can you make maka alphas, trites, skyluses and abtus attack gorgomites and kobolds?
Seriously, stop asking Lycanite about everything, just wait and see what he will give us in the next update, and maybe a few suggestion, not a ton of them at the same time.
Edit: Also stop spamming, no one like it.
It seem that if we use the spawn items on some hostile mobs, a baby version will spawn, they still hostile toward you, but will not despawn no matter what, peaceful, or 128 blocks away and bla bla... The main reason maybe because on Damage Indicator, it said that they are friendly mobs (green claw symbol). Baby Khalks and Kobolds are some example.
Hmm weird, some events do pass off as friendly and that's because they can be tamed/summoned and this is to stop mobs like Iron Golems from attacking them. It's a tricky thing that I'll need to look into more!
Any plans on making more mobs susceptible to special damages i.e. water mobs taking more damage from lighting based damage (thaumcraft focus), fire based damage or frost / arctic mobs taking more damage from fire damage, etc.
I'm probably gonna start on the next mob tomorrow as I have the rest of the week off from work! So could be tomorrow or the day after, unless something comes up!
Update: Molten Fury! - Version 1.10.7.12 for Minecraft 1.7.10
Configs older than 1.10.6.4 will be reset!
Familiars: Added more player familiars! I'll be swapping to a live feed soon!
Improvement: Jabberwock will now break down doors like vanilla zombies!
Improvement: Summoned Phantom minions will no longer burn in sunlight!
Improvement: Summoned Jengu minions/familiars can be used as a water source for buckets!
Improvement: Pinkies will no longer attack animals if Predators Attack Animals is set to false in the config, in this case they can be bred using raw or cooked meats.
Major Bug Fix: Fixed a crash caused by entities being dropped.
Bu Fix: Geonach should spawn from more modded ore blocks! Yay!
Tweaks: Trites, Abtu and Skylus will now attack prey mobs (such as Kobold or Gorgomite).
How is that graphical glitch coming along? Where the enchant overlay interferes with mount ability's bar?
Also, I wanted to ask. I made Jengus spawn exactly the same as Zyphers, yet I have not seen any Jengus during a storm.
I also made phantoms, epions, and grues spawn like normal mobs though I haven't seen them ether, I may of been just unlucky with them. Though epions sure spawn during the full moon still.
The serpix is next, right? Maybe since you're making it now, you could make a rare for it so you don't have to do it later, since that's just a hassle. I suggest the skeletal serpix, which is extremely fast with less weight to carry and it's frost breath spawns frostfire (or icefire, whichever spawns the reaver.) everywhere and, since it's a skeleton, it leaks a trail of (put the name of frost lava here, I can't remember). I hope you like this rare idea. If your next mob isn't the spread... uhhh... HEY LOOK AN AFRIT!!! *Runs away*
Rollback Post to RevisionRollBack
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
They're like really special pets/minions that stay with you forever, and they possibly come in cool colors as well! Familiars can only be for people who donate.
What is the best way to make sure Lycanites mobs don't spawn under any condition in a certain area? Basically I'd like to stop them from spawning within a certain distance from the world spawn. I've tried Magnum torches but the mobs still seem to spawn inside their bubbles, especially during events. I want spawn to be aggressive-mob-free so that new players don't instantly get pummeled repeatedly if they happen to join right before an event begins.
Additionally is there a way to stop Lycanite's spawning in other dimensions?
What is the best way to make sure Lycanites mobs don't spawn under any condition in a certain area? Basically I'd like to stop them from spawning within a certain distance from the world spawn. I've tried Magnum torches but the mobs still seem to spawn inside their bubbles, especially during events. I want spawn to be aggressive-mob-free so that new players don't instantly get pummeled repeatedly if they happen to join right before an event begins.
Additionally is there a way to stop Lycanite's spawning in other dimensions?
I am not sure if you can make it player spawn specific. You are able to edit if they spawn in light or not, spawn rate, biomes, and dimensions.
Go to every "spawn" config and take a look and edit to your heart's content. There is some help on what to do in them too.
You can make lycanites rarer than vanilla using the lycanitespawning config. It has a general spawn for all mobs.
Yeah, I've got the spawn rates about where I want it, but I'd still like there to be a safe zone (especially since there's no way to make spawned mobs' stregnth scale to the strength of the player that caused their spawning (ie the nearest player). Magnum torches should work but, probably because Lycanite's has its own spawner system, it bypasses whatever method magnum torches uses to cause aggressive mobs to spawn within its radius. I'm wondering if there's another mod I can install to make this happen or whether it's something I can configure within Lycanite's Mobs.
I got some more bugs for you as well to my previous post...
Uvuraptors and ventoraptors still are able to hit me upon their death.
lobbers are now ignoring my config of them only spawning in the hell biome, They spawn in the overworld for some reason... (Khalks and cinders are still being good and obeying the config)
Speaking of khalks, they still hit outside of their hitbox and they knock you back a good distance, making them extremely difficult (if not improbable) to melee.
As a freshening up of my previous post, Jengus ignore the STORM spawn setting it seems (I set them the same as zyphers but they never spawn like zyphers)
Also, I think I fixed grues, epions, and phantoms not spawning like normal mobs. I think the whitelist mode was not letting them spawn because I accidentally left it on and there was no dimensions in the list.
I updated Lycanite's to 1.10.7.12 [1.7.10] and now have events. But get a strange problem - some (i guess flying) mobs stealing / destroing my jetpack from RotaryCraft (when i fighting with them in air). What does it can be? Cant find info about stealing mobs in mod... so guess its a bug.
I've been playing with this mod version 1.9.1, and I've been getting a REALLY annoying bug. All of the peaceful/farmable mobs added seem to be classed as hostile (They despawn when the chunks they're in aren't loaded), and yet, like other passive mobs, they only spawn on initial terrain generation. As you can imagine, this makes it rather hard to farm as I have to nametag all of my animals and if I don't notice them when I first explore an area and I leave, that's it. They're gone forever.
Unfortunately, since there's no crash involved, I cant give an error report, but I need to know if there's a fix for this.
Edit:
Sorry, I just saw the config for despawning. Just saying, having PEACEFUL mobs be able to despawn Is a bad bad idea, as by default, peaceful mobs (as I already said) only spawn on initial world gen
Rollback Post to RevisionRollBack
GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment. I like pie
Hey Lycanite. I've been using your mod for a long time, and I love it. Recently I installed Mo' Creatures + Custom Mob Spawner, and there are a lot of spawning issues. Like, I have yet to see a single Joust, even inside of Deserts. I cannot find any Arisaurs whatsoever. Also, Lycanite's ocean mobs completely rule the ocean, to the point where I've only seen 1 mob from Mo' Creatures in the ocean. I've messed with the config a lot but can't seem to fix it. (I've messed with the config files in Custom Mob Spawner). Do you have any idea how I could fix this? I'd appreciate it a lot. Thanks.
Reddhero11, I use Mo' Creatures and Lycanites together. I just deleted Custom Mob Spawner and everything works fine. Desert Mobs and Frozen (Arctic) Mobs may or may not require you to add 'DESERT' into the Desert Mob Spawning Config and 'FROZEN' into the Arctic Mobs Spawning Config too.
Wait, Mo Creature can work without CMS?
Back on topic,Even though I decreased their spawn weight, Abtus still spawn alot.
Seriously, stop asking Lycanite about everything, just wait and see what he will give us in the next update, and maybe a few suggestion, not a ton of them at the same time.
Edit: Also stop spamming, no one like it.
Hmm weird, some events do pass off as friendly and that's because they can be tamed/summoned and this is to stop mobs like Iron Golems from attacking them. It's a tricky thing that I'll need to look into more!
Possibly yup!
Will be fixed next update, I'll release it later today! Thanks for the bug report!
Hmm I'll look into it!
I shall put this into the next update!
Lol the event announcements are awesome and we all have a guy called Gooderness to thanks for them!
I do indeed have advanced damage plans!
Will be fixed next update!
I shall investigate!
Yeah this bug has been around for a while I'll take a look at it!
I'm probably gonna start on the next mob tomorrow as I have the rest of the week off from work! So could be tomorrow or the day after, unless something comes up!
Update: Molten Fury! - Version 1.10.7.12 for Minecraft 1.7.10
Configs older than 1.10.6.4 will be reset!Familiars: Added more player familiars! I'll be swapping to a live feed soon!
Improvement: Jabberwock will now break down doors like vanilla zombies!
Improvement: Summoned Phantom minions will no longer burn in sunlight!
Improvement: Summoned Jengu minions/familiars can be used as a water source for buckets!
Improvement: Pinkies will no longer attack animals if Predators Attack Animals is set to false in the config, in this case they can be bred using raw or cooked meats.
Major Bug Fix: Fixed a crash caused by entities being dropped.
Bu Fix: Geonach should spawn from more modded ore blocks! Yay!
Tweaks: Trites, Abtu and Skylus will now attack prey mobs (such as Kobold or Gorgomite).
Tweaks: Lobbers will now also melt gravel!
How is that graphical glitch coming along? Where the enchant overlay interferes with mount ability's bar?
Also, I wanted to ask. I made Jengus spawn exactly the same as Zyphers, yet I have not seen any Jengus during a storm.
I also made phantoms, epions, and grues spawn like normal mobs though I haven't seen them ether, I may of been just unlucky with them. Though epions sure spawn during the full moon still.
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
They're like really special pets/minions that stay with you forever, and they possibly come in cool colors as well! Familiars can only be for people who donate.
Additionally is there a way to stop Lycanite's spawning in other dimensions?
I am not sure if you can make it player spawn specific. You are able to edit if they spawn in light or not, spawn rate, biomes, and dimensions.
Go to every "spawn" config and take a look and edit to your heart's content. There is some help on what to do in them too.
You can make lycanites rarer than vanilla using the lycanitespawning config. It has a general spawn for all mobs.
I got some more bugs for you as well to my previous post...
Uvuraptors and ventoraptors still are able to hit me upon their death.
lobbers are now ignoring my config of them only spawning in the hell biome, They spawn in the overworld for some reason... (Khalks and cinders are still being good and obeying the config)
Speaking of khalks, they still hit outside of their hitbox and they knock you back a good distance, making them extremely difficult (if not improbable) to melee.
As a freshening up of my previous post, Jengus ignore the STORM spawn setting it seems (I set them the same as zyphers but they never spawn like zyphers)
Also, I think I fixed grues, epions, and phantoms not spawning like normal mobs. I think the whitelist mode was not letting them spawn because I accidentally left it on and there was no dimensions in the list.
Unfortunately, since there's no crash involved, I cant give an error report, but I need to know if there's a fix for this.
Edit:
Sorry, I just saw the config for despawning. Just saying, having PEACEFUL mobs be able to despawn Is a bad bad idea, as by default, peaceful mobs (as I already said) only spawn on initial world gen
GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment. I like pie
Wait, Mo Creature can work without CMS?
Back on topic,Even though I decreased their spawn weight, Abtus still spawn alot.