Lycanite, maybe finish a group of mobs in the next update. Most of the categories have three or TWO mobs left. Or maybe work on the jungle or freshwater mobs next. Those have a fair amount of mobs in them.
I'm going to be doing some bug fixes today if I can so I'll take a look at the Pure Lava light level and the item bouncing.
I'm sorry that I didn't notice it earlier, but I'd like to report another bug about the "Pure Lava". When you lay down the "Pure Lava", it doesn't have that burning sound (pschh... pschh... pschh... yeah, I'm not good at interpreting the sound over the internet) as it's flowing. I think it doesn't have any sound at all, maybe you should check everything just to be on the safe side. So, hopefully you could fix the bouncy, light level and audio issues. Good luck to you and thanks for the wonderful mod, makes my gameplay much more exciting.
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
My server is being absolutely hammered. I'm going to manually adjust spawn rates myself but, it might be worth setting the defaults a bit lower
Edit: Nope, reducing spawn rates hasn't fixed anything (though the default spawn rates were a bit high). The server is still being absolutely thrashed: http://i.imgur.com/WU2MdW4.png
.I believe something might be wrong though I am not entirely sure what.
I Cant Seem To Find Uvaraptor Treats In The 1.6.4 Version Of The Mod
The treats weren't added in 1.6.4, instead other items are used, it's usually the cooked meat from the biome so for Uvaraptors use Cooked Concapede Meat to tame them.
Lycanite, maybe finish a group of mobs in the next update. Most of the categories have three or TWO mobs left. Or maybe work on the jungle or freshwater mobs next. Those have a fair amount of mobs in them.
Hmm, I think I'll keep spreading the mobs out so that everywhere is covered, it really depends on what features I've added and when for example once the Vespids are in with their hives the Calpods will quickly follow with their similar logic of having mounds.
I'm sorry that I didn't notice it earlier, but I'd like to report another bug about the "Pure Lava". When you lay down the "Pure Lava", it doesn't have that burning sound (pschh... pschh... pschh... yeah, I'm not good at interpreting the sound over the internet) as it's flowing. I think it doesn't have any sound at all, maybe you should check everything just to be on the safe side. So, hopefully you could fix the bouncy, light level and audio issues. Good luck to you and thanks for the wonderful mod, makes my gameplay much more exciting.
Hmm so Pure Lava sounds and item bouncing, got it! I've fixed the light level issue, the item bouncing is being tricky though, I think I need to have it destroy the item quicker or something. I'm also going to look into lowering the red fog effect when swimming in any lava with fire resistance.
Lycanite, what happened to the mobs? They are suddenly... Nicer. They never kill villagers anymore. Also, what happened to nightmare mode?
for the next update youmshould add one of these-
soulcube
vespid
conba
roa
dawon
a shadow mob
a freshwater mob
a special mob
an event
rage potions. They're all the rage these days.
bottled potions for paralysis, weight, etc.
Hmm I think you might find the next update interesting. The next mob is likely going to be the Raiko though as it's quite similar to the Roc so I'd rather implement it now while all the pickup entity code is fresh in my mind.
My server is being absolutely hammered. I'm going to manually adjust spawn rates myself but, it might be worth setting the defaults a bit lower
Edit: Nope, reducing spawn rates hasn't fixed anything (though the default spawn rates were a bit high). The server is still being absolutely thrashed: http://i.imgur.com/WU2MdW4.png
.I believe something might be wrong though I am not entirely sure what.
Hmm that does look a bit high, I'm constantly testing on my own server and the mobs don't really cause any problems, once I update my server to 1.7.10 I'll be using the latest version of this mod and I'll be able to have more longer detailed tests ran 24/7. I have been working on some tweaks and I'll likely go through my mod at some point with the likes of Opis to optimize as much as I can. The default spawn rates shouldn't be too high though, they mostly match the vanilla mobs such as a weight of 8 for a Geken in the jungle matching that of 8 for a vanilla Zombie in the plains, etc. Lowering the global spawn weight in the lycanitesmobs-spawning.cfg config to like 0.75 or even 0.5 and then setting "Control Vanilla Mobs" to false might help if you want vanilla mobs to be more common that mobs from this mod.
anyways I have an idea for a Deer like mob but with psychic powers called a psyroe, when moved close to it will produce a relaxing but mind warping gas that enables the deer to escape and when attacked it will produce copy's of itself and will make them charge, the alpha psyroe is aggresive and can deliver a high knockback butt of its horns or warp time and space and teleport the player 12 blocks away from the psyroe. at 20% health it will produce a mind warping gas and escape.
Heres another idea, a pigeon like mob that has wind powers, when tames can send messages to other players
A couple of awesome ideas, however all the regualr mobs are panned now but I do look at new ideas like these to improve them. The deer mob's abilities are quite vast and powerful and sound like they would make for an interesting boss fight especially with the clones ability, I could also do with a deer-like mob maybe so cool idea indeed!
The treats weren't added in 1.6.4, instead other items are used, it's usually the cooked meat from the biome so for Uvaraptors use Cooked Concapede Meat to tame them.
Hmm, I think I'll keep spreading the mobs out so that everywhere is covered, it really depends on what features I've added and when for example once the Vespids are in with their hives the Calpods will quickly follow with their similar logic of having mounds.
Hmm so Pure Lava sounds and item bouncing, got it! I've fixed the light level issue, the item bouncing is being tricky though, I think I need to have it destroy the item quicker or something. I'm also going to look into lowering the red fog effect when swimming in any lava with fire resistance.
Hmm I think you might find the next update interesting. The next mob is likely going to be the Raiko though as it's quite similar to the Roc so I'd rather implement it now while all the pickup entity code is fresh in my mind.
Hmm that does look a bit high, I'm constantly testing on my own server and the mobs don't really cause any problems, once I update my server to 1.7.10 I'll be using the latest version of this mod and I'll be able to have more longer detailed tests ran 24/7. I have been working on some tweaks and I'll likely go through my mod at some point with the likes of Opis to optimize as much as I can. The default spawn rates shouldn't be too high though, they mostly match the vanilla mobs such as a weight of 8 for a Geken in the jungle matching that of 8 for a vanilla Zombie in the plains, etc. Lowering the global spawn weight in the lycanitesmobs-spawning.cfg config to like 0.75 or even 0.5 and then setting "Control Vanilla Mobs" to false might help if you want vanilla mobs to be more common that mobs from this mod.
A couple of awesome ideas, however all the regualr mobs are panned now but I do look at new ideas like these to improve them. The deer mob's abilities are quite vast and powerful and sound like they would make for an interesting boss fight especially with the clones ability, I could also do with a deer-like mob maybe so cool idea indeed!
The boss mob list is slowly expanding... What's the raiko gonna look like?
Glad you like to Elemental Guardian idea, Lycanite. Does that mean you can add it to your plans, or are you only deciding on it? One of my goals is to get one of my ideas in the mod.
My goal to!
Excuse me? What is a shadow mob? I have some idea, but barely.
How to summon a boss WASSPIX WAY: Craft a summoning altar 4 wood, 4 cobble, soul gazer. Place down and arrange a Netherack + around your altar. Craft a Boss-Tiary. Find your designated boss ( Which ever is next on the list) and place it on the altar. Right click with a soul gazer, and get boss staff. Build a formation for the certain boss around the altar, and than stand in front of the altar, use the staff, and choose the correct boss. Watch the boss in front of your eyes. it will not leave the formation, making pet bosses of sort's, and minimal destruction.Shooting it will deflect off of the boundry. After the boss is defeated, it should drop special meat, a head, and a special weapon. Then move on. P.S. all materials will be destroyed when the boss is summoned. You know you like bro.
Having a weird issue on a server. I stumbled into a field of geonach, turned out they were yale. Damage indicators calls them Geonach, but they're baa-ing and drop yale-stuff.
Edit So yeah: Looks like a geonach, is identified on my client as a geonach, acts like a Yale as it no doubt should given that they're just wandering around in a field, and drops yale meat and wool. Which I'd think a rock monster ought not do. I'm thinking this is an entityID thing, but I'm having trouble finding that in my configs.
What if there was a new biome called the infero biome? It would be filled with Islands of inferno stone and infernograss with blazewood trees
and infernite and inferno chillies on dangerously small Islands , with inferno,chillies, you could make a tasty dish called hot toastie that would give you an effect like fire immunity but gives you fire powers, also for infernite ore it would be found in the infernostone Islands in veins of 2-6 ore
it could set you on fire when you mine it plus blowing it up would spawn lava instead of the ore, when mined drops 1-2 infernite gems, can be used for the first armour in lycanites mobs, the sword could inflict the victim with a new kind of fire effect, blazing inferno, it would do damage 1.44% faster the normal fire and would be too hot for even water to stop and would have a 20% chance of piercing armour, the pickaxe could have the same fire ability but with another that has a 30% chance of smelting the block mined and be 33% faster then a diamond pick. While the axe would have a chance to cause blazefire to engulf the wood and drop charcoal. The armour would have a blaze fire aura that would give blazing inferno to any mob attacking. But the armour would also be weak to extreme cold and water. The sword would lose 15% more dura when a piercing strike happens, it would also not work on anything immune to fire like water elementals, while the pick would lose 12% dura on smelt. for the axe the blazefire spreads easy but dosent spree beyond 7 blocks from the original fire on ground. on the brightside infernite tools don't burn up in lava.
Okay, more details: All of my spawn eggs for Lycanite's mobs are wrong in NEI compared to the server. They seem to be in the right categories (no water mobs in place of fire mobs, for example) but if I cheat myself a spawn Ika, it gives me a skylus egg.
I'm using Forge 1208, the mod is 1.8.3, and I'm using a creeperhost server that I'm working on setting up. I've cleared my configs a few times, but I just can't figure out why the entity IDs are completely different. Any ideas what I'm doing wrong?
I'm sorry that I didn't notice it earlier, but I'd like to report another bug about the "Pure Lava". When you lay down the "Pure Lava", it doesn't have that burning sound (pschh... pschh... pschh... yeah, I'm not good at interpreting the sound over the internet) as it's flowing. I think it doesn't have any sound at all, maybe you should check everything just to be on the safe side. So, hopefully you could fix the bouncy, light level and audio issues. Good luck to you and thanks for the wonderful mod, makes my gameplay much more exciting.
The signature don't have enough space!!!
for the next update youmshould add one of these-
soulcube
vespid
conba
roa
dawon
a shadow mob
a freshwater mob
a special mob
an event
rage potions. They're all the rage these days.
bottled potions for paralysis, weight, etc.
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
My server is being absolutely hammered. I'm going to manually adjust spawn rates myself but, it might be worth setting the defaults a bit lower
Edit: Nope, reducing spawn rates hasn't fixed anything (though the default spawn rates were a bit high). The server is still being absolutely thrashed: http://i.imgur.com/WU2MdW4.png
.I believe something might be wrong though I am not entirely sure what.
Just to clear up any potential descrepencies that may or may not arise.
The treats weren't added in 1.6.4, instead other items are used, it's usually the cooked meat from the biome so for Uvaraptors use Cooked Concapede Meat to tame them.
Hmm, I think I'll keep spreading the mobs out so that everywhere is covered, it really depends on what features I've added and when for example once the Vespids are in with their hives the Calpods will quickly follow with their similar logic of having mounds.
Hmm so Pure Lava sounds and item bouncing, got it! I've fixed the light level issue, the item bouncing is being tricky though, I think I need to have it destroy the item quicker or something. I'm also going to look into lowering the red fog effect when swimming in any lava with fire resistance.
Hmm I think you might find the next update interesting. The next mob is likely going to be the Raiko though as it's quite similar to the Roc so I'd rather implement it now while all the pickup entity code is fresh in my mind.
Hmm that does look a bit high, I'm constantly testing on my own server and the mobs don't really cause any problems, once I update my server to 1.7.10 I'll be using the latest version of this mod and I'll be able to have more longer detailed tests ran 24/7. I have been working on some tweaks and I'll likely go through my mod at some point with the likes of Opis to optimize as much as I can. The default spawn rates shouldn't be too high though, they mostly match the vanilla mobs such as a weight of 8 for a Geken in the jungle matching that of 8 for a vanilla Zombie in the plains, etc. Lowering the global spawn weight in the lycanitesmobs-spawning.cfg config to like 0.75 or even 0.5 and then setting "Control Vanilla Mobs" to false might help if you want vanilla mobs to be more common that mobs from this mod.
A couple of awesome ideas, however all the regualr mobs are panned now but I do look at new ideas like these to improve them. The deer mob's abilities are quite vast and powerful and sound like they would make for an interesting boss fight especially with the clones ability, I could also do with a deer-like mob maybe so cool idea indeed!
The boss mob list is slowly expanding... What's the raiko gonna look like?
My goal to!
Excuse me? What is a shadow mob? I have some idea, but barely.
Raiko is next. The Raiko is a pelican-like monster that flies over the ocean and pecks anyone who goes near him.
They're mobs that spawn in complete darkness.
Just as I thought.
They're all busy including me.
Edit So yeah: Looks like a geonach, is identified on my client as a geonach, acts like a Yale as it no doubt should given that they're just wandering around in a field, and drops yale meat and wool. Which I'd think a rock monster ought not do. I'm thinking this is an entityID thing, but I'm having trouble finding that in my configs.
Right you are good shrek.
No offense, but Lycanie's is for mods ONLY.
I'm using Forge 1208, the mod is 1.8.3, and I'm using a creeperhost server that I'm working on setting up. I've cleared my configs a few times, but I just can't figure out why the entity IDs are completely different. Any ideas what I'm doing wrong?
Oh, hi there!
Hey, you're the creator of the atmosmobs mod