For anyone out there who said Lycanite's mobs is too hard to survive with, you are so wrong! It makes you OP-er! Yes you make die when punching tree, but what do you get killing those ents? more Logs!Not only him, Spriggan are good source of vines if you can't fine a jungle or swamp. Low on food? Go into a dark cave and slay some Chupacabra for delicious Bloody meat. Low on Bones and Feathers? Walk around the beach or plains, find some Raiko and Roc you get an infinite source of feathers and bones. Want Blaze rod without going to Nether? Sit next to a lava pool and kill a Lobster. Feel like exploring the underground? Find a dungeon, and the spawner may have some good Lycanite's mobs in it (I found one with Concapede Spawner once, infinite source of Concapede meat ). Want to hit harder? Make a Nether Portal, Afk next to it, then kill all the pinky spawned for their meat. Also, Phantom is a good source of no-mining-needed-obsidians. Have I mention how easy you can make a stack of TNT just by walking around under full moon?
>Want Blaze rod without going to Nether? Sit next to a lava pool and kill a Lobster.
Lava Lobster confirmed, unleash the lobesterinati.
hey Lycanite,
your mod is amazing really! i really love the new mobs!
but.. i have a little problem, i hate the white name over several mobs just like this: http://i.imgur.com/bH8ysZO.png
Do you know how to remove it?
hey Lycanite,
your mod is amazing really! i really love the new mobs!
but.. i have a little problem, i hate the white name over several mobs just like this: http://i.imgur.com/bH8ysZO.png
Do you know how to remove it?
Name Tags on Subspecies, if that's what it's called.
oh.. it works! thanks a lot!! *_*
But i have another question.. it is not about this mod but, no one know how to help me
Well.. do you know how to delete waila for mobs and entities as to leave only Damage indicators only for mobs? http://i.imgur.com/bH8ysZO.png i would like to leave only the left name of mobs!
Strange question, but is it possible to get FreshWater Mobs and SaltWater Mobs to spawn in liquids other than water?
I currently have a world where the water is actually BoP poison. I'd love for Lycanites mobs to treat poison the same way they treat water.
Seriously, this mod make you so OP. If you happen to have a seed that have a big plains, you can easily get a hard to find material: Feather. killing Raiko and Roc give you crazy amount of feathers, and they constantly spawn at night.
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Stop the mod thieves, for the everlasting peace!(Definitely not a Blue bomber reference)
Seriously, this mod make you so OP. If you happen to have a seed that have a big plains, you can easily get a hard to find material: Feather. killing Raiko and Roc give you crazy amount of feathers, and they constantly spawn at night.
This mod can make some things pretty dang easy, though I love the customization. I've been working on a modpack that will make alot of the mobs much less common but very very tough.
Not to mention some drop changes.
Right now i'm waiting to be able to change subspecies health multipliers. (Right now some mobs with the health changes can match wither/ender dragon with subspecies)
Seriously, this mod make you so OP. If you happen to have a seed that have a big plains, you can easily get a hard to find material: Feather. killing Raiko and Roc give you crazy amount of feathers, and they constantly spawn at night.
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Hey Lycanite, none of the Lycanite's mobs are spawning for me for versions 1.10.13.1 and up. The spawn eggs are in the creative menu, and I can manually spawn the mobs using eggs, however, they do not spawn naturally, even when forcing mobevents to start like hellsfury, for example. However, using version 1.10.13.0 works for me and the mobs can spawn naturally. Could this be a mod conflict or a biome conflict? The only other mods I have that affect biomes are Natura and Botania. I also see one other individual having the same problem as me, and sorry but there are no crash reports or error messages in the console either for you to work with :/ This is a rare but peculiar problem indeed.
Edit: Or could it also be an issue with Custom Mob Spawner when updating the mod to a newer version? But I have removed both the config of Lycanite's Mobs and Custom Mobs Spawner and allowed it to regenerate yet still the same result - no natural spawning for Lycanite's Mobs for version 1.10.13.1 and up, even 1.10.14.0...
In all seriousness though lycan is working on it, hes planning to switch to a new host and I suggested replacing project red with red logic. (no offense to your sig but red logic is way less intensive than project red.)
Also maybe removing MCA since it practically useless and is very resource hoggy I think.
The answer is 1.8 changed a metric crapton of coding and most modders have to redo ALOT of their code, so an 1.8 update for many mods will not be out for some time.
What is the current default Spawn Type for Grue? Haven't seen any beside in Shadow Games.
They are now UNDERGROUND and DARKNESS however the darkness spawner is now disabled by default. They should spawn naturally underground liek Shades and Chupacabras but it seems that this is broken, so I'll take a look and fix it for the next update.
I went back to past versions, and suddenly Vanilla mobs were spawning again!
But now as I continue to add mods, I get to a point where the game crashes on loading a world. If I take out Lycanites Mobs, the world loads fine. MC doesn't really seem to picky with what mods are added, so I think it's just a resources issue. I know your mod is huge, but I'm honestly at like HALF the mods I'm usually able to have (in terms of size I mean, right now I only have 77mb of mods, and the game is crashing).
Is this common? Or should I be able to have your mod in a large modpack?
Could you send me a crash log and I'll take a look.
For anyone out there who said Lycanite's mobs is too hard to survive with, you are so wrong! It makes you OP-er! Yes you make die when punching tree, but what do you get killing those ents? more Logs!Not only him, Spriggan are good source of vines if you can't fine a jungle or swamp. Low on food? Go into a dark cave and slay some Chupacabra for delicious Bloody meat. Low on Bones and Feathers? Walk around the beach or plains, find some Raiko and Roc you get an infinite source of feathers and bones. Want Blaze rod without going to Nether? Sit next to a lava pool and kill a Lobster. Feel like exploring the underground? Find a dungeon, and the spawner may have some good Lycanite's mobs in it (I found one with Concapede Spawner once, infinite source of Concapede meat ). Want to hit harder? Make a Nether Portal, Afk next to it, then kill all the pinky spawned for their meat. Also, Phantom is a good source of no-mining-needed-obsidians. Have I mention how easy you can make a stack of TNT just by walking around under full moon?
Yup, there's a wide range of deadly mobs, but they are rewarding to kill!
Strange question, but is it possible to get FreshWater Mobs and SaltWater Mobs to spawn in liquids other than water?
I currently have a world where the water is actually BoP poison. I'd love for Lycanites mobs to treat poison the same way they treat water.
I can add a config option for this were modded liquid blocks can be added to the water and lava spawn types, the mobs that spawn in the poison might be poisoned though.
Hey Lycanite, none of the Lycanite's mobs are spawning for me for versions 1.10.13.1 and up. The spawn eggs are in the creative menu, and I can manually spawn the mobs using eggs, however, they do not spawn naturally, even when forcing mobevents to start like hellsfury, for example. However, using version 1.10.13.0 works for me and the mobs can spawn naturally. Could this be a mod conflict or a biome conflict? The only other mods I have that affect biomes are Natura and Botania. I also see one other individual having the same problem as me, and sorry but there are no crash reports or error messages in the console either for you to work with :/ This is a rare but peculiar problem indeed.
Edit: Or could it also be an issue with Custom Mob Spawner when updating the mod to a newer version? But I have removed both the config of Lycanite's Mobs and Custom Mobs Spawner and allowed it to regenerate yet still the same result - no natural spawning for Lycanite's Mobs for version 1.10.13.1 and up, even 1.10.14.0...
Hmm strange, it could be caused by Custom Mob Spawner as they've been spawning fine on my server, etc.
Hey, I've been testing my new pack's Deep Dark with Shadow Mobs and it has been going great. Grue's scared me to near death first time I encountered them. But I ran into a tiny issue; well, not really issue, just imbalance. I like having the variety mobs, but they can be too rewarding. I just ran into a Lunar Grue with 300 health and, against all odds, I managed to kill it with no armor and a slightly buffed stone sword. The problem here is that it dropped like 2 stacks of ender pearls (32) and a half a stack of obsidian (32). While it was more challenging, that is a bit much and could potentially harm the balance and challenge of the pack I am working on. Do you think we could get a toggle to make all subspecies drop the same as normal versions? Or at least drastically reduce their drops?
>Want Blaze rod without going to Nether? Sit next to a lava pool and kill a Lobster.
Lava Lobster confirmed, unleash the lobesterinati.
hey Lycanite,
your mod is amazing really! i really love the new mobs!
but.. i have a little problem, i hate the white name over several mobs just like this: http://i.imgur.com/bH8ysZO.png
Do you know how to remove it?
Use the config, my good sir.
which parameter and config file I should look at? there are a lot
Name Tags on Subspecies, if that's what it's called.
oh.. it works! thanks a lot!! *_*
But i have another question.. it is not about this mod but, no one know how to help me
Well.. do you know how to delete waila for mobs and entities as to leave only Damage indicators only for mobs?
http://i.imgur.com/bH8ysZO.png i would like to leave only the left name of mobs!
Strange question, but is it possible to get FreshWater Mobs and SaltWater Mobs to spawn in liquids other than water?
I currently have a world where the water is actually BoP poison. I'd love for Lycanites mobs to treat poison the same way they treat water.
Popular MMOs did another showcase on this mod.
Seriously, this mod make you so OP. If you happen to have a seed that have a big plains, you can easily get a hard to find material: Feather. killing Raiko and Roc give you crazy amount of feathers, and they constantly spawn at night.
This mod can make some things pretty dang easy, though I love the customization. I've been working on a modpack that will make alot of the mobs much less common but very very tough.
Not to mention some drop changes.
Right now i'm waiting to be able to change subspecies health multipliers. (Right now some mobs with the health changes can match wither/ender dragon with subspecies)
It's pretty so-so, IMO.
Hey Lycanite, none of the Lycanite's mobs are spawning for me for versions 1.10.13.1 and up. The spawn eggs are in the creative menu, and I can manually spawn the mobs using eggs, however, they do not spawn naturally, even when forcing mobevents to start like hellsfury, for example. However, using version 1.10.13.0 works for me and the mobs can spawn naturally. Could this be a mod conflict or a biome conflict? The only other mods I have that affect biomes are Natura and Botania. I also see one other individual having the same problem as me, and sorry but there are no crash reports or error messages in the console either for you to work with :/ This is a rare but peculiar problem indeed.
Edit: Or could it also be an issue with Custom Mob Spawner when updating the mod to a newer version? But I have removed both the config of Lycanite's Mobs and Custom Mobs Spawner and allowed it to regenerate yet still the same result - no natural spawning for Lycanite's Mobs for version 1.10.13.1 and up, even 1.10.14.0...
Check out my modpack here!
gigantic lags on nephrite with 0 online (except me)
i recommend delete mods, because pack become too heavy for host
and wipe map, create fresh new map
look at the official mo'crea server for difference, he have only mo'crea, its bad (too simplistic) , but he work and have good online
I hope and believe in you
Que?
In all seriousness though lycan is working on it, hes planning to switch to a new host and I suggested replacing project red with red logic. (no offense to your sig but red logic is way less intensive than project red.)
Also maybe removing MCA since it practically useless and is very resource hoggy I think.
Will this be updated to 1.8? :))
Needs to be FAQ for most mods...
The answer is 1.8 changed a metric crapton of coding and most modders have to redo ALOT of their code, so an 1.8 update for many mods will not be out for some time.
They are now UNDERGROUND and DARKNESS however the darkness spawner is now disabled by default. They should spawn naturally underground liek Shades and Chupacabras but it seems that this is broken, so I'll take a look and fix it for the next update.
Could you send me a crash log and I'll take a look.
You can disable it using the difficulty stat modifiers in lycanitesmobs-general, set the piercing scale to 0.
Yup, the Barghests are modelled closely after the Lycaenops/Gorgonopsid
Yup, there's a wide range of deadly mobs, but they are rewarding to kill!
{ } / \ { ]
#===/ O \===#
/_____\
I can add a config option for this were modded liquid blocks can be added to the water and lava spawn types, the mobs that spawn in the poison might be poisoned though.
Awesome!
Hmm strange, it could be caused by Custom Mob Spawner as they've been spawning fine on my server, etc.
Yup, but it's going to be a while yet.
If there anyway to stop Roc and Raiko from spawning in certain areas? Beside using WorldEdit and fill the sky with Glowstone?
Hey, I've been testing my new pack's Deep Dark with Shadow Mobs and it has been going great. Grue's scared me to near death first time I encountered them. But I ran into a tiny issue; well, not really issue, just imbalance. I like having the variety mobs, but they can be too rewarding. I just ran into a Lunar Grue with 300 health and, against all odds, I managed to kill it with no armor and a slightly buffed stone sword. The problem here is that it dropped like 2 stacks of ender pearls (32) and a half a stack of obsidian (32). While it was more challenging, that is a bit much and could potentially harm the balance and challenge of the pack I am working on. Do you think we could get a toggle to make all subspecies drop the same as normal versions? Or at least drastically reduce their drops?
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights