https://github.com/sporotofpoorety/PrimitiveMobsAbsurdcraft
Honestly i lost track of everything i changed so i'll write it as i recall it
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https://github.com/sporotofpoorety/PrimitiveMobsAbsurdcraft
Honestly i lost track of everything i changed so i'll write it as i recall it
Initial release changelog:
Blazing Juggernaut:
Camouflage Armor:
Chameleon:
Festive Creeper:
Filch Lizard:
Flame Spewer:
Harpy:
Rocket Creeper:
Skeleton Warrior:
Support Creeper:
Trollager:
Void Eye:
LETS FUCKING GOOOO
Ok i don't wanna disappoint you so i should give a disclaimer immediately that the item and mob names are broken (probably because this mod uses such an outdated version of forge) and i still haven't figured out how to solve this
So it's not quite modpack ready yet
As well as some technical difficulties with changing the visuals on 2 of the mobs to match new logic and behavior (although the logic and behavior itself is working fine)
I posted this repo here partially because i want help fixing these issues because they're related to things i'm either still completely clueless about and can't find good documentation on (like registering item and entity names) or didn't think were worth the time investment of doing by myself before releasing the fork
Anyways, back to writing the changes
So fucking goated
KNOWN ISSUES:
NEAR FUTURE PLANS (EXCLUDING BUG FIXES):
It's worth noting for context that a lot of the changes in this fork are disabled by default because they don't make sense in the context of a vanilla+ playthrough, and are meant for my extremely overpowered modpack balanced around Scape and Run Parasites and to help make the mobs extremely OP too in ways beyond bland stat increases
So i can do things like this in the future for example
So far i've focused on AI and left attribute configs mostly untouched because i already use rough mobs revamped for that
But admittedly there's some important stats that attributes don't affect so i'll go over those and make them configurable in the near future too
If you give me a list of specific values on specific mobs that RMR can't control i'll target those
In terms of default configs this is easier than the original primitive mobs
Every problematic/hated mob has been nerfed
Thanks lol i really appreciate making something people enjoy
@finite flax I'd really appreciate if you can contact an experienced modder to help fix the first 2 listed issues (especially the broken registry names one)
The last 2 i feel like i can manage on my own because those are more mob logic related which i currently struggle way less with than visuals and forge API stuff like registry names are, except maybe if the mob is really finnicky like the Flame Spewer
Also i forgot to post a download jar gimme a minute
Yeah, i'm still new to git and github so i forgot that was a thing
You can definitely find someone that would help here, you could also ask in general help
And also very excited for the fork this mod needs some of the changes that are the glaring issues of this mod but still the mobs of this mod are fun
Example of undertale in Minecraft lmao
By the glaring issues part did you mean the glaring issues with my fork (i'm aware there are still 2 bugs left, but they have proven daunting to fix without help), or glaring issues with the original mod?
If you think there's any issues with the original mod i haven't fixed then feel free to tell me
Funnily enough i did fix a bug with the original mod that wasn't just visual but could actually crash the game unlike my bugs lol, at least that evens the score a bit
Glaring issues from the original mod i mean lack of important config options and mob balance
There is a bug in the orginal mod of Void Eye where it won't despawn if we switch it to peaceful mode
Ah, okay
I'll look into that
It's also worth noting in terms of suggestions that i'm not accepting suggestions of completely new content for the foreseeable future, only changes to existing content or some ideas for harder/upgraded variants of existing mobs that are already planned as is
There's several reasons for this and it's not that i'm opposed to new content, but if a Terraria analogy means anything to you, my modpack's goal is to be more of a Fargo's Souls mod than Calamity in terms of what it does/adds to the game, there's already so much content to pull from in modded Minecraft that i generally prefer to improve content than make new content
Okay i may suggest some more qol config options once 1.0 drops for this fork
Feel free to suggest them even now
I'll continue work on this even before i fix those 2 bugs (which i don't feel confident doing by myself anyways, i'll ask for help there)
Alright i will note down all the suggestions here then
All the suggestions for make some of the mobs customizable to be better
Configurable loot for Haunted Tool , Bewitchment Tome and Treasure Slime
->To configure all the loot they dropped for Haunted Tool and Tresure Slime in the config options for both adding and removing the loot tables
->And as of Bewitchment Tome the configuration can be what kind of book type they can drop i mean the modded books such as Spell Books and Ancient Tomes he will also have a chance to drop that so we can config the type of book also that he can drop
Configurable breeding foods for the Dodo which you can gave it to breed them
->So we can add or remove the specific foods which can be given to dodos when breeding cause they demand different foods to breeding and it only limited to vanilla foods and seeds
Brain Slime Buff to what potion effects can be multipe btw will the Brain Slime give when it laches onto your head
For example: Brain Slime can gave you nausea when he laches onto you without an helmet
->Can have a exclusive option if the brain slime can still give you the configured effects even if you wore a helmet
4.Skeleton Warrior
For skeletion warrior can we determined the gear which he will spawn from
For example: We can have a chance to make him spawn with a different sword , bow or helemet configurable of what gear he will spwan from with the spwan chance
5.IDK if the Sheepman , Lost Miner and Travelling merchant have an option to change their trades loot tables tho but if not that would be cool too
But no idea if they do that
1 has some things that seem unnecessary or will involve some complications relative to their importance, 2 seems easy enough so i'll definitely do it, 3 seems easy enough, 4 seems kinda unnecessary because i honestly don't like the random mob gear mechanic to begin with compared to just changing their stats directly if buffing them is desired, too volatile, i might do 5, for 6 i already use a mob that can easily edit mob drops but still easy enough that i'll definitely implement
Those 3 mobs listed in item 1 are the ones i felt were least important and hardest to fix or improve when i first set out to make this fork
Cause they kinda just feel like they exist just to drop their respective loot and don't have anything else going for them
And actually reworking them to where say, different enchantments would give the bewitched tome different abilities and different haunted tools would have different attacks, would be a nightmare in terms of complexity for how relatively unimportant they are
Yeah but their respective loot is fully vanilla and treasure slime has a annoying drop of cakes tho
Yeah don't get me wrong i can still give them some tweaks
But they were always a low priority for me because i don't expect to be able to really change them drastically enough (or at least it wouldn't be worth going far beyond a few tweaks) to where i would want to put them in my modpack to begin with
Altho in the case of haunted tools
I distinctly remember that rebirth of the night had modded haunted tools like spartan weaponry
So i don't think changing them specifically will be needed if i'm not missing anything
Yeah i did saw in teh offical mod page that the tool they spawned can be changed in loot tables like need to look on that too same goes for treasure slime but do have to see how to do that
Now that i think about it the traveling merchant is just straight up redundant now that we have backported wandering trader
Like a Daniel vs Cooler Daniel situation
It's borderline worth deleting from the mod
Yeah travelling Merchant is like a Wandering Trader but an option to bribe them an emerald block to permanently stay them there
Oh, i forgot about that
I'd still rather make that a feature in the wandering trader mod than have two mobs that serve the same purpose but one having worse visuals and simpler mechanics
Yeah me too
Sheepman does at least serve the purpose of being nether specific
And Miner Villager also to be a villager found in caves
Yeah
Altho it was buggy last time i tested
At least when i spawned it in creative
I don't mean my fork made it buggy
I mean it was buggy in the original primitive mobs for me at least
Might have been a mod incompatibility but i have no clue which lol
Like even when i took him to the surface he still didn't give me anything
It was working fine with the original primitive mobs mod meet that villager many times in caves so seems to be a mod incompat issue
Maybe it doesn't spawn right if you use a spawn egg
I'll look into that
I do like the mob
And think it still serves quite a good purpose unlike the traveling merchant, treasure slime, tool and book
Yeah only naturally spawned Miner Villagers gaves the reward if you gude him to the surface cause i have did that 2 times in my playthroughs
Ok i see the original mod page and the loot tables for haunted tool and treasure slime do support the modded items and weapons
So i think i will change their loot tables that way
I identified that rotn uses crafttweaker for that
The loot they drop determines what tools they can spawn as too btw
Yeah that would makes sense they visually look like those tools too
It's actually pretty cool to me that they made a dynamic system like that from a programming perspective, even if i don't think the mob itself contributes a lot gameplay wise
I might use it as a reference for random mob variants if i ever implement those in the future
But still contributes as a surprise factor for an encounter that would be enough for me
Ok i did found the script to how to change the loottables so i will use that to change it for haunt tool and treasure slime
Trueee
I'm a huge fan of primitive mobs, so I just wanted to thank you for this π
Version 1.0.1 is out
I wasn't keeping track of everything i did so i'll write the changelog as i remember
I should make smaller commits so i can actually remember everything i did lol
--- Futuristic Mobs 1.0.1 changelog ---
Brain Slime
Dodo
Flame Spewer
Goblin
Harpy
Rocket Creeper
Skeleton Warrior
Traveling Merchant
Trollager
Treasure Slime
General Changes
STILL NEED HELP
V1.0.2 plans
Can't guarantee but will try:
Either v1.0.2 or v1.1 depending on how complicated it turns out to be implement with good performance
V1.1.0 plans
Any suggestions welcome
Need a curseforge link here to access the mod page easily
I don't believe my fork is in a presentable enough state for a curseforge release yet
But you can have the latest .jar
I was actually gonna post it yesterday but i forgot
Even with the item and entity names fixed, the rocket creeper's special attack has no animation yet (figuring out how to visually rotate mobs according to the target has been kind of a pain) so it doesn't look presentable, and the trollager's block throw attack breaks in visuals if you make the block bigger
I test the mod there is an issue with the tamed creatures from this mod being the three creepers and the baby spider the tamed version of it doesnt seems to have the tamed logic they are passive towards the player but they would despawn if changed the difficulty setting to peaceful
While on the other hand Void Eye doesnt despawn from switching into peaceful mode
Treasure Slime isnt spawing from a spawn egg or a spawner
Same goes for Brain Slime
Chamelon instantly dies when spawned from a spawn egg or a spawner
Also drops two camoflauge dyes in which the one dye is unpickable
I think the spawning issues can be same applied as naturally spawning as well but not so sure about it
Flame Spewer when killed his drops gets flunged out far than usual killed drops
Wtf
Ok i'll look into it
Fixed
And the Void Eye not despawning too
This one is an intentional feature from the base mod
I'll look into the tamed mobs and the slimes now
Ok
Strange, i'm not having any issues with the slimes from spawn eggs
Wait really idk what would my problem with that is but it was strange and only happens with slime mobs from the mod
Are you using cleanroom
Cleanroom fixes quite a few vanilla bugs from what i hear
It could be a vanilla bug rather than a bug with primitive mobs or my changes to it
I can't comment on modern Mojang code
But i can confirm that 1.12 vanilla code
It truly is Mojank
Yes i am using that
You know, i actually was having treasure slimes not spawn before on an earlier build of the mod
idk when or why this issue was fixed
Actually i do have a strong suspicion of when it was fixed
But idk why your build is having the issue and not mine
I'm like 99% sure the latest build i posted should be past the point where i fixed the treasure slime
Wait wait i am using a mod that disables spawning slimes in superflat so i think that mod is stopping the spawns i think
Ohhhh
That's a funny coincidence then
Your mod accidentally replicates a behavior that was already a bug i was having with treasure slimes sometimes not spawning properly, before i applied a fix
So that mod ok not only disable slime spawns it just won't let them also spawn through spawn eggs lmao
It's because the original format the treasure slime's loot table was in the original mod was not configurable
I had to completely rework how it was handled by the code to make it configurable
Altho my initial implementation had some flaws
Yeah i think the slime not spawning can be my bad i think i should have check in a normal world too my bad
So the treasure slime's loot table was truly not configurable
It's not just that it wasn't configurable, it's that the format it was in wasn't even possible to make configurable without developing my own custom config system separate from what forge provides which would obviously have been a massive pain and not worth it
Ahh i get it now
Also yeah i can confirm the other bug tho
That tamed creepers and spiders despawn in peaceful
That's actually a bug with the original mod funnily enough cause i didn't touch anything related to that
But yeah i'll see if i can fix it
Yeah the game don't consider then as real pets at all cause some mods that affects pets also don't support so i would assume that primitive mobs pets don't follow that logic
Okay the slime not spawing on spawneggs was disabled in superflate cause of a mod that disables all slime spawning from any means including spawneggs so that was not a bug
Ok so, which mobs do or don't despawn in peaceful is hardcoded af
And there is no convenient way to change it
But i did figure out a solution
I'm not satisfied with how inefficient it is though since i had to make a copy of an entire vanilla class just to make that one small change, the only better way to do this is through mixins but that's its own huge can of worms so i'm leaving learning that for later
Thanks for the effort Clay, making God's work truly
Thank you lol
You are also the one cooking with the ice and fire absurdcraft too, you are a godsent
That fork has been abandoned for a while because i had so many other things to work on
I'm split between continuing it or just sending over the changes to ice and fire rotn and cancelling it
I didn't know nearly as much about mobs (programming wise) back then as i do now, which is why the changes in my I&F fork are way smaller than in this one
I'm using it to improve my rlcraft experience
So if i go back to developing for my I&F i can make more ambitious changes to the mobs
And probably will at some point since my pack does need really buffed mobs with how OP the player and the parasites are
Regardless of what you choose to do, thanks! I mean it, these kinds of stuff help a lot.
It's sort of a self imposed challenge
I definitely didn't need to go this far with the power level and complexity of the pack, but it may help it stand out more in the long run
That's an indominable mindset, holy. That's what makes the good not good, but great instead. Keep it up and its gonna be epic.
I say buffed but really almost every buff/"buff" i give mobs is disabled by default to not disrupt the default experience
Since vanilla+ and my pack are like lightyears apart
In terms of what is reasonable to throw at the player
Dude I play rlcraft on the regular, I completely understand what you mean XD
I'm starting to play rotn right now
Now that i think about it, since every change i make is so configurable anyways
I might have new abilities like the festive creeper's TNT ring attack enabled by default, but just very toned down
It might help people playing on default config not feel "scammed" so to speak
Or like i didn't change anything
And that's what makes us hyped.
I'm a horrible judge for things like this as I always want the most challenging option
I'm trying to add a sanity system, weight system, food spoilage, stamina system, and just about every thing imaginable to make RLCraft even more merciless, so yeah.
Literally the worst guy to give opinion on balance
Ahh that's why in the original version some mobs do despawn and some don't
But yeah thanks for the fork man this mod really needs a big upgrade tho really like the extra abilities of some mobs
Balance do depends on how hard the pack is and how strong can you become on a certain stage so yeah the balance never ends
More than just additions and reworks, it surprised me gradually realizing how buggy this mod was in its untouched state
At what point balance looses meaning as the game becomes an instrument of torture.
I'm reaching that level of complexity
That's why i like, religiously assign things to config rather than fixed values
The power levels in packs vary astronomically
Preach!!!
True man but still a classic mod to play at least
Primitive mobs was one of the first mob mods when I started playing modded and i had fun with it
Good to see that somebody is reviving this mod and fixing and improving what's currently in it
Yeah i always really liked it, which is part of why it surprised me how many bugs there really were lol
Then it's fine if things are harder an early game but if you are giving player a problem or a challenge there must be something to solve it or had an option to stop it
I love the brain slimes and the rocket creepers, together with infernal mobs things become so much fun lmao
It does, but the moment you see a hud with like 6 systems you instantly take psychic damage, like people already complain a lot about rlcraft, but I do it because I'm a dont starve veteran, I enjoy the suffering.
I also do enjoy the suffering but i do want to suffer on combat cause i can tackle it my style of play
That's why fish's undead rising is on the rlcraft mod to have that sort of combat challenge
Truee, now I gotta go and stop talking about rlcraft here, I kinda hijacked this chat sorry π
Nah that's alright see ya bro
Sorry for halting the development like this, i was generally occupied and low on time and energy for these past two weeks, but now i'm ready to tackle this again
Yeah waiting for you to the release of the new beta
No problem dude, take your time, and glad you are back π
hey can ya add a unique variant for grove spirits for the pale garden mod?
bc their textures dont work correctly when spawned in the pale garden from pale bloom
this project needs a hero
Pog
This attack was already in the fork, i just hadn't figured out how to add the visual effects for it yet
Huge thanks to @teal glacier for showing how to make mobs rotate visually
Altho i have to say, the rotation is a bit inconsistent, and seems to kinda break if the target is far away, and have it tilt sideways, it only really has the top of its head point at the target as intended if the target is close. Do you have any clue why? @teal glacier
While i was at it, i also went and finished fleshing out the festive creeper's arsenal going forward, it now has a total of 5 attacks, including this one which is its special attack. But i will be disabling most of them on the "base" mobs by default, the plan is to add harder, rarer variants that unlock the extra attacks. Which will basically serve as minibosses or bosses in their own right but drop very very good loot
(For this clip i buffed the attack from default config for demonstration purposes)
All mobs with new abilities have received better loot to compensate for the increased difficulty
YOOOOOOOOO
Thats so cool man!
Incredible work
Festive creeper having 5 attacks is insane, keep cooking!
I saw both the creepers attacks that's was really cool and interesting to look at that's good to get these creepers more love
It won't be just the creepers getting this treatment, that would be weird selectiveness, but they were some of the first mobs i had ideas for and got to working on, and shared a bit of reusable logic
holy shit
This clip was actually just meant to showcase the new visual effects this attack didn't have before which is why it cuts off so early
Lemme make a separate clip of the attack itself real quick since you're unfamiliar with it
Or well i can just post the ones i already made, altho these were before i added visuals for it
Like this
WARNING: THIS ONE IS LOUD
These other ones aren't tho
This one was before it even had rotation yet so it would just T-Pose at you, MENACINGLY
LMFAOOOO
Besides the tilt being sideways like you said, instead of them properly falling tilted down towards you like a proper missle, i can see no problem.
(POV: You're a north korean and you posted a meme making fun of the government)
POV: You're a north korean and you posted a meme
Another thing is that the creeper kinda goes from upright to the tilt position too fast. Like, the process of getting it tilted down is cut off
It doesnt start falling like an arc, like a clock, get what i mean?
Unfortunately, Minecraft's rendering system is an undocumented and overcomplicated mess, and i gave up on trying to work with it for the foreseeable future
Making the attack itself took me way less time than the amount of time i wasted just trying to get the rotation to work, so i entrusted it to someone else who knows way more about OpenGL than i do
I'll just have to wait for him to see if he can fix this issue
Thanks π
Except particles, i at least got those to work
Tactical Nuke Incoming
I'm not exactly sure since most of the code this was used in (and the function itself, partially) was made using trial and error
but you can try to swap the point that the object is rotated towards for the player's location relative to the mob (mob position - player position I think)
also: did you call super.applyRotations in your applyRotations?
WIP
Looks like this special ability is for Flame Sweeper i guess
I'm starting to get why you named this absurdcraft. Thats a crazy attack
It has an another name i would like to give it Primitive Mobs : Souls Like Edition
Accurate
Sheesh, those things are powerful!
I just wanted to check on this, will these new attacks values (like range, power, etc) be able to be changed via configs? Don't grt me wrong they are awesome, but they might be too OP as they are a common spawn in the overworld, so i just wanted a way to reduce the potency.
To face this right at the start my be a bit too much, so i wanted to reduce the power a bit.
On that note, an idea i just had, something like a compat with the game stages mod where the primitive mobs get more powerful as you go through the game stages might be a good way to balance that.
Happy New year! I almost forgot
π
I quintupled the default buffs for demonstration purposes
They already are
Unfortunately changing primitive mobs mob spawning logic is not something i feel is a worthy time investment right now, as my plate is already full just making and tweaking these new behaviors
I'm still a noob and i've pretty much only been seriously and high-effortly modding for probably around a month's worth of time, i'm not that knowledgeable about Java and still don't know/understand most of Minecraft's systems, i'm learning them one by one and each of these major mob changes i've slowly pushed myself to expand my knowledge a little bit
Its ok, just being able to change the values is nore than enough! I just threw that idea to see if it could land :D
Though the goal of this fork isn't actually to make the game harder, or at least if it does, not by much, i can't guarantee the default config values are balanced but i try to make them not overtuned, and when i buff a mob i give it better loot too, but again given how much i've had to concentrate on just creating this stuff to begin with, it has not given me the time to do an actual playthrough and playtest if they really are balanced
My long term goal is slowly going through and reworking most or all of the movement mechanics, combat mechanics, enemy and boss roster i plan on using for my modpack, as i feel Minecraft combat has a ton of potential but is generally underwhelming
You said that you 5x the buffs for demonstration purposes, i think its fine then. I just got the exaggerated impression from the demonstration. I think the default is gonna be fine.
Don't worry about it, worse case i just need to reduce te values right? No problem. The videos that made me worry a bit but they were 5x so thats explained. π
Yes
Configuring the values to be extremely high generally makes it easier for me to tell if it's working as intended
Here it was raised from a default of every mob in a 2.5 chunk radius getting speed 1, strength 1 to all mobs in an 8.5 chunk radius getting speed 5 and strength 5
I also chose not to interrupt the attack which you can do in an actual combat situation
Yeah, and please keep doing it! I really helps showing the attacks and features more clearly.
how do I find out about this AFTER making a review on the original mod β°οΈ
Btw does this mod have/will this mod also have its own library allowing for customizable mob spawning and extra entries ? I used it quite a lot in my pack and can't really not-use it for now due to how configurable it really was
The project isn't abandoned but i've been too busy with the combination of life stuff + learning more programming (i'm still new) + other modded projects i'm working on
if there's any update with this please ping me, I would be interested
I'll revisit this soon-ish to finish some tweaks and polish i was making before pushing out another update
I think he would gave updates this here
But i'm currently reworking a boss from a different mod and it's forcing me to think hard and learn a lot of new programming and even math to be able to implement my ideas, which is currently the main thing taking up my modding time
I am also waiting but would be worth it cause my fav mod getting the fork here so excited for that
What boss is that you are working on?
no one has ubiquity sadly
Quazar from Better Slimes ROTN Edition
who's Quazar ?
edit : ok big slime dude I see
Ohh that one nice
I'd rather keep the specifics a surprise tho
Especially since i'm excited to actually show it, but delaying it until it's more finished and polished is a test of dilligence lol
btw it is already possible to use loottweaker to change up the nature of haunted tools or the items contained within treasure slimes in case you're wandering
(but maybe you already know that)
Items contained in tresaure slimes can be now done in config + loottweaker but config would be easy in the fork of this mod
(Not the feature of the original version the config one fork only)
As for the haunted tools yeah use loottweaker for that
yeah
I think its better not to have to use an external mod for that if possible, that's good to hear
I suppose there's plan to make trader's trades configurable and/or reimport the now removed sheepman with an anvil on its back ?
Nah honestly
You still need to use loottweker for the haunted tools
Both those mobs feel too redundant now that piglins and wandering traders exist (and are backported)
And this is a bit more biased of a take, but i don't really like trading as a mechanic in the first place compared to minecolonies, tektopia or millenaire villagers that actually go out in the world and can perform useful tasks manually
really ? I liked the goofy sheepmen
I guess I'll keep the original idea of adding them to randomized rooms in a bigger structure so it looks like their trades are random and eventually removes the imbalance in having too easy blazerods
I also liked it should need an improvement in terms of Qol and a actual structure of home
yeah that's an understandable take
it's just a nice way of having access to theoretically limited ressources through the use of NPCs which aren't tied to a lootbox-type trade style like the piglins, or aren't overworld-bound
Trading is also surprisingly complicated and annoying to tweak or balance (i already checked how trades actually work internally and it's... a spaghetti coded mess)
Which ontop of manual, active villagers being more immersive and interactive compared to ones that just trade, why i don't see a place for it in my modpack
Unrelated but in my pack I currently use trading as a sort of tutorial as well, when there's a dude called brewer which sells or buys certain items it may hint to a brewing usecase that one might not be aware of; but yeah pigtificates are enough its just that I like having access to multiple species
I think you might be able to find a different modder who is willing to tweak these two (sheepmen and traveling merchants)
I'm not trying to totally shoot down the idea
maybe; for now I'll think about using mapgadget
But i'm just explaining why it doesn't fit my vision and why i'm not spending my time on this in particular (because i already have a lot of hard things to tackle)
(So i do unfortunately have to be fairly selective about what i work on)
Which mod? π
Its fine. I saw some of the stuff you are working on, you are cooking!
You did? Where?
I think with only 1 exception i've only discussed what i'm currently working on in people's DMs
Mostly because i don't wanna make any promises because it's hard to estimate how hard or time consuming something will be ahead of time
Though i may have to start discussing it again here soon because the scope of my projects has grown enough i should definitely look for at least one partner, assuming i can find one
I'll be honest here, I've not launched discord for the last 2 weeks and just today Im catching up to everything I missed. I'm in like 7 mc 1.12 mod servers, and I definitely saw your name here and there, but since i'm completely beat after reading so many msgs that got accumulated, I might be hallucinating, it might have been you just talking in a chat about someone else's X update.
My eyes are foggy from reading so many msgs, later I'll check exactly where I've seen you for this (kinda?) misunderstanding.
The mc servers I've been reading
Still, godspeed! Can't wait to see what you cook.
This mod man primitive mobs fork i am taking about that
Ohh, lol went over my head completely π
I'm really interested in this! is there a Jar for it? I'm not seeing it on the Github
ah oop. I see a jar in here lol. is 1.1.3 the most recent one?
The jar is in this thread itself but it's buggy rn so wait for the next jar file
Yeah but there are issue with it wait for the new one pls
gotcha, thanks! definitely looking forward to grabbing this when the next build drops! the previous primitive mobs is fine and all, but it does have some quirks that this version seems like it's going to fix
Yeah it is and have some improvements on the mobs and more config options so yeah
Sorry to keep you waiting, i've been really occupied with IRL responsibilities and with other modding projects, along with tons of background work to be able to
A - Get certain planned mechanics working
B - Improve and expand on old code from when i didn't really know what i was doing for the most part. This was my first project, so i guess it's to be expected
I'll be implementing visuals for the Rocket and Festive Creepers now like i intended to a while ago but didn't know what to use, then get to improving other mobs asides from the creepers
TOUHOU HIJACK π€
It was surprisingly annoying to get a mob to properly make fireworks, but here it is
least insane lycanite mob
how do i get the mod file lol
will this still use multimob?