Hey, long time user here, just came back from minecraft after a few months absence... Whatever happened to the ancient mobs that would show up in special mobs? I could have sworn there were options for configuring the chances of mobs spawning with gear as well, at least without doing a bunch of work in mob properties. That extra gear added just that extra tantalizing touch of difficulty to the fights - and the slightest hint of reward if you were lucky enough to get a diamond helmet to drop. These seem to have been replaced with more mob types, which I'm certainly eager to try fighting, but I do miss all those old features.
Hey, long time user here, just came back from minecraft after a few months absence... Whatever happened to the ancient mobs that would show up in special mobs? I could have sworn there were options for configuring the chances of mobs spawning with gear as well, at least without doing a bunch of work in mob properties. That extra gear added just that extra tantalizing touch of difficulty to the fights - and the slightest hint of reward if you were lucky enough to get a diamond helmet to drop. These seem to have been replaced with more mob types, which I'm certainly eager to try fighting, but I do miss all those old features.
Special Mobs was just too large of a mod and became a nightmare to update, so I completely rewrote it. When I did that, I took the opportunity to break up some of its features into more manageable chunks.
Ancient mobs (less broken, more like Deadly World bosses and other mods' mobs can be ancient, too) and equipment have been moved to Apocalypse, a time-based difficulty scaling mod, and many features of Special Mobs have been moved to Special AI (at least, most of the AI-based features).
Special AI, in particular, has really become one of my favorite mods now, and I love the combination with Corosus's Zombie Awareness attracting zombies to exposed light sources!
Apocalypse is really meant for hardcore play, but you are of course able to disable basically any of its features (or just impose more scaling limits) and just have ancient mobs and equipment, if you like.
I think that is all of Special Mobs' removed features, but if you notice I am missing anything, let me know!
Special Mobs was just too large of a mod and became a nightmare to update, so I completely rewrote it. When I did that, I took the opportunity to break up some of its features into more manageable chunks.
Ancient mobs (less broken, more like Deadly World bosses and other mods' mobs can be ancient, too) and equipment have been moved to Apocalypse, a time-based difficulty scaling mod, and many features of Special Mobs have been moved to Special AI (at least, most of the AI-based features).
Special AI, in particular, has really become one of my favorite mods now, and I love the combination with Corosus's Zombie Awareness attracting zombies to exposed light sources!
Apocalypse is really meant for hardcore play, but you are of course able to disable basically any of its features (or just impose more scaling limits) and just have ancient mobs and equipment, if you like.
I think that is all of Special Mobs' removed features, but if you notice I am missing anything, let me know!
Wow, sounds like your mod library has really expanded recently, I've not heard of either of these mods. I guess I should check out what all you have on curse now instead of just trolling your minecraft forum pages.
Out of curiosity, are there any fan made additions to the lost books options? I feel like I;ve looted a dozen copies of everything not adlib or unique.
Wow, sounds like your mod library has really expanded recently, I've not heard of either of these mods. I guess I should check out what all you have on curse now instead of just trolling your minecraft forum pages.
Out of curiosity, are there any fan made additions to the lost books options? I feel like I;ve looted a dozen copies of everything not adlib or unique.
Heh, I keep a whole list on my main mod page of all the mods I have on Curse. Another recent semi-cool thing (especially if you're up for doing even more configs) is Block Properties - I mostly just use it to make things more flammable.
And off the server mods page (all the pages here are just messes because the forums keep changing):
-Click File->Download
-This pack is built with the idea of everything being in the unique folder, but will work if some books are in common as well. Just know that putting it in common will make it nearly impossible to get a complete collection.
-See if you can find the treasure book.
Lovecraft Pack (68 books) by Khormin
This pack contains many of the open-source works of H.P. Lovecraft, including The Call of Cthulhu and The Shadow Out of Time.
As with the pack above, putting it in common will make it hard to get a complete collection, but not quite so impossible.
The books in this pack tend to be long - some even reach over a thousand tiny Minecraft pages. The ones you find are more likely to last you until you find a new one.
The longer stories will probably be very difficult to get through with a Lost Books version below 1.2.0, since you will lose your place in any book upon closing it.
Myths and Legends (73 stories) by BlackJar72
This pack contains various myths, legends, and folktales from several cultures.
As with any large pack, putting them all in common will make it hard to get a complete collection.
Simply download, unzip the contents into your desired book folder, and enjoy!
Drowing creepers are a challenge; you can kill them or be killed by their payload. Life over. Time to pick up the pieces and rebuild. However, the monster eggs used to surround the water trap are like razing the castle and salting the land; you'll never be able to remove the infestation of silverfish after the attack, unless you go into creative mode and peaceful difficulty before removing the blocks. The only option is to move to a new location.
So, the question is: can the drowning creeper's water shell be changed to a different material? I don't want to remove the mob entirely, but make its attack one-time, like every other creeper, not a permanent infestation rendering further construction unworkable.
Would it be possible to make golems and turrets automatically attack monsters that are hostile to the player? Or monsters that the player attacked (so a behavior similar to tamed wolf), unless they are in the exception list? Because at present they just ignore all monsters that mods add and writing them in one by one is a massive pain.
And vice versa, because monsters don't seem eager to damage the golems at all, even when the latter attack them.
java.lang.ClassCastException: mariculture.core.tile.TileOyster cannot be cast to mariculture.factory.tile.TileCustom
at mariculture.factory.blocks.BlockCustomHelper.getBlockHardness(BlockCustomHelper.java:54)
at mariculture.factory.blocks.BlockCustomBase.func_149712_f(BlockCustomBase.java:81)
at toast.specialAI.util.BlockHelper.shouldDamage(BlockHelper.java:26)
at toast.specialAI.ai.GriefSearch.tryTargetBlock(GriefSearch.java:128)
at toast.specialAI.ai.GriefSearch.checkCoords(GriefSearch.java:116)
at toast.specialAI.ai.GriefSearch.checkNext(GriefSearch.java:90)
at toast.specialAI.ai.GriefSearch.runSearch(GriefSearch.java:69)
at toast.specialAI.ai.SearchHandler.onServerTick(SearchHandler.java:66)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_1150_SearchHandler_onServerTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Any chance you could add the ability to select what blocks are used for utility mobs creation? I'd like to use this mod with TerraFirmaCraft, but in TFC most of the standard blocks from Minecraft just aren't available. There isn't plain old cobblestone for example, there's a dozen types of cobblestone instead.
I want this mod (Or some other mod with cool NEW mobs) for 1.8. no one actually makes/updates their mods for 1.8. Please help.
Not entirely true - Thaumcraft is in the process of being updated for 1.8, Highlands is now out for 1.8.... And ChocoCraft is on the way too. So "No one" is a bit inaccurate.
That aside, I hope that FT's mods will be available for 1.8 sometime, since I'm deeply in love with those Turrets. Actual, nearly-always reliable, potent base defenses, and so fun to use <3
Not entirely true - Thaumcraft is in the process of being updated for 1.8, Highlands is now out for 1.8.... And ChocoCraft is on the way too. So "No one" is a bit inaccurate.
That aside, I hope that FT's mods will be available for 1.8 sometime, since I'm deeply in love with those Turrets. Actual, nearly-always reliable, potent base defenses, and so fun to use <3
Found a very strange interaction bug with Thermal Foundation (1.2.0-102) and SpecialMobs (3.2.0). If you set spawn_eggs=true in _general, thermal expansion mobs (Blizz, Basalz, Blitz) all become invisible and have no hitboxes. Set spawn_eggs back to false and they reappear.
Hey, long time user here, just came back from minecraft after a few months absence... Whatever happened to the ancient mobs that would show up in special mobs? I could have sworn there were options for configuring the chances of mobs spawning with gear as well, at least without doing a bunch of work in mob properties. That extra gear added just that extra tantalizing touch of difficulty to the fights - and the slightest hint of reward if you were lucky enough to get a diamond helmet to drop. These seem to have been replaced with more mob types, which I'm certainly eager to try fighting, but I do miss all those old features.
Special Mobs was just too large of a mod and became a nightmare to update, so I completely rewrote it. When I did that, I took the opportunity to break up some of its features into more manageable chunks.
Ancient mobs (less broken, more like Deadly World bosses and other mods' mobs can be ancient, too) and equipment have been moved to Apocalypse, a time-based difficulty scaling mod, and many features of Special Mobs have been moved to Special AI (at least, most of the AI-based features).
Special AI, in particular, has really become one of my favorite mods now, and I love the combination with Corosus's Zombie Awareness attracting zombies to exposed light sources!
Apocalypse is really meant for hardcore play, but you are of course able to disable basically any of its features (or just impose more scaling limits) and just have ancient mobs and equipment, if you like.
I think that is all of Special Mobs' removed features, but if you notice I am missing anything, let me know!
Hello,
Just to confirm the hungry spider bug with 3.1.1
Wow, sounds like your mod library has really expanded recently, I've not heard of either of these mods. I guess I should check out what all you have on curse now instead of just trolling your minecraft forum pages.
Out of curiosity, are there any fan made additions to the lost books options? I feel like I;ve looted a dozen copies of everything not adlib or unique.
Hm thanks, I'll have look into it again.
Heh, I keep a whole list on my main mod page of all the mods I have on Curse. Another recent semi-cool thing (especially if you're up for doing even more configs) is Block Properties - I mostly just use it to make things more flammable.
And off the server mods page (all the pages here are just messes because the forums keep changing):
Brothers Grimm Pack (209 tales) by The_K
This pack contains piles of short stories by The Brothers Grimm.
Lovecraft Pack (68 books) by Khormin
This pack contains many of the open-source works of H.P. Lovecraft, including The Call of Cthulhu and The Shadow Out of Time.
As with the pack above, putting it in common will make it hard to get a complete collection, but not quite so impossible.
The books in this pack tend to be long - some even reach over a thousand tiny Minecraft pages. The ones you find are more likely to last you until you find a new one.
The longer stories will probably be very difficult to get through with a Lost Books version below 1.2.0, since you will lose your place in any book upon closing it.
Myths and Legends (73 stories) by BlackJar72
This pack contains various myths, legends, and folktales from several cultures.
As with any large pack, putting them all in common will make it hard to get a complete collection.
Simply download, unzip the contents into your desired book folder, and enjoy!
Are there Recipes in the game for the golems or do you have to just go to the wiki?
Drowing creepers are a challenge; you can kill them or be killed by their payload. Life over. Time to pick up the pieces and rebuild. However, the monster eggs used to surround the water trap are like razing the castle and salting the land; you'll never be able to remove the infestation of silverfish after the attack, unless you go into creative mode and peaceful difficulty before removing the blocks. The only option is to move to a new location.
So, the question is: can the drowning creeper's water shell be changed to a different material? I don't want to remove the mob entirely, but make its attack one-time, like every other creeper, not a permanent infestation rendering further construction unworkable.
Would it be OK if I used this mod in an "Adventure Map" modpack I'm making? Sorry if you already answered this somewhere
Hello!
Would it be possible to make golems and turrets automatically attack monsters that are hostile to the player? Or monsters that the player attacked (so a behavior similar to tamed wolf), unless they are in the exception list? Because at present they just ignore all monsters that mods add and writing them in one by one is a massive pain.
And vice versa, because monsters don't seem eager to damage the golems at all, even when the latter attack them.
Thanks.
Here we go:
java.lang.ClassCastException: mariculture.core.tile.TileOyster cannot be cast to mariculture.factory.tile.TileCustom
at mariculture.factory.blocks.BlockCustomHelper.getBlockHardness(BlockCustomHelper.java:54)
at mariculture.factory.blocks.BlockCustomBase.func_149712_f(BlockCustomBase.java:81)
at toast.specialAI.util.BlockHelper.shouldDamage(BlockHelper.java:26)
at toast.specialAI.ai.GriefSearch.tryTargetBlock(GriefSearch.java:128)
at toast.specialAI.ai.GriefSearch.checkCoords(GriefSearch.java:116)
at toast.specialAI.ai.GriefSearch.checkNext(GriefSearch.java:90)
at toast.specialAI.ai.GriefSearch.runSearch(GriefSearch.java:69)
at toast.specialAI.ai.SearchHandler.onServerTick(SearchHandler.java:66)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_1150_SearchHandler_onServerTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
I also posted this on mariculture issue tracker.
Thank you for your time and effort. \o/
Heyo Father Toast!
Just wanted to give this to you. Would have posted it up on a github for bug reports but could not find one.
This is a repost of an issue original posted HERE
Thanks for the wonderful mod btw.
Toast of Fathers,
Any chance you could add the ability to select what blocks are used for utility mobs creation? I'd like to use this mod with TerraFirmaCraft, but in TFC most of the standard blocks from Minecraft just aren't available. There isn't plain old cobblestone for example, there's a dozen types of cobblestone instead.
I want this mod (Or some other mod with cool NEW mobs) for 1.8. no one actually makes/updates their mods for 1.8. Please help.
Not entirely true - Thaumcraft is in the process of being updated for 1.8, Highlands is now out for 1.8.... And ChocoCraft is on the way too. So "No one" is a bit inaccurate.
That aside, I hope that FT's mods will be available for 1.8 sometime, since I'm deeply in love with those Turrets. Actual, nearly-always reliable, potent base defenses, and so fun to use <3
Thanks for the advice! Ill be on the lookout!
Found a very strange interaction bug with Thermal Foundation (1.2.0-102) and SpecialMobs (3.2.0). If you set spawn_eggs=true in _general, thermal expansion mobs (Blizz, Basalz, Blitz) all become invisible and have no hitboxes. Set spawn_eggs back to false and they reappear.
Using Forge 1492.
i saw ur profile pic and thought to myself "Give this guy a cookie"
Also ur mod is AMAZING. never regretted using it in my private modpacks :3
Please update the utility mod for 1.8...please? pleaseeeeeeeeeeeeeeeeeeeee. please?
-JaY
Any reason why Vampire pigman are so ridiculously op? Had to disable them because of how game breaking they are, especially with other mods.
update for version 1.9 pls!