They should normally give experience- my mobs do. If your killing the pirahna fish-things (can't remember the name), most of them are babies- they don't give experience or drop anything anyway.
These are things like Ents and Pinkys. Are there any known mod conflicts with this? I've got mods like Twilight Forest running as well. If it helps I'm running the latest version: 1.13.0.5.
ETA: Using the Twitch Launcher I noticed that versions 1.10.11.0 and earlier have 1.7.10 appended to them. That doesn't have anything to do with compatibility for later versions, does it?
I don't know if you've intended it to be so, but it seems that Lycanite's Mobs is NOT honoring Dr. Zhark's Custom Mob Spawner configuration as the CMS configuration is set to false for epions, afrits, and some other mobs in the overworld, but they are still spawning.
This mod currently conflicts with the extra utilities 2 quantum quarry.
The code that prevents mob spawns in dimension -9999 is incompatable with lycanites.
I think there's a setting, but I can't FIND it.
Now, for events, I THINK you start in
lycanitesmobs-mobevents
# Set to false to disable scheduled events for every world.
B:"Mob Events Enabled"=false
# Set to false to disable random mob events for every world.
B:"Random Mob Events Enabled"=false
If I could figure out how to keep events from spawning banned monsters and crashing themselves, I'd schedual them to start on day 35, and then one every 5 days, and then able to happen randomly at any time after that, using the very nice code included, but...
there's even a trigger that lets you use TOTAL WORLD TIME instead of "days" that gets reset when you use /time or when you use a time manipulation device of any sort.
Now, the person looking to prevent the rock monsters from spawning when blocks are broken, look in lycanitesmobs-spawning .. find
spawner chances
and do
D:"ROCK Spawn Chance"=0
That should make things not spawn when rocks are broken, but allow it to spawn normally and from spawners.
You can also remove it from ...
spawners enabled
by setting ROCK to FALSE
As a third option (and if those fail due to errors?)
go into mountainmobs-spawning
find spawn types,
change
S:"Geonach Spawn Types"=ROCK
to, well, pretty much anything, but I'd suggest MONSTER
# If true, the 'Spawn Dimensions' list will act as a whitelist instead of a blacklist.
B:"Shadow Mobs Spawn Dimensions Whitelist Mode"=false
}
Doesn't the whitelist = false mean that it's now a blacklist, thus forbidding them from entering the dimensions "1" and "-1", which are the Nether and the End? Yet Shades & Chupacabras are still showing up in the End. How can I fix this?
if it's JUST shades and chupacabras, well, lets have a look.
okay, maybe ... maybe that only changes the "shadow" spawn type.
Go down to spawn dimensions, and add 1 to ALL of them in the list there as well, that'll prevent them in an instance by instance blocking. (if it works)
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Is there any way to keep Barghest and Abtu from spinning in circles? Also, is there any way to increase the size of Abtu's hitboxes? They're damn near impossible to hit between the spinning and the hitbox size.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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I'm playing with the stats configs trying to balance the mobs a little, because the default configs for monsters are pretty unbalanced, making the Wendigo less terrifying than your standard zombie.
I managed to get the Wendigo perfect then moved on to the Serpix, and now the serpix won't attack me. I tried editing Clink and ended up with the same problem. Any clue what I'm doing wrong? Even better, has anyone else already done this and want to share their configs with me?
EDIT
I suppose this might be useful, huh?
# Damage dealt, both melee and ranged. 1 = half a heart.
I:"Clink Damage"=4
# How much damage is blocked, minimum damage dealt is 1.
I:"Clink Defense"=2
# Effect strengths and durations in ticks (20 ticks = 1 second).
I:"Clink Effect"=20
# Attack and ability speeds in ticks. Average attack rate is 20 (1 second).
I:"Clink Haste"=20
# The maximum amount of health each mob has. Already spawned mobs will not be affected by any changes. 1 health = half a heart.
I:"Clink Health"=50
# Use to directly decrease or increase the piercing value. By default it is 5 so for every 5 damage dealt, 1 damage ignores armor. A positive boost lowers the attack required per armor piercing damage, therefore a boost of 2 will lower the piercing stat from 5 to 3.
I:"Clink Pierce"=1
# Movement speed. Average speed is 28
I:"Clink Speed"=10
The "spin in circles" is a pathing bug, it happens in minecraft for anything that's moving too fast. So slow them down, they will path more inteligently, and not spin.
I think I mentioned this some time ago, but I would prefer to gate certain spawns, notably the nastier creatures and mob events, behind achievements rather than just time. Specifically traveling to the Nether and End should open up tiers of monsters as well as killing the dragon or wither. That would give players pause and encourage significant preparation before traveling off-world.
you could change the dimension where they happen to the nether, or to the end, and make them happen often, so such places are always deathtraps.
You MIGHT be able to rig a command block that would detect the achivement and then change the setting... some mods are doing better with letting themselves be changed while running.
Lycanite has finally updated to 1.11.2, with 1.12 expected just around the corner!New stuff includes tameable and ridable rocs, beholders, cacodemons, and a new shark mob called the roa, as well as a fix for those tiny accursed abtu hitboxes!
Rollback Post to RevisionRollBack
If I seem megalomaniacal, chances are I'm just kidding
did they fix the rocs that were grabbing creepers causing random explosions everywhere?
Did you see that happen -- or did something like this happen around dawn, which could be epions crashing and exploding (this can be turned off in a config, somewhere, I don't remember where).
did they fix the rocs that were grabbing creepers causing random explosions everywhere?
As BlackJar said, it could be Epions which come out during a full moon and fall and explode in sunlight, can be disabled via a config.
Rocs can pickup Creepers and drop them on their targets, but this can also be turned off via the config too!
I think I mentioned this some time ago, but I would prefer to gate certain spawns, notably the nastier creatures and mob events, behind achievements rather than just time. Specifically traveling to the Nether and End should open up tiers of monsters as well as killing the dragon or wither. That would give players pause and encourage significant preparation before traveling off-world.
This can be done with mob events, but not with mob spawns yet, I'll look into adding it though.
# If true, the 'Spawn Dimensions' list will act as a whitelist instead of a blacklist.
B:"Shadow Mobs Spawn Dimensions Whitelist Mode"=false
}
Doesn't the whitelist = false mean that it's now a blacklist, thus forbidding them from entering the dimensions "1" and "-1", which are the Nether and the End? Yet Shades & Chupacabras are still showing up in the End. How can I fix this?
Setting whitelist to false does change it to a blacklist allowing the mobs to spawn in any dimension except for the listed ones. Each mob can have their spawn settings changed individually or can copy the group settings so you'll need to make sure that the Shade and Chupacabras are using GROUP in their dimension list too.
Is there a config option for me to alter for the mobs to give me XP orbs? Every time I kill one it doesn't drop any.
They should normally give experience- my mobs do. If your killing the pirahna fish-things (can't remember the name), most of them are babies- they don't give experience or drop anything anyway.
If I seem megalomaniacal, chances are I'm just kidding
These are things like Ents and Pinkys. Are there any known mod conflicts with this? I've got mods like Twilight Forest running as well. If it helps I'm running the latest version: 1.13.0.5.
ETA: Using the Twitch Launcher I noticed that versions 1.10.11.0 and earlier have 1.7.10 appended to them. That doesn't have anything to do with compatibility for later versions, does it?
I don't know if you've intended it to be so, but it seems that Lycanite's Mobs is NOT honoring Dr. Zhark's Custom Mob Spawner configuration as the CMS configuration is set to false for epions, afrits, and some other mobs in the overworld, but they are still spawning.
Is this intended?
This mod currently conflicts with the extra utilities 2 quantum quarry.
The code that prevents mob spawns in dimension -9999 is incompatable with lycanites.
I think there's a setting, but I can't FIND it.
Now, for events, I THINK you start in
lycanitesmobs-mobevents
# Set to false to disable scheduled events for every world.
B:"Mob Events Enabled"=false
# Set to false to disable random mob events for every world.
B:"Random Mob Events Enabled"=false
If I could figure out how to keep events from spawning banned monsters and crashing themselves, I'd schedual them to start on day 35, and then one every 5 days, and then able to happen randomly at any time after that, using the very nice code included, but...
there's even a trigger that lets you use TOTAL WORLD TIME instead of "days" that gets reset when you use /time or when you use a time manipulation device of any sort.
Now, the person looking to prevent the rock monsters from spawning when blocks are broken, look in lycanitesmobs-spawning .. find
spawner chances
and do
D:"ROCK Spawn Chance"=0
That should make things not spawn when rocks are broken, but allow it to spawn normally and from spawners.
You can also remove it from ...
spawners enabled
by setting ROCK to FALSE
As a third option (and if those fail due to errors?)
go into mountainmobs-spawning
find spawn types,
change
S:"Geonach Spawn Types"=ROCK
to, well, pretty much anything, but I'd suggest MONSTER
So I've changed the "shadowmobs-spawning.cfg" file, intending to keep the shadow mobs from spawning in the End. It looks like this:
"group settings" {
S:"Shadow Mobs Spawn Biomes"=ALL
S:"Shadow Mobs Spawn Dimensions"=1,-1
# If true, the 'Spawn Dimensions' list will act as a whitelist instead of a blacklist.
B:"Shadow Mobs Spawn Dimensions Whitelist Mode"=false
}
Doesn't the whitelist = false mean that it's now a blacklist, thus forbidding them from entering the dimensions "1" and "-1", which are the Nether and the End? Yet Shades & Chupacabras are still showing up in the End. How can I fix this?
So many mods, so little time.
yup, that's one of the things that should work...
if it's JUST shades and chupacabras, well, lets have a look.
okay, maybe ... maybe that only changes the "shadow" spawn type.
Go down to spawn dimensions, and add 1 to ALL of them in the list there as well, that'll prevent them in an instance by instance blocking. (if it works)
Oh yeah, I didn't see that section. Ok, I'll try that out, thanks!
Side note, what's up with the Phantom Spawn Dimensions being -1000? Odd.
So many mods, so little time.
Is there any way to keep Barghest and Abtu from spinning in circles? Also, is there any way to increase the size of Abtu's hitboxes? They're damn near impossible to hit between the spinning and the hitbox size.
I'm playing with the stats configs trying to balance the mobs a little, because the default configs for monsters are pretty unbalanced, making the Wendigo less terrifying than your standard zombie.
I managed to get the Wendigo perfect then moved on to the Serpix, and now the serpix won't attack me. I tried editing Clink and ended up with the same problem. Any clue what I'm doing wrong? Even better, has anyone else already done this and want to share their configs with me?
EDIT
I suppose this might be useful, huh?
# Damage dealt, both melee and ranged. 1 = half a heart.
I:"Clink Damage"=4
# How much damage is blocked, minimum damage dealt is 1.
I:"Clink Defense"=2
# Effect strengths and durations in ticks (20 ticks = 1 second).
I:"Clink Effect"=20
# Attack and ability speeds in ticks. Average attack rate is 20 (1 second).
I:"Clink Haste"=20
# The maximum amount of health each mob has. Already spawned mobs will not be affected by any changes. 1 health = half a heart.
I:"Clink Health"=50
# Use to directly decrease or increase the piercing value. By default it is 5 so for every 5 damage dealt, 1 damage ignores armor. A positive boost lowers the attack required per armor piercing damage, therefore a boost of 2 will lower the piercing stat from 5 to 3.
I:"Clink Pierce"=1
# Movement speed. Average speed is 28
I:"Clink Speed"=10
The "spin in circles" is a pathing bug, it happens in minecraft for anything that's moving too fast. So slow them down, they will path more inteligently, and not spin.
I think I mentioned this some time ago, but I would prefer to gate certain spawns, notably the nastier creatures and mob events, behind achievements rather than just time. Specifically traveling to the Nether and End should open up tiers of monsters as well as killing the dragon or wither. That would give players pause and encourage significant preparation before traveling off-world.
you could change the dimension where they happen to the nether, or to the end, and make them happen often, so such places are always deathtraps.
You MIGHT be able to rig a command block that would detect the achivement and then change the setting... some mods are doing better with letting themselves be changed while running.
*bump*
Lycanite has finally updated to 1.11.2, with 1.12 expected just around the corner!New stuff includes tameable and ridable rocs, beholders, cacodemons, and a new shark mob called the roa, as well as a fix for those tiny accursed abtu hitboxes!
If I seem megalomaniacal, chances are I'm just kidding
did they fix the rocs that were grabbing creepers causing random explosions everywhere?
Did you see that happen -- or did something like this happen around dawn, which could be epions crashing and exploding (this can be turned off in a config, somewhere, I don't remember where).
As BlackJar said, it could be Epions which come out during a full moon and fall and explode in sunlight, can be disabled via a config.
Rocs can pickup Creepers and drop them on their targets, but this can also be turned off via the config too!
This can be done with mob events, but not with mob spawns yet, I'll look into adding it though.
Setting whitelist to false does change it to a blacklist allowing the mobs to spawn in any dimension except for the listed ones. Each mob can have their spawn settings changed individually or can copy the group settings so you'll need to make sure that the Shade and Chupacabras are using GROUP in their dimension list too.
The minute I come back to see how this mod has been, I see you added the Roa...
Was it in honor of Shark Week?