bloodmc found the bug and fixed it using a github pull request. I've merged it and pushed new 1.12 mod files. The "hitbox" infernal mobs used to determine healthbar showing had been mistranslated during a version port.
Ability to disable specific combinations of effects rather than just single effects globally.
Ability to disable effects on a per-mob basis.
Ability to disable effects on a per-dimension basis (while still having the mod enabled and functional in a dimension).
I play this mod in other mods packs, especially Hexxit (i love that) but now i do my own Mod Pack to play with my friends, searching mods, read they info, everything and when i remember this mod, FAST go to download and YES 1.12.2 excelent but now, i 'm disappointed, yeah great difficulty, excelent magics and enchants but what i win to a hard fight? nothing?
i literally move all mods to other folder just to test Infernal Mobs Mod, activated the creative, biome flat and kill the Infernal Mobs on/off god mode and nothing, using all, i sword only with more damage, sword with loot Lv 3 and NOTHING they just drop stuff like a normal monster.
I remember when you fight a Infernal Mobs they frequently drop one item with enchant not all the time and based in his Power LvL but now is totally 0 all LvL of Infernal are the same loot, nothing, only the EXP work
Reporting a bug. Health scaling on elite/ultra/infernal mobs does not appear to be working properly in 1.12 versions. On mob/entity spawn, it would seem that max health is getting set properly, but current health does not. Or neither are being set properly.
Edit: For example, a 20 health zombie when elite with 4 modifiers will still spawn with only 20 health. The game seems to think this is it's maximum health - but -
Regenerating mobs will regen to proper values and 1UP mobs will *sometimes* heal to proper values when the effect is triggered.
Edit: The same issue appears in 1.10 and 1.11 versions as well. I also looked up infernal mob mod spotlights for all of these versions and confirmed the issue was present in said spotlights, to rule out the case of it only happening to me.
Is there anything like a command to enable or disable infernal mob spawning for specific players? I assume not and wonder if it would be a real pain to implement. I understand it wouldn't be perfect with multiple players overlapping in a mob spawning area.
I had previous used Infernal Mobs in a tutorial mod pack, and in migrating to 1.12.2, I'd like to be able to hide Infernal Mobs behind a server command chained to an HQM quest. They start out without it generating any at all, but it'll toggle on if they complete the quest. I'd spell this out to the player, of course, but I'd also want to gate some progression behind it.
I agree with rockobonaparte47 . . . I don't want these to spawn at the same level or at the same time for all players. I'm using the game stages API and add ons and I was hoping this mod was compatible. I admit I didn't have much hope but it would be nice.