Interesting to know. Good to know you have a road map for the mod.
It is an idea that I had for months. Or years.
It really just depends on the timing. I have a ton of ideas on my to-do-list that I want to implement but due to coding issues they don't really follow through. I'm pretty much limited to what code I can access or understand.
The idea I proposed is possible using the current system I have setup using entities but I would really prefer it to be a craftable block.
You are the first person to comment on the additional sounds. You can thank MohawkyMagoo for contributing them.
I have plans to add more in future. It depends if I can find resources for them. Female mobs though are still an issue; I plan to at least give them stepping sounds at some point.
For some reason I cannot get Toads to spawn. I am using Biomes of Plenty but I have tried vanilla swamp biomes in this world too. Sludge girls, nagas, and sirens are spawning fine but not the Toad. I've even tried boosting her spawn rate to 100 in the config.
For some reason I cannot get Toads to spawn. I am using Biomes of Plenty but I have tried vanilla swamp biomes in this world too. Sludge girls, nagas, and sirens are spawning fine but not the Toad. I've even tried boosting her spawn rate to 100 in the config.
They don't spawn in the swamp biome. They spawn in the Roofed Forest biome along with the Matango and Witch.
Grimoire of Gaia 3 (1.6.9) for Minecraft (1.12.2) has now been uploaded.
A major update. It deals mostly with implementing suggested features and fixing a few bugs.
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.
Me when the minotaur spawns with a group of minotarus right outside your house and they have Morock back up dancers from lycanitesmobs and i only have bone weapons.
keep up the good work.
also any future plans to make the Assist type monsters actually help you? or hire them as guards?
also any future plans to make the Assist type monsters actually help you? or hire them as guards?
Currently a majority of them (limited to Tier 1 mobs) can be given Monster Feed and they will act like Iron Golems. They will not follow the player around nor can they be ordered.
For some reason I get the feeling that your mobs keep spawning near me while I'm not looking. For example I'm in the nether, just building a bridge, and suddenly I'm getting f###ed by a Baphomet from behind. I'm pretty sure I should have seen it if it was there beforehand, and this has happened on multiple occasions. Is that intended? I don't have a problem with hard mobs, but it would really be better imho if you could prepare in advance, and not just suddenly have them ambush you while you're in a disadvantageous situation.
For some reason I get the feeling that your mobs keep spawning near me while I'm not looking. For example I'm in the nether, just building a bridge, and suddenly I'm getting f###ed by a Baphomet from behind. I'm pretty sure I should have seen it if it was there beforehand, and this has happened on multiple occasions. Is that intended? I don't have a problem with hard mobs, but it would really be better imho if you could prepare in advance, and not just suddenly have them ambush you while you're in a disadvantageous situation.
It's a bit more troublesome to keep mobs away from you in the nether in general, if I remember correctly.
Despite the whole zone appearing rather bright, mobs can spawn anywhere and everywhere (that isn't too close to the player unless it's behind a corner, wall, pillar etc.) which, combined with the GoG mob's long lines of sight, leads to foes attacking out of the blue (or in this case, out of the red) rather often.
My suggestion? Paranoia. No, seriously. If you're anywhere that mobs can be, keep your ears tuned and don't look one single direction for more than three to five seconds without stopping and looking around and you're much less likely to get ambushed, at the cost of slightly reduced work efficiency and slightly increased pulse.
And if you're going to build a bridge, it's probably for the best if you do it properly. I'm assuming it was just a one block wide bridge, because that's the fastest and most material efficient build (although that's somewhat dangerous and not really recommendable even in vanilla). I recommend at least two blocks wide plus walls at least two blocks high on either side. If it's going to see regular use, anyway. You can cut out two whole lines of material by having the walls floating diagonally adjacent to the bridge floor, rather than actually being directly attached to the bridge floor.
The pattern, seen from the front/back, would look something like this:
BAAB
BAAB
ABBA
Legend:
B = material block
A = air/blank space
That will make it wide enough to comfortably fight on, if needed, and wide enough for mounts to fit across as well. The walls will provide (relatively, if they are, indeed, only two blocks tall) sufficient protection against both projectiles and lines of sight. Such a bridge could also be upgraded in a couple different ways afterwards as well.
It could be upgraded with torches, which will still keep mobs from spawning in the nether as usual if I remember correctly; I would place them along the top (not the side, or they could be broken accidentally if a fight occurs) of one of the walls (unless the walls are more than two blocks tall, then you would want to place them along the side of one of the walls, three blocks above the bridge floor), spaced eight blocks apart (ten if you want to be stingy, but that may let the light level get low enough for some of the bridge's blocks to have a very low but still possible spawn chance).
And it can also be upgraded with a rail line, if you're so inclined, for very fast, food-efficient travel from one end to the other. I would, however, not recommend placing a rail line without also upgrading the bridge with lighting as that sounds like a great way to suffer reverse drive-bys.
hello, i couldnt find anything on this, is there a way to disable level 3 spawn explosions? i end repairing too many holes just because i go and fight the mobs every night
Hi, dear author! I wonder how can I make some "hostile to player" mobs become "hostile only when player attacks them" mobs, what should I change in the script to do this?
I really love the idea of mob traders! It's genius! so I want to make some other mobs added in this mod into traders, too! Can you teach me what should I do?
I also want to change what mob traders sell and buy, for example, I wants to make the creeper girl sell gunpowder instead of buying gunpowder, what should I do?
Thanks and sorry for all of these questions, but I really like this mod, and it's the actual reason I'm back playing minecraft in my free time after junior high school! Thank you! (sorry if my questions have already been asked by others numerous times..
Any chance there could be work done on the spawning code to allow mods like InControl to spawn these mobs anywhere via its rules instead of them being tied to biomes that may not exist in a modpack?
hello, i couldnt find anything on this, is there a way to disable level 3 spawn explosions? i end repairing too many holes just because i go and fight the mobs every night
Currently? No.
However, I will consider adding the option in the future.
Hi, dear author! I wonder how can I make some "hostile to player" mobs become "hostile only when player attacks them" mobs, what should I change in the script to do this?
Do you mean the config? If so; not possible.
If you mean the actual script found on GitHub, removing the line of code that makes the attack players from the main file EntityMobHostileBase should work.
I really love the idea of mob traders! It's genius! so I want to make some other mobs added in this mod into traders, too! Can you teach me what should I do?
I also want to change what mob traders sell and buy, for example, I wants to make the creeper girl sell gunpowder instead of buying gunpowder, what should I do?
Thanks and sorry for all of these questions, but I really like this mod, and it's the actual reason I'm back playing minecraft in my free time after junior high school! Thank you! (sorry if my questions have already been asked by others numerous times..
I suggest using a mod called Custom NPCs to make your own traders.
Any chance there could be work done on the spawning code to allow mods like InControl to spawn these mobs anywhere via its rules instead of them being tied to biomes that may not exist in a modpack?
I'm not sure. I don't know how InControl works.
Besides, this mod uses the BiomeDictionary to spawn mobs. They are not directly tied to a specific biome although the conditions for them are tailored to be.
Besides, this mod uses the BiomeDictionary to spawn mobs. They are not directly tied to a specific biome although the conditions for them are tailored to be.
I think that might be the issue. It's possible that this issue being discussed by the InControl folks is part of it:
At any rate, I've never been able to get GoG mobs to spawn using InControl rules that I know work with both vanilla and modded mobs. Not sure what the issue is, but I'd love to see it solved so that I can get things working in our mod pack.
This question is simply out of my curiosity, I want to ask about the mod you suggested “Custom NPCs”, is it also the exact same tool you used to create your trader npcs?
It is an idea that I had for months. Or years.
It really just depends on the timing. I have a ton of ideas on my to-do-list that I want to implement but due to coding issues they don't really follow through. I'm pretty much limited to what code I can access or understand.
The idea I proposed is possible using the current system I have setup using entities but I would really prefer it to be a craftable block.
Silentine, i was curious was development on the taming branch of Grimoire of Gaia 3 dropped? or did the link just go down.
The original author behind the branch, ATotalGit, deleted/deactivated his GitHub account removing the taming branch in the process.
The last time I contacted him was around 2 years ago concerning creating a GUI for the taming menu. Sadly he never replied back.
Really nice to see some mob sounds being added!
You are the first person to comment on the additional sounds. You can thank MohawkyMagoo for contributing them.
I have plans to add more in future. It depends if I can find resources for them. Female mobs though are still an issue; I plan to at least give them stepping sounds at some point.
For some reason I cannot get Toads to spawn. I am using Biomes of Plenty but I have tried vanilla swamp biomes in this world too. Sludge girls, nagas, and sirens are spawning fine but not the Toad. I've even tried boosting her spawn rate to 100 in the config.
They don't spawn in the swamp biome. They spawn in the Roofed Forest biome along with the Matango and Witch.
Update:
Grimoire of Gaia 3 (1.6.9) for Minecraft (1.12.2) has now been uploaded.
A major update. It deals mostly with implementing suggested features and fixing a few bugs.
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.
Me when the minotaur spawns with a group of minotarus right outside your house and they have Morock back up dancers from lycanitesmobs and i only have bone weapons.
keep up the good work.
also any future plans to make the Assist type monsters actually help you? or hire them as guards?
Just wondering what the prefix for this mod is so I can make NetherEx's thornstalk not hurt succubi/etc.
Currently a majority of them (limited to Tier 1 mobs) can be given Monster Feed and they will act like Iron Golems. They will not follow the player around nor can they be ordered.
Here it is:
For some reason I get the feeling that your mobs keep spawning near me while I'm not looking. For example I'm in the nether, just building a bridge, and suddenly I'm getting f###ed by a Baphomet from behind. I'm pretty sure I should have seen it if it was there beforehand, and this has happened on multiple occasions. Is that intended? I don't have a problem with hard mobs, but it would really be better imho if you could prepare in advance, and not just suddenly have them ambush you while you're in a disadvantageous situation.
It's a bit more troublesome to keep mobs away from you in the nether in general, if I remember correctly.
Despite the whole zone appearing rather bright, mobs can spawn anywhere and everywhere (that isn't too close to the player unless it's behind a corner, wall, pillar etc.) which, combined with the GoG mob's long lines of sight, leads to foes attacking out of the blue (or in this case, out of the red) rather often.
My suggestion? Paranoia. No, seriously. If you're anywhere that mobs can be, keep your ears tuned and don't look one single direction for more than three to five seconds without stopping and looking around and you're much less likely to get ambushed, at the cost of slightly reduced work efficiency and slightly increased pulse.
And if you're going to build a bridge, it's probably for the best if you do it properly. I'm assuming it was just a one block wide bridge, because that's the fastest and most material efficient build (although that's somewhat dangerous and not really recommendable even in vanilla). I recommend at least two blocks wide plus walls at least two blocks high on either side. If it's going to see regular use, anyway. You can cut out two whole lines of material by having the walls floating diagonally adjacent to the bridge floor, rather than actually being directly attached to the bridge floor.
The pattern, seen from the front/back, would look something like this:
BAAB
BAAB
ABBA
Legend:
B = material block
A = air/blank space
That will make it wide enough to comfortably fight on, if needed, and wide enough for mounts to fit across as well. The walls will provide (relatively, if they are, indeed, only two blocks tall) sufficient protection against both projectiles and lines of sight. Such a bridge could also be upgraded in a couple different ways afterwards as well.
It could be upgraded with torches, which will still keep mobs from spawning in the nether as usual if I remember correctly; I would place them along the top (not the side, or they could be broken accidentally if a fight occurs) of one of the walls (unless the walls are more than two blocks tall, then you would want to place them along the side of one of the walls, three blocks above the bridge floor), spaced eight blocks apart (ten if you want to be stingy, but that may let the light level get low enough for some of the bridge's blocks to have a very low but still possible spawn chance).
And it can also be upgraded with a rail line, if you're so inclined, for very fast, food-efficient travel from one end to the other. I would, however, not recommend placing a rail line without also upgrading the bridge with lighting as that sounds like a great way to suffer reverse drive-bys.
hello, i couldnt find anything on this, is there a way to disable level 3 spawn explosions? i end repairing too many holes just because i go and fight the mobs every night
Hi, dear author! I wonder how can I make some "hostile to player" mobs become "hostile only when player attacks them" mobs, what should I change in the script to do this?
I really love the idea of mob traders! It's genius! so I want to make some other mobs added in this mod into traders, too! Can you teach me what should I do?
I also want to change what mob traders sell and buy, for example, I wants to make the creeper girl sell gunpowder instead of buying gunpowder, what should I do?
Thanks and sorry for all of these questions, but I really like this mod, and it's the actual reason I'm back playing minecraft in my free time after junior high school! Thank you! (sorry if my questions have already been asked by others numerous times..
Any chance there could be work done on the spawning code to allow mods like InControl to spawn these mobs anywhere via its rules instead of them being tied to biomes that may not exist in a modpack?
Currently? No.
However, I will consider adding the option in the future.
Do you mean the config? If so; not possible.
If you mean the actual script found on GitHub, removing the line of code that makes the attack players from the main file EntityMobHostileBase should work.
I suggest using a mod called Custom NPCs to make your own traders.
I'm not sure. I don't know how InControl works.
Besides, this mod uses the BiomeDictionary to spawn mobs. They are not directly tied to a specific biome although the conditions for them are tailored to be.
I think that might be the issue. It's possible that this issue being discussed by the InControl folks is part of it:
https://github.com/McJtyMods/InControl/issues/109
At any rate, I've never been able to get GoG mobs to spawn using InControl rules that I know work with both vanilla and modded mobs. Not sure what the issue is, but I'd love to see it solved so that I can get things working in our mod pack.
Thanks for the reply! Dear author!
This question is simply out of my curiosity, I want to ask about the mod you suggested “Custom NPCs”, is it also the exact same tool you used to create your trader npcs?
Thanks again^ ^
He coded GoG traders himself, based on vanilla villagers.