It seems that my Minecraft client freezes up whenever it tries to load this mod. I've watched the dev console at work, and everything works fine right until it comes time to load this mod. When it is just about to enter the Pre-Init stage, it freezes up. Any thoughts?
There is nothing in that log that points to this being a Dungeon Mobs problem.
The fact that there is a reference to imgur implies to me that it is a problem with a mod that is trying to fetch an image.
Illithid causing crashes has been fixed. Having some troubles with dominated wolves not changing their texture; the fix is going to be probably more involved than I'd like.
Also noticed a thing where cave fishers were throwing webs even if their target wasn't in their LoS, that should be resolved now as well.
Since no other bugs were reported, that's all I've got for now. As always, let me know if something goes wrong.
No probs. The latest update seems to be working well. Haven't seen any issues so far.
Nor have I, but that doesn't mean that there aren't bugs lurking in the code. I'm sure something will crop up: something almost always has, in the past.
Is the new project secret? Or is it something you can hint at?
I'd rather not go into detail until I have something presentable: once I'm at the point where screenshots are possible, I may post them here and gauge the response.
Until then, though, I'm not going to talk about it much, just to avoid getting peoples' hopes up for what may very well become vaporware.
To be clear, blade traps do not spawn like mobs anymore, they are now part of world generation. Any mods that modify how mobs spawn will (most likely) not impact blade traps.
That said, I am aware that some of these mods manage to avoid calling a mob's method for determining if it can spawn in a given location. Blade traps always return "false" to that question (as blocks turning into traps is a forced spawn, and doesn't ask for permission - it just does it), but that does mean that mods that mess with mob controls may make blade traps continue to spawn in odd places.
I'm currently working on a different project. I'm keeping an eye on this thread to see if any issues arise with the previous update, and if a serious bug crops up (or if the number of small issues reaches a critical mass), I'll deal with it.
That said, I am prone to spontaneously changing my focus and working on something else, so it is entirely possible that a new mob will be added to dungeon mobs sooner rather than later.
It's been a long time since I've tried your mod, GnomeWorks, which is a real shame. Here's hoping it becomes a regular part of my pack again. I'll let you know what my testing finds. Thank you.
Been a long time since I had the time to update.
Like I said, I almost assuredly missed a few bugs; my course load for the summer is significantly lighter, so I should be able to keep on top of bug reports and update as needed, at least for awhile.
Bunch of bug fixes. I almost certainly missed a few. Let me know. Highlights include: blade traps are no longer stupid, rakshasas and rust monsters should no longer crash the game.
As always, the list of changes can be found in the log in the first post.
And no, there was no v3.0.3. Apparently I decided I didn't like that number.
That is not dead which can eternal lie,
And in strange aeons, even death may die.
This semester has been hectic for me, but I still live.
My schedule isn't exactly clearing up anytime soon, either: finals, term papers, and large projects loom in the next few weeks. Add to that the fact that I need to be moving soon... my plate has been rather full.
This project, however, has not fallen out of my field of view. I'll admit that I'm not at all up-to-date on conversions to 1.7, but once this semester ends and things settle down, I may have time for it.
There are several errors and bugs in the latest version, which have been pointed out in the pages since my last update. I'm aware of most of them, but haven't had the time to start working on figuring out fixes.
I have very strong opinions regarding the nature of dragons. I also have very strong opinions regarding my ability to do them any degree of justice: primarily that I won't be able to, at least not right now.
That said, they may - potentially, one day - be a thing that I try to accomplish.
As far as adding new mobs and such, in future updates, I have a number of ideas. I've got a small handful of things I would definitely like to implement, but I think - at this point - fixing all the problems with existing mobs comes first. Specifically, I would like the lizalfos to stop leaking horribly, and I've had a few ideas on how to make that the case (not to mention that the twin's behavior has always bugged me... I don't think they're working properly).
I have even considered going back and addressing the perceived balance issues with a mob or two, but whether or not I implement changes to balance is another question entirely.
I have also add a few ideas for other mods that I would like to try my hand at. Specifically: I would like to implement an "underdark" mod, which would be suitably terrifying. I would also like to try my hand at implementing procedurally-generated bosses, built from a number of predetermined pieces that could be combined in a theoretically-infinite number of ways, both in terms of mechanics and appearance.
I know I'm running a lot of mods but it's still not a normal error for me.
Huh! That's actually pretty interesting. If I'm reading that right, it's giving you an error because it's misreading a packet, probably because of a class definition mismatch because you're running 1.6.2 and this mod is for 1.6.4.
What happens is that the server doesn't create a config file at all and in such causes block id conflicts with another mod I have.
The oddities with the config file and SMP have been noted earlier in the thread. As has been stated before - repeatedly - file I/O and I have a bad history, and so it's going to be a bit before I can work the kinks out of the config file issues.
I am in the middle of finals, so don't expect any updates or fixes in the next few weeks.
Took me awhile to track down which mod was the owner of Sonic Boom but the server doesn't like it.
Hmm... as mentioned upthread, I did very little testing on the mod for the update to MC 1.6.4, and I did no SMP testing. I'll look into this problem, see if I can get a fix; however, it will probably be a few days, have a number of final projects and such due this week.
Many sounds were not being called according to the new methods, which have been fixed.
Blade trap spawning has been heavily modified, hopefully now you will not see rooms full of them. In addition, they now have a max height for spawning, and so you should see them significantly less often on the surface.
Lizalfos should now spawn their twins properly when spawned from a shrieker.
Rakshasa magic missiles and beholder eye rays have been fixed; magic missiles should no longer cause crashes, eye rays should affect targets properly.
Rust monsters apparently still had some occasional targeting problems, those have been resolved.
all the mobs and blocks are missing textures it seems....
I am still trying to get a hang of the new file structure with the resource pack thing, it may take an update or two for me to get it entirely figured out.
0
There is nothing in that log that points to this being a Dungeon Mobs problem.
The fact that there is a reference to imgur implies to me that it is a problem with a mod that is trying to fetch an image.
0
The primary mechanic for trolls, when initially written, was not functioning as intended. That bug was finally fixed in one of the last few updates.
0
Illithid causing crashes has been fixed. Having some troubles with dominated wolves not changing their texture; the fix is going to be probably more involved than I'd like.
Also noticed a thing where cave fishers were throwing webs even if their target wasn't in their LoS, that should be resolved now as well.
Since no other bugs were reported, that's all I've got for now. As always, let me know if something goes wrong.
0
After all these years, I still need to ask for crash logs?
Come on, people, it's not that hard.
1
Nor have I, but that doesn't mean that there aren't bugs lurking in the code. I'm sure something will crop up: something almost always has, in the past.
I'd rather not go into detail until I have something presentable: once I'm at the point where screenshots are possible, I may post them here and gauge the response.
Until then, though, I'm not going to talk about it much, just to avoid getting peoples' hopes up for what may very well become vaporware.
0
That said, I am aware that some of these mods manage to avoid calling a mob's method for determining if it can spawn in a given location. Blade traps always return "false" to that question (as blocks turning into traps is a forced spawn, and doesn't ask for permission - it just does it), but that does mean that mods that mess with mob controls may make blade traps continue to spawn in odd places.
I'm currently working on a different project. I'm keeping an eye on this thread to see if any issues arise with the previous update, and if a serious bug crops up (or if the number of small issues reaches a critical mass), I'll deal with it.
That said, I am prone to spontaneously changing my focus and working on something else, so it is entirely possible that a new mob will be added to dungeon mobs sooner rather than later.
0
Been a long time since I had the time to update.
Like I said, I almost assuredly missed a few bugs; my course load for the summer is significantly lighter, so I should be able to keep on top of bug reports and update as needed, at least for awhile.
1
Bunch of bug fixes. I almost certainly missed a few. Let me know. Highlights include: blade traps are no longer stupid, rakshasas and rust monsters should no longer crash the game.
As always, the list of changes can be found in the log in the first post.
And no, there was no v3.0.3. Apparently I decided I didn't like that number.
0
This has been their intended functionality from the beginning. Getting them to follow that behavior has - obviously - proven difficult.
1
And in strange aeons, even death may die.
This semester has been hectic for me, but I still live.
My schedule isn't exactly clearing up anytime soon, either: finals, term papers, and large projects loom in the next few weeks. Add to that the fact that I need to be moving soon... my plate has been rather full.
This project, however, has not fallen out of my field of view. I'll admit that I'm not at all up-to-date on conversions to 1.7, but once this semester ends and things settle down, I may have time for it.
There are several errors and bugs in the latest version, which have been pointed out in the pages since my last update. I'm aware of most of them, but haven't had the time to start working on figuring out fixes.
I have very strong opinions regarding the nature of dragons. I also have very strong opinions regarding my ability to do them any degree of justice: primarily that I won't be able to, at least not right now.
That said, they may - potentially, one day - be a thing that I try to accomplish.
As far as adding new mobs and such, in future updates, I have a number of ideas. I've got a small handful of things I would definitely like to implement, but I think - at this point - fixing all the problems with existing mobs comes first. Specifically, I would like the lizalfos to stop leaking horribly, and I've had a few ideas on how to make that the case (not to mention that the twin's behavior has always bugged me... I don't think they're working properly).
I have even considered going back and addressing the perceived balance issues with a mob or two, but whether or not I implement changes to balance is another question entirely.
I have also add a few ideas for other mods that I would like to try my hand at. Specifically: I would like to implement an "underdark" mod, which would be suitably terrifying. I would also like to try my hand at implementing procedurally-generated bosses, built from a number of predetermined pieces that could be combined in a theoretically-infinite number of ways, both in terms of mechanics and appearance.
0
Huh! That's actually pretty interesting. If I'm reading that right, it's giving you an error because it's misreading a packet, probably because of a class definition mismatch because you're running 1.6.2 and this mod is for 1.6.4.
0
You really need to provide more information than that.
You, also, really need to provide more information than that.
"Should" implies a moral imperative.
The oddities with the config file and SMP have been noted earlier in the thread. As has been stated before - repeatedly - file I/O and I have a bad history, and so it's going to be a bit before I can work the kinks out of the config file issues.
I am in the middle of finals, so don't expect any updates or fixes in the next few weeks.
0
No.
It is not, unfortunately.
2
Hmm... as mentioned upthread, I did very little testing on the mod for the update to MC 1.6.4, and I did no SMP testing. I'll look into this problem, see if I can get a fix; however, it will probably be a few days, have a number of final projects and such due this week.
It doesn't, and I don't really consider that a problem. There are significantly more pressing things to do - like add content.
0
Bunch of bug fixes.
Many sounds were not being called according to the new methods, which have been fixed.
Blade trap spawning has been heavily modified, hopefully now you will not see rooms full of them. In addition, they now have a max height for spawning, and so you should see them significantly less often on the surface.
Lizalfos should now spawn their twins properly when spawned from a shrieker.
Rakshasa magic missiles and beholder eye rays have been fixed; magic missiles should no longer cause crashes, eye rays should affect targets properly.
Rust monsters apparently still had some occasional targeting problems, those have been resolved.
I am still trying to get a hang of the new file structure with the resource pack thing, it may take an update or two for me to get it entirely figured out.