Mods / Oregolems
Author: Armon
Side: Both
Created: Mar 21st 2024 at 8:32 AM
Last modified: 8 hours ago
Downloads: 4361
Follow Unfollow 107
Latest file for v1.20.1:
oregolems_0.1.7.zip
1-click install
OreGolems² V.0.1.7 (Beta, New Developer, Now 1.20/1.20.1)
Important: In the future there will certainly be some adjustments to the spawn rate and other bug fixes and balancing updates.
This mod adds hostile golems that sustainably provide you with ores.They are living ore deposits ready to supply you with valuable resources. But be careful! These golems are not friendly and will defend themselves when attacked.
Each golem is unique and provides different ores, slightly reduces the search for ores and provides an alternative (endless) source of ore. But try to maintain the balance by first placing the ore blocks, dismantling them and then working on them with the hammer as usual.
Enjoy playing!
Last
V0.1.7
- Changed "class" in oregolem.json to EntityAgent, since old one was outdated and didn't work
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Increased the range of the bossoregolem, to ensure it can attack you even with a big hitbox
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Buffed the Bossoregolem-> Increased attack damage, HP, and Knockback strenght
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Generally: 1.20.x compatibility
- Requires PetAi 3.0.0
Side note: As I’ve got a few other projects on my plate, development on this one will be moving at a slower pace for now. Once I have more free time, all the planned features will make their way in eventually! For the moment, I’ve pushed an update so you can play on 1.20.x. :) If there are issues, like always, yell at me (politely), so i can fix it ASAP.
V0.1.6
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Golems now exclusively spawn underground.
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While their direct spawn values were increased, the underground-only restriction makes them much rarer, effectively lowering their spawn rates.
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Group size and max quantity for all ore golems increased to 2.
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All ore golems got a bit tankier->HP increased by 3.
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The "AggressiveOnDamage" duration is now increased to 40.
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Cooldown for the "SeekEntity" behavior reduced.
Side note: Sooo, based on feedback from Paradoxal and warpStory, I’ve decided to make oregolems exclusively spawn underground. While this makes them a bit harder to find, I haven’t touched the drop rates since farming them is already a challenge. (You're welcome.)
I tested the spawn rate in a single-player world for about half an hour, and it felt a little low, but since it was only 30 minutes, i could be mistaken. If you still find the spawn rate too high or too low, feel free to yell at me (politely). I’ll tweak it ASAP.
Oh, and good news: I’m working on a config file so you can fine-tune things to your liking. Of course, I first need to figure out how to make one, so wish me luck on that ;)
Hopefully, this update feels more rewarding and balanced.
V 0.1.5
- Removed Quamarkarasu from the list of authors.
- Added PetAi dependency to
modinfo.json
. - Further reduced the spawn rates of Oregolems (fingers crossed this feels balanced now! xD).
Side note: Not a huge update, mostly fine-tuning the spawn rates since they were a bit... off, to say the least ;) If you have feedback or suggestions, feel free to drop a comment or DM me on Discord.
V 0.1.4
- Nerfed the Spawnrates of the oregolems
- Oregolems are now tameable with copperingots (10 %), Ironingots (30%), Goldingots (50%). They will Attack enemies by your side and have several commands, thank you for your suggestion: Calisto. Depends on PetAI v2.2.6
- Fixed a bug, where Oregolems appear textureless in your inventory (creative).
Side note: If you encounter any issues or bugs, feel free to leave a comment here, reach out to me on the official Vintage Story Discord server, or send me a private message. My Discord username is: armon5795.
V 0.1.3
- Oregolems drop Ancient Clay now.
-Use it to craft an Ancient Statue. Place the clay in the top row, middle field; the middle row, left, middle, and right fields; and the bottom row, middle field.
-Place the statue, wait 10 seconds, and bam -> it spawns an Ancient Oregolem (the boss version of a regular golem).
-Kill it and harvest a ton of ores. - Hitboxes are fixed, so they actually fit now.
- Fixed crashes caused by some issues.
- Fixed an Issue, where golems don't have textures (finally).
- Added Saltgolem
Side note: Long time no see! I know it took me a while, but you gotta understand, I'm a chronic procrastinator, and i just kinda forgot about this project while I was procrastinating it x) So yeah, I’ll probably change how you spawn the Ancient Oregolem -> it feels kinda boring the way it is right now, you might have to gather different parts like the head, torso, arms, and legs to assemble the Golem yourself. Plus, I want to add an even stronger Golem variant (Boss) that drops some stronger loot. And ofcourse im still looking forward to add some new golem types. If you have some suggestions, i would be more than happy to hear them from you in the comments! Lastly, let me know if you are experiencing any bugs! Just a heads-up: Golems might appear textureless in your inventory at the moment -> I’ll fix this in the next update!
V 0.1.2
- 1.19.4 Compability
V 0.1.1
- Added Tingolem.
- Changed golem shape and animation.
- Changed Spawnrate (reduced).
- Changed golem stats. Now golems have more health but slightly lower damage
- Changed golem drops. Chance to loot lime, salt and brown coal. Golem now harvestable, but instantly drops some stones and low chance for brown coal.
- Changed AI. Golems now chase you and properly attack you only if you hit them.
- Removed sounds (later add some new golem sounds).
Roadmap
- Change golem shapes and animation from rudimentary to final (like in the title image)
- More golem types (all ores, possibly coal) (currently ~15%).
- Add golem sounds.
- Golems drop custom items that can be used (many of them) to spawn a very strong golem that drops a lot of loot.
- Low chance of spawning elite versions of current golems with slightly better loot.
- Mineral golems that spawns under the surface and drops minerals like lime, salt (and maybe coal). May replace the current mineral drops from oregolems.
- Some golems will get an range attack
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.1.7 | 117 | 8 hours ago | Show | oregolems_0.1.7.zip | Install now | |
v0.1.6 | 227 | Jan 6th at 4:29 PM | Show | oregolems_0.1.6.zip | Install now | |
v0.1.5 | 102 | Jan 3rd at 7:05 PM | Show | oregolems_0.1.5.zip | Install now | |
v0.1.4 | 689 | Nov 16th 2024 at 6:33 PM | Show | oregolems_0.1.4.zip | Install now | |
v0.1.3 | 256 | Nov 9th 2024 at 8:57 PM | Show | oregolems_0.1.3.zip | Install now | |
v0.1.2 | 2970 | Mar 21st 2024 at 8:40 AM | Show | oregolems_0.1.2.zip | Install now |
Ahhh, hahaha, okay i misunderstood you there! well, sure, i could add that ^^ SniperGecko
To clarify; the respective ore idea was a chance of; in addition to any normal spawning :)
Sounds pretty cool, especially that core mechanic-> i'll definetly write that down, for when i start implementing the new mechanic. Im not sure about the spawning only in the respective ore, but i'll think about it. Thank's for taking the time to share your ideas! SniperGecko
A few ideas for ya since you'd be more than happy ;)
If you make the change to legs, arms, torso and head; each lending itself to the loot-table and overall health and damage (copper head and copper legs? 50% of loot will be copper)
Surround a part with 6 bits, a borax and a temporal gear to change material maybe?
Furthermore, requiring a "Golem Core" or something akin to that, then you could go with a multi-path.
Just the core with legs, arms, torso and head? Normal golem.
Core surrounded by ancient clay? Ancient golem.
Core surrounded by 8 stacks of rot? Corrupted Golem
Core surrounded by Temporal Gears? Seraphim Golem (glows, friendly, attacks any rot-creatures within 4 blocks or so but not animals) Healed with matching bits to its body parts
Lastly; chance of golem spawning from cave-in of respective ores?
Thank you so much for your detailed feedback, it really means a lot! I’ll definitely implement the underground spawn mechanic and ensure it doesn’t disrupt drifter spawning. I’ll also address the other issues you mentioned, especially the ease of acquiring resources early on. Your suggestions have been incredibly helpful since im not always actively playing this game, so thanks again! :) And thank you, WarpStory, for setting things in motion for the underground spawning. Paradoxal warpStory
Tested the update a bit and I will say that the number of wildlife has increased, however the Golems still feel like they are the main creature that spawns. I would say there is at least 10-12 or so Golems per animal/animal grouping since Chickens often spawn together and Pigs sometimes have Piglets with them.
I did see a racoon, 2-3 bunnies, 3 groupings of chickens of around 3-5 each, 4 groups of pigs, 2 with piglets which made the group around 5 pigs, however, I use the Stone Age animal mods and I could not find a single related animal within probably 1.5-2k blocks. No wolves, no bears, no foxes, no birds of any type, no rhinos, nothing.
Along with my observations of animal to golem ratio, I would agree with warpstory that they still make mining less relevant, specifically for the early game. Earning your first copper tools is a big milestone and you are generally supposed to be using that copper wisely to secure a stockpile of Copper to enter the Bronze age, however with all the Copper golems running around once you get your first copper pick it is quite easy to acquire enough to make it pointless to mine for it, not only that but there is enough Zinc golems walking around that they making getting into the Bronze age too easy. Zinc is often hard to find for a lot of players and letting them boost through to the Bronze age so easily, in my opinion, kind of spoils the early game for anyone using the mod, especially new players.
The generous amount of black and brown coal also makes charcoal less relevant and doesn't encourage players to use the charcoal pit mechanic and the salt golems do give a little too easy access to salt which is supposed to be a rare material that you pray you find while spelunking or you pray a vendor has some halite you can grind.
The last thing is that the golems are altogether too easy to kill, most players have learned or will quickly learn that throwing spears is highly effecient and kiting the golems makes them a non-threat unless you get too close to them or foolishly try to pick up your spear(s) before its dead.
I think that perhaps an even lower spawn rate and possibly doing what was suggested, putting them only underground, would make it better as the player will have to risk fighting aggressive drifters while hunting the golems, who now in a tighter space have a far better chance of being a threat to the player knowing that the player could be ambushed by drifters or fall into a pit while backing up and tossing spears, of course the concern of what that could do to the drifter spawn is something to consider seeing as before it decimated the animal population so it might also replace drifters spawning.
Thank you for your feedback, Paradoxal warpStory. I will reduce the spawn rates further. For now, I plan to allow them to continue spawning in the overworld, rather than exclusively underground tho.
The spawn rate is so high that it essentially deletes all other possible wildlife. I saw like 3 chickens and a pig while looking around and saw probably 60 ore golems.
The mod is cool, but without fine tuning it way more you either get ores or you get animals, you can't seem to have both.
Spawn rate is too high imo, pretty much makes ore mining irrelevant. I'd suggest only spawning them underground as well
Hey, well, the 1.4 version of this mod requires it for the tameable aspect to work, and I don't know if it would lead to errors or crashes if you don't install it alongside oregolems. So, I recommend installing it. SniperGecko
To clarify; does this mod require PetAI or only if you want the tameable aspect?
I want to confirm that their spawnrate is through the roof - I made a new world, I have a bunch of animal mods, and everywhere I turn it's golems. They're cute! I want to keep them! But they're EVERYWHERE. Looking forward to the next update!
Yes, I plan to nerf them again in the next update. I misjudged the optimal spawn rate, so I'll eventually add a config file to let you adjust it yourself. But first i'll just nerf them :) RagingLoony
Any chance you can nerf the spawns a little? They are littering every field a come across constantly lol
The Tin Golems has the same hitbox than all the other golems, despite being a lot larger.
As such, you need to aim between its legs to actually hit it. Because otherwise, your weapon will phase through its torso and head without dealing damage.
Works for 1.19.8. I would like to request a config file though- I would like to increase the spawn rate and/or drop rates of certain things (salt and limestone).
Seems to not be compatible with mods i use.
https://paste.ee/p/b5Wkw
Maybe this helps figuring out why they dont spawn. Let me know if you need more info.
Armon thank you
OMG I would love to have a little golem buddy in my house. Is there any way to tame them?
Wizard76 Yes, it does work in 1.19.3
Screwy thanks for the hint. It will be fixed in the next update
I want to ty this mod out. Does it work in 1.19.3?
Hey there! Thanks for the mod, it's a really cool and fitting addition to this game.
For most people it is totally irrelevant, but there is a small bug I discovered.
The golem's creature item is still using old texture names,
so in the inventory they look ugly and all the same.
Other than that, everything works fine and seems quite balanced.
Been using this for a while, and since I was still seeing them in game, I never knew it needed an update. But thanks! (Also, don't know why this mod isn't getting more attention, it's a pretty neat way to get ore so far.)