ok i just got the latest version its awesome! the water problem is fixed and the lag is better and i love the boats there are normally to many tho maybe you could make it so they get destroyed when they get out. sorry i didn't have the latest version in my last post. also is your mod compatible with the zombie awareness mod?
I did try to do that but the mobs have a habit of jumping in and out of the boats if the aren't standing on land. If I find a good solution to it I'll do that but for now, enjoy the free boats
It is compatible with zombie awareness to an extent. At times the conflicting AIs may fight over which one should be running or whether or not targets are valid and therefore tank the TPS. I can't be sure which AIs cause this but I do know that ESMs target capping is one of them (zombie awareness keeps trying to break out of the limits)
We're having an issue with zombies continuously dropping boats on the latest version. I'm at like 2 stacks of boats in maybe 20 mins time.
Odd... zombies and skeletons should only have a maximum of one disposable boat per person at any given time. I'll double check to see if I've made an oversight.
Fantastic mod but I have a few questions. Is it within the mod's capabilities to disable certain mobs from spawning? I know Ghasts and Blazes can disable from the Overworld but can vanilla creatures such as Creepers or Endermen be disabled? I'm trying to make a generic zombie world for a few friends (i.e Apocalypse Mode with Animals and No Endermen). Also is it possible to make it so that mobs spawn and do not burn in the day?
Fantastic mod but I have a few questions. Is it within the mod's capabilities to disable certain mobs from spawning? I know Ghasts and Blazes can disable from the Overworld but can vanilla creatures such as Creepers or Endermen be disabled? I'm trying to make a generic zombie world for a few friends (i.e Apocalypse Mode with Animals and No Endermen). Also is it possible to make it so that mobs spawn and do not burn in the day?
Apocalypse mode doesn't include Endermen unless they are in Slenderman mode. As for animals, I'll re-enable them for apocalypse mode seeing as removing them causes issues with locking out certain recipes such as arrows and leather armor.
Hey was just using you mod as usual and noticed zombies cant get to you if you build a 1 block tower in the ocean cas there's no way they can block jump or anything maybe to could make a way so they can block just even tho they are in the water? Or maybe they can place ladders. also i have blazes rarity is at 1 and i dont see any. i thought also that maybe you could add a setting to edit how much zombies, spiders and skeletons spawn that way it stead of a ton of zombies i could make it so a ton of spiders would attack and stuff zombie awareness mod has some options to make more zombies spawn but not spiders and junk so maybe you could do that? i think this would be a big advancement to you mod.
Hey was just using you mod as usual and noticed zombies cant get to you if you build a 1 block tower in the ocean cas there's no way they can block jump or anything maybe to could make a way so they can block just even tho they are in the water? Or maybe they can place ladders. also i have blazes rarity is at 1 and i dont see any. i thought also that maybe you could add a setting to edit how much zombies, spiders and skeletons spawn that way it stead of a ton of zombies i could make it so a ton of spiders would attack and stuff zombie awareness mod has some options to make more zombies spawn but not spiders and junk so maybe you could do that? i think this would be a big advancement to you mod.
ESM is not a spawn control mod and isn't going to be one, I keep this mod mostly for new AIs.
I have an idea to legitimately fix the pillaring in oceans and I'll release that soon.
I'll double check blazes in the overworld. They worked just fine last time I checked but the weighting might be off
How do I stop Witchery Guards from attacking villagers in the latest build? Changing Ambiguous AI does nothing for me, and neither does blacklisting them.
Edit 1: Does anyone have the usable name for the guard that I can use in blacklisting them? I want to use this mod, but, I'm having trouble blacklisting mobs like the witchery guard.
How do I stop Witchery Guards from attacking villagers in the latest build? Changing Ambiguous AI does nothing for me, and neither does blacklisting them.
Edit 1: Does anyone have the usable name for the guard that I can use in blacklisting them? I want to use this mod, but, I'm having trouble blacklisting mobs like the witchery guard.
Are you using "witchery.villageguard" in the blacklisting?
Tried that. I'll send over the config in a bit, maybe I'm doing something wrong.
Apparently you wrote "witchery:villageguard" not "witchery.villageguard". Unlike Block/Item IDs, Entities use a full stop in between the mod ID and the Entity name rather than a colon. Try again with the correct ID formatting
Hello, I am currently using enviromine mod in a 1.6.4 modpack I made myself, works very well to difficult the survival and that is what I was looking for, I also added thermal properties to armors including some of other mods and they work well but I am having problems on adding enviromine properties to entities, when I modify that config game will either be with no difference or crash, I want to nullify dehydration on all entities and add resistance to extreme temperatures to some of them, also with air quality, As I said before, I already tried that but I see no difference or the game crashes, I dont understand the instruccions on the config section, please tell me how to do this and give me some examples, I leave here the config itself
####################
# entityliving properties
#===================
# Add properties for custom living entities here. Add the entity name to 'Custom Objects' before creating the property here.
# Property Format: <EntityName(E.G. EntityPigZombie)>, <Dehydrate(T/F)>, <BodyTemp?(T/F)>, <AirQuality?(T/F)>
####################
Hello, I am currently using enviromine mod in a 1.6.4 modpack I made myself, works very well to difficult the survival and that is what I was looking for, I also added thermal properties to armors including some of other mods and they work well but I am having problems on adding enviromine properties to entities, when I modify that config game will either be with no difference or crash, I want to nullify dehydration on all entities and add resistance to extreme temperatures to some of them, also with air quality, As I said before, I already tried that but I see no difference or the game crashes, I dont understand the instruccions on the config section, please tell me how to do this and give me some examples, I leave here the config itself
####################
# entityliving properties
#===================
# Add properties for custom living entities here. Add the entity name to 'Custom Objects' before creating the property here.
# Property Format: <EntityName(E.G. EntityPigZombie)>, <Dehydrate(T/F)>, <BodyTemp?(T/F)>, <AirQuality?(T/F)>
####################
"entityliving properties" {
}
I think you're in the wrong forum for EnviroMine I don't do support for that here. I also am not providing much support for it anyway because I'm rewriting everything anyway.
ok so i disabled everything and im using pathing cap of 32 blocks away, and when using this mod with a server with around 10 ppl, tps lag is almost single digits. theres a massive lag issue when it comes to pathing monsters and i havent found a way to disable it.
i just noticed ur re-writing the mod, if u need someone to test it ill help u, im REALLY good at finding bugs and flaws
I did try to do that but the mobs have a habit of jumping in and out of the boats if the aren't standing on land. If I find a good solution to it I'll do that but for now, enjoy the free boats
It is compatible with zombie awareness to an extent. At times the conflicting AIs may fight over which one should be running or whether or not targets are valid and therefore tank the TPS. I can't be sure which AIs cause this but I do know that ESMs target capping is one of them (zombie awareness keeps trying to break out of the limits)
Odd... zombies and skeletons should only have a maximum of one disposable boat per person at any given time. I'll double check to see if I've made an oversight.
Any luck with the boats? I had 1100 b oat son my server earlier this morning.
Fantastic mod but I have a few questions. Is it within the mod's capabilities to disable certain mobs from spawning? I know Ghasts and Blazes can disable from the Overworld but can vanilla creatures such as Creepers or Endermen be disabled? I'm trying to make a generic zombie world for a few friends (i.e Apocalypse Mode with Animals and No Endermen). Also is it possible to make it so that mobs spawn and do not burn in the day?
I honestly can't see what is causing that. The code seems to run just fine in testing.
Apocalypse mode doesn't include Endermen unless they are in Slenderman mode. As for animals, I'll re-enable them for apocalypse mode seeing as removing them causes issues with locking out certain recipes such as arrows and leather armor.
Pushing out an update that should hopefully solve those two issues.
So John Cena is in the mod now...
Hey had a question so for blazes if a wanted them to spawn
more often i turn down the rarity right?
Blaze {
I:"Dimension Blacklist" <
>
I:Fireballs=9
I:Rarity=6
B:Spawn=true
}
so exactly how likely are they to spawn at 6 or 5 4 3 2 1?
so if i want at least 1 or 2 every night what should it be at?
also can John Cena be disabled?
and is it ok if i put a mod pack out with your mod in it?
Rarity of about 7 might achieve what you want. Increase it if you want less to spawn.
Cena Creepers should be disabled by default.
Yes you can release a pack with this mod (as long as it doesn't break Minecraft's EULA)
can u make side mod to this for insane agro system, i dont wanna use all other features cuz its causes a huge amount of tps issues with other mods
i made wither skeleton world and i want them to agro really far away thats it.
also is there a wiki on some of features in configs? like
B:"Ambiguous AI"=false
B:"Chaos Mode"=false
Hey was just using you mod as usual and noticed zombies cant get to you if you build a 1 block tower in the ocean cas there's no way they can block jump or anything maybe to could make a way so they can block just even tho they are in the water? Or maybe they can place ladders. also i have blazes rarity is at 1 and i dont see any. i thought also that maybe you could add a setting to edit how much zombies, spiders and skeletons spawn that way it stead of a ton of zombies i could make it so a ton of spiders would attack and stuff zombie awareness mod has some options to make more zombies spawn but not spiders and junk so maybe you could do that? i think this would be a big advancement to you mod.
ESM is not a spawn control mod and isn't going to be one, I keep this mod mostly for new AIs.
I have an idea to legitimately fix the pillaring in oceans and I'll release that soon.
I'll double check blazes in the overworld. They worked just fine last time I checked but the weighting might be off
How do I stop Witchery Guards from attacking villagers in the latest build? Changing Ambiguous AI does nothing for me, and neither does blacklisting them.
Edit 1: Does anyone have the usable name for the guard that I can use in blacklisting them? I want to use this mod, but, I'm having trouble blacklisting mobs like the witchery guard.
Are you using "witchery.villageguard" in the blacklisting?
Tried that. I'll send over the config in a bit, maybe I'm doing something wrong.
Config settings:
http://pastebin.com/MpSXKHws
Apparently you wrote "witchery:villageguard" not "witchery.villageguard". Unlike Block/Item IDs, Entities use a full stop in between the mod ID and the Entity name rather than a colon. Try again with the correct ID formatting
Hello, I am currently using enviromine mod in a 1.6.4 modpack I made myself, works very well to difficult the survival and that is what I was looking for, I also added thermal properties to armors including some of other mods and they work well but I am having problems on adding enviromine properties to entities, when I modify that config game will either be with no difference or crash, I want to nullify dehydration on all entities and add resistance to extreme temperatures to some of them, also with air quality, As I said before, I already tried that but I see no difference or the game crashes, I dont understand the instruccions on the config section, please tell me how to do this and give me some examples, I leave here the config itself
####################
# entityliving properties
#===================
# Add properties for custom living entities here. Add the entity name to 'Custom Objects' before creating the property here.
# Property Format: <EntityName(E.G. EntityPigZombie)>, <Dehydrate(T/F)>, <BodyTemp?(T/F)>, <AirQuality?(T/F)>
####################
"entityliving properties" {
}
I think you're in the wrong forum for EnviroMine I don't do support for that here. I also am not providing much support for it anyway because I'm rewriting everything anyway.
ok so i disabled everything and im using pathing cap of 32 blocks away, and when using this mod with a server with around 10 ppl, tps lag is almost single digits. theres a massive lag issue when it comes to pathing monsters and i havent found a way to disable it.
i just noticed ur re-writing the mod, if u need someone to test it ill help u, im REALLY good at finding bugs and flaws