Hey so I'm playing in that new Java 9 or whatever it's called version of the game, and Lycanites Mobs seems to be ignoring the configs. For example, before I used to be able to change the number of Afrits to spawn at once to 1. But when I started playing, several of them appeared at once.
Hey so I'm playing in that new Java 9 or whatever it's called version of the game, and Lycanites Mobs seems to be ignoring the configs. For example, before I used to be able to change the number of Afrits to spawn at once to 1. But when I started playing, several of them appeared at once.
There seems to be a weird problem with Lava spawning currently, however I'm writing a new JSON based spawning system from the ground up for the next major update where spawners can be configured with JSON files and custom spawners can be created too.
//....however I'm writing a new JSON based spawning system from the ground up for the next major update where spawners can be configured with JSON files and custom spawners can be created too.
Thanks!
Interesting. Do you have a repo or somewhere else where we can discuss this? Just quietly, CosmicDan is in the process of porting JAS to 1.12. I can't speak for him, but I'm definitely interested to know what features your spawner will have. I was always fond of your triggered spawns (Rock spawners, Tree, Sleep, Darkness, etc).
Interesting. Do you have a repo or somewhere else where we can discuss this? Just quietly, CosmicDan is in the process of porting JAS to 1.12. I can't speak for him, but I'm definitely interested to know what features your spawner will have. I was always fond of your triggered spawns (Rock spawners, Tree, Sleep, Darkness, etc).
The new JSON Spawners will be able to completely replace the current spawners such as from triggered events and more.
Each Spawner definition will have some special values such as the name of the spawner and will then be split into four sections:
Spawn Conditions - A list of condition entries that decide if the spawner can run or not such as minimum/maximum world day, world time, weather, player level, even things like player name and it'll be very easy for me to add new conditions as they are requested, so long as they aren't too complex.
Spawn Triggers - These determine what starts a spawn wave such as an Ore Break Trigger, specific block break trigger, player update tick, fishing, etc.
Spawn Locations - These determine where mobs spawn from the trigger location, some like the ores will probably just spawn at the trigger location itself, but others such as the player tick one will spawn either randomly around the player or in lava/water/fire/other specific blocks or on random surface locations, etc.
Spawn Mobs - A list of mobs to spawn (at first Lycanites Mobs only, but I will look at vanilla and other modded entities). Mobs can also be given a spawner via the config like the old system with the Spawner definition's name as a new spawn type entry, this way there are two ways to choose what mobs spawn from what spawners.
The new JSON Spawners will be able to completely replace the current spawners such as from triggered events and more.
Each Spawner definition will have some special values such as the name of the spawner and will then be split into four sections:
Spawn Conditions - A list of condition entries that decide if the spawner can run or not such as minimum/maximum world day, world time, weather, player level, even things like player name and it'll be very easy for me to add new conditions as they are requested, so long as they aren't too complex.
Spawn Triggers - These determine what starts a spawn wave such as an Ore Break Trigger, specific block break trigger, player update tick, fishing, etc.
Spawn Locations - These determine where mobs spawn from the trigger location, some like the ores will probably just spawn at the trigger location itself, but others such as the player tick one will spawn either randomly around the player or in lava/water/fire/other specific blocks or on random surface locations, etc.
Spawn Mobs - A list of mobs to spawn (at first Lycanites Mobs only, but I will look at vanilla and other modded entities). Mobs can also be given a spawner via the config like the old system with the Spawner definition's name as a new spawn type entry, this way there are two ways to choose what mobs spawn from what spawners.
"A list of condition entries that decide if the spawner can run or not such as minimum/maximum world day, world time, weather, player level, even things like player name"
Does this mean that mob spawns can scale to difficulty? This is something I know a lot of other people have been trying to do for a long time as well. One issue we've had on a server was that we couldn't spawn more difficult mobs by world time because a new player might have just started. Equally, some might have started months ago but still be at a low level because they hadn't played much. We also had ways for existing players to wipeout (their base could be destroyed, forcing them to start again).
One option was to limit more difficult spawns to distance from origin, the concept being that players tend to fan out the longer they've been playing, but our longest-playing member was right at spawn, and this doesn't work for survival servers where new players are randomly dispersed. The only solution I could see was to tap into player data (whether that be via the advancement system or some other data like XpTotal). Keep in mind that we always had a way to store our XP (or use it via an anvil, enchants or other mods). Time since last death was another consideration.
"A list of condition entries that decide if the spawner can run or not such as minimum/maximum world day, world time, weather, player level, even things like player name"
Does this mean that mob spawns can scale to difficulty? This is something I know a lot of other people have been trying to do for a long time as well. One issue we've had on a server was that we couldn't spawn more difficult mobs by world time because a new player might have just started. Equally, some might have started months ago but still be at a low level because they hadn't played much. We also had ways for existing players to wipeout (their base could be destroyed, forcing them to start again).
One option was to limit more difficult spawns to distance from origin, the concept being that players tend to fan out the longer they've been playing, but our longest-playing member was right at spawn, and this doesn't work for survival servers where new players are randomly dispersed. The only solution I could see was to tap into player data (whether that be via the advancement system or some other data like XpTotal). Keep in mind that we always had a way to store our XP (or use it via an anvil, enchants or other mods). Time since last death was another consideration.
I'll add distance from an origin, perhaps a condition based on a min and max range from a given specific xyz position, for servers that was a unique spawner for a designated area, maybe with an option to use the main world spawn too! I've also added player play-time which starts counting when a player first enters a world (if they've played for a while but w/o Lycanites Mobs then the count will be off though). Player level works great but as you said they can spend xp and level down. There's also the current world difficulty level as well.
I've also just added IRL month and day of month min/max as conditions as well for seasonal stuff. I'm open to any other suggestions as well, so long as they aren't overly complex it's super easy to add new conditions.
Oh and also there's a condition to check for the current Mob Event that's player allowing for extra mobs to spawn during events if desired. I will be making events fully modifiable next as well adding the ability to make brand new events up, though users will need a Resource Pack with the event graphics, lang entries and sounds, but in Minecraft 1.13 there will be Data Packs to fix this for servers.
Take the core mod, the bit that attaches to the cfg file that controlls everything, and make it a backbone library, make everything else dependant on this.
Then take each biome, and make it a seperate mod, and each one gets it's 3 cfg files in that sub folder, just like now.
Then, release one MORE mod, this sucker is nothing but a placeholder, a tiny bit of script that does almost nothing. BUT, it lists all the other mods as ones it depends on, so that twitch automagically slips them all into the pack, preventing people from having to find them.
For those who want detailed controll, or just to use smaller things, they then uninstall the master override, and then uninstall the bits they don't want.
I seriously have a pack that I maintain, that I can't release an update of, because twitch won't let me have lycanites.
Take the core mod, the bit that attaches to the cfg file that controlls everything, and make it a backbone library, make everything else dependant on this.
Then take each biome, and make it a seperate mod, and each one gets it's 3 cfg files in that sub folder, just like now.
Then, release one MORE mod, this sucker is nothing but a placeholder, a tiny bit of script that does almost nothing. BUT, it lists all the other mods as ones it depends on, so that twitch automagically slips them all into the pack, preventing people from having to find them.
For those who want detailed controll, or just to use smaller things, they then uninstall the master override, and then uninstall the bits they don't want.
I seriously have a pack that I maintain, that I can't release an update of, because twitch won't let me have lycanites.
Eventually I'll do something like this, the main problem is that it would take ages to upload all of the files individually and I update at least once a week currently. You can turn each group off via the configs in the mean time though. Perhaps if I could automatically build the mod into multiple jars and then auto upload them to Curse. Why wont Twitch let you use the mod anyways?
Ummm... the Quetzodracl icon texture has black and purple squares cause it says quetzodracl_texture.png. and i fixed it by changing it to quetzodracl_icon.png and i finally got the Quetzodracl icon texture working.
Twitch has been ignoring reports from a segment of the audiance for a while... the folks with slow connections.
It just executes a timeout if any mod in a pack takes too long to download.
It used to be a more reasonable length, but lately it's more brutal.
Hrm... I get what you mean, but your uploading the same amount of code, just in one package right now, so the hold up is the interface being bad for loading multiple things at once.
Course, you could fix that by concentrating on only one submod at a time. If you focused in the forest biome for a week, that's the only one you'd be loading up that week.
Twitch has been ignoring reports from a segment of the audiance for a while... the folks with slow connections.
It just executes a timeout if any mod in a pack takes too long to download.
It used to be a more reasonable length, but lately it's more brutal.
Hrm... I get what you mean, but your uploading the same amount of code, just in one package right now, so the hold up is the interface being bad for loading multiple things at once.
Course, you could fix that by concentrating on only one submod at a time. If you focused in the forest biome for a week, that's the only one you'd be loading up that week.
Unfortunately it doesn't quite work like that, the submods all revolve around the core mod and most of the time, changes I make to the core mod require all the submods to be updated as well and most of the stuff I do is with the core mod. The code itself is tiny, if I stripped all the images and sounds out of the mod it would be minuscule as it's mostly just text and compiled classes.
Mob models are disappearing when they get in a corner. Same thing happened with the Serpix.
Also, are shadow mob spawn chances weighted depending on the biome? I used to see tons of Chupacabras and Shades in Plains / Forest / Extreme Hills, but I started a new game in an Ice biome and I've only seen a couple Chupacabras and zero Shades.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/28/2013
Posts:
74
Xbox:
GingerNo7
Member Details
I'm on 1.11.2 for minecraft, and for some reason, the only mobs from this mod that spawn are the nether ones. I have it as the only mod running, redownloaded it, and still nothing.
I've done some testing, and it appears that only the 1.11.2 versions of this mod have a spawning problem. Any ideas on how to fix this?
Mob models are disappearing when they get in a corner. Same thing happened with the Serpix.
Also, are shadow mob spawn chances weighted depending on the biome? I used to see tons of Chupacabras and Shades in Plains / Forest / Extreme Hills, but I started a new game in an Ice biome and I've only seen a couple Chupacabras and zero Shades.
Grues have a stealth ability when in dark areas making them invisible and the worms like the Serpix will burrow into the ground and go invisible as well.
Shadow Mobs typically spawn in dark areas underground below world height 64, in cold areas you are possibly higher up in the mountains and thus underground but above Y64 which is why there might be as many. You need to go deep!
I'm on 1.11.2 for minecraft, and for some reason, the only mobs from this mod that spawn are the nether ones. I have it as the only mod running, redownloaded it, and still nothing.
I've done some testing, and it appears that only the 1.11.2 versions of this mod have a spawning problem. Any ideas on how to fix this?
Are you running any other mods that could affect things like Custom Mob Spawner?
Hi Lycanite, I have a mob idea (perhaps for shadow mobs)! Basically it is a creature inspired by the Mind Flayers fron D&D, and in game it would be found in really deep layers (sorta like underdark). It doesnt have to be an intelligent creature like source material, and instead could be more like a feral animal. In game, the Mind Flayer could use paralyze spells and drain exp from the player (along with some health), and on death the EXP will be returned back to the player. They may also drop enchanted books and some rare potion ingredients.
Edit: To add to this idea further, this mob can also mind control pets or minions temporarily to attack you (perhaps at reduced damage). Mind Flayers can have a very weak physical attack, but excels with psionic abilities.
umm..why only 1.12.2 and no 1.12?
Looks like it also works on 1.12 and I'd assume 1.12.1 too! I've updated the file on Curse to show for these versions as well.
i DID test it..
it simply says its for 1.12.2 and not 1.12 ...
not sure why tho..
the last update of course..
Hey so I'm playing in that new Java 9 or whatever it's called version of the game, and Lycanites Mobs seems to be ignoring the configs. For example, before I used to be able to change the number of Afrits to spawn at once to 1. But when I started playing, several of them appeared at once.
So many mods, so little time.
Test it and I want to say that it's the best mod from my practice!
http://strikeforceheroes2game.com/
I've added the rest of the standard mobs now, but I still need to add the 3 new dragons.
There seems to be a weird problem with Lava spawning currently, however I'm writing a new JSON based spawning system from the ground up for the next major update where spawners can be configured with JSON files and custom spawners can be created too.
Thanks!
Interesting. Do you have a repo or somewhere else where we can discuss this? Just quietly, CosmicDan is in the process of porting JAS to 1.12. I can't speak for him, but I'm definitely interested to know what features your spawner will have. I was always fond of your triggered spawns (Rock spawners, Tree, Sleep, Darkness, etc).
LycanitesMobs is on github here https://github.com/Lycanite/LycanitesMobs/
The new JSON Spawners will be able to completely replace the current spawners such as from triggered events and more.
Each Spawner definition will have some special values such as the name of the spawner and will then be split into four sections:
"A list of condition entries that decide if the spawner can run or not such as minimum/maximum world day, world time, weather, player level, even things like player name"
Does this mean that mob spawns can scale to difficulty? This is something I know a lot of other people have been trying to do for a long time as well. One issue we've had on a server was that we couldn't spawn more difficult mobs by world time because a new player might have just started. Equally, some might have started months ago but still be at a low level because they hadn't played much. We also had ways for existing players to wipeout (their base could be destroyed, forcing them to start again).
One option was to limit more difficult spawns to distance from origin, the concept being that players tend to fan out the longer they've been playing, but our longest-playing member was right at spawn, and this doesn't work for survival servers where new players are randomly dispersed. The only solution I could see was to tap into player data (whether that be via the advancement system or some other data like XpTotal). Keep in mind that we always had a way to store our XP (or use it via an anvil, enchants or other mods). Time since last death was another consideration.
I'll add distance from an origin, perhaps a condition based on a min and max range from a given specific xyz position, for servers that was a unique spawner for a designated area, maybe with an option to use the main world spawn too! I've also added player play-time which starts counting when a player first enters a world (if they've played for a while but w/o Lycanites Mobs then the count will be off though). Player level works great but as you said they can spend xp and level down. There's also the current world difficulty level as well.
I've also just added IRL month and day of month min/max as conditions as well for seasonal stuff. I'm open to any other suggestions as well, so long as they aren't overly complex it's super easy to add new conditions.
Oh and also there's a condition to check for the current Mob Event that's player allowing for extra mobs to spawn during events if desired. I will be making events fully modifiable next as well adding the ability to make brand new events up, though users will need a Resource Pack with the event graphics, lang entries and sounds, but in Minecraft 1.13 there will be Data Packs to fix this for servers.
Shame that our mighty overlords have made a minecraft client that refuses to let your mod be downloaded on a slow connection.
Alas there is nothing more cruel. I'm going to look at reducing the file size soon, I think a lot of the png textures could be better exported.
I've got an idea.
If you'd listen?
Take the core mod, the bit that attaches to the cfg file that controlls everything, and make it a backbone library, make everything else dependant on this.
Then take each biome, and make it a seperate mod, and each one gets it's 3 cfg files in that sub folder, just like now.
Then, release one MORE mod, this sucker is nothing but a placeholder, a tiny bit of script that does almost nothing. BUT, it lists all the other mods as ones it depends on, so that twitch automagically slips them all into the pack, preventing people from having to find them.
For those who want detailed controll, or just to use smaller things, they then uninstall the master override, and then uninstall the bits they don't want.
I seriously have a pack that I maintain, that I can't release an update of, because twitch won't let me have lycanites.
Eventually I'll do something like this, the main problem is that it would take ages to upload all of the files individually and I update at least once a week currently. You can turn each group off via the configs in the mean time though. Perhaps if I could automatically build the mod into multiple jars and then auto upload them to Curse. Why wont Twitch let you use the mod anyways?
Oops thanks for letting me know!
Because it's too large.
Twitch has been ignoring reports from a segment of the audiance for a while... the folks with slow connections.
It just executes a timeout if any mod in a pack takes too long to download.
It used to be a more reasonable length, but lately it's more brutal.
Hrm... I get what you mean, but your uploading the same amount of code, just in one package right now, so the hold up is the interface being bad for loading multiple things at once.
Course, you could fix that by concentrating on only one submod at a time. If you focused in the forest biome for a week, that's the only one you'd be loading up that week.
Unfortunately it doesn't quite work like that, the submods all revolve around the core mod and most of the time, changes I make to the core mod require all the submods to be updated as well and most of the stuff I do is with the core mod. The code itself is tiny, if I stripped all the images and sounds out of the mod it would be minuscule as it's mostly just text and compiled classes.
Mob models are disappearing when they get in a corner. Same thing happened with the Serpix.
Also, are shadow mob spawn chances weighted depending on the biome? I used to see tons of Chupacabras and Shades in Plains / Forest / Extreme Hills, but I started a new game in an Ice biome and I've only seen a couple Chupacabras and zero Shades.
So many mods, so little time.
I'm on 1.11.2 for minecraft, and for some reason, the only mobs from this mod that spawn are the nether ones. I have it as the only mod running, redownloaded it, and still nothing.
I've done some testing, and it appears that only the 1.11.2 versions of this mod have a spawning problem. Any ideas on how to fix this?
There's a bug where the Beastiary sometimes shows up empty when it's not, reopening it might fix that. It's a server bug I'll look into.
Sounds like a fun fight, I'm going to be thinking up a lot of boss fights in the near future, the dragon bosses might be a while off yet though.
Grues have a stealth ability when in dark areas making them invisible and the worms like the Serpix will burrow into the ground and go invisible as well.
Shadow Mobs typically spawn in dark areas underground below world height 64, in cold areas you are possibly higher up in the mountains and thus underground but above Y64 which is why there might be as many. You need to go deep!
I'll add a creative check to the default darkness.json, in the mean time you can add a player condition that checks for creative mode to fix it.
Are you running any other mods that could affect things like Custom Mob Spawner?
Hi Lycanite, I have a mob idea (perhaps for shadow mobs)! Basically it is a creature inspired by the Mind Flayers fron D&D, and in game it would be found in really deep layers (sorta like underdark). It doesnt have to be an intelligent creature like source material, and instead could be more like a feral animal. In game, the Mind Flayer could use paralyze spells and drain exp from the player (along with some health), and on death the EXP will be returned back to the player. They may also drop enchanted books and some rare potion ingredients.
Edit: To add to this idea further, this mob can also mind control pets or minions temporarily to attack you (perhaps at reduced damage). Mind Flayers can have a very weak physical attack, but excels with psionic abilities.