was not aware that you were using the manual method of modifying the config file. I'll try to match the GUI version with the output .cfg in the next update.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/13/2016
Posts:
51
Minecraft:
V972
Discord:
V972#8352
Member Details
Yes, for example if village was located in plains, whenever centaurs were near guardm they started attacking them.
(Also, minimap shows them as hostile)
Yes, for example if village was located in plains, whenever centaurs were near guardm they started attacking them.
(Also, minimap shows them as hostile)
That is odd.
Passive creatures in the mod are based on the Wolf code. MCA and Minimaps must be reading something different in a mob to determine if they are hostile or not.
oh
i will have to think about this some more.
PS: damn those are some awesome looking mobs
hey!:D
My Discord ign is The_Naked_OwO#6969/308030940280520734, i don't add people i don't know though.
Thanks. Like the Dwarves I plan on making an alt. skin for it.
Cobble Golem is the friendly one.
Update:
The (1.12.2-beta4) has now been released.
(If it is not present in the downloads page yet that is because it is still Under Review)
Fixed a bug in this release:
I have been playing around with the AI this time around. I want to make the mobs have a bit more variety.
Due to its status being in beta, I plan to take advantage of its status to test out AI changes. My primary concern though are multiplayer sessions as I have no means of testing it out myself and I feel if I add anything out of the ordinary it will lead to issues down the road (like the bugs Fabilian has reported).
Based from the responses so far there seems to be no major issues that affect the entire mod.
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.
I...am serously confused.
You're the guy who made the mod, right? (BTW ty, I love it)
Then after some time you said you can't develope the mod cause of you outdated PC (which was super sad, but totally understandable)
Then a couple of other people made unofficial 1.12 ports whish you approved.
And now...you're developing the mod again....right? Gave you fixed you PC problems, or do you just help one the guys who ported the mod, or did O miss something?
I just want to know.
Yes, I am the original author. And thanks :).
A few weeks ago user P3pp3rf1y picked up DoctorWiggles GitHub commit from 8 months ago. DoctorWiggles last commit had issues that P3pp3rf1y fixed.
Originally, P3pp3rf1y was supposed to manage the mod from here on and I was supposed to report issues/bugs from a rented computer. But in the end I decided to pick the mod up again. I felt motivated to mod again after seeing the work he put into updating the mod.
Currently with the help of mrbysco helping me fix bugs/issues that come up, I am developing the mod again. But due to me being unable to fully test the mod myself, I have released it under beta.
My PC, is sadly still a toaster. Even now I have yet to play Minecraft normally and I am limited to test the mod on superflat worlds.
Update:
The (1.12.2-beta5) has now been released.
(If it is not present in the downloads page yet that is because it is still Under Review)
Fixed 2 bugs in this release:
I tweaked a lot of the debuffs this time around and fixed a few unnoticed inconsistencies.
In the mob side of things, I plan to add at least 3 new mobs (2 are currently already in the mod but are disabled) and replace 1-2 mobs currently in the mod. I have recently been focused on the coding side of the mod and have not put any time into creating any models/textures for them yet.
Expect the next update to be more late.
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.
Initially, they were suppose to be like the Dwarves; they can spawn as melee or ranged. Thing is, Orc Archers are nearly unheard of.
What I might do is replace the idea of an Orc Archer with Orc Shaman instead. The only difference between the shaman and archer is that they don't shoot arrows.
I like the idea of a Warlord/Chieftain. Unfortunately, I do not plan to implement it on release. Perhaps a few weeks after.
Great mod! Never properly gave it a change before but I'm glad to see it in 1.12.2. The mobs have some pretty animations.
Is there a way to disable the damage cap on mobs?
Nothing fancy. Probably just the ranged attack the Anubis uses.
Thanks.
Check the config. It should be under "Base Damage Cap". Setting it to 1 should do the trick.
Thanks but I can't find it.
Edit: For clarity's sake, I know how config's work but I can't see the Base Damage Cap option, just "Base Damage" which can be set to true or false. Perhaps it's not implemented in the 1.12 version yet.
It has always been there since 1.10.2. Had it been only recently introduced I would have suggested deleting the .cfg file.
Thank you very much for the explanaition!
I'm very exited to see the development for 1.12!
And while I'm at it, the only thing that bugged me is when I played with both GoG and MC Comes Alive, I set mobs not to attack villagers. They didn't. But the MCA Guards attacked girls and so they triggered and everyone suffered. Is there any was to fix it w/o a deep mod intergation? I'd really to see MCA humans and mongirls coexist in pease so to speak.
No problem :).
I am not sure if it is possible without causing issues to other mods.
Do they attack passive mobs though (Centuar, Dryad, etc.)? They are very different from the hostile mobs due to them using a different base code. It is the reason why players can use beds despite them being around.
Update:
Just a few announcements before the next update.
That is all for now. The update will likely be released before the end of this week. Stay tuned.
I'm glad you're feeling motivated to work on your mod again. It's pretty neat.
And I got the damage cap working. Turns out it's called "Base Defence" in the config. I thought that was for configuring armor points.
Thanks. I'm motivated for now, at least. It feels like it is a yearly thing for me when I look back at my update schedule between versions. But to be honest, I feel this time around my motivation is being stretched thin due to my circumstances.
I was not aware that you were using the manual method of modifying the config file. I'll try to match the GUI version with the output .cfg in the next update.
I guess Weresheep's horns need to remake like as Satyress'.
I feel she is pitiful if her horn's as is.
Yes, for example if village was located in plains, whenever centaurs were near guardm they started attacking them.
(Also, minimap shows them as hostile)
oh, I forgot to quote...
I think you are right. When I look at them now they should be pointing upward.
That is odd.
Passive creatures in the mod are based on the Wolf code. MCA and Minimaps must be reading something different in a mob to determine if they are hostile or not.