Ok, I updated from 1.4.9 to 1.4.9b and now Dwellers for some unknow reason spawning like crazy. My mini map is full of red boxes ( flooded swamp area ) and MC is slowing and slowing and...due to amount of mobs. My spawn settings are lower than default one.
Hmm, try disabling them for now (Spawn Weight 0). I'll investigate, silly Dwellers!
Advanced Genetics is a mod that allows you to take the genes of mobs and add them to yourself or other mobs, Advanced Genetics also has an API you can interact with. Currently you can do the following with the API: add an ability, add abilities to mobs, add machines and prevent the mob from dropping skin scales.
There are a few mod APIs I'd like to work with, but only after I've updated to 1.7.2, which will be soon. Once Thaumcraft 4 has updated, all the major mods on my server are good for 1.7.2 except this mod, so I'm using that as a marker.
There are a few mod APIs I'd like to work with, but only after I've updated to 1.7.2, which will be soon. Once Thaumcraft 4 has updated, all the major mods on my server are good for 1.7.2 except this mod, so I'm using that as a marker.
hum...good...hum...1.7.2?you go update this mod?for 4 weeks?and im i so very impatient to look the TROLL(ololololo!)
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I might be very unlucky ( like very, very - ssp, smp, mcpc+ ) but for some reason update to version .b totally screws mob spawning on map - reverting back to 1.4.9. Lycanite mobs are slowly overtaking world and don't want to despawn in some cases.
Lycanite, I have suggestions for the plains eagle and the ocean pelican:
You know, instead of just flying to a certain spot and then stopping, they should fly constantly, and they should face the direction they are flying, instead of strafing like a Remobra or Manticore.
The ocean pelican should sometimes descend to the ground and roost for a while before flying again and/or spotting a player and flying at them, and they should kill the snail-turtle mobs.
The plains eagle should be neutral to you, but it should be hostile to Makas. Also, it should have a special attack: picking up the player, flying up to a certain height, and dropping him/her to his/her death.
Ok so Cinders, Kobolds and Dwellers all have some excessive spawning issues now so I'm going to implement a new restriction where the Spawn Limit config will work again, but instead of using that crazy vanilla thing that messed everything up, I'll be implementing my own system where a mob will check for other mobs like it within a 64 block radius, if it finds more than the limit, it will be blocked from spawning. The Spawn Limit Block Radius will be configurable in the global config too, I don't recommend setting it too high though as that could impact performance, especially if it's set to a huge size like 1000, that would cause so much lag lol.
There will likely be a 1.4.9c update, Trolls might be a bit delayed, but these bugs need to be fixed!
I might be very unlucky ( like very, very - ssp, smp, mcpc+ ) but for some reason update to version .b totally screws mob spawning on map - reverting back to 1.4.9. Lycanite mobs are slowly overtaking world and don't want to despawn in some cases.
Be sure to delete your config first, and set the Cinder's Spawn Dimensions to 0 instead of 0, -1, 1 as Cinders are incredibly crazy at spawning in the Nether now. Could you let me know how the spawning messed up, was it every mob or only certain mobs?
Lycanite, I have suggestions for the plains eagle and the ocean pelican: You know, instead of just flying to a certain spot and then stopping, they should fly constantly, and they should face the direction they are flying, instead of strafing like a Remobra or Manticore. The ocean pelican should sometimes descend to the ground and roost for a while before flying again and/or spotting a player and flying at them, and they should kill the snail-turtle mobs. The plains eagle should be neutral to you, but it should be hostile to Makas. Also, it should have a special attack: picking up the player, flying up to a certain height, and dropping him/her to his/her death. Sounds good?
Having one of the flying mobs pick the player up is something I've been toying with, so I think I'll implement it, the player will need to quickly kill the mob that picks them up before it gets too high! Having a flying mob attack farm animals is something I'd like to avoid (except for Dragons in the future as they will be rare) as it would be too annoying and unfair.
Ok so Cinders, Kobolds and Dwellers all have some excessive spawning issues now so I'm going to implement a new restriction where the Spawn Limit config will work again, but instead of using that crazy vanilla thing that messed everything up, I'll be implementing my own system where a mob will check for other mobs like it within a 64 block radius, if it finds more than the limit, it will be blocked from spawning. The Spawn Limit Block Radius will be configurable in the global config too, I don't recommend setting it too high though as that could impact performance, especially if it's set to a huge size like 1000, that would cause so much lag lol.
There will likely be a 1.4.9c update, Trolls might be a bit delayed, but these bugs need to be fixed!
Be sure to delete your config first, and set the Cinder's Spawn Dimensions to 0 instead of 0, -1, 1 as Cinders are incredibly crazy at spawning in the Nether now. Could you let me know how the spawning messed up, was it every mob or only certain mobs?
Having one of the flying mobs pick the player up is something I've been toying with, so I think I'll implement it, the player will need to quickly kill the mob that picks them up before it gets too high! Having a flying mob attack farm animals is something I'd like to avoid (except for Dragons in the future as they will be rare) as it would be too annoying and unfair.
OK. Screw the eagle attacking Makas and the pelican attacking the snail-turtle mobs. But are my ideas good, otherwise?
Flying mobs attacking famr animals wouldn't be unfair. Just keep the animals enclosed, problem solved. At least make it a config option.
That would mean animal farms with roofs (or rooves lol), which wouldn't look so good really, I think it would annoy people really. But if some of you want it ten I can easily make it a config option.
Ok so there are big issues with 1.4.9b in regards to huge amounts of Cinders due to them having the AMBIENT spawn type all to themselves! Also Dwellers are spawning very frequently now as are Kobold for some reason.
I have a plan in place to solve this with a new Spawn Area Limit config, this means that when mobs spawn, they will check a 64 block radius (can be changed in the config to a different size), if they find more of their kind than their limit, they wont spawn.
I'm also going to look into the mob spawn events, it might be better to make a controller there instead of having it in the creature code, performance wise, I'll have to investigate this, either way the performance should be fine, but every little tweak helps.
This means there will be a maximum of 5 (changeable) Cinders able to naturally spawn within 64 blocks. Dwellers 10 and Kobold 10. This should solve the problem hopefully for good!
On the plus side other mobs seem to be spawning perfectly now and the Pinky problem seems to be resolved. I could do with having more tests on Pinky farms though, they seem to work fine though. Also the item drops are definitely fixed now.
Setting Cinders to the MONSTER spawn type in the mean time should solve things, but they will slow down the spawning of all other mobs.
That would mean animal farms with roofs (or rooves lol), which wouldn't look so good really, I think it would annoy people really. But if some of you want it ten I can easily make it a config option.
When trying to survive, I personally don't care about the aesthetics of a pen :P. Having it at least be a config option would be good.
lycanite vanilla monster mobs and mobs from other mods dosen't seem to spawn anymore do you know why. And i don't have like big mob mods except for your mod
I have a feeling you'll argue with me no matter what I say. Lol If Lycanite makes a config option I will be happy.
I won't argue with everything you say. I'll prove a point now.
So, he'll only be making the Dragon Mobs attack farm animals. Sure, they're overpowered, most of them could use ranged attacks, and most of them could fly, but they're all rare. And I'm pretty sure a lot of people will be so angry if a fairly common bird just swooped in and killed all their livestock. Now do you get it?
Hmm, try disabling them for now (Spawn Weight 0). I'll investigate, silly Dwellers!
Hehe. I did it instantly :). I also think that kobolds spawn more frequent than before but can be tuned :).
There are a few mod APIs I'd like to work with, but only after I've updated to 1.7.2, which will be soon. Once Thaumcraft 4 has updated, all the major mods on my server are good for 1.7.2 except this mod, so I'm using that as a marker.
hum...good...hum...1.7.2?you go update this mod?for 4 weeks?and im i so very impatient to look the TROLL(ololololo!)
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
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Awww, add to this Kobolds and Cinders :|.
You got it for dwellers!
You know, instead of just flying to a certain spot and then stopping, they should fly constantly, and they should face the direction they are flying, instead of strafing like a Remobra or Manticore.
The ocean pelican should sometimes descend to the ground and roost for a while before flying again and/or spotting a player and flying at them, and they should kill the snail-turtle mobs.
The plains eagle should be neutral to you, but it should be hostile to Makas. Also, it should have a special attack: picking up the player, flying up to a certain height, and dropping him/her to his/her death.
Sounds good?
Ok so Cinders, Kobolds and Dwellers all have some excessive spawning issues now so I'm going to implement a new restriction where the Spawn Limit config will work again, but instead of using that crazy vanilla thing that messed everything up, I'll be implementing my own system where a mob will check for other mobs like it within a 64 block radius, if it finds more than the limit, it will be blocked from spawning. The Spawn Limit Block Radius will be configurable in the global config too, I don't recommend setting it too high though as that could impact performance, especially if it's set to a huge size like 1000, that would cause so much lag lol.
There will likely be a 1.4.9c update, Trolls might be a bit delayed, but these bugs need to be fixed!
Be sure to delete your config first, and set the Cinder's Spawn Dimensions to 0 instead of 0, -1, 1 as Cinders are incredibly crazy at spawning in the Nether now. Could you let me know how the spawning messed up, was it every mob or only certain mobs?
Having one of the flying mobs pick the player up is something I've been toying with, so I think I'll implement it, the player will need to quickly kill the mob that picks them up before it gets too high! Having a flying mob attack farm animals is something I'd like to avoid (except for Dragons in the future as they will be rare) as it would be too annoying and unfair.
OK. Screw the eagle attacking Makas and the pelican attacking the snail-turtle mobs. But are my ideas good, otherwise?
Yeah picking the player up is a pretty good idea, I was thinking about a land mob that would pick up and throw the player too, especially bosses.
That's what they want you to believe!
That would mean animal farms with roofs (or rooves lol), which wouldn't look so good really, I think it would annoy people really. But if some of you want it ten I can easily make it a config option.
I have a plan in place to solve this with a new Spawn Area Limit config, this means that when mobs spawn, they will check a 64 block radius (can be changed in the config to a different size), if they find more of their kind than their limit, they wont spawn.
I'm also going to look into the mob spawn events, it might be better to make a controller there instead of having it in the creature code, performance wise, I'll have to investigate this, either way the performance should be fine, but every little tweak helps.
This means there will be a maximum of 5 (changeable) Cinders able to naturally spawn within 64 blocks. Dwellers 10 and Kobold 10. This should solve the problem hopefully for good!
On the plus side other mobs seem to be spawning perfectly now and the Pinky problem seems to be resolved. I could do with having more tests on Pinky farms though, they seem to work fine though. Also the item drops are definitely fixed now.
Setting Cinders to the MONSTER spawn type in the mean time should solve things, but they will slow down the spawning of all other mobs.
When trying to survive, I personally don't care about the aesthetics of a pen :P. Having it at least be a config option would be good.
I agree with Lycanite. Sorry.
I have a feeling you'll argue with me no matter what I say. Lol
If Lycanite makes a config option I will be happy.
I won't argue with everything you say. I'll prove a point now.
So, he'll only be making the Dragon Mobs attack farm animals. Sure, they're overpowered, most of them could use ranged attacks, and most of them could fly, but they're all rare. And I'm pretty sure a lot of people will be so angry if a fairly common bird just swooped in and killed all their livestock. Now do you get it?