The Meaning of Life, the Universe, and Everything.
Join Date:
3/10/2016
Posts:
46
Member Details
Would it be hard to make a config option to make all the agressive "daylight" GoG mobs use the "Assist" AI instead?
One of the reason's GoG is so ruthless to new/vanilla players is that you're not free to explore/live properly in some biomes.
An option to make EVERY SINGLE GoG mob use the "Agressive" AI would also be useful for modpack/map creators.
Would it be hard to make a config option to make all the agressive "daylight" GoG mobs use the "Assist" AI instead?
One of the reason's GoG is so ruthless to new/vanilla players is that you're not free to explore/live properly in some biomes.
An option to make EVERY SINGLE GoG mob use the "Agressive" AI would also be useful for modpack/map creators.
That is not a bad idea. I'll see if I can implement it. It should be fairly easy given that hostile day mobs share a .class of their own.
You are right. One of the most common issues I read is the issue with some biomes being uninhabitable. I have been adding countermeasures for this (such as the Talisman of Protection and spawning limitations) but I guess additional options couldn't hurt.
Making them all aggressive though, well that seems like a different angle completely but I will see what I can do.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/10/2016
Posts:
46
Member Details
I wouldn't use it myself, But I figure making them all agressive would be useful for creating pre-made dungeons with customized mob spawners and stuff like that.
Or map quests that would involve stuff like scripted ambushes by mobs that are naturally passive like Centaurs.
I was referring to the Drowned and Phantom mobs introduced in 1.13, which can natively swim and fly (and fight!), respectively. A 1.13 version of GoG is of course still written in the stars, but in an earlier post (see below) Silentine expressed interest in the matter, so I was wondering if you already had any plans you were itching to realise; or if it was possible (however unlikely) to rip their code from 1.13 and transplant it back into 1.12.2 in some manner (but that'd be very surprising).
Thanks!
If this mod somehow manages to make it to 1.13, I would not mind trying to convert the current Underground mobs into actual ocean mobs using the code provided in 1.13.
I don't have plans to back port the code (not sure if I can even if I tried). Currently in 1.12.2, I feel the ocean biome is still pretty bland. Even when I was playing 1.10.2 I don't remember being enthusiastic about exploring the ocean.
Speaking of AI, I have yet to implement the AI from the 1.8+ vanilla Minecraft mobs. I feel Mojangs approach has become a bit more complicated for me to follow anymore. I have always wanted to have a Guardian type mob (Mind Flayer/Beholder?) but I could never figure out how to extract the code they used. *sigh*
The (1.6.0) release version for Minecraft 1.12.2 has now finally been finalized and released!
(If it is not present in the downloads page yet that is because it is still Under Review)
It has been 3 weeks since I started working on this mod again. Due the input of the community, I managed to fix up the beta a lot and get things done, especially with the recent help of mrbysco.
I cannot thank bloodmc, DoctorWiggles, P3pp3rf1y and mrbysco enough for helping me port the mod to 1.12.2. Without the help and contributions of these people, the mod would have most likely been left in development hell.
I think I need to take a short break from modding before I suffer from burnout. I still need to update the wikia and make a few graphics for the Discord server.
That is all. Thanks for staying tuned in with the development of the mod. It's been a rough journey, but we managed to get there.
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.
I'm already use Talisman, but Centaur and Satyress still spawning at spawn.
You can lay down blocks that day mobs cannot spawn on. Here is a list of blocks they can only spawn on.
I'll check if the Talisman does not work. It may seem that it does not work, but I feel they cross over from blocks that they can spawn on into the area the Talisman is currently in.
Just confirmed it; it doesn't work. Tested it on a skyblock map with the spawn rate set to 300,000.
Scratch that; it works. I believe the reason it may look like it is not working is due to the range in influence. It is shaped as a sphere. The 8 blocks radius is the tip of the influence.
I might increase the range to 16 to compensate for this.
Grimoire of Gaia 3 (1.6.1) for Minecraft (1.12.2) has now been uploaded.
It fixes a few bugs reported from the release version. I also overhauled the way rare and very rare drops work.
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.
Grimoire of Gaia 3 (1.6.2) for Minecraft (1.12.2) has now been uploaded.
Spawns have been fixed up to be more compatible with mutated biomes. Also fixed up the option to set hostile mobs that spawn during the day to be passive.
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.
Grimoire of Gaia 3 (1.6.3) for Minecraft (1.12.2) has now been uploaded.
Modified rare drops again and fixed a few unreported issues. The Protection Talismans effect should be more noticeable now as I have increased its range of effect from 8 to 16 effectively doubling it.
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.
Grimoire of Gaia 3 (1.6.4) for Minecraft (1.12.2) has now been uploaded.
First major update of the mod for the 1.12.2 version. Modified a ton of issues concerning the AI and added the ability to set a few selected mobs with the Iron Golem AI.
Iron Golems also no longer target Assist mobs in anymore. I feel this may resolve issues concerning assist mobs being targeted by mobs from other mods as well.
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.
Grimoire of Gaia 3 (1.6.5) for Minecraft (1.12.2) has now been uploaded.
A quick fix; Hostile mobs should now be hostile when encountered.
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.
Huh. It's been a while since I've had to log in, I didn't realise that Curse and Twitch had merged and now my old account seemed to have been lost into the ether. I'm slightly irritated as my new account name is asinine like one of ye olde Xbox Live gamer tags. Oh well, guess it doesn't really matter in the end.
In other, more topical, news I just ran into a crash. Upon cursory examination of the crash log, my guess is that the ranged variant of the minotaurus has broken AI that crashes the game.
Huh. It's been a while since I've had to log in, I didn't realise that Curse and Twitch had merged and now my old account seemed to have been lost into the ether. I'm slightly irritated as my new account name is asinine like one of ye olde Xbox Live gamer tags. Oh well, guess it doesn't really matter in the end.
In other, more topical, news I just ran into a crash. Upon cursory examination of the crash log, my guess is that the ranged variant of the minotaurus has broken AI that crashes the game.
Huh. It's been a while since I've had to log in, I didn't realise that Curse and Twitch had merged and now my old account seemed to have been lost into the ether. I'm slightly irritated as my new account name is asinine like one of ye olde Xbox Live gamer tags. Oh well, guess it doesn't really matter in the end.
In other, more topical, news I just ran into a crash. Upon cursory examination of the crash log, my guess is that the ranged variant of the minotaurus has broken AI that crashes the game.
The Curse/Twitch merging left a bad taste to a lot of users on the forum resulting in some users to move or even quit. Despite Curse being bought out by Amazon, I could never understand the need in merging the two accounts. It boggles my mind.
That is a ticking entity issue. It usually happens when upgrading versions on dedicated servers. The issue has been brought up in the GitHub issues tab (refer to issue #93).
The Curse/Twitch merging left a bad taste to a lot of users on the forum resulting in some users to move or even quit. Despite Curse being bought out by Amazon, I could never understand the need in merging the two accounts. It boggles my mind.
That is a ticking entity issue. It usually happens when upgrading versions on dedicated servers. The issue has been brought up in the GitHub issues tab (refer to issue #93).
Yeah, the incidental exposure which occurred when trying to look up if I could still merge my old MCForums account with my Twitch account (which I at least already had) had revealed that much. Enough about that though, it's in the past. No point in getting people riled up about old spilled milk.
Anyway, so that happened because of the upgrade to 1.6.5. It's worth noting, however, that this was in singleplayer and not multiplayer; although the singleplayer is an automatic local host dedicated server so that still makes sense, I suppose. I hope it will go away if I start a new world, then, because when re-launching the game it still crashed again. It should, since I have seen and fought minotaurus since upgrading to 1.6.5. It seems to only affect mobs that were spawned before the upgrade, which is strange. Do minotaurus not despawn? I was wandering around for a while after the upgrade and only crashed when I started returning to base.
In the end I suppose a restart doesn't really matter, since I'm playing my game in a fast and loose permadeath style and boy are there a lot of restarts with a combination of Mo' Creatures/Custom Mob Spawner and GoG3. It still stings a little since I had a finished base retrofit from a crypt dungeon from AtomicStryker's Ruins mod and a full set of iron plate armor, though...
Anyway, so that happened because of the upgrade to 1.6.5. It's worth noting, however, that this was in singleplayer and not multiplayer; although the singleplayer is an automatic local host dedicated server so that still makes sense, I suppose. I hope it will go away if I start a new world, then, because when re-launching the game it still crashed again. It should, since I have seen and fought minotaurus since upgrading to 1.6.5. It seems to only affect mobs that were spawned before the upgrade, which is strange. Do minotaurus not despawn? I was wandering around for a while after the upgrade and only crashed when I started returning to base.
In the end I suppose a restart doesn't really matter, since I'm playing my game in a fast and loose permadeath style and boy are there a lot of restarts with a combination of Mo' Creatures/Custom Mob Spawner and GoG3. It still stings a little since I had a finished base retrofit from a crypt dungeon from AtomicStryker's Ruins mod and a full set of iron plate armor, though...
It depends. They do despawn but I'm not sure about the mechanics behind it (how or when). If you want to force-despawn them I suggest setting the gamemode to Peaceful or using the /kill command to kill everything within range.
On a side note; I tend to play similarly except not fast and loose but just normally. I tend to build up a base then after a few days I restart (or if I die in lava). I'm not that dedicated to a single playthrough. The longest I have played in a single world would be at least a week.
Grimoire of Gaia 3 (1.6.6) for Minecraft (1.12.2) has now been uploaded.
Another quick fix; Ranged mobs who use bows should no longer cause issues.
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.
Would it be hard to make a config option to make all the agressive "daylight" GoG mobs use the "Assist" AI instead?
One of the reason's GoG is so ruthless to new/vanilla players is that you're not free to explore/live properly in some biomes.
An option to make EVERY SINGLE GoG mob use the "Agressive" AI would also be useful for modpack/map creators.
That is not a bad idea. I'll see if I can implement it. It should be fairly easy given that hostile day mobs share a .class of their own.
You are right. One of the most common issues I read is the issue with some biomes being uninhabitable. I have been adding countermeasures for this (such as the Talisman of Protection and spawning limitations) but I guess additional options couldn't hurt.
Making them all aggressive though, well that seems like a different angle completely but I will see what I can do.
I wouldn't use it myself, But I figure making them all agressive would be useful for creating pre-made dungeons with customized mob spawners and stuff like that.
Or map quests that would involve stuff like scripted ambushes by mobs that are naturally passive like Centaurs.
Thanks!
If this mod somehow manages to make it to 1.13, I would not mind trying to convert the current Underground mobs into actual ocean mobs using the code provided in 1.13.
I don't have plans to back port the code (not sure if I can even if I tried). Currently in 1.12.2, I feel the ocean biome is still pretty bland. Even when I was playing 1.10.2 I don't remember being enthusiastic about exploring the ocean.
Speaking of AI, I have yet to implement the AI from the 1.8+ vanilla Minecraft mobs. I feel Mojangs approach has become a bit more complicated for me to follow anymore. I have always wanted to have a Guardian type mob (Mind Flayer/Beholder?) but I could never figure out how to extract the code they used. *sigh*
Update:
The (1.6.0) release version for Minecraft 1.12.2 has now finally been finalized and released!
(If it is not present in the downloads page yet that is because it is still Under Review)
It has been 3 weeks since I started working on this mod again. Due the input of the community, I managed to fix up the beta a lot and get things done, especially with the recent help of mrbysco.
I cannot thank bloodmc, DoctorWiggles, P3pp3rf1y and mrbysco enough for helping me port the mod to 1.12.2. Without the help and contributions of these people, the mod would have most likely been left in development hell.
I think I need to take a short break from modding before I suffer from burnout. I still need to update the wikia and make a few graphics for the Discord server.
That is all. Thanks for staying tuned in with the development of the mod. It's been a rough journey, but we managed to get there.
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.
Feel free to join us over at the Discord channel as well.
How to prevent mobs spawning at spawn ?
I'm already use Talisman, but Centaur and Satyress still spawning at spawn.
You can lay down blocks that day mobs cannot spawn on. Here is a list of blocks they can only spawn on.
I'll check if the Talisman does not work.
It may seem that it does not work, but I feel they cross over from blocks that they can spawn on into the area the Talisman is currently in.Just confirmed it; it doesn't work. Tested it on a skyblock map with the spawn rate set to 300,000.Scratch that; it works. I believe the reason it may look like it is not working is due to the range in influence. It is shaped as a sphere. The 8 blocks radius is the tip of the influence.
I might increase the range to 16 to compensate for this.
Update:
Grimoire of Gaia 3 (1.6.1) for Minecraft (1.12.2) has now been uploaded.
It fixes a few bugs reported from the release version. I also overhauled the way rare and very rare drops work.
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.
Feel free to join us over at the Discord channel as well.
Update:
Grimoire of Gaia 3 (1.6.2) for Minecraft (1.12.2) has now been uploaded.
Spawns have been fixed up to be more compatible with mutated biomes. Also fixed up the option to set hostile mobs that spawn during the day to be passive.
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.
Feel free to join us over at the Discord channel as well.
Update:
Grimoire of Gaia 3 (1.6.3) for Minecraft (1.12.2) has now been uploaded.
Modified rare drops again and fixed a few unreported issues. The Protection Talismans effect should be more noticeable now as I have increased its range of effect from 8 to 16 effectively doubling it.
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.
Feel free to join us over at the Discord channel as well.
I'm not getting mob spawning. Maybe cause I'm using the OTG terrain generator?
It depends.
Maybe you are spawning biomes with incompatible blocks or maybe the Y-axis is too low? Here is a guide on how mobs spawn in the mod.
Update:
Grimoire of Gaia 3 (1.6.4) for Minecraft (1.12.2) has now been uploaded.
First major update of the mod for the 1.12.2 version. Modified a ton of issues concerning the AI and added the ability to set a few selected mobs with the Iron Golem AI.
Iron Golems also no longer target Assist mobs in anymore. I feel this may resolve issues concerning assist mobs being targeted by mobs from other mods as well.
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.
Feel free to join us over at the Discord channel as well.
Update:
Grimoire of Gaia 3 (1.6.5) for Minecraft (1.12.2) has now been uploaded.
A quick fix; Hostile mobs should now be hostile when encountered.
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.
Feel free to join us over at the Discord channel as well.
Huh. It's been a while since I've had to log in, I didn't realise that Curse and Twitch had merged and now my old account seemed to have been lost into the ether. I'm slightly irritated as my new account name is asinine like one of ye olde Xbox Live gamer tags. Oh well, guess it doesn't really matter in the end.
In other, more topical, news I just ran into a crash. Upon cursory examination of the crash log, my guess is that the ranged variant of the minotaurus has broken AI that crashes the game.
Crashlog pastebin (That's how you're supposed to do it, right?) here: https://pastebin.com/XnjSBEGN
There is an issue page for this mod and crash reports should go. You can find it linked from the Curse page: https://github.com/Silentine/GrimoireOfGaia/issues
The Curse/Twitch merging left a bad taste to a lot of users on the forum resulting in some users to move or even quit. Despite Curse being bought out by Amazon, I could never understand the need in merging the two accounts. It boggles my mind.
That is a ticking entity issue. It usually happens when upgrading versions on dedicated servers. The issue has been brought up in the GitHub issues tab (refer to issue #93).
Yeah, the incidental exposure which occurred when trying to look up if I could still merge my old MCForums account with my Twitch account (which I at least already had) had revealed that much. Enough about that though, it's in the past. No point in getting people riled up about old spilled milk.
Anyway, so that happened because of the upgrade to 1.6.5. It's worth noting, however, that this was in singleplayer and not multiplayer; although the singleplayer is an automatic local host dedicated server so that still makes sense, I suppose. I hope it will go away if I start a new world, then, because when re-launching the game it still crashed again. It should, since I have seen and fought minotaurus since upgrading to 1.6.5. It seems to only affect mobs that were spawned before the upgrade, which is strange. Do minotaurus not despawn? I was wandering around for a while after the upgrade and only crashed when I started returning to base.
In the end I suppose a restart doesn't really matter, since I'm playing my game in a fast and loose permadeath style and boy are there a lot of restarts with a combination of Mo' Creatures/Custom Mob Spawner and GoG3. It still stings a little since I had a finished base retrofit from a crypt dungeon from AtomicStryker's Ruins mod and a full set of iron plate armor, though...
It depends. They do despawn but I'm not sure about the mechanics behind it (how or when). If you want to force-despawn them I suggest setting the gamemode to Peaceful or using the /kill command to kill everything within range.
On a side note; I tend to play similarly except not fast and loose but just normally. I tend to build up a base then after a few days I restart (or if I die in lava). I'm not that dedicated to a single playthrough. The longest I have played in a single world would be at least a week.
Update:
Grimoire of Gaia 3 (1.6.6) for Minecraft (1.12.2) has now been uploaded.
Another quick fix; Ranged mobs who use bows should no longer cause issues.
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.
Feel free to join us over at the Discord channel as well.