It works, thank you!
Now to add duplicates of the common items so that it's not too overpowered..!
Edit: Done!
Notes:
1.) This will occasionally cause a performance hiccup when an Infernal Mob drops an item. This could be prevented by using the proper resolved names such as I believe rebelkeithy.mods.metallurgy.core.metalsets.ItemMetallurgySword or whatever, but that'd require re-typing it for EACH item. that doesn't sound like fun at all!
2.) Yes, there are quite a few chances for enchanted books to drop at the end. I figure this is fair because with this many types of item added you're a lot less likely to be able to combine two random drops to get a weapon with great enchantments.
I just hit this odd crash, and I'm not entirely sure what to make of it.
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 4/1/13 12:58 AM
Description: Ticking memory connection
java.lang.NullPointerException
at net.minecraft.entity.DataWatcher.func_75681_e(SourceFile:104)
at net.minecraft.entity.EntityLiving.func_94056_bM(EntityLiving.java:3094)
at net.minecraft.entity.EntityLiving.func_70023_ak(EntityLiving.java:3079)
at atomicstryker.infernalmobs.common.InfernalMobsCore.checkEntityClassAllowed(InfernalMobsCore.java:280)
at atomicstryker.infernalmobs.common.InfernalMobsCore.processEntitySpawn(InfernalMobsCore.java:262)
at atomicstryker.infernalmobs.common.EntityEventHandler.onEntityJoinedWorld(EntityEventHandler.java:33)
at net.minecraftforge.event.ASMEventHandler_43_EntityEventHandler_onEntityJoinedWorld_EntityJoinWorldEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at net.minecraft.world.World.func_72838_d(World.java:1564)
at mods.avp.entity.EntityXenomorph.func_70645_a(EntityXenomorph.java:366)
at net.minecraft.entity.EntityLiving.func_70097_a(EntityLiving.java:1124)
at net.minecraft.entity.monster.EntityMob.func_70097_a(SourceFile:45)
at net.minecraft.entity.player.EntityPlayer.func_71059_n(EntityPlayer.java:1342)
at net.minecraft.network.NetServerHandler.func_72507_a(NetServerHandler.java:832)
at net.minecraft.network.packet.Packet7UseEntity.func_73279_a(SourceFile:36)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
InfernalMobs wanted to know an Entities name in order to check the configs for it. Entity name returned null, which is invalid behaviour. Some mod Entity, i guess.
I have a few suggests for this mod if that is ok with you:
1) You could have the color of the name in the health bar change according to wether they are Rare (blue), Ultra (Yellow), Infernal (Orange).
Im no modder. So I hope you don't mind these suggestion.
Edit: There is also a bug I have found. Hitting any rare mobs with any sort of potion that would heal them or damage them causes them to lose the boosted health and retain their normal health but they still have the effects.
Good suggestion! The next version will have the names colored.
As for potions causing odd health values ... that's the hardcoded maximum health value striking back. There is precious little i can really do about that.
Another suggestion: would it be possible to add options to the config file to disable the health bar and upgrade status of the mob displaying? It think it would be fun to go into battle without knowing exactly what I am going into beforehand.
Also to add on to my suggestion why not have them have random names like in diablo? Like Garlosh the Betrayer or something like that as randomly generated names for them? Rather than "Rare Zombie" or "Ultra Zombie". And if you want I could come up with quite a few names if you want
I'll even post them in a txt file. It will be filled with tons of names, even catagorized for each mob.
Edit: Also I have discovered another bug. When using a spawner that spawns bosses they can become infernal mobs too as in they get the abilities that normal mobs do. Is this Intended or a bug?
I most definitely could do the name change, but i'm undecided how i would do it. Put a bunch of prefix and suffix modifiers into each mod so that the name has some relation to the powers? Make them independent? A mixture of both?
Yes. Any and all Mob entities entering the world can become infernal.
Is there any combination of effects that will take EVERYTHING from your inventory when attacking it? I had this happen to me an i'm wondering if it's just a bug?
Also, as a suggestion, is it possible to know when a mob is spawned naturally or from a spawner?
If so, would it be possible to make a configuration option to disable infernal mobs from mob spawners? Makes it really tough to create a grinder.
I most definitely could do the name change, but i'm undecided how i would do it. Put a bunch of prefix and suffix modifiers into each mod so that the name has some relation to the powers? Make them independent? A mixture of both?
I would say a mixture of both. But say a mob has multiple powers (which is very likely), you could have so that it chooses one of the abilities it has randomly to have a name added on to its name after the "THE" part. For example:
Say a zombie has Wither and Ender. The game could randomly choose Wither and call him Teleus the Decayed (Decayed being one of the names chosen for being added in case the Wither effect has been added to the mob). Now of course you want to have a maximum of only one name addition because you would not want: Teleus the Decayed Teleporter (Teleporter being one of the names chosen for being added in case the Ender effect has been added to a mob). As that would sound weird so make it so that it only has a least one name addition.
Also if you do want I will make a whole list of names for each individual mobs and abilities for you to use as a guide
(note: I will not make a list for the Bosses or the passive mobs due to that fact that they will not spawn with special abilities)
Edit: Also a suggestion for a new modifier: Explosive! When the mob dies you have 1 second to back away before it explodes other wise you will take damage. It does not however damage the environment it only damages entities. I should do atleast around 4 hearts of damage if you literaly right above it. (Of course the only backdraw to this is the fact you could lose your drop. Maybe a little adjustment of the time might fix that.
Absolutely no exploding corpses. I hate it when devs do that.
Ok then, no exploding corpses. I don't know I thought is was a cool idea because Diablo's rare monsters sometimes have exploding corpses. Then again, the Items would be destroyed if it was implemented.
I dunno if it's asking too much, but could you make a minor tweak to your next update if it's coming any time soon?
The mod Special Mobs kind of pulled the trigger on the whole randomly named mobs thing. Though it's mobs only get a ton of health (Which is insane when one spawns as an Infernal Mob. I've seen 400 hearts.)
Apparently though because Infernal Mobs scans for unique entity names as they spawn and adds them config, It's picking up every single randomly named mob Special Mobs spawns. My config for Infernal Mobs doth runeth over.
Not a huge deal, per se. Just a bit of extra lag is all I've noticed - And a longer load time once the text file reached a meg in size. Now I know to periodically dump the erroneous entries.
The only solution to that would be me reverting the config to entity classes as opposed to entity names ... i guess i could make that configurable
EDIT
1.2.8
- boss designation now has color!
- added useSimpleEntityClassnames to config, set to true if you have config problems with generated entity names
you will likely have to re-configure all entities with their new designations if you do so
i do suggest deleting the old lines if you do this
- added first iteration of monster name suffixes (not really happy with them yet)
- added option to disable the GUI overlay (clientside)
Apart from the fact Diablo introduced this kind of random Modifier (unless someone comes up with an obscure older game that did it before), this mod does not actually have anything to do with Diablo
I love how the mobs gets incerased health too. Everytime I find a mob with a modifier,the have unusually high health. Like a creeper had 80 instead of 20.
I was thinking maybe a shield modifier should be added. What it would do was it would take a certain amount of hits to disable this shield and that after disabling the shield the mob would become vulnerable. Of course if you do not attack the mob for more than 30 seconds it recharges and you will have to disable it again. Now I actually got the idea when I played borderlands XD
Now to add duplicates of the common items so that it's not too overpowered..!
Edit: Done!
Notes:
1.) This will occasionally cause a performance hiccup when an Infernal Mob drops an item. This could be prevented by using the proper resolved names such as I believe rebelkeithy.mods.metallurgy.core.metalsets.ItemMetallurgySword or whatever, but that'd require re-typing it for EACH item. that doesn't sound like fun at all!
2.) Yes, there are quite a few chances for enchanted books to drop at the end. I figure this is fair because with this many types of item added you're a lot less likely to be able to combine two random drops to get a weapon with great enchantments.
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 4/1/13 12:58 AM
Description: Ticking memory connection
java.lang.NullPointerException
at net.minecraft.entity.DataWatcher.func_75681_e(SourceFile:104)
at net.minecraft.entity.EntityLiving.func_94056_bM(EntityLiving.java:3094)
at net.minecraft.entity.EntityLiving.func_70023_ak(EntityLiving.java:3079)
at atomicstryker.infernalmobs.common.InfernalMobsCore.checkEntityClassAllowed(InfernalMobsCore.java:280)
at atomicstryker.infernalmobs.common.InfernalMobsCore.processEntitySpawn(InfernalMobsCore.java:262)
at atomicstryker.infernalmobs.common.EntityEventHandler.onEntityJoinedWorld(EntityEventHandler.java:33)
at net.minecraftforge.event.ASMEventHandler_43_EntityEventHandler_onEntityJoinedWorld_EntityJoinWorldEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at net.minecraft.world.World.func_72838_d(World.java:1564)
at mods.avp.entity.EntityXenomorph.func_70645_a(EntityXenomorph.java:366)
at net.minecraft.entity.EntityLiving.func_70097_a(EntityLiving.java:1124)
at net.minecraft.entity.monster.EntityMob.func_70097_a(SourceFile:45)
at net.minecraft.entity.player.EntityPlayer.func_71059_n(EntityPlayer.java:1342)
at net.minecraft.network.NetServerHandler.func_72507_a(NetServerHandler.java:832)
at net.minecraft.network.packet.Packet7UseEntity.func_73279_a(SourceFile:36)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:127)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 348570168 bytes (332 MB) / 999751680 bytes (953 MB) up to 999751680 bytes (953 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 28266 (1582896 bytes; 1 MB) allocated, 6370 (356720 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 71
FML: MCP v7.44 FML v5.1.8.611 Minecraft Forge 7.7.1.611 42 mods loaded, 42 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_bspkrsCore [bspkrsCore] ([1.5.1]bspkrsCorev1.03.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TreeCapitator [TreeCapitator] ([1.5.1]TreeCapitator.Forge.1.5.1.r01.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GalacticraftCore [Galacticraft Core] (Galacticraft-Alpha-0.1.30.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
jammyfurniture [Jammy Furniture Mod] (1.5.1_Jammy_Furniture_Mod_V4.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ArmorStatusHUD [ArmorStatusHUD] ([1.5.1]ArmorStatusHUDv1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod [Damage Indicators] ([1.5.1]DamageIndicators v2.5.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_StatusEffectHUD [StatusEffectHUD] ([1.5.1]StatusEffectHUDv1.9.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AIRI [AIRI] ([Current] AIRI.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AIRI Industrial Extension [AIRI Industrial Extension] ([Current] AIRI.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AIRI Terrain Extension [AIRI Terrain Extension] ([Current] AIRI.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AliensVsPredator [AliensVsPredator] ([Current] AliensVsPredator.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AssemblyLine [Assembly Line] (AssemblyLine_v0.3.0.89.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AtomicScience [Atomic Science] (AtomicScience_v0.5.1.169.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack [Backpack] (backpack-1.7.8-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BattleTowers [Battle Towers] (BattleTowers_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterDungeons [Better dungeons] (BetterDungeons.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiblioCraft [BiblioCraft] (BiblioCraft[v1.1.5].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DeadlyWorld [Deadly World] (DeadlyWorld 0.1.1 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EmasherCore [EmasherCore] (EmasherCore-1.5.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
EmasherDefense [Defense] (Defense-1.3.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
diamondbuckets [Diamond Buckets] (diamondbuckets_v0.97.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DungeonPack [DungeonPack] (DungeonPack 1.5.1 v1 Universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ICBM|Contraption [ICBM|Contraption] (ICBM_Contraption_v1.1.1.189.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ElectricExpansion [Electric Expansion] (ElectricExpansion_v2.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LegendaryBeasts [Legendary Beasts] (Forge_LegendaryBeastsAlpha1.5.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil [iChunUtil] (iChunUtil1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GraviGun [GraviGun] (GravityGun1.5.0v2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ICBM|Sentry [ICBM|Sentry] (ICBM_Sentry_v1.1.1.189.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ICBM|Explosion [ICBM|Explosion] (ICBM_Explosion_v1.1.1.189.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
InfernalMobs [Infernal Mobs] (InfernalMobs_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Mekanism [Mekanism] (Mekanism-v5.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MekanismGenerators [MekanismGenerators] (MekanismGenerators-v5.5.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mmmPowersuits [MachineMuse's Modular Powersuits] (ModularPowersuits-0.4.0-270.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PowersuitAddons [Andrew2448's Modular Powersuits Addon] (MPSA-4_MPS-270.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
PortalGun [PortalGun] (PortalGun1.5.0v2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TwilightForest [The Twilight Forest] (twilightforest-1.17.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 2550 (142800 bytes; 0 MB) allocated, 2065 (115640 bytes; 0 MB) used
Player Count: 1 / 8; [GCCorePlayerMP['Starguy32'/531, l='New World', x=-898.34, y=67.00, z=-147.95]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
1) You could have the color of the name in the health bar change according to wether they are Rare (blue), Ultra (Yellow), Infernal (Orange).
Im no modder. So I hope you don't mind these suggestion.
Edit: There is also a bug I have found. Hitting any rare mobs with any sort of potion that would heal them or damage them causes them to lose the boosted health and retain their normal health but they still have the effects.
As for potions causing odd health values ... that's the hardcoded maximum health value striking back. There is precious little i can really do about that.
I'll even post them in a txt file. It will be filled with tons of names, even catagorized for each mob.
Edit: Also I have discovered another bug. When using a spawner that spawns bosses they can become infernal mobs too as in they get the abilities that normal mobs do. Is this Intended or a bug?
Yes. Any and all Mob entities entering the world can become infernal.
Also, as a suggestion, is it possible to know when a mob is spawned naturally or from a spawner?
If so, would it be possible to make a configuration option to disable infernal mobs from mob spawners? Makes it really tough to create a grinder.
I would say a mixture of both. But say a mob has multiple powers (which is very likely), you could have so that it chooses one of the abilities it has randomly to have a name added on to its name after the "THE" part. For example:
Say a zombie has Wither and Ender. The game could randomly choose Wither and call him Teleus the Decayed (Decayed being one of the names chosen for being added in case the Wither effect has been added to the mob). Now of course you want to have a maximum of only one name addition because you would not want: Teleus the Decayed Teleporter (Teleporter being one of the names chosen for being added in case the Ender effect has been added to a mob). As that would sound weird so make it so that it only has a least one name addition.
Also if you do want I will make a whole list of names for each individual mobs and abilities for you to use as a guide
(note: I will not make a list for the Bosses or the passive mobs due to that fact that they will not spawn with special abilities)
Edit: Also a suggestion for a new modifier: Explosive! When the mob dies you have 1 second to back away before it explodes other wise you will take damage. It does not however damage the environment it only damages entities. I should do atleast around 4 hearts of damage if you literaly right above it. (Of course the only backdraw to this is the fact you could lose your drop. Maybe a little adjustment of the time might fix that.
Absolutely no exploding corpses. I hate it when devs do that.
I assume that you want to make the names?
Ok then, no exploding corpses. I don't know I thought is was a cool idea because Diablo's rare monsters sometimes have exploding corpses. Then again, the Items would be destroyed if it was implemented.
The mod Special Mobs kind of pulled the trigger on the whole randomly named mobs thing. Though it's mobs only get a ton of health (Which is insane when one spawns as an Infernal Mob. I've seen 400 hearts.)
Apparently though because Infernal Mobs scans for unique entity names as they spawn and adds them config, It's picking up every single randomly named mob Special Mobs spawns. My config for Infernal Mobs doth runeth over.
Not a huge deal, per se. Just a bit of extra lag is all I've noticed - And a longer load time once the text file reached a meg in size. Now I know to periodically dump the erroneous entries.
EDIT
1.2.8
- boss designation now has color!
- added useSimpleEntityClassnames to config, set to true if you have config problems with generated entity names
you will likely have to re-configure all entities with their new designations if you do so
i do suggest deleting the old lines if you do this
- added first iteration of monster name suffixes (not really happy with them yet)
- added option to disable the GUI overlay (clientside)
I love how the mobs gets incerased health too. Everytime I find a mob with a modifier,the have unusually high health. Like a creeper had 80 instead of 20.
It does. In divine rpg I have seen a rare Cyclops. A cyclops is a mob from divine rpg.