Concapedes need a serious look at. 'cause they're causing insane lag. I went to a rainforest biome (BoP mod) and couldn't do anything a few chunks in. Quiting the game was a no go cause it hanged in "shutting down world server".
I had to manually edit the level.dat with NBTEditor and move myself out of the biome, then do a /jas killall creature junglemobs.concapede (JustAnotherSpawner mod) command killing every concapede ever spawned and loaded so far in my game. Only then could I revisit the rainforest biome with a few concapedes already spawned in.
same with the lava fish and the water fish. hundreds of them seem to spawn very quickly even after turning them down quite a bit .I had to turn them off all together.
You can stand in one spot and get a few stacks of the lava fish food really quickly if you pour water on a tiny pool of lava.
An area of my server became unusable because it would drop down to 1FPS. I had to install a lag fix mod and do /nukeents to kill all entities. it killed about 4000+ things and it suddenly started working perfectly.
Just Another Spawner can help with the initial numbers. My issue was originally that I spawned both concapedes and their segments as part of a living group(multiple monsters spawning from a single weighted spawn list). I've since fixed the segment spawning, but they're spawning as part of a Monster Group instead of a Creature group, and the cap is way too high. Even if I fix all that, they'll likely dominate the entire rainforest if segments count as creatures as well and can fill up the cap whenever one gets split and grows new segments. The alternative is to give them a separate type in JAS with a lower spawn cap(did that with all vanilla creatures so I'd always be able to find some).
If anyone is interested in the results, I'm probably going to be a nerd and run tests on different spawning configurations In a controlled environment(next week, though). The Concapede is a good corner case as it can self-replicate under circumstances.
Yikes, that's happened. I don't suppose there's a command that will kill all segments. The lag in this chunk is unbelievable.
What RViper28 suggested about disabling them in the config should work to clear them out, make sure it's the Segments, the Heads should be ok. You can then enable them and set them to despawn naturally which has given me a cool idea.
Well I've put together a bunch of mods to give me a sort of goal, while making the game as difficult as possible, while on hardcore mode, and it is not easy.
The events happen by default atleast every Minecraft day, sooo when an event would happen I'd basically be dead. Unless I'm able to hide, but then i'd either dehydrate, starve, or not hide anymore and come out to only realise the mobs have not despawned.
I've now set them to apear at a minimum of 2 hours and a maximum of 5 hours, because I do like the challenge it adds, it's like a boss fight every now and then. What I dislike is the default frequency of the events.
So if you play like me I'd really suggest you'd turn them on to atleast try it out.
This is precisely why I made sure to give the mob events a lot of config options, I figured some players will have tougher packs or will just not like the events at all where others might want a crazy world having events every 5 minutes or something!
# Here you can add items from vanilla Minecraft or other mods to various lists used by this mod. These are mostly food items that can be fed to farmable/tameable mobs. Format is: modname:itemname;metadata Multiple entries should be comma separated, be sure to use a colon and semicolon in the correct place.
I tried to follow the instructions as best I could, but it looks like "" or spaces are missing. Are they supposed to be there?
Make sure each vegetable entry is separated with a semi colon ";" and not a comma "," spaces are optional, they just get ignore via code when the config option is read and the "quotations" aren't needed.
THanks for the response Lycanite, and for the great mod. Yea, I saw the instructions on making those changes inside the config files..... My concern is that if I do that and you make changes like you stated you do to the default configs, I'll be screwing up any modifications you were intending to implement via configs... Hence why I was inquiring. Am i literally SOL and just going to have to suck it up and duplicate those changes over to new configs every so often?
Yeah unfortunately I've been fixing a lot of things recently which means the configs will be changing a lot by default, you can ignore the config changes are use your own but you will need to manually apply fixes. You could keep a backup of certain configs that you use, then update and have all the configs reset, then copy across your changed configs. Also you could backup your configs and then open up the backup and keep only the config options that you have changed and want to keep, then you can copy the backup into the configs folder and when the game loads all the missing config options will be added back with the default values, I recommend this solution.
If you have the latest version of Lycanites Mobs, if you go into the jungle mobs general configs and set them to disabled, the next time you go to that area they should all disappear. Or you could set them to despawn naturally in the jungle mobs spawning config.
If you install Opis, you can kill them all using the Tracking - Entities tab in there. Click the amount heading twice to get them to sort to the top, then select the Concapede Segment line, and click the 'Kill All' button. If there is a ton of them built up, it will be slow getting the opis window to show and getting it to kill them all.
There's also Openblocks config which has disableMobNames. I am not sure if that will get rid of any that are already there though.
Keep in mind almost all of these methods will most likely kill any that anyone has for farming as well. The config options would be the safest as far as keeping those as long as none of those areas are chunk loaded.
This has given me a cool idea, if it's definitely the Segments that are causing the lag and the Heads aren't all over the place then I could make the segments despawn by default unless they are attached to a head. I'll then add an option so that players can feed Headless segments to instantly grow them into a Head rather than have segments naturally grow into heads. This should mean that any naturally stray segments should despawn over time and only player intervention via feeding them and growing them into heads will stop them from despawning. I'll try and implement this for the next update.
Concapedes need a serious look at. 'cause they're causing insane lag. I went to a rainforest biome (BoP mod) and couldn't do anything a few chunks in. Quiting the game was a no go cause it hanged in "shutting down world server".
I had to manually edit the level.dat with NBTEditor and move myself out of the biome, then do a /jas killall creature junglemobs.concapede (JustAnotherSpawner mod) command killing every concapede ever spawned and loaded so far in my game. Only then could I revisit the rainforest biome with a few concapedes already spawned in.
same with the lava fish and the water fish. hundreds of them seem to spawn very quickly even after turning them down quite a bit .I had to turn them off all together.
You can stand in one spot and get a few stacks of the lava fish food really quickly if you pour water on a tiny pool of lava.
An area of my server became unusable because it would drop down to 1FPS. I had to install a lag fix mod and do /nukeents to kill all entities. it killed about 4000+ things and it suddenly started working perfectly.
Are the Lava/Water fish spawning via the mod alone or through a spawner mod? Either way I'm gonna have to make sure the mob area limits are working properly. Note that Baby Abtus will spawn from adult ones that have an attack target up to around 20 I think much like how Gorgomites works so you might see a lot of them if there's an angry adult Abtu nearby.
What RViper28 suggested about disabling them in the config should work to clear them out, make sure it's the Segments, the Heads should be ok. You can then enable them and set them to despawn naturally which has given me a cool idea.
Oddly didn't work, but that's probably due to JAS and having them initially as part of a jungle monsters living group.
This has given me a cool idea, if it's definitely the Segments that are causing the lag and the Heads aren't all over the place then I could make the segments despawn by default unless they are attached to a head. I'll then add an option so that players can feed Headless segments to instantly grow them into a Head rather than have segments naturally grow into heads. This should mean that any naturally stray segments should despawn over time and only player intervention via feeding them and growing them into heads will stop them from despawning. I'll try and implement this for the next update.
I'll try and get this solution implemented ASAP.
Sounds great! I really like the idea and look of the concapedes, so if the despawning trick works, that'll help with all the segments that get separated and wander around until they become huge themselves. How long is it supposed to take for things to despawn naturally, btw? Are the concapedes themselves meant to despawn after a while, or do they persist until killed because they're a farmable creature?
Are the Lava/Water fish spawning via the mod alone or through a spawner mod? Either way I'm gonna have to make sure the mob area limits are working properly. Note that Baby Abtus will spawn from adult ones that have an attack target up to around 20 I think much like how Gorgomites works so you might see a lot of them if there's an angry adult Abtu nearby.
I think an issue with the Abtu is that the babies that spawn should despawn after a set time. What I see is that the the Abtu will go to town on an Ika and spawn a ton of babies. The babies hang around and quickly grow into adults. Another Ika spawns in and now you have more than one adult Abtu attacking it, all of which are spawning more babies which repeats the process.
I think an issue with the Abtu is that the babies that spawn should despawn after a set time. What I see is that the the Abtu will go to town on an Ika and spawn a ton of babies. The babies hang around and quickly grow into adults. Another Ika spawns in and now you have more than one adult Abtu attacking it, all of which are spawning more babies which repeats the process.
That's not unlike the issue with concapede segments splitting from the whole and spawning entirely new chains of segments when they become heads. Which Lycanite is working on. Maybe he'll take another look at the abtu as well if there's a similar chain of events that can multiply them like that.
Update: The Swarm! - Version 1.10.5.0 for Minecraft 1.7.10
New Jungle Mobs Added: Vespid and Vespid Queen
Conba can be infected by Vespid where they will become mindless walking nests and will melee attack instead of throwing poop, on death the baby Vespid instead will burst out!
New Blocks Added: Propolis and Veswax, these are hive blocks and are built by Vespid around their Queen!
New Mob Event Added: The Swarm
Improvement: Grue no longer drain health when attacking all the time, instead if their target has any beneficial effects applied to them, the Grue will consume a random one of those and then drain health.
Major Bug Fix: Fixed an unlikely but still very possible crash with the SKY spawn type.
Major Bug Fix: Concapede Segments have been optimized, this will hopefully stop some major lag issues as they swarm out of control! Segments not attached to a head will now despawn naturally, headless Segments can be fed any vegetable and will then grow immediately into a Head which will then start growing up to 10 Segments of its own over time.
Bug Fix: The SKY spawn type and all events that use it should now be able to spawn mobs underground correctly!
Bug Fix: Conba should now always throw poop instead of standing and doing nothing whilst getting hit! Infected Conba will melee instead.
Oddly didn't work, but that's probably due to JAS and having them initially as part of a jungle monsters living group.
Sounds great! I really like the idea and look of the concapedes, so if the despawning trick works, that'll help with all the segments that get separated and wander around until they become huge themselves. How long is it supposed to take for things to despawn naturally, btw? Are the concapedes themselves meant to despawn after a while, or do they persist until killed because they're a farmable creature?
Yeah because Concapedes are farmable they persist, but now in the new update the Segments that aren't attached to anything should despawn. You can feed Segments to immediately grow them into persistent Heads. Let me know how it goes, I'm not sure how JAS handles their persistence though.
I think an issue with the Abtu is that the babies that spawn should despawn after a set time. What I see is that the the Abtu will go to town on an Ika and spawn a ton of babies. The babies hang around and quickly grow into adults. Another Ika spawns in and now you have more than one adult Abtu attacking it, all of which are spawning more babies which repeats the process.
Hmm that's a good idea, I'll add that in the next update! Though Adult Abtu shouldn't be able to spawn babies if there are mroe than 20 other Abtu nearby, regardless of those other Abtus being adults or babies. Either way though putting the minions on a timer sounds like a great idea, the same goes for Gorgomites.
I have an idea for a shadow mob, poultergeist, it would be a shadow elemental/creature that would have block throwing powers, it would be able to pick up blocks from the ground like ender men and either throw them like missiles or use them as shields. It would also be able to pick up multiple blocks. also if you get too close you would get caught in the vortex and get thrown far, arrows would get thrown back too. On death it would drop kinetic essence that you could use for an armour with kinectic abilities. It would be also quite fond of houses too......
so whadda you think?
Sounds like a cool idea but the Shadow Mobs are all planned for now, a telekenetic creature is definitely something I'd like to make though.
Hmm that's a good idea, I'll add that in the next update! Though Adult Abtu shouldn't be able to spawn babies if there are mroe than 20 other Abtu nearby, regardless of those other Abtus being adults or babies. Either way though putting the minions on a timer sounds like a great idea, the same goes for Gorgomites.
Sounds great.
Also, Lycanite, could you double check to see if the config option for disabling Kobold torch griefing is working? We have it disabled on the server (tested against 1.10.4.7) and the buggers are still breaking torches.
Update: The Swarm! - Version 1.10.5.0 for Minecraft 1.7.10
New Jungle Mobs Added: Vespid and Vespid Queen
Conba can be infected by Vespid where they will become mindless walking nests and will melee attack instead of throwing poop, on death the baby Vespid instead will burst out!
New Blocks Added: Propolis and Veswax, these are hive blocks and are built by Vespid around their Queen!
New Mob Event Added: The Swarm
Improvement: Grue no longer drain health when attacking all the time, instead if their target has any beneficial effects applied to them, the Grue will consume a random one of those and then drain health.
Major Bug Fix: Fixed an unlikely but still very possible crash with the SKY spawn type.
Major Bug Fix: Concapede Segments have been optimized, this will hopefully stop some major lag issues as they swarm out of control! Segments not attached to a head will now despawn naturally, headless Segments can be fed any vegetable and will then grow immediately into a Head which will then start growing up to 10 Segments of its own over time.
Bug Fix: The SKY spawn type and all events that use it should now be able to spawn mobs underground correctly!
Bug Fix: Conba should now always throw poop instead of standing and doing nothing whilst getting hit! Infected Conba will melee instead.
Update: The Swarm! - Version 1.10.5.0 for Minecraft 1.7.10
New Jungle Mobs Added: Vespid and Vespid Queen
Conba can be infected by Vespid where they will become mindless walking nests and will melee attack instead of throwing poop, on death the baby Vespid instead will burst out!
New Blocks Added: Propolis and Veswax, these are hive blocks and are built by Vespid around their Queen!
New Mob Event Added: The Swarm
Improvement: Grue no longer drain health when attacking all the time, instead if their target has any beneficial effects applied to them, the Grue will consume a random one of those and then drain health.
Major Bug Fix: Fixed an unlikely but still very possible crash with the SKY spawn type.
Major Bug Fix: Concapede Segments have been optimized, this will hopefully stop some major lag issues as they swarm out of control! Segments not attached to a head will now despawn naturally, headless Segments can be fed any vegetable and will then grow immediately into a Head which will then start growing up to 10 Segments of its own over time.
Bug Fix: The SKY spawn type and all events that use it should now be able to spawn mobs underground correctly!
Bug Fix: Conba should now always throw poop instead of standing and doing nothing whilst getting hit! Infected Conba will melee instead.
A W E S O M E just EPIC!!!:D
Rollback Post to RevisionRollBack
Support Ice and Fire , This is terribly awesome !:D
Update: The Swarm! - Version 1.10.5.0 for Minecraft 1.7.10
New Jungle Mobs Added: Vespid and Vespid Queen
Conba can be infected by Vespid where they will become mindless walking nests and will melee attack instead of throwing poop, on death the baby Vespid instead will burst out!
New Blocks Added: Propolis and Veswax, these are hive blocks and are built by Vespid around their Queen!
New Mob Event Added: The Swarm
Improvement: Grue no longer drain health when attacking all the time, instead if their target has any beneficial effects applied to them, the Grue will consume a random one of those and then drain health.
Major Bug Fix: Fixed an unlikely but still very possible crash with the SKY spawn type.
Major Bug Fix: Concapede Segments have been optimized, this will hopefully stop some major lag issues as they swarm out of control! Segments not attached to a head will now despawn naturally, headless Segments can be fed any vegetable and will then grow immediately into a Head which will then start growing up to 10 Segments of its own over time.
Bug Fix: The SKY spawn type and all events that use it should now be able to spawn mobs underground correctly!
Bug Fix: Conba should now always throw poop instead of standing and doing nothing whilst getting hit! Infected Conba will melee instead.
Welp... time to get the soap and water wasp repellent .-. But what does the veswax and propolis do????? DDDDD:
as FatBobTheSlob said. some mob heads would be nice. We can make a hall of all the mobs we killed.
As for the vespids... DAMN! I LOVE THEM! Especially the AI, how they clear out the local area and then proceed to build the nest. I have a question about the infected conbas, do they die automatically after a while? It would make sense as the vespid population would naturally increase over time
Update: The Swarm! - Version 1.10.5.0 for Minecraft 1.7.10
New Jungle Mobs Added: Vespid and Vespid Queen
Conba can be infected by Vespid where they will become mindless walking nests and will melee attack instead of throwing poop, on death the baby Vespid instead will burst out!
New Blocks Added: Propolis and Veswax, these are hive blocks and are built by Vespid around their Queen!
New Mob Event Added: The Swarm
Improvement: Grue no longer drain health when attacking all the time, instead if their target has any beneficial effects applied to them, the Grue will consume a random one of those and then drain health.
Major Bug Fix: Fixed an unlikely but still very possible crash with the SKY spawn type.
Major Bug Fix: Concapede Segments have been optimized, this will hopefully stop some major lag issues as they swarm out of control! Segments not attached to a head will now despawn naturally, headless Segments can be fed any vegetable and will then grow immediately into a Head which will then start growing up to 10 Segments of its own over time.
Bug Fix: The SKY spawn type and all events that use it should now be able to spawn mobs underground correctly!
Bug Fix: Conba should now always throw poop instead of standing and doing nothing whilst getting hit! Infected Conba will melee instead.
Yeah because Concapedes are farmable they persist, but now in the new update the Segments that aren't attached to anything should despawn. You can feed Segments to immediately grow them into persistent Heads. Let me know how it goes, I'm not sure how JAS handles their persistence though.
Hmm that's a good idea, I'll add that in the next update! Though Adult Abtu shouldn't be able to spawn babies if there are mroe than 20 other Abtu nearby, regardless of those other Abtus being adults or babies. Either way though putting the minions on a timer sounds like a great idea, the same goes for Gorgomites.
Enjoy my riend!
Sounds like a cool idea but the Shadow Mobs are all planned for now, a telekenetic creature is definitely something I'd like to make though.
Update: The Swarm! - Version 1.10.5.0 for Minecraft 1.7.10
New Jungle Mobs Added: Vespid and Vespid Queen
Conba can be infected by Vespid where they will become mindless walking nests and will melee attack instead of throwing poop, on death the baby Vespid instead will burst out!
New Blocks Added: Propolis and Veswax, these are hive blocks and are built by Vespid around their Queen!
New Mob Event Added: The Swarm
Improvement: Grue no longer drain health when attacking all the time, instead if their target has any beneficial effects applied to them, the Grue will consume a random one of those and then drain health.
Major Bug Fix: Fixed an unlikely but still very possible crash with the SKY spawn type.
Major Bug Fix: Concapede Segments have been optimized, this will hopefully stop some major lag issues as they swarm out of control! Segments not attached to a head will now despawn naturally, headless Segments can be fed any vegetable and will then grow immediately into a Head which will then start growing up to 10 Segments of its own over time.
Bug Fix: The SKY spawn type and all events that use it should now be able to spawn mobs underground correctly!
Bug Fix: Conba should now always throw poop instead of standing and doing nothing whilst getting hit! Infected Conba will melee instead.
OMG a "Bee-like" This mob is going to bee my favorite L: LOVE IT!!
Hey Lycanite I know your busy with another mob But I know a REALLY good mob you add to your shadow mobs so here it is L:
P.S:Also What I find creepy about this picture is that its NOT fake,Look up cooper family Photo you may be surprised!
OMG a "Bee-like" This mob is going to bee my favorite L: LOVE IT!!
Hey Lycanite I know your busy with another mob But I know a REALLY good mob you add to your shadow mobs so here it is L:
P.S:Also What I find creepy about this picture is that its NOT fake,Look up cooper family Photo you may be surprised!
Nah, they don't make honey. Instead, they kill every non-predatory mob they see, even including flying mobs like Roc and Raiko! Nasty little things...
Also, the Shadow mobs are all planned. This might be a good special mob, though.
Im using 1.7.2 Mo'Creatures and Custom mob spawner
No Lycanite mobs spawn.... Are these two not compatible? Is there a guide for the average person to use to make it compatible?
I have used both Mo'Creatures and Lycanite'sMobs together before, but it could be the CustomMobSpawner causing the issues. I noticed once that the Cephignis spawned oddly while Mo'Creatures was working fine, and I think that's due to the fact that CustomMobSpawner and the custom spawning implemented directly into Lycanite's are conflicting with one another. I'm not sure that's something that could be fixed...? Then again, I've been using Lycanite'sMobs for 1.7.10. Maybe it's already been fixed in a newer update.
Speaking of updates...
Update: The Swarm! - Version 1.10.5.0 for Minecraft 1.7.10
New Jungle Mobs Added: Vespid and Vespid Queen
Conba can be infected by Vespid where they will become mindless walking nests and will melee attack instead of throwing poop, on death the baby Vespid instead will burst out!
New Blocks Added: Propolis and Veswax, these are hive blocks and are built by Vespid around their Queen!
New Mob Event Added: The Swarm
Improvement: Grue no longer drain health when attacking all the time, instead if their target has any beneficial effects applied to them, the Grue will consume a random one of those and then drain health.
Major Bug Fix: Fixed an unlikely but still very possible crash with the SKY spawn type.
Major Bug Fix: Concapede Segments have been optimized, this will hopefully stop some major lag issues as they swarm out of control! Segments not attached to a head will now despawn naturally, headless Segments can be fed any vegetable and will then grow immediately into a Head which will then start growing up to 10 Segments of its own over time.
Bug Fix: The SKY spawn type and all events that use it should now be able to spawn mobs underground correctly!
Bug Fix: Conba should now always throw poop instead of standing and doing nothing whilst getting hit! Infected Conba will melee instead.
Lycanite, you awe me with your updates, both time- and quality-wise. XD I'm curious; how do you make those models?! They're really awesome, because they defy Minecraft logic where everything is rectangular.
Rollback Post to RevisionRollBack
Hah! You though you would see something interesting here, didn't you?
Also, Lycanite, could you double check to see if the config option for disabling Kobold torch griefing is working? We have it disabled on the server (tested against 1.10.4.7) and the buggers are still breaking torches.
Im using 1.7.2 Mo'Creatures and Custom mob spawner
No Lycanite mobs spawn.... Are these two not compatible? Is there a guide for the average person to use to make it compatible?
The problem is with Cusotm Mob Spawner for Mo' Creatures, it takes over the vanilla spawner which a lot of my mobs use and then doesn't supposrt mobs from other mods correctly, there was a time when it was optional but that is no longer the case again. I recommend JAS (Just Another Spawner) as it will take over from CMS and spawns my mobs correctly. My custom spawners should all work fine as they're very independent and don't bother other mods either so mobs spawned from them should still work fine. Just make sure you don't have JAS spawning any of my mobs that use a custom Lycanites Mobs spawner.
I have an idea for the screecher, its sonic screams would be able to shatter glass and cause mini earthquakes and would have a hallucenory effect on players, causing their vision to shake making it seem there are more of them and blurring their vision for one minite, it would at very close ranges and cause nausea. It would drop stuff that could be used for an armour that gave the player sonic scream powers at the cost of hunger.
so whadda you think?
One of the Freshwater mobs I have planned will be using sonic abilities I think, I like the idea of a mob creating false clones of itself though, that's pretty cool and would be awesome for a boss I think.
Welp... time to get the soap and water wasp repellent .-. But what does the veswax and propolis do????? DDDDD:
Veswax and propolis are mainly just building blocks but can be crafted into clay balls, smelted into hardened clay or Veswax can be crafted into sugar, I might change these later but for now they all convert into vanilla blocks/items if needed.
It's getting boring with the scepters by now. I know you got some sort of Scepter fetish going Lycanite, but try to make something else. Like some funny decorative items or blocks for that matter. Take the poop. Instead of a useless albeit funny scepter, you could do some sort of block take looks like, well, poop and has "particles" emitting that resemble flies.
Or you could make the poop turn into bonemeal/fertilizer of sorts. Anything, really, but more scepters. There's enough of them already for now.
The Scepters are just about automatically added with any projectile so I figure all I have to do is create a couple of textures and tiny bit of code and boom another Scepter, so whenever a new mob is added with a new projectile there will likely be another scepter.
I have biiiig plans for awesome weapons and armor though, such as the Cinderfall Sword, a sword that sets enemies on fire, deals physical damage as fire damage instead (great again Spriggans, etc) and has a small chance to summon a Cinder minion for like 10 seconds when dealing damage! Also some armor that could go with it such as the Magmalord Chestplate, as strong as Iron armor, has a chance to ignite enemies that attack you, grants Fire Resistance and if you have any Cinder Minions nearby, they share between themselves 50% of all the damage that you take.
I have many more plans too such as Reiver based creative flight armor (or gliding armor for servers or packs that don't want to other full flight).
as FatBobTheSlob said. some mob heads would be nice. We can make a hall of all the mobs we killed.
As for the vespids... DAMN! I LOVE THEM! Especially the AI, how they clear out the local area and then proceed to build the nest. I have a question about the infected conbas, do they die automatically after a while? It would make sense as the vespid population would naturally increase over time
I've added some major compatibility for the Headcrumbs mod by Ganymedes, I strongly recommend that mod for mob heads. Vespid Queens will naturally spawn babies when in a hive over time (up to 20 max, configurable) the Infected Conba are like a bonus but currently wont die overtime, I might change this in the future but my goal was to make sure that players will constantly encounter Infected Conba near a Hive in the Jungle.
OMG a "Bee-like" This mob is going to bee my favorite L: LOVE IT!!
Hey Lycanite I know your busy with another mob But I know a REALLY good mob you add to your shadow mobs so here it is L:
P.S:Also What I find creepy about this picture is that its NOT fake,Look up cooper family Photo you may be surprised!
Looks like a cool mob, I love creepy stuff like this, all mobs are planned for now but I'd definitely like to have some scary things like this in the future.
I have used both Mo'Creatures and Lycanite'sMobs together before, but it could be the CustomMobSpawner causing the issues. I noticed once that the Cephignis spawned oddly while Mo'Creatures was working fine, and I think that's due to the fact that CustomMobSpawner and the custom spawning implemented directly into Lycanite's are conflicting with one another. I'm not sure that's something that could be fixed...? Then again, I've been using Lycanite'sMobs for 1.7.10. Maybe it's already been fixed in a newer update.
Speaking of updates...
Lycanite, you awe me with your updates, both time- and quality-wise. XD I'm curious; how do you make those models?! They're really awesome, because they defy Minecraft logic where everything is rectangular.
yeah Custom Mob Spawner is really annoying, I urge everyone to post bug reports about it not working with other mods as I'm only using the vanilla spawner for most mobs, the custom spawner I have works with CMS installed, though I hope it does if not then CMS is cutting it off too! I recommend JAS (Just Another Spawner) as I hear many success stories with it!
I'm glad you like the update! I use the awesome opensource 3D modelling software Blender, now that I'm really used to using it I can literally whip up a model like the Vespid in 30mins - 1 hour, it depends how inspired I am to make a mob, if the creative juices are flowing then the model basically makes itself lol!
Yeah, they need to implement something other than scepters, like swords or custom weapons like repeater crossbows that fire 2 arrows in one shot, not like a shotgun but 1 shot every 0.40 seconds, or armour
Don't worry, I have many plans, the Scepters are just being added with every projectile and are no way the only weapons I'll be adding.
same with the lava fish and the water fish. hundreds of them seem to spawn very quickly even after turning them down quite a bit .I had to turn them off all together.
You can stand in one spot and get a few stacks of the lava fish food really quickly if you pour water on a tiny pool of lava.
An area of my server became unusable because it would drop down to 1FPS. I had to install a lag fix mod and do /nukeents to kill all entities. it killed about 4000+ things and it suddenly started working perfectly.
If anyone is interested in the results, I'm probably going to be a nerd and run tests on different spawning configurations In a controlled environment(next week, though). The Concapede is a good corner case as it can self-replicate under circumstances.
What RViper28 suggested about disabling them in the config should work to clear them out, make sure it's the Segments, the Heads should be ok. You can then enable them and set them to despawn naturally which has given me a cool idea.
This is precisely why I made sure to give the mob events a lot of config options, I figured some players will have tougher packs or will just not like the events at all where others might want a crazy world having events every 5 minutes or something!
Make sure each vegetable entry is separated with a semi colon ";" and not a comma "," spaces are optional, they just get ignore via code when the config option is read and the "quotations" aren't needed.
Yeah unfortunately I've been fixing a lot of things recently which means the configs will be changing a lot by default, you can ignore the config changes are use your own but you will need to manually apply fixes. You could keep a backup of certain configs that you use, then update and have all the configs reset, then copy across your changed configs. Also you could backup your configs and then open up the backup and keep only the config options that you have changed and want to keep, then you can copy the backup into the configs folder and when the game loads all the missing config options will be added back with the default values, I recommend this solution.
Lol sounds like a good time! XD
This has given me a cool idea, if it's definitely the Segments that are causing the lag and the Heads aren't all over the place then I could make the segments despawn by default unless they are attached to a head. I'll then add an option so that players can feed Headless segments to instantly grow them into a Head rather than have segments naturally grow into heads. This should mean that any naturally stray segments should despawn over time and only player intervention via feeding them and growing them into heads will stop them from despawning. I'll try and implement this for the next update.
I'll try and get this solution implemented ASAP.
Are the Lava/Water fish spawning via the mod alone or through a spawner mod? Either way I'm gonna have to make sure the mob area limits are working properly. Note that Baby Abtus will spawn from adult ones that have an attack target up to around 20 I think much like how Gorgomites works so you might see a lot of them if there's an angry adult Abtu nearby.
Oddly didn't work, but that's probably due to JAS and having them initially as part of a jungle monsters living group.
Sounds great! I really like the idea and look of the concapedes, so if the despawning trick works, that'll help with all the segments that get separated and wander around until they become huge themselves. How long is it supposed to take for things to despawn naturally, btw? Are the concapedes themselves meant to despawn after a while, or do they persist until killed because they're a farmable creature?
I think an issue with the Abtu is that the babies that spawn should despawn after a set time. What I see is that the the Abtu will go to town on an Ika and spawn a ton of babies. The babies hang around and quickly grow into adults. Another Ika spawns in and now you have more than one adult Abtu attacking it, all of which are spawning more babies which repeats the process.
That's not unlike the issue with concapede segments splitting from the whole and spawning entirely new chains of segments when they become heads. Which Lycanite is working on. Maybe he'll take another look at the abtu as well if there's a similar chain of events that can multiply them like that.
Update: The Swarm! - Version 1.10.5.0 for Minecraft 1.7.10
New Jungle Mobs Added: Vespid and Vespid QueenConba can be infected by Vespid where they will become mindless walking nests and will melee attack instead of throwing poop, on death the baby Vespid instead will burst out!
New Blocks Added: Propolis and Veswax, these are hive blocks and are built by Vespid around their Queen!
New Mob Event Added: The Swarm
Improvement: Grue no longer drain health when attacking all the time, instead if their target has any beneficial effects applied to them, the Grue will consume a random one of those and then drain health.
Major Bug Fix: Fixed an unlikely but still very possible crash with the SKY spawn type.
Major Bug Fix: Concapede Segments have been optimized, this will hopefully stop some major lag issues as they swarm out of control! Segments not attached to a head will now despawn naturally, headless Segments can be fed any vegetable and will then grow immediately into a Head which will then start growing up to 10 Segments of its own over time.
Bug Fix: The SKY spawn type and all events that use it should now be able to spawn mobs underground correctly!
Bug Fix: Conba should now always throw poop instead of standing and doing nothing whilst getting hit! Infected Conba will melee instead.
Yeah because Concapedes are farmable they persist, but now in the new update the Segments that aren't attached to anything should despawn. You can feed Segments to immediately grow them into persistent Heads. Let me know how it goes, I'm not sure how JAS handles their persistence though.
Hmm that's a good idea, I'll add that in the next update! Though Adult Abtu shouldn't be able to spawn babies if there are mroe than 20 other Abtu nearby, regardless of those other Abtus being adults or babies. Either way though putting the minions on a timer sounds like a great idea, the same goes for Gorgomites.
Enjoy my riend!
Sounds like a cool idea but the Shadow Mobs are all planned for now, a telekenetic creature is definitely something I'd like to make though.
Sounds great.
Also, Lycanite, could you double check to see if the config option for disabling Kobold torch griefing is working? We have it disabled on the server (tested against 1.10.4.7) and the buggers are still breaking torches.
OMG! OMG! OMG!!!!
FINALLY!!!!!
WOOOOOOOOO !!₽!₽!:&9&9;_{++]+{€\}+€#
A W E S O M E just EPIC!!!:D
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
Welp... time to get the soap and water wasp repellent .-. But what does the veswax and propolis do????? DDDDD:
I think its just a building blocks
As for the vespids... DAMN! I LOVE THEM! Especially the AI, how they clear out the local area and then proceed to build the nest. I have a question about the infected conbas, do they die automatically after a while? It would make sense as the vespid population would naturally increase over time
Thank you!
OMG a "Bee-like" This mob is going to bee my favorite L: LOVE IT!!
Hey Lycanite I know your busy with another mob But I know a REALLY good mob you add to your shadow mobs so here it is L:
P.S:Also What I find creepy about this picture is that its NOT fake,Look up cooper family Photo you may be surprised!
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
Nah, they don't make honey. Instead, they kill every non-predatory mob they see, even including flying mobs like Roc and Raiko! Nasty little things...
Also, the Shadow mobs are all planned. This might be a good special mob, though.
I have used both Mo'Creatures and Lycanite'sMobs together before, but it could be the CustomMobSpawner causing the issues. I noticed once that the Cephignis spawned oddly while Mo'Creatures was working fine, and I think that's due to the fact that CustomMobSpawner and the custom spawning implemented directly into Lycanite's are conflicting with one another. I'm not sure that's something that could be fixed...? Then again, I've been using Lycanite'sMobs for 1.7.10. Maybe it's already been fixed in a newer update.
Speaking of updates...
Lycanite, you awe me with your updates, both time- and quality-wise. XD I'm curious; how do you make those models?! They're really awesome, because they defy Minecraft logic where everything is rectangular.
The problem is with Cusotm Mob Spawner for Mo' Creatures, it takes over the vanilla spawner which a lot of my mobs use and then doesn't supposrt mobs from other mods correctly, there was a time when it was optional but that is no longer the case again. I recommend JAS (Just Another Spawner) as it will take over from CMS and spawns my mobs correctly. My custom spawners should all work fine as they're very independent and don't bother other mods either so mobs spawned from them should still work fine. Just make sure you don't have JAS spawning any of my mobs that use a custom Lycanites Mobs spawner.
One of the Freshwater mobs I have planned will be using sonic abilities I think, I like the idea of a mob creating false clones of itself though, that's pretty cool and would be awesome for a boss I think.
Veswax and propolis are mainly just building blocks but can be crafted into clay balls, smelted into hardened clay or Veswax can be crafted into sugar, I might change these later but for now they all convert into vanilla blocks/items if needed.
The Scepters are just about automatically added with any projectile so I figure all I have to do is create a couple of textures and tiny bit of code and boom another Scepter, so whenever a new mob is added with a new projectile there will likely be another scepter.
I have biiiig plans for awesome weapons and armor though, such as the Cinderfall Sword, a sword that sets enemies on fire, deals physical damage as fire damage instead (great again Spriggans, etc) and has a small chance to summon a Cinder minion for like 10 seconds when dealing damage! Also some armor that could go with it such as the Magmalord Chestplate, as strong as Iron armor, has a chance to ignite enemies that attack you, grants Fire Resistance and if you have any Cinder Minions nearby, they share between themselves 50% of all the damage that you take.
I have many more plans too such as Reiver based creative flight armor (or gliding armor for servers or packs that don't want to other full flight).
I've added some major compatibility for the Headcrumbs mod by Ganymedes, I strongly recommend that mod for mob heads. Vespid Queens will naturally spawn babies when in a hive over time (up to 20 max, configurable) the Infected Conba are like a bonus but currently wont die overtime, I might change this in the future but my goal was to make sure that players will constantly encounter Infected Conba near a Hive in the Jungle.
Looks like a cool mob, I love creepy stuff like this, all mobs are planned for now but I'd definitely like to have some scary things like this in the future.
yeah Custom Mob Spawner is really annoying, I urge everyone to post bug reports about it not working with other mods as I'm only using the vanilla spawner for most mobs, the custom spawner I have works with CMS installed, though I hope it does if not then CMS is cutting it off too! I recommend JAS (Just Another Spawner) as I hear many success stories with it!
I'm glad you like the update! I use the awesome opensource 3D modelling software Blender, now that I'm really used to using it I can literally whip up a model like the Vespid in 30mins - 1 hour, it depends how inspired I am to make a mob, if the creative juices are flowing then the model basically makes itself lol!
Don't worry, I have many plans, the Scepters are just being added with every projectile and are no way the only weapons I'll be adding.