Poll: WorldGen with unique mobs is planned. What do you think?
The worldgen will include new kinds of caves/dungeons in the same fashion as Minecraft, like the mineshafts and mob dungeons. No over the top massive structures are planned. Of course, you can disable/enable them in the config.
Actually, after reading some other comments I checked my mob spawn control and found out that none of the new mobs spawn! The old ones spawn just fine, but the new ones, such as the Summoner and the enchanted book, don't spawn naturally in any biome! It's a very strange bug!
I had quite a few summoners spawn in a wasteland biome (enough that I was a bit surprised about the same amount as the traveling merchant) when I was checking to see if disabling the book spawn stopped the crash (in creative flying around).
Actually, after reading some other comments I checked my mob spawn control and found out that none of the new mobs spawn! The old ones spawn just fine, but the new ones, such as the Summoner and the enchanted book, don't spawn naturally in any biome! It's a very strange bug!
I can confirm the same crash dealing with the enchanted books. I started with a fresh jar and loaded mods one by one starting with this one. As I suspected, it choked on the LegendCraft, which happens to add some custom enchantments (along with their corresponding books in the creative list.)
I've disabled the book mob for now and all seems well.
Actually, scratch that. I'm not getting any spawns of any of your mobs. I'm using Biomes'oPlenty and MobSpawnControl if that happens to help. Mob spawn eggs are working in creative at least.
Mob Spawn Cntrol messes with the adding of mobs once there already is a DefaultSpawnConfig. Try deleting it unless you have this extreme custom SpawnConfig.
Hmm fun thing is that my mod should detect those custom enchantments.... at least that how the code should work. It currently just takes a random enchantment from the enchantment array between ID 0 and 256. I even did a check for the ID being positive and still it refers as it as negative somehow. Great. Anyhow, I will only check within the existing IDs then. Unless Legendcraft completely screwed up the original file then it's their fault.
@ everyone If I get bug reports on the first day I never expect them to have to do with other mods so in the future please specifiy. It was quite frustrating. First check if the mod works as a standalone.
Guess I can't blame you for trying to play with multiple mods though.
The crashing might be caused by mods that add enchantments maybe? I know I have a few mods that add enchantments and I've been getting the crashes when I try to have them spawn naturally(although I haven't updated since you updated)
And I've actually come to like the fact they don't depspawn now, lol... makes it easy to find out where there are still dark spots in my caves, and once I light up the caves below level 40 they don't become a problem anymore~ and if I make my mod spawning tower above level 40 I don't have to worry about the Mimics spawning in there and clogging everything up.
Maybe as a suggestion you could add an option to choose if they despawn in the config? So that way if we do like them not despawning we can always make it that way again~
Mobs should despawn. I tested it. I spawned mimics and enchanted books and flew away. When I came back they were gone.
Mobs should despawn. I tested it. I spawned mimics and enchanted books and flew away. When I came back they were gone.
I know, I read your post about the fix, but I was saying that I've come to like that they don't despawn and wouldn't mind it if there was an option in the config to make it so they don't despawn by default as of the newest update.
As of right now though, I'm sticking with the 'bugged' version just for the Mimics that don't despawn~ I like being able to take my time with chest hunting, lol... true after a while all hostile mobs spawns stop, but that's only if I stick around one spot for a long time.
Is it possible to have a config option for mobs as despawn/do not despawn? Despawning mobs and creatures are great for single and explorer play, but no good for constructing adventure maps at all.
Done its in the new version
Also the bewitched tome will only choose vanilla enchantments for now ,untill I discover the problem.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
OMG I LOVE THIS MOD!! 3 MORE PETS!!! Read the next part that's in stars to the tune of the original Pokemon theme *SLIME ON MY HEAD, I'M RIDING A SPIDER, MY SUPPORT CREEPER IS WITH ME! (duh duh duh) I WILL TRAVEL ACROSS THE OVERWORLD, SEARCHING FAR AND WIDE! (duh duh duh)* Continue, please!
I just use spawn-limit for "monsters" =500 and agressive mobs continue spawning. Spiders and mimics cannot stop "creatures" spawn and watermobs spawn because they are "monsters" type, as I know.
500 entities (per player) updating constantly sound like a good way of bringing a server to its knees. No thanks. Also, I was using creatures in its most general sense, not as "animal" as opposed to "monster".
Hey, doing as you said fixed the mob spawning, thanks!
Also, 2 other glitches I'd like to mention in 1.3.2. The Skeleton warriors don't have a death animation, don't turn red when hit, and don't drop experience upon death. The Summoner is attacked by zombies while in miniboss mode. Unless this is intentional.
Hey, doing as you said fixed the mob spawning, thanks!
Also, 2 other glitches I'd like to mention in 1.3.2. The Skeleton warriors don't have a death animation, don't turn red when hit, and don't drop experience upon death. The Summoner is attacked by zombies while in miniboss mode. Unless this is intentional.
The Skeleton death animation is because of the swap-weapon animation. What basicly happns is that a new skeleton spawns with new weapons. This is because the AI task system isn't dynamic. So I was testing and every time I killed one of the skeletons and triggered the weapon switch: a new skeleton spawned for a split second. This looked very stupid so I just made the skeleton instantly die when health <= 0.
Yes, the Summoner being attacked by zombies might be an issue. I don't think they can hurt them with the shield but still... I'll make them destroy zombies then >=)
Hecates from Ars Magica also chase Summoners and belt them around, Summoners are flagged as villagers aren't they?
It's a minor bug that is also quite amusing to watch
renew the defaultspawnconfig by deleting it
Mob Spawn Cntrol messes with the adding of mobs once there already is a DefaultSpawnConfig. Try deleting it unless you have this extreme custom SpawnConfig.
Hmm fun thing is that my mod should detect those custom enchantments.... at least that how the code should work. It currently just takes a random enchantment from the enchantment array between ID 0 and 256. I even did a check for the ID being positive and still it refers as it as negative somehow. Great. Anyhow, I will only check within the existing IDs then. Unless Legendcraft completely screwed up the original file then it's their fault.
@ everyone If I get bug reports on the first day I never expect them to have to do with other mods so in the future please specifiy. It was quite frustrating. First check if the mod works as a standalone.
Guess I can't blame you for trying to play with multiple mods though.
Mobs should despawn. I tested it. I spawned mimics and enchanted books and flew away. When I came back they were gone.
I know, I read your post about the fix, but I was saying that I've come to like that they don't despawn and wouldn't mind it if there was an option in the config to make it so they don't despawn by default as of the newest update.
As of right now though, I'm sticking with the 'bugged' version just for the Mimics that don't despawn~ I like being able to take my time with chest hunting, lol... true after a while all hostile mobs spawns stop, but that's only if I stick around one spot for a long time.
Shooting a Skeleton Warrior with a (vanilla) bow damages it as usual, but after that the arrow you fired gets bounced back a bit and is retreivable.
Done its in the new version
Also the bewitched tome will only choose vanilla enchantments for now ,untill I discover the problem.
Summoners are awesome! MOOSHROOMS OUT OF MUSHROOM BIOMES WOOT!!!!
Idea time! Could you add meowshrooms? Like the ones in painterly?
I have a new account called "Mushroomsock" now, so please do not send me PMs.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
500 entities (per player) updating constantly sound like a good way of bringing a server to its knees. No thanks. Also, I was using creatures in its most general sense, not as "animal" as opposed to "monster".
Also, 2 other glitches I'd like to mention in 1.3.2. The Skeleton warriors don't have a death animation, don't turn red when hit, and don't drop experience upon death. The Summoner is attacked by zombies while in miniboss mode. Unless this is intentional.
That is not the job of the modder. It is the job of people who make the pack or patches for the pack. BUT, lucky for you there is a WIP one in the op.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
The Skeleton death animation is because of the swap-weapon animation. What basicly happns is that a new skeleton spawns with new weapons. This is because the AI task system isn't dynamic. So I was testing and every time I killed one of the skeletons and triggered the weapon switch: a new skeleton spawned for a split second. This looked very stupid so I just made the skeleton instantly die when health <= 0.
Yes, the Summoner being attacked by zombies might be an issue. I don't think they can hurt them with the shield but still... I'll make them destroy zombies then >=)
It's a minor bug that is also quite amusing to watch