First let me say I absolutely love this mod. I really enjoy having all the mob variety, and love the summoning system.
With that being said though...
Is there a way to stop Jengus from dropping water source blocks in the cfg files? If there isn't anything the cfg files for it, could you maybe add a line to let us turn off the spawning of water blocks if we want to?
Any time they "pour: water onto their watery spawn points they leave my server world covered with huge pillars of free floating water that are an immense pain to get rid of without resorting to creative mode. Just in case the question arises, no the water doesn't despawn when the Jengus are killed. .To be specific, I spent an hour or so making a lovely cascading mountain waterfall system that ran down into a river. After another hour or so of Jengu attacks all my work was ruined by their water streams.
It would be much less "griefing" if they just threw particles that had water attributes, and didn't spawn water blocks at all.. Or maybe you could make a new water block that doesn't interact with the vanilla ones, so they can despawn when the Jengu is killed? Or should I just disable Jengus completely?
Also, how would I go about making Vespids spawn significantly less often, in smaller numbers, and further away from each other? I had six hives being built all within sight of each other over my main spawn point. Neeedless to say, that many beehive blocks and vespids in such close quarters made for a lot of lag...
I would prefer workarounds for these questions if possible, rather than just disabling the spawns altogether. I mean what's the point of having a mod that adds mobs, if you have to disable them spawning?
One of the ability from your melee weapons is kind of annoying, especially when using dual wielding mod with it. Maybe you should just let the "Scepters" do the summoning, while let the melee weapons keep only the status effect ability is good enough. Spamming mouse left + right click when fighting mobs will accidently go into the summoned mob's inventory or even kill it when it appears infront of you, basically summoned mob on melee weapons is just useless and in the way like an obstacle.
Hmm you've raised a good point here, I'll make all minions and pets inventories only open on open hand right click or sneaking right click next update. Summoning minions is the whole point of the new weapons though and will be an on going theme for future weapons and armor, however I will move their spawn position to be random left, right or behind the player instead of on the player, in fact I'll try and give the spawns a bit of space from the player and possibly having flying mobs spawn in the air a bit too.
(In response to your Twitter post) The Khalk should come next :DDDDD I want my own dinosaur :))) Who agrees with me?
Unfortunately most people voted for the Beholder, but the Khalk will likely come next! Expect lots of lava from this one and thus Lobbers and thus Cinders!
The beholder looks awesome And here I was thinking that it would just be a gray cacodemon Oh wait a second... it has the exact same abilities as a cacodemon D: (at least that's what it looks like in the description)
It will have a similar super deadly attack, it will float and act a lot like a Cacodemon, but Beholders are going to be bigger, will have more health, will attack even slower and will have a cool magic eating ability. When a Beholder is attacked by physical attacks, it will try to randomly eat a buff the attacker has (not debuff though), healing it for a chunk of health.
Is anyone aware of a texture pack that supports the mobs in this mod?
Don't get me wrong, I love the mod. Amazing work Lycanite. This mod feels essential after playing with it for a while, for all the variety it adds to the enemies and I love that.
But the textures are kinda... not my thing. In fact I'm trying to alter some on my own to be less grainy or less flat but am having trouble because of the complexity of some of the mobs, they aren't really even formatted like standard minecraft textures where I can tell where one piece stops and another starts.
So I was wondering if there was already something kicking around or if there was a "this grainy blur is the legs" type guide?
I'm not aware of any texture packs at the moment, but if you or anyone has created an awesome texture, if everyone agrees that it is better then I'll happily put it into the mod as some of the textures do need to be improved. The textures are done the way most games do textures, Minecraft has a very different way of doing mob textures with a cube based fold out, but normally textures are wrapped using UV Maps. There are several free programs you can find that can view an OBJ model, with them you can see how the texture is wrapped as well as preview your changes to the texture live in the model viewer/editor. I used to use Misfit Model 3D a lot in the distant past.
First let me say I absolutely love this mod. I really enjoy having all the mob variety, and love the summoning system.
With that being said though...
Is there a way to stop Jengus from dropping water source blocks in the cfg files? If there isn't anything the cfg files for it, could you maybe add a line to let us turn off the spawning of water blocks if we want to?
Any time they "pour: water onto their watery spawn points they leave my server world covered with huge pillars of free floating water that are an immense pain to get rid of without resorting to creative mode. Just in case the question arises, no the water doesn't despawn when the Jengus are killed. .To be specific, I spent an hour or so making a lovely cascading mountain waterfall system that ran down into a river. After another hour or so of Jengu attacks all my work was ruined by their water streams.
It would be much less "griefing" if they just threw particles that had water attributes, and didn't spawn water blocks at all.. Or maybe you could make a new water block that doesn't interact with the vanilla ones, so they can despawn when the Jengu is killed? Or should I just disable Jengus completely?
Also, how would I go about making Vespids spawn significantly less often, in smaller numbers, and further away from each other? I had six hives being built all within sight of each other over my main spawn point. Neeedless to say, that many beehive blocks and vespids in such close quarters made for a lot of lag...
I would prefer workarounds for these questions if possible, rather than just disabling the spawns altogether. I mean what's the point of having a mod that adds mobs, if you have to disable them spawning?
Hmm perhaps create unique Jengu Water would be a good idea, I'll look into that good idea! Jengu shouldn't be placing source blocks though so I'll check that too, maybe their placed blocks are becoming source blocks when next to other source blocks, but I'll check things out and I'll also add a config option to turn the water feature off all together too.
Hmm you've raised a good point here, I'll make all minions and pets inventories only open on open hand right click or sneaking right click next update. Summoning minions is the whole point of the new weapons though and will be an on going theme for future weapons and armor, however I will move their spawn position to be random left, right or behind the player instead of on the player, in fact I'll try and give the spawns a bit of space from the player and possibly having flying mobs spawn in the air a bit too.
You have to remember, that the summoned mob's ability is annoying as well. I've experienced Cinder and Remobra's ability first hand, even the owner himself will get burnt or poisoned accidently if you're in their way. Also, I've noticed a bug when I'm in The Nether. Somehow, in your latest update Behemoth's flame only appear as glowing red particles while the green flame is invisible.
Update: The Swarm! - Version 1.10.5.3 for Minecraft 1.7.10
Configs older than 1.10.5.0 will be reset!
Update 1.10.5.3:
Major Bug Fix: Zephyr minions should no longer cause a crash on servers.
Major Bug Fix: Grues should no longer cause a crash on servers.
Improvement: Minions spawned from the new minion swords will now spawn behind and to the side of the player instead of on the player.
Improvement: Pet/Minion Inventories can now only be opened by sneak right clicking or with an open hand.
Bug Fix: Kobolds will no longer steal torches if the "mobGreifing" gamerule is false.
Bug Fix: Pets, Minions, etc will no longer harm their owners with ranged attacks (unless Friendly Fire is turned off via the config).
Hmm you've raised a good point here, I'll make all minions and pets inventories only open on open hand right click or sneaking right click next update. Summoning minions is the whole point of the new weapons though and will be an on going theme for future weapons and armor, however I will move their spawn position to be random left, right or behind the player instead of on the player, in fact I'll try and give the spawns a bit of space from the player and possibly having flying mobs spawn in the air a bit too.
Not at all, have a blast! XD
Unfortunately most people voted for the Beholder, but the Khalk will likely come next! Expect lots of lava from this one and thus Lobbers and thus Cinders!
Ooops! Lol I fix this next update! You can disable their torch griefing via the config though but they should respect the gamerule so I'll fix that.
It will have a similar super deadly attack, it will float and act a lot like a Cacodemon, but Beholders are going to be bigger, will have more health, will attack even slower and will have a cool magic eating ability. When a Beholder is attacked by physical attacks, it will try to randomly eat a buff the attacker has (not debuff though), healing it for a chunk of health.
I'm not aware of any texture packs at the moment, but if you or anyone has created an awesome texture, if everyone agrees that it is better then I'll happily put it into the mod as some of the textures do need to be improved. The textures are done the way most games do textures, Minecraft has a very different way of doing mob textures with a cube based fold out, but normally textures are wrapped using UV Maps. There are several free programs you can find that can view an OBJ model, with them you can see how the texture is wrapped as well as preview your changes to the texture live in the model viewer/editor. I used to use Misfit Model 3D a lot in the distant past.
I've already had this bug myself too, I think it is a server side issue so I'll be fixing that ASAP!
Hmm perhaps create unique Jengu Water would be a good idea, I'll look into that good idea! Jengu shouldn't be placing source blocks though so I'll check that too, maybe their placed blocks are becoming source blocks when next to other source blocks, but I'll check things out and I'll also add a config option to turn the water feature off all together too.
Wow! The beholder is looking awesome! I have one question, will the tentacles be animated (writhing as the beholder floats)?
The tentacles will move around a lot but wont actually twist and turn as the model format is not capable of that, I think the Pixelmon Team are using a new format or something that allows for real mesh deform animations but they've got a very large team.
The end result of a Swarm Event is way to many Hives. I ended up with 4 massive Hives in the sky above my village. Eventually causing a lot of lag. Over a 1000 Vespids. I had to disable the Swarm Event. Is it possible to limit Queens in an area?
Update: The Swarm! - Version 1.10.5.4 for Minecraft 1.7.10
Configs older than 1.10.5.0 will be reset!
Update 1.10.5.4:
Major Bug Fix: Ranged mobs should be able to damage players again!
Improvement: Pets, Minions and Mounts can no longer by harmed by their owner or other mobs with the same owner. Disabling PvP will also prevent players from damage other tamed mobs belonging to other players, etc.
The end result of a Swarm Event is way to many Hives. I ended up with 4 massive Hives in the sky above my village. Eventually causing a lot of lag. Over a 1000 Vespids. I had to disable the Swarm Event. Is it possible to limit Queens in an area?
Hmm I shall add a limit feature into the mob events so that I can limit the spawns of the Queens, this will be handy for future events too.
lycanites I have set up my config so the mobs from mob events will despawn eventually, but they don't seem to do so..
how many blocks I need to be from the mobs for them to despawn? (and will they despawn instantly)
(I set up my JAS config so mobs will despan instantly if 85 blocks from player)
also, any chance for config to set how much % damage gets through armor? I would nerf it 2 times (or more) only becouse I use some additional mods like infernal mobs
or if you can't then maybe an option to just disable it?
I'll look into fixing those config options and adding an option for the armor piercing rate too.
Update: The Swarm! - Version 1.10.5.4 for Minecraft 1.7.10
Configs older than 1.10.5.0 will be reset!
Update 1.10.5.4:
Major Bug Fix: Ranged mobs should be able to damage players again!
Improvement: Pets, Minions and Mounts can no longer by harmed by their owner or other mobs with the same owner. Disabling PvP will also prevent players from damage other tamed mobs belonging to other players, etc.
Hmm I shall add a limit feature into the mob events so that I can limit the spawns of the Queens, this will be handy for future events too.
I'll look into fixing those config options and adding an option for the armor piercing rate too.
Update: The Swarm! - Version 1.10.5.4 for Minecraft 1.7.10
Configs older than 1.10.5.0 will be reset!
Update 1.10.5.4:
Major Bug Fix: Ranged mobs should be able to damage players again!
Improvement: Pets, Minions and Mounts can no longer by harmed by their owner or other mobs with the same owner. Disabling PvP will also prevent players from damage other tamed mobs belonging to other players, etc.
Hmm I shall add a limit feature into the mob events so that I can limit the spawns of the Queens, this will be handy for future events too.
I'll look into fixing those config options and adding an option for the armor piercing rate too.
Fixed!
Is there a limit to how many vespids can be under a queen's control or just spawned in total? And if not, can there be?
Also, is there a way to disable mob events in certain dimensions? I've got 3 hives in Random Things' Spectre Dimension, where even if you could get out of your room it teleports you back to the room if you try to leave to take care of the hives. Probably the same issue with Compact Machines as that employs a similar mechanic.
Any chance for an option for Vespids to ignore creepers? Can't say I'm overly fond of random holes being blown in the landscape when I'm nowhere near the area.
thanks, so I'm waiting cause for now it's really impossible to survive in my modpack since best armor is only vanilla enchanted one...
I know right, vanilla armors just won't do with this mod. I still can survive against Lycanite's mobs in The Overworld with vanilla armors though, but in The Nether tough luck buddy. Especially that long range "Cacodemon" with its constant spamming of the scattering projectile, even the other mobs in The Nether will be killed by its scattering projectile. That just shows how chaotic and overpowered its scattering projectile is, with all the other demon and lava mobs working alongside "Cacodemon" it'll be a constant deaths for player. Even the "Nether Soul" is annoying, it'll constantly ruins the terrain. By the time I'm done with hacking and slashing all of them, there won't be any Netherrack left for me to stand on. At least Creeper don't come in a whole bunch and there's still a window of opportunity to prevent them from exploding. Maybe "Nether Soul" explosion shouldn't affect the terrain, or at least lower its spawn rate. I think Lycanite's mobs in The Nether need a lower spawn rate, because they're very devastating. I'll be recording my experience going through The Nether with full set Diamond + strong Enchantments on Normal difficulty.
Edit:
Look at those sad "Nether Souls", barely even reach me and already dead by the projectiles of "Cacodemon".
Look at those sad "Nether Souls", barely even reach me and already dead by the projectiles of "Cacodemon".
Mmm their range and rate of fire is too high. They're firing at you from beyond your render distance. I don't know what to do about their range but would reducing this help with their rate of fire?
# Attack and ability speeds.
D:"Cacodemon Haste"=1.0
Is there a limit to how many vespids can be under a queen's control or just spawned in total? And if not, can there be?
Also, is there a way to disable mob events in certain dimensions? I've got 3 hives in Random Things' Spectre Dimension, where even if you could get out of your room it teleports you back to the room if you try to leave to take care of the hives. Probably the same issue with Compact Machines as that employs a similar mechanic.
I'll add a feature to white or black list dimension IDs for mob events and I'll try and support some dimensions such as the spectre dimension by default too. Expect the Shadow Games event to occur a lot in the Spectre Dimension, can be disabled if necessary though.
You can also turn events on or off via command in game use /lm mobevent disable or enable.
thanks, so I'm waiting cause for now it's really impossible to survive in my modpack since best armor is only vanilla enchanted one...
I'll look into balancing things a bit more, the flying mobs are spawner far too frequently at the moment so I'll be fixing that. Which difficulty are you playing on because on Hard mode, the mobs are designed to be really challenging as things become more about surviving the mobs, the attack haste of mobs is increase by 125% (by default as of the latest versions) which causes the Cacodemons to attack a lot faster. Normal should pose a big threat but not a constant problem and easy should be somewhat relaxing but still a bit dangerous from time to time.
Any chance for an option for Vespids to ignore creepers? Can't say I'm overly fond of random holes being blown in the landscape when I'm nowhere near the area.
I know right, vanilla armors just won't do with this mod. I still can survive against Lycanite's mobs in The Overworld with vanilla armors though, but in The Nether tough luck buddy. Especially that long range "Cacodemon" with its constant spamming of the scattering projectile, even the other mobs in The Nether will be killed by its scattering projectile. That just shows how chaotic and overpowered its scattering projectile is, with all the other demon and lava mobs working alongside "Cacodemon" it'll be a constant deaths for player. Even the "Nether Soul" is annoying, it'll constantly ruins the terrain. By the time I'm done with hacking and slashing all of them, there won't be any Netherrack left for me to stand on. At least Creeper don't come in a whole bunch and there's still a window of opportunity to prevent them from exploding. Maybe "Nether Soul" explosion shouldn't affect the terrain, or at least lower its spawn rate. I think Lycanite's mobs in The Nether need a lower spawn rate, because they're very devastating. I'll be recording my experience going through The Nether with full set Diamond + strong Enchantments on Normal difficulty.
Edit:
Look at those sad "Nether Souls", barely even reach me and already dead by the projectiles of "Cacodemon".
The new SKY spawner that I've added is a bit out of control at the moment so I'll be applying some fixes to make flying mobs a lot rarer!
Mmm their range and rate of fire is too high. They're firing at you from beyond your render distance. I don't know what to do about their range but would reducing this help with their rate of fire?
# Attack and ability speeds.
D:"Cacodemon Haste"=1.0
Yup setting that to 0.5 should havle their attack rate doubling te waiting time between attacks.
With that being said though...
Is there a way to stop Jengus from dropping water source blocks in the cfg files? If there isn't anything the cfg files for it, could you maybe add a line to let us turn off the spawning of water blocks if we want to?
Any time they "pour: water onto their watery spawn points they leave my server world covered with huge pillars of free floating water that are an immense pain to get rid of without resorting to creative mode. Just in case the question arises, no the water doesn't despawn when the Jengus are killed. .To be specific, I spent an hour or so making a lovely cascading mountain waterfall system that ran down into a river. After another hour or so of Jengu attacks all my work was ruined by their water streams.
It would be much less "griefing" if they just threw particles that had water attributes, and didn't spawn water blocks at all.. Or maybe you could make a new water block that doesn't interact with the vanilla ones, so they can despawn when the Jengu is killed? Or should I just disable Jengus completely?
Also, how would I go about making Vespids spawn significantly less often, in smaller numbers, and further away from each other? I had six hives being built all within sight of each other over my main spawn point. Neeedless to say, that many beehive blocks and vespids in such close quarters made for a lot of lag...
I would prefer workarounds for these questions if possible, rather than just disabling the spawns altogether. I mean what's the point of having a mod that adds mobs, if you have to disable them spawning?
Hmm you've raised a good point here, I'll make all minions and pets inventories only open on open hand right click or sneaking right click next update. Summoning minions is the whole point of the new weapons though and will be an on going theme for future weapons and armor, however I will move their spawn position to be random left, right or behind the player instead of on the player, in fact I'll try and give the spawns a bit of space from the player and possibly having flying mobs spawn in the air a bit too.
Not at all, have a blast! XD
Unfortunately most people voted for the Beholder, but the Khalk will likely come next! Expect lots of lava from this one and thus Lobbers and thus Cinders!
Ooops! Lol I fix this next update! You can disable their torch griefing via the config though but they should respect the gamerule so I'll fix that.
It will have a similar super deadly attack, it will float and act a lot like a Cacodemon, but Beholders are going to be bigger, will have more health, will attack even slower and will have a cool magic eating ability. When a Beholder is attacked by physical attacks, it will try to randomly eat a buff the attacker has (not debuff though), healing it for a chunk of health.
I'm not aware of any texture packs at the moment, but if you or anyone has created an awesome texture, if everyone agrees that it is better then I'll happily put it into the mod as some of the textures do need to be improved. The textures are done the way most games do textures, Minecraft has a very different way of doing mob textures with a cube based fold out, but normally textures are wrapped using UV Maps. There are several free programs you can find that can view an OBJ model, with them you can see how the texture is wrapped as well as preview your changes to the texture live in the model viewer/editor. I used to use Misfit Model 3D a lot in the distant past.
I've already had this bug myself too, I think it is a server side issue so I'll be fixing that ASAP!
Hmm perhaps create unique Jengu Water would be a good idea, I'll look into that good idea! Jengu shouldn't be placing source blocks though so I'll check that too, maybe their placed blocks are becoming source blocks when next to other source blocks, but I'll check things out and I'll also add a config option to turn the water feature off all together too.
You have to remember, that the summoned mob's ability is annoying as well. I've experienced Cinder and Remobra's ability first hand, even the owner himself will get burnt or poisoned accidently if you're in their way. Also, I've noticed a bug when I'm in The Nether. Somehow, in your latest update Behemoth's flame only appear as glowing red particles while the green flame is invisible.
The signature don't have enough space!!!
Update: The Swarm! - Version 1.10.5.3 for Minecraft 1.7.10
Configs older than 1.10.5.0 will be reset!Update 1.10.5.3:
Major Bug Fix: Zephyr minions should no longer cause a crash on servers.
Major Bug Fix: Grues should no longer cause a crash on servers.
Improvement: Minions spawned from the new minion swords will now spawn behind and to the side of the player instead of on the player.
Improvement: Pet/Minion Inventories can now only be opened by sneak right clicking or with an open hand.
Bug Fix: Kobolds will no longer steal torches if the "mobGreifing" gamerule is false.
Bug Fix: Pets, Minions, etc will no longer harm their owners with ranged attacks (unless Friendly Fire is turned off via the config).
Awsum :DDDD
Look at Lycanite's Twitter page, he has a picture of the Beholder's model in the pictures section
The tentacles will move around a lot but wont actually twist and turn as the model format is not capable of that, I think the Pixelmon Team are using a new format or something that allows for real mesh deform animations but they've got a very large team.
It's all on my Twitter: @Lycanite05 I'm always posting previews of my new models these days lol!
Update: The Swarm! - Version 1.10.5.4 for Minecraft 1.7.10
Configs older than 1.10.5.0 will be reset!Update 1.10.5.4:
Major Bug Fix: Ranged mobs should be able to damage players again!
Improvement: Pets, Minions and Mounts can no longer by harmed by their owner or other mobs with the same owner. Disabling PvP will also prevent players from damage other tamed mobs belonging to other players, etc.
Hmm I shall add a limit feature into the mob events so that I can limit the spawns of the Queens, this will be handy for future events too.
I'll look into fixing those config options and adding an option for the armor piercing rate too.
Fixed!
Wat? Y u no beholderz??? DD:
Is there a limit to how many vespids can be under a queen's control or just spawned in total? And if not, can there be?
Also, is there a way to disable mob events in certain dimensions? I've got 3 hives in Random Things' Spectre Dimension, where even if you could get out of your room it teleports you back to the room if you try to leave to take care of the hives. Probably the same issue with Compact Machines as that employs a similar mechanic.
Are you playing Sleepless Horrors? Let me know what you think!
http://forum.feed-the-beast.com/threads/1-6-4-sleepless-horrors.39181/
I have the same thing, but its my own mod pack just for now)
I know right, vanilla armors just won't do with this mod. I still can survive against Lycanite's mobs in The Overworld with vanilla armors though, but in The Nether tough luck buddy. Especially that long range "Cacodemon" with its constant spamming of the scattering projectile, even the other mobs in The Nether will be killed by its scattering projectile. That just shows how chaotic and overpowered its scattering projectile is, with all the other demon and lava mobs working alongside "Cacodemon" it'll be a constant deaths for player. Even the "Nether Soul" is annoying, it'll constantly ruins the terrain. By the time I'm done with hacking and slashing all of them, there won't be any Netherrack left for me to stand on. At least Creeper don't come in a whole bunch and there's still a window of opportunity to prevent them from exploding. Maybe "Nether Soul" explosion shouldn't affect the terrain, or at least lower its spawn rate. I think Lycanite's mobs in The Nether need a lower spawn rate, because they're very devastating. I'll be recording my experience going through The Nether with full set Diamond + strong Enchantments on Normal difficulty.
Edit:
Look at those sad "Nether Souls", barely even reach me and already dead by the projectiles of "Cacodemon".
The signature don't have enough space!!!
Mmm their range and rate of fire is too high. They're firing at you from beyond your render distance. I don't know what to do about their range but would reducing this help with their rate of fire?
# Attack and ability speeds.
D:"Cacodemon Haste"=1.0
I'll add a feature to white or black list dimension IDs for mob events and I'll try and support some dimensions such as the spectre dimension by default too. Expect the Shadow Games event to occur a lot in the Spectre Dimension, can be disabled if necessary though.
You can also turn events on or off via command in game use /lm mobevent disable or enable.
I'll look into balancing things a bit more, the flying mobs are spawner far too frequently at the moment so I'll be fixing that. Which difficulty are you playing on because on Hard mode, the mobs are designed to be really challenging as things become more about surviving the mobs, the attack haste of mobs is increase by 125% (by default as of the latest versions) which causes the Cacodemons to attack a lot faster. Normal should pose a big threat but not a constant problem and easy should be somewhat relaxing but still a bit dangerous from time to time.
Can do!
The new SKY spawner that I've added is a bit out of control at the moment so I'll be applying some fixes to make flying mobs a lot rarer!
Yup setting that to 0.5 should havle their attack rate doubling te waiting time between attacks.