• 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from MokahTGS»

    Looking at the Dragon Girl in the End instantly crashes my game:


    http://pastebin.com/7qh6kfx4


    Ah, that's been fixed for a while now :^)
    Read the patch notes then upgrade to the latest alpha 1.4.8 version.
    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from MokahTGS»

    A way to turn off mobs cutting through armor

    There is a config for that actually, for melee attacks it's Base Damage and arrows it's the Hardmode Archers options.
    What they do is add some additional magic damage to the attacks, so the mobs are always a threat.
    We might have to go through and reword the options, because that gets asked frequently. :^)
    Probably should expand on it too, so you can toggle it for individual tiers and so on.
    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Silentine»
    I am graduating from college this coming March.

    Ah neato, what's your degree/major? :^)
    Posted in: Minecraft Mods
  • 0

    posted a message on [Helper Tools] Tools for survival mode building and more [ v4.0b update]

    Helper Tools has finished updating to 1.10.2


    Magical staves have been improved dramatically, they can now show what they're going to do before hand, and the pattern tool can now flip and rotate it's patterns for a lot more flexibility now.


    You can see a demonstration on the improvements here


    There's also a new hat, that lets you create shadows and swap your location with them.


    For more information there's now a Helper Tools Wiki and a list of the new changes and downloads

    Posted in: WIP Mods
  • 1

    posted a message on [Forge 1.10 Tutorial] How to add and manipulate your own custom Loot Tables

    Hello, today I will be walking you through the basics of creating your own mod loot tables. I will also show you how to manipulate already existing tables such as adding your own mod items to a dungeon chest's loot.


    This tutorial will cover forge version 1.10, however it should work for 1.9 and above.


    Today we will cover the following:

    • Creating a Json loot table
    • Registering a loot table
    • Creating an event handler to modify other loot tables

    Before starting you should already know how to create a basic mod and how to use forge events.

    I have provided a fully working mod for reference Here -> Demo Mod Github

    For this tutorial I will be using snippets of the mod, if you get stuck or want more details, please review the full source.

    Feel free to copy, and play with the provided code.


    Lets get started.


    First off, we will create our own Json loot table


    What is a json? It's an external resource for code which can latter be manipulated by the user much like textures to suite their needs.


    This dramatically increases flexibility and control over the game for the user. As of version 1.9 and latter this is the required method to setup and establish loot tables. You should review the format and features the new json files provide here -> http://minecraft.gamepedia.com/Loot_table.

    Pretty much we're creating item entries, and their conditions to generate them, then assigning said entries to pools which are hosted by the loot table.


    As you can see they can be quite complex and elaborate. Here is our practice mod's implementation. -> Custom_Chest_Loot.json

    {
      "pools":[
       {
    
       "name": "main",
       "rolls": 3,
       "entries": [
    
          {
          "type": "item",
          "name": "minecraft:porkchop",
          "weight": 20,
          },
          {
          "type": "item",
          "name": "demo:chestplacer_item",
          "weight": 10,
          }
    
       ]
     }
    ]

    Note that we use unlocalized names for references, both vanilla and modded objects. You can use an application like notepad to create a json file, simply save it as a ".json" extension when you're done.

    Once satisfied with our new loot table we will now add it to our assets folder for our mod. To do so we will navigate to our resources folder in our workspace. We will go through the following;

    src -> main -> resources -> assets -> MODNAME -> loot_tables -> Custom_Chest_Loot.json

    We will then create a new folder named "loot_tables" and place our json loot tables inside it. Later on when we set a resource location, it will look here for our mod. The end result should look like this -> Resource path

    Next we will register our new Json loot table


    This part is pretty simple as seen here -> Loot Table Registry class

    public static final ResourceLocation Custom_Chest_Loot = register("Custom_Chest_Loot");
    
    private static ResourceLocation register(String id) {
           return LootTableList.register(new ResourceLocation(Main.MODID, id));
    }

    As you can see we are creating a new ResourceLocation reference to our mod's loot table.

    We use the vanilla LootTableList.class and it's register method to add our resource location to it's master table. Inside we are feeding it our mod's ID and the json's file name, which should be in the folder we created earlier.


    Now that we have a reference and it's registered we can now take it for a spin and use it.


    Here I have an item already setup to demonstrate it. -> Chest Loot Placer Item


    Using the vanilla set table loot method, we can feed it our ResourceLocation to test things out.


    We should see our new loot table and it's contents appear.


    If we had a custom monster, we could also use the

    getLootTable(){} 

    method for entities to reference and drop our new loot table.

    Creating our Loot Table Event Handler


    Before we begin here lets learn a little about the Loot table Event.

    Firstly, when minecraft initially loads the server world it will iterate through all of it's registered loot tables, including the one we added.

    Every time it begins to load the next loot table, it will fire the event, once done loading they will be finalized and can't be edited later.

    During this event we can add on to the loading loot table and so on.


    This is where we come in.


    To get started we will create a new event handler class, and register it with the event bus.


    Inside the event we are provided with the current LootTable object and it's ResourceLocation that is being loaded. Keep in the mind the LootTable objects aren't easily readable, so we will ignore that for now. Instead we will focus on the ResourceLocation.


    To start off we can add a funtion like

    System.out.println(event.getName().toString()); 

    inside our event. Once minecraft loads, and fires all of the events, we'll be able to figure out every LootTable we can work with, we should even see the one we added earlier show up.

    Now that we know what our table resources look like we can do something like this to single out the Tables we want to work with

    if(name.matches("minecraft:chests/spawn_bonus_chest")){do something} 

    Note that I use the string.matches function deliberately as other comparators are a bit finicky in this situation.

    Once we've singled out we can start manipulating the Loot Table. For our example we are adding another Loot table's pool to our target using something like this Pool Injection Method. Because accessing the current Tables and their pools directly isn't fun, we'll just make a new one to inject.


    Our Example mod's event Handler looks like this -> Example Handler

    @SubscribeEvent
    public void Table_Additives(LootTableLoadEvent event){
    
    String name = event.getName().toString();
    
      try{
        if(name.matches("minecraft:chests/spawn_bonus_chest")
          || name.matches("minecraft:entities/chicken")){
    
          Main.logger.info("Matched our targets");
          event.getTable().addPool(getAdditive("demo:Loot_Additive"));
    
        }
        if(name.matches("demo:Custom_Chest_Loot")){
    
          Main.logger.info("Found our own loot");
        }
    
        Main.logger.info(name);
    
      }catch(Exception exc){}
    }
    
    private LootPool getAdditive(String entryName) {
       return new LootPool(new LootEntry[] { getAdditiveEntry(entryName, 1) }, new LootCondition[0], new RandomValueRange(1), new RandomValueRange(0, 1), "Additive_pool");
    }
    
    private LootEntryTable getAdditiveEntry(String name, int weight) {
        return new LootEntryTable(new ResourceLocation(name), weight, 0, new LootCondition[0], "Additive_entry");
    }

    Inside it we are scanning for spawn chests and chicken's loot tables, then adding our own custom tables into them.

    We can also observe non vanilla tables and modify them as well.


    If you are using the Example mod you can test your new handler by bonking a few chickens or using the placement tool again.


    Credits:


    This tutorial is based off of Vazkii's Botania Loot Handler and Choonster's testmod for registry and Json basics.


    Some additional Information can be found here, here and here by Williewillus



    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Febilia»
    Chisel-MC1.10.2-0.0.7.3.jarI searched 'prop' in JEI sometime after it happened/I posted here, and all of them were missing textures or models

    Well that was an interesting interaction, looked like a hiccup with Chisel was causing them not to load properly. It's fixed in Gaia version 1.4.3 now :^)
    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Febilia»
    Heya, I was gonna post on Github, but there wasn't an issue tracker open there -

    Oh well no wonder I haven't been getting reports on github :^)
    That should be fixed now, as for those missing textures - that's kind of odd they should be there. Can you post some more details like the Forge build you're using, Gaia version, Java version and other mods you might be using?

    Quote from cutriger»

    hiya,

    mobs who has a space in their name.

    Like Sludge Girl isn't summonable so i can't use here in the games. I was wondering if you could change these

    entities so that they have it so that the game registrate them as SludgeGirl or Sludge_Girl?


    It's always neat to see what people come up with mods. Gaia has been needing an internal rework like that for quite some time. I'm thinking we could jump into it for the newer one, however making it a seamless transition on an active older one like 1.7.10 would be a bit tricky.
    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Pirone»

    Mobs still aren't spawning in every biome in the 1.10 alpha.


    Ah thanks, I hadn't realized that this has been an issue since the 1.8 version as well
    Should be fixed now for 1.10's version 1.4.2 :^)
    Posted in: Minecraft Mods
  • 4

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    It's been a while and a lot of work, but the port for 1.10.2 is mostly complete.

    Right now it's mostly ready and working a-okay, with what I hope is only a few minor things to finish up.



    As aforementioned you can pick up the alpha here and play around with it


    Do mind that this isn't an official release, so expect weirdness and bugs.

    Normally there wouldn't be an early release like this, but due to how busy the team is with other things there probably won't be a full polished release for several months in the least.


    In the mean time I hope you guys have fun.

    Posted in: Minecraft Mods
  • 1

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Ravage656»

    would it be possible to change GoG3's loading for 1.7.10 so it loads after Hardcore Ender Expansion? At this time HEE is preventing the ender dragon girl from spawning because GoG 3 loads first and spawning gets replaced by HEE according to Chylex.


    Ender Expansion fix

    Yeah, that's an easy fix. Let me know if I grabbed the right 1.7.10 version, since the github source is kind of a mess.
    You can pick up the bugfix here -> 1.7.10-1.2.8 Ender Expansion spawnfix
    Quote from HarunoHazuki»

    any 1.10 update? please


    Don't think I have an estimate on that, seems like the rest of the team and I are busy with other things :(
    Posted in: Minecraft Mods
  • 2

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Morpheus1101»

    Just curious about any updates on progress on the mod to 1.9//1.10


    I've been playing around with it a little over the last few days, so far the change from 1.8 -> 1.10 seems pretty easy. Some of the basic things look like they work already, though it's still going to take us a bit of work altogether.

    Posted in: Minecraft Mods
  • 2

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Silentine»

    I have. Unfortunately I have no idea how to install or use APIs.

    I plan to at least get the Thaumcraft API working before anything else. If I make no progress before March 23rd then I will have to go through without Thaumcraft compatibility.

    Usually they're libraries of interfaces which you can implement and the parent mod can call on later without your mod having to directly reference and rely on the parent mod. It's a bit confusing at first but it's actually a very simple system.
    To install them all we need to do is add their library to an appropriate directory in our workspace then rebuild with gradlew to setup it's pathing for the IDE. I've set it up for baubles but the thaumcraft api should be about the same thing.

    http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571434-tutorial-modding-with-apis
    https://github.com/Silentine/GrimoireOfGaia/commit/69a93ef420552250d73378169dcb885177b13dcf

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Silentine»

    Currently, the configs have not been changed or even touched. I was originally planning to have it in-game in the mods menu, but I could not find any tutorials/documentation on it.


    In-game configuration doesn't look too bad to implement, here's what i could find for tutorials on the system.



    Posted in: Minecraft Mods
  • 0

    posted a message on [Helper Tools] Tools for survival mode building and more [ v4.0b update]
    Quote from CheesyWeesy2»

    Sweet mod! Just a question, can the tools clear out a big amount of land? For instance, would it clear grass along with blocks for a clear space?


    Thanks. While there isn't any official tool or method that I could be satisfied with yet - you can be creative with vanilla mechanics and use the swapping tool with blocks like saplings to clear out areas quickly.
    Quote from gurujive»

    1.8.9? |:}?


    Ah sorry about that, I've been pretty busy :^)
    Just uploaded a new port of the 1.8 version for 1.8.9, have funsies.
    Posted in: WIP Mods
  • 2

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    Update here, we are hard at work and got half the mobs working now.


    Posted in: Minecraft Mods
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