Is there going to be information on the dragons added to the site soon? I didn't even know they existed until it was almost too late c:
I've added them now, but they still need images which I will add later today. I had made a massive 14 mob update along with the 3 dragon update not long after so it's taken a while for me to get round to updating the site yo see.
This mod is awesome! And I have a suggestion. You know the worms we have are the Crusk, the Serpix, and the Gorger? Well, this one is going to spawn in the Mountains. It's called: The Bagawaga. It has 100 health. And when it hits you, It'll give you Paralysis and Weight! Making you unable to move and jump! It's information will say: 'These are rock worms found in the Mountains. They'll give you Paralysis and Weight, preventing you from moving and jumping! They can only be damaged by Pickaxes!' So, what do ya think? And I know. The name of this suggestion sounds silly.
Ok so basically we don't use the config files anymore? I am using an new config file, deleted the old folder. i did notice you were missing config settings too for controlling what spawns out of blocks and such too, like Geonachs (which can be super lethal early game). Same applying to the Ents (though they are slower moving so a player can react to it) or the Spriggans.
I'd like to see if there are spawn settings to determine between say wild crops, trees, etc vs player grown ones. Or only ore found super deep in the earth in the case of Geonach (for earth elementals slumbering) or perhaps cracked stone like they use for silverfish, in a pile, as if it's it's own ore block. That way a player can tell, if something isn't going right on the mining, if a player knows what to look for (just like silverfish blocks). This might encourage player observancy and provide a skill based counter to "surprise" attacks.
This mod is awesome! And I have a suggestion. You know the worms we have are the Crusk, the Serpix, and the Gorger? Well, this one is going to spawn in the Mountains. It's called: The Bagawaga. It has 100 health. And when it hits you, It'll give you Paralysis and Weight! Making you unable to move and jump! It's information will say: 'These are rock worms found in the Mountains. They'll give you Paralysis and Weight, preventing you from moving and jumping! They can only be damaged by Pickaxes!' So, what do ya think? And I know. The name of this suggestion sounds silly.
Thanks for the suggestion, I actually like the name! Currently I'm focusing on elemental mobs but a giant worm boss would be interesting. I don't want to add too many worms though as they'll become more repetitive and will look more like just different skins rather than different mobs.
Ok so basically we don't use the config files anymore? I am using an new config file, deleted the old folder. i did notice you were missing config settings too for controlling what spawns out of blocks and such too, like Geonachs (which can be super lethal early game). Same applying to the Ents (though they are slower moving so a player can react to it) or the Spriggans.
I'd like to see if there are spawn settings to determine between say wild crops, trees, etc vs player grown ones. Or only ore found super deep in the earth in the case of Geonach (for earth elementals slumbering) or perhaps cracked stone like they use for silverfish, in a pile, as if it's it's own ore block. That way a player can tell, if something isn't going right on the mining, if a player knows what to look for (just like silverfish blocks). This might encourage player observancy and provide a skill based counter to "surprise" attacks.
i will check the JSON files, thank you.
Yup, most spawn settings have moved to the new json files now, though the base mob spawn settings such as weight and type are still handled in the config for the basic spawners, but everything can be overidden with the new json spawners so I recommend checking those first. Everything about the JSON spawners and JSON mob events is documented here too: http://lycanitesmobs.com/spawners
And 3. Does the Ignibus spawn in Lava, The Nether, or Both?
1. They're mainly creative items and there's always a spawn egg for each mob so there's nothing really to mention about them on the website.
2. Kind of, it's mostly just a very tough as it doesn't have the boss damage per hit cap. Subspecies Ignibi can have really high amounts of health too but can still take a lot more damage than a true boss or mini boss.
3. They spawn in large pools of lava which are more abundant in the Nether making them more common there.
Love the models! They don't fit minecraft well but they still will fit with many themed survivals and worlds. Also is there a way to disable boss spawning?
Rollback Post to RevisionRollBack
Don't pretend to be someone you aren't. Be yourself. Even if you try to be someone else ill knows its you. Your a terrible actor.
Love the models! They don't fit minecraft well but they still will fit with many themed survivals and worlds. Also is there a way to disable boss spawning?
Thanks! I decided a while back to completely drop the typical Minecraft style to the models some people like it, others don't but I enjoy making the models this way.
For boss spawning it depends on what you mean. For the actual bosses you have to summon them by building an altar and activating it with a Soulkey, these can be turned off by going into config/lycanitesmobs/mobevents/ and then opening up rahovart.json or asmodeus.json, setting "enabled" to false and "loadDefault" to false.
For the subspecies such as Azure Cinder, these aren't really bosses, just rarer tougher versions of each mob but they can be turned off via the lycanitesmobs-general.cfg config, look for subspecies. There are all rare subspecies such as the Celestial Geonach which are essentially mini bosses and equal in strength to the likes of a Wither, these can also be turned off in the same way.
Can you Fix the Crash when Vanillia mobs & Mobs from other mods spawning in JSON spawners & Mob Events?
---- Minecraft Crash Report ----
WARNING: coremods are present:
FmlLoadingPlugin (multihotbarcore-1.12.2-1.0-build-T20.jar)
Contact their authors BEFORE contacting forge
// Oh - I know what I did wrong!
Time: 1/21/18 7:13 PM
Description: Ticking player
java.lang.NullPointerException: Ticking player
at com.lycanitesmobs.core.spawner.Spawner.doSpawn(Spawner.java:435)
at com.lycanitesmobs.core.spawner.Spawner.trigger(Spawner.java:333)
at com.lycanitesmobs.core.spawner.trigger.SpawnTrigger.trigger(SpawnTrigger.java:122)
at com.lycanitesmobs.core.spawner.trigger.TickSpawnTrigger.onTick(TickSpawnTrigger.java:80)
at com.lycanitesmobs.core.spawner.SpawnerEventListener.onEntityUpdate(SpawnerEventListener.java:179)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_149_SpawnerEventListener_onEntityUpdate_LivingUpdateEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:179)
at net.minecraftforge.common.ForgeHooks.onLivingUpdate(ForgeHooks.java:556)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2086)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:234)
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:382)
at net.minecraft.network.NetHandlerPlayServer.func_73660_a(NetHandlerPlayServer.java:173)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:209)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:285)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:788)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:666)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:524)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at com.lycanitesmobs.core.spawner.Spawner.doSpawn(Spawner.java:435)
at com.lycanitesmobs.core.spawner.Spawner.trigger(Spawner.java:333)
at com.lycanitesmobs.core.spawner.trigger.SpawnTrigger.trigger(SpawnTrigger.java:122)
at com.lycanitesmobs.core.spawner.trigger.TickSpawnTrigger.onTick(TickSpawnTrigger.java:80)
at com.lycanitesmobs.core.spawner.SpawnerEventListener.onEntityUpdate(SpawnerEventListener.java:179)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_149_SpawnerEventListener_onEntityUpdate_LivingUpdateEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:179)
at net.minecraftforge.common.ForgeHooks.onLivingUpdate(ForgeHooks.java:556)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:2086)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:234)
-- Player being ticked --
Details:
Entity Type: null (net.minecraft.entity.player.EntityPlayerMP)
Entity ID: 3232
Entity Name: StijnCrafter324
Entity's Exact location: 167.27, 4.93, 200.20
Entity's Block location: World: (167,4,200), Chunk: (at 7,0,8 in 10,12; contains blocks 160,0,192 to 175,255,207), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Entity's Momentum: 0.00, 0.00, 0.00
Entity's Passengers: []
Entity's Vehicle: ~~ERROR~~ NullPointerException: null
Stacktrace:
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:382)
at net.minecraft.network.NetHandlerPlayServer.func_73660_a(NetHandlerPlayServer.java:173)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:209)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:285)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@62638e9c
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:180)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:788)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:666)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:185)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:524)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.12.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_91, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 467809472 bytes (446 MB) / 1254027264 bytes (1195 MB) up to 5355339776 bytes (5107 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx5G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.42 Powered by Forge 14.23.1.2600 36 mods loaded, 36 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
Is it possible this mod is causing some vanilla mobs to not appear?
My home is in the Plains biome and I got a Mesa and a Savanna biome nearby and the only vanilla mobs I see spawning are the farm animals (sheep, cows, horses, etc.), creepers, endermen and zombies. I've not yet seen a skeleton or a spider and I kinda need them to spawn so I can get arrows, bows and fishing rods.
Edit: I figured it out! I didn't notice the spawn config that made it so vanilla mobs had different spawns, I disabled it so now I can farm my strings and arrows
Yeah by default Lycanites Mobs shifts the spawns of some mobs. I think I'll be disabling this by default in the future though.
I'm trying to get Morocks to spawn in Extreme Hills, but not having any luck. I did get Wendigo's to spawn there but the same settings aren't working for Morocks.
I'm trying to get Morocks to spawn in Extreme Hills, but not having any luck. I did get Wendigo's to spawn there but the same settings aren't working for Morocks.
You can do this by opening up plainsmobs-spawning.cfg and setting the morock's biomes to "PLAINS, SAVANNA, MOUNTAIN".
In the upcoming next update this will be changed to creatures/morock.json where "LoadDefault" must be set to false and then by adding "mountain" to the biomes list. In the current update the creature jsons files are only for show and don't work yet.
The new creature configs using json looks really nice, but doesnt work at all. Any changes made are reverted back to default after I load the game. I put in a ticket, but its yet to be responded to. I honestly dreaded using this mod because of it's legendary TPS and Lag issues... but I am really hoping to make it work with some config changes. I just need the configs to actually work.
The new creature configs using json looks really nice, but doesnt work at all. Any changes made are reverted back to default after I load the game. I put in a ticket, but its yet to be responded to. I honestly dreaded using this mod because of it's legendary TPS and Lag issues... but I am really hoping to make it work with some config changes. I just need the configs to actually work.
You need to set "loadDefault" to false and also ensure that the json is valid otherwise it will reset to default values, more info can be found here: http://lycanitesmobs.com/spawners
For TPS issues I've made some massive fixes and gone through a lot of rewrites recently:
Lag caused by overspawning of water mobs has been fixed a while ago now with the new json spawner system.
Lag caused by ranged AI calling the pathfinder too much has been fixed.
Lag caused by large mobs pathing has been fixed (they path as if they were smaller mobs, it means they can get stuck in dense areas but large mobs can't move around like that much anyway).
Specific sources of lag have been tracked down and fixed such as the Kobold's item finding AI.
I'm currently running a dedicated server with the latest 1.19.0.4 and it's running like a beast. If you have any TPS issues with the latest updates please report them so I can look into them.
My buddy and I are having an issue with the latest version of Lycanites on our 1.12.2 server where our screens turn completely black upon approaching any Lycanite we've found. Is anyone else familiar with this?
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
First let me say that I love the mod. Personally I'm using the 1.9.4 version right now because reasons.
Now for what I'm really here for. I've been encountering a bug of some sort for the longest time with said version of your mod. I will use the stone or whatever its called to add creatures to the beastiary, and every now and then the beastiary just gets completely wiped for no reason. Its kind of annoying, and I was wondering if you have a fix for this you can explain to me.
My buddy and I are having an issue with the latest version of Lycanites on our 1.12.2 server where our screens turn completely black upon approaching any Lycanite we've found. Is anyone else familiar with this?
Hmm strange, I've never heard this problem from anyone before, what other mods are you running? Also what GPU?
First let me say that I love the mod. Personally I'm using the 1.9.4 version right now because reasons.
Now for what I'm really here for. I've been encountering a bug of some sort for the longest time with said version of your mod. I will use the stone or whatever its called to add creatures to the beastiary, and every now and then the beastiary just gets completely wiped for no reason. Its kind of annoying, and I was wondering if you have a fix for this you can explain to me.
Thanks for your time.
I'm not too sure what causes this, but anything that interrupts things when saving player data can trigger it, it could also be triggered by other mods as well. The 1.9.4 version is retty old now though but for 1.12.2 I will be overhauling the Beastiary and what not soon making it bigger and better.
I've added them now, but they still need images which I will add later today. I had made a massive 14 mob update along with the 3 dragon update not long after so it's taken a while for me to get round to updating the site yo see.
This mod is awesome! And I have a suggestion. You know the worms we have are the Crusk, the Serpix, and the Gorger? Well, this one is going to spawn in the Mountains. It's called: The Bagawaga. It has 100 health. And when it hits you, It'll give you Paralysis and Weight! Making you unable to move and jump! It's information will say: 'These are rock worms found in the Mountains. They'll give you Paralysis and Weight, preventing you from moving and jumping! They can only be damaged by Pickaxes!' So, what do ya think? And I know. The name of this suggestion sounds silly.
Ok so basically we don't use the config files anymore? I am using an new config file, deleted the old folder. i did notice you were missing config settings too for controlling what spawns out of blocks and such too, like Geonachs (which can be super lethal early game). Same applying to the Ents (though they are slower moving so a player can react to it) or the Spriggans.
I'd like to see if there are spawn settings to determine between say wild crops, trees, etc vs player grown ones. Or only ore found super deep in the earth in the case of Geonach (for earth elementals slumbering) or perhaps cracked stone like they use for silverfish, in a pile, as if it's it's own ore block. That way a player can tell, if something isn't going right on the mining, if a player knows what to look for (just like silverfish blocks). This might encourage player observancy and provide a skill based counter to "surprise" attacks.
i will check the JSON files, thank you.
Lycanite, I have 3 questions:
1. Can you add the spawn eggs to your website?
2. Is the Ignibus a Mini-Boss?
And 3. Does the Ignibus spawn in Lava, The Nether, or Both?
Thanks for the suggestion, I actually like the name! Currently I'm focusing on elemental mobs but a giant worm boss would be interesting. I don't want to add too many worms though as they'll become more repetitive and will look more like just different skins rather than different mobs.
Yup, most spawn settings have moved to the new json files now, though the base mob spawn settings such as weight and type are still handled in the config for the basic spawners, but everything can be overidden with the new json spawners so I recommend checking those first. Everything about the JSON spawners and JSON mob events is documented here too: http://lycanitesmobs.com/spawners
1. They're mainly creative items and there's always a spawn egg for each mob so there's nothing really to mention about them on the website.
2. Kind of, it's mostly just a very tough as it doesn't have the boss damage per hit cap. Subspecies Ignibi can have really high amounts of health too but can still take a lot more damage than a true boss or mini boss.
3. They spawn in large pools of lava which are more abundant in the Nether making them more common there.
Out of curiousity, how would i set it up so that geonach's only spawn deep in the earth from rocks,
And for lava mobs, just from lava below a certain level?
Thanks in advance.
Did the symbiot creature idea scraped ?
In the sapwner json you can add a min and max y level, see the underground.json spawner for an example of it.
Love the models! They don't fit minecraft well but they still will fit with many themed survivals and worlds. Also is there a way to disable boss spawning?
Don't pretend to be someone you aren't. Be yourself. Even if you try to be someone else ill knows its you. Your a terrible actor.
Thanks! I decided a while back to completely drop the typical Minecraft style to the models some people like it, others don't but I enjoy making the models this way.
For boss spawning it depends on what you mean. For the actual bosses you have to summon them by building an altar and activating it with a Soulkey, these can be turned off by going into config/lycanitesmobs/mobevents/ and then opening up rahovart.json or asmodeus.json, setting "enabled" to false and "loadDefault" to false.
For the subspecies such as Azure Cinder, these aren't really bosses, just rarer tougher versions of each mob but they can be turned off via the lycanitesmobs-general.cfg config, look for subspecies. There are all rare subspecies such as the Celestial Geonach which are essentially mini bosses and equal in strength to the likes of a Wither, these can also be turned off in the same way.
For now, but I might add something like it in the future when working on the Cosmic Mobs. FOr now I'm focusing on elementals.
Oops looks like I left a debug message in that crashes on non-Lycanites mobs, will be fixed next update, thanks for the bug post.
Yeah by default Lycanites Mobs shifts the spawns of some mobs. I think I'll be disabling this by default in the future though.
I'm trying to get Morocks to spawn in Extreme Hills, but not having any luck. I did get Wendigo's to spawn there but the same settings aren't working for Morocks.
You can do this by opening up plainsmobs-spawning.cfg and setting the morock's biomes to "PLAINS, SAVANNA, MOUNTAIN".
In the upcoming next update this will be changed to creatures/morock.json where "LoadDefault" must be set to false and then by adding "mountain" to the biomes list. In the current update the creature jsons files are only for show and don't work yet.
The new creature configs using json looks really nice, but doesnt work at all. Any changes made are reverted back to default after I load the game. I put in a ticket, but its yet to be responded to. I honestly dreaded using this mod because of it's legendary TPS and Lag issues... but I am really hoping to make it work with some config changes. I just need the configs to actually work.
You need to set "loadDefault" to false and also ensure that the json is valid otherwise it will reset to default values, more info can be found here: http://lycanitesmobs.com/spawners
For TPS issues I've made some massive fixes and gone through a lot of rewrites recently:
Lag caused by overspawning of water mobs has been fixed a while ago now with the new json spawner system.
Lag caused by ranged AI calling the pathfinder too much has been fixed.
Lag caused by large mobs pathing has been fixed (they path as if they were smaller mobs, it means they can get stuck in dense areas but large mobs can't move around like that much anyway).
Specific sources of lag have been tracked down and fixed such as the Kobold's item finding AI.
I'm currently running a dedicated server with the latest 1.19.0.4 and it's running like a beast. If you have any TPS issues with the latest updates please report them so I can look into them.
Will do thanks for the bug report!
My buddy and I are having an issue with the latest version of Lycanites on our 1.12.2 server where our screens turn completely black upon approaching any Lycanite we've found. Is anyone else familiar with this?
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
Hey Lycanite,
First let me say that I love the mod. Personally I'm using the 1.9.4 version right now because reasons.
Now for what I'm really here for. I've been encountering a bug of some sort for the longest time with said version of your mod. I will use the stone or whatever its called to add creatures to the beastiary, and every now and then the beastiary just gets completely wiped for no reason. Its kind of annoying, and I was wondering if you have a fix for this you can explain to me.
Thanks for your time.
Hmm strange, I've never heard this problem from anyone before, what other mods are you running? Also what GPU?
I'm not too sure what causes this, but anything that interrupts things when saving player data can trigger it, it could also be triggered by other mods as well. The 1.9.4 version is retty old now though but for 1.12.2 I will be overhauling the Beastiary and what not soon making it bigger and better.