Love it so far. Looking forward to watching this mod grow.
- Registered Member
Member for 7 years, 10 months, and 6 days
Last active Wed, May, 27 2020 13:22:17
- 13 Followers
- 258 Total Posts
- 52 Thanks
Apr 7, 2017Dartron posted a message on [WIP] (1.7.10) MedaCraft 0.2.0 - 4th May 2017 - Medabots Mod for MinecraftPosted in: WIP Mods
May 24, 2016Dartron posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2Posted in: WIP Mods
Gonna be doing a side series on the Digimobs Adventure server. Checked it out today and you guys did an amazing job.
Oct 19, 2015Dartron posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2Posted in: WIP Mods
Sep 9, 2015Dartron posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2Posted in: WIP Mods
Personally I have always loved the models for Digimobs. The point of mods (imo) is to bring a new experience to Minecraft, that is best done when it still feels like Minecraft.
Apr 3, 2015
Nov 28, 2014The anticipation for these updates are killing me lol.Posted in: WIP Mods
Nov 12, 2014Dartron posted a message on Project Wasteland (Post-apocalyptic themed, Fallout inspired)I look forward to seeing a download.Posted in: WIP Mods
Nov 5, 2014Cyan why u tease so much lol Looking good though man. Quick question though is the plan still to have the Digital World be another dimension in the mod?Posted in: WIP Mods
Aug 18, 2014Storage system looks dope, can't wait for it to be added. Love that you use the V-pet *ah my childhood*Posted in: WIP Mods
- To post a comment, please login or register a new account.
Feb 9, 2014Posted in: Minecraft ModsDoomlike Dungeons 1.13.1
This mod will add dungeons meant to resemble levels from retro "2 1/2d" first-person shooters and was inspired by earlier dungeons mods and by Oblige (especially version 3.57), a random level generator for Doom. The goal is to create interesting, tactically challenging, and highly varied multi-room dungeons that are fun to explore and rewarding to conquer.
Note that in Minecraft 1.12.2 you may get some "Cascading Worldgen" warnings. This is the results of intended behavior; its a design flaw but not actually a bug. There is no cascading chain reaction.
This really is almost certainly the final version of this mod -- all attempts to update past 1.12.2 have failed. Its been a long, interesting, and rewarding journey, often fun, sometimes frustrating, and leaving brings a lot of melancholy nostalgia over the whole process. But all things have a beginning and an end, and its time I say "Good Bye" to my player-killing baby and move on.
GitHub Repository (latest)
API for Devs: The old API system was broken. Moders wanting to add support to their mod, whether adding mobs to dungeons or to control how / when they generate (like, in a dimension) can just use the deobf provided on Curse. Really, any deobf jar for the same Minecraft version should work.
- First, make sure you have the correct version of MinecraftForge installed.
- Download the mod jar and place it in your mods folder, just like a typical Forge mod.
If you're having trouble with Dungeons spawning in recent version but not older ones consider check the theme files to make sure they start with "version 1.7" and that no field names have colons at the end (if so delete them). I think this will fix that problem.
FrequencyScale: How common the dungeons are, with each increase of one making them half as common (so be careful). The default is now seven. This basically determines the average distance between dungeons, so remember a higher number means fewer dungeons.
MinChunkXY: No dungeons will spawn within this many chunks of spawn. Note that this applies to where the center of the dungeon is, not to its edge.
Difficulty: How hard the dungeons should be; this will affect the frequency and difficulty of mobs spawners.
0: No spawners or chests
1: Baby level ("I'm too young to die!")
2: Noob level ("Hey, not too rough!")
3: Default level ("Hurt me plenty!")
4: Hard level ("Ultra-Violence!")
5: Crazy level ("Nightmare!")
NeverInBiomeTypes: List any biome types you don't want dungeons to ever spawn in; the default list consists only of "END" but any valid biome dictionary type will do. These must be types from the Forge biome dictionary, using the names of actual biomes will not work!
ExportLists: False by default; if set to true three lists (mobs.txt, items.txt, and blocks.txt) will be exported to config/DLDungeonsThemes/Lists. These are lists for mod-pack makers and others to get lists of usable content for themes with IDs / correct names.
Dimensions: This list dimension, one per line by dimension ID (not the name, it must be a number) - whether or not they actually can depend on how that dimension handles world gen. The meaning of this is determined by the OnlySpawnInListedDims; if that is true it allows dungeons in the dimensions listed here, if that is false it blocks them from spawning in these dimensions. Put differently this may be either a list of allowed dimensions of a list of banned dimensions.
ObeyFeatureSpawningRule: If set to true (default) the mod will only generate dungeons if the world is set to spawn structures. If there will be dungeons regardless.
OnlySpawnInListedDims: If true (default) dungeons will only spawn in dimension listed in the Dimensions tag (above) and not in any other; these are allowed dimensions. If set to false this is reversed so dungeons will spawn in dimensions not listed and never in those that are (should help with Mystcraft compatibility); these are now banned dimension (any others are good).
SpawnWithWordgen: If set to false no dungeons will be created with world-gen, and will only exist if created using the /dldspawn command.
AnnounceCommands: If true, confirmation for commands will be sent to chat.
StingyWithLoot: If you think the chests are too generous, this will make them stingy!
EasyFind: If true, all dungeons that can normally have an entrance will have at least one and all entrances will have a building or ruin around them.
InstallThemes: Defaults to true. If set to false the themes folder can remain empty, though I don't know why you'd want that!
InstallThemesByCommand: Defaults to true. If set to false the /dldInstallThemes and /dldForceInstallThemes commands won't work. Intended as a safety/security feature.
AutoProfilingOn: May do nothing (usually) or write tons of stuff to the console (laggy), depending on what I have set up to profile. This should be kept turned off (leave it alone).
BuildPole: Should not be used except for testing; it places a quart pillar from y=5 to y=250 through the technical center of the dungeon and frames it with a flying lapis square marking the boundaries. Usually, I'd call this cheating.
DisableApiCalls: If set to true other mods cannot alter setting or themes/mob through the API (default is false).
DontAllowApiOnMobs: If set to true other mods cannot add or remove mobs from themes (defaults to false), even if API calls are allowed. This can be accomplished per-theme by not assigning a theme type.
Themes allow you and an easy way to mod the mod easily, changing blocks and mobs. You can have as many or as few themes as you like, and control the biome types they appear in. Also, if dungeons won't appear with newer versions, try re-installing themes.
Commands/dldspawn will force a dungeon to spawn with its technical center (might not be the geometric center) in the chunk of the player who uses it. Dungeons created in this way do not use the world seed (naturally spawning dungeons do). For obvious reasons, this should not usually be used in chunks where players have been building, mining, or otherwise changing the map (especially underground); the dungeon will overwrite anything in its way.(A more advanced command may come later, but a lot of other things would need to be done first for it to work.)
/dldreload will reload the config file at run-time and from in-game. This effectively reverses any API based config changes.
/dlddimid will show the player's current dimension. Good if using with Multiverse (etc.) in a Cauldron (MCPC+) server.
/dldInstallThemes will (re)install and default themes that are missing. It will not be overwriting any themes that exist.
/dldForceInstalThemes will (re)install the default themes, overwriting any existing themes with the same name.
Doomlike Dungeons by JaredBGreat (aka, BlackJar72) is licensed under a Creative Commons Attribution 4.0 International License.
My Other Mods
Support This / Me:
- Ko-Fi (one-time donation)
Nov 21, 2016Posted in: Minecraft Mods
This is a simple Camera Mod for 1.8.9, mainly designed for recording videos without using an alt account. It has NO survival gameplay changes.
11/21/2016 - v1.0
Camera - used to place a camera in the world. Use it like you would a spawn egg (does not work in dispensers though).
Timeline Editor - right-click a camera with this to edit the timeline, a list of "keyframes" that define the way a camera moves on it's own
Camera Loop Controller - right-click a camera with this to toggle looping of the timeline.
Right-click a camera to enter it's perspective. Right-click it again or press "X" to leave it.
Press "C" to toggle the visibility of cameras.
Controls from left to right, top to bottom:
Position mode - can be Absolute, Relative, Relative with yaw, or Relative full (yaw + pitch)
Position (or offset) X
Position (or offset) Y
Position (or offset) Z
Position relative entity selector - only shown if the position mode is not absolute
Rotation mode - can be Absolute, Track (look at entity), Relative, Relative with negative pitch, or Relative without pitch
Rotation(or offset) Yaw
Rotation(or offset) Pitch
Rotation relative entity selector - only shown if the position mode is not absolute
Transition ticks - how long it takes to go from the previous keyframe (or position) to this one
Duration ticks - how long it stays on this keyframe
all these cameras were programmed to look at me forever.
It's almost like actually holding a camera, I guess.
Apr 5, 2017KnightDemon posted a message on [WIP] (1.7.10) MedaCraft 0.2.0 - 4th May 2017 - Medabots Mod for MinecraftPosted in: WIP Mods
Welcome to MedaCraft, the Medabots mod for Minecraft.
My name is KnightDemon and this is my third released mod. I'm making too many to keep them up to date, I'm sorry, but someone has to make these mods first, and it's been long enough, so why hasn't there been anything before!!
There was a mod called Pixelbots that looked promising almost 2 years ago, but sadly that too never released. So here we are, an actual Medabots mod. I'm quite proud of my modelling skills and I hope you all enjoy this mod. Now without further ado here we go :
DISCLAIMER : This mod is going to be regarded as a Work In Progress [WIP], so if you find any bugs please report them and don't expect the greatest of work, but do try to enjoy.
Current released version - 0.2.0 (4th May 2017)
Mod has been built for Minecraft 1.7.10.
Recommended Forge 1.7.10 - 10.13.4.1558
FeaturesThe following should be a helpful guide to what's included in the mod. There is a configuration file that has some basic options that when on default provide the normal experience of play. This mod has been tested on multiplayer and despite some setbacks it worked fine. The mod is singleplayer friendly as it includes crafting recipes and spawns.
The Medabot is an amazing feat of engineering allowing the Player to have a robot companion that follows them around and helps fight for them. They can be given different pieces of armour to change how they look, change their capabilities and make them stronger when fighting. Tinpets can come in either Male or Female versions.Items
To control the Medabot you simply have to right click it with an empty hand to make it either follow or sit. To first make it be tamed to you however you need to set the Medals owner to you by right clicking it on the ground, then right clicking an un-tamed Medabot with said medal. Afterwards you can use a Medawatch to access the inventory and equip parts.
- Medabot will not follow if any of it's parts have 0 health, will not fight for same reason too.
- Medabots can also render black when a part is damaged.
- Right click damaged parts on Iron Blocks whilst you have iron ingots in your inventory to heal them.
- Use a piece of paper to get details of a Medabot.
- Medawatch on Transport mode, sneak left click to pick up.
- Medawatch on Transport mode, right click to transport (spawn) medabot from inside watch.
- Get more parts by fighting the wild spawning medabots. Medabot vs Medabot to get part.
Several items but most can just be generalised to the Medaparts.Blocks
- Head, Left Arm, Right Arm and Leg parts - equip or smelt into iron ingots.
- Broken Medal and all 26 varieties of Medals - used for recipes or smelt medals into gold ingots.
- Medawatches in 16 colours. - accesses the Medabots inventory when owner.
- Medawatch has 2 modes (for now) and an inventory too.
- Op override item, obtained from "/give PLAYER medacraft:op_override" - allows access to inventories when not owner of medabot. Not in creative menu.
- Spawn Tinpet item - Spawns a tinpet, the base of a medabot. - can be used in dispensers.
- Spawn Armoured Medabot - Spawns a random medabot fully armoured. Can be renamed for specific medabots and can also be used in a dispensers.
Not that many blocks added so far, but just enough to play the mod.
- Medal Randomiser - allows medals to be randomly gotten.
- Medal Ore - basic simple way to obtain the base material.
- Medal Case - store your unused medals in a neat way.
No current screenshots are available. If you have some screenshots you'd like to share then go ahead and post them in the thread.
Got a mod showcase? please post a link or PM me with it.
Crafting RecipesYou can craft the Tinpet spawner with a pink dye to make a Female Tinpet Spawner and then craft it with a light blue to make it a Male spawner once again.
- More Medabots (More Power).
- Mr Referee... (don't know how he will work).
- Improved combat system.
- Interaction for parts with the world.
- Quite a bit of ideas.
For Next Update
For Version 0.3.0
- LOTS of Medabot armours.
- World interaction for bots & parts.
- Mr. Referee
- NPC MedaFighters
- NPC Shop Owner
The next update will be quite a while off as it will contain lots of armours. The NPC's might not make it in, but an update just full of armours didn't seem like a reasonable wait of time :/ we'll see what goes in.
- Removing the medal from Tinpet seemingly deletes the medal.
- Combat system doesn't seem to cause a revenge strike.
- Medawatch and Medalcase do not have recipes.
- MedalCase uses same texture for most of the different versions.
- LeftArm displays "RArm" instead of "LArm".
- KnightDemon (me) = Coder, Modeller, Animator, Texturer
- SazerTarious = Some Textures, AlphaTester
- TmmCrafter - Alpha Tester
- Tyrannos23 - Alpha Tester
- Dartron - New Banner and images
<a href="http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2810742"><img src="<img src="http://i.imgur.com/SzUc0xk.jpg" alt="">" alt=""></a>
I'm still quite a beginner with modding and despite this one being my third one to be released I still have a long way to go. These mods help give me a structured project to work on and I'm liking it. The other 2 mods I have released are "Blockacy of Kain" a Legacy of Kain mod, and "Precursor Blockacy" a Jak and Daxter mod. If you feel like checking them out too, go for it, I'll be working on all 3 whenever I get a chance.
Apr 28, 2017Cyan_the_Azure posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2Posted in: WIP Mods
Closing in on 200 surveys now. As promised, I will be posting and discussing the results here.
Couple of things before we begin.
-I'd like to thank everyone who took this seriously. I was very happy that I only had to toss out four surveys which, after looking into a little bit further into who posted them, came to learn that it's the same four people who have been hostile and otherwise bitter since the beginning.
So thank the rest of you for helping me find what I need to be focusing on. And thank the other 4 for having a sad enough existence to troll a mod for years on end. Your dedication to the mod speaks volumes.
-I would like these results to be a jumping point back into having discussion here on this forum. There are a lot of answers and ideas I would definitely like more feedback and discussion on. But if this just turns back into the angst-fest it was before, I will equally not mind resuming discussion and development only on the Digimobs Forum and Twitter. We'll see how this goes.
-There is a LOT of information here. Because of that, I will not necessarily be posting every individual result of the poll. Instead I will be grouping similar answers all together just to keep this from being extremely lengthy. As for the format, I will be posting the question, the replies, and then responding to each reply individually as best as I can.
Ready set go. Answers from the survey will be in black text with quotations. My thoughts will be directly under them and in blue.
Question 1: How long have you been playing digimobs?
For some reason, these results greatly interest and amuse me. They make almost a perfect bell curve, and I'm not sure if there is truly some statistical significance here, or if it's just coincidence. It seems as if most people started in around 2013, which makes sense as it was probably about the time Minecraft peaked in popularity. But it's nice to know that we have some hardcore fans still here from the beginning.
Question 2: Name one thing you like about the Digimobs Mod. This means something about the mod, not a particular digimon in the mod.
- "I love how well done the digital world looks."
- You will have to thank superfuzzygoat for that one. She did a great job revamping all the old world generation and adding even more on top of that. I particularly like the new highlands stuff and how it lights up at night myself.
- "I enjoy the fact that it gives a twist on digimon that I don't often see in actual Digimon Games. At least, not ones i've played. It gets the player involved with caring for the digimon and training it. You can't just grind levels or something and digivolve. You have to have the right materials, the right stats, the right age, and friendship with it ALL along with the survival and building aspects of minecraft."
- This has definitely been my overall goal from the beginning. I wanted to have that old school Digimon World vibe flawlessly incorporated into Minecraft, instead of just making it completely separated from the game itself. How successful has that been? Well..Depends on who you ask.
-"Being able to punch digimon"
- I...am surprised at how often this came up >.> Is this some kind of latent grudge towards Pixelmon for not letting their entities be punched? It's uh..Well, I'm glad you all like to hit things..I think.
-"All the items/blocks that come from the games/anime"
- Kind of hard to have Digimon without things from Digimon! But just you wait, there's plenty more where that came from.
"I like how it's free to get digimon, unlike DMO"
- Agreed. Agreed. I strongly dislike DMO for that very reason. Though I HAVE had people tell me they would rather pay for digimon than deal with having to hunt for bosses to obtain eggs. And I find those people very sad.
"The amount of effort that has been put into this mod"
- Definitely. This is definitely a project of passion as Digimon isn't very popular in general. But one thing that can be rest assured is that the people working on this mod, past and present, have had a lot of passion for this project.
-Annnnd These are just a few of the highlights I picked out. I'm glad that everyone has something specific they like about the mod, but I feel like talking too much about this question isn't really productive. I can talk more about the things that people liked if requested, but I think for now we will skip to the next part.
Question 3: Name one thing you DISLIKE about the Digimobs Mod. This means something about the mod, not a particular digimon.
- "Nothing :D"
-"A lot of different answers about varying parts of stats and battling"
- Annnd heres one of the biggest ones. A lot of people have complained
about the grind for stats being too hard, and likewise the enemy digimon
around the same level having too high of stats. So I have a couple of
A lot of these were posted before I made some changes to the system in
general. Of note, I severely decreased the the stats of enemy digimon
per level, and fixed a rather critical bug that had gone unnoticed for a
long time with digimon ignoring defense. I also made stat gains
non-random, so that digimon are steadily gaining stats for certain
actions. My question is, do people still find the stats/fighting
incredibly hard to do as of the latest update? Honestly I've found it a
little too easy, but I'd like to here more feedback here.
The other thing that has come up is that people would rather have the old
stat gain system back. And I'll just go ahead and say it isn't
happening. There's nothing fun, or rewarding, about having the stats of a
digimon instantly max out the second you hit level 100. That just cheapens it. So I have two propositions here.
1. I can continue adding various ways to get stat exp(Training equipment
is one example of this, and I'm thinking about growable foods that can
also give stat exp in the future), to make a plethora of ways to train
up your digimon.
2. I can ditch the stat exp, and make a point allotment system. For those
not familiar with the concept, you would gain so many points per level
up, and you could spend the points on whatever stat you wanted. So you
could evenly distribute points into all stats, or dump them all into the
attack stat to be a glass cannon.
- "The confusing way to digivolve some Digimon."
-Something I find confusing. As if you click to digivolve a digimon, it
will tell you whatever requirements for the digimon are you are missing.
There is nothing really confusing about it. If this is more of a
reference to secret/hidden/special digivolutions that aren't naturally
listed in the possible routes for a digimon to digivolve
into..well..that is intentional. I came from a generation where you
couldn't just look up a guide on the internet to fly through a game. And
that stays true to this mod. There are SOME things you will just have
to discover by accident or discuss with other people to figure out how
-"Starting out in high level biomes"
- Most of these comments were made before the change, but I still have gotten some in more recent surveys,
which means people are still playing outdated versions. This is no
longer an issue in the 1.10.2 version of digimobs, and it's even
configurable if you want to change the leveling curve of the world.
-"It feels very samey and repetitive all throughout the mod. It's great but
it also seems like you're doing the same thing constantly and never
anything new. You're always training and healing, moving on and
repeating the process. Even after getting new Digimon you're still doing
the same thing and even then getting some items is a real grind."
-Agreed. There is a lot of reptitiveness in the mod, and I'm not
entirely sure how to solve this. As another person wrote in another
survey, Digimon is primarily a battle series where the point is to
achieve the strongest possible form. And..that is indeed repetitive. And
if you take a closer look at the games..they also suffer from the same
issue. As after you finish the story(which is generally just a series of
battles and some text), you aren't left with anything else to do, other
than train more digimon.
This is seriously one of the bigger struggles I have in coming up with
things to add to the mod. I don't feel like many things I have come up
with really take away from the repetitiveness. So I am open to any and all discussions on how to combat(hehe pun) this.
-"Models/Textures need improving"
-This feels like a subtle "Make 3D wavefront models like Pixelmon!"
answer, to which I will say no to everytime. The closest you will get to
those are the super complex blocky models that Fuzzy currently
does.(Palmon remodel, Piedmon, etc). However if this is actually a
comment in regards to some of the older models in the game, rest assured
that they will slowly get remodeled over time.
-"Its really hard and time consuming, this is a mod for minecraft I don't really like putting in over 5 hours just to get to champion if I'm lucky."
-So after initially seeing this comment, I set out to see how long it
would take to get to champion level in just a small single player run
without any prior setup. Took me about two hours. And that was
only because of the age requirement. 1. This isn't a simple "add more
blocks to miencraf" mod. It adds more gameplay. It's not about seeing
everything in less than 5 hours and being done with it. So this mod may
not be for you, for more than one reason. One of my pet peeves with some
players are those that want instant gratification. It isn't the point
of the mod, and so if you are the type of person that wants everything
instantly, you may want to go elsewhere. Or play in creative. Whichever
-"The Digimentals are a bit too easy to get, maybe having a boss digimon guard them would be a good fix to that."
- Agreed, especially with the implementation of the fragments. Though
I'm not entirely sure that a boss to guard them is exactly the right way
to solve this. Would like more input here on other alternatives.
-"The corrupted digimon with their regeneration ability, this makes the high
level corrupted digimons nearly impossible to kill."
-This sounds more like an issue with how digimon ignored defense in previous 1.8.9 versions,
making it harder to kill things in general. But I will take a look at
the way high level digimon regen and see if it may be unintentionally
-"I dislike the fact that materials in the digital world cant be used on
standard crafting recipes. ie: Digi-wood cant make tools"
- Intentional that they cannot make wooden tools, unintentional that some types of digiwood can't be used for sticks/chests/etc. That oversight will be corrected in the update.
Question 4: Give a suggestion on something that can be improved in the Digimobs Mod.
- "Update older models"
- Already covered this, so all I will say is that this is something that will happen overtime.
- "More means of obtaining digimon"
- When I see this, it immediately
translate into "Easier way to get digimon", which I don't like at all.
The philosophy I've always had is that multiple digimon are more of a
luxury. That being said, the next update will introduce a slightly new
method of obtaining digimon, but it will certainly not necessarily be easier.
-"Add more Digimon"/"Add Burst Modes"
-(winky face that is trying to hide the fact that this answer destroys me on
the inside, and isn't really helpful as far as suggestions goes as there
will always be more digimon added)
-"Add worldgen villages of various types"
-Something I definitely want to do, and tinker with when I get bored. I
mostly want these to factor into quests, which is why these haven't
-"The Digivolution system in general. It's straight forward options right
now, which works, but for some evolutions, they feel unnecessary, for
instance the armours. They aren't needed in the mod unless you want
something different. To help this having Dark spires to limit evolution
and having the armours be required for those areas would be nice. For
improving on the "scene" of digivolution, I think the whole thing needs
an overhaul but for special digivolutions, ie Armours and DNA, a
different thing could be used instead of the glowy spinning thing, I'd
say other seasons styles could be used but you'd get into trouble of
what would use it etc. To also add to the armour thing, a limited
evolution time. You could obtain a permanent evolved form eventually but
having the Digimon degenerate after a time would feel more like the animes."
-Some digivolutions are meant to feel straight forward. They are there
to keep progress going and not get you stuck, as some evolutions are
already not so straight forward, and require more strategy to obtain in a
timely manner. More on Armor digimon in a later comment... As for time
digivolutions, been there, done that. They were that way in the earlier
versions of digimobs. Didn't really work out too well, which is why it
was changed. "Feeling like the animes" isn't really my objective. I'm
more prone to "Feel like the games, with some anime stuff thrown in".
-"Perhaps a different sky in the Digital World dimension, similar to the Tamers series."
-Agreed. Hope you like the new sky in the next update as much as I do.
"Maybe more biomes?"
-I want to add more biomes, yes. I don't really have any ideas though
for new ones at the moment that don't already cover something thats
already in the mod, or something that is just a glaringly similar copy
to a vanilla biome. OPEN TO SUGGESTIONS
of the digimon lines could be improved, I mean Tyrannomon becoming
brachiomon is wacky at best, Ankylomon would work better for it. (also the fact that some digimon have no conections to other lines.)"
-Well I mean, naturally digimon lines will be improved and further connected
as more digimon are added to the mod. It's more of a matter of time than
a lack of means. Also...one dinosaur becoming another dinosaur is wacky
yet an armadillo becoming a dinosaur is not? Click here for more info on why Brachiomon digivolves from Tyrannomon, it might be enlightening.
-And..honestly there are a lot of other things posted here too. But if I go through
each one of them, This will become 10 posts long. Most of the other
suggestions pertained to stats, quests, and other things that I have
already hit on. Much I can expand upon them should it honestly be
Question 5: If there was one thing you could have in the Digimobs Mod...
-The results from this survey are on the left. The results of a very similar survey given for the server only are on the right. As you can see there
is a pretty large difference in what people want from one group to another. These general consensus though, seem to want something other
than grinding levels and crafting, so this will be my main focus for the next few updates.(And of course more digimon, don't you worry).
Question 6: If you wanted more digimon, you would want them from...
-Again, this survey is on the left, the server survey on the right. There is quite an interesting spread between these two results as well. The one thing I am shocked to see is that there is a majority that would rather have digimon that were not featured in any anime. That being said, after I finish up the remaining ~20 or so digimon from Digimon Adventure, I suppose I will be diving deeper into non-anime digimon. And maybe Xros Wars/Fusion by the looks of it.
Question 7: Request one digimon line to be added to the mod.
-And man were there a lot of requests. The most POPULAR requests were put into a poll above to be voted on. The winner will get top priority and be added into the next update. If you requested a digimon line and don't see it in the poll it was either 1. Only requested by one person or 2. Already being worked on behind the scenes and so it didn't seem fair to put it as a choice.
Question 8: Question 4 had you suggest an improvement for the mod, For this question, suggest something new for the mod.
- Sigh. That's fair. I should have seen this coming.
-"Something interesting that would encourage players to get stronger digimon would be giving digimon some sort of utility depending on what type of digimon they are. For example, Digimon that can already be ridden would have that as their utility purpose while other digimon could be capable of storing a large amount of items, help with mining, or provide a passive buff to the player while outside of their V-Pet and near them. The higher the digimon is in power, the better they are at performing their utility purpose. This would get players to search for certain digimon and raise them up to where they'd like them to be."
-As someone who has bought/sunk too many hours into Ark recently, I can definitely appreciate the idea of having digimon specifically for utility. The issue here is more of..what utility can you exactly achieve in Minecraft? You..need to cut wood, and you need to mine stone/dirt/sand. And..then you don't really have much else you need to do. I'm definitely intrigued by this idea though, and would love to hear this idea expanded upon.
-"Maybe a personality value for the digimon like in Digimon World Championship, wich determinates how it behaves in battle and how much itwould increase certain stats"
-Fun fact: While personalities in the mod do not currently change battle behavior, they do infact, alter stat gains. Some more noticeable than others.
-"Dark Spires and Dark rings, and Dark dimension stuff. The mod feels very "good" right now and for those wanting to play a darker side there really isn't much helping that. You'd still have to do all the same things the "good" side does to get what you want, and after that you've just being a bully with a strong Digimon then. Having a dark side to play as, along with goals or something as well would help alleviate . But being dark would have to have the wild digimobs be under you control and do what you want as well, so to expand further, say get a Drimogemon under your control (not partner Digimon) and then have it go to work digging."
- I don't want to say much about this one..Primarily because this gave me a rather interesting idea that eventually sparked a large majority of the new system I am developing for the next update. And I just don't want to give it away just yet. And while part of this does involve some "darkside" game play, it has really expanded into a much bigger thing. But you will just have to wait and see for this one.
-"how bout digieggs u carry around in a incubator"
- I don't really see the point for this. I know people want more ways to cut down on that egg hatching timer, but I just don't see this as the way. But maybe if enough people request it.
-"Having some digimons appearing in the real world as viruses (you know like in tamers escaping from the internet)"
-Done. Check the digimobs twitter if youuu would like to see a teaser.
-"Cards to enhance Digimons via the D-Power"
-Ehhh. Solid maybe. I've had this idea tossed around to me a couple of different times in different ways. I still have yet to hear of one that doesn't make a digimon super overpowered by using a card swipe to boost it.
-"A way to talk with your digimon. This will be hard, I think."
- Having solid conversations..definitely not within the realm of possibility. That being said, the next update will contain more speech from your digimon. Not necessarily the same thing, but I think it's a step in the right direction.
-"Something new... hmm... I know! Add creatures from the games/anime that aren't digimon. (Digi-gnomes, D-Reaper, Vitium, etc.) It's just an idea,not that I want them like right now. "
-Absolutely. This is more of an issue of not having the models for them currently. Though I do have models for some of the d-reaper forms, and the first vitium form. You may see the former sooner rather than later. So I will extend this question out to everyone for more discussion. Should these digital lifeforms be tameable in some way? What functions would you like to see them perform?
-"Perhaps the addition of bosses such as Yggdrasil or whatever so that we have something to work towards while playing."
-Something that has only been tossed out more recently as an idea to me is big bosses in some kind of big structure that only spawn out from certain distances. I think this is probably an excellent way to incorporate bosses like Yggdrasil, or the Demon Lords as another person requested.
- "I liked the idea of training Digimon in a Digimon World 1-esque way (minus the speeding up, obviously). You could make little Digimon gym
areas that spawn in certain biomes, or even custom blocks to make things like the gym equipment yourself to keep congruent with Minecraft."
-I'll admit, I feel pretty stupid that I didn't think of making gyms that spawned naturally in the digital world before this. While this may not get done in time for the next update, it will be something that I will get to work on in the near future for sure.
-Annnd many more. But honestly my fingers are cramping at this point from all the typing, so for now I'm going to go into my final thoughts.
- I again want to use this survey primarily as a tool to open up discussion about ACTUAL likes/dislikes/improvements to the mod. As you can probably see from some of my responses, I have already begun incorporating a lot of the things mentioned into the next update, which is turning into maybe the most massive one yet. I would love to hear more thoughts on the results of this survey if anyone actually made it through this massive wall of text. I want to thank everyone again for taking the time to take this survey seriously as I think it has helped me narrow my focus to what needs to be done tremendously. I will keep the survey open and the link on the front page in place so that people can continue sending in surveys for feedback, should they prefer that to posting here or the digimobs forum. R.I.P my fingers, and I hope that this is the first step to having some decent discussion back in this topic.
Mar 31, 2017Cyan_the_Azure posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2Posted in: WIP Mods
Digimobs(0.9.8e) is now live!
Changelogs can be found on the download on the front page(as well as our forum if you prefer that)
This update mostly contains a bug of overdo bugfixes, and one rather large fix, but there are a couple of new things sprinkled in as well. This will probably be the last update for a bit. Not because I am taking a break or quitting, but because I have plans for quite a large update that I am aiming towards releasing towards the beginning of summer. The update will be largely impacted by the results of the survey so far, as there seems to be a pretty large crowd leaning towards certain things, and so I intend to cater quite a bit to that.
SPEAKING of the survey, I want to thank the people who actually took it seriously.(and thank the few trolls who didn't, your salt was delicious) We have had about 120 people take the survey so far. I'd like to aim for about 200 or so to get a nice sample size, before posting the results and my thoughts on them. In addition to the results, we will have a poll to vote for the next digimon line, based on the most popular requests from the survey.
The link to the survey is above, for those who haven't taken it yet. It is also on the front page.
Funny how only one out of 120 surveys has mentioned anything about having an in-game wiki function. Shows you just how out of touch the vocal minority here really is.
All that being said, enjoy the update. I hear its killer.
Mar 12, 2017Cyan_the_Azure posted a message on [WIP](1.11.2) 10-9-17 Digimobs(0.9.9) Pre-Release Redux-er Digimon in Minecraft! Now for 1.11.2Posted in: WIP Mods
The above link is to a survey where I will be collecting feedback for the mod. I am doing this because it will now be the only way for people of the MC Forum to leave me feedback on the mod, as I will no longer be updating this topic with any information other than to notify people of updates.
At one point in time I had a big,long,angry rant to post, but since then I've decided to keep it short.
It's occurred to me for the longest time now that the community here has gone kind of downhill. Looking back at the first hundreds of pages people actually seemed keen on providing constructive criticism and genuinely improving this mod to the best it can be. Now the majority have turned into entitled brats who whine when they don't get their way, or when I don't think their idea is the most amazing thing in the world.
And yes, this is a result of the 2 week period I was sick with the flu. It's pretty pathetic that other posters were having to tell people to back off and chill out. And that doesn't even take into consideration the private messages I received. The one that told me to kill myself, presumably for not having an update out, was particularly amusing.
It doesn't really bother me all that much, but it's just kind of gotten ridiculous, and I now understand why most mod authors don't bother responding to their topics anymore -- And I think I will follow their lead. I apologize to the people who are still here and leave good feedback, the vocal minority has ruined it for you.
Few things to keep in mind should I change my mind on posting here in the future.
1. This isn't my job. This is my hobby. I do this in the free time I have while not working because I think a lot of people are really wishing for a digimon game where they are not limited.
2. Being demanding or otherwise rude to me and trying to pick a fight won't get you anywhere. I'm not here to cater to a singular individual. All you do is burn me out and make it more difficult for actual feedback to get to me.
3. Demanding updates is ACTUALLY against the rules of this forum, but it gets old having to report reply after reply on top of all the other crap I end up reporting because people are mad/think they are funny.
4. I imagine this is the very reason why a bunch of the older and larger mods are no longer being maintained. Creators get too annoyed by all the rudeness and decide they can be spending their time doing something more productive. Stop being rude to mod creators when you don't get your way.
So much for keeping this short. Should've seen the full length of that rant.
That being said, you can still contact me at the Digimobs Forum. In the past I have kind of neglected my forum, but I will now be moving all discussion and announcements there. It will be easier for me, and those that are serious about leaving constructive criticism, to have a conversation there. But I imagine a lot of people can't be bothered to register, which brings me back to why I have left this survey.
So in conclusion, please take the survey if you are serious about seeing this mod grow and change for the better. I'll have a big discussion post with the results over at the Digimobs Forum after enough time has passed. This thread will now only be bumped by me to announce updates.
Edit: Already gotten some troll/hate mail through the surveys. Forgot to mention I'll just delete those on the spot. So if you did want a voice in this direction of the mod, you were just silenced. Cheers.
Feb 15, 2017Posted in: WIP Mods
Update: Still bedridden and dying miserably from the flu. Update will be put on hiatus until I'm actually able to sit up without passing out. Will try to respond to messages when I am able as well. Sorry for the inconvenince.
Dec 5, 2016Posted in: WIP Mods
Ah. I knew I forgot to do something. Let's jump into where we are at, at the moment.
I figure the best way to do this will be in a format known as the good, the bad, and the ugly.
All baby digimon's special attacks have been completed at this time. So I can at least say I'm not COMPLETELY putting off adding special attacks anymore(more on that later...), and there are also a lot of new digimon currently in construction. Also a few remodels that might have interesting implications, should you know a lot about digimon. . .
One could say, that 1.10.2 version is starting to shape up...
I may have severely underestimated how big of a difference there would be between 1.8.9, and 1.10.2. As you can see here, there are still 2118 bugs left to fix for 1.10.2. There were 8439 a two weeks ago, and currently about 1700 left, so it at least is coming along at a decent rate. At the same time, bug crunching has taken up a majority of my free time, and so a lot of new additions have had to take a backseat in favor of getting the mod back into a playable state.
Unfortunately, this is only one of the setbacks we have had since the last newsletter. There are still lots of things that were half finished in November that seemingly didn't get finished, and of course updating to 1.10.2 is quite larger than I anticipated. A lot of this is my fault. Both for not beginning the actual update to 1.10 sooner, and for trusting other people to get things done that they promised to have done.
That being said I'm thinking about making the next version purely a conversion to 1.10.2, and throwing in any new stuff that may be complete for it. I have yet to decide on whether I will stick the special attacks for baby digimon in, or just save them for when I have time to complete the higher forms. Because let's face it, no one is interested in just having special attacks for baby level digimon. So it's looking like specials will be yet again, delayed.
At this point though, I'll be happy to have digimobs ported to 1.10.2 to fix some of the bugs and issues brought upon by 1.8. I'm still looking to hopefully have an update out by next week.
And now pictures for those who want to see some of the things to come.
Edit: OH WAIT, let me start this off by answering one question that I get often and am tired of getting.
Q: WHEN WILL YOU ADD SPIRIT DIGIMON? WHERE ARE THE SPIRIT DIGIMON? WILL SEASON 4 DIGIMON BE INCLUDED IN DIGIMOBS?
And speaking of roundish models, if we have any fans of Digimon World 3, you may recognize this digimon...
Annnnnnd now for a digimon people actually WANT to see..
Annnnd perhaps one showing off some new worldgen coming to the digital world? Perhaps there will be some new biomes as well..
May 26, 2016Posted in: WIP Mods
Last time I will ask nicely.
Server discussion does not belong in this topic. I will begin reporting posts if you all can't follow that rule, and I'll let the mods tell you the same. You can read why the Digimobs Adventure server is down if you simply read what the server description says when you log in. It's really not that hard.
Killjoy is also doing maintenance to his server. Again. If you want to know more, contact him, and stop posting here.
Let me say it one more time for those that seem to skip large amounts of text. This topic is for mod discussion only, not servers. This is not my rule, this is the rule of the forum. I'm done asking nicely for you all to follow it.
Nov 13, 2015Posted in: WIP Mods
The mod's fuctions are magnificent, but playing this mod on survival mod is impractical, anyone that tries to start playing will feel great difficulties and i'll mention a few of those!
Feeding the digimon: You have to keep an eye out on the meat so it doesn't become rotten, this activity becomes tiresome and dull! (The factor of the meat becoming rotten is interesting, but as i said, it can be very tiresome, maybe there's a better way of doing it)
Digimon's death: If you started an adventure now and while you were training a boss showed up out of nowhere and killed your digimon, after that point your adventure becomes boring, having to wait a really long time for the digimon to respawn, and if you don't have "Data" to put on the digiegg, it'll take even longer for it to hatch. But then you remember that you need " 3 packets" and "100 energy" to get out of "baby" form, but you don't have any digimon left to be able to obtain "Circuit" and heat it up to transform it to become a "Packet", making the mod unplayable this way! "With luck, a lot of it... The boss doesn't kill your digiegg aswell" (This is also a nice system, but as well as the feeding of the digimon, it can be extremely dull).
Item drops: Simply way too low!
What i think would be able to help: A config.text to change all of the mods applications... or at least:
and other functions...
Feeding the digimon: Agreed, this will be changing soon.
Digimon Death: I'll be changing the bosses soon so that they do not target eggs, and maybe not immediately target the players. Keep in mind that many items can be smelted into packets, and not just the circuit board. I'm probably not going to change the time on the eggs very much, if at all. Letting your digimon get killed is kinda supposed to be a penalty anyway. I may consider something in the future akin to the Digimon World games where you basically can get "killed" three times before your digimon dies and you get an egg.
Item drops: This..is because I apparently forgot how to properly do math while writing these out, and they will be fixed for whenever the next update is and by next update I mean whenever KnightDemon will finish Alphamon for a Tri tie-in. Granted not every drop rate will change, but I can at least admit I
may havescrewed up the rates for chips, food, and floppies.
I intend to write out a more in-depth config file one day, but it will not include spawn rates or drop rates. Some items/digimon are not meant to be common, and fixing it to be that way ruins one of the points of the mod. If you want something rare, you gotta work for it.
..Assuming I haven't done something that unintentionally makes it rare, that is.
- To post a comment, please login or register a new account.