#Identity Mode and it's compatibility

1 messages · Page 1 of 1 (latest)

fresh stirrup
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I would like to suggest making the Identity mod compatible with Fire and Ice: Dragons and Alex’s Mobs. While some mobs have abilities, many do not, and the few that do (from what I’ve found) all share the same small dash ability. I also think we should be able to gain HP from certain mobs, because it doesn’t make sense that we can lose HP when morphing but never gain any. For example, I still had a normal health bar when morphing into a golem. You could also add flight or at least floating passives to most flying mobs, and fix many of the animations. A lot of the time, animations glitch: my mob's head twist, or the animation doesn’t work at all. A lot of these abilities don’t even require specific keybinds. For example, the mantis shrimp (which I was very excited to use) can punch mobs, knock them back, and set them on fire but when I morphed into it, I couldn’t do any of that. I couldn’t even hit other mobs without a sword. This is a bigger problem because most mobs you can morph into can’t attack at all, which is disappointing, especially since my cousin and I were really excited to try these mods together and we thought they were fully compatible. It would be great if each mob had atleast 1 small ability.

Overall, the Fire and Ice mod isn’t the most important, but please do something about Alex’s Mobs. It’s an amazing mod, and I can’t even morph into some mobs for some reason 😭

spare hawk
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Hey there, I would suggest looking into the config file for the mod. I'll try to point out a few entries in it that will help with most of your concerns here.

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For adding custom mods to the flying / aquatic lists:

"extraAquaticeEntities": [ "mod_name.entity_name", "mod_name_2.entity_name" ]
"extraFlyingEntities": [ same syntax as above ]

This should work for any mob you are able to turn into that should be able to fly / swim but can not. I'm not aware of a way to add mods to the "feather falling" list (a la chickens), and I should also note that "aquatic" is synonymous with "breathes water" in this case, so anything added to that list will have to be in the water or they will suffocate.

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On the topic of HP:

"scalingHealth": true,

This line controls weather your health will scale up or down as a mob

"maxHealth": 20,

This line controls how high your health can scale if the former is true. I have mine set to 40 (20 hearts) so anything that has over 10 hearts does give extra health, but I can't have the full 500 HP of the Warden, as that would be insane 😂

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Any extra abilities will (according to a convo I previously had with Gabou) require some extra work to add, but these tips should address at least a few of your concerns.

dusk grail
# fresh stirrup I would like to suggest making the Identity mod compatible with Fire and Ice: Dr...

The main reason I haven’t made abilities for every Alex’s Mobs entity is simply time.

I just finished an 8 month internship, and during that period I also had other responsibilities just like you probably do: school, family, and my girlfriend. On top of that, I also played esports for my school’s Rainbow Six team, so as you can imagine, my free time was pretty limited.

When I added abilities for Alex’s Mobs, I focused on the ones I already knew. The biggest challenge is that I would need to identify the correct ability for each mob and then code it, which takes a lot of time, especially when I’m not familiar with every entity’s mechanics.

That said, I’m totally open to expanding the list. If you’d like to help, you can send me the abilities or behavior details for specific mobs (like the mantis shrimp), and I’d be more than willing to implement them.

As for animations, Coolkryptonite has done something really nice that I’ll probably integrate soon. He reworked a big part of the Identity codebase, and I should be able to use and adapt his changes to fix crash issues and hopefully improve animation problems as well.

fresh stirrup