Update: Trick or Treat?! - Version 1.10.4.7 for Minecraft 1.7.10
IMPORTANT: Configs older than 1.10.4.7 will be reset to default, be sure to backup or manually increase your config's version in lycanitesmobs-version.cfg, be sure to read the update notes if doing this.
Improvement: Added a dedicated SKY custom spawn type. Many mobs that randomly spawn and can fly such as Roc, Raiko, Remobra, Manticore, Spriggans, etc should now use this instead of the vanilla MONSTER spawn type, this will allow them to spawn randomly in the air with 48 blocks above or below players this will also mean that areas really high in the sky should be populated with mobs.
Improvement: Jengu no longer sound like toilets! They have a completely new set of sounds!
Improvement: The advanced buff foods can now be found as random chest loot in dungeons, etc.
Improvement: Added random loot to Village Blacksmith Chests.
Major Bug Fix: Finally fixed a crash caused by disabling mobs! Mobs can now be completely disabled where they will be immediately remove if present in the world, their spawn eggs will remain but if a disabled mob is spawned using an egg, it will be instantly removed. Mobs who are only disabled from naturally spawning or spawning from events or with a spawn weight of 0 should no longer spawn but can still be summoned as minions or spawned using eggs or spawned via other mods. This should hopefully fix a lot of crashes that people have been having.
Bug Fix: Finally fixed the custom webs, both Frostwebs and Quickwebs can now be easily broken with or without any tool.
Bug Fix: Grue will now teleport onto the player instead of behind if behind the player is a solid block, this will hopefully stop them from teleporting into walls and suffocating!
Bug Fix: Custom sky-based spawn types such as STORM, LUNAR or Mob Events should now correctly spawn mobs in the air rather than on the ground or at a weird low Y limit.
Nice!But the Vespids are coming this Week??
Rollback Post to RevisionRollBack
Support Ice and Fire , This is terribly awesome !:D
Hello I'm playing on the 1.6.4 version and I'm confused on how the summoning staff works. I used soul catcher on the monsters and it said I discovered a new creature. What do i do next?
I'm using this on a server and I'm wondering. can I change JUST the config on the server to change spawn rates or do the clients need the changed config as well?
Thanks. Second question: is there an issue with spawning Concapedes through Just Another Spawner? I'm getting a lot of lag and I think it's due to uncontrollable Concapede multiplication. The segments are everywhere in huge numbers in this tropical rainforest biome, in far greater numbers than should probably be considering the creature caps. Do the segments not count as creatures?
Yeah, make sure that you aren't spawning Concapede Segments, only Concapede (Heads) else those segments are gonna start growing into heads and then growing their own segments.
Hopefully! 1.10.4.X are mostly bug fixes, etc, the Vespids will be in 1.10.5.X. There might take a bit of time though as I have a lot of AI to put into them.
Hello I'm playing on the 1.6.4 version and I'm confused on how the summoning staff works. I used soul catcher on the monsters and it said I discovered a new creature. What do i do next?
See the Controls menu, there you will find the keys needed to open the Beastiary and Minion Manager. I'm 100% certain if minions are available in 1.6.4 though, if they aren't the Minion Manager wont be there.
Use the Minion Manager to edit up to 5 Minion Sets, each set can be given a summonable mob and behavior for that mob, you can then select a Minion Set by holding the Minion Select button down and clicking on the Minion Set you want to use. Then finally holding right click with a Summoning Staff to create a Summoning Portal, the Portal will then begin to drain your Summoning Focus (the green eyes above your hunger bar), each time some focus is taken a new mob will be summoned, when you release right click, the mobs will be summoned.
I'm using this on a server and I'm wondering. can I change JUST the config on the server to change spawn rates or do the clients need the changed config as well?
You only need to edit the server-side config for spawning, mob event durations, mob stats, etc, there are some things that need to be client side such as disabling the Beastiary/Minion Manager inventory tabs but that's because these are client side only features.
Yeah, make sure that you aren't spawning Concapede Segments, only Concapede (Heads) else those segments are gonna start growing into heads and then growing their own segments.
Fixed (hopefully) in my latest update 1.10.4.8, enjoy!
Hopefully! 1.10.4.X are mostly bug fixes, etc, the Vespids will be in 1.10.5.X. There might take a bit of time though as I have a lot of AI to put into them.
See the Controls menu, there you will find the keys needed to open the Beastiary and Minion Manager. I'm 100% certain if minions are available in 1.6.4 though, if they aren't the Minion Manager wont be there.
Use the Minion Manager to edit up to 5 Minion Sets, each set can be given a summonable mob and behavior for that mob, you can then select a Minion Set by holding the Minion Select button down and clicking on the Minion Set you want to use. Then finally holding right click with a Summoning Staff to create a Summoning Portal, the Portal will then begin to drain your Summoning Focus (the green eyes above your hunger bar), each time some focus is taken a new mob will be summoned, when you release right click, the mobs will be summoned.
I've released 1.10.4.8 which should hopefully fix this crash.
You only need to edit the server-side config for spawning, mob event durations, mob stats, etc, there are some things that need to be client side such as disabling the Beastiary/Minion Manager inventory tabs but that's because these are client side only features.
Events can be all disabled or altered using the config/lycanitesmobs-events.cfg config file.
"1.14.0 will be mostly bug fixes, but 1.15.0 will have the Vespids"
Has anyone tested this new version with other spawning mods like Ruins, Roguelike Dungeons, and especially Ender IO? The latter has a way to catch and modify spawners and I want to know if Lycanite mob spawners can be made using Ender IO.
Is there a way to keep changes we make to configs? I've altered the spawning of many mobs and have been redoing these changes multiple times as it seems like every so many updates the configs are reset.... Any way to make this any less tedious?
Has anyone tested this new version with other spawning mods like Ruins, Roguelike Dungeons, and especially Ender IO? The latter has a way to catch and modify spawners and I want to know if Lycanite mob spawners can be made using Ender IO.
Is there a way to keep changes we make to configs? I've altered the spawning of many mobs and have been redoing these changes multiple times as it seems like every so many updates the configs are reset.... Any way to make this any less tedious?
You can manually update the config by editing config/lycanitesmobs-version.cfg and updating the version number in it to match the latest version. Make sure you read the update notes as I sometimes does some big changes to the default configs.
I think there's something wrong with your event images...
March of the Gorgomites:
Note: Skip to 6:13.
Winged Venom:
Note: Skip to 3:35.
I'm not sure if it's an issue for every event, but I'm getting it as well just like them.
Yeah I've seen this a few times and it's kind of random, I think it's caused by other mods doing GUI stuff too and messing up the alpha channel, etc. I'm gonna look into a better place to create the images.
Yeah, make sure that you aren't spawning Concapede Segments, only Concapede (Heads) else those segments are gonna start growing into heads and then growing their own segments.
Yikes, that's happened. I don't suppose there's a command that will kill all segments. The lag in this chunk is unbelievable.
Quite welcome. If you decide to keep the events and make them more rare, let me know how it goes. I disabled them, but I like the idea and at times sort of miss the random flurry of monsters.
Well I've put together a bunch of mods to give me a sort of goal, while making the game as difficult as possible, while on hardcore mode, and it is not easy.
The events happen by default atleast every Minecraft day, sooo when an event would happen I'd basically be dead. Unless I'm able to hide, but then i'd either dehydrate, starve, or not hide anymore and come out to only realise the mobs have not despawned.
I've now set them to apear at a minimum of 2 hours and a maximum of 5 hours, because I do like the challenge it adds, it's like a boss fight every now and then. What I dislike is the default frequency of the events.
So if you play like me I'd really suggest you'd turn them on to atleast try it out.
I'm also trying out a more difficult survival style than I normally play with(no teleporting waypoint, gravestones instead of KeepInventory), but I use Just Another Spawner and even though it helps balance all the different mobs of Lycanites against the other stuff I added, there are still challenges(like my above issue with accidentally spawning several hundred Concapedes). When I'm more established, I'll probably turn them back on.
It might be from UniqueNames.txt basically if you go in game and can use "/give player modname:itemname" then that's the correct mod ID and item name. You could also look at the lang files and use the none translated lang IDs, though they aren't always accurate.
I don't think it's formatted right because the custom vegetables aren't working:
# Here you can add items from vanilla Minecraft or other mods to various lists used by this mod. These are mostly food items that can be fed to farmable/tameable mobs. Format is: modname:itemname;metadata Multiple entries should be comma separated, be sure to use a colon and semicolon in the correct place.
THanks for the response Lycanite, and for the great mod. Yea, I saw the instructions on making those changes inside the config files..... My concern is that if I do that and you make changes like you stated you do to the default configs, I'll be screwing up any modifications you were intending to implement via configs... Hence why I was inquiring. Am i literally SOL and just going to have to suck it up and duplicate those changes over to new configs every so often?
Yikes, that's happened. I don't suppose there's a command that will kill all segments. The lag in this chunk is unbelievable.
If you have the latest version of Lycanites Mobs, if you go into the jungle mobs general configs and set them to disabled, the next time you go to that area they should all disappear. Or you could set them to despawn naturally in the jungle mobs spawning config.
If you install Opis, you can kill them all using the Tracking - Entities tab in there. Click the amount heading twice to get them to sort to the top, then select the Concapede Segment line, and click the 'Kill All' button. If there is a ton of them built up, it will be slow getting the opis window to show and getting it to kill them all.
There's also Openblocks config which has disableMobNames. I am not sure if that will get rid of any that are already there though.
Keep in mind almost all of these methods will most likely kill any that anyone has for farming as well. The config options would be the safest as far as keeping those as long as none of those areas are chunk loaded.
If you have the latest version of Lycanites Mobs, if you go into the jungle mobs general configs and set them to disabled, the next time you go to that area they should all disappear. Or you could set them to despawn naturally in the jungle mobs spawning config.
If you install Opis, you can kill them all using the Tracking - Entities tab in there. Click the amount heading twice to get them to sort to the top, then select the Concapede Segment line, and click the 'Kill All' button. If there is a ton of them built up, it will be slow getting the opis window to show and getting it to kill them all.
There's also Openblocks config which has disableMobNames. I am not sure if that will get rid of any that are already there though.
Keep in mind almost all of these methods will most likely kill any that anyone has for farming as well. The config options would be the safest as far as keeping those as long as none of those areas are chunk loaded.
I use Just Another Spawner, so they're already disabled in the cfg. I'll look into Opis if it happens again(not running a server, though, if it's mostly geared toward server admins). I solved the issue by deleting the offending chunks in MCEdit--fortunately I hadn't constructed anything yet in the area. But they still split and multiply over time. i really wish they had some kind of natural predator to keep their numbers down.
Nice!But the Vespids are coming this Week??
Support Ice and Fire , This is terribly awesome !:D
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2498069-ice-and-fire-dragons-in-a-whole-new-light
Made by Ceetronn
1.10.4.4 I believe. Might have been a conflict with JAS (Just Another Spawner) as well.
It's a separate config file in the lycanitesmobs folder. Look for lycanitesmobs-mobevents.cfg
Yeah, make sure that you aren't spawning Concapede Segments, only Concapede (Heads) else those segments are gonna start growing into heads and then growing their own segments.
Fixed (hopefully) in my latest update 1.10.4.8, enjoy!
Hopefully! 1.10.4.X are mostly bug fixes, etc, the Vespids will be in 1.10.5.X. There might take a bit of time though as I have a lot of AI to put into them.
See the Controls menu, there you will find the keys needed to open the Beastiary and Minion Manager. I'm 100% certain if minions are available in 1.6.4 though, if they aren't the Minion Manager wont be there.
Use the Minion Manager to edit up to 5 Minion Sets, each set can be given a summonable mob and behavior for that mob, you can then select a Minion Set by holding the Minion Select button down and clicking on the Minion Set you want to use. Then finally holding right click with a Summoning Staff to create a Summoning Portal, the Portal will then begin to drain your Summoning Focus (the green eyes above your hunger bar), each time some focus is taken a new mob will be summoned, when you release right click, the mobs will be summoned.
I've released 1.10.4.8 which should hopefully fix this crash.
You only need to edit the server-side config for spawning, mob event durations, mob stats, etc, there are some things that need to be client side such as disabling the Beastiary/Minion Manager inventory tabs but that's because these are client side only features.
Events can be all disabled or altered using the config/lycanitesmobs-events.cfg config file.
"1.14.0 will be mostly bug fixes, but 1.15.0 will have the Vespids"
Durr hurr hurr!
March of the Gorgomites:
Note: Skip to 6:13.
Winged Venom:
Note: Skip to 3:35.
I'm not sure if it's an issue for every event, but I'm getting it as well just like them.
The signature don't have enough space!!!
It depends on how the mods do it, it can be done.
You can manually update the config by editing config/lycanitesmobs-version.cfg and updating the version number in it to match the latest version. Make sure you read the update notes as I sometimes does some big changes to the default configs.
Yeah I've seen this a few times and it's kind of random, I think it's caused by other mods doing GUI stuff too and messing up the alpha channel, etc. I'm gonna look into a better place to create the images.
Yikes, that's happened. I don't suppose there's a command that will kill all segments. The lag in this chunk is unbelievable.
Don't say that kind of stuff.
Quite welcome. If you decide to keep the events and make them more rare, let me know how it goes. I disabled them, but I like the idea and at times sort of miss the random flurry of monsters.
I'm also trying out a more difficult survival style than I normally play with(no teleporting waypoint, gravestones instead of KeepInventory), but I use Just Another Spawner and even though it helps balance all the different mobs of Lycanites against the other stuff I added, there are still challenges(like my above issue with accidentally spawning several hundred Concapedes). When I'm more established, I'll probably turn them back on.
I don't think it's formatted right because the custom vegetables aren't working:
# Configuration file
##########################################################################################################
# item lists
#--------------------------------------------------------------------------------------------------------#
# Here you can add items from vanilla Minecraft or other mods to various lists used by this mod. These are mostly food items that can be fed to farmable/tameable mobs. Format is: modname:itemname;metadata Multiple entries should be comma separated, be sure to use a colon and semicolon in the correct place.
##########################################################################################################
"item lists" {
S:cactusfood=
S:cookedfish=
S:cookedmeat=
S:fuel=
S:mushrooms=
S:rawfish=
S:rawmeat=
S:sweets=
S:vegetables=harvestcraft:pambeetCrop,harvestcraft:pambellpepperCrop,harvestcraft:pambroccoliCrop,harvestcraft:pambrusselsproutCrop,harvestcraft:pamcabbageCrop,harvestcraft:pamcauliflowerCrop,harvestcraft:pamceleryCrop,harvestcraft:pamcornCrop,harvestcraft:pamcucumberCrop,harvestcraft:pameggplantCrop,harvestcraft:pamleekCrop,harvestcraft:pamlettuceCrop,harvestcraft:pamokraCrop,harvestcraft:pamonionCrop,harvestcraft:pamparsnipCrop,harvestcraft:pamradishCrop,harvestcraft:pamrhubarbCrop,harvestcraft:pamrutabagaCrop,harvestcraft:pamscallionCrop,harvestcraft:pamsweetpotatoCrop,harvestcraft:pamtomatoCrop,harvestcraft:pamturnipCrop,harvestcraft:pamwintersquashCrop,harvestcraft:pamzucchiniCrop
}
If you have the latest version of Lycanites Mobs, if you go into the jungle mobs general configs and set them to disabled, the next time you go to that area they should all disappear. Or you could set them to despawn naturally in the jungle mobs spawning config.
If you install Opis, you can kill them all using the Tracking - Entities tab in there. Click the amount heading twice to get them to sort to the top, then select the Concapede Segment line, and click the 'Kill All' button. If there is a ton of them built up, it will be slow getting the opis window to show and getting it to kill them all.
There's also Openblocks config which has disableMobNames. I am not sure if that will get rid of any that are already there though.
Keep in mind almost all of these methods will most likely kill any that anyone has for farming as well. The config options would be the safest as far as keeping those as long as none of those areas are chunk loaded.
I use Just Another Spawner, so they're already disabled in the cfg. I'll look into Opis if it happens again(not running a server, though, if it's mostly geared toward server admins). I solved the issue by deleting the offending chunks in MCEdit--fortunately I hadn't constructed anything yet in the area. But they still split and multiply over time. i really wish they had some kind of natural predator to keep their numbers down.