Wow looks so much better. I have a suggestion now. How about some mobs have random model orientations. For example, different ways a geonach is orientated and aspid spikes in different places. Some genponta he's could be missing parts of there heads even and maybe missing a head altogether. And an aspidistra with different spike placements and sometimes no spikes at all. Maybe a jabberwock with a broken claw or a wendigo with a broken antler. I really don't know what you could do. The geonach would be nuch better if it had this though, since it just so happens that every last geonach in the world has the same exact scars, cracks, and orientations. This would be really cool during boulder bash, with subspecies and different sizes and different models. Anyways, that's my idea. Great spud improvement. ah, AH, AH-CHOO! Oh sorry, aspid on the table. I'm very punny, with rocs kracking my house, Raiko lawn, and aspidistra on the table. If you haven't gotten it yet, rocs a kracking because roc and the beginning of kracking, k, makes rock, and the roc is kracking my house. The rock is cracking my house. Raiko lawn? Rake yo lawn. And aspidistra on the table, I spit on the table. Whelp, I hope you use my suggestion. Good-bye. Now, wendigo to get that smoothie?
Oh no, the puns are hard man!
Once you all see the Aspid in game you'll notice the changes more, I think the angle I took doesn't really show off the changes that much lol!
So I decided to revamp the Aspid with a new Model and Texture, behold that sexy As...pid!
You can see that the texture resolution is balanced across the model now and is a little higher res, the pattern it has is more defined (which you can appreciate better from multiple angles) and finally the spines on its back look natural and less uniform and are positioned in accordance to the patterns on its back.
This new model + texture will be available in the next update. It wont be backwards compatible with older versions as the model's leg and arm parts are named differently.
Sorry if I sounded a little malicious there, I was saying to PCAwesomeness that I have to wait for Dr. Zhark to update Mo' Creatures before I can even think of using 1.7.10
Lol no probs, you didn't sound malicious to me. 1.10.0c is starting to look pretty stable so very soon once I fix the config issues when disabling mobs and I'll back port so that will probably be 1.10.0d or 1.10.1 depending on how quickly I make the Conba.
Hey Lycanite, a suggestion! The tags floating above different colored mobs (i.e., "Russet Joust" or "Keppel Arisaur") are great for finding them and all, but it's almost too great? It makes them really easy to get, not a challenge at all. Not to mention, it's hard to ignore tags in the ground from Cephignis and Lobbers in lava pools!
I know others may like them though, so is there a chance you could make them configurable? As in, a way to turn them on/off? o:
Ah my friend, I'm one step ahead of you!
Int config/lycanitesmobs/lycanitesmobs-general.cfg
disaply {
B:"Subspecies Tags"=true
}
I forget to test it though so let me know if it works (both Single and Multiplayer).
Also I'm not sure why it's under 'disaply' looks like a typo somewhere lol so I'll be fixing that too!
Lycanite, are you going to add the subspecies into the beastiary? It can give you information about how these rare forms differ from their plain, blank, normal, banal forms.
Yup, I'd like to add a few things to the Beastiary, like a stamp or something for killing a mob, for farming/taming one, for summoning one, etc.
Thank you so much ! Ive solved the problem by gettin the last version. Very amazing to hear a voice inside MC when waves aproaching, i got really scared the first time, and i have lost half celling of my house xD
I like to ask you for help with some lag issue, i have a little jungle near mi house (about 200 meters) , it gets me very laggy when aproaching to jungles due to concapades and aspids. I cant even chop down the jungle because the lag dont let me kill the mobs (i see them steady at 1 place but they are moving) . Since you told me that disabling mobs pops up a crash, there is any solution to make them go away?
I really need to fix those Concapedes! Try one of these commands:
java.lang.NullPointerException: Unexpected error
at net.minecraft.client.network.NetHandlerPlayClient.func_147281_a(NetHandlerPlayClient.java:744)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:97)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:15)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1591)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.network.NetHandlerPlayClient.func_147281_a(NetHandlerPlayClient.java:744)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:97)
at net.minecraft.network.play.server.S0FPacketSpawnMob.func_148833_a(SourceFile:15)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78765_e(PlayerControllerMP.java:273)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; ['Mandinga'/3399, l='MpServer', x=856,41, y=83,12, z=-1140,13]]
Chunk stats: MultiplayerChunkCache: 121, 130
Level seed: 0
Level generator: ID 04 - typeEB, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (835,64,-1082), Chunk: (at 3,4,6 in 52,-68; contains blocks 832,0,-1088 to 847,255,-1073), Region: (1,-3; contains chunks 32,-96 to 63,-65, blocks 512,0,-1536 to 1023,255,-1025)
Level time: 4218206 game time, 5241350 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: true), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
I just need help with some kind of aura they have that can damage me trough glass and walls. Its really anoying they`re killing my dogs and mi cats.
I keep my pets on sealled rooms with solid blocks and glass walls, but Zephyr`s keep atacking me from outside when aproaching.
Thank you so much
Hmm are you using the latest version of Lycanites Mobs as the Zephyrs should no longer back able to attack through walls, if you are then I'll look into fixing that. Also disabling mobs causes a crash, it's a but I really need to fix lol, instead, keep the mob enabled but set it's Spawn Weight to 0, this way it won't spawn at all.
Lycanite, personally, I think you should add a /event {event} start or stop so that we don't have to play a survival game to find the events.
I've been thinking about adding a few commands and especially events so I will do. I'll look into adding a way to turn them on and off per world with commands too and also a config option for Creative Mode players to be able to see/hear the event intro and have the event mobs spawn around them too.
Great update. Will you be adding mob outbreaks and mob invasion portals soon? Those are the other 2 types of events that I'm waiting for. Haven't seen them yet, but when I saw the names of the events, I cracked up.
Hey Lycanite, will you be remodeling the Troll model? To be honest, the Troll model wasn't really one of your best models you've done in my opinion. Oh and, can you give him and the Behemoth and other big mobs a melee attack? I think it would be realistic if they got that kind of attack considering their size. On the other note, i've done some exploring and testing for the latest version, so i was searching for mobs in the ocean to see if they've spawned. I've haven't found much mobs in the ocean. I've only found rare packs of Ika, a few Abtu and a bunch of Raiko, especially in islands.
The Troll is one of a few models that I'll be redoing at some point. I've also noticed that the oceans have been quiet lately so I'll investigate that.
When i holding Thaumometer (from Thaumcraft) in my hands and explore something and at the same time monster event starts, game crashes:
Description: Exception in server tick loop
java.lang.NullPointerException: Exception in server tick loop
at lycanite.lycanitesmobs.api.entity.EntityCreatureBase.isNativeDimension(EntityCreatureBase.java:491)
at lycanite.lycanitesmobs.api.entity.EntityCreatureBase.naturalSpawnCheck(EntityCreatureBase.java:460)
at lycanite.lycanitesmobs.api.entity.EntityCreatureBase.spawnCheck(EntityCreatureBase.java:414)
at lycanite.lycanitesmobs.api.entity.EntityCreatureBase.func_70601_bi(EntityCreatureBase.java:385)
at lycanite.lycanitesmobs.api.spawning.SpawnTypeBase.spawnMobs(SpawnTypeBase.java:345)
at lycanite.lycanitesmobs.api.mobevent.MobEventBase.onServerUpdate(MobEventBase.java:176)
at lycanite.lycanitesmobs.api.mobevent.MobEventManager.onWorldUpdate(MobEventManager.java:107)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_62_MobEventManager_onWorldUpdate_WorldTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:268)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:620)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
If i just keep Thaumometer in hands, all right.
When i try load this world, game crashes too, but with another error:
Description: Exception in server tick loop
java.lang.NullPointerException: Exception in server tick loop
at codechicken.lib.world.WorldExtensionManager.preTick(WorldExtensionManager.java:184)
at codechicken.lib.world.WorldExtensionManager.access$400(WorldExtensionManager.java:22)
at codechicken.lib.world.WorldExtensionManager$WorldExtensionEventHandler.clientTick(WorldExtensionManager.java:129)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_318_WorldExtensionEventHandler_clientTick_WorldTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:268)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:620)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Hmm the first crash is strange, I'll add some fail-safes that should stop it though! The second is related to CodeChicken, does that world work without Lycanites Mobs?
Lycanite, this first part of the post was incase you could add tactics for most mobs. But maybe mobs memorizing these tactics was going a bit too far, so they shouldn't have to use these tactics. I wanted simple tactics on the mobs that aren't farmable, tamable, mountable, or summonable, so they're special. They're kind of worthless, so making them a bit tougher to fight will improve this.
Oh, and remember my, "Mobs without attention" list? Most of these came off of they didn't spawn much and I couldn't remember their names without checking. So, could you up the spawn rate of some of the? (Except for clinks.)
Well with the new mob events, more mobs will be getting attention, also I'm going to be adding Summoning Portals that will summon minions automatically a bit like mob spawners in an area, these can then be instructed to follow their master, the Summoning Portals will then also be able to summon bigger minions that will be added as a third minion for each group making just about each mob have another purpose.
(don't reat it like advertisment cause it's really something like ACTA was before)
No probs, enjoy your doom! >:D
Yeah I'm not too certain about if the internet net is really at risk of premium price charges but I think it is definitely good to raise people's awareness of it.
Is it possible to make the event icons depending on user's language? I might make Russian versions for them.
I was thinking of adding a simple text overlay, but I could look into something for translated images, the problem is that the mod size might get huge if several languages have their own versions of the images. Perhaps a resource pack that adds them would be a better alternative? The same could then be done for the announcements.
Latest Update: Lycanite's and Gooderness' Special Moblympics! - Version 1.10.0 for Minecraft 1.7.10
Configs older than 1.9.1 will be reset.
Random World Mob Events have been added!
These will occur (by default) every 20-40 minutes and will feature a minute long swarm of mobs! Mob Events will not affect players in Creative Mode.
A massive thanks to Gooderness for providing an awesome voice over introducing these random events!
How is this mod 1.7.10 when animation API it uses is not?
I was going to use the Animation API early on but never actually used it really, before I updated from 1.6.2 to 1.6.4 I ended up removing it as I use my own animation system with obj models rather than vanilla/techne models which is what the Animation API worked with. So the Animation API is not required for this mod and hasn't been since the early versions of this mod (back when there were only the Demon Mobs) I think.
Glad you like my damage cap idea. Too bad you can't make the tactics. Butttt... Can you add that troll tactic, with the fire? Because I'm pretty sure I heard fire is one of the only ways to kill trolls.
Currently, Trolls in Stone Farm are immune to fire but in Flesh Form they are very weak to fire, so the tactic of using fire is there in a way, so is the turning Trolls to stone in the daylight tactic.
damage cup? suggestion - need key in cfg for on/off this feature....
Oops I meant Damage Cap, this will indeed be configurable, but shouldn't be too noticeable with vanilla weapons or weapons will vanilla-based damage rates, this is more for powerful modded weapons, it might be noticeable when critting with a Diamond Sword.
The Geonach cannot take damage from what I can tell. Not from a melee attack underground in a 2x2 room that it is very likely to spawn in as it spawns while mining, spawning far bigger than there room to hold the model.
After restarting minecraft next to one I can attack it. It may be an error in spawning.
The Geonach is the same as the Troll in Stone Form and has drastically increased defence however Pickaxes do 4X their usual damage, so if you hit it with a pickaxe, it should go down easily then.
why during battle with Zoataur he loses only 1/2 heart per hit without dependency of value of incoming damage?
The Zoataur has a blocking ability (you'll see it fold its arms to create a shield), when blocking it takes almost no damage but moves slower, the best thing to do here is to bide your time, recover or apply useful debuffs.
There should be a Boss called the necroe, it would be a black deer/minotaur like creature bit like like the jabber work but would be able to spawn jabberwocks
stats:
stage 1: the necroe would stay at medium distances, shield itself, and call down a small group of Jabber wocks while blinding the enemy and giving the fear debuff.
Stage 2: at 60% health it would buff the jabberwocks with speed 1 and regeneratioN 2 and would fire orbs that would steal the players life and heal the shields.
stage 3: at 40% health it would stop spawning jabberwocks and attack! giving weight III on hit and would slam the ground to break stone under the player
Stage 4: at 30% health it would buff the jabberwocks with speed 2 and strength 2 and would also attack too, also giving a chance that the necroe will reanimate the dead jabberwocks, spawning zombie jabberwocks that would curse the player on hit
Stage 5: at 20% health it would go into rage mode and harden it's skin then attack, causing a debuff called necroe poisoning that would slowly deal damage over time, it would also throw rocks and cause earthquakes that would give the penetration debuff.
on death the necroe would drop some nice loot like necromantic hide and necroes hammer and raw necromantic meat and necro fire charges
the hide could be used to make alchemical armour and a necro staff that would spawn 5 zombie jabberwocks on use.
so whadda you think?
Hmm I like the idea of it buffing the Jabberwocks, that's a cool idea indeed, so rather than having the kill the minions in order to harm the boss, for this boss, it would be kill the minions before the boss buffs them and they kill you! This is an interesting boss mechanic indeed! I think for each boss I'm going to stick to 3 stages though. It's going to be a while before I add the bosses or make any solid plans though.
I'll fight them if they have good loot. But I'll need REALLY good armor. I'm still not gonna download orespawn to fight him though. Don't get me wrong, Orespawn is a good mod, but it's too OP for my taste.
Bosses wont be about having good weapons and armor, once you've got full diamond you're pretty much set but more powerful modded gear will help too but not that much as bosses are going to take capped damage having vulnerable states that must be taken advantage of, same goes for their attack, it doesn't matter how strong your armor is, they will ignore a good amount of it with some moves, some will be almost instant kill on hard mode.
Lycanite, I would like to give you my personal request.
You already made your mobs partially ignore super armor so always take a bit of damage. So, here are my requests-
Your mobs should be immune to super-weapons. There should be a maximum amount of damage each mob should take, unless you get critcals. Some mobs should still get instantly killed, but say, for example, the crusk, if you had orespawn installed and hit it with, for say, big Bertha, it woul. Not die instantly. So there for, the mobs are more of something to fear even if you have an op mod installed.
My second request is directed at orespawn. My request is all your mobs should be immune to the Queen's purple crystal attack, not they do no damage, I want it so they don't knock out the percentage of health, and rather do the maximum damage the mobs can take without a critical. I'm requesting this because if you don't do it, then the queen will get to cheat at your bosses and have to learn nothing, and instead just throw crystals at Rahovart and he just dies, and the requirement for real skill is broken.
My third request is a suggestion to make it so a mob that attacks another mob will know the exact tactic for defeating it. Also, I don't think your bosses should get all the fun. You should make ALL (Or most) of your creatures require a tactic to defeat but not as extreme as bosses. Not using the tactic only deals 1 or 2 hearts of damage. Or, not using the tactic makes the mob much more dangerous. As an example, the troll tactic would be to light it on fire. At day, the tactic remains a pickaxe, but at night, fire is the only way to do real damage to the troll do the it's tough skin. And the tactic for The gorgomite is to never walk backwards when facing them, or otherwise they'll not only inflict more damage, they direct all "summoning" to behind you, thus getting you in a real mess.
I feel the additions of these are vital to not only the mod, but the mod's future. Please add them, especially that last one, worked hard on that idea. Literally took 10 minutes. Amazing mod, and will become the biggest mod in minecraft if you keep it up. So please add my requests, as I sacrificed my sleep to type this. I hope these get added, especially the last one. (Insert epic conclusion here, as it it midnight for me and I can't think.)
Hmm I really like this damage cap idea and crits that randomly ignore the damage cap, a very cool idea. So a 10% crit chance where full weapon damage is applied otherwise it is capped to say 75% of the mobs total health if it's health is greater than 9, so mobs with 9 or below health can be instantly killed with strong weapons such as Gorgomites which use a swarm ability. This way even the most OP of weapons will need to 2 hit. I might randomize things further and have set to 25%-75% of the mobs health with a 10% chance to crit for full damage.
I'll hook this crit system in so that it affects all mobs from this mod, vanilla and possibly other mods so long as they use the events too. Players wont have this crit resistance though.
Having each mob know the exact tactic for another mob and having all mobs have more in depth tactics is a lot of work and too complicated for Minecraft I think, it works for bosses as the player is dedicated to defeating them, but for mobs that just spawn, the nature of Minecraft is to just hit/shoot them most of the time, some secondary abilities such as swarming and debuffs then come into play anything more is too much IMO.
Thaumcraft is an awesome mod and always in my mod packs!
However, is there any way to disable to lower the effectiveness of the Thaumostatic Harness, it's pretty cool but it kinda ruins my multiplayer world as it removes a lot of difficulty from exploring, ect which is one of the things it's mostly about and it also makes Archimedes Ships/Witchery Brooms less useful, with the haste enchant there's no point in using them at all really. It would be cool if it could be set in the config just to offer a configurable amount of high jump instead.
Also is there a way to lower the Traveler's Boots too, 3 block high jumping is a bit too much (got dungeons, etc added to the server where this level of jumping breaks them). Also with the speed boost and step assist it's a bit overpowered compared to similar items from other mods used. Basically a way to configure items like these a bit more would be awesome as my server is very delicate when it comes to balancing.
good, about the conbas, as I think there should be a neutral or passive mob that is not a farm animal once in a while. Like, a mob that doesn't hate you or has a chance of ever hating you. The conba should throw the poop to be mischievous, but if you do manage to get within 4 blocks of it, it will look at you, tilt it's head like a dog, and whimper. Then, if you spare it, it goes into a non-mischievous mode, where it doesn't throw poop and doesn't run from players. But, when it's in the mischievous mode, it throws poop and whimpers at all mobs, and, sometimes, maybe, it could not throw poop at you, and follow you, and when you get home, and the conba detects man-made blocks, (it only detects when it follows a player) it starts throwing poop at the house. How is this bad, well, whenever poop hits the ground, it should create a stink cloud that withers nearby wood and leaves and when you step on it, you get poisoned. However, if in any of these situations you kill a conba, it will drop poop. But, there's a reason why only one conba will throw poop at once. If you kill it, it sends a thermometer out that calls all other Donbas with in a 32 block radius to come and throw poop at you. Poop bombardment. So that is my ideas for the conba, I hope you use them, because it would be really cool to see this.
Cool ideas but a bit too much to put into the game I think also detecting man made blocks sounds very hard to do, unless there's an easy way to compare a chunk with it's naturally generated version but even so I imagine this would be very resource hungry, it also wouldn't work in older worlds generate before 1.7.x and its new biomes.
I think I'll just keep them mischievous, they're follow the player but with a 10 block gap. If the player or a Vespid does get close enough to attack it, it will swipe back as it tries to run away, the begging behavior wouldn't really make sense as a Vespid Queen is not going to show mercy at all therefore they wouldn't really of evolved to beg for mercy off predators.
I've also found that adding too much complex AI confuses a lot of players who are preoccupied with various other aspects of the game, for instance some people are still surprised when a Kobold attacks them if they're below half health as they are unaware of this 'attack the weak' mechanic.
I love the idea of stink clouds though, they will cause slowness and will apply poison damage only when the player is inside them, so like a 1 second long poison effect, any longer and stink clouds would be too powerful compared to poison clouds from the swamp mobs.
So is it conbas next? Also, it shouldn't come in for a melee attack or even attack you unless you anger it. Throwing poop at you should be just a hobby like with real life monkeys.
Hmm that's an interesting idea, I think I'll make them run away but throw poop, this should make them more mischievous and it makes sense that they've adapted to keep their distance all the time as they're constantly running away from Vespids.
0
Oh no, the puns are hard man!
Once you all see the Aspid in game you'll notice the changes more, I think the angle I took doesn't really show off the changes that much lol!
0
Glad you're enjoying the mod!
Glad you like the new events! I'll be adding an Events page to the website soon!
Lol no probs, you didn't sound malicious to me. 1.10.0c is starting to look pretty stable so very soon once I fix the config issues when disabling mobs and I'll back port so that will probably be 1.10.0d or 1.10.1 depending on how quickly I make the Conba.
0
Awesome!
Ah my friend, I'm one step ahead of you!
Int config/lycanitesmobs/lycanitesmobs-general.cfg
I forget to test it though so let me know if it works (both Single and Multiplayer).
Also I'm not sure why it's under 'disaply' looks like a typo somewhere lol so I'll be fixing that too!
I'll be back porting to 1.7.2 soon, once I can confirm that 1.10.0c is stable.
Yup, I'd like to add a few things to the Beastiary, like a stamp or something for killing a mob, for farming/taming one, for summoning one, etc.
I really need to fix those Concapedes! Try one of these commands:
0
Hmm are you using the latest version of Lycanites Mobs as the Zephyrs should no longer back able to attack through walls, if you are then I'll look into fixing that. Also disabling mobs causes a crash, it's a but I really need to fix lol, instead, keep the mob enabled but set it's Spawn Weight to 0, this way it won't spawn at all.
I've been thinking about adding a few commands and especially events so I will do. I'll look into adding a way to turn them on and off per world with commands too and also a config option for Creative Mode players to be able to see/hear the event intro and have the event mobs spawn around them too.
0
The Troll is one of a few models that I'll be redoing at some point. I've also noticed that the oceans have been quiet lately so I'll investigate that.
I'll be releasing 1.10.0c today that might help things.
0
Hmm the first crash is strange, I'll add some fail-safes that should stop it though! The second is related to CodeChicken, does that world work without Lycanites Mobs?
0
Well with the new mob events, more mobs will be getting attention, also I'm going to be adding Summoning Portals that will summon minions automatically a bit like mob spawners in an area, these can then be instructed to follow their master, the Summoning Portals will then also be able to summon bigger minions that will be added as a third minion for each group making just about each mob have another purpose.
Yep, thanks to Gooderness who does awesome voice narrations!
No probs, enjoy your doom! >:D
Yeah I'm not too certain about if the internet net is really at risk of premium price charges but I think it is definitely good to raise people's awareness of it.
I was thinking of adding a simple text overlay, but I could look into something for translated images, the problem is that the mod size might get huge if several languages have their own versions of the images. Perhaps a resource pack that adds them would be a better alternative? The same could then be done for the announcements.
2
Latest Update: Lycanite's and Gooderness' Special Moblympics! - Version 1.10.0 for Minecraft 1.7.10
Configs older than 1.9.1 will be reset.Random World Mob Events have been added!
These will occur (by default) every 20-40 minutes and will feature a minute long swarm of mobs! Mob Events will not affect players in Creative Mode.
A massive thanks to Gooderness for providing an awesome voice over introducing these random events!
0
I was going to use the Animation API early on but never actually used it really, before I updated from 1.6.2 to 1.6.4 I ended up removing it as I use my own animation system with obj models rather than vanilla/techne models which is what the Animation API worked with. So the Animation API is not required for this mod and hasn't been since the early versions of this mod (back when there were only the Demon Mobs) I think.
Currently, Trolls in Stone Farm are immune to fire but in Flesh Form they are very weak to fire, so the tactic of using fire is there in a way, so is the turning Trolls to stone in the daylight tactic.
0
Oops I meant Damage Cap, this will indeed be configurable, but shouldn't be too noticeable with vanilla weapons or weapons will vanilla-based damage rates, this is more for powerful modded weapons, it might be noticeable when critting with a Diamond Sword.
Hmm that looks correct, I'll take a look into it for you.
The Geonach is the same as the Troll in Stone Form and has drastically increased defence however Pickaxes do 4X their usual damage, so if you hit it with a pickaxe, it should go down easily then.
The Zoataur has a blocking ability (you'll see it fold its arms to create a shield), when blocking it takes almost no damage but moves slower, the best thing to do here is to bide your time, recover or apply useful debuffs.
That looks awesome!
Yup, quite a few things have changed!
Hmm I like the idea of it buffing the Jabberwocks, that's a cool idea indeed, so rather than having the kill the minions in order to harm the boss, for this boss, it would be kill the minions before the boss buffs them and they kill you! This is an interesting boss mechanic indeed! I think for each boss I'm going to stick to 3 stages though. It's going to be a while before I add the bosses or make any solid plans though.
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Bosses wont be about having good weapons and armor, once you've got full diamond you're pretty much set but more powerful modded gear will help too but not that much as bosses are going to take capped damage having vulnerable states that must be taken advantage of, same goes for their attack, it doesn't matter how strong your armor is, they will ignore a good amount of it with some moves, some will be almost instant kill on hard mode.
I've been thinking the same thing, I'll increase their HP to 20.
Oops, sorry, I used to get email alerts when but I got PMs but I don't any more for some reason, I'll take a look now.
Hmm I really like this damage cap idea and crits that randomly ignore the damage cap, a very cool idea. So a 10% crit chance where full weapon damage is applied otherwise it is capped to say 75% of the mobs total health if it's health is greater than 9, so mobs with 9 or below health can be instantly killed with strong weapons such as Gorgomites which use a swarm ability. This way even the most OP of weapons will need to 2 hit. I might randomize things further and have set to 25%-75% of the mobs health with a 10% chance to crit for full damage.
I'll hook this crit system in so that it affects all mobs from this mod, vanilla and possibly other mods so long as they use the events too. Players wont have this crit resistance though.
Having each mob know the exact tactic for another mob and having all mobs have more in depth tactics is a lot of work and too complicated for Minecraft I think, it works for bosses as the player is dedicated to defeating them, but for mobs that just spawn, the nature of Minecraft is to just hit/shoot them most of the time, some secondary abilities such as swarming and debuffs then come into play anything more is too much IMO.
Glad you like the Raiko!
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However, is there any way to disable to lower the effectiveness of the Thaumostatic Harness, it's pretty cool but it kinda ruins my multiplayer world as it removes a lot of difficulty from exploring, ect which is one of the things it's mostly about and it also makes Archimedes Ships/Witchery Brooms less useful, with the haste enchant there's no point in using them at all really. It would be cool if it could be set in the config just to offer a configurable amount of high jump instead.
Also is there a way to lower the Traveler's Boots too, 3 block high jumping is a bit too much (got dungeons, etc added to the server where this level of jumping breaks them). Also with the speed boost and step assist it's a bit overpowered compared to similar items from other mods used. Basically a way to configure items like these a bit more would be awesome as my server is very delicate when it comes to balancing.
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Cool ideas but a bit too much to put into the game I think also detecting man made blocks sounds very hard to do, unless there's an easy way to compare a chunk with it's naturally generated version but even so I imagine this would be very resource hungry, it also wouldn't work in older worlds generate before 1.7.x and its new biomes.
I think I'll just keep them mischievous, they're follow the player but with a 10 block gap. If the player or a Vespid does get close enough to attack it, it will swipe back as it tries to run away, the begging behavior wouldn't really make sense as a Vespid Queen is not going to show mercy at all therefore they wouldn't really of evolved to beg for mercy off predators.
I've also found that adding too much complex AI confuses a lot of players who are preoccupied with various other aspects of the game, for instance some people are still surprised when a Kobold attacks them if they're below half health as they are unaware of this 'attack the weak' mechanic.
I love the idea of stink clouds though, they will cause slowness and will apply poison damage only when the player is inside them, so like a 1 second long poison effect, any longer and stink clouds would be too powerful compared to poison clouds from the swamp mobs.
Everyone seems to really want the Conba next so the next mob is likely going to be that.
Lol welcome to 1.7.10!
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I'll be happy to apply and changes/fixes on my end if needed to make things work too!
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Hmm that's an interesting idea, I think I'll make them run away but throw poop, this should make them more mischievous and it makes sense that they've adapted to keep their distance all the time as they're constantly running away from Vespids.
I shall take a look now
Don't worry, the bosses will be optional encounters, you will need to summon them and plan to fight them.
Lol no problem!