I can report the same with crazy ancient mobs.
Managed to break ones helmet, but after that, nothing. Fire, lava, mountains of TNT. Nothing.
I would assume it a bug.
I'm also using the health bar mod, but ancients don't seem to show health. Is that on purpose, or could it be a sign of the them not dying bug?
Other then that, I love the mod.
Oh, also. You left out armoured spiders from the list of mobs.
Yeah, it must be a bug. I've definitely got to sort that out!
I'm glad you like the mod!
Armored spiders are actually in the jockeys section. I might also put all those mobs in other sections, since they are hard to find.
I don't know if it's something you can do something about, or something AtomicStryker needs to do, but using Special Mobs with Infernal Mobs causes the config for IM to slowly fill up with the random names of every ancient mob that's spawned by SM:
<snip>
Oh my, that's quite a config file! And I don't think I can do anything about that, Infernal Mobs is just pulling the wrong name. (Display name, rather than id name.)
How would I go about stopping the new golems from attacking another mod mob?
Also I keep getting a bug where they crowd around nothing trying to attack it, I think they killed a mob but don't realize it or something. leaving the world and re opening fixes it after a moment.
Hey Father toast thanks to your utility mobs especially the Bound souls i am able to create safe havens for my villagers (Except for the farlanders those golems attack them and it is Farlanders mod) your mod does not conflict with the many mods i am using and the bound souls can even equip the mods armors and weapons and i suggest you make a nether golem made from nether rack and make the bound souls more smarter and i noticed that when they attack something they pause for a moment and shake their heads and attack again and why do the bound souls attack everything they don't under stand? (Don't fix that i like that way) anyways your mod is awesome keep up the good work!
How would I go about stopping the new golems from attacking another mod mob?
Also I keep getting a bug where they crowd around nothing trying to attack it, I think they killed a mob but don't realize it or something. leaving the world and re opening fixes it after a moment.
The next version has a targeting system, so you can control what your golems attack.
I'm not sure what causes that. Vanilla mobs seem to do the same thing, too.
Hey Father toast thanks to your utility mobs especially the Bound souls i am able to create safe havens for my villagers (Except for the farlanders those golems attack them and it is Farlanders mod) your mod does not conflict with the many mods i am using and the bound souls can even equip the mods armors and weapons and i suggest you make a nether golem made from nether rack and make the bound souls more smarter and i noticed that when they attack something they pause for a moment and shake their heads and attack again and why do the bound souls attack everything they don't under stand? (Don't fix that i like that way) anyways your mod is awesome keep up the good work!
Thank you!
In the next version, all the mobs' AI has been rewritten, and it seems to work better.
Also, with the new targeting system, you will still be able to have your golems attack anything they don't understand (you will just have to edit your properties outside of the game to whitelist net.minecraft.src.EntityLiving). Though, I might make a way to do that in game.
I'm glad you like my mod!
The next version has a targeting system, so you can control what your golems attack.
I'm not sure what causes that. Vanilla mobs seem to do the same thing, too.
That mod is cool, but it's a tech mod. I generally stick to mods fitting with vanilla Minecraft.
I also don't know if either of us would work with other modders.
That mod is cool, but it's a tech mod. I generally stick to mods fitting with vanilla Minecraft.
I also don't know if either of us would work with other modders.
Utility Mobs: One of my favorite mods, easily. It adds so much and is extremely easy to comprehend and master. Bugs: Some features don't work right on my SMP server that a few friends and I play on. The "Mob Target List" is not that helpful for the server version as it doesn't change at all (works wonderfully on the SSP version.) The Block Golems are really epic but the Furnace and Crafting Table Golems won't let me do anything with them as if I had 000 in the permission book (which I checked to make sure I didn't) and they still follow me around. After going to different dimensions or logging, the Chest Golem seems to be unresponsive to shift+clicking. Again these are only present in the SMP version where as the SSP version works perfectly. Suggestion:
-Mob naming: Just for fun, especially for Bound Souls
-Mob healing
-Mob Health Bars or Health Indicators
-A way to reinforce Block Golems for dangerous journeys.
-Maybe set a way so Gold/Gilded Golems suck up exp orbs so that the player can manually extract them
-Possibly a Lapis or Emerald Golem that has lots of armor but creates a suction to suck whitelisted mobs to it (no damage)
-An inverse of the last suggestion, a mob that repels white listed mob (no damage)
-A net turret that immobilizes a mob completely for a bit
Those are just some thoughts, keep up the wonderful work and thanks so much for the latest update.
I am using the Special Mobs mod and i've faced 2 Ancients now... when i kill one of them they dont drop anything and 'revive' instantly where they were but they are even invis this time... how do i kill those ancient mobs?
My friend got killed by an Ancient Zombie and that Zombie then stole his diamond armor and diamond sword.
Is all this a bug, we just cant kill those things?
greetz
---
Killing one of those hitting it with a Diamond Sword permanently takes about 2-3 min and when they finally die they instantly respawn but are invisible... can make them visible again by teleporting away and teleport back.
Utility Mobs: One of my favorite mods, easily. It adds so much and is extremely easy to comprehend and master. Bugs: Some features don't work right on my SMP server that a few friends and I play on. The "Mob Target List" is not that helpful for the server version as it doesn't change at all (works wonderfully on the SSP version.) The Block Golems are really epic but the Furnace and Crafting Table Golems won't let me do anything with them as if I had 000 in the permission book (which I checked to make sure I didn't) and they still follow me around. After going to different dimensions or logging, the Chest Golem seems to be unresponsive to shift+clicking. Again these are only present in the SMP version where as the SSP version works perfectly. Suggestion:
-Mob naming: Just for fun, especially for Bound Souls
-Mob healing
-Mob Health Bars or Health Indicators
-A way to reinforce Block Golems for dangerous journeys.
-Maybe set a way so Gold/Gilded Golems suck up exp orbs so that the player can manually extract them
-Possibly a Lapis or Emerald Golem that has lots of armor but creates a suction to suck whitelisted mobs to it (no damage)
-An inverse of the last suggestion, a mob that repels white listed mob (no damage)
-A net turret that immobilizes a mob completely for a bit
Those are just some thoughts, keep up the wonderful work and thanks so much for the latest update.
I'm glad you like the mod!
Oh, no! I didn't know it was buggy like that in SMP, I guess that's what I get for not doing many dedicated server tests. I'll look into those bugs, thank you for bringing them to my attention!
Yeah, I've been thinking about a simple way to name golems. It may be similar to Player Permissions, where you write a name in the book and then right-click a golem to give it that name (the book will stay editable).
Also, I want a way to see the owner and what your permissions are with that player's golems. Maybe I'll make an info book that tells you all that and the golem's health when you right click it.
Of course, I'll have to fix the code I have for books like that, first.
For block golems, especially any with inventories, I plan on making some config options to protect them from certain things (like other players, mobs, and the environment) that you can enable depending on your taste/server setup.
In the next update, I also want to add more regular golems that attack with different AI or in alternate ways. I didn't think of repelling/sucking in mobs! There will definitely be one that repels mobs, and possibly one that sucks them in, too.
I'll see what I can do about possibly disabling mobs, too.
I am using the Special Mobs mod and i've faced 2 Ancients now... when i kill one of them they dont drop anything and 'revive' instantly where they were but they are even invis this time... how do i kill those ancient mobs?
My friend got killed by an Ancient Zombie and that Zombie then stole his diamond armor and diamond sword.
Is all this a bug, we just cant kill those things?
greetz
---
Killing one of those hitting it with a Diamond Sword permanently takes about 2-3 min and when they finally die they instantly respawn but are invisible... can make them visible again by teleporting away and teleport back.
Yes, it's a bug. I'm looking into it, hadn't heard about them turning invisible, though. Thank you!
I forgot to mention I do have lots of mods, so the bugs could be a part of that and might not just you mod!
So if there isn't anything you can replicate let me know and I'll test stuff out for you in order to help you solve any issues.
i crashed help? im using 46 other mods XD i think the problem is the mob amputation and the special mobs mod by you lol
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 4/20/13 2:33 PM
Description: Ticking entity
java.lang.NullPointerException
at net.minecraft.world.chunk.Chunk.func_76588_a(Chunk.java:1136)
at net.minecraft.world.World.func_94576_a(World.java:3608)
at net.minecraft.world.World.func_72839_b(World.java:3591)
at net.minecraft.world.World.func_72945_a(World.java:1689)
at net.minecraft.entity.Entity.func_70091_d(Entity.java:758)
at net.minecraft.entity.EntityLiving.func_70612_e(EntityLiving.java:1562)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1869)
at net.minecraft.entity.monster.EntityMob.func_70636_d(SourceFile:26)
at net.minecraft.entity.monster.EntitySkeleton.func_70636_d(SourceFile:146)
at toast.specialMobs.skeleton.Entity_SpecialSkeleton.func_70636_d(Entity_SpecialSkeleton.java:295)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:815)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:31)
at net.minecraft.world.World.func_72866_a(World.java:2335)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:714)
at net.minecraft.world.World.func_72870_g(World.java:2297)
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:543)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.world.chunk.Chunk.func_76588_a(Chunk.java:1136)
at net.minecraft.world.World.func_94576_a(World.java:3608)
at net.minecraft.world.World.func_72839_b(World.java:3591)
at net.minecraft.world.World.func_72945_a(World.java:1689)
at net.minecraft.entity.Entity.func_70091_d(Entity.java:758)
at net.minecraft.entity.EntityLiving.func_70612_e(EntityLiving.java:1562)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1869)
at net.minecraft.entity.monster.EntityMob.func_70636_d(SourceFile:26)
at net.minecraft.entity.monster.EntitySkeleton.func_70636_d(SourceFile:146)
at toast.specialMobs.skeleton.Entity_SpecialSkeleton.func_70636_d(Entity_SpecialSkeleton.java:295)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:815)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:31)
at net.minecraft.world.World.func_72866_a(World.java:2335)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:714)
at net.minecraft.world.World.func_72870_g(World.java:2297)
-- Entity being ticked --
Details:
Entity Type: SpecialMobs.SpecialSkeleton (toast.specialMobs.skeleton.Entity_SpecialSkeleton)
Entity ID: 49145
Entity Name: Skeleton
Entity's Exact location: 600.30, 54.00, -607.30
Entity's Block location: World: (600,54,-608), Chunk: (at 8,3,0 in 37,-38; contains blocks 592,0,-608 to 607,255,-593), Region: (1,-2; contains chunks 32,-64 to 63,-33, blocks 512,0,-1024 to 1023,255,-513)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:543)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['RSev'/12, l='New World', x=604.04, y=54.00, z=-609.50]]
Chunk stats: ServerChunkCache: 1244 Drop: 0
Level seed: -264584413382713892
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 2;7,3x1,52x24;2;
Level spawn location: World: (592,4,-609), Chunk: (at 0,0,15 in 37,-39; contains blocks 592,0,-624 to 607,255,-609), Region: (1,-2; contains chunks 32,-64 to 63,-33, blocks 512,0,-1024 to 1023,255,-513)
Level time: 11004 game time, 18223 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 88449 (now: false), thunder time: 29304 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
i crashed help? im using 46 other mods XD i think the problem is the mob amputation and the special mobs mod by you lol
<snip>
You're using a different version of Forge, so I can't tell what is actually causing your problem, but it's pretty deep in vanilla code, so it may just be a coincidence that one of my mobs was involved.
I found a tiny little bug lurking inside your block golems if you create one for example a chest golem and create many of them and you log out and come back again they won't be able to stand up nor sit down :I i was about to move to a new location when these golems be like "Naw we gona stay here".
I found a tiny little bug lurking inside your block golems if you create one for example a chest golem and create many of them and you log out and come back again they won't be able to stand up nor sit down :I i was about to move to a new location when these golems be like "Naw we gona stay here".
Strange! Their sit and follow AI patterns are nearly identical to those of an ocelot's (or wolf). Do those have similar problems?
This is my favorite mod, but I have a major issue with it. When I log off in my single player world when I have block golems with me, They don't get back up unless I hit them, then they don't sit back down!!! What do I do?!
I had the same issue as Lictor.
This sucks, I don't have the time to go farming for another head to make another one.
I have a request, can you make a spawn egg for the golems? Not a needed request, it'd just be awesome to have them come out of dispensers in adventure maps that use this mod when I make them.
I've got the same issue, luckily I have Ars Magica and the Heal Other spell so I can smack 'em around a bit then heal 'em up. This mod is also incredibly fun with the Minions mod! I haven't tried telling minions to use a Chest Golem yet though. In general the Utility Mobs have wonderful interactions with other mods and rarely conflict (besides shooting villagers or something like that)
Another thought:
Scarecrows would make a wonderful "repulsion" Golem, given what they are. Also a tiny farmer Golem that can harvest Melons or Pumpkins would be kind of epic! There is about a billion different mobs that have them harvest wheat, so I thought it would be kind of interesting to have something that gathers a full melon - making more interesting than the player harvesting the melon and getting slices.
Yeah, it must be a bug. I've definitely got to sort that out!
I'm glad you like the mod!
Armored spiders are actually in the jockeys section. I might also put all those mobs in other sections, since they are hard to find.
Oh my, that's quite a config file! And I don't think I can do anything about that, Infernal Mobs is just pulling the wrong name. (Display name, rather than id name.)
Also I keep getting a bug where they crowd around nothing trying to attack it, I think they killed a mob but don't realize it or something. leaving the world and re opening fixes it after a moment.
The next version has a targeting system, so you can control what your golems attack.
I'm not sure what causes that. Vanilla mobs seem to do the same thing, too.
Thank you!
In the next version, all the mobs' AI has been rewritten, and it seems to work better.
Also, with the new targeting system, you will still be able to have your golems attack anything they don't understand (you will just have to edit your properties outside of the game to whitelist net.minecraft.src.EntityLiving). Though, I might make a way to do that in game.
I'm glad you like my mod!
Thank you! Glad you like them.
That mod is cool, but it's a tech mod. I generally stick to mods fitting with vanilla Minecraft.
I also don't know if either of us would work with other modders.
Bugs: Some features don't work right on my SMP server that a few friends and I play on. The "Mob Target List" is not that helpful for the server version as it doesn't change at all (works wonderfully on the SSP version.) The Block Golems are really epic but the Furnace and Crafting Table Golems won't let me do anything with them as if I had 000 in the permission book (which I checked to make sure I didn't) and they still follow me around. After going to different dimensions or logging, the Chest Golem seems to be unresponsive to shift+clicking. Again these are only present in the SMP version where as the SSP version works perfectly.
Suggestion:
-Mob naming: Just for fun, especially for Bound Souls
-Mob healing
-Mob Health Bars or Health Indicators
-A way to reinforce Block Golems for dangerous journeys.
-Maybe set a way so Gold/Gilded Golems suck up exp orbs so that the player can manually extract them
-Possibly a Lapis or Emerald Golem that has lots of armor but creates a suction to suck whitelisted mobs to it (no damage)
-An inverse of the last suggestion, a mob that repels white listed mob (no damage)
-A net turret that immobilizes a mob completely for a bit
Those are just some thoughts, keep up the wonderful work and thanks so much for the latest update.
My friend got killed by an Ancient Zombie and that Zombie then stole his diamond armor and diamond sword.
Is all this a bug, we just cant kill those things?
greetz
---
Killing one of those hitting it with a Diamond Sword permanently takes about 2-3 min and when they finally die they instantly respawn but are invisible... can make them visible again by teleporting away and teleport back.
I'm glad you like the mod!
Oh, no! I didn't know it was buggy like that in SMP, I guess that's what I get for not doing many dedicated server tests. I'll look into those bugs, thank you for bringing them to my attention!
Yeah, I've been thinking about a simple way to name golems. It may be similar to Player Permissions, where you write a name in the book and then right-click a golem to give it that name (the book will stay editable).
Also, I want a way to see the owner and what your permissions are with that player's golems. Maybe I'll make an info book that tells you all that and the golem's health when you right click it.
Of course, I'll have to fix the code I have for books like that, first.
For block golems, especially any with inventories, I plan on making some config options to protect them from certain things (like other players, mobs, and the environment) that you can enable depending on your taste/server setup.
In the next update, I also want to add more regular golems that attack with different AI or in alternate ways. I didn't think of repelling/sucking in mobs! There will definitely be one that repels mobs, and possibly one that sucks them in, too.
I'll see what I can do about possibly disabling mobs, too.
Thank you for all your feedback!
Yes, it's a bug. I'm looking into it, hadn't heard about them turning invisible, though. Thank you!
So if there isn't anything you can replicate let me know and I'll test stuff out for you in order to help you solve any issues.
Thank you!
// I bet Cylons wouldn't have this problem.
Time: 4/20/13 2:33 PM
Description: Ticking entity
java.lang.NullPointerException
at net.minecraft.world.chunk.Chunk.func_76588_a(Chunk.java:1136)
at net.minecraft.world.World.func_94576_a(World.java:3608)
at net.minecraft.world.World.func_72839_b(World.java:3591)
at net.minecraft.world.World.func_72945_a(World.java:1689)
at net.minecraft.entity.Entity.func_70091_d(Entity.java:758)
at net.minecraft.entity.EntityLiving.func_70612_e(EntityLiving.java:1562)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1869)
at net.minecraft.entity.monster.EntityMob.func_70636_d(SourceFile:26)
at net.minecraft.entity.monster.EntitySkeleton.func_70636_d(SourceFile:146)
at toast.specialMobs.skeleton.Entity_SpecialSkeleton.func_70636_d(Entity_SpecialSkeleton.java:295)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:815)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:31)
at net.minecraft.world.World.func_72866_a(World.java:2335)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:714)
at net.minecraft.world.World.func_72870_g(World.java:2297)
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:543)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.world.chunk.Chunk.func_76588_a(Chunk.java:1136)
at net.minecraft.world.World.func_94576_a(World.java:3608)
at net.minecraft.world.World.func_72839_b(World.java:3591)
at net.minecraft.world.World.func_72945_a(World.java:1689)
at net.minecraft.entity.Entity.func_70091_d(Entity.java:758)
at net.minecraft.entity.EntityLiving.func_70612_e(EntityLiving.java:1562)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:1869)
at net.minecraft.entity.monster.EntityMob.func_70636_d(SourceFile:26)
at net.minecraft.entity.monster.EntitySkeleton.func_70636_d(SourceFile:146)
at toast.specialMobs.skeleton.Entity_SpecialSkeleton.func_70636_d(Entity_SpecialSkeleton.java:295)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:815)
at net.minecraft.entity.monster.EntityMob.func_70071_h_(SourceFile:31)
at net.minecraft.world.World.func_72866_a(World.java:2335)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:714)
at net.minecraft.world.World.func_72870_g(World.java:2297)
-- Entity being ticked --
Details:
Entity Type: SpecialMobs.SpecialSkeleton (toast.specialMobs.skeleton.Entity_SpecialSkeleton)
Entity ID: 49145
Entity Name: Skeleton
Entity's Exact location: 600.30, 54.00, -607.30
Entity's Block location: World: (600,54,-608), Chunk: (at 8,3,0 in 37,-38; contains blocks 592,0,-608 to 607,255,-593), Region: (1,-2; contains chunks 32,-64 to 63,-33, blocks 512,0,-1024 to 1023,255,-513)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2143)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:543)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['RSev'/12, l='New World', x=604.04, y=54.00, z=-609.50]]
Chunk stats: ServerChunkCache: 1244 Drop: 0
Level seed: -264584413382713892
Level generator: ID 01 - flat, ver 0. Features enabled: true
Level generator options: 2;7,3x1,52x24;2;
Level spawn location: World: (592,4,-609), Chunk: (at 0,0,15 in 37,-39; contains blocks 592,0,-624 to 607,255,-609), Region: (1,-2; contains chunks 32,-64 to 63,-33, blocks 512,0,-1024 to 1023,255,-513)
Level time: 11004 game time, 18223 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 88449 (now: false), thunder time: 29304 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:651)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 17837784 bytes (17 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 2344 (131264 bytes; 0 MB) allocated, 690 (38640 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.44 FML v5.1.14.630 Minecraft Forge 7.7.1.630 Optifine OptiFine_1.5.1_HD_U_B2 47 mods loaded, 47 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_bspkrsCore [bspkrsCore] ([1.5.1]bspkrsCorev1.03.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SGM [mod_SGM] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TreeCapitator [TreeCapitator] ([1.5.1]TreeCapitator.Forge.1.5.1.r01.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights [Dynamic Lights] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_onFire [Dynamic Lights on burning] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_creepers [Dynamic Lights on Creepers] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_dropItems [Dynamic Lights on ItemEntities] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_flameArrows [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_otherPlayers [Dynamic Lights Other Player Light] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DynamicLights_thePlayer [Dynamic Lights Player Light] (DynamicLights_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GuiAPI [GuiAPI] (GuiAPI-0.15.4-1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_MultiMine [Multi Mine] (MultiMine_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_CarMod [mod_CarMod] (1.5.1 Car mod v3.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
DamageIndicatorsMod [Damage Indicators] ([1.5.1]DamageIndicators v2.5.7.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04 (1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AnimatedPlayer [Animated Player Mod] (Animated Player v1.0.0 mc1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Backpack [Backpack] (backpack-1.7.8-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterTrade [BetterTrade] (BetterTrade.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Birthstone [Birthstone] (Birthstone_Mod_Forge_151_Opal_Gen_Update.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.12.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomRecipess [Custom Recipes] (CustomRecipes-401.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZhark's Mo'Creatures Mod v5.0.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Hats [Hats] (Hats1.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChun_Core [iChun_Core] (iChunUtil1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
iChunUtil [iChunUtil] (iChunUtil1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_Invasion [Invasion] (invasion_mod 0.11.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Millenaire [Millénaire] (millenaire4.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_Gibbing [mod_Gibbing] (MobAmputation1.5.1v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoreExplosives [More Explosives Mod] (MoreExplosivesModRelease3.5forMC1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
NetherCows [CrazyBloodwing's Nether Cows Mod] (Nether-Cows-Mod-1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
ClaySpawn [Pam's Clay Spawn] (Pam's Clay Spawn 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MushroomSpawn [Pam's Huge Mushroom Spawn] (Pam's Huge Mushroom Spawn 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MelonSpawn [Pam's Melon Spawn] (Pam's Melon Spawn 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SimpleRecipes [Pam's Simple Recipes] (Pam's Simple Recipes 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
RopesPlus [Ropes+] (RopePlus_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_Ruins [Ruins Spawning System] (Ruins_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_SmeltableGravel [mod_SmeltableGravel] (SmeltableGravel_FML_ML_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
SpecialMobs [Special Mobs] (SpecialMobs 2.4.2 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TCCM [The Crazy Chunks Mod] (TCCM151.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TrailMix [TrailMix] (TrailMix1.5.0v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
AS_UpdateCheck [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
UtilityMobs [Utility Mobs] (UtilityMobs 2.0 for MC 1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 629 (35224 bytes; 0 MB) allocated, 75 (4200 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['RSev'/12, l='New World', x=604.04, y=54.00, z=-609.50]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
You're using a different version of Forge, so I can't tell what is actually causing your problem, but it's pretty deep in vanilla code, so it may just be a coincidence that one of my mobs was involved.
Strange! Their sit and follow AI patterns are nearly identical to those of an ocelot's (or wolf). Do those have similar problems?
I had the same issue as Lictor.
This sucks, I don't have the time to go farming for another head to make another one.
I have a request, can you make a spawn egg for the golems? Not a needed request, it'd just be awesome to have them come out of dispensers in adventure maps that use this mod when I make them.
Another thought:
Scarecrows would make a wonderful "repulsion" Golem, given what they are. Also a tiny farmer Golem that can harvest Melons or Pumpkins would be kind of epic! There is about a billion different mobs that have them harvest wheat, so I thought it would be kind of interesting to have something that gathers a full melon - making more interesting than the player harvesting the melon and getting slices.