(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So I'm trying to use this mod in conjunction with a bunch of other mods, and everything works great...until I try to edit the config file for this mod. I'm trying to add items from other mods that I have installed as possible drops from infernal mobs. I followed the format for the vanilla items and just put a comma followed by the item ID name for what I'm trying to spawn. When I go to test whether or not the item will work, I find that killing the mob that is supposed to drop it simply freezes it and every other mob in the game while the rest of the game continues to run just fine. It's quite a strange sight. Is what I'm trying to do possible or is it having issues because I'm trying to do something that I'm not suppose to? Any help would be appreciated. Thanks.
They're annoying me, and for no reason besides, they are supposed to be "peaceful".
Is that so hard to understand?
I understand perfectly
I think the flaw is that "non-hostile" mobs with abilities will use those abilities.
I want to see non-hostiles have abilities, that they are not using as long as they stay non-hostile.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Disabling specific Entities will only prevent NEW entities from not obtaining these special powers.I've pushed version 1.5.7 which fixes an infinite loop related to empty item drop lists.
I realise you're not fond of indulging fools but I'm having a little trouble finding the new 1.5.7 version. I've dl'ed from here but the file seems to have the same name and size as the one I already have. I checked your Twitter.. annnd see this is why you don't like indulging fools -.- I finally checked the changelog inside the file. The date on the file is Jan 01 1980 ffs lol. But it does mention 1.5.7 so ...I'll stop typing now. Thank you
Very cool mod, AS. My question is: can you customize the drops as to make 'em drop items from other mods, and if you can, how can you? Since I've got Tinker's Construct I doubt an enchanted pick would be very useful, while on the contrary a random Artifact would be a great deal.
Rollback Post to RevisionRollBack
You know this Universe has the pants of insanity firmly on Its head.
just open config and add the item name to the list
Really? As simple as that? Am I not supposed to write some intricate period indicating the native mod from which come the items? Cool, thanks! Will try asap.
Rollback Post to RevisionRollBack
You know this Universe has the pants of insanity firmly on Its head.
Hey Stryker! I've been trying to configure custom item drops from other mods for infernal mobs in 1.7.10, and the config files seem to be ignoring any drop with an item id instead of an item name. Is this a bug or intended feature? I have no idea what the proper item names for every mod item I want to add are, and being able to just use item ids made full customization much easier imo. Could you possibly set it up so that the config would take either?
Can you modify the /spawninfernal command so you can use ~ for the coords? That way it'll spawn on you, or on the command block or whatever. Awesome mod, BTW.
Rollback Post to RevisionRollBack
Maturity is required to succeed, but can only succeed itself if both sides have it.
I've got a potion effect conflict ID between Infernal Mobs and Hunger Overhaul. Basically when I eat, I should get a well fed effect, but instead I'm getting cloaking.
Looking in the IDs of both mods, there's no options to change the potion IDs in either mod. Just wondering if there's any way of resolving this?
Posting this query also in Hunger Overhaul topic.
Edit: After testing, discovered it's not Infernal Mobs cloaking, bit some other mod with cloaking. Time to track that down. Joy!
Hey Atomic, I'm getting spam about mobs tag mismatch and how it's trying to change it to something else... I have disabled a few attacks in the config and I assume that's why I am getting this, however, it is spiking my cpu usage every time it tries to relabel one of these mobs.
Looks OK in survival.
I'm using the latest version as of yesterday morning.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Infernal Mobs latest build hangs when killing an infernal mob with Forge 1185, 1208, and 1217.
Creative or survival.
WIth or without other mods.
This one because Hatfilms are awesome!
Minefactory Reloaded avid fan:
Magical Crops. Magical.
The real expansion, the best expansion.
The best logical mod no one in Mojang thought about.
It's grown on me!
I understand perfectly
I think the flaw is that "non-hostile" mobs with abilities will use those abilities.
I want to see non-hostiles have abilities, that they are not using as long as they stay non-hostile.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Really? As simple as that? Am I not supposed to write some intricate period indicating the native mod from which come the items? Cool, thanks! Will try asap.
Maturity is required to succeed, but can only succeed itself if both sides have it.
Looking in the IDs of both mods, there's no options to change the potion IDs in either mod. Just wondering if there's any way of resolving this?
Posting this query also in Hunger Overhaul topic.
Edit: After testing, discovered it's not Infernal Mobs cloaking, bit some other mod with cloaking. Time to track that down. Joy!
Help!!!!:(