• 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    Right now, I am working on adding another mob.


    I am also contemplating working on adding interaction with other mods: at the moment, I am specifically looking at the APIs for Doomlike Dungeons and Thaumcraft.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    Dungeon Mobs v4.1.3 is live. Download link in OP should update shortly.


    As always, let me know if there are issues.


    Changes:

    v4.1.3
      • Update notifications. When a new version of dungeon mobs is released, you will get a notification in chat.
      • Configuration file. You can turn each mob on or off, as well as disable update notifications. At this time no other configurable options are planned.
      • Death messages. Cockatrices turning you to stone and blade traps now have their own death messages.
      • Biome spawning. All dungeon mobs should now properly spawn in mod-added biomes.
      • Cockatrice
        • Petrification effect now bypasses armor and should not damage armor.
      • Rakshasa
        • Particle effect from destroying an image has been reduced considerably.
      • Blade traps
        • Hit box reduced slightly.
        • Blade trap blocks now have a cooldown on turning into blade trap entities; this should prevent issues of getting trapped in a corner with a blade trap meaning near-instant death.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Quote from MapleBacon»

    Would the alternate WorldType RWG uses impact it? I have a hefty amount of mob-adding mods, so I might just have to use JAS regardless.


    No, it's a biome thing. I figured it out; it looks like it should be working properly in the dev version I'm working on.


    That said, my fix may cause some issues with how JAS does things. I'm doing a lot of biome checking and adding spawn registries to them in postInit, and I'm not sure when or how JAS takes over spawning.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Quote from MapleBacon»

    Hey GnomeWorks, I'm using BoP and Realistic World Generation, so my Overworld lacks any of your mobs. Will you be adding biome controls in the config, or should I use an external spawn control like JAS?


    Hmm. They should be appearing in biomes added through mods, as of 4.1.1.


    I'll take a look.


    I have a pending update - including update notifications, a config file, some slight mob modifications, and hopefully a new mob - in the works, which I should be able to release shortly. If I find an issue with how I'm dealing with other mods' biomes, I'll be sure to include a fix in the next update.

    Posted in: Minecraft Mods
  • 1

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    Figuring out how to make a config file is next on the docket. Don't expect anything fancy, but I can include an option for turning the update messages off.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    Managed to finally figure out how to code up a check for updates, so in the future, Dungeon Mobs will let you know when a new version is released! Hopefully that will be useful for folks.


    That code will be included in the next update, whether it's a bug fix or more content; it seems a little silly to provide an update when literally all it does is add a thing that tells you whether or not there's a new update.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Quote from chinupt»
    it definitely wasn't a forge version issue as I tried it on an earlier version just to be sure.

    I honestly have no idea what it could have been, then. The fix was... rather clunky, and I'm not pleased with that particular bit of code.

    Quote from MohawkyMagoo»

    New version loaded. Not giving me any problems so far.


    Good to hear. Might not have been elegant, but at least it seems to have worked, and didn't screw anything up.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    Dungeon Mobs v4.1.2 is... well, it should be live shortly, depending on when the curse people approve it or whatever.


    I've attempted to implement a fix for the server issue. Key word here is attempted: since I'm not using the later versions of Forge, I'm not sure precisely where the issue is. However the fix works in my test environment (not that that's saying much), so if you weren't having a problem before, you should continue to not have a problem now.


    Let me know if any issues arise.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Quote from chinupt»
    I don't have too much knowledge on this but it may have something to do with a client-only class being called by the server.

    EDIT: I just tested version 4.1.0 and 4.0.1. The former gave the same error, the latter succeeded in startup without error. The bug must be from the code introduced in between these versions.


    Yeah, the confusion thing was added in 4.1.0.


    I've gotten reports from other people that play on servers in the old thread that it's working fine; given that the version of Forge you're using is more recent than the one I wrote it in, it's possible that the Forge update broke the code somehow.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)

    Due to issues with editing the OP, there is now a new thread.


    Dungeon Mobs v4.1.1 is live, and the description of the changes can be found in the new thread.


    Mods, please lock this thread at your earliest convenience.

    Posted in: Minecraft Mods
  • 11

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]


    Dungeon Mobs introduces a variety of new hostile mobs, all of which hate you. There are no gimmicks: no tameable entities, no weird items, no dimensions. Everything in this mod has exactly one goal in life: to end yours.

    However, it's not just enough that they hate you. Each of the mobs in this mod presents a different challenge, requiring you to think tactically about how to surmount the difficulty they pose. While the old stand-by of "hit it with your sword" may work for some, that may not always be the best - or even viable - solution. Due to the lack of a wiki or other repository of knowledge (which I have absolutely no intent of making, so don't ask), you may be forced to learn how to cope with these denizens of the deep on your own.


    This mod is intended to make the game more interesting by way of making it more difficult. It adds nothing to make the experience of fighting these creatures any easier, and to do so would defeat the purpose of this mod. There are plenty of mods out there that give you access to new tools and weaponry, and if you feel that vanilla arms are not up to the challenge, I invite you to investigate the works of others: there certainly is a lot of quality content out there.

    An overview of the mobs (with pictures and descriptions for each) can be found on the old thread. I am making this new one due to issues with editing the old one, and - given that apparently a lot of folks were downloading an older version of this mod, thinking it was the latest version - I decided that the prudent decision would be to make a new thread.


    MC Version: 1.7.10

    Requirements: Forge 1.7.10-10.13.2.1291


    Changelog


    v4.1.3

      • Update notifications. When a new version of dungeon mobs is released, you will get a notification in chat.
      • Configuration file. You can turn each mob on or off, as well as disable update notifications. At this time no other configurable options are planned.
      • Death messages. Cockatrices turning you to stone and blade traps now have their own death messages.
      • Biome spawning. All dungeon mobs should now properly spawn in mod-added biomes.
      • Cockatrice
        • Petrification effect now bypasses armor and should not damage armor.
      • Rakshasa
        • Particle effect from destroying an image has been reduced considerably.
      • Blade traps
        • Hit box reduced slightly.
        • Blade trap blocks now have a cooldown on turning into blade trap entities; this should prevent issues of getting trapped in a corner with a blade trap meaning near-instant death.

    v4.1.2

    • Attempting a fix for some server issues that seem to crop up when using later versions of Forge.

    v4.1.1

    • Added support for mods that add biomes; dungeon mobs will now spawn (more or less) appropriately in non-vanilla biomes. If a dimension mod is using vanilla biome types to describe it's dimension's biomes, dungeon mobs will also spawn in those dimensions; as such, this may result in dungeon mobs in places you would not expect to see them.
    • Adjusted a number of mobs' hit boxes.
    • Investigated the fact that mobs will still take damage from blade traps; this is not due to the blade trap dealing damage, but because of suffocation. Given how blocks work, there really is nothing I can do about that. But they most definitely are not taking damage from the blade trap itself.
    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)

    I don't know if this will help, but the full unlocalized name for all the mobs is "entity.dungeonmobs.DM$NAME.name", where $NAME is the name of the mob, first letter of each word capitalized (so a rust monster would be "entity.dungeonmobs.DMRustMonster.name").

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)

    Well my understanding is that - in theory - newer versions of Forge tend to be backwards-compatible with older ones. So using a newer version of Forge shouldn't have a problem... but it's entirely possible that it does, for whatever reason.


    Let me know if any other weird issues crop up.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (reference to new thread in last post)
    Quote from TacoGerbil»

    I get a crash on my server with this update .. forge-1.7.10-10.13.3.1403


    Hmm. That's... interesting.


    Is there anyone else getting this problem?

    Posted in: Minecraft Mods
  • 2

    posted a message on Dungeon Mobs (reference to new thread in last post)


    Dungeon Mobs v4.1.0 is live.


    Introducing the vescavor, the first new mob in... well, awhile.



    What does he do? Well, he makes a lot of noise. Seriously, if you thought the shrieker was bad, this thing gives it a run for its money. Other than making noise, it's relatively harmless, though it is a quick little bug-thing.


    Of course, what fun would that be? While you're being subjected to the horrible noises it likes to make...



    That's right, kids. New status effects. Because your life was way too easy, anyway.


    While you are confused, your keybinds get all kinds of messed up. Thought you were going to jump? Nope, now you're crouching! Thought you were strafing left? Well now you're strafing right!


    Due to how modding potions works, there may be conflicts with other mods that add more potions. I've tried to ensure as much compatibility with those mods as possible, but... if things go wrong, let me know and I'll see if there's anything I can do on my end of things.


    In other news: the entity ID conflicts with other mods has been resolved. Dungeon Mobs now runs solely on mod-based entity IDs, so those conflicts should trouble you no more.


    Beholders can also cause this new status effect.


    I also tweaked blade traps: now they only deal damage to you, so you won't have the issue of strongholds being full of traps and killing anything else that would have the misfortune of spawning there.


    Download Dungeon Mobs v4.1.0: Download (Mirror).

    Posted in: Minecraft Mods
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