Most of the changes in the 1.10.2 update are related to adopting the concepts Minecraft 1.9 and 1.10 introduced such as dual wielding, strifing archers, Lingering Potions and Tipped Arrows. It is also to be noted that I improved the mob animations and tweaked the textures.
Spawns have been tweaked a lot. Level 3 mobs no longer spawn naturally but instead have a chance to spawn from specific mobs (can set to spawn naturally through the config.
Biomes that have aggressive mobs that spawn during the day are now limited to 1 per biome during the day (no more Cockatrice/Harpy team ups). Speaking of spawns, some mobs have been moved around:
Harpy (Desert/Day) = (Plains/Night)
Naga (Swamp/Day) = (Swamp/Night)
Yeti (Ice Plains/Day) = (Ice Plains/Night)
The following mobs have also been replaced/removed:
Cockatrice
Gryphon
Swamper
Jorogumo
I also added a damage cap on all mobs (can be adjusted through the config) to prevent OP items from instakilling mobs. Bypassing damage now also applies to ranged attacks (thanks to Doctor_Wiggles).
The 1.10.2 update will probably be released within either the 3rd or 4th week of January.
EDIT:
Changed the dates to the 3rd and 4th week of January due to loss of interest in working on the update. I guess I got burned out while working on it during the holiday season.
The Meaning of Life, the Universe, and Everything.
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It would be nice if in the newer version the mobs that use potions(such as satyrs and centaurs) actually dropped small phials that restore a tiny amount of health, or a very rare drop of vanilla normal health potions.
I've been playing with naturalRegeneration disabled and seeing those mobs healing themselves so easily made me think that they could be a potential source of player healing too.
It would be nice if in the newer version the mobs that use potions(such as satyrs and centaurs) actually dropped small phials that restore a tiny amount of health, or a very rare drop of vanilla normal health potions.
I've been playing with naturalRegeneration disabled and seeing those mobs healing themselves so easily made me think that they could be a potential source of player healing too.
I thought of the idea before but felt it would take up inventory space (especially later in the session) and can be abused. The fact that none of the vanilla mobs drop any healing items is evidence to this. The closest thing I added to a healing item was the Rotten Heart.
What I always wanted to implement though was a heart system similar to the Legend of Zelda where monsters can drop hearts that heal the player on contact. That way the player cannot store hearts away for later use.
The Meaning of Life, the Universe, and Everything.
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I see, that does make sense. I was thinking of a really weak drink something like regeneration for only 2 seconds and maybe also slowness for 2 seconds to simulate the way the mobs use it and it could be stackable since it'd be so weak.
I think the way those mobs can retreat and heal themselves really adds a lot to the combat, I'd like to have more mobs doing that, but also giving the players some early game weak potions since the vanilla ones need many late game items. A fun way to have more monsters with those potions would be for most humanoid monster to have a chance on spawn to carry and be able to use potions, and those that do should have a chance to drop it on kill, this way the monster roster would get more dynamic without being too overwhelming with every single monster running and healing.
And what you're describing sort of happens with a mod called Event Tweaks on curseforge.
It can make so that each XP orb obtained heals you a tiny bit. That's what I'm using in my "no natural regen world".
I think the way those mobs can retreat and heal themselves really adds a lot to the combat, I'd like to have more mobs doing that, but also giving the players some early game weak potions since the vanilla ones need many late game items.
I might do that. Been playing around with the AI lately. The reason why I avoided adding such AI to other mobs was because I feared that it was complicated to update between MC versions and that it would take up memory. Initially it did cause memory issues but I fixed it (I think).
A fun way to have more monsters with those potions would be for most humanoid monster to have a chance on spawn to carry and be able to use potions, and those that do should have a chance to drop it on kill, this way the monster roster would get more dynamic without being too overwhelming with every single monster running and healing.
If I cannot implement a heart system I will consider it. It would have to serve an alternate purpose though. As I have said they would be considered junk and useless later in the session.
Loving the mod so far in 1.10.2. I included this mod in my very hard SMP server-pack and i already had a couple of people ragequit the server because of this mod xD.
On another note, however, i was wondering if the day hostile mobs can be prevented with torches? Or, is building on top of a mountain forever deadly? Basically curious if i build a closed yard area with torches, for example, will they still spawn inside the yard(day hostiles)? Thanks!
The Meaning of Life, the Universe, and Everything.
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That's a good question.
Anyways, you should get the Torch Master mod from curseforge and you're (probably) safe. Keep an iron golem around for good measure.
Something that always crosses my mind is the ability to be able to coexist with those normally agressive mobs. A headgear that makes all agressive gaia mobs from a specific biome act like zombie pigmen and only attack you if you attack them first would be amazing, like Hills Crown, Desert Crown, Plains Crown, etc.
Maybe as a rare drop from the bosses? Maybe one day I can make my pool party full of cutie monster girls without getting mauled to death by them.
Loving the mod so far in 1.10.2. I included this mod in my very hard SMP server-pack and i already had a couple of people ragequit the server because of this mod xD.
On another note, however, i was wondering if the day hostile mobs can be prevented with torches? Or, is building on top of a mountain forever deadly? Basically curious if i build a closed yard area with torches, for example, will they still spawn inside the yard(day hostiles)? Thanks!
Thanks for using my mod! Although in its current state I do not blame them. The ALPHA version has its issues (especially with items).
Unfortunately, torches do not prevent them from spawning. What can prevent them from spawning though are blocks as they can only spawn on top of natural blocks such as dirt, sand, etc.
That is one of the largest downsides with having aggressive mobs spawn during the day; the biome becomes near inhabitable (at least in the early game). I plan to limit biomes to have 1 aggressive mob spawn during the day instead of 2. It should lighten the biome difficulty.
Something that always crosses my mind is the ability to be able to coexist with those normally agressive mobs. A headgear that makes all agressive gaia mobs from a specific biome act like zombie pigmen and only attack you if you attack them first would be amazing, like Hills Crown, Desert Crown, Plains Crown, etc.
Maybe as a rare drop from the bosses? Maybe one day I can make my pool party full of cutie monster girls without getting mauled to death by them.
They are supposed to be aggressive :)).
What I have always wanted to implement though is an item that could remove the aggressiveness of a mob (literally disable the code). Such as food and such. It is the closest thing I can implement to taming.
I might play around with the idea in the incoming update.
Unfortunately, torches do not prevent them from spawning. What can prevent them from spawning though are blocks as they can only spawn on top of natural blocks such as dirt, sand, etc.
That is one of the largest downsides with having aggressive mobs spawn during the day; the biome becomes near inhabitable (at least in the early game). I plan to limit biomes to have 1 aggressive mob spawn during the day instead of 2. It should lighten the biome difficulty.
How difficult would it be to change how they spawn or give a config option for spawn rules where spawning only happens with a specific light level. Currently it makes setting up a town pretty difficult as NPCs get wiped out.
Anyone following this mod, know how to develop mob mods for 1.10.2? I have two mobs so far with models, textures, and animation. Just need some help making them into a mod.
How difficult would it be to change how they spawn or give a config option for spawn rules where spawning only happens with a specific light level. Currently it makes setting up a town pretty difficult as NPCs get wiped out.
Day mobs spawn if the light level is greater than 1 and the block can see the sky; torches have a light level of 14 while daylight has a light level of 15.
I cannot see how adjusting the light level from 1 would change anything due to the fact daylight has a light level more than a torch (15 is the maximum).
If I only knew how to add a condition to detect if there are any torches (blocks) close by that would definitely solve this issue. I will look into it.
How difficult would it be to change how they spawn or give a config option for spawn rules where spawning only happens with a specific light level. Currently it makes setting up a town pretty difficult as NPCs get wiped out.
I am afraid to say this but the update has been delayed to the 2nd or 3rd week of February. I am graduating from college this coming March and a ton of paperwork needs to be finished by then. I am also going to be absent the entire 1st week of February due to being on a field trip.
That being said, the 1.10.2 update is around 80% complete. I am just having trouble mainly with balancing things out such as mob abilities and equipment. I fear the amount of changes I have made may have made the mod a lot more harder. I have yet to test it myself though.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
Congratulations on your graduation Silentine!
And like a wise man once said: A delayed mod is eventually good, but a rushed mod is forever bad.(not really true because of updates, but yeah, take your time to properly finish it.)
Update:
I hope everyone enjoyed the holiday season :).
Most of the changes in the 1.10.2 update are related to adopting the concepts Minecraft 1.9 and 1.10 introduced such as dual wielding, strifing archers, Lingering Potions and Tipped Arrows. It is also to be noted that I improved the mob animations and tweaked the textures.
Spawns have been tweaked a lot. Level 3 mobs no longer spawn naturally but instead have a chance to spawn from specific mobs (can set to spawn naturally through the config.
Biomes that have aggressive mobs that spawn during the day are now limited to 1 per biome during the day (no more Cockatrice/Harpy team ups). Speaking of spawns, some mobs have been moved around:
The following mobs have also been replaced/removed:
I also added a damage cap on all mobs (can be adjusted through the config) to prevent OP items from instakilling mobs. Bypassing damage now also applies to ranged attacks (thanks to Doctor_Wiggles).
The 1.10.2 update will probably be released within either the 3rd or 4th week of January.
EDIT:
Changed the dates to the 3rd and 4th week of January due to loss of interest in working on the update. I guess I got burned out while working on it during the holiday season.
Nice to hear a good news :3
It would be nice if in the newer version the mobs that use potions(such as satyrs and centaurs) actually dropped small phials that restore a tiny amount of health, or a very rare drop of vanilla normal health potions.
I've been playing with naturalRegeneration disabled and seeing those mobs healing themselves so easily made me think that they could be a potential source of player healing too.
I thought of the idea before but felt it would take up inventory space (especially later in the session) and can be abused. The fact that none of the vanilla mobs drop any healing items is evidence to this. The closest thing I added to a healing item was the Rotten Heart.
What I always wanted to implement though was a heart system similar to the Legend of Zelda where monsters can drop hearts that heal the player on contact. That way the player cannot store hearts away for later use.
I see, that does make sense. I was thinking of a really weak drink something like regeneration for only 2 seconds and maybe also slowness for 2 seconds to simulate the way the mobs use it and it could be stackable since it'd be so weak.
I think the way those mobs can retreat and heal themselves really adds a lot to the combat, I'd like to have more mobs doing that, but also giving the players some early game weak potions since the vanilla ones need many late game items. A fun way to have more monsters with those potions would be for most humanoid monster to have a chance on spawn to carry and be able to use potions, and those that do should have a chance to drop it on kill, this way the monster roster would get more dynamic without being too overwhelming with every single monster running and healing.
And what you're describing sort of happens with a mod called Event Tweaks on curseforge.
It can make so that each XP orb obtained heals you a tiny bit. That's what I'm using in my "no natural regen world".
I might do that. Been playing around with the AI lately. The reason why I avoided adding such AI to other mobs was because I feared that it was complicated to update between MC versions and that it would take up memory. Initially it did cause memory issues but I fixed it (I think).
If I cannot implement a heart system I will consider it. It would have to serve an alternate purpose though. As I have said they would be considered junk and useless later in the session.
I never knew that feature existed. I will take note of that.
Hello,
Loving the mod so far in 1.10.2. I included this mod in my very hard SMP server-pack and i already had a couple of people ragequit the server because of this mod xD.
On another note, however, i was wondering if the day hostile mobs can be prevented with torches? Or, is building on top of a mountain forever deadly? Basically curious if i build a closed yard area with torches, for example, will they still spawn inside the yard(day hostiles)? Thanks!
YouTube | TwitchTV
That's a good question.
Anyways, you should get the Torch Master mod from curseforge and you're (probably) safe. Keep an iron golem around for good measure.
Something that always crosses my mind is the ability to be able to coexist with those normally agressive mobs. A headgear that makes all agressive gaia mobs from a specific biome act like zombie pigmen and only attack you if you attack them first would be amazing, like Hills Crown, Desert Crown, Plains Crown, etc.
Maybe as a rare drop from the bosses? Maybe one day I can make my pool party full of cutie monster girls without getting mauled to death by them.
Thanks for using my mod! Although in its current state I do not blame them. The ALPHA version has its issues (especially with items).
Unfortunately, torches do not prevent them from spawning. What can prevent them from spawning though are blocks as they can only spawn on top of natural blocks such as dirt, sand, etc.
That is one of the largest downsides with having aggressive mobs spawn during the day; the biome becomes near inhabitable (at least in the early game). I plan to limit biomes to have 1 aggressive mob spawn during the day instead of 2. It should lighten the biome difficulty.
They are supposed to be aggressive :)).
What I have always wanted to implement though is an item that could remove the aggressiveness of a mob (literally disable the code). Such as food and such. It is the closest thing I can implement to taming.
I might play around with the idea in the incoming update.
How difficult would it be to change how they spawn or give a config option for spawn rules where spawning only happens with a specific light level. Currently it makes setting up a town pretty difficult as NPCs get wiped out.
Anyone following this mod, know how to develop mob mods for 1.10.2? I have two mobs so far with models, textures, and animation. Just need some help making them into a mod.
skype:sean.amor.mc
Day mobs spawn if the light level is greater than 1 and the block can see the sky; torches have a light level of 14 while daylight has a light level of 15.
I cannot see how adjusting the light level from 1 would change anything due to the fact daylight has a light level more than a torch (15 is the maximum).
If I only knew how to add a condition to detect if there are any torches (blocks) close by that would definitely solve this issue. I will look into it.
https://minecraft.curseforge.com/projects/in-control?gameCategorySlug=mc-mods&projectID=257356
This mod does this and more
Profile pic by Cheshirette c:
This looks great. Although it feels like a tiresome job to tweak each mob. It seems to be compatible with only MC 1.11.2 though.
I will keep a note of it for future reference and recommendation :).
Sooo... any info on that supposed fan-backport to 1.8.0?
I am not sure anyone made an offer. I feel it is also unlikely anyone will. 1.8.0 is a rather obscure version.
Good to see you are still around :).
For now. After I release the update I will be inactive again till more mods update to 1.10.2. If they update.
Sorry, no idea. I never heard of Skyland until now.
The mod isn't abandonned ?! Awesome ! I'm so happy to see this ! Thank you.
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
Update:
Link to last post.
I am afraid to say this but the update has been delayed to the 2nd or 3rd week of February. I am graduating from college this coming March and a ton of paperwork needs to be finished by then. I am also going to be absent the entire 1st week of February due to being on a field trip.
That being said, the 1.10.2 update is around 80% complete. I am just having trouble mainly with balancing things out such as mob abilities and equipment. I fear the amount of changes I have made may have made the mod a lot more harder. I have yet to test it myself though.
Congratulations on your graduation Silentine!
And like a wise man once said: A delayed mod is eventually good, but a rushed mod is forever bad.(not really true because of updates, but yeah, take your time to properly finish it.)
Zelda Sword Skills, and my map. : P