• 1

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

    Update:




    Grimoire of Gaia 3 (1.7.0) for Minecraft (1.12.2) has now been uploaded.




    As always, please check the changelog for the full list of changes. Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome.


    Feel free to join us over in the Discord channel as well.

    Posted in: Minecraft Mods
  • 1

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

    hello, i couldnt find anything on this, is there a way to disable level 3 spawn explosions? i end repairing too many holes just because i go and fight the mobs every night


    Currently? No.
    However, I will consider adding the option in the future.
    Quote from fgkstuido»

    Hi, dear author! I wonder how can I make some "hostile to player" mobs become "hostile only when player attacks them" mobs, what should I change in the script to do this?



    Do you mean the config? If so; not possible.
    If you mean the actual script found on GitHub, removing the line of code that makes the attack players from the main file EntityMobHostileBase should work.

    Quote from fgkstuido»

    I really love the idea of mob traders! It's genius! so I want to make some other mobs added in this mod into traders, too! Can you teach me what should I do?

    I also want to change what mob traders sell and buy, for example, I wants to make the creeper girl sell gunpowder instead of buying gunpowder, what should I do?

    Thanks and sorry for all of these questions, but I really like this mod, and it's the actual reason I'm back playing minecraft in my free time after junior high school! Thank you! (sorry if my questions have already been asked by others numerous times..


    I suggest using a mod called Custom NPCs to make your own traders.

    Quote from MokahTGS»

    Any chance there could be work done on the spawning code to allow mods like InControl to spawn these mobs anywhere via its rules instead of them being tied to biomes that may not exist in a modpack?


    I'm not sure. I don't know how InControl works.

    Besides, this mod uses the BiomeDictionary to spawn mobs. They are not directly tied to a specific biome although the conditions for them are tailored to be.

    Posted in: Minecraft Mods
  • 1

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from hazerddex»
    also any future plans to make the Assist type monsters actually help you? or hire them as guards?

    Currently a majority of them (limited to Tier 1 mobs) can be given Monster Feed and they will act like Iron Golems. They will not follow the player around nor can they be ordered.
    Quote from Iyeru»

    Just wondering what the prefix for this mod is so I can make NetherEx's thornstalk not hurt succubi/etc.


    Here it is:
    grimoireofgaia
    Posted in: Minecraft Mods
  • 0

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

    Update:




    Grimoire of Gaia 3 (1.6.9) for Minecraft (1.12.2) has now been uploaded.


    A major update. It deals mostly with implementing suggested features and fixing a few bugs.




    As always, please check the changelog for the full list of changes. Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome.


    Feel free to join us over at the Discord channel as well.

    Posted in: Minecraft Mods
  • 0

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

    For some reason I cannot get Toads to spawn. I am using Biomes of Plenty but I have tried vanilla swamp biomes in this world too. Sludge girls, nagas, and sirens are spawning fine but not the Toad. I've even tried boosting her spawn rate to 100 in the config.


    They don't spawn in the swamp biome. They spawn in the Roofed Forest biome along with the Matango and Witch.

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from mcfan2»

    Really nice to see some mob sounds being added!


    You are the first person to comment on the additional sounds. You can thank MohawkyMagoo for contributing them.


    I have plans to add more in future. It depends if I can find resources for them. Female mobs though are still an issue; I plan to at least give them stepping sounds at some point.

    Posted in: Minecraft Mods
  • 0

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

    Silentine, i was curious was development on the taming branch of Grimoire of Gaia 3 dropped? or did the link just go down.


    The original author behind the branch, ATotalGit, deleted/deactivated his GitHub account removing the taming branch in the process.


    The last time I contacted him was around 2 years ago concerning creating a GUI for the taming menu. Sadly he never replied back.

    Posted in: Minecraft Mods
  • 0

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

    Interesting to know. Good to know you have a road map for the mod.


    It is an idea that I had for months. Or years.

    It really just depends on the timing. I have a ton of ideas on my to-do-list that I want to implement but due to coding issues they don't really follow through. I'm pretty much limited to what code I can access or understand.


    The idea I proposed is possible using the current system I have setup using entities but I would really prefer it to be a craftable block.

    Posted in: Minecraft Mods
  • 0

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


    Ok that is a bummer to get multiple boxed lunches for the players to get a few mobs. Since Project E is off the table will there be other options like a specialized villager who will sell certain items for a huge price then??


    Currently only the Trader mob sells mod specific items (not including the Boxed Lunch). Thing is that is also a rare drop.

    I have been thinking of making a craftable way to obtain items from the mod. Like a craftable spawn egg that spawns a merchant or (preferably) a block. A method that one can sell drops from the mod itself for other items. I guess in a way similar to Equivalent Exchange but limited to mod items.

    Posted in: Minecraft Mods
  • 0

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

    Sorry to bother you with this new question Silentine, but will you add any support to Project E with mass producing rare items like the Boxed Lunch for example??


    Likely not.


    When it comes to mod support I lack any knowledge behind implementing it myself. The current mod support this mod adds have all been implemented by other coders throughout the years.

    Posted in: Minecraft Mods
  • 0

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

    Hey Silentine, is there anyway to prevent mobs from GOG spawning in other dimensions?? Like for example if I had this mod in my mods folder along side digimobs, twightlight forest, and other mods that create new dimensions.


    Yes.


    There is a dimension blacklist in the config. You will need the dimension IDs.

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from yuxi0826»

    Oh, that feels a bit bad. I think can to raise the chances of dropping those boxes, and the monster rewards seem too little. A variety of monsters came to me, but I didn't get any special rewards when I beat them. Especially those elite monsters. XD


    Drops/rewards has always been an issue for the mod. In the end I decided they all should just drop basic resources instead. At least that way they can used in other mods.

    Posted in: Minecraft Mods
  • 0

    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from yuxi0826»

    I want to change the chance of falling an item. How should I change it?For example, those box. Their chances of falling are simply maddening.:(


    It is currently impossible to modify the drop rate of any on the items from the mobs in the mod without the use of another mod that can modify mobs (such as In Control!, etc.).

    Posted in: Minecraft Mods
  • 0

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

    Update:




    Grimoire of Gaia 3 (1.6.8) for Minecraft (1.12.2) has now been uploaded.


    It is mostly an asset update. Textures, models and animations of a few mobs have been improved and sounds have been added to a majority of Male/Unisex mobs (thanks to MohawkyMagoo).




    As always, please check the changelog for the full list of changes. Please report any bugs/issues (preferably in the GitHub page). Suggestions are always welcome.


    Feel free to join us over at the Discord channel as well.

    Posted in: Minecraft Mods
  • 0

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

    Thanks for using the mod! Now, to answer your queries.



    So the 'Don't really expect a thing to come of it' question first. Some friends and I were fiddling with mods, throwing together GoG and Metamorph, and something really bizarre happened. When morphed into an Anubis, I was hitting MYSELF, taking the blind and slowness usual to being hit by an Anubis. And at one point it switched to the projectiles, starting at me, ending at me, and yet not hurting (Although that bit's a bit further afield). Do GoG monsters (Or at least Anubis) not actually use the same kind of attacking behavior as other monsters?


    They don't. They switch between ranged and melee depending on the amount of health they have.

    The immunity to projectiles could be probably because they are immune to their own projectiles or the projectiles of other Anubi. I implemented this so they would not hit each other and start fighting among themselves.

    As for the more relevant thing though, something that would be nice to have in the mod... Config options for additional monster spawning/extra abilities? For instance, Anubises (Anubii?) spawn skeletons and slow/blind, and a config to turn that kind of thing on or off would be nice.

    I'll need more demand for this feature to be implemented. It can be done; it is just tedious to do.

    Concerning the debuffs; currently they are affected by the difficulty setting. Setting it to easy should disable debuffs while setting it to hard should increase the duration.
    Although I did see that request for Metamorph/GoG compatability a few pages back and I'd like to put a hand up and say there's my interest for that. Or just something in GoG that directly lets you take on the models of the creatures, they look infinitely better than dull player models.

    Mod compatibility only happens when someone implements it through the GitHub of this mod. I have 0 experience with using API and the like. Thaumcraft and Baubles compatibility (for instance) was implemented by Doctor_Wiggles, while JEI compatibility was implemented by mrbysco, neither done by me.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.