I've updated the description to reflect just how much was cut from 1.10.2. Pretty much any biome spawn list modifications and structure/world generation features have been removed. There are other purpose made mods that can do these things better than I and this lets me better streamline development on the most important part of the mod, deadly AI behaviours!
Hei, i have a little problem. Im using mo creatures mod with epic siege mod and even tho i dont get a crash i get a gamebreaking lag-bug.
This seems to be the problem
in case you dont know, horsemob is a flying horse from mo creatures mod. Thank you for the help
[19:17:23] [Server thread/ERROR] [epicsiegemod]: Unable to set AI hooks in HorseMob
java.lang.ClassCastException: drzhark.mocreatures.entity.ai.PathNavigateFlyer cannot be cast to net.minecraft.pathfinding.PathNavigateGround
at funwayguy.epicsiegemod.ai.ESM_EntityAISwimming.<init>(ESM_EntityAISwimming.java:18) ~[ESM_EntityAISwimming.class:?]
at funwayguy.epicsiegemod.ai.modifiers.ModifierSwimming.getReplacement(ModifierSwimming.java:20) ~[ModifierSwimming.class:?]
at funwayguy.epicsiegemod.ai.hooks.EntityAITasksProxy.func_75776_a(EntityAITasksProxy.java:37) ~[EntityAITasksProxy.class:?]
at funwayguy.epicsiegemod.ai.hooks.EntityAITasksProxy.<init>(EntityAITasksProxy.java:26) ~[EntityAITasksProxy.class:?]
at funwayguy.epicsiegemod.handlers.MainHandler.onEntityConstruct(MainHandler.java:61) [MainHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_212_MainHandler_onEntityConstruct_EntityJoinWorldEvent.invoke(.dynamic) [?:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) [ASMEventHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) [EventBus.class:?]
at net.minecraft.world.World.func_72838_d(World.java:1129) [aid.class:?]
at net.minecraft.world.WorldServer.func_72838_d(WorldServer.java:1064) [ls.class:?]
at net.minecraft.world.WorldEntitySpawner.func_77192_a(WorldEntitySpawner.java:159) [aik.class:?]
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:198) [ls.class:?]
at WorldServerOF.func_72835_b(WorldServerOF.java:37) [WorldServerOF.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) [MinecraftServer.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) [bzl.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_25]
Hei, i have a little problem. Im using mo creatures mod with epic siege mod and even tho i dont get a crash i get a gamebreaking lag-bug.
This seems to be the problem
in case you dont know, horsemob is a flying horse from mo creatures mod. Thank you for the help
[19:17:23] [Server thread/ERROR] [epicsiegemod]: Unable to set AI hooks in HorseMob
java.lang.ClassCastException: drzhark.mocreatures.entity.ai.PathNavigateFlyer cannot be cast to net.minecraft.pathfinding.PathNavigateGround
at funwayguy.epicsiegemod.ai.ESM_EntityAISwimming.<init>(ESM_EntityAISwimming.java:18) ~[ESM_EntityAISwimming.class:?]
at funwayguy.epicsiegemod.ai.modifiers.ModifierSwimming.getReplacement(ModifierSwimming.java:20) ~[ModifierSwimming.class:?]
at funwayguy.epicsiegemod.ai.hooks.EntityAITasksProxy.func_75776_a(EntityAITasksProxy.java:37) ~[EntityAITasksProxy.class:?]
at funwayguy.epicsiegemod.ai.hooks.EntityAITasksProxy.<init>(EntityAITasksProxy.java:26) ~[EntityAITasksProxy.class:?]
at funwayguy.epicsiegemod.handlers.MainHandler.onEntityConstruct(MainHandler.java:61) [MainHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_212_MainHandler_onEntityConstruct_EntityJoinWorldEvent.invoke(.dynamic) [?:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) [ASMEventHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) [EventBus.class:?]
at net.minecraft.world.World.func_72838_d(World.java:1129) [aid.class:?]
at net.minecraft.world.WorldServer.func_72838_d(WorldServer.java:1064) [ls.class:?]
at net.minecraft.world.WorldEntitySpawner.func_77192_a(WorldEntitySpawner.java:159) [aik.class:?]
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:198) [ls.class:?]
at WorldServerOF.func_72835_b(WorldServerOF.java:37) [WorldServerOF.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) [MinecraftServer.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) [bzl.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_25]
Not sure if you are still looking at this forum but I'm using your mod in my mod pack i'm putting together and its resident evil style (the movie not the game.). And I'm having issues with mobs spawning in way to many and I've gone over your configs at least ten times now. With out finding the line for mob spawning rates. So if there is a way to change that I would be great to know.
I've played a private pack with this mod for the first time and it was quite fun to be in fear of the mobs. We built a thick wall on a peninsula for the first few nights which the mobs nearly broke through. Then someone realized that the mobs have a problem with water and built a cobblestone wall surrounded by water. At this moment this mod became completely useless and we never were in any danger anymore.
I'm not sure what to change. Disabling water duplication helps, but changes other mods balance drastically. And even then it's only a matter of time until you've got enough water anyway.
Breaching creeper never seem to explode because they can't get close enough to the wall to trigger the code perhaps? Not that it matters, they sometimes explode due to other factors but deal no damage due to beeing in water. Same goes for TNT zombies.
Zombies never seem to dig or pillar for the same reason. No cobblestone block was ever damaged or even touched after the addition of the water.
Some mobs came from below, but once enough mobs were stuck in the water the game didn't allow for any spawns below our base.
Then the 8 day came and... nothing happened? I'm not sure what exactly is supposed to happen. Breaching ghasts and the like seem to be disabled by default?! I guess only flying mobs would have been a problem at that point, although encasing the base with water would probably also remove that threat as ghasts don't deal damage through water either?
All in all I was a bit disappointed by my first experience with this mod. The explosions and the digging the first few nights were great. A tiny zombie digged a 1x1 tunnel directly beneath our base and it was "They're in the walls!" kind of scary.Then nothing really happened. Never saw any pillaring, nothing ever attacked over the ocean and adding Special Mobs didn't help either because even if you have mobs that kill you in one hit or teleport you to the moon, if they never can get close to you there's nothing they can do.
I've never encountered this issue. If anything I had the opposite reaction on my (private since we're still working on it) modpack the insync ghast firing squad was deadly as hell. even incased in bedrock I almost died. then at random times the mobs would speed up soooo fast like i did /speed walk 10 or /speed fly 10. First 4 nights I just ran through the forest with a conga line behind me of zombies stopping every so often to rest an eat in a villge then out of no where hole would open up n spew out 20-30 creepers every 2 minutes, followed by a legion of sniping skeletons. I felt sorry for the village as i ran and hid in the trees watching the mobs kill everything in site an each other.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/25/2015
Posts:
43
Member Details
How is the 1.7.10 version? Stable for long-term worlds? Stable enough for long term server play? I'm considering replacing several mods with this single one because everything here looks awesome.
Secondly, can I add and remove this mod at any time?
'Minecraft' is to a large degree about having unique experiences that nobody else has had. The levels are randomly generated, and you can build anything you want to build yourself.
made a base in a cave. creepers blew in from the grass above to the ceiling from below pushed me back into the corners of my area. I created a wall zombies dug through it and blew it up. I tried to run away and skeletons pincushioned me from affar.
Okay, question. Since this isn't specified in the permissions and 1.7 is no longer supported, can I have permission to edit the 1.7 version's ever-increasing speed multiplier for a youtuber?
Technically, the edited mod would be on a semi-public(whitelist only) server and no one would be able to control distribution after it got out. On the other hand, they've been having problems with mobs becoming too fast and becoming a hassle to deal with because boss mobs are more common in their modded server.
I'll understand if permission is denied though and won't push.
I've updated the description to reflect just how much was cut from 1.10.2. Pretty much any biome spawn list modifications and structure/world generation features have been removed. There are other purpose made mods that can do these things better than I and this lets me better streamline development on the most important part of the mod, deadly AI behaviours!
Hei, i have a little problem. Im using mo creatures mod with epic siege mod and even tho i dont get a crash i get a gamebreaking lag-bug.
This seems to be the problem
in case you dont know, horsemob is a flying horse from mo creatures mod. Thank you for the help
[19:17:23] [Server thread/ERROR] [epicsiegemod]: Unable to set AI hooks in HorseMob
java.lang.ClassCastException: drzhark.mocreatures.entity.ai.PathNavigateFlyer cannot be cast to net.minecraft.pathfinding.PathNavigateGround
at funwayguy.epicsiegemod.ai.ESM_EntityAISwimming.<init>(ESM_EntityAISwimming.java:18) ~[ESM_EntityAISwimming.class:?]
at funwayguy.epicsiegemod.ai.modifiers.ModifierSwimming.getReplacement(ModifierSwimming.java:20) ~[ModifierSwimming.class:?]
at funwayguy.epicsiegemod.ai.hooks.EntityAITasksProxy.func_75776_a(EntityAITasksProxy.java:37) ~[EntityAITasksProxy.class:?]
at funwayguy.epicsiegemod.ai.hooks.EntityAITasksProxy.<init>(EntityAITasksProxy.java:26) ~[EntityAITasksProxy.class:?]
at funwayguy.epicsiegemod.handlers.MainHandler.onEntityConstruct(MainHandler.java:61) [MainHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_212_MainHandler_onEntityConstruct_EntityJoinWorldEvent.invoke(.dynamic) [?:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) [ASMEventHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) [EventBus.class:?]
at net.minecraft.world.World.func_72838_d(World.java:1129) [aid.class:?]
at net.minecraft.world.WorldServer.func_72838_d(WorldServer.java:1064) [ls.class:?]
at net.minecraft.world.WorldEntitySpawner.func_77192_a(WorldEntitySpawner.java:159) [aik.class:?]
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:198) [ls.class:?]
at WorldServerOF.func_72835_b(WorldServerOF.java:37) [WorldServerOF.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:698) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:613) [MinecraftServer.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:240) [bzl.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_25]
oh thank you...
I finally got it
I'll get that fixed up next update
Thank you man! appreciate that
Not sure if you are still looking at this forum but I'm using your mod in my mod pack i'm putting together and its resident evil style (the movie not the game.). And I'm having issues with mobs spawning in way to many and I've gone over your configs at least ten times now. With out finding the line for mob spawning rates. So if there is a way to change that I would be great to know.
I've never encountered this issue. If anything I had the opposite reaction on my (private since we're still working on it) modpack the insync ghast firing squad was deadly as hell. even incased in bedrock I almost died. then at random times the mobs would speed up soooo fast like i did /speed walk 10 or /speed fly 10. First 4 nights I just ran through the forest with a conga line behind me of zombies stopping every so often to rest an eat in a villge then out of no where hole would open up n spew out 20-30 creepers every 2 minutes, followed by a legion of sniping skeletons. I felt sorry for the village as i ran and hid in the trees watching the mobs kill everything in site an each other.
No matter what I do I can't seem to get the witchery guards to stop attacking the villagers.
How is the 1.7.10 version? Stable for long-term worlds? Stable enough for long term server play? I'm considering replacing several mods with this single one because everything here looks awesome.
Secondly, can I add and remove this mod at any time?
you need to add witchery.villageguard in the blacklist, tried it and it stopped the guards from attacking.
How does the warm up config works when combined with mod that controls the spawns? like Just Another Spawner?
can you make it so they attack in creative mode?
- Markus 'Notch' Persson
Holy Mary Mother of Notch this mod is great! First time I tried it, I died. On the first day. In broad daylight. TO A HERD OF SHEEP
made a base in a cave. creepers blew in from the grass above to the ceiling from below pushed me back into the corners of my area. I created a wall zombies dug through it and blew it up. I tried to run away and skeletons pincushioned me from affar.
10/10 would die again
Okay, question. Since this isn't specified in the permissions and 1.7 is no longer supported, can I have permission to edit the 1.7 version's ever-increasing speed multiplier for a youtuber?
Technically, the edited mod would be on a semi-public(whitelist only) server and no one would be able to control distribution after it got out. On the other hand, they've been having problems with mobs becoming too fast and becoming a hassle to deal with because boss mobs are more common in their modded server.
I'll understand if permission is denied though and won't push.