Loves your Special mobs & Lava monster mods, they integrates well with the environment, and remains relatively flexible.
Regarding Lava monsters, they seems to spawn without a cap so if you stay in your base and there's a lava lake nearby, you can stock piles 20+ of those.
Any chance we could set a minimum range between Lava monsters or even a maximum number of them in a given range to avoid the stock pile and allows other mobs to spawn?
Regarding Special mobs, they're not supported well with mods expecting 'vanilla' zombies, etc., notably DartCraft. Any chance we could have some cross-compatibility?
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Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGamesArcania craft.
Regarding Special mobs, they're not supported well with mods expecting 'vanilla' zombies, etc., notably DartCraft. Any chance we could have some cross-compatibility?
So... I guess this means Special mods does not work with Zombie Awareness then. Fix plez.
So... I guess this means Special mods does not work with Zombie Awareness then. Fix plez.
I was thinking about DartCraft and Enviromine. ZombieAwareness seems ok on the other end.
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Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGamesArcania craft.
Everyone, Lunatrius's Monster Spawn Highlighter is half-incompatible with the Special Mobs Mod. The monsters still have their unique abilities, but they display the skins of their original counterparts. For Example: Poison Skeletons don't look any different from regular Skeletons and Fire Creepers look just like normal Creepers. The textures don't work is all
I really like the utility turrets mod. I use them quite often to protect my "Millénaire" villages from angry mob attacks. They've been a big help. Do you have any plans to release the mod for Mincraft 1.7.2 and above? That would be greatly appreciated. Thanks, and keep up the great mods.
First off, thanks for all the hard work and great mods. I know what a pain mod development can be with all the changing version of MC.
I am running FTB Blood n Bones and I also use Cauldron aka MCPC+ in order to run Bukkit plugins. In doing this the server runs fine, so I decided to add the Bukkit plugin BloodMoon to our server and I get an error. That error is: http://pastebin.com/V1JpDA8S
If I disable Special Mobs the server and the plugin work as expected. Is there a fix or something available or something I can do on my end to help fix this issue. FYI I am running FTB Blood n Bones 1.6.4 with Special Mobs 2.6.
Hello, i want to notify you, that we will be using your mods in a private "Elusive Dream" modpack, distributed via FTB, and used by our server. Our modpack is based on tech-oriented extreme hardcore survival.
I've been (figuratively) holding my breath for months waiting for Special Mobs (and Deadly World) to update. In 1.6.4, this set of mods was great for adding new variety and challenge while remaining close to the spirit of Vanilla. (Lycanite's Mobs has been tiding me over, but they're made out of triangles. Triangles, for Notch's sake! So wrong.)
Still looking forward to Utility Mobs, but I'm fine with waiting - installing Special Mobs now, being all of the pumped.
I'm encountering Hungry Spiders that are ...larger than expected. I'm not sure if this is deliberate or not.
I don't know if this is a bug or just More Fun, so I'm spoilering it just in case.
I couldn't get a good picture of the first one, as it was rapidly glitching through the cave walls (either spawned inside the wall or inside a space too small for the spider itself). Eventually I identified it as a Hungry Spider, once I chipped away enough of the walls to occasionally glimpse its spasming face. (That, and it was eating the cobblestone dropped from mining, and belching.) I couldn't tunnel close enough to hit it without being instantly killed by ...something? Maybe the spider? I could barely see, so I have no idea where the hitbox on a spider rendered that big would have been. (Tested a few times with a backed-up save.)
I found another one in the forest just now - daytime and above ground, so it was easier to get a good picture.
It's a little tough to tell from a still picture like this, but you can see the spider's abdomen barely clip through the leaves on the tree to its left - it's about three and a half blocks tall.
The one I saw the first time, underground? I'm not sure how big it was in total, but the ends of its legs looked about one block wide, so...seven or eight blocks tall?
I humbly suggest you make the Hungry Spiders a little smaller, or check more thoroughly for free space before spawning them. After the initial shock wore off, the one underground would have been terrifying, if it wasn't embedded in the wall.
EDIT: I just killed the three-and-a-half-block-tall spider. Arrows shot at its head went straight through - its hitbox was located at ground level, between its legs, as if it was a normal-size spider. HOWEVER, its movement was constrained by the nearby trees as if it was actually large - I could stand under a tree (two blocks clearance) and it couldn't reach me under the foliage. For that reason, I don't think it's just a rendering error, despite the hitbox being normal-spider-sized.
Nope - still at the default of 0.3 (which by the config comments, should be +/- 15%).
It could be a coincidence, but only the Hungry Spider mob subtype has been affected so far - no other mobs have appeared in super-huge versions, just a little taller or a little shorter.
I believe "craft with itself" means to put the book in the crafting grid (either the mini-grid in the inventory window or in a crafting table) without anything else, then take the book out of the output slot. Doing so seems to save the most recent changes to that book.
However, right-clicking on golems/turrets doesn't seem to do anything, or at least, there is no confirmation that anything happened.
Also, by default, turrets do not shoot creepers (in 3.0.2). Is this deliberate? It makes sense for the golems to not attack creepers (like vanilla iron golems, self-preservation etc.), but turrets ought to be able to shoot creepers safely...and I have yet to successfully usehave used a targeting list book to teach a turret to attack creepers. (Edit: It works - my turrets shoot creepers now. Some sort of audio cue (like when upgrading a turret) would still help to confirm that a turret has been reprogrammed by a targeting book.)
Regarding Lava monsters, they seems to spawn without a cap so if you stay in your base and there's a lava lake nearby, you can stock piles 20+ of those.
Any chance we could set a minimum range between Lava monsters or even a maximum number of them in a given range to avoid the stock pile and allows other mobs to spawn?
Regarding Special mobs, they're not supported well with mods expecting 'vanilla' zombies, etc., notably DartCraft. Any chance we could have some cross-compatibility?
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
So... I guess this means Special mods does not work with Zombie Awareness then. Fix plez.
Kill two stones with one bird whenever possible
I was thinking about DartCraft and Enviromine. ZombieAwareness seems ok on the other end.
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
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In Special Mobs, do Screamers spawn allies like zombies used to in the snapshots, or does it just make nearby mobs come to it's aid?
Kill two stones with one bird whenever possible
I am running FTB Blood n Bones and I also use Cauldron aka MCPC+ in order to run Bukkit plugins. In doing this the server runs fine, so I decided to add the Bukkit plugin BloodMoon to our server and I get an error. That error is: http://pastebin.com/V1JpDA8S
If I disable Special Mobs the server and the plugin work as expected. Is there a fix or something available or something I can do on my end to help fix this issue. FYI I am running FTB Blood n Bones 1.6.4 with Special Mobs 2.6.
I know this thread is old, but oh well.
Does anyone know how to make the scarecrows spawn without a pumpkin on their head?
Thanks,
-Shinhoto
Mod list: https://docs.google.com/spreadsheets/d/1JFaOcmdokK0ZOaazKKEMpoaG9C4MtoccgD06-j0RDJA
Still looking forward to Utility Mobs, but I'm fine with waiting - installing Special Mobs now, being all of the pumped.
I don't know if this is a bug or just More Fun, so I'm spoilering it just in case.
It's a little tough to tell from a still picture like this, but you can see the spider's abdomen barely clip through the leaves on the tree to its left - it's about three and a half blocks tall.
The one I saw the first time, underground? I'm not sure how big it was in total, but the ends of its legs looked about one block wide, so...seven or eight blocks tall?
EDIT: I just killed the three-and-a-half-block-tall spider. Arrows shot at its head went straight through - its hitbox was located at ground level, between its legs, as if it was a normal-size spider. HOWEVER, its movement was constrained by the nearby trees as if it was actually large - I could stand under a tree (two blocks clearance) and it couldn't reach me under the foliage. For that reason, I don't think it's just a rendering error, despite the hitbox being normal-spider-sized.
It could be a coincidence, but only the Hungry Spider mob subtype has been affected so far - no other mobs have appeared in super-huge versions, just a little taller or a little shorter.
EDIT: Turns out they can get even bigger.
I have known the target system and permission system changed but I don't know how to save these books.
By clicking done or sign?(Sorry, I don't understant what "craft itself" means)
Each ways I have tried but the contents don't change.
However, right-clicking on golems/turrets doesn't seem to do anything, or at least, there is no confirmation that anything happened.
Also, by default, turrets do not shoot creepers (in 3.0.2). Is this deliberate? It makes sense for the golems to not attack creepers (like vanilla iron golems, self-preservation etc.), but turrets ought to be able to shoot creepers safely...and I
have yet to successfully usehave used a targeting list book to teach a turret to attack creepers. (Edit: It works - my turrets shoot creepers now. Some sort of audio cue (like when upgrading a turret) would still help to confirm that a turret has been reprogrammed by a targeting book.)