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ciekma

Nether monsters in overworld TFC?

9 posts in this topic

There are already some nether monsters TFC compliant (1000...4000 HP and high attack strength, one can check in creative mode - they have separate spawn eggs), but these monsters are not available due to nether issues.

Is it possible to fix it and allow natural spawning of TFC zombie pigman, blaze and ghast in normal TFC world, in very deep caves?

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Now take this with a grain of salt, but I don't think the Developers would add the Nether monsters into TFC Beta, much less implementing them into TFC2 in the first place. 

That being said, the Nether mobs were designed with the Nether dimension in mind, so putting them into the TFC world in very deep caves might require more work than you think. (Besides, I believe the caves are usually populated with the current hostile mobs already―would like someone to confirm this, though, haven't played TFC in a while―which probably makes cave spelunking challenging enough as it is.)

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You can use something like Just another spawner to cause them to spawn in the overworld. I can't imagine the devs implementing such a thing into mainline TFC, especially since it can be done with existing mods.

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1 hour ago, Bunsan said:

You can use something like Just another spawner to cause them to spawn in the overworld. I can't imagine the devs implementing such a thing into mainline TFC, especially since it can be done with existing mods.

I tried Advanced Spawner mod, but it crashed when loaded together with TFC.

@Sda215: And these deep underground caves are usually empty.

Edited by ciekma
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OneWolfe has JustAnotherSpawner working. And the caves are usually filled with skelly, zombies and creepers, but I'm unclear what that has to do with my point. 

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Currently there is absolutely nothing related to depth in terms of mob spawning. All of the current hostile mobs are just as likely to spawn in the caves deep down as they are to spawn in the higher caves and on the surface.

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25 minutes ago, Kittychanley said:

Currently there is absolutely nothing related to depth in terms of mob spawning. All of the current hostile mobs are just as likely to spawn in the caves deep down as they are to spawn in the higher caves and on the surface.

Yes, I know that hostile mobs can spawn everywhere (however often I see empty caves - is it possible, that sufficient number of mobs was already spawned at surface?). And it is an issue - same mobs everywhere, which can be killed easily with bronze sword. And no blaze rods, which are used for many mods as rare and hard to achieve component.

Of course one can use JAS to spawn and tweak other mobs (where can I look at any json examples for this mod?), but it looks weird to use additional mod just to spawn mobs, which already exists for TFC. Question is, if overriding getCanSpawnHere function to add spawning deeply overworld is simple or need large amount of code (If I understand correctly, TFC nether mobs are just copy of respective vanilla nether mobs with changed properties but inherited methods of spawn)?

 

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The more likely reason that you aren't seeing mobs in the caves is because of spawn protection. If you've spent enough time in that area, no hostile mobs will spawn at all. If you then leave the area for enough time and then come back it's much more likely that the spawn protection won't have built up yet, and you'll be overrun with mobs.

At this point, it's not a matter of adding a new function is simple or if it needs a large amount of code, because development on TFC1 has stopped. I'm happy to fix bad exploits or crashes, but I will not be adding any new features like spawning new mobs.

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The other option is to use the mineral ores that are in code that are no longer generated. Rename, ore-dict etc. There is satinspar, microcline, olivine, serpentine, selenite and petrified wood. This was the solution we used. 

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