Mammoth - I had some definite lag after spawning 3 of these guys. FYI I was testing in a superflat overworld preset using MSC to disable all spawns and Rei's Minimap with entities shown to make sure no other mobs were present. After dispatching them, the lag was gone. Later, I spawned elephants and assumed lag would return, but it was fine. I killed them, and respawned the mammoths (just in case my comp was laggy when I first spawned them)... and the lag returned. Killing them again, the lag was gone. Note that the mammoth lag was typically only when I was within 1-5 blocks of one - if I backed away my lag dissipated.
How come your creature mobs will not spawn in peaceful and disappear when you change to peaceful?
Apologies for not replying sooner. Got bust updating yesterday and forgot to reply. It is just how I like it at the moment. The bahviour can be toggled via the config. It will not always be this way, but it will be for the a while yet.
When I spawn a pyramid from the creative menu, I end up inside it, embedded in a wall. Also, its really hard to judge where the labyrinth, graveyard, pyramid are going to spawn when placed - is it possible to set them so they spawn with the entrance facing the player?
I can make it so your standing at the entrace, but I cannot rotate the structure. To a certain degree how I have it set up I could put some work in and possible rotate the blocks as agroup, but the "direction" of each individual block, since isn't set with a standard direction parameter, would require me to create 4 versions of each structure. Something I don't plan on doing in the near future.
Like the rhino idea above - i was wondering if some animals might be made "territorial" - so if you come within a certain block radius they will attack?
I've not forgotten about the suggestion. Pepperidge Farm Remembers. https://github.com/ProjectZulu/Project-Zulu/issues/10
It doesn't look like creature code has changed with the update, so this'll probably be a good feature to do after the update so that I can easily support 1.4 version.
One other request - a long time back Treents would attack enemy mobs. Is it possible this could be a configurable option for them? And is it possible to do an evil Treent - a Huorn - darker colouration and glowing eyes - that will attack players?
I suppose so. Wasn't it removed because mobs couldn't fight back and tree ents would effectively clear the forests? Thinking on it, I should be able to add a targetTask to select mobs to target them. I'm going to tentatively say - yes.
I like the 'corrupted' tree ent idea, particularly the name. I'm thinking they should be 'infected' in the same manner villagers are.
By the way, did you ever get anywhere with the Gargoyles? Or have you been bogged down with MC updates?
I haven't got to it yet. I do have the Cathedral half-done-ish. Which was talking longer than others, as its more 'rigid' in its setup and requried signifcant more back-end support.
The 1.5 update itself is almost done. I only have the Limited spawner, mob heads, and flower pot left to do. Which I don't expect to take long.
Also, the hook I wanted to get into forge that I mentioned in the Mob Spawn Discussion http://www.minecraftforum.net/topic/1721480-mob-spawning-observations-and-tests/ was accepted into forge (~575) so I'll be implementing that to all my creatures before I release. All my creatures will belong to their appropriate spawn caps in 1.5. I hope this makes a noticeable difference. I don't know if the first release will have config options.
The hooks allows a few additional scenarios than before:
* A creature can change the creature type cap it belongs to based on its state (tamed, health, number of players nearby, other arbitrary parameter)
* A creature can belong to any number of creature type caps, as well as none
* The 'type' that it belongs to can be different depending on if its being counted for spawning purposes or if its being called to check creature type
Examples:
* A Tamed animal could be made not to count as a 'Creture' if its tamed, but if Called to check if hostile against Creatures could return that it is a Creature
* A Evil Corrupted Tree Ent could count as a 'Monster' but be purified and then count as a 'Creature'
* A Boss Monster does not cound as 'Monster' for spawning but counts as 'Monster' for hostile check.
Some of those, obviously, depend on others also using it to determine creature type, and using Creture type for those purposes. Most of the creatures will simply be a config option for a single type. Technically, the method can be different for every entity. I'll probably include an NBT for my creatures so if spawned from a GuiSpawner you could have them not count against spawning cap.
If it was an possible, would you prefer that all tamed animals don't count towards the spawn cap, or do you feel that would be bad for world balance?
I like those examples you gave. There are some interesting possibilities there.
On taming, nobody in our games ever tames anything or has pets. i dont know why, they just dont have any interest in it. So really I dont have much experience with it or views on the subject.
How did you find the texture changes in 1.5 - i've been hearing a few sob stories about how much work it is?
Overall I like them and think they've made my life easier. When given the opportunity, I prefer using names to arbitrary indices. Most of the textures belong to the same stiched together at runtime spritesheet, so I don't have to worry about setting my own once the textures are declared (which are auto-loaded by providing the internal name of the item which was already being done).
The largest problem is that the new system hasn't been completely deobfuscated yet so requires some playing to figure out what the difference between func_94206_g and func_94210_h is.
Also, with large changes come large bugs, in the earliest versions of forge/fml/mcp prerelease were some fairly significant bugs that caused certain 'properly written' renders to not work at all. Which can obviously be frustrating late at night staring at a screen.
Awesome set of updates coming, I'm sure I'll enjoy them very much! Also, congrats on getting the Forge hooks implemented - as those develop, we should see a lot of nice configurations/features for mobs.
If it was an possible, would you prefer that all tamed animals don't count towards the spawn cap, or do you feel that would be bad for world balance?
This is a tough one. Thinking about the common uses of tamed animals, I see two main functions with different anwsers to your question.
1. The zoo/circus/menagerie. Typically tamed animals on showcase. I see no problem with these counting towards cap, as you wouldn't want random animals appearing nearby anyway, nor should they as the area is obviously "settled" land.
2. Mounts and battle companions. All tamed, used to assist in travel and/or combat. Having these count towards cap lowers the available animal population, making encounters even easier for the player. If playing on a large SMP server, a band of players in the same area with mounts/companions could theoretically find no wildlife at all even in the most lush, remote areas.
These are of course extremes and likely rare situations, but still problematic for players wanting to do one or the other (let alone both on the same server).
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Should be working.
All creatures should belong to their appropriate categories. Finch, Eagle, Hornbill, and Pelican are changed to ambient creatures.
Added Config option to change CreatureType of Entity. Does not change the SpawnType, which will eventually be controlled independently. Options are Monster, Ambient, Creature, waterCreature, None. They are not case sensitive. If it cannot be parsed to one of them an error will print and None will be assumed.
This is a tough one. Thinking about the common uses of tamed animals, I see two main functions with different anwsers to your question.
1. The zoo/circus/menagerie. Typically tamed animals on showcase. I see no problem with these counting towards cap, as you wouldn't want random animals appearing nearby anyway, nor should they as the area is obviously "settled" land.
2. Mounts and battle companions. All tamed, used to assist in travel and/or combat. Having these count towards cap lowers the available animal population, making encounters even easier for the player. If playing on a large SMP server, a band of players in the same area with mounts/companions could theoretically find no wildlife at all even in the most lush, remote areas.
1. True. Though I was more looking at it as a rare chance an animal, possibly a wolf, would wander into your area. It wouldn't seem right that they sneal into your fenced pen and start laying eggs. Also Considering that grouped animals would block animals from spawning inside your fence area, it far more likely they'd spawn beside the area in a field.
2. Yes, Tamed utility creatures like wolves would make far more sense to not count. Note that hostiles are more likely to be registered as hostiles, thus not conflicting with the animal cap. Dungeons would be fine either way, hunting parties would suffer without though.
Awesome, others just need to get with the program nowon creature type. Im still curious about mo creatures creatues, which from rhaz's post about ambients (he isnt ultra specific but I assume he means all the insect types that have no drops, approx 8 types) suggests either they are correctly registering their mobs (?? they spawn as animals I think, but seem to not do the 500 finch thing, can an added mob even be "registered correctl?" ) or theyve developed some work around. The more I learn about this tuff the more I think Mo creatures is very awesome (though not quite as awesome as project z [predator AI aside]).
Rhaz does mention they don't appear to be adhering to the caps at all though. The "register correctly" is a class hierarchy check. It is impossible to be registered for both animal (EntityAnimal) and ambient (EntityAmbientCreature) as Java only allows you to extend one class. See Pastebins here http://www.minecraft.../#entry21382216 . Seems Mo'Creatures are monster/ambient. The 500 Finch thing is primarily de to them flying and leaving the spawning space open. Well, the amount they go over the cap is because of that. Creatures that rest of ground would not go over the cap nearly as much, but would still go over. Obviously, CustomSpawner may be doing some of its own spawning, in which case anything goes.
Youve made me cry with the 1.5 update. Fingers crossed most other mods update reasonable quickly. Ive learned to love red power and would not like to live without it, red power work/releases seem, unpredictable!
As much as I loved redpower in 1.2, I'd probably cry if I had to wait on it to update my mods.
Also, fun fact, I'm using the srg_names reobfuscation. So with luck the runtime deobfuscation implemented by FML/MCP will mean I won't need to update for 1.5.1
This mod needs way more structure, or at least incorporate a lot of Atomicstryker's structures into it/make use of it's templates.
As for spawns, it would be nice if this mod made use of ExtraBiomesXL. Pretty sure that's one of the most used Biome mods, and a lot of Mob mods use it like Atmosmobs and Mo' Creatures for example.
If only it were as easy as 'make more'.
I appreciate your feedback, but did you read the title of this thread? Most notably the part that reads EXTRABIOMESXL SUPPORT. As in, this mod does make use of it.
This mod needs way more structure, or at least incorporate a lot of Atomicstryker's structures into it/make use of it's templates.
As for spawns, it would be nice if this mod made use of ExtraBiomesXL. Pretty sure that's one of the most used Biome mods, and a lot of Mob mods use it like Atmosmobs and Mo' Creatures for example.
Quantity =/= quality. I assume you're referring to the Ruins mod? Yeah, been there done that. It spawns tons of random stuff all over the map, most of which are very poorly disguised (and often easily defused) noob traps. That mod was fun for about a week, but after the umpteenth battle tower and who knows how many gravel wells, lava trees, etc. our players got sick of it cluttering up our world. PZ only has a few structures, but at least they are large and actually well-planned.
Also, I'd like to add that PZ works just fine with ExtrabiomesXL!
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Great mod! Maybe you should add lions to plains as a Vanilla Biome and savannas as an ExtraBiome. The lions are neutral, do 2/3/4 melee damage, behave socially (call allies), have 25 health, can be tamed/bred with meat, fight for you when tamed, and drop fur pelts and scrap meat. Along with this, you should add camels to deserts/desert hills as a Vanilla Biome, and mountainous deserts as an ExtraBiome. The camels are neutral, do 3/4/5 ranged damage, have 30 health, can be bred with leaves, can be ridden, and drop scrap meat. And, you should add fish to oceans. The fish are passive, have 4 health, can't be bred, and drop raw fish. Also, you should make it so all of the mobs (except sand worms and centipedes) should turn their heads, and mammoths and elephants should do 25 damage (since they tramp on you, but you don't have to do it). I know you try to make your mod make sense (mummies counting as undead and not as arthropods). Good luck!
PZ-1: Lizards could spawn in mountain ridges, no matter what light level (possibly not a bug)
PZ-2: Vultures could spawn in savannas and mountain ridges (possibly not a bug)
PZ-3: Ostriches could spawn in meadows (possibly not a bug)
PZ-4: Centipedes and mummies don't spawn
PZ-5: PZ mobs try to get you for a few seconds when you hit them in creative, but when you switch to survival, they remember that you hit them and try to fight you to the death
PZ-6: Angry PZ animals become peaceful again when they get blocked from their target
PZ-7: Ostriches and rhinos don't behave socially (call allies) in creative
PZ-8: Horses can't jump or be hit by you when ridden
PZ-9: Stuffed Finch does not have a head
PZ-10: Iron Golems don't attack Mimics and Vultures (vulture part is possibly not a bug)
PZ-11: Haunted Armour doesn't spawn in graveyards
PZ-1: Lizards could spawn in mountain ridges, no matter what light level (possibly not a bug)
They spawn anywhere* regardless of light level.
*They(should) spawn by default in Desert, Desert Hills, Mountainous Desert. Extras spawns will be fixed.
Are you sure? Also, Centipedes are rare, mummy are uncommen. Both should also only spawn at night.
There were issue in the past with Centipede spawning, are you using 1.5 by chance? The issue causing it should be solved in 1.5 but the spawn rate is probably still low. You could probably increase their spawn rate and secondary spawn rate if they are not showing up at all.
PZ-5: PZ mobs try to get you for a few seconds when you hit them in creative, but when you switch to survival, they remember that you hit them and try to fight you to the death
Technically, they are just angry and will attack any valid attack. Their anger will increase any time they are hit, its around ~400 ticks.
PZ-7: Ostriches and rhinos don't behave socially (call allies) in creative
Looked at the 1.5 version and they don't in survival either.
When they do, the larger issue is that the 'revenge target' is hard coded to not care if the player is creative, or if its a player. The rest of the code ignores creative players for good reason. Note that those who do properly call allies will essentially share their anger and the herd will go crazy on any poor vulnerable player.
The 1.5 Ostriches, Rhinos, Bears and Giraffes will be fixed to actually call allies.
PZ-10: Iron Golems don't attack Mimics and Vultures (vulture part is possibly not a bug)
Would we really want them attacking Mimics? Vultures, not a bug. Don't want Golems chasing flying things across the map. When they do become hostile I wouldn't mind them attacking, but that's a limitation of Iron Golems targetting method. Forge has an excellent method to change creature type based on state, Iron Golem does not make use of it.
Technically they do, but its a chance. So you may not see any. Just as there may not be a chest. It's sort of a mute point as they will currently despawn.
Thank you for your feedback, be sure to in the future provide the version of the mod you tested against. It makes tracking certain bugs down (or if they are bugs at all) significantly more practical.
Now I am confused, above you sat they fight to the death, here they don't? I think I need some clarification.
I was using 1.4.7, Crudedragos. And I will explain PZ-6. I was getting chased by a penguin and I entered a graveyard. And since penguins obviously can't jump over stone walls, he just gave up and went back to docile state. I hope you understand now.
Now I am confused, above you sat they fight to the death, here they don't? I think I need some clarification.
I was using 1.4.7. I will explain PZ-6: I was getting chased by a penguin and I entered a graveyard. Instead of pathing around the stone wall, he just gave up on me and went back to being himself. I hope you understand now.
I made a coding mistake on the first post. Sorry for that
Crudedragos, I really shouldn't report any more bugs. But I guess there is (only) two more.
PZ-12: Tree Ents and Sand Worms don't spawn (Forgive me if I'm wrong. I just don't see any Tree Ents or Sand Worms in my worlds!)
PZ-13: Vultures could spawn in wastelands
That's it. I'm sorry .
I've encountered Haunted Armor in graveyards (1.4.7), just not every graveyard, so works fine for me. Also, anyone that doesn't like the placement or lack thereof for a specific mob to a specific biome could use Mob Spawn Controls or a similar mod. I customize my biomes all the time this way.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Some sea creatures will eventually be added. There are just bigger priorities for the immediate future. sirdave suggestion of Atmosmobs is a solid choice.
Crudedragos, I really shouldn't report any more bugs. But I guess there is (only) two more.
PZ-12: Tree Ents and Sand Worms don't spawn (Forgive me if I'm wrong. I just don't see any Tree Ents or Sand Worms in my worlds!)
PZ-13: Vultures could spawn in wastelands
That's it. I'm sorry .
Try to up the Spawn rates. Either way, the rates of a number of things are changing given creatures will be counted better in 1.5 verion of the mod such that the values will need to be rebalanced. I don't want to spend too much time tweaking the old versions spawn rates.
Technically, PZ-13 isn't a bug. I'll take it under consideration.
I've encountered Haunted Armor in graveyards (1.4.7), just not every graveyard, so works fine for me. Also, anyone that doesn't like the placement or lack thereof for a specific mob to a specific biome could use Mob Spawn Controls or a similar mod. I customize my biomes all the time this way.
Very true and is the recommended setup. Suggestions for how the 'default settings' could be tweaked for the betterment of the 'average user' are still encouraged, of course.
Now I am confused, above you sat they fight to the death, here they don't? I think I need some clarification.
I was using 1.4.7, Crudedragos. And I will explain PZ-6. I was getting chased by a penguin and I entered a graveyard. And since penguins obviously can't jump over stone walls, he just gave up and went back to docile state. I hope you understand now.
Two things are happening.
The first, that he gives up after a period of time. That is not a bug, but an intended feature. Creatures will only be hostile for a period of time.
The second, that the Penguin could not steer around the wall. That is indeed a bug. One I will look into correcting. Thank you for bringing it to my attention.
I agree. Added to todo.
I'll look into it.
Apologies for not replying sooner. Got bust updating yesterday and forgot to reply. It is just how I like it at the moment. The bahviour can be toggled via the config. It will not always be this way, but it will be for the a while yet.
I can make it so your standing at the entrace, but I cannot rotate the structure. To a certain degree how I have it set up I could put some work in and possible rotate the blocks as agroup, but the "direction" of each individual block, since isn't set with a standard direction parameter, would require me to create 4 versions of each structure. Something I don't plan on doing in the near future.
Yes I did, thank you. Any chance I can get the info on the sources of any these?
I've not forgotten about the suggestion. Pepperidge Farm Remembers. https://github.com/ProjectZulu/Project-Zulu/issues/10
It doesn't look like creature code has changed with the update, so this'll probably be a good feature to do after the update so that I can easily support 1.4 version.
I suppose so. Wasn't it removed because mobs couldn't fight back and tree ents would effectively clear the forests? Thinking on it, I should be able to add a targetTask to select mobs to target them. I'm going to tentatively say - yes.
I like the 'corrupted' tree ent idea, particularly the name. I'm thinking they should be 'infected' in the same manner villagers are.
I haven't got to it yet. I do have the Cathedral half-done-ish. Which was talking longer than others, as its more 'rigid' in its setup and requried signifcant more back-end support.
The 1.5 update itself is almost done. I only have the Limited spawner, mob heads, and flower pot left to do. Which I don't expect to take long.
Also, the hook I wanted to get into forge that I mentioned in the Mob Spawn Discussion http://www.minecraftforum.net/topic/1721480-mob-spawning-observations-and-tests/ was accepted into forge (~575) so I'll be implementing that to all my creatures before I release. All my creatures will belong to their appropriate spawn caps in 1.5. I hope this makes a noticeable difference. I don't know if the first release will have config options.
The hooks allows a few additional scenarios than before:
* A creature can change the creature type cap it belongs to based on its state (tamed, health, number of players nearby, other arbitrary parameter)
* A creature can belong to any number of creature type caps, as well as none
* The 'type' that it belongs to can be different depending on if its being counted for spawning purposes or if its being called to check creature type
Examples:
* A Tamed animal could be made not to count as a 'Creture' if its tamed, but if Called to check if hostile against Creatures could return that it is a Creature
* A Evil Corrupted Tree Ent could count as a 'Monster' but be purified and then count as a 'Creature'
* A Boss Monster does not cound as 'Monster' for spawning but counts as 'Monster' for hostile check.
Some of those, obviously, depend on others also using it to determine creature type, and using Creture type for those purposes. Most of the creatures will simply be a config option for a single type. Technically, the method can be different for every entity. I'll probably include an NBT for my creatures so if spawned from a GuiSpawner you could have them not count against spawning cap.
If it was an possible, would you prefer that all tamed animals don't count towards the spawn cap, or do you feel that would be bad for world balance?
Fair enough.
Overall I like them and think they've made my life easier. When given the opportunity, I prefer using names to arbitrary indices. Most of the textures belong to the same stiched together at runtime spritesheet, so I don't have to worry about setting my own once the textures are declared (which are auto-loaded by providing the internal name of the item which was already being done).
The largest problem is that the new system hasn't been completely deobfuscated yet so requires some playing to figure out what the difference between func_94206_g and func_94210_h is.
Also, with large changes come large bugs, in the earliest versions of forge/fml/mcp prerelease were some fairly significant bugs that caused certain 'properly written' renders to not work at all. Which can obviously be frustrating late at night staring at a screen.
This is a tough one. Thinking about the common uses of tamed animals, I see two main functions with different anwsers to your question.
1. The zoo/circus/menagerie. Typically tamed animals on showcase. I see no problem with these counting towards cap, as you wouldn't want random animals appearing nearby anyway, nor should they as the area is obviously "settled" land.
2. Mounts and battle companions. All tamed, used to assist in travel and/or combat. Having these count towards cap lowers the available animal population, making encounters even easier for the player. If playing on a large SMP server, a band of players in the same area with mounts/companions could theoretically find no wildlife at all even in the most lush, remote areas.
These are of course extremes and likely rare situations, but still problematic for players wanting to do one or the other (let alone both on the same server).
Should be working.
All creatures should belong to their appropriate categories. Finch, Eagle, Hornbill, and Pelican are changed to ambient creatures.
Added Config option to change CreatureType of Entity. Does not change the SpawnType, which will eventually be controlled independently. Options are Monster, Ambient, Creature, waterCreature, None. They are not case sensitive. If it cannot be parsed to one of them an error will print and None will be assumed.
1. True. Though I was more looking at it as a rare chance an animal, possibly a wolf, would wander into your area. It wouldn't seem right that they sneal into your fenced pen and start laying eggs. Also Considering that grouped animals would block animals from spawning inside your fence area, it far more likely they'd spawn beside the area in a field.
2. Yes, Tamed utility creatures like wolves would make far more sense to not count. Note that hostiles are more likely to be registered as hostiles, thus not conflicting with the animal cap. Dungeons would be fine either way, hunting parties would suffer without though.
Rhaz does mention they don't appear to be adhering to the caps at all though. The "register correctly" is a class hierarchy check. It is impossible to be registered for both animal (EntityAnimal) and ambient (EntityAmbientCreature) as Java only allows you to extend one class. See Pastebins here http://www.minecraft.../#entry21382216 . Seems Mo'Creatures are monster/ambient. The 500 Finch thing is primarily de to them flying and leaving the spawning space open. Well, the amount they go over the cap is because of that. Creatures that rest of ground would not go over the cap nearly as much, but would still go over. Obviously, CustomSpawner may be doing some of its own spawning, in which case anything goes.
As much as I loved redpower in 1.2, I'd probably cry if I had to wait on it to update my mods.
Also, fun fact, I'm using the srg_names reobfuscation. So with luck the runtime deobfuscation implemented by FML/MCP will mean I won't need to update for 1.5.1
If only it were as easy as 'make more'.
I appreciate your feedback, but did you read the title of this thread? Most notably the part that reads EXTRABIOMESXL SUPPORT. As in, this mod does make use of it.
Quantity =/= quality. I assume you're referring to the Ruins mod? Yeah, been there done that. It spawns tons of random stuff all over the map, most of which are very poorly disguised (and often easily defused) noob traps. That mod was fun for about a week, but after the umpteenth battle tower and who knows how many gravel wells, lava trees, etc. our players got sick of it cluttering up our world. PZ only has a few structures, but at least they are large and actually well-planned.
Also, I'd like to add that PZ works just fine with ExtrabiomesXL!
I see no reason to replicate Ruins functionality as I don't believe I could reasonably improve upon it.
Armor / Buff / and Snow mods all updated to 1.5.
PZ-1: Lizards could spawn in mountain ridges, no matter what light level (possibly not a bug)
PZ-2: Vultures could spawn in savannas and mountain ridges (possibly not a bug)
PZ-3: Ostriches could spawn in meadows (possibly not a bug)
PZ-4: Centipedes and mummies don't spawn
PZ-5: PZ mobs try to get you for a few seconds when you hit them in creative, but when you switch to survival, they remember that you hit them and try to fight you to the death
PZ-6: Angry PZ animals become peaceful again when they get blocked from their target
PZ-7: Ostriches and rhinos don't behave socially (call allies) in creative
PZ-8: Horses can't jump or be hit by you when ridden
PZ-9: Stuffed Finch does not have a head
PZ-10: Iron Golems don't attack Mimics and Vultures (vulture part is possibly not a bug)
PZ-11: Haunted Armour doesn't spawn in graveyards
That's it! I hope you get rid of these bugs!
Yes, I need to do this.
They spawn anywhere* regardless of light level.
*They(should) spawn by default in Desert, Desert Hills, Mountainous Desert. Extras spawns will be fixed.
Was this producing undersireable results?
Good catch. They were not supposed to spawn in savannas or mountain ridges. But i think I'll keep them in the Mountain Ridge.
Probably shouldn't.
Are you sure? Also, Centipedes are rare, mummy are uncommen. Both should also only spawn at night.
There were issue in the past with Centipede spawning, are you using 1.5 by chance? The issue causing it should be solved in 1.5 but the spawn rate is probably still low. You could probably increase their spawn rate and secondary spawn rate if they are not showing up at all.
Technically, they are just angry and will attack any valid attack. Their anger will increase any time they are hit, its around ~400 ticks.
Now I am confused, above you sat they fight to the death, here they don't? I think I need some clarification.
Looked at the 1.5 version and they don't in survival either.
When they do, the larger issue is that the 'revenge target' is hard coded to not care if the player is creative, or if its a player. The rest of the code ignores creative players for good reason. Note that those who do properly call allies will essentially share their anger and the herd will go crazy on any poor vulnerable player.
The 1.5 Ostriches, Rhinos, Bears and Giraffes will be fixed to actually call allies.
Not being able to hit them while ridding is considered a feature.
Horse should auto-jump just as Pigs do.
Yes, known issue.
Would we really want them attacking Mimics? Vultures, not a bug. Don't want Golems chasing flying things across the map. When they do become hostile I wouldn't mind them attacking, but that's a limitation of Iron Golems targetting method. Forge has an excellent method to change creature type based on state, Iron Golem does not make use of it.
Technically they do, but its a chance. So you may not see any. Just as there may not be a chest. It's sort of a mute point as they will currently despawn.
Thank you for your feedback, be sure to in the future provide the version of the mod you tested against. It makes tracking certain bugs down (or if they are bugs at all) significantly more practical.
I was using 1.4.7, Crudedragos. And I will explain PZ-6. I was getting chased by a penguin and I entered a graveyard. And since penguins obviously can't jump over stone walls, he just gave up and went back to docile state. I hope you understand now.
I was using 1.4.7. I will explain PZ-6: I was getting chased by a penguin and I entered a graveyard. Instead of pathing around the stone wall, he just gave up on me and went back to being himself. I hope you understand now.
I made a coding mistake on the first post. Sorry for that
PZ-12: Tree Ents and Sand Worms don't spawn (Forgive me if I'm wrong. I just don't see any Tree Ents or Sand Worms in my worlds!)
PZ-13: Vultures could spawn in wastelands
That's it. I'm sorry .
Some sea creatures will eventually be added. There are just bigger priorities for the immediate future. sirdave suggestion of Atmosmobs is a solid choice.
Try to up the Spawn rates. Either way, the rates of a number of things are changing given creatures will be counted better in 1.5 verion of the mod such that the values will need to be rebalanced. I don't want to spend too much time tweaking the old versions spawn rates.
Technically, PZ-13 isn't a bug. I'll take it under consideration.
Very true and is the recommended setup. Suggestions for how the 'default settings' could be tweaked for the betterment of the 'average user' are still encouraged, of course.
Two things are happening.
The first, that he gives up after a period of time. That is not a bug, but an intended feature. Creatures will only be hostile for a period of time.
The second, that the Penguin could not steer around the wall. That is indeed a bug. One I will look into correcting. Thank you for bringing it to my attention.