SodiumZH / NFF-Girls

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[1.19.2] (0.1.17.1) Tamed creatures count as hostiles / Taming info for some undead missing from wiki / Necromancer hood kills in creative. #9

Open togera13 opened 11 months ago

togera13 commented 11 months ago

Issues: -Tamed DwMG creatures are counted as hostile. -The English wiki has incomplete info for the undead mobs (namely skeleton, stray, & necro). -Mobs lose the name from their nametags when tamed. (So you have to name them twice.)

Completed: -The necromancer's hood can kill you in creative mode. https://github.com/SodiumZH/Days-with-Monster-Girls/commit/f0b714a6b2cb6300720acaeea7be10ed6b48161f

Since the tamed HMaG/DwMG creatures seem to count as hostiles they are both caught in sweep attacks (Better Combat mod) & attacked by Guard Villagers (Guard Villagers mod) or guards from (Minecraft Comes Alive Mod), also affected by simply sword's "Lichblade" which harms nearby enemies when equipped. So, they are currently very hard to tame, & use (namely the DwMG mobs that can't use armor are pretty easily killed & require a lot of work to get to a usable point).

As long as they count as hostiles, they are nearly unusable unless you stick to archery since any swing of your weapons (or anything that seeks & hits hostiles) are bound to hit your pal & drop their affinity.

I like the mod even though it is hard to tame them, but I think this is a crucial thing that needs to be fixed for it to be viable, because I keep accidentally hitting them because of sweep attacks or passives. & enemy mobs will overpower the buddy without help or excessive preparation. If you are running a tough mod setup, then they need to be leveled up a bunch in safety or equipped with good baubles before they can take on tougher modded mobs which I only mention because they seem to lose levels if they die which makes them too hard to use with a tougher mod setup.

https://www.curseforge.com/minecraft/mc-mods/better-combat-by-daedelus https://www.curseforge.com/minecraft/mc-mods/guard-villagers https://www.curseforge.com/minecraft/mc-mods/minecraft-comes-alive-mca https://www.curseforge.com/minecraft/mc-mods/simply-swords (If you wanted to take inspiration from this dog mod at all: https://www.curseforge.com/minecraft/mc-mods/doggy-talents-next)

(Also just thought I'd note that I am playing MC Java 1.19.2 Forge)

There seems to be a chance that when your inventory is full & your companion dies that you won't get the respawn orb. (Either that or maybe I lost them, but I was pretty sure they died, but to add to this a befriended mobs locator/summoner would be a nice addition; supplementaries adds a flute that summons all tameable mobs, but the mobs from this mod do not count unfortunately.)

I also think it would be nice if we could get the cooldowns on item giving reduced or maybe have the higher end items' favorability gain increased, because the taming process seems to both favor the cheaper items, takes a long time, & in most cases requires trapping the monster in some way. I just think it would be nice if giving the Kobold a diamond wasn't useless when I have a ton of iron lying around for instance.

Also having more readily available healing items or something would be a good addition because I feel as though some mobs are just harder to maintain than others both because of healing items & because some mobs have access to armor (which is far superior to baubles both in terms of effort & strength because of mods & enchantments).

I have been unable to tame the skeleton, I am not sure if this is a mod conflict or not, but the soul powder & apples aren't working, I do know that I have a mod that added a feature that makes skeletons pull out melee when you get close, so I am not sure if that is potentially breaking the taming capability or not on skeletons.

pokthenpc commented 10 months ago

i have a simular problem but its only with the wither skeleton girl mob. i play a mod called modular golems and there is an option to use the mob's uuid so the golem won't be hostile but when i right click the wither skeleton girl it doens t work,its like without an uuid that is probably impossible but im no progarammer so i dont really know the bug is in version 1.20.1-0.2.17

SodiumZH commented 10 months ago

Thanks for your report.

In principle BefriendMobs framework is quite different from most taming features of other mods. Most of other mods' tamable mobs extend TamableAnimal class which is the vanilla implementation of taming. However, since BefriendMobs is intended to tame any mobs from vanilla and other mods most of which don't extend TamableAnimal, some features using TamableAnimal class for recognizing tamed mobs may not work. Actually BefriendMobs uses an interface IBefriendedMob for all its tamed mobs, so I have to manually add compatibilities to each TamableAnimal-recognization.

I'm planning to fully remove the Respawner in the future because I cannot find a way to completely prevent the Respawners from getting lost. Instead I'm planning to add a block like the respawn anchor on which you can choose to respawn any dead mobs you're owning in the GUI. Now the respawner should be automatically added to your inventory when you get into the dimension the mob died, and if your inventory is full it will be added once you have an empty slot. Is there something wrong with this feature?

Now the mobs should be immune to damages from vanilla sweeping. They will still get knocked back but taking no damage. I didn't check sweeping-like features from other mods. If the incompatible mods are very common I'll try fix them.

For the balance of mobs with or without armors, it's an issue. Probably I will make an update for further balancing them. Please note that some mobs are not designed for combat as the main function (e.g. Imp and Kobold), so they're relatively weak as intended. Also I'm considering whether to add features to allow the mobs automatically consume healing items if with low HP.

The somewhat high difficulty in befriending the mobs is intended. Since the befriended mobs are designed to be never removed from the world and can be enhanced through interaction, befriending them too easily may allow the player to quickly build a mob army which breaks the game balance. My idea is to make the players notice on each individual mob rather than just building an army like some people do to vanilla wolves.

As for the skeleton issues, since it seems that you're running many mods simutaneously, many of which are using Mixin, I cannot locate the problem only with your description. Could you please check the log after trying giving the skeleton items? If it prints exception information, maybe I can find out which mod caused that. Before that, please check if you have Undead Affinity effect and haven't provoked the mobs. Without the effect giving items will not take any effect, and if you've provoked them it will generated angry particles.

togera13 commented 10 months ago

Thanks for your report.

In principle BefriendMobs framework is quite different from most taming features of other mods. Most of other mods' tamable mobs extend TamableAnimal class which is the vanilla implementation of taming. However, since BefriendMobs is intended to tame any mobs from vanilla and other mods most of which don't extend TamableAnimal, some features using TamableAnimal class for recognizing tamed mobs may not work. Actually BefriendMobs uses an interface IBefriendedMob for all its tamed mobs, so I have to manually add compatibilities to each TamableAnimal-recognization.

I'm planning to fully remove the Respawner in the future because I cannot find a way to completely prevent the Respawners from getting lost. Instead I'm planning to add a block like the respawn anchor on which you can choose to respawn any dead mobs you're owning in the GUI. Now the respawner should be automatically added to your inventory when you get into the dimension the mob died, and if your inventory is full it will be added once you have an empty slot. Is there something wrong with this feature?

That sounds like it could be cool, but are you able to do both? What if you could respawn them with the orb on the fly, but if the orb fails to show up you could fall back to recovering them from the block? (Or would that be too hard, I am not a coder.) Also what if you had the block keep track of them in the sense of if they aren't dead then you could summon them to you with the block fixing the issue of losing them to the wilderness.

To take this further if you want to prevent a mob army what if you made it that you could have only a few summoned at a time & the game told you to swap them out at the block if you exceeded the limit? (Like essentially making the block act like a pokemon center where you can store & withdrawal your creatures. I'd probably suggest a lower limit of around 4 with an upper limit of 8 probably). I also think it would be fun if you could trade ownership of a mob to a friend especially if you add a limit to how many can be out at once since there would be more incentive to keep specifically the ones you like or need out.

Only counter I would say to this is that it would be cool to be able to have one of each kind standing around inside your base, but at the same time idk if maybe just adding a limit to how many will follow at once would be a good idea as an alternative or not (like say you have 4 following & you have one of each standing around in different segments of your base or something).

Now the mobs should be immune to damages from vanilla sweeping. They will still get knocked back but taking no damage. I didn't check sweeping-like features from other mods. If the incompatible mods are very common I'll try fix them.

The two combat mods I know of that are popular are Epic Fight Mod, & Better Combat by Daedelus. As far as I am aware Daedelus has a custom sweep & it checks for hostility I don't know if this would ignore your planned change or not, but I will test & see when it is available. (Daedelus Better Combat has a config option to not attack neutral's if you can somehow make them count as neutral if you can't get tamed/friendly to work but neutral is somehow possible)

For the balance of mobs with or without armors, it's an issue. Probably I will make an update for further balancing them. Please note that some mobs are not designed for combat as the main function (e.g. Imp and Kobold), so they're relatively weak as intended. Also I'm considering whether to add features to allow the mobs automatically consume healing items if with low HP.

I completely forgot that the wiki mentioned some have fancy effects. Would it be possible to add an in-game book/ patchouli book or something? Or maybe add another page inside of the Mob's interface that tells the description of their abilities? Also the addition of mobs consuming healing items would be cool if they had an inventory slot (or an inventory in general) for giving them a stack of food.

And adding support for some modded foods like Farmers Delight, Alex's Delight, Twilight Flavors & Delight, Cultural Delight, Let's Do, & Butcher Craft / Butchers Delight would be neat too in my opinion. Like why wouldn't the Snow Canine want cooked chops & the like?

The somewhat high difficulty in befriending the mobs is intended. Since the befriended mobs are designed to be never removed from the world and can be enhanced through interaction, befriending them too easily may allow the player to quickly build a mob army which breaks the game balance. My idea is to make the players notice on each individual mob rather than just building an army like some people do to vanilla wolves.

I am fine with that, though I would personally probably buff the higher end items in some cases because as I mentioned before I had a ton of iron that my friend was able to brute force the Kobold with, but we had few Diamonds which we gave one before deciding we'd rather stick to iron; I just think that there is no incentive to use the more expensive items when the cheaper ones are far more abundant & consistent when the expensive ones have a chance to be nearly the same value as the cheap ones. IE from the Kobold's accepted items: Iron Ingot : 0.02 - 0.04 Gold Ingot: 0.03 - 0.05 Emerald: 0.03 - 0.05 Diamond: 0.05 - 0.10 So, a Diamond can be 1½ iron on the low end or 2½ iron on the high end in worth? Doesn't seem worth it in my opinion.

As for the skeleton issues, since it seems that you're running many mods simutaneously, many of which are using Mixin, I cannot locate the problem only with your description. Could you please check the log after trying giving the skeleton items? If it prints exception information, maybe I can find out which mod caused that. Before that, please check if you have Undead Affinity effect and haven't provoked the mobs. Without the effect giving items will not take any effect, and if you've provoked them it will generated angry particles.

The English wiki doesn't mention using the Undead Affinity Effect at all on any of the skeleton variants. I believe this is what the issue was, I tested in vanilla had the same issue up until putting on the necromancer's hat; & after reloading up all of my mods & using the hat it worked just fine. Please update the English wiki, also thank you for the help & thank you for your work.

Oh, and the Necromancer's hood can kill you in creative mode.

(Also completely random but I think it'd be hilarious if you made the Creeper Girl support modded tnt like the nova cataclysm from stuff like ProjectE so she could just become a nuke essentially. I'd probably never realistically use it unless I was doing a wither storm world though, so I don't expect you to do it, but I think it'd be funny. https://www.youtube.com/watch?v=tjmfS7vUnrU https://www.youtube.com/watch?v=lbJA8iAITYI)

Just wanted to add that if you tame a named creature they lose the nametag from being tamed, I do not know if you could fix this or not, but if you could that'd be really neat if they retained the nametag upon taming so we don't have to use two nametags per each tamed mob.

I also think it would be cool if we could right click on a mob with the commanding wand to see our taming progress.

SodiumZH commented 10 months ago

Firstly, would you be able to separate bug report and suggestions/content discussions into different issues? If so I'll be able to mark bugs as fixed and talk more specifically about game contents in discussion issues.

Since we have Mob Storage Pod, if the respawn block is added we'll no longer need current Respawners. So I think a respawn block would be enough.

I don't want to make any hard restrictions to my mod which in my mind conflicts with the high-freedom concept of Minecraft. So I designed the befriending processes somewhat difficult and challenging. Probably in the future I'll adjust the processes or item values and conditions.

Handbook is on my to-do list, but after all game contents are finished.

Compatibility issues will also be handled after contents are finished. Before details I have to get the mod finished firstly after all.

pokthenpc commented 10 months ago

Hello i menaged to Discover thet the bug with the witherskeleton was a bug of the other mod modular golems, i'm very Sorry for the disturb

Il sab 4 nov 2023, 04:03 SodiumZH @.***> ha scritto:

Firstly, would you be able to separate bug report and suggestions/content discussions into different issues? If so I'll be able to mark bugs as fixed and talk more specifically about game contents in discussion issues.

Since we have Mob Storage Pod, if the respawn block is added we'll no longer need current Respawners. So I think a respawn block would be enough.

I don't want to make any hard restrictions to my mod which in my mind conflicts with the high-freedom concept of Minecraft. So I designed the befriending processes somewhat difficult and challenging. Probably in the future I'll adjust the processes or item values and conditions.

Handbook is on my to-do list, but after all game contents are finished.

Compatibility issues will also be handled after contents are finished. Before details I have to get the mod finished firstly after all.

— Reply to this email directly, view it on GitHub https://github.com/SodiumZH/Days-with-Monster-Girls/issues/9#issuecomment-1793317712, or unsubscribe https://github.com/notifications/unsubscribe-auth/A767PSENNENJAJSVA7OU7P3YCWV6ZAVCNFSM6AAAAAA6TDYKAGVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTOOJTGMYTONZRGI . You are receiving this because you commented.Message ID: @.***>

togera13 commented 10 months ago

The only issues I know of at the moment is the tamed creatures being counted as hostiles, & the skeletons/strays/etc not having the necromancer's hood requirement listed on the English wiki.

I will add my suggestions to a separate post.

I don't know if these are issues:

-DwMG mobs die pretty easily. (If not armed to the teeth or being actively defended by you they can die pretty easily if you aren't constantly healing them.) -DwMG mobs lose levels on death. (Idk If they do lose all their levels, but it would be nice if we could have them only lose some levels on death instead of having to lose all your progress because your creeper got killed by another creeper for instance.) -DwMG mobs lose affinity on death even if it is not your fault, leading to them not teleporting to you, but still following. (This is a problem if you use mods like Waystones which are long distance teleporters.) -The Creeper girl doesn't count as a creeper so mods that affect creeper explosions without disabling other forms of griefing do not affect the creeper girl (alternatively maybe creeper girl griefing could be a config option?). -The Creeper girl can damage & kill the befriended player when using tnt (& gunpowder I think). -The Creeper girl sometimes gets stuck attempting to explode if in water or when getting hit sometimes. -There is currently no way to retrieve any wandering tamed mobs that got lost (unless they died).

Issues:

-Tamed DwMG creatures are counted as hostile. -The English wiki has incomplete info for the undead mobs (namely skeleton, stray, & necro). -Mobs lose the name from their nametags when tamed. (So you have to name them twice.) -(Some?) Mobs don't teleport (or follow?) if they are in water.

Later:

-Guide book.

Completed

-The necromancer's hood can kill you in creative mode. https://github.com/SodiumZH/Days-with-Monster-Girls/commit/f0b714a6b2cb6300720acaeea7be10ed6b48161f

SodiumZH commented 10 months ago

Hello i menaged to Discover thet the bug with the witherskeleton was a bug of the other mod modular golems, i'm very Sorry for the disturb Il sab 4 nov 2023, 04:03 SodiumZH @.> ha scritto: Firstly, would you be able to separate bug report and suggestions/content discussions into different issues? If so I'll be able to mark bugs as fixed and talk more specifically about game contents in discussion issues. Since we have Mob Storage Pod, if the respawn block is added we'll no longer need current Respawners. So I think a respawn block would be enough. I don't want to make any hard restrictions to my mod which in my mind conflicts with the high-freedom concept of Minecraft. So I designed the befriending processes somewhat difficult and challenging. Probably in the future I'll adjust the processes or item values and conditions. Handbook is on my to-do list, but after all game contents are finished. Compatibility issues will also be handled after contents are finished. Before details I have to get the mod finished firstly after all. — Reply to this email directly, view it on GitHub <#9 (comment)>, or unsubscribe https://github.com/notifications/unsubscribe-auth/A767PSENNENJAJSVA7OU7P3YCWV6ZAVCNFSM6AAAAAA6TDYKAGVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTOOJTGMYTONZRGI . You are receiving this because you commented.Message ID: @.>

Does it happen on other befriended mobs or on vanilla Iron Golem?

togera13 commented 10 months ago

I don't know if it is somehow a mod conflict but I think tamed Skeleton Girls despawn if you go too far away from them, either that or I lost two without any means of getting their respawners... I even tried using an evil magnet on an evil crystal block to see if that would do anything with no luck, I don't know if I just lost them or if they actually despawned, but it is really weird that it happened twice and only with the skeleton girls...

I don't know if you would rather me make new issues for each thing or just keep adding to this list here, but I can do whatever is necessary.

Ignore this they showed up when I entered the nether for some unknown reason, I have no clue why considering I didn't take them there, the one showed up immediately whereas the other showed up about an hour & 13 minutes later (in the nether as well).

SodiumZH commented 10 months ago

The only issues I know of at the moment is the tamed creatures being counted as hostiles, & the skeletons/strays/etc not having the necromancer's hood requirement listed on the English wiki.

I will add my suggestions to a separate post.

I don't know if these are issues:

-DwMG mobs die pretty easily. (If not armed to the teeth or being actively defended by you they can die pretty easily if you aren't constantly healing them.) -DwMG mobs lose levels on death. (Idk If they do lose all their levels, but it would be nice if we could have them only lose some levels on death instead of having to lose all your progress because your creeper got killed by another creeper for instance.) -DwMG mobs lose affinity on death even if it is not your fault, leading to them not teleporting to you, but still following. (This is a problem if you use mods like Waystones which are long distance teleporters.) -The Creeper girl doesn't count as a creeper so mods that affect creeper explosions without disabling other forms of griefing do not affect the creeper girl (alternatively maybe creeper girl griefing could be a config option?). -The Creeper girl can damage & kill the befriended player when using tnt (& gunpowder I think). -The Creeper girl sometimes gets stuck attempting to explode if in water or when getting hit sometimes. -There is currently no way to retrieve any wandering tamed mobs that got lost (unless they died).

Issues:

-Tamed DwMG creatures are counted as hostile. -The English wiki has incomplete info for the undead mobs (namely skeleton, stray, & necro). -Mobs lose the name from their nametags when tamed. (So you have to name them twice.) -(Some?) Mobs don't teleport (or follow?) if they are in water.

Later:

-Guide book.

Completed

-The necromancer's hood can kill you in creative mode. f0b714a

Creeper girls seem to be more buggy than I thought... Other issues you mentioned are mostly intended, but affinity loss on death will be optimized some time.

SodiumZH commented 6 months ago

In 0.x.22 IBefriendedMob extends vanilla OwnableEntity interface which may fix some issues about friendly mob recognization.