Additional Information Video
(patch 1.3.2)
Minions can [currently]:
- follow you around
- be sent to places
- chop down entire forests
- carry you, animals and other players
- dig mineshafts complete with stairwell
- dig custom spaces you defined, above and below ground
- mine ore veins you point out to them
- intelligently strip mine where you tell them to
- return their goods and loot to you
- or to a Block with inventory (> 23 slots) you pointed out
Minions use an A-star algorithm custom pathing system. It's threaded and multicore-capable.
Hitches and problems/teleporting you see all stem from Minecraft pathfollowing, which is ... lets call it suboptimal.
The tree finding algorithm is threadbased aswell, and stops when it has found 16 trees or has scanned a 64x64 area. It supports mod Tree's so long their custom Tree blocks have "wood" in their name.
Animal abduction works on all entities that extend EntityAnimal.
Strip mining scans the walls and roofs of the dug shaft continuously for precious blocks. Anything that is not worthless (eg dirt, stone, gravel...) is considered precious, so it fully supports mod ores.
Giving the order to mine an ore vein or having found such a vein while strip mining, the Minion will follow the vein and mine all connected Blocks of the same kind until there are no more. Then it will return to the player, or, if it was stripmining, return to that.
They don't come for free, you have to prove your worth by slaying living beings (to accumulate levels) and then take action for the dark gods. Only after a number of evil deeds they may grant you minions.
So, here's the short minion manual:
- Kill enough stuff to reach lvl 8
- Press M and do evil 4 times
- Receive Master Item
- Rightclick Master Item to spawn Minions
- Rightclick to issue orders, context-sensitive (a place, trees, an animal, an ore vein, your feet)
- Also press M for advanced orders
- Rightclick chest (FROM DISTANCE) to set it as destination
- Charge staff like a bow to have minions follow you
- Rightclick minions to have them drop whatever they have
- Leftclick Minions for working incentive .... mueheheheh
- Leftclick with Staff out for evil sparkly
Minions are fully compatible with SMP. However there may be oddness regarding their movement and animations - i'm not sure that is fixable.
Default settings: (configurable by the file in the /mods/ folder)
Minions main menu: "M"
Maximum Minions per player: 4
Cost of evil Deed: 2 levels
- 4 evil deeds are required to gain minions
Instructions:
Requirements to install:
Newer versions - just Forge
The folders in the downloaded file are labeled.
Take part!
As you might notice, evil Deeds can be added dynamically using the config file. Share yours!
update for 1.16.5? pls update
Is the 1.12.2 version worth getting?
Note - single player world edit works perfectly fine at changing blocks into those in mods using byg:soapstone However it is merely the minion mod itself that seems to not register any of these as real block id's
This is despite the fact that you can blacklist normal vanilla items using id directory, for example minecraft:torch instead of just typing torch at the end of the registerBlockIDasWorthlessBlock:
The config files to change what a block is useless to mine does not appear to function, following what the config files state i had ordered for these blocks from the Biomes you go mod to be ignored while stripmining, however the minions still continue to mine the blocks
registerBlockIDasWorthlessBlock:byg:soapstone
registerBlockIDasWorthlessBlock:byg:sepinite
registerBlockIDasWorthlessBlock:byg:sodalite
registerBlockIDasWorthlessBlock:byg:scoria
registerBlockIDasWorthlessBlock:byg:rockystone2
registerBlockIDasWorthlessBlock:byg:blacksandstone
The minions also vein mine blocks like bricks if they encounter them whilst mining, the reason behind why they mine the soapstone ore ect. is because they have a mining level of 1 meaning you require a stone pickaxe in order to mine the, hence im assuming the minions consider the blocks a "valuable" resources, so if there is any way to change what they consider valuable to harvest in a more easy manner it would be much appreciated to be informed on how to do so (as a side note the minions also deem grass (not grass blocks) something to vein mine for whatever reason)
so i installed the mod and followed the instructions but when i click m the menu pops up but only says "The Darkness listens..." without any options except "Nevermind" does anyone know why or how to fix it
In reply to d4rk_void767:
solo tienes que tener 10 de XP ledas shift clik derecho y debe aparecer los minions
I wish this mod would be updated to the newer versions... and fixed
Let's not hope for 1.15 for now, let's just hope for a better 1.12.2 update of this mod.
Hey! This mod has several graphical and functionality bugs in 1.12.2. I wonder if they will be fixed and if it will be released to 1.15?
it would be really super awesome if you make a big update of the mod to be able to have it in 1.15.2 because I think a lot of people want to be able to use it on their Forge 1.15.2 server ! :)
update for 1.15??
Minions can loose their textures after a certain time.
They sometimes get stuck in unloaded chunks, requiring to respawn them.
You can only make minions do anything while all 4 minions are spawned.
The food costs are a Good Idea to balance this mod and would be a cool mechanics if the mod didn't regularly use up your entire food to spawn all minions anew because they got stuck or went invisible. So, maybe spawning minions should be a different action, maybe the attack action? Or teleporting minions to the player whenever they are unloaded regardless of an active task, OR at least store a task while minions are unloaded, or maybe even make them force-load 3x3 chunks around them.
Videos are removed
its a bit bugged doenst have sounds , and it hapenned one time when they tp'ed to me and dropped TONS of dirt on me and make me crash then i had to kill dirts via dedicated server console but it works
The Minions mod will be even better if the minions can even fight mobs for you.
Is this mod dead?
In reply to sorenisawesome:
i guess so
Would it be okay to include this mod in my modpack? I would link back to it, of course.
when I click m it doesn't allow me to choose to do evil it just tells me that im missing the evil deeds config. how am I suppose to install the mod