Is this setting need to restart the game? because I set some of the mob to 0, and they're still spawning...
PS. ...and I did restart already still spawning
PS. or if it possible that some of the mod make them spawning eventhough the setting is set to 0?
Needs restart. Most config changes need restart.
A mod may be interfering with it as nobody else seems to have experienced it so far.
I would guess it could be likely a mob adding mod or a mod that modifies mobs.
I've probably asked this before, but is there / will there be any way to befriend a monster or its species, or tame an individual monster?
No.
Taming has been a feature that has been requested since 2012. It has already been 5 years and I have yet to make any progress to it due to the amount of time and effort it would take me. I have a feeling it would require me to rewrite all the mob AI; a huge undertaking which I have no clue where to even start.
I suggest using mods such as Custom NPC or Thaumic Horizons (1.7.10) for taming.
I downloaded the latest update and it worked; it naturally spawned mobs in, however I've had to switch to 1.7.10 and it now doesn't naturally spawn them in.
When I use the spawn eggs, if I walk away too far and come back they disappear?
Creating a monster spawner does not work either.
I've removed two other mods that may of caused the problem; Minecraft Comes Alive and Fairy Fractions - as it was working before I installed those - and now it still doesn't work.
Any ideas?
Thanks
I have not heard of this issue before for 1.7.10. Based on the length of time since it was released (2 years ago), I can only assume it may be caused by another mod on your side.
Mobs naturally despawn when there are no players close by. Spawning them in with spawn eggs makes no difference to this rule.
Try deleting the config file for the mod. This is the only solution I can think of besides it being a mod conflict.
Some did spawn naturally when I put some sand down, wasn't the mobs I was expecting (was expecting Sphinx, Anubis, etc), do you have a list of where the mobs are likely to spawn and at what A axis too?
Each mob page on the wikia lists what axis (limited to Y) they spawn in. Mostly anything below 60 Y are limited to underground/ocean mobs.
I am guessing the blocks used in your biomes (custom) are not any of the following listed in the page and/or is below 60 Y. However that only limits day and overworld mobs.
Its been a while since I was last here, and I'm glad the mod is still being updated. Anyways, have you considered adding a level 3 assist type mob?
I'll keep it updated as long as I can :). Although without the help of Doctor_Wiggles and Evaleia this mod would have been stuck at 1.7.10.
Nope, and I have no idea why. I guess I have reached the point where I feel comfortable with the current roster. I do change around Level 1 mobs though.
However, I do hold plans to make the Valkyrie a Assist type in the sense that it will attack the player if the player remains close to it for a certain period of time.
I'll keep it updated as long as I can :). Although without the help of Doctor_Wiggles and Evaleia this mod would have been stuck at 1.7.10.
Nope, and I have no idea why. I guess I have reached the point where I feel comfortable with the current roster. I do change around Level 1 mobs though.
However, I do hold plans to make the Valkyrie a Assist type in the sense that it will attack the player if the player remains close to it for a certain period of time.
Sounds interesting, though a level 3 assist can be very interesting to play around with as well, whether to leave them alone or risk agitating a group of 3 to 4 level 3 mobs, It would be a risk vs reward type of challenge. I think I may have mentioned this a while back with a brand new mob to experiment on this, in case you wanted to keep the other mobs the same.
Sounds interesting, though a level 3 assist can be very interesting to play around with as well, whether to leave them alone or risk agitating a group of 3 to 4 level 3 mobs, It would be a risk vs reward type of challenge. I think I may have mentioned this a while back with a brand new mob to experiment on this, in case you wanted to keep the other mobs the same.
Aren't EnderdragonGirls like that? If not, they should be... Kinda like deadlier zombiepigmen in the end.
Sounds interesting, though a level 3 assist can be very interesting to play around with as well, whether to leave them alone or risk agitating a group of 3 to 4 level 3 mobs, It would be a risk vs reward type of challenge. I think I may have mentioned this a while back with a brand new mob to experiment on this, in case you wanted to keep the other mobs the same.
The main reason Level 3 mobs are aggressive is because it would be easy for them to be contained (like building a box around them). Making them attack on sight at least makes it a bit more troublesome to do so. It is also the reason why they can scale walls.
The main reason Level 3 mobs are aggressive is because it would be easy for them to be contained (like building a box around them). Making them attack on sight at least makes it a bit more troublesome to do so. It is also the reason why they can scale walls.
I've always loved this mod, and I've recently decided to use it in adding a lot of flavor and variety to dungeons in an adventure map. However, it seems that trying to use GoG mobs in spawners has quite a few issues. Some mobs seem to work as normal in mob spawners, but others end up spawning absolutely nothing. this may or may not be an unfortunate side effect of the y level and biome spawn conditions set by the mod, but might there be a way to bypass this and make the GoG mobs work in any vanilla mob spawner under any conditions?
To be clear, I'm playing 1.10.2, with the latest version of the mod. I'm changing vanilla spawners using spawn eggs, and the spawners show up as the correct GoG mob type in Waila. They just simply don't spawn anything. Even following the y level and biome requirements from the wiki seems to result in nothing spawning.
EDIT: For example, I can't get the Matango to work in a mob spawner at all. Nor the Sahuagin. The Futakuchi-Onna, however, works fine.
I've always loved this mod, and I've recently decided to use it in adding a lot of flavor and variety to dungeons in an adventure map. However, it seems that trying to use GoG mobs in spawners has quite a few issues. Some mobs seem to work as normal in mob spawners, but others end up spawning absolutely nothing. this may or may not be an unfortunate side effect of the y level and biome spawn conditions set by the mod, but might there be a way to bypass this and make the GoG mobs work in any vanilla mob spawner under any conditions?
To be clear, I'm playing 1.10.2, with the latest version of the mod. I'm changing vanilla spawners using spawn eggs, and the spawners show up as the correct GoG mob type in Waila. They just simply don't spawn anything. Even following the y level and biome requirements from the wiki seems to result in nothing spawning.
EDIT: For example, I can't get the Matango to work in a mob spawner at all. Nor the Sahuagin. The Futakuchi-Onna, however, works fine.
I have no idea how monster spawners work. Although your comment on the Futakuchi-Onna working gives me a base to start with. That mob has the Y+60 and biome restrictions. It could be a issue within the way mobs are registered.
Taming of mobs has now been partially implemented.
I've forked the official 1.10.2 Grimoire of Gaia repository and added limited taming of hostile mobs.
Note: consider this an alpha pre-release. Expect it to have many bugs. Back up your worlds before installing.
Before reporting bugs:
If there's an issue with taming, please submit a bug report to the issues tab in my fork, not the main repository.
Check to make sure the issue isn't already listed here or in the issues tab.
As things are still in development, the mod is set to output lots of debug information to the Minecraft log. If there's a crash, please include your log text as well as the standard crash report Minecraft generates. (Edit: your log text can sometimes include personal info about you or your computer. Maybe just include the parts nearest the crash and read over it quickly to be sure you're not sharing anything you don't intend.)
Include a description of what you were doing in game when the crash occurred.
List any other mods & give Forge version.
Also Note: This fork completely messes up the game balance. I won't even pretend to have started addressing this. I'm posting the mod for feedback and bug testing purposes. This is not a full release.
Taming works like this:
Once you tame a Gaia mob by right clicking on it with a boxed lunch (dropped by rarely by Minics and very rarely by Futakuchi-Onnas), right clicking on it with a stick in hand will open up the tame mob control interface. There will be six buttons that determine the mob's behavior.
The first button determines if the tame mob will attack other hostile mobs once the tame mob becomes aware of them. Note it will target any EntityMob, except for an EntityMobHostileBase that's tame. Slimes, for example, are ignored. That's an issue I need to fix.
The second button determines if the tame mob will attack entities that attack their tamer.
The third button determines if the tame mob will follow the player.
The fourth button will eventually determine if the tame mob is sitting/stationary. I haven't implemented this yet, and I'm not sure how to go about it. Do we want the mob to just not move? or should it actively try to remain where you initially told it to sit? I'm now thinking it may be better not to have sitting at all. I want tame mobs to behave in such a way that you could imagine that they all have their own personal lives and opinions. And one of the things about people's personal lives is that they generally aren't willing to just drop everything and sit in one place until you tell them to stop. Instead, I'm think I'll call it something like "setting home," and it will designate the location where the mob currently is as their "home." Rather than staying in exactly one block, they'll wander around, but not go too far.
The fifth button is the "followPlayerNOW" which if toggled, will cause the mob to drop every other task (including defending itself/retaliating against attacks) and follow the player at around double its normal movement speed. It's useful if you're in creative and want the mob to keep up with your flight or if there are lots of enemies around and you want your mob to run without tying to fight any of them.
The sixth button determines if the tame mob will attack any target you attack. If this is on and you punch a sheep, your mob will start attacking it too.
Note all these flags are initially set to false on all recently tamed mobs. They are also saved in NBT data, so they persist across reloads.
You will also need to feed your mobs:
Once a mob is tame, right clicking on it with a food item in hand will heal the mob for twice the satiety value of the food.
In addition, I've implemented an "anger" mechanic. If you attack one of your tamed mobs, it will gain anger towards you. Specifically, it will gain 5 times the amount of damage you deal to it in anger. It will only become aggressive towards you if its anger becomes as high as its maximum health. (Meaning when you've delt 20% of its health in damage to it) At this point, it becomes aggressive to you and to all other players. You also will not be able to control it though the interface when its angry. (There are some client/server syncing issues here. You're not supposed to be able to access the interface of an angry mob, but the client can get confused about whether or not a mob is angry, so it will show you the gui, even if you can't use it)
Feeding mobs also lowers their anger by twice the the satiety value of the food. You must drop their anger to half of their maximum health before they stop attacking players. Note that anger is stored in NBT data, so relogging won't stop them attacking you.
I included an xp counter for the mobs that increases as deal damage (only melee attacks for now) and are hit by attacks. I don't actually do anything with the xp value, but I plan to in the future. Minecraft is all about progression. Anything you have, you should be able to upgrade, so if you have a tame mob, you should be able to upgrade it somehow. A well-implemented mob xp system could also allow for untamed mobs the player fights to have a more fine-tuned difficulty level.
I've also prevented all tame mobs from despawning.
This mod has a number of known issues and things that need to be added. See the issues page for more details.
Anyways, here's the download (download and unzip the zip file) for a compiled jar file that works when I use it (with the MultiMC launcher, forge version 1.10.2-12.18.3.2221 and with Infernal Mobs, Optifine, JourneyMap, JEI and Waila). Let me know if you have issues using it yourself.
I don't know if these modifications will be pulled into the official release. Silentine indicated that he was (quite reasonably) concerned about the possible difficulty involved in maintaining such a complex addition across Minecraft releases. If any more people would like to help with that, it'd probably make official integration more likely.
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.)
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.
Needs restart. Most config changes need restart.
A mod may be interfering with it as nobody else seems to have experienced it so far.
I would guess it could be likely a mob adding mod or a mod that modifies mobs.
At 1.5.4 many rare drops do not drop from monsters. I tried it in creative mode.
I've probably asked this before, but is there / will there be any way to befriend a monster or its species, or tame an individual monster?
Thanks for noticing this. To be honest I did not notice it until you brought it up.
That means ever since the 1.5.0+ (1.10.2) update, rare items do not drop from mobs as I have not touched the code for it.
No.
Taming has been a feature that has been requested since 2012. It has already been 5 years and I have yet to make any progress to it due to the amount of time and effort it would take me. I have a feeling it would require me to rewrite all the mob AI; a huge undertaking which I have no clue where to even start.
I suggest using mods such as Custom NPC or Thaumic Horizons (1.7.10) for taming.
I have not heard of this issue before for 1.7.10. Based on the length of time since it was released (2 years ago), I can only assume it may be caused by another mod on your side.
Mobs naturally despawn when there are no players close by. Spawning them in with spawn eggs makes no difference to this rule.
Try deleting the config file for the mod. This is the only solution I can think of besides it being a mod conflict.
Check under Spawn Mechanics in the wikia page.
Each mob page on the wikia lists what axis (limited to Y) they spawn in. Mostly anything below 60 Y are limited to underground/ocean mobs.
I am guessing the blocks used in your biomes (custom) are not any of the following listed in the page and/or is below 60 Y. However that only limits day and overworld mobs.
Its been a while since I was last here, and I'm glad the mod is still being updated. Anyways, have you considered adding a level 3 assist type mob?
I'll keep it updated as long as I can :). Although without the help of Doctor_Wiggles and Evaleia this mod would have been stuck at 1.7.10.
Nope, and I have no idea why. I guess I have reached the point where I feel comfortable with the current roster. I do change around Level 1 mobs though.
However, I do hold plans to make the Valkyrie a Assist type in the sense that it will attack the player if the player remains close to it for a certain period of time.
Sounds interesting, though a level 3 assist can be very interesting to play around with as well, whether to leave them alone or risk agitating a group of 3 to 4 level 3 mobs, It would be a risk vs reward type of challenge. I think I may have mentioned this a while back with a brand new mob to experiment on this, in case you wanted to keep the other mobs the same.
Aren't EnderdragonGirls like that? If not, they should be... Kinda like deadlier zombiepigmen in the end.
No. they're just like endermen where they attack if you look into their eyes. if there are other ender dragon girls around they won't help.
The main reason Level 3 mobs are aggressive is because it would be easy for them to be contained (like building a box around them). Making them attack on sight at least makes it a bit more troublesome to do so. It is also the reason why they can scale walls.
That's fair. I can understand that.
I've always loved this mod, and I've recently decided to use it in adding a lot of flavor and variety to dungeons in an adventure map. However, it seems that trying to use GoG mobs in spawners has quite a few issues. Some mobs seem to work as normal in mob spawners, but others end up spawning absolutely nothing. this may or may not be an unfortunate side effect of the y level and biome spawn conditions set by the mod, but might there be a way to bypass this and make the GoG mobs work in any vanilla mob spawner under any conditions?
To be clear, I'm playing 1.10.2, with the latest version of the mod. I'm changing vanilla spawners using spawn eggs, and the spawners show up as the correct GoG mob type in Waila. They just simply don't spawn anything. Even following the y level and biome requirements from the wiki seems to result in nothing spawning.
EDIT: For example, I can't get the Matango to work in a mob spawner at all. Nor the Sahuagin. The Futakuchi-Onna, however, works fine.
im confused what exactly do assist type mobs do?
See the wiki here.
If you want to know more about any individual assist mob, look here.
Basically, they will not attack unless attacked first. Also, all but the Ender Dragon Girl will assist eachother if you attack one of them.
I have no idea how monster spawners work. Although your comment on the Futakuchi-Onna working gives me a base to start with. That mob has the Y+60 and biome restrictions. It could be a issue within the way mobs are registered.
Once you tame a Gaia mob by right clicking on it with a boxed lunch (dropped by rarely by Minics and very rarely by Futakuchi-Onnas), right clicking on it with a stick in hand will open up the tame mob control interface. There will be six buttons that determine the mob's behavior.
Do we want the mob to just not move? or should it actively try to remain where you initially told it to sit?I'm now thinking it may be better not to have sitting at all. I want tame mobs to behave in such a way that you could imagine that they all have their own personal lives and opinions. And one of the things about people's personal lives is that they generally aren't willing to just drop everything and sit in one place until you tell them to stop. Instead, I'm think I'll call it something like "setting home," and it will designate the location where the mob currently is as their "home." Rather than staying in exactly one block, they'll wander around, but not go too far.You will also need to feed your mobs:
I included an xp counter for the mobs that increases as deal damage (only melee attacks for now) and are hit by attacks. I don't actually do anything with the xp value, but I plan to in the future. Minecraft is all about progression. Anything you have, you should be able to upgrade, so if you have a tame mob, you should be able to upgrade it somehow. A well-implemented mob xp system could also allow for untamed mobs the player fights to have a more fine-tuned difficulty level.
I've also prevented all tame mobs from despawning.
This mod has a number of known issues and things that need to be added. See the issues page for more details.
Anyways, here's the download (download and unzip the zip file) for a compiled jar file that works when I use it (with the MultiMC launcher, forge version 1.10.2-12.18.3.2221 and with Infernal Mobs, Optifine, JourneyMap, JEI and Waila). Let me know if you have issues using it yourself.
I don't know if these modifications will be pulled into the official release. Silentine indicated that he was (quite reasonably) concerned about the possible difficulty involved in maintaining such a complex addition across Minecraft releases. If any more people would like to help with that, it'd probably make official integration more likely.
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.)
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.