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

    I see, that does make sense. I was thinking of a really weak drink something like regeneration for only 2 seconds and maybe also slowness for 2 seconds to simulate the way the mobs use it and it could be stackable since it'd be so weak.
    I think the way those mobs can retreat and heal themselves really adds a lot to the combat, I'd like to have more mobs doing that, but also giving the players some early game weak potions since the vanilla ones need many late game items. A fun way to have more monsters with those potions would be for most humanoid monster to have a chance on spawn to carry and be able to use potions, and those that do should have a chance to drop it on kill, this way the monster roster would get more dynamic without being too overwhelming with every single monster running and healing.

    And what you're describing sort of happens with a mod called Event Tweaks on curseforge.
    It can make so that each XP orb obtained heals you a tiny bit. That's what I'm using in my "no natural regen world".

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

    It would be nice if in the newer version the mobs that use potions(such as satyrs and centaurs) actually dropped small phials that restore a tiny amount of health, or a very rare drop of vanilla normal health potions.
    I've been playing with naturalRegeneration disabled and seeing those mobs healing themselves so easily made me think that they could be a potential source of player healing too.

    Posted in: Minecraft Mods
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    posted a message on Solis_Nova's Workshop - Send me your mod requests!

    I've been following this topic, the text is still red but I'll fire a request anyways since I'm gonna be out of town for the next week.

    Since the new saturation mechanic that heals your health super fast if your hunger is full and you have saturation, I've been longing for a mod that balanced regen.
    As of now there's no proper passive regen mod for 10.0.2.
    What I want is a way to remove the extra regeneration added by the saturation, but still have a slow constant regeneration, even if your hunger bar isn't totally full, but getting slower as the bar empties.
    An easy way to implement this would be making a mod that simply adds this "scaling regen" based on the hunger bar, then the player has the option to turn off the naturalRegeneration gamerule in order to not get the extra saturation/full hunger healing. The mod could be called "unnatural regeneration" and of course, should work even with naturalRegeneration turned off.

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

    Are mobs supposed to drop the prop item "invisible weapon"?
    Sometimes it's just there in my inventory, I don't really know who is dropping it.

    Also, the windows 10 version runs much better.
    It's content isn't up to date, and there aren't as many mods, but if that wasn't the case then it would be much much better than the java version.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    So I've been struggling with a bit of a decision and I thought I might post it here to get a second opinion. Not sure I want to do it as a poll though.


    The research table with it's minigame will still be around in TC6, however it will basically be a crafting mechanic to make "Theories". Theories is one of the new currencies you require to unlock research. For example, unlocking Infusion crafting might cost 5x "Observations: Magic" and 3x "Theories: Magic". Observations you get by scanning stuff (for the most part).


    The problem I have is as follows. Where to get the pool of aspects required to finish the old aspect puzzle. In earlier incarnations of TC it was gained by scanning and in TC5 you just had a pool when you crafted the research note.


    Now I'm thinking of making require breaking down items. In other words you need to sacrifice something with AER to be able to get AER points to complete the puzzle. Combinations are no longer possible. One of the reasons I'm considering this system is that in the great scheme of things you will be spending a lot less time at the table thus I want to give things there a greater cost.


    The alternative is the TC5 way - in other words you start with a pool of primals and you need to combine them to finish the puzzle.


    What do you guys think?


    To me transforming items into raw aspect related resources should be kept as Essentia.
    It shouldn't cost any resource to theorize about anything.
    A good way to have a "free" way to theorize that isn't too easy and fully accessible from the start is to have a system like the one in TC5, with a pool of primals you have to work with, but have this pool start out very small, only able to make simple theories, then have multiple upgrades(that you need to unlock) to extend the amount of primals you have available at the start of the puzzle, maybe the final one letting you use essentia to freely extend the pool per puzzle to theorize about pretty much anything as long as you have the essentia to experiment with. This allows for resourceless theorizing but having it need effort and progression to use it to its full potential.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    I think it was 1.7.10 then straight to 1.8.9 and now 1.10

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    I'm really against the addition of structures.
    One of the plus sides of AM2 to me is that it doesn't change the world itself a lot, aside from some ores and magical fluids here and there.
    Having lots of structures already made by the world means less using structures/things you made by yourself. There's already plenty of mods that add many(amazing) structures, anyone can use those as their base or whatever for any Ars Magica stuff, But if I constantly depend on those structures that spawn all around the globe to do basic mod stuff then the mod will change in a negative way.
    In short, I think ArsMagica remain focused on player centric magic, and people should get other mods more based around exploration to complement it if the games doesn't feel explorey enough.

    Having mod stuff on the chest pools would be great though, that's reason to explore/find things without adding unnecessary pre-made buildings.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Awesome! I'll be waiting for the next release, then.
    And I'll keep the github thing in mind if I find another bug.

    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)

    Growlith1223's 1.10.2 version is looking pretty good, however there's an incompatibility with the following mod:
    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2676282-1-10-x-1-9-x-better-combat-mod-feat-dual-wielding
    If that mod is installed, the Ars Magica 2 UI won't show no matter what, even the amuicfg command won't work.
    I recommend an optional UI on the .cfg file that stays above any other default UI, separated from them, as a quick fix.

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

    Mobs still aren't spawning in every biome in the 1.10 alpha.
    Most notable are the Ocean ones, like Sharko, they aren't spawning in the underground of Ocean and Deep Ocean biomes (imo they should spawn in the underground of lakes too)
    I also think newer biomes like "Mesa Plateau F M" and "Extreme Hills+ M are still not getting any spawns from GoG.

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

    Oh wow, coming back to minecraft and I find out GoG is being updated...
    I'll test it out with passion.
    Just make sure all mobs are spawning in all their respective biomes and biome subtypes.

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from Sean_Amor»

    Can anyone provide a config file with MUCH lower spawnrates? I adjusted mine quite lower and I still see quite a few every chunk. Could this have anything to do with the fact that its only one player on?


    If you lowered it in the config already, there's not much else to change. I use 1/4 of the spawn rate and it's fine here, since I don't use any other mob adding mod. I later halved the already lowered value for Centaurs and Satyrs, since they're passive and spawn in groups, they tend to accumulate to high numbers even with low spawn rates.
    Quote from TripDering»

    I've never had the chance to test out CustomNPCs but I want to. You can make custom bosses too, right? I could make a proper Herobrine.

    Probably, it's been some time, but I remember it having lots of functions back then, like helper NPCs and conversation options.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from TripDering»

    I tried Thaumcraft, never did get into it - then again this was 1.7.4 version.

    Roguelike dungeons are ok, but I am more into the "more mobs and more weapons" kinda mods. Mainly I need more things to add into my Lucky Block.

    Try 1.8.9 thaumcraft with "easy" mode setting in config(XP to unlock new stuff instead of annoying aspect research). With GoG you'll have plenty of XP anyways.
    Thaumcraft does overcomplicate sometimes, but they add some interesting tools/weapons/gear, they would be a great addition to your Omega Block.
    (Speaking of Omega Block, ever considered using stuff from Custom NPCs in it? Think of the possibilities...).
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    @mrbysco
    Cool.

    @Daihok75
    If you're using JAS, I assume you're using the 1.7.10 version...
    If so I've got this Just Another Spawner file that I used back then:
    http://s000.tinyupload.com/index.php?file_id=16545232871991877653
    There you have all the mobs spawing correctly in every vanilla biome, and Thaumcraft's Magical Forest.
    But note that I used a 1/4 spawnrate for every mob, that's because I don't use any other mob adding mod and using deafult configurations the Gaia mobs are too frequent with only vanilla mobs, so they might get a little rare for you with Mo' Creatures.

    As for night mobs spawning during day, I've never had this happen to me, maybe it's caused by Mo' creatures or maybe you're confusing harpies, cockatrices, griffons, etc as night time mobs. Grimoire of Gaia adds very agressive mobs that spawn during daylight in some biomes, this makes some biomes unsuitable for making your home, avoid very hot or cold biomes on your early survival days.

    Also, seconding this guy's request for an adjustment in the aggro range.
    Cockatrices and harpies are notably coming at me even when I'm quite away from the desert sand.
    Ideally, make it configurable in the config file. If that's not possible, please make it roughly 80% of the range it is now.

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

    Silentine, check this out.
    In the latest version, on some rare biomes the mobs still don't spawn.
    I accidently got to test it in creative mode while testing shaders:
    In the biome "Savanna Plateau M" no gaia mobs were spawning during daytime.
    Next to it was a little stretch of the normal "Savanna" biome, the spawned some satyrs and centaurs as usual, as I think it should be in the rare version too.
    There are other rare biomes similar to that one, if the spawn isn't working on those too, then we have a little problem.
    Please check if the mobs are properly set to spawn on every newer biome subtype.
    Since "Just Another Spawner" isn't available on 1.8.9, this should be a very important fix.

    Posted in: Minecraft Mods
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