Mob Properties and Special AI need to be able to handle special characters in mob names like | . Namenly Project Zulu uses | in it's names and there are no mob properties files for the mobs, I figure neither can Special AI handle it.
What version of Mob Properties are you using? MobProperties has long supported all characters.
The only characters Special AI doesn't support are tildes (~) at the beginning of the mod id and commas.
I think I see the problem. It's the mod id with the weird stuff in it that's preventing defaults from generating. You can still manually make the files, but I'll try to get a fix for it out shortly.
FatherToast, I'm assuming you made the apocalypse mod as well? Because that's what the MadPack 2 mod list says. Anyway, I was wondering how to adjust the rate at which the difficulty rises? Is there an in game command? or can I adjust it in the config? Please help!
So until a little while ago, we had the Lost Books on our 1.7.10 server. It worked fine until I flew around and found a village. Every time afterwards, whenever I joined the game, I would crash. We narrowed it down to some sort of problem with Witchery's Apothecary Villager. Removing this mod fixed it. Unfortunately, I can't provide any crash logs (new hard drive). I'm assuming the villager was trying to sell a book.
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~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
So until a little while ago, we had the Lost Books on our 1.7.10 server. It worked fine until I flew around and found a village. Every time afterwards, whenever I joined the game, I would crash. We narrowed it down to some sort of problem with Witchery's Apothecary Villager. Removing this mod fixed it. Unfortunately, I can't provide any crash logs (new hard drive). I'm assuming the villager was trying to sell a book.
Make sure you are using the latest version (1.2.2). I fixed villager-related crashes in that update. If it still happens, then you'll have crash logs to send and I'll be able to fix it.
FatherToast please come on, add tag support for customchestloot, would like to start edit loot but no point cause configs will get reset when you add support for it...
Patience, it's going to be a good while before that happens.
I will try to make the mod convert your old configs and to the new format automatically, so they won't be reset, anyway.
I would like to know what features of Deadly world out of these spawn Mob Spawners and if they are in a Room or just stragglers. I'd like to remove all Mob Spawners that are randomly placed due to Mob Spawners being valuable with my current mod setup.
I would like to know what features of Deadly world out of these spawn Mob Spawners and if they are in a Room or just stragglers. I'd like to remove all Mob Spawners that are randomly placed due to Mob Spawners being valuable with my current mod setup.
All of those features include at least one spawner, with the exception of "chest", and none have a room (though the "silverfish_nest" is encased in a layer of silverfish blocks, if that counts). "mine" is one that players will be very unlikely to be able to get, as it tends to blow itself up. If you are very concerned with the mines, you will also need to disable the kind of chest that comes with a "mine" below itself (chest types are in their own section of the config).
I am trying to determine the way to add blocks with metadata to the Custom Chest loot mod, specifically the AE2 presses. Their data seems to be: appliedenergistics2:item.ItemMultiMaterial for the item name, but then each block has an item id of 4294 with varying meta data of 13, 14, 15, and 19.
Can anyone fill me in on the correct way to add these to the dungeonChest.txt?
I am trying to determine the way to add blocks with metadata to the Custom Chest loot mod, specifically the AE2 presses. Their data seems to be: appliedenergistics2:item.ItemMultiMaterial for the item name, but then each block has an item id of 4294 with varying meta data of 13, 14, 15, and 19.
Can anyone fill me in on the correct way to add these to the dungeonChest.txt?
Thanks!
You use the item/block name and damage value of the item/block used to place it (which are probably those numbers, since block metadata can only range from 0-15) in the same pattern as for items. You may need to experiment with it a little to get what you want, depending on how the block is coded.
is it possible to use mob properties to affect animal breeding behaviour ? More specifically could it allow Mo Creatures turkeys and goats to be farmed ? Those mobs cannot be bred using items (like sheep chicken cow pig). Project zulu has config settings to allow all of its mobs to be breedable and to set the breeding food I believe so I was wondering if it would be possible to affect mo creatures mobs but also to possibly change vanilla animals breeding, say changing the food for sheep or cows.
Ive been meaning to get into using mob properties for a long time but have not gotten around to it yet. I had a quick look at the wiki and examples but I couldnt see anything that related.
Cheers
In general, Mob Properties can not be used to change a mob's AI (though, you can change the NBT data used by Special AI to change the AIs it adds). If any of those creatures have NBT data you can manipulate to give them what you want, then you can use Mob Properties for that, but it's not something built in to mobs normally.
I don't belive changing the food for vanilla mobs is possible at all, but I could be wrong. Haven't looked at that in a while.
How do i set config to either disable silverfish completely or greatly reduce them and also so that spawners and silverfish veins don't spawn together and also so the veins don't spawn near another vein in any direction so i only have to ever deal with one vein or one spawner of them and also set the veins to be only 10 silverfish blocks at the most or maybe i could just disable the spawners and make the veins much much rarer and also never spawn close enough to another vein so basically i wont have silverfish annoying sounds in some vein i cant even find nearby constant noise, it just spoils it and theyre not that challenging just annoying, might just be easier for me completely disable them for simplicity as i wont miss them, and just have the usual vanilla silverfish spawns like in extreme hills and strongholds as is default.
You can adjust the frequency and amount of silverfish blocks generated, all the way to 0 if you need to (they are in the veins section of the config). There is no way to enforce a distance between features, but you can adjust how common each feature is in the config - you will just need to fiddle with it until you like how often things appear.
Glad that worked! I suspected it would, but you never can be sure.
The Loot Mod currently has no released versions that can be installed in the same version of Minecraft as You Will Die.
When the Loot Mod is re-released, it will basically be a completely different mod, since it has been rewritten so many times since its beta release. It will work with nearly everything - mod items, mod enchantments, etc.
So you do plan on updating the Loot Mod? In that case, I'm excited! Really hoping there'll be a 1.6.4 version of it when that day comes, but either way some activity on that mod will be refreshing. There aren't enough RNG mods out there, sadly.
Not entirely sure if this is or isn't the right place to ask this, but is there anyway to prevent seekers, destroyers, and ghosts from spawning in peaceful mode?
Can Potion and TNT spawners that can be mined be used for whatever valuable use they may have in your pack? If so, then you'll want to remove Brutal Spawners, Fire Traps, Mines, Potion Traps, Silverfish Nests, Spawners, Spawner Traps, Swarm Spawners, and Towers. This still leaves many cool features though, and what you can do is simply apply the setting that vanilla dungeon spawners will more often be brutal/swarm/tower.
Howdy, I am looking for a download for the Apocalypse mod that is included in MadPack. I've scoured this thread and all signs point to this being the Author's tread, yet I've seen no download for it. Any help is appreciated.
@FatherToast does the same permissions from the lavamonsters page count here too?
As I wanted to ask permissions for the CustomChestLoot mod
-Mrbysco
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Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
especially lava monsters make early game rushes for diamonds rather difficult, since youre often hitting lava pools around diamond level.
just a minor nitpick, the bosses from deadly world could be a little more visible. its kind of weird, when a regular looking zombie suddenly 1 shots you. an actual boss health bar on the screen, and visible nametags, so you get a heads up with what youre actually dealing with, should do the trick.
Could someone tell me how to make/edit .book files? Or .word files? I really want to make my own books and possibly book packs (though unlikely). I've googled it and nearly everything says a program called Adobe Framemaker 11 but it looks like they updated it to 12 and not sure if it still can work with .book and also I don't really want to buy a whole new program for this even though I want to make my own books.
What version of Mob Properties are you using? MobProperties has long supported all characters.
The only characters Special AI doesn't support are tildes (~) at the beginning of the mod id and commas.
I think I see the problem. It's the mod id with the weird stuff in it that's preventing defaults from generating. You can still manually make the files, but I'll try to get a fix for it out shortly.
EDIT: The fix is out now.
Thanks, Max
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
It won't dust off if you don't have any books loaded. Make sure you've installed the mod properly and have books for it to turn into.
Make sure you are using the latest version (1.2.2). I fixed villager-related crashes in that update. If it still happens, then you'll have crash logs to send and I'll be able to fix it.
Patience, it's going to be a good while before that happens.
I will try to make the mod convert your old configs and to the new format automatically, so they won't be reset, anyway.
All of those features include at least one spawner, with the exception of "chest", and none have a room (though the "silverfish_nest" is encased in a layer of silverfish blocks, if that counts). "mine" is one that players will be very unlikely to be able to get, as it tends to blow itself up. If you are very concerned with the mines, you will also need to disable the kind of chest that comes with a "mine" below itself (chest types are in their own section of the config).
I am trying to determine the way to add blocks with metadata to the Custom Chest loot mod, specifically the AE2 presses. Their data seems to be: appliedenergistics2:item.ItemMultiMaterial for the item name, but then each block has an item id of 4294 with varying meta data of 13, 14, 15, and 19.
Can anyone fill me in on the correct way to add these to the dungeonChest.txt?
Thanks!
You use the item/block name and damage value of the item/block used to place it (which are probably those numbers, since block metadata can only range from 0-15) in the same pattern as for items. You may need to experiment with it a little to get what you want, depending on how the block is coded.
In general, Mob Properties can not be used to change a mob's AI (though, you can change the NBT data used by Special AI to change the AIs it adds). If any of those creatures have NBT data you can manipulate to give them what you want, then you can use Mob Properties for that, but it's not something built in to mobs normally.
I don't belive changing the food for vanilla mobs is possible at all, but I could be wrong. Haven't looked at that in a while.
You can adjust the frequency and amount of silverfish blocks generated, all the way to 0 if you need to (they are in the veins section of the config). There is no way to enforce a distance between features, but you can adjust how common each feature is in the config - you will just need to fiddle with it until you like how often things appear.
So you do plan on updating the Loot Mod? In that case, I'm excited! Really hoping there'll be a 1.6.4 version of it when that day comes, but either way some activity on that mod will be refreshing. There aren't enough RNG mods out there, sadly.
Come check out my pack and tell me what you think.
As I wanted to ask permissions for the CustomChestLoot mod
-Mrbysco
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my CurseForge profile. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
especially lava monsters make early game rushes for diamonds rather difficult, since youre often hitting lava pools around diamond level.
just a minor nitpick, the bosses from deadly world could be a little more visible. its kind of weird, when a regular looking zombie suddenly 1 shots you. an actual boss health bar on the screen, and visible nametags, so you get a heads up with what youre actually dealing with, should do the trick.