• 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Akinezelle»

    Hello,


    thank you for the great mod, i realy like it.

    But i have a small proble since the last update.

    We all lost all of our bestiary knowlage and the pet/minion/mount tab are all reset.

    But when i try to "learn" an already (but not showing" mob the system tell me "you already have knwoledge of this mob.


    Did a failed somewhere when updating, is it a bug ?

    can somebody help me ?


    (also, sry for bad english ^^)


    There's a bug where the Beastiary sometimes shows up empty when it's not, reopening it might fix that. It's a server bug I'll look into.

    Hey, Ive got a idea for a dragon boss mob:

    It spawns in a arena like Asmodeus and Rahovat, and stays in the middle.

    It has a long neck and always turnds its head towards the player, and occasionly attacks with firebreath

    It has a lot of health, and great defense, and you can attack it only after a attack or maybe just at a small spot where its vulnerable,

    and only in close combat using some kind of melee weapon.

    The fight would be all about doging the attacks, and to keep moving to avoid getting burned to death.


    Sounds like a fun fight, I'm going to be thinking up a lot of boss fights in the near future, the dragon bosses might be a while off yet though.
    Quote from ZennyKenny»

    Mob models are disappearing when they get in a corner. Same thing happened with the Serpix.


    Also, are shadow mob spawn chances weighted depending on the biome? I used to see tons of Chupacabras and Shades in Plains / Forest / Extreme Hills, but I started a new game in an Ice biome and I've only seen a couple Chupacabras and zero Shades.


    Grues have a stealth ability when in dark areas making them invisible and the worms like the Serpix will burrow into the ground and go invisible as well.
    Shadow Mobs typically spawn in dark areas underground below world height 64, in cold areas you are possibly higher up in the mountains and thus underground but above Y64 which is why there might be as many. You need to go deep! :D
    Quote from StijnSteren»

    Can you fix the Darkness Spawner affecting players in creative mode?


    I'll add a creative check to the default darkness.json, in the mean time you can add a player condition that checks for creative mode to fix it.
    Quote from GingerNo7»

    I'm on 1.11.2 for minecraft, and for some reason, the only mobs from this mod that spawn are the nether ones. I have it as the only mod running, redownloaded it, and still nothing.


    I've done some testing, and it appears that only the 1.11.2 versions of this mod have a spawning problem. Any ideas on how to fix this?


    Are you running any other mods that could affect things like Custom Mob Spawner?
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from ICountFrom0»

    Because it's too large.

    Twitch has been ignoring reports from a segment of the audiance for a while... the folks with slow connections.

    It just executes a timeout if any mod in a pack takes too long to download.

    It used to be a more reasonable length, but lately it's more brutal.

    Hrm... I get what you mean, but your uploading the same amount of code, just in one package right now, so the hold up is the interface being bad for loading multiple things at once.

    Course, you could fix that by concentrating on only one submod at a time. If you focused in the forest biome for a week, that's the only one you'd be loading up that week.


    Unfortunately it doesn't quite work like that, the submods all revolve around the core mod and most of the time, changes I make to the core mod require all the submods to be updated as well and most of the stuff I do is with the core mod. The code itself is tiny, if I stripped all the images and sounds out of the mod it would be minuscule as it's mostly just text and compiled classes.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from ICountFrom0»

    I've got an idea.

    If you'd listen?

    Take the core mod, the bit that attaches to the cfg file that controlls everything, and make it a backbone library, make everything else dependant on this.

    Then take each biome, and make it a seperate mod, and each one gets it's 3 cfg files in that sub folder, just like now.

    Then, release one MORE mod, this sucker is nothing but a placeholder, a tiny bit of script that does almost nothing. BUT, it lists all the other mods as ones it depends on, so that twitch automagically slips them all into the pack, preventing people from having to find them.

    For those who want detailed controll, or just to use smaller things, they then uninstall the master override, and then uninstall the bits they don't want.

    I seriously have a pack that I maintain, that I can't release an update of, because twitch won't let me have lycanites.


    Eventually I'll do something like this, the main problem is that it would take ages to upload all of the files individually and I update at least once a week currently. You can turn each group off via the configs in the mean time though. Perhaps if I could automatically build the mod into multiple jars and then auto upload them to Curse. Why wont Twitch let you use the mod anyways?
    Quote from StijnSteren»

    Ummm... the Quetzodracl icon texture has black and purple squares cause it says quetzodracl_texture.png. and i fixed it by changing it to quetzodracl_icon.png and i finally got the Quetzodracl icon texture working.


    Oops thanks for letting me know!
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from ICountFrom0»

    Shame that our mighty overlords have made a minecraft client that refuses to let your mod be downloaded on a slow connection.


    Alas there is nothing more cruel. I'm going to look at reducing the file size soon, I think a lot of the png textures could be better exported.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Dulciphi»

    "A list of condition entries that decide if the spawner can run or not such as minimum/maximum world day, world time, weather, player level, even things like player name" :o

    Does this mean that mob spawns can scale to difficulty? This is something I know a lot of other people have been trying to do for a long time as well. One issue we've had on a server was that we couldn't spawn more difficult mobs by world time because a new player might have just started. Equally, some might have started months ago but still be at a low level because they hadn't played much. We also had ways for existing players to wipeout (their base could be destroyed, forcing them to start again).

    One option was to limit more difficult spawns to distance from origin, the concept being that players tend to fan out the longer they've been playing, but our longest-playing member was right at spawn, and this doesn't work for survival servers where new players are randomly dispersed. The only solution I could see was to tap into player data (whether that be via the advancement system or some other data like XpTotal). Keep in mind that we always had a way to store our XP (or use it via an anvil, enchants or other mods). Time since last death was another consideration.


    I'll add distance from an origin, perhaps a condition based on a min and max range from a given specific xyz position, for servers that was a unique spawner for a designated area, maybe with an option to use the main world spawn too! I've also added player play-time which starts counting when a player first enters a world (if they've played for a while but w/o Lycanites Mobs then the count will be off though). Player level works great but as you said they can spend xp and level down. There's also the current world difficulty level as well.

    I've also just added IRL month and day of month min/max as conditions as well for seasonal stuff. I'm open to any other suggestions as well, so long as they aren't overly complex it's super easy to add new conditions.


    Oh and also there's a condition to check for the current Mob Event that's player allowing for extra mobs to spawn during events if desired. I will be making events fully modifiable next as well adding the ability to make brand new events up, though users will need a Resource Pack with the event graphics, lang entries and sounds, but in Minecraft 1.13 there will be Data Packs to fix this for servers.

    Posted in: Minecraft Mods
  • 1

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Dulciphi»

    Interesting. Do you have a repo or somewhere else where we can discuss this? Just quietly, CosmicDan is in the process of porting JAS to 1.12. I can't speak for him, but I'm definitely interested to know what features your spawner will have. I was always fond of your triggered spawns (Rock spawners, Tree, Sleep, Darkness, etc).


    LycanitesMobs is on github here https://github.com/Lycanite/LycanitesMobs/

    The new JSON Spawners will be able to completely replace the current spawners such as from triggered events and more.
    Each Spawner definition will have some special values such as the name of the spawner and will then be split into four sections:

    • Spawn Conditions - A list of condition entries that decide if the spawner can run or not such as minimum/maximum world day, world time, weather, player level, even things like player name and it'll be very easy for me to add new conditions as they are requested, so long as they aren't too complex.
    • Spawn Triggers - These determine what starts a spawn wave such as an Ore Break Trigger, specific block break trigger, player update tick, fishing, etc.
    • Spawn Locations - These determine where mobs spawn from the trigger location, some like the ores will probably just spawn at the trigger location itself, but others such as the player tick one will spawn either randomly around the player or in lava/water/fire/other specific blocks or on random surface locations, etc.
    • Spawn Mobs - A list of mobs to spawn (at first Lycanites Mobs only, but I will look at vanilla and other modded entities). Mobs can also be given a spawner via the config like the old system with the Spawner definition's name as a new spawn type entry, this way there are two ways to choose what mobs spawn from what spawners.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from IPCNA»

    Just like to say that the Mob list section in the Lycanite Mobs webpage wiki thing is missing some mobs.


    I've added the rest of the standard mobs now, but I still need to add the 3 new dragons.

    Quote from ZennyKenny»

    Hey so I'm playing in that new Java 9 or whatever it's called version of the game, and Lycanites Mobs seems to be ignoring the configs. For example, before I used to be able to change the number of Afrits to spawn at once to 1. But when I started playing, several of them appeared at once.


    There seems to be a weird problem with Lava spawning currently, however I'm writing a new JSON based spawning system from the ground up for the next major update where spawners can be configured with JSON files and custom spawners can be created too.
    Quote from zakman2903»

    Test it and I want to say that it's the best mod from my practice!


    Thanks!
    Posted in: Minecraft Mods
  • 2

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from amirtheender»

    umm..why only 1.12.2 and no 1.12?


    Looks like it also works on 1.12 and I'd assume 1.12.1 too! I've updated the file on Curse to show for these versions as well.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from IPCNA»


    ---- Minecraft Crash Report ----
    // I let you down. Sorry :(

    Time: 9/12/17 4:15 PM
    Description: Initializing game

    java.lang.OutOfMemoryError: Java heap space
    at java.lang.AbstractStringBuilder.<init>(Unknown Source)
    at java.lang.StringBuilder.<init>(Unknown Source)
    at java.lang.Throwable.toString(Unknown Source)
    at java.lang.Throwable.<init>(Unknown Source)
    at java.lang.Exception.<init>(Unknown Source)
    at java.util.concurrent.ExecutionException.<init>(Unknown Source)
    at com.google.common.util.concurrent.AbstractFuture$Sync.getValue(AbstractFuture.java:299)
    at com.google.common.util.concurrent.AbstractFuture$Sync.get(AbstractFuture.java:286)
    at com.google.common.util.concurrent.AbstractFuture.get(AbstractFuture.java:116)
    at com.google.common.util.concurrent.Uninterruptibles.getUninterruptibly(Uninterruptibles.java:135)
    at com.google.common.cache.LocalCache$Segment.getAndRecordStats(LocalCache.java:2346)
    at com.google.common.cache.LocalCache$Segment.loadSync(LocalCache.java:2318)
    at com.google.common.cache.LocalCache$Segment.lockedGetOrLoad(LocalCache.java:2280)
    at com.google.common.cache.LocalCache$Segment.get(LocalCache.java:2195)
    at com.google.common.cache.LocalCache.get(LocalCache.java:3934)
    at com.google.common.cache.LocalCache.getOrLoad(LocalCache.java:3938)
    at com.google.common.cache.LocalCache$LocalLoadingCache.get(LocalCache.java:4821)
    at com.google.common.cache.LocalCache$LocalLoadingCache.getUnchecked(LocalCache.java:4827)
    at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:540)
    at net.minecraftforge.client.model.ModelLoader$WeightedRandomModel.bake(ModelLoader.java:833)
    at net.minecraftforge.client.model.ModelLoader$MultipartModel.bake(ModelLoader.java:1316)
    at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:205)
    at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28)
    at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:132)
    at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SimpleReloadableResourceManager.java:113)
    at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:756)
    at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:373)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:521)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352)
    at net.minecraft.client.main.Main.main(SourceFile:124)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Thread: Client thread
    Stacktrace:
    at java.lang.AbstractStringBuilder.<init>(Unknown Source)
    at java.lang.StringBuilder.<init>(Unknown Source)
    at java.lang.Throwable.toString(Unknown Source)
    at java.lang.Throwable.<init>(Unknown Source)
    at java.lang.Exception.<init>(Unknown Source)
    at java.util.concurrent.ExecutionException.<init>(Unknown Source)
    at com.google.common.util.concurrent.AbstractFuture$Sync.getValue(AbstractFuture.java:299)
    at com.google.common.util.concurrent.AbstractFuture$Sync.get(AbstractFuture.java:286)
    at com.google.common.util.concurrent.AbstractFuture.get(AbstractFuture.java:116)
    at com.google.common.util.concurrent.Uninterruptibles.getUninterruptibly(Uninterruptibles.java:135)
    at com.google.common.cache.LocalCache$Segment.getAndRecordStats(LocalCache.java:2346)
    at com.google.common.cache.LocalCache$Segment.loadSync(LocalCache.java:2318)
    at com.google.common.cache.LocalCache$Segment.lockedGetOrLoad(LocalCache.java:2280)
    at com.google.common.cache.LocalCache$Segment.get(LocalCache.java:2195)
    at com.google.common.cache.LocalCache.get(LocalCache.java:3934)
    at com.google.common.cache.LocalCache.getOrLoad(LocalCache.java:3938)
    at com.google.common.cache.LocalCache$LocalLoadingCache.get(LocalCache.java:4821)
    at com.google.common.cache.LocalCache$LocalLoadingCache.getUnchecked(LocalCache.java:4827)
    at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:540)
    at net.minecraftforge.client.model.ModelLoader$WeightedRandomModel.bake(ModelLoader.java:833)
    at net.minecraftforge.client.model.ModelLoader$MultipartModel.bake(ModelLoader.java:1316)
    at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:205)
    at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28)
    at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SimpleReloadableResourceManager.java:132)

    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:357)
    at net.minecraft.client.main.Main.main(SourceFile:124)
    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:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    -- System Details --
    Details:
    Minecraft Version: 1.11.2
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.8.0_131, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 26804224 bytes (25 MB) / 241631232 bytes (230 MB) up to 241631232 bytes (230 MB)
    JVM Flags: 7 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn256M -Xmx256M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP 9.38 Powered by Forge 13.20.1.2386 18 mods loaded, 18 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJA minecraft{1.11.2} [Minecraft] (minecraft.jar)
    UCHIJA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJA FML{8.0.99.99} [Forge Mod Loader] (forge-1.11.2-13.20.1.2386.jar)
    UCHIJA forge{13.20.1.2386} [Minecraft Forge] (forge-1.11.2-13.20.1.2386.jar)
    UCHIJA mercurius_updater{1.0} [mercurius_updater] (MercuriusUpdater-1.11.2.jar)
    UCHIJA lycanitesmobs{1.17.1.0 - MC 1.11.2} [Lycanites Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA arcticmobs{1.17.1.0 - MC 1.11.2} [Lycanites Arctic Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA demonmobs{1.17.1.0 - MC 1.11.2} [Lycanites Demon Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA desertmobs{1.17.1.0 - MC 1.11.2} [Lycanites Desert Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA forestmobs{1.17.1.0 - MC 1.11.2} [Lycanites Forest Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA freshwatermobs{1.17.1.0 - MC 1.11.2} [Lycanites Freshwater Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA infernomobs{1.17.1.0 - MC 1.11.2} [Lycanites Inferno Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA junglemobs{1.17.1.0 - MC 1.11.2} [Lycanites Jungle Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA mountainmobs{1.17.1.0 - MC 1.11.2} [Lycanites Mountain Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA plainsmobs{1.17.1.0 - MC 1.11.2} [Lycanites Plains Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA saltwatermobs{1.17.1.0 - MC 1.11.2} [Lycanites Saltwater Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA shadowmobs{1.17.1.0 - MC 1.11.2} [Lycanites Shadow Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    UCHIJA swampmobs{1.17.1.0 - MC 1.11.2} [Lycanites Swamp Mobs] (LycanitesMobsComplete 1.17.1.0 [1.11.2].jar)
    Loaded coremods (and transformers):
    Launched Version: 1.11.2-forge1.11.2-13.20.1.2386
    LWJGL: 2.9.4
    OpenGL: Intel(R) HD Graphics GL version 2.1.0 - Build 8.15.10.2413, Intel
    GL Caps: Using GL 1.3 multitexturing.
    Using GL 1.3 texture combiners.
    Using framebuffer objects because EXT_framebuffer_object is supported.
    Shaders are available because OpenGL 2.1 is supported.
    VBOs are available because OpenGL 1.5 is supported.

    Using VBOs: Yes
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs:
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    CPU: 4x Intel(R) Core(TM) i5 CPU M 520 @ 2.40GHz

    I genuinely have no clue whats going on with my game, it's the only mod I have on yet it still crashes.


    Ah you need to allocate more RAM to Minecraft, I recommend 4GB if possible, just don't allocate all of your computer's RAM or it could become very slow.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from pankhe94»

    I need help u.u my version of minecraft is 1.11.2 but lycanites mod is a error x.x


    I'll need to see a full copy of that error log. Also make usre you are using the latest version of Forge.


    Quote from Gerffen99»

    Hey Lycanite, this is Xero from discord. Story ideas are still in works just been busy. I was wondering if a 1.12 update is in the works or if a beta is available? Rebuilding my mod package to include the exploration expansion. Cheers!


    1.12 wont be too much longer, I've been focusing on content currently and I'd rather release it on 1.10/1.11 and delay 1.12 a bit as once I move to 1.12 I wont be updating 1.11/1.10 any more.

    Quote from RikuWolfheart»

    Sorry to be a bother but I love the mod and really wanna figure out my problem as it keeps crashing me on startup, I've tried it alone and with the mods that I have already installed but still the same result. I don't know if I'm missing any compatability? Or if its just the wrong Forge Version but here's my crash report


    https://pastebin.com/YmPDM53L


    You may need to update your Forge version as the fishing event is missing which was added in more recent Forge builds.
    Quote from ivuul»

    I assume that now that the dragons are out 1.12 is next on the hitlist?


    Possibly, though I'm really wanting to get a new boss out so maybe that first and then off to 1.12.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from ICountFrom0»

    For some reason curse keeps failing to download...


    Sounds like a problem with CUrse, there's not much I can do about it really, though a new update is out now so maybe that'll for you.
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from PCAwesomeness»

    Also, I noticed that the Gorger has the same "spaz out when hit" issue as the Skylus.


    Along with this, I love how you gave the Thresher the Jurassic World Mosasaurus roar that plays whenever you mount it!


    Yup, had to slip that in there! XD
    The 'spaz out when hit' but should now be fixed in 1.17.0.1! :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from PCAwesomeness»

    OK, Lycanite; I reported two issues on GitHub.


    Also, I see you changed so many of your mob concepts. I my opinion, some of them were for the better (Maugs being ursine rather than canine, completely leonine Feradon, etc.) while others were either kinda mixed (Quillbeasts being more hystricine than erinaceous, Iorays being able to fire lasers) or just a complete letdown (Herma and Calpods being innately hostile). Will you change some of them?


    The Herma has a closer aggro radius, do you can get fairly close before they feel threatened and attack. Calpods have gone the Gorgomite route for now but I might revisit the mound idea in the future.
    Posted in: Minecraft Mods
  • 2

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!

    The biggest update to Lycanites Mobs yet is now live for 1.11.2 (1.10.2 on its way and 1.12.2 shouldn't be too far off)!



    Quote from darkraptor6»

    Hey Lycanite ,

    I've got an little idea for the special mobs (lunar , light , celestial mobs) about one specialy , the Khalk.

    My idea is to make a mini-boss Khalk (like Lunar Grue) that can be named Incandescent Khalk , Fiery Khalk , or something else.

    It would be 3 times bigger than a normal Khalk , and got around him a "fiery aura" that burns the player .

    It would be a black-obsidian textured Khalk but when he attacks you the shell will burn ?

    he can spawn 2 khalk to help him .

    Also he can breaks blocks around him to clear the zone?

    that's all ... not a very good idea , i know , do what you want to do but a mini-boss Khalk would be awesome !




    I eventually hope to have a mini boss for nearly all of the hostile mobs so it will happen eventually! :D I've also got a list of rare subspecies names you can find them in the main language file: https://github.com/Lycanite/LycanitesMobs/blob/master/src/main/resources/assets/lycanitesmobs/lang/en_US.lang#L50

    Quote from ZennyKenny»

    Ok, serious question: Does anybody play this mod without messing with the configs at all? If so, how do you manage to navigate the Nether and the End without constant, never-ending battle?




    I do myself usually on normal difficulty (the mobs are tuned to make hard difficulty actually hard). I don't really rely on other mods either, just suit up with Diamond Armor, some Cooked Aspid meat and venture with extreme caution. :D Farming Cephignis from overworld lava pools is a good idea to as you can breed them with coal and eat their cooked meat for fire resistance.

    Posted in: Minecraft Mods
  • 0

    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from PHombie»

    Hey! Can i summon boss arena from console commands ?


    Not currently, though maybe, you could try /lm mobevent start rahovart, if that doesn't work I'll look into adding this along with a creative mode item that can do it on use.


    Quote from Doctor_Roach»

    I remember an early post talking about how you created a framework which would make adding mobs a lot easier. I have two questions relating to this:


    1. Is this why in the past you were able to update so rapidly?

    2. Could you go further with this concept and create a mod which allows basically anyone who knows how to model to create their own custom mobs?


    1. Yup, Lycanites Mobs is very modular and a lot of the logic is in a base entity class and reusable ai classes.
    2. I've long though about this idea, if I was to make this mod again with the experience I have now this is how I would have done it. Instead I might look into slowly making use of JSON to define things, for example JSON based Mob Events would be a very good way to test the concept and I'm sure many modpack devs would love to be able to make their own events from the ground up, if that works well I would then move onto using JSON for the model animations and then finally JSON for entities themselves. This is a long way off for now but it would mean that in anyone could add a new mob using an obj model, json animation/rig and json entity with their own json defined mob event and it would all go into a resource pack.

    Quote from clarity2199»

    Okay, if I want to add a custom drop to one of the mobs for Lycanites 1.6.4.....do I put the name of the item under custom item, or do I place the item id there? Also is that all I have to do is add that item? I don't mind the default drops it already has, so allow default drops I'm keeping to true. But if I do that, will it ignore the custom drop?


    I'm not really sure if I should put default drops to false and add the default drops to my custom drop or simply keep it true and it'll automatically add anything I place under custom into the possible mix.


    Please let me know if you can. Thanks!


    I think in 1.6.4 it is the item id, it's been a long time so you may have to experiment. The default drops do not affect the custom drops so you can leave them on if you want to add a new drop or disable them if you want only the custom drops.
    Quote from Doctor_Roach»

    @clarity I'm fairly certain that you won't have to re-input the drops again.


    As to the astral mobs, maybe they could spawn around special portals in the nether. Demons are always trying to invade heaven- who says angels wouldn't try to invade hell?


    Hmm this is an interesting idea. I might end up picking certain biomes or playing around with high altitude spawning or generated shrines. For cosmic mobs I was thinking about meteor sites as well as the end and some special cases such as Mimics spawning on chests that are in the dark, I can use the Shulker as a base for disguised Mimics now too! But these two groups are a long way off for now.
    Posted in: Minecraft Mods
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