I'm trying to add ender dragon to the cfg list. Even after i spawn it in the world, it does not get added. What is the entity name, so i can add it in manually?
EntityEnderDragon or EntityDragon or something else?
I believe it is EntityDragon, it should show up in the config file when you enter the end and one spawns, perhaps you missed it? I can suggest using ctrl+f and typing "dragon" to see if it's really there.
2) during load he acquire commentaries/different data , then they magically erase and after loading cfg acquire normal view again..
( you can detect this stage with Notepad++ with auto-check changes option "on", and hot reload)
so here small question about this data what it means:
entitybasehealth {...} *we can edit any entity hp here?
I'm using infernalmobs for 1.6.4 and need to make changes in the config file, could you please clarify a few things for me?
What is the order of difficulty for mobs? Is it hard:elite | harder:ultra | hardest:infernal ?
Also, I see a couple options for dropped items, I see "droppedItemIDsInfernal", "droppedItemIDsElite" and "droppedItemIDsUltra", but what is the just "droppedItemIDs" is it a pool of items for all mobs (basic unmodified mobs) or a pool that only ultra/elite/infernal mobs can drop?
We're having a server crash with EnderIO and InfernalMobs. One of our users has a mob farm (ghasts) with a Killer Joe machine from EnderIO killing the mobs. We suffered this crash (which happened every time the user logged in):
Non-aggro mobs are using their special abilities on the player without being engaged.
I traveled into the Nether just to being harassed by boss pigmen. Very annoying lol
Apart from that, very cool mod. Thanks for sharing.
Might also add to what stryker said...the idea behind this mod was to make mobs harder, not a bug, it's a feature. though the web one is annoying, not for those reasons, just the cleanup afterwards, otherwise I leave all abilities but that one active....
From their github issue tracker:
"The issue here must be with infernal mobs, EnderIO simply uses the default forge FakePlayer, so any problem is not on our end"
From their github issue tracker:
"The issue here must be with infernal mobs, EnderIO simply uses the default forge FakePlayer, so any problem is not on our end"
Here's the real issue (I think, don't quote me on this). FakePlayer should only ever be used for living entities and the Killer Joe is not, it's a TileEntity (sort of, -ish, it's just weird). So Infernal Mobs sees that it implements FakePlayer and tries to affect it with something (I think it was wither damage in your report), which of course fails because it's not a living entity.
Is there some kind of isEntityLiving() function in FakePlayer that could be checked prior to applying effects?
Here's the real issue (I think, don't quote me on this). FakePlayer should only ever be used for living entities and the Killer Joe is not, it's a TileEntity (sort of, -ish, it's just weird). So Infernal Mobs sees that it implements FakePlayer and tries to affect it with something (I think it was wither damage in your report), which of course fails because it's not a living entity.
Is there some kind of isEntityLiving() function in FakePlayer that could be checked prior to applying effects?
That would be awesome. We suffered another crash today when one infernal zombie tried to apply Blindness to an ExtraUtilities spike. So checking if the entity is living would probably fix that and a few other issues.
I'm having a fairly consistent freeze in both ssp and smp; when I kill some infernal creatures I get no errors reported but the client/server simply stops responding at all; anyone else seen this?
OR you people disable the stupid fake entity classes in your configs OR the stupid EnderIO people stop putting IMob interfaces on tile entities (wtfff ?!)
(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?
Probably Infernal Mobs attempting to restore mobs from savefile using modifiers which you disabled in the meantime
I believe it is EntityDragon, it should show up in the config file when you enter the end and one spawns, perhaps you missed it? I can suggest using ctrl+f and typing "dragon" to see if it's really there.
1) during game offline, during in-game
2) during load he acquire commentaries/different data , then they magically erase and after loading cfg acquire normal view
again..
( you can detect this stage with Notepad++ with auto-check changes option "on", and hot reload)
so here small question about this data
what it means:
entitybasehealth {...} *we can edit any entity hp here?
I:eliteRarity=15
I:infernoRarity=7
I:ultraRarity=7
D:mobFarmDamageThreshold=150.0
I:AntiMobFarmCheckInterval=30
B:AntiMobfarmingEnabled=true
What is the order of difficulty for mobs? Is it hard:elite | harder:ultra | hardest:infernal ?
Also, I see a couple options for dropped items, I see "droppedItemIDsInfernal", "droppedItemIDsElite" and "droppedItemIDsUltra", but what is the just "droppedItemIDs" is it a pool of items for all mobs (basic unmodified mobs) or a pool that only ultra/elite/infernal mobs can drop?
strong-order - see drop list
1) Elite - iron drop
2) Ultra - chainmail drop
3) Infernal - diamond drop
Infernal Mobs stop being Infernal if you save and exit and reload the game.
We're having a server crash with EnderIO and InfernalMobs. One of our users has a mob farm (ghasts) with a Killer Joe machine from EnderIO killing the mobs. We suffered this crash (which happened every time the user logged in):
http://pastebin.com/KUTJQBMM
Might also add to what stryker said...the idea behind this mod was to make mobs harder, not a bug, it's a feature. though the web one is annoying, not for those reasons, just the cleanup afterwards, otherwise I leave all abilities but that one active....
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From their github issue tracker:
"The issue here must be with infernal mobs, EnderIO simply uses the default forge FakePlayer, so any problem is not on our end"
Here's the real issue (I think, don't quote me on this). FakePlayer should only ever be used for living entities and the Killer Joe is not, it's a TileEntity (sort of, -ish, it's just weird). So Infernal Mobs sees that it implements FakePlayer and tries to affect it with something (I think it was wither damage in your report), which of course fails because it's not a living entity.
Is there some kind of isEntityLiving() function in FakePlayer that could be checked prior to applying effects?
That would be awesome. We suffered another crash today when one infernal zombie tried to apply Blindness to an ExtraUtilities spike. So checking if the entity is living would probably fix that and a few other issues.
Is this the complete list of problem ability for non-hostile mods? Or is there more to disable?
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(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?