This is an update of the old Dungeon Mobs mod originally created be GnomeWorks. This a mod for those who like challenge. It doesn't add block, item, dimension, or pet -- just monsters that want to kill you. This is mod for those looking for more challenge in Minecraft, bringing some of the most terrifying creature. The mobs get harder the deeper you go, so be prepared for dangers in the deep places of your world.
There a few things I didn't quite get added: The blade trap is gone for now, the beamos still isn't there, and Lizalfos doesn't spawn its twin, and I was hoping to add more advanced config options. However, having used half my vacation updating this, some of that my have to wait while I take a break. However, I did add four all new mobs, the revenant, the vampire, the fallen angel, and the outer thing. Enjoy.
(More details later, pics, etc., coming soon -- I hope)
Due to some shenanigans, I have effectively taken over here.
I'll make you owner of the project on Curse if you like (or not, if you don't) -- all I ask is to see the fixed code, maybe I could learn from it.
I don't think I can change ownership of this thread, but at this point its mostly just an add for the Curse thread, which is where everyone gets their mods now.
I can't duplicate this bug. Have you edited the new spawn_rules.cfg file? Take a look at that file and make sure all the *SpawnAnywhere are set to false, since this turns off all special spawning restrictions if true. If this is still a problem use an the previous version for now -- the spawn configs was the only change.
Could you also tone down the trolls - the recent change to them seems to have made them insanely powerful ? I know they were supposed to become susceptible to fire - but it doesn't seem to work, and is of no help at all when they are spawning on the surface in your wooden buildings : )
Hmmm, they were easier in MC 1.5 than in MC1.6+ -- and GnomeWorks handled their regen in a strange way (something like level 10 regen potion). I suppose a troll overhaul to tone them down might make sense. Based on their spawning rules they aren't supposed to be that hard, and the 1.9 combat changes make regen more effective by limiting the players DPS. It might make more sense if it just healed without having potion anyway (the vampire does that, as do some revenants).
As for spawning on the surface: I've looked at it and tested it further, and still can't reproduce the bug -- I only get them spawning underground unless I set them to spawn anywhere on purpose. The code in each mob for this is very simple...
if (rakshasaIg || DungeonMobsHelper.isNearSpawner(world, this, mobName)) {
return super.getCanSpawnHere();
}
...basically it short-circuits if the rules are set to be ignored (or if near a spawner of the mob, but that is old). I can't figure out how this could not work, and in my own tests it does. Are you sure you dodn't have another mod interfering in some way -- I know Lycanite's Mobs used to mess a lot with the way MineFantasy mobs spawned (especially dragons)?
You can always use 5.4.7 instead of 5.5.0+, as the only change was adding this extra spawning config.
I've just uploaded a version 5.5.1. This nerfs the troll quite a bit, and also removes a bug in which "spawning anywhere" would cause troll and vampires to never spawn at all.
I still have no idea why spawn anywhere seems to always be on for some people, so no idea how to fix it.
I suspect Sunocure (the actually official mod owner now) may be involuntarily MIA for a while
That's really confusing, the code is mostly like this:
@Override
public boolean getCanSpawnHere() {
if (rakshasaIg || DungeonMobsHelper.isNearSpawner(world, this, mobName)) {
return super.getCanSpawnHere();
}
if (world.canBlockSeeSky(new BlockPos(posX, posY, posZ))) {
return false;
}
if (posY > 38.0D && !ignoreHeight) {
return false;
}
return super.getCanSpawnHere();
}
That's for rakshasa; I didn't use the rust monster specifically because it has a bunch of other stuff about spawning near metal. There is code to allow them to spawn near mob spawner for that monster. Then it immediately says no if it can see the sky, then it checks height -- and then, finally, it goes back to normal mob spawning where light is actually checked. I don't get what could go wrong, especially since it doesn't happen to me. So then I start going: Other mods? Forge version (shouldn't matter)? Java version (shouldn't really mater)? OS (also, shouldn't matter) ... what else is there? But the issue is still open -- I just wanted to make sure it was still a problem before closing it or saying help is wanted.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
281
Member Details
Mohawky, do the towers/other structures have Iron Bars in them or something? And is the Rust Monster's ability to spawn near metal overriding (or not taking into consideration) the height checks?
This is an update of the old Dungeon Mobs mod originally created be GnomeWorks. This a mod for those who like challenge. It doesn't add block, item, dimension, or pet -- just monsters that want to kill you. This is mod for those looking for more challenge in Minecraft, bringing some of the most terrifying creature. The mobs get harder the deeper you go, so be prepared for dangers in the deep places of your world.
Curse Page Here
There a few things I didn't quite get added: The blade trap is gone for now, the beamos still isn't there, and Lizalfos doesn't spawn its twin, and I was hoping to add more advanced config options. However, having used half my vacation updating this, some of that my have to wait while I take a break. However, I did add four all new mobs, the revenant, the vampire, the fallen angel, and the outer thing. Enjoy.
(More details later, pics, etc., coming soon -- I hope)
Older Versions (and more details + pics):
For 1.6.4 (and good pics)
For 1.7.10
Due to some shenanigans, I have effectively taken over here.
I'll make you owner of the project on Curse if you like (or not, if you don't) -- all I ask is to see the fixed code, maybe I could learn from it.
I don't think I can change ownership of this thread, but at this point its mostly just an add for the Curse thread, which is where everyone gets their mods now.
I can't duplicate this bug. Have you edited the new spawn_rules.cfg file? Take a look at that file and make sure all the *SpawnAnywhere are set to false, since this turns off all special spawning restrictions if true. If this is still a problem use an the previous version for now -- the spawn configs was the only change.
I'm not sure what that is then. For now I'll put it on the Issues.
Hmmm, they were easier in MC 1.5 than in MC1.6+ -- and GnomeWorks handled their regen in a strange way (something like level 10 regen potion). I suppose a troll overhaul to tone them down might make sense. Based on their spawning rules they aren't supposed to be that hard, and the 1.9 combat changes make regen more effective by limiting the players DPS. It might make more sense if it just healed without having potion anyway (the vampire does that, as do some revenants).
As for spawning on the surface: I've looked at it and tested it further, and still can't reproduce the bug -- I only get them spawning underground unless I set them to spawn anywhere on purpose. The code in each mob for this is very simple...
...basically it short-circuits if the rules are set to be ignored (or if near a spawner of the mob, but that is old). I can't figure out how this could not work, and in my own tests it does. Are you sure you dodn't have another mod interfering in some way -- I know Lycanite's Mobs used to mess a lot with the way MineFantasy mobs spawned (especially dragons)?
You can always use 5.4.7 instead of 5.5.0+, as the only change was adding this extra spawning config.
I've just uploaded a version 5.5.1. This nerfs the troll quite a bit, and also removes a bug in which "spawning anywhere" would cause troll and vampires to never spawn at all.
I still have no idea why spawn anywhere seems to always be on for some people, so no idea how to fix it.
I suspect Sunocure (the actually official mod owner now) may be involuntarily MIA for a while
Any look with this -- we aren't sure if this is an issue that need to say open at this point.
That's really confusing, the code is mostly like this:
That's for rakshasa; I didn't use the rust monster specifically because it has a bunch of other stuff about spawning near metal. There is code to allow them to spawn near mob spawner for that monster. Then it immediately says no if it can see the sky, then it checks height -- and then, finally, it goes back to normal mob spawning where light is actually checked. I don't get what could go wrong, especially since it doesn't happen to me. So then I start going: Other mods? Forge version (shouldn't matter)? Java version (shouldn't really mater)? OS (also, shouldn't matter) ... what else is there? But the issue is still open -- I just wanted to make sure it was still a problem before closing it or saying help is wanted.
Mohawky, do the towers/other structures have Iron Bars in them or something? And is the Rust Monster's ability to spawn near metal overriding (or not taking into consideration) the height checks?
That might be something to check.