I ran into an error with the lizalfos in their twinned pathing that caused my server to hang (not die).
That is... a very interesting problem. Not entirely sure what's causing it at the moment, though I have some guesses off-hand. I'll look into it when I have the time.
That is... a very interesting problem. Not entirely sure what's causing it at the moment, though I have some guesses off-hand. I'll look into it when I have the time.
I have no idea, but probably not.
I know, none of the cool kids actually read threads before posting. Reading, pfft, so passe these days.
can you please stop being so smart about it and just move the pictures to imigur or another photo site do you find pleasure in turning down theses people and going against a famous rule among mods on any forums is to have pictures
Having finally gotten into the rhythm for the summer, I can finally turn my attention to updating and fixing and such.
In addition, I have finally decided on the next mob to add, so I will begin working on that, as well. Given that, however, it may be a bit before the next update is released. If it starts taking too long, I'll release an update without the new mob.
Again, I will point out that I do this in my spare time. As such, complaints or negative comments regarding the time taken to release an update will be viewed as in poor taste. Continued such comments from an individual will get that individual put on my ignore list indefinitely.
What follows is a list of planned fixes, both for your edification and my own tracking.
DM-1: Troll regeneration still not functioning properly.
DM-2: Blade trap spawning is extremely excessive.
DM-3: Stronger checks on spawning requirements to ensure compatibility with mods that modify mob spawning.
DM-4: Thoqquas cause excessive lag problems near water.
is there any help you could have with hunting monster info Im a fan of D&D myself but I started with 3.0 these seem like 2.0 monsters >< but i would love to help anyways
Can you add a config option to disable spawning of certain things? For example, destroying a blade trap yields iron, and my server had MineFantasy which makes iron a very difficult thing to get. The blade traps trivialize MineFantasy's progression.
is there any help you could have with hunting monster info Im a fan of D&D myself but I started with 3.0 these seem like 2.0 monsters >< but i would love to help anyways
DM-4: Thoqquas cause excessive lag problems near water.
I've seen a lot of lag when running this alongside MineFantasy; was never sure if it was just this mod or a conflict. Some theories have included, a conflict with the cockatrice's attack and MF, something connected with the Lizalfos, and now I hear about the thoqqua. I was using Mob Spawn control to turn of the cockatrice and lizalfos, and it usually works, but found the block lag again after installing chocolate better dungeons (which sometime spawns these if they're available), but don't know if it was a blacklisted mob spawning or coincidence. I've had to uninstall Dungeon mobs for now, but hope it will be possible to bring them back, so I hope the lag source can be fixed whatever it is.
is there any help you could have with hunting monster info Im a fan of D&D myself but I started with 3.0 these seem like 2.0 monsters >< but i would love to help anyways
I can say that these were in 1st and 2cd addition AD&D ("advanced" and "classic" were separate in those days, though most D&D played was really AD&D), though the Illithid was at first called a mindflayer, and some depictions were different -- and the troll turning to stone was never in D&D but comes for Tolkien. The only one I don't recognize is the Lizalfos, though I'm told its taken from one of the newer Legend of Zelda games. Note, I've never played 3rd addition.
Can you add a config option to disable spawning of certain things? For example, destroying a blade trap yields iron, and my server had MineFantasy which makes iron a very difficult thing to get. The blade traps trivialize MineFantasy's progression.
Oh, I second that, Hell Yeah, or please anyway (better than bringing in even more mods to control the other mods mobs)...
But fixing the lag, that would really be enough for me!
I've seen a lot of lag when running this alongside MineFantasy; was never sure if it was just this mod or a conflict.
I have never heard of this. Further elaboration would be appreciated.
It should also be said that the lizalfos has a history of causing lag due to the "leaking worlds" problem. I've made a lot of progress in resolving the issue, but it's always possible that a memory leak has slipped my notice and is causing problems.
I have never heard of this. Further elaboration would be appreciated.
It should also be said that the lizalfos has a history of causing lag due to the "leaking worlds" problem. I've made a lot of progress in resolving the issue, but it's always possible that a memory leak has slipped my notice and is causing problems.
Well, when I run MineFantasy and Dungeon Mobs together things were OK, at first, when I was on the surface. But when I started a real mine I started getting the kind of block lag that usually happens on an overloaded server or with a bad connection, I'd break a block or two then they'd reappear, I'd break it several times before it would stay gone, indistiquishable from server lag -- the thing is, I was in single player. Whenever this happens, I can also hear my computer fans kick loudly into high gear, sounding like its working itself to death:
This is single-player with MC 1.5.2, Forge 7.8.1, DM 2.6.0, and MF 1.8.3, on a 3.5 GHz Core i7 ivy bridge running Linux, though it appears with other versions of everything and in Windows. (It sometimes gets worse, to the point of being unplayable.)
I experimented and found that removing Dungeon Mobs removed the problem. I later experimented, using creative mode to get into a deep cave, get a pick, and switch to survival, and it happened again. It seems like the deeper I go and the more caves around, the worse it gets. So, I didn't use dungeon mobs for a while.
The topic later came up on the MineFantasy forum. AnonymousProduction, creator of that mod, thought it had to do with the cockatrice conflicting (something about the petrify attack not having a true attacker, or something). Another player suggested it was the lizalfos, and using Mob Spawn Control. So I reinstalled using MSC to block the cockatrice and lizalfos, and everything seemed good for a while. I later found it again when testing Better Dungeons (the rare vanilla spawners there sometimes becoming Dungeon Mobs spawners), so I wasn't sure if it was a coincidence or the real problem.
I just tested it further. These are the only two I need to get the lag (though I didn't check to see if it occured with dungeon mobs alone). It does seem to happen primarily when lizalfos are present, though spawning in so thoqquas doesn't exactly help (may make it worse, unless the lizalfos problem is progressive).
It does seem to happen primarily when lizalfos are present, though spawning in so thoqquas doesn't exactly help (may make it worse, unless the lizalfos problem is progressive).
Yeah, thoqquas are a known problem at present.
Lizalfos, though... sigh. As outlined above, I'll have another go at it when I get the time.
....Lizalfos, though... sigh. As outlined above, I'll have another go at it when I get the time.
Thanks!
Unless thoqquas spawned naturally out of sight while I was spawning in the lizalfos for the test -- which I realize is very possible. I'm not sure how to be / if I can eliminate that possibility. But after having trouble reproducing the problem in my second test (with most other mods gone) it appeared as soon as I added a few lizalfos, and putting few thoqquas around water seemed to make it worse afterwards.
Unless thoqquas spawned naturally out of sight while I was spawning in the lizalfos for the test -- which I realize is very possible. I'm not sure how to be / if I can eliminate that possibility. But after having trouble reproducing the problem in my second test (with most other mods gone) it appeared as soon as I added a few lizalfos, and putting few thoqquas around water seemed to make it worse afterwards.
If you want to test a certain mob and want no other mobs spawning to mess with your results, you can type
/gamerule doMobSpawning false
then spawn the mobs in with a spawn egg.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Have you considered making umber hulks capable of tunneling? I noticed that on the ability card for them they can tunnel.
Anyhow after practicing with rakshashas to find their aches lies heel, I found out that resistance does indeed reduce damage done by the rakshasha to you. I found this out since I played with the idea of hit and runs with potions of harming against the rakshasha] which worked to a extent until I noticed its resistance ability manages to tank that too to my surprise. So I tried it with some project zulu potion of resistance and yes, there is a way to not be 2-hitted by a rakshasha though you have to get a mod for it since the only vanilla way to get resistance is via the magic pyramids.
Overall I feel that they they deal way too much base damage considering they use armor ignoring attacks. They already have all the unique abilities to kill with and even with using zulu potions to nerf their damage to half they still were a difficult mob to fight since they sprint at you cloaked while shooting magic missiles. However there I found them much more fun to fight than the normal 2 hits you die hahahahahahah evil laugh that tends to be a raksahsa. [Not I was fighting with a bow, some potions and a diamond sword with no armor since what use is armor?]
It's not like rakshashas are glass cannons either since they have that defense enchantment to make themselves way harder to kill due to tanking everything.
I tried so many things to kill one and nothing's really worked short of spawning it in a pit and filling it with lava. The difficulty of them feels artificial in comparison to the other mobs though really the only issue with them stems from how much damage their magic does per hit than anything else, I can even live with the whole defense thing.
I have mineforge installed I put the zip in the mod folder and it doesn't seem to be working. hoping to get some assistance. Is this mod on curse?
Did you look really deep? Some are hard to find unless you go deep.
BTW, any have a source for the proper depths these badies should spawn at? I'm using JAS to spawn them, but think I may have set my depth to deep for some of them.
Some of my players have been complaining that mobs from you mod are invisible and killing them, specifically hell hounds, and not invisible through the potion effect but through some sort of glitch. Also when I try to spawn in hellhounds via spawn eggs nothing happens. I had very similar problems with mo' creatures, and i fixed that by turning of the "useGlobalEntityRegistration" option in the mo' creatures global config.
I AM using Mob Spawn Controls 2 mod to control spawning on my server, but mobs from your mods are the only ones malfunctioning currently it seems. Do you use global entity id's when registering your mob id's? and also, it would help with configuration if you could add the entity id's to a config file, even if it was a read-only file.
That is... a very interesting problem. Not entirely sure what's causing it at the moment, though I have some guesses off-hand. I'll look into it when I have the time.
I have no idea, but probably not.
I know, none of the cool kids actually read threads before posting. Reading, pfft, so passe these days.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
In addition, I have finally decided on the next mob to add, so I will begin working on that, as well. Given that, however, it may be a bit before the next update is released. If it starts taking too long, I'll release an update without the new mob.
Again, I will point out that I do this in my spare time. As such, complaints or negative comments regarding the time taken to release an update will be viewed as in poor taste. Continued such comments from an individual will get that individual put on my ignore list indefinitely.
What follows is a list of planned fixes, both for your edification and my own tracking.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
This is a one gnome operation.
It's being worked on.
We'll see.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I've seen a lot of lag when running this alongside MineFantasy; was never sure if it was just this mod or a conflict. Some theories have included, a conflict with the cockatrice's attack and MF, something connected with the Lizalfos, and now I hear about the thoqqua. I was using Mob Spawn control to turn of the cockatrice and lizalfos, and it usually works, but found the block lag again after installing chocolate better dungeons (which sometime spawns these if they're available), but don't know if it was a blacklisted mob spawning or coincidence. I've had to uninstall Dungeon mobs for now, but hope it will be possible to bring them back, so I hope the lag source can be fixed whatever it is.
I can say that these were in 1st and 2cd addition AD&D ("advanced" and "classic" were separate in those days, though most D&D played was really AD&D), though the Illithid was at first called a mindflayer, and some depictions were different -- and the troll turning to stone was never in D&D but comes for Tolkien. The only one I don't recognize is the Lizalfos, though I'm told its taken from one of the newer Legend of Zelda games. Note, I've never played 3rd addition.
Oh, I second that, Hell Yeah, or please anyway (better than bringing in even more mods to control the other mods mobs)...
But fixing the lag, that would really be enough for me!
I have never heard of this. Further elaboration would be appreciated.
It should also be said that the lizalfos has a history of causing lag due to the "leaking worlds" problem. I've made a lot of progress in resolving the issue, but it's always possible that a memory leak has slipped my notice and is causing problems.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Well, when I run MineFantasy and Dungeon Mobs together things were OK, at first, when I was on the surface. But when I started a real mine I started getting the kind of block lag that usually happens on an overloaded server or with a bad connection, I'd break a block or two then they'd reappear, I'd break it several times before it would stay gone, indistiquishable from server lag -- the thing is, I was in single player. Whenever this happens, I can also hear my computer fans kick loudly into high gear, sounding like its working itself to death:
This is single-player with MC 1.5.2, Forge 7.8.1, DM 2.6.0, and MF 1.8.3, on a 3.5 GHz Core i7 ivy bridge running Linux, though it appears with other versions of everything and in Windows. (It sometimes gets worse, to the point of being unplayable.)
I experimented and found that removing Dungeon Mobs removed the problem. I later experimented, using creative mode to get into a deep cave, get a pick, and switch to survival, and it happened again. It seems like the deeper I go and the more caves around, the worse it gets. So, I didn't use dungeon mobs for a while.
The topic later came up on the MineFantasy forum. AnonymousProduction, creator of that mod, thought it had to do with the cockatrice conflicting (something about the petrify attack not having a true attacker, or something). Another player suggested it was the lizalfos, and using Mob Spawn Control. So I reinstalled using MSC to block the cockatrice and lizalfos, and everything seemed good for a while. I later found it again when testing Better Dungeons (the rare vanilla spawners there sometimes becoming Dungeon Mobs spawners), so I wasn't sure if it was a coincidence or the real problem.
lolwut
I am seriously dubious that the cockatrice is producing memory leaks. Very, very dubious.
Yeah, thoqquas are a known problem at present.
Lizalfos, though... sigh. As outlined above, I'll have another go at it when I get the time.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
Thanks!
Unless thoqquas spawned naturally out of sight while I was spawning in the lizalfos for the test -- which I realize is very possible. I'm not sure how to be / if I can eliminate that possibility. But after having trouble reproducing the problem in my second test (with most other mods gone) it appeared as soon as I added a few lizalfos, and putting few thoqquas around water seemed to make it worse afterwards.
If you want to test a certain mob and want no other mobs spawning to mess with your results, you can type
/gamerule doMobSpawning false
then spawn the mobs in with a spawn egg.
Anyhow after practicing with rakshashas to find their aches lies heel, I found out that resistance does indeed reduce damage done by the rakshasha to you. I found this out since I played with the idea of hit and runs with potions of harming against the rakshasha] which worked to a extent until I noticed its resistance ability manages to tank that too to my surprise. So I tried it with some project zulu potion of resistance and yes, there is a way to not be 2-hitted by a rakshasha though you have to get a mod for it since the only vanilla way to get resistance is via the magic pyramids.
Overall I feel that they they deal way too much base damage considering they use armor ignoring attacks. They already have all the unique abilities to kill with and even with using zulu potions to nerf their damage to half they still were a difficult mob to fight since they sprint at you cloaked while shooting magic missiles. However there I found them much more fun to fight than the normal 2 hits you die hahahahahahah evil laugh that tends to be a raksahsa. [Not I was fighting with a bow, some potions and a diamond sword with no armor since what use is armor?]
It's not like rakshashas are glass cannons either since they have that defense enchantment to make themselves way harder to kill due to tanking everything.
I tried so many things to kill one and nothing's really worked short of spawning it in a pit and filling it with lava. The difficulty of them feels artificial in comparison to the other mobs though really the only issue with them stems from how much damage their magic does per hit than anything else, I can even live with the whole defense thing.
Did you look really deep? Some are hard to find unless you go deep.
BTW, any have a source for the proper depths these badies should spawn at? I'm using JAS to spawn them, but think I may have set my depth to deep for some of them.
IN 10 YEARS!
*sarcasm
Thanks in advance,
B
I AM using Mob Spawn Controls 2 mod to control spawning on my server, but mobs from your mods are the only ones malfunctioning currently it seems. Do you use global entity id's when registering your mob id's? and also, it would help with configuration if you could add the entity id's to a config file, even if it was a read-only file.