Lower their spawn success chance, spawn weight, and/or take water spawn off their spawn type list.
I'm not changing the difficulty rating on the whole server just to fit my pond... I figure 1 wide channels won't spawn anything if I glowstone the bottom.
They mean you need to configure the mod to your taste. I personally turn off 'water' type spawns and then make them normal monster spawns that only occur in biomes with higher humidity.
I'm not changing the difficulty rating on the whole server just to fit my pond... I figure 1 wide channels won't spawn anything if I glowstone the bottom.
As J malice said, tweak it. You don't need to make it "easy". I personally cut the ocean spawns down, make abtus rare since they frequently spawn more abtus, and make jengus spawn during thunderstorms with zyphers.
Can someone please help me. I've been trying to add custom item drops for the mobs but I'm not getting anything I type in. This is what I'm typing in S:"Arix Custom Drops"=ProjectSuperhuman:BlindBag(Tier1);7230,0.99,1;2. Is that the correct format? I'm not sure I have the metadata part correct or not. I've tried using the item id but I don't think that's right.
About the darkling, wearing a helmet or armour would protect you for some time until you get it off or it breaks
An interesting idea, but the armor already reduces the damage a player takes anyway and offering complete protection would make the Darklings too ineffective I think.
Also the Cream isn't the problem, the lack of Blaze Rod is.
Cephignis Meat sounds like a good idea though, I'll try that.
EDIT: It lasts for 7 seconds so it's not terribly helpful.
There was an issue where piercing damage would reset the players 'just hit invulnerability' allowing a player to take damage from a lot of projectiles simultaneously, this has been fixed for a short while now and should drastically lower the damage dealt by Cinders and other rapid fire attacks.
The latest updates also look at weakening everything to make things much more balanced too.
Check out the mod website creatures page: http://lycanitesmobs.nephrite.uk/creature Also in achievements for taming and summoning mobs have recently been added, you can track them in the Achievements menu in game.
I know I can turn it just off via config file. But it would be nice if you'd add some sort of defending lycanite mobs for villages that attack other lycanite mobs who attack and kill whole villages.
It's not fun finding an empty village after another one.
Perhaps this would be a good role for the 'Astral Mobs' but these would be a future project.
Because a lot of folks, me including, run JustAnotherSpawner with this option turned off:
In order to have a better spawning experience, however it in turn means almost none of you mobs will spawn unless tweaked around. And none of your events will spawn any mobs whatsoever.
Hmm so it's setting the doMobSpawning gamerule to false? If so I might have added a config option to ignore that gamerule somewhere if not I'll add one.
Using v1.10.13.0, how can you construct a body of water that won't spawn fish and monsters constantly? I tried half slabbing the bottom, applying microblocks covers to flat horizontal surfaces, and limited lighting to no effect. Deep water lighting is difficult because the light values decay so quickly from block to block.
My use case is an artificial cooling pond (16x16x12) for a tech mod.
In recent updates water mobs now check for a surface air block above the water and use that light level for spawning, however if there is a block on top of the water it will fail to find a surface and instead just use the spawning position lightness. Via the config you can increase the amount of water blocks that are required and you can also decrease the range that the blocks are searched for in too.
Can someone please help me. I've been trying to add custom item drops for the mobs but I'm not getting anything I type in. This is what I'm typing in S:"Arix Custom Drops"=ProjectSuperhuman:BlindBag(Tier1);7230,0.99,1;2. Is that the correct format? I'm not sure I have the metadata part correct or not. I've tried using the item id but I don't think that's right.
I think the item ID is wrong there, an item ID wont have brackets in it I think, it might be lowercase too, it depends on the mod. I tihnk you can also test it using /give in game using an item ID and mod ID instead of a number ID.
I think the item ID is wrong there, an item ID wont have brackets in it I think, it might be lowercase too, it depends on the mod. I think you can also test it using /give in game using an item ID and mod ID instead of a number ID.
I think I have the first part correct but it's still not giving me the item. Here is what I have so far: S:"Arix Custom Drops"=HeroSuits:blindBagT1;7230;0.99;1;2. I've also tried S:"Arix Custom Drops"=HeroSuits:blindBagT1;0;0.99;1;2 and lowercase version of both of them but still nothing.
I've never posted in this thread before, but I'm a huge fan of Lycanite's mobs, and frequently check the website for updates. As far as I can tell, it's been two days since the site went down, and the error is still occurring. I'm glad I'm not the only person who ran into the problem.
Its interesting that all of Lyc's stuff is down, i do remember a brief conversation about him changing hosts on his server but i cannot confirm it (It was a week or so ago and I only remember something about improving CPU) . However I imagine that if it was an upgrade or planned it would be written some where.
Yes, it's set to false by JAS, so I get only JAS spawning and not JAS AND Vanilla. And because of that many of your mobs don't spawn. FOr example the mobs from the ooze, or from lava. Events spawn no mobs whatsoever. No (salt)watermobs whatsoever because they're classified as NONE. JAS doesn't spawn mobs classified as NONE.
hmm has this changed? I might be using an older version - and I usually have periodic events off - but, for example when a Lycanites update resets the Lycanites configs, I get event spawns, despite using JAS to empty vanilla spawnlists and set doMobSpawning to false. I also use Lycanite's spawning for water spawns, fire spawns, and also for a few of the triggered event spawns like death, darkness, rock, etc. They definitely work in my game but I am in the middle of a big update so I'll check it and let you know if I find anything off.
The mod website seems to be down for me. Is this happening for anyone else?
OOPS! XD I run a Minecraft server on my web server too and it decided to make a massive backup eating all the disk space so nothing including the website could run any more! All fixed now sorry about that!
Yes, and it doesn't work and won't work. Because Lycanite mobs use vanilla spawning for events and block detection spawn (ooze, fire, lava). If that's turned off, they simply won't spawn, period.
Event mobs don't use vanilla spawning, a custom spawner is used however I've recently set it so that the custom spawner checks for the game rule doMobSpawning, if a mod is setting it to false then that could be the cause, I'll add a config option so that the gamerule can be ignored if desired.
I like the idea of mobs that build, they can create new dungeons for servers so you never run out, they can be something you actually have to deal with or they will destroy your base like taint biomes from thaumcraft. I think vespids are supposed to be a challenge like thaumcraft taint but I've never seen a finished vespid nest or for that matter a taint biome dangerous enough for me to both eliminating. I think vespids are supposed to provide this kind of challenge but I've never seen a finished vespid nest so i don't know ( perhaps add them to world gen?). Also do you have any mobs that can take players out of boats? water is very dangerous with your mod unless I have a boat then I feel pretty much invulnerable, I added aqua creepers to destroy boats on my single player but i thought you might consider adding an anti boat mob.
I want to use this space to praise allot of the future content things on your website.
Are events. Yay! Events with bosses like summoners would make my day
Boses Yay! scripted mobs are the best kind of mobs
Trophies, can i wear them on my head? I always wear my mob heads its just a thing
I'm not changing the difficulty rating on the whole server just to fit my pond... I figure 1 wide channels won't spawn anything if I glowstone the bottom.
They mean you need to configure the mod to your taste. I personally turn off 'water' type spawns and then make them normal monster spawns that only occur in biomes with higher humidity.
As J malice said, tweak it. You don't need to make it "easy". I personally cut the ocean spawns down, make abtus rare since they frequently spawn more abtus, and make jengus spawn during thunderstorms with zyphers.
Otherwise light up your water like your doing.
Can someone please help me. I've been trying to add custom item drops for the mobs but I'm not getting anything I type in. This is what I'm typing in S:"Arix Custom Drops"=ProjectSuperhuman:BlindBag(Tier1);7230,0.99,1;2. Is that the correct format? I'm not sure I have the metadata part correct or not. I've tried using the item id but I don't think that's right.
An interesting idea, but the armor already reduces the damage a player takes anyway and offering complete protection would make the Darklings too ineffective I think.
Oh dear, the puns, they hurt! XD
I'll look at adding a cooldown for this lol!
There was an issue where piercing damage would reset the players 'just hit invulnerability' allowing a player to take damage from a lot of projectiles simultaneously, this has been fixed for a short while now and should drastically lower the damage dealt by Cinders and other rapid fire attacks.
The latest updates also look at weakening everything to make things much more balanced too.
Check out the mod website creatures page: http://lycanitesmobs.nephrite.uk/creature Also in achievements for taming and summoning mobs have recently been added, you can track them in the Achievements menu in game.
Perhaps this would be a good role for the 'Astral Mobs' but these would be a future project.
Hmm so it's setting the doMobSpawning gamerule to false? If so I might have added a config option to ignore that gamerule somewhere if not I'll add one.
In recent updates water mobs now check for a surface air block above the water and use that light level for spawning, however if there is a block on top of the water it will fail to find a surface and instead just use the spawning position lightness. Via the config you can increase the amount of water blocks that are required and you can also decrease the range that the blocks are searched for in too.
I think the item ID is wrong there, an item ID wont have brackets in it I think, it might be lowercase too, it depends on the mod. I tihnk you can also test it using /give in game using an item ID and mod ID instead of a number ID.
The mod website seems to be down for me. Is this happening for anyone else?
Indeed it is.
yes it is down,when i tryed seing the mobs it did not work
Thanks, I wanted to make sure it wasn't something on my side.
Site is Down as Well As the Server ;(
Why the mobs don't spawn on my world?
(I tested on SMP & SSP)
I'm using forge 1.7.10 (11.13.2.1291)
I'm using other mods, like Mo' Creatures, but, the events & natural spawns of lycanites do not work, anyone have a solution?
Same here.
when i uptaded this happened to me
the only thing spawning are these plant dinosaurs (arisaurs i think)
I think I have the first part correct but it's still not giving me the item. Here is what I have so far: S:"Arix Custom Drops"=HeroSuits:blindBagT1;7230;0.99;1;2. I've also tried S:"Arix Custom Drops"=HeroSuits:blindBagT1;0;0.99;1;2 and lowercase version of both of them but still nothing.
I've never posted in this thread before, but I'm a huge fan of Lycanite's mobs, and frequently check the website for updates. As far as I can tell, it's been two days since the site went down, and the error is still occurring. I'm glad I'm not the only person who ran into the problem.
Its interesting that all of Lyc's stuff is down, i do remember a brief conversation about him changing hosts on his server but i cannot confirm it (It was a week or so ago and I only remember something about improving CPU) . However I imagine that if it was an upgrade or planned it would be written some where.
hmm has this changed? I might be using an older version - and I usually have periodic events off - but, for example when a Lycanites update resets the Lycanites configs, I get event spawns, despite using JAS to empty vanilla spawnlists and set doMobSpawning to false. I also use Lycanite's spawning for water spawns, fire spawns, and also for a few of the triggered event spawns like death, darkness, rock, etc. They definitely work in my game but I am in the middle of a big update so I'll check it and let you know if I find anything off.
OOPS! XD I run a Minecraft server on my web server too and it decided to make a massive backup eating all the disk space so nothing including the website could run any more! All fixed now sorry about that!
Event mobs don't use vanilla spawning, a custom spawner is used however I've recently set it so that the custom spawner checks for the game rule doMobSpawning, if a mod is setting it to false then that could be the cause, I'll add a config option so that the gamerule can be ignored if desired.
Please stop spamming your idea, Lycan probably saw it.
Right now such a mob as you describe involves much much more than what can be done in a few days.
I like the idea of mobs that build, they can create new dungeons for servers so you never run out, they can be something you actually have to deal with or they will destroy your base like taint biomes from thaumcraft. I think vespids are supposed to be a challenge like thaumcraft taint but I've never seen a finished vespid nest or for that matter a taint biome dangerous enough for me to both eliminating. I think vespids are supposed to provide this kind of challenge but I've never seen a finished vespid nest so i don't know ( perhaps add them to world gen?). Also do you have any mobs that can take players out of boats? water is very dangerous with your mod unless I have a boat then I feel pretty much invulnerable, I added aqua creepers to destroy boats on my single player but i thought you might consider adding an anti boat mob.
I want to use this space to praise allot of the future content things on your website.
Are events. Yay! Events with bosses like summoners would make my day
Boses Yay! scripted mobs are the best kind of mobs
Trophies, can i wear them on my head? I always wear my mob heads its just a thing
Shapeshifters yay! traps are epic