The Meaning of Life, the Universe, and Everything.
Join Date:
9/9/2013
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Hey Lycanite, i see this mod had grown so much since it was just mobs for the nether, and it is only growing more and more. Keep up the good work! Also i have a question, about the shadow mobs where will they spawn? Will they spawn in a new dimension or ender or in blank darkness like when you make a room and seal everything up? Can't wait for the next mob.
Hey Lycanite, i see this mod had grown so much since it was just mobs for the nether, and it is only growing more and more. Keep up the good work! Also i have a question, about the shadow mobs where will they spawn? Will they spawn in a new dimension or ender or in blank darkness like when you make a room and seal everything up? Can't wait for the next mob.
Yes I only wish when I put search strings into google it found this faster. I didn't read each page and only added a post as I thought it might help other people that google for answers.
I think that'll be down to Dartcraft as this mod should tell other mods which mobs are hostile if asked, if not then I'll take a look into it but it should work unless Dartcraft specifically blocks certain monsters rather than anything classed as a mob, to be technical, any entity that implements IMob or returns true from IsCreatureType(IMob).
Hmm something unique that isn't a combination of English words like Hell-Trout or Inferno-Pike, also magmadon would be something a lot bigger I imagine.
Cool ideas, but I wont be planning any bosses just yet.
Try disabling Custom potion Effects from the main config file, that should hopefully solve your crashes. I don't think there's anything I can do about the Dartcraft bug it might be up to their end, if not then let me know and I'll apply whatever is needed for Dartcraft torches to work.
Thaumcraft should be fine, I'll check out the other two mods though.
The method this mod now uses is the same as Biomes O Plenty where it basically just slaps extra potion effects onto the end of the list, some mods complete resize the whole list to a fixed number or the maximum possible number which then causes problems as this mod can no longer add onto the end of the list. I could try raising the order that it is done so it's handled before rather than after some mods, but I can't do this for all unless I rename this mod with an A at thre start as I think they're all loaded alphabetically!
Thanks for the reply Lycanites
Yes your explanation is what I figured.
I will do some more testing and when I find the pack(s) that do this I will let you know here (for reference) and see if those modmakers are active/interested in reparing. If they are not then it will at least help for mod compilations to know which packs to look out for.
I think this mod like many is great on it's own but adds so much flavor to the game when use din conjunction with others. My current favourite is Blood N Bones - not too hard to make it unplayable but hard enough to take effort to get established.
(I too remember doom and was very fond of my home netware network back in the late 80's where we regularly had a massive 4 player game going on haha. Sorry for the younger readers that won't realise what it was like before internet was really anything... )
Yes I only wish when I put search strings into google it found this faster. I didn't read each page and only added a post as I thought it might help other people that google for answers.
I'm using BetterDungeons for 1.6.4, which has a lot of new mobs. We've been having great fun spawning mobs that are hostile to each other and watching them duke it out. When my players asked me for more mobs, I naturally thought of Lycanite's, and added it to single player to check it out.
When I spawned some of your mobs next to BetterDungeons' mobs, they completely ignored each other. Even ones that were hostile to each other were neutral towards your mobs.
I guess I'm posting here to ask if you know either why, or of another mod that would allow us to spawn mobs on teams where each team was hostile to the others.
Thank you in advance for your time, and for your awesome mod!
I'm using BetterDungeons for 1.6.4, which has a lot of new mobs. We've been having great fun spawning mobs that are hostile to each other and watching them duke it out. When my players asked me for more mobs, I naturally thought of Lycanite's, and added it to single player to check it out.
When I spawned some of your mobs next to BetterDungeons' mobs, they completely ignored each other. Even ones that were hostile to each other were neutral towards your mobs.
I guess I'm posting here to ask if you know either why, or of another mod that would allow us to spawn mobs on teams where each team was hostile to the others.
Thank you in advance for your time, and for your awesome mod!
I think that's intentional. This isn't OreSpawn, where every single monster attacks every other single monster, and vice versa.
If you really want them to get mad at each other and fight, use a Japanese mod called VSMobs. If you get it, have fun!
Hey Lycanite, i see this mod had grown so much since it was just mobs for the nether, and it is only growing more and more. Keep up the good work! Also i have a question, about the shadow mobs where will they spawn? Will they spawn in a new dimension or ender or in blank darkness like when you make a room and seal everything up? Can't wait for the next mob.
Thanks! Yup this mod has come a long way, but still has a long way to go! The Shadow Mobs will spawn both in the End and in absolute darkness, people have suggested that I add a dimension, but if I do, I think it should be an addon mod as I think that this mod on its own shouldn't move too far out of the mob side of Minecraft. The Geist (shadow mob) will have a random chance of spawning when mobs are killed as they are attracted to death, I'll also have some other cool spawning events in the future.
Yes I only wish when I put search strings into google it found this faster. I didn't read each page and only added a post as I thought it might help other people that google for answers.
I don't mind necroposting really, so long as the poster is up to date on everything before posting, I hate finding old forums post with a question left unanswered only for someone to come along and pick up the thread again only to then be shot down for necroposting, it makes Googling a lot harder!
Thanks for the reply Lycanites Yes your explanation is what I figured. I will do some more testing and when I find the pack(s) that do this I will let you know here (for reference) and see if those modmakers are active/interested in reparing. If they are not then it will at least help for mod compilations to know which packs to look out for. I think this mod like many is great on it's own but adds so much flavor to the game when use din conjunction with others. My current favourite is Blood N Bones - not too hard to make it unplayable but hard enough to take effort to get established. (I too remember doom and was very fond of my home netware network back in the late 80's where we regularly had a massive 4 player game going on haha. Sorry for the younger readers that won't realise what it was like before internet was really anything... )
I've been granted beta access to a mod pack with this crashing issue (Twisted Sins) so I'll use that for testing and then I'll test again with Blood N Bones, eventually I will fix this horrid issue! I never play this mod on it's own either, I manage my own mod pack called the Nephrite Pack which runs a few cool mods, nothing too much though, but enough to make things awesome and server friendly.
I'm using BetterDungeons for 1.6.4, which has a lot of new mobs. We've been having great fun spawning mobs that are hostile to each other and watching them duke it out. When my players asked me for more mobs, I naturally thought of Lycanite's, and added it to single player to check it out. When I spawned some of your mobs next to BetterDungeons' mobs, they completely ignored each other. Even ones that were hostile to each other were neutral towards your mobs. I guess I'm posting here to ask if you know either why, or of another mod that would allow us to spawn mobs on teams where each team was hostile to the others. Thank you in advance for your time, and for your awesome mod!
Hmm, this is a tricky one as I need a way of identifying all mobs from this mod that should be targeted... What I can look into doing though is adding a config option where you can enter the entity names of each mob that all hostile mobs should attack! I'll try and get this in the next few updates for ya, I'm going to be overhauling the config generation and reading code a bit soon so I'll implemented then if I can.
Thanks! Yup this mod has come a long way, but still has a long way to go! The Shadow Mobs will spawn both in the End and in absolute darkness, people have suggested that I add a dimension, but if I do, I think it should be an addon mod as I think that this mod on its own shouldn't move too far out of the mob side of Minecraft. The Geist (shadow mob) will have a random chance of spawning when mobs are killed as they are attracted to death, I'll also have some other cool spawning events in the future.
I don't mind necroposting really, so long as the poster is up to date on everything before posting, I hate finding old forums post with a question left unanswered only for someone to come along and pick up the thread again only to then be shot down for necroposting, it makes Googling a lot harder!
I've been granted beta access to a mod pack with this crashing issue (Twisted Sins) so I'll use that for testing and then I'll test again with Blood N Bones, eventually I will fix this horrid issue! I never play this mod on it's own either, I manage my own mod pack called the Nephrite Pack which runs a few cool mods, nothing too much though, but enough to make things awesome and server friendly.
Hmm, this is a tricky one as I need a way of identifying all mobs from this mod that should be targeted... What I can look into doing though is adding a config option where you can enter the entity names of each mob that all hostile mobs should attack! I'll try and get this in the next few updates for ya, I'm going to be overhauling the config generation and reading code a bit soon so I'll implemented then if I can.
I no steal Yales!
Sorry but I'll explain what is happen: You are an Admin, is I can not bring me into your territory, except that your territory is enlarged, and inside there Yales So my farm! I can go see my Yales! you can check!
a red message appears: "You do not have the permission to enter in this area"
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Support Ice and Fire , This is terribly awesome !:D
Sorry but I'll explain what is happen: You are an Admin, is I can not bring me into your territory, except that your territory is enlarged, and inside there Yales So my farm! I can go see my Yales! you can check!
a red message appears: "You do not have the permission to enter in this area"
Update: Yeti Yeti Yeti! - Hotfix C - Version 1.6.2c for Minecraft 1.7.2
Death to the Custom Potion Effects bug! I hope!
I've tested it with some packs that did crash and now they work perfectly so this one looks really promising! It all depends on how other mods handle their custom IDs now.
Basically there seems to be an ID limit of 127, IDs at 128+ seem to crash! So now this mod adds onto the end of the list, BUT, if the list is at the 127 safe limit, then instead of adding onto the end, it takes over the end of the IDs. This means any mods that rely on using the last highest IDs of the list might conflict, if this because a big problem then I will add a config option which will let players configure the offset amount.
Hmm, this is a tricky one as I need a way of identifying all mobs from this mod that should be targeted... What I can look into doing though is adding a config option where you can enter the entity names of each mob that all hostile mobs should attack! I'll try and get this in the next few updates for ya, I'm going to be overhauling the config generation and reading code a bit soon so I'll implemented then if I can.
Thank you very much for looking into implementing this. That would be great, and we really appreciate it. Since we're still using 1.6.4 I have to ask: any chance this change will be back ported?
On another semi-related note, is there a config option (I didn't see one) for aggro range? It would be really nice to be able to customize each mob's aggro range. I realize the potential for server stress, but it would be super nice to be able to fiddle with the radius'.
Thanks! Yup this mod has come a long way, but still has a long way to go! The Shadow Mobs will spawn both in the End and in absolute darkness, people have suggested that I add a dimension, but if I do, I think it should be an addon mod as I think that this mod on its own shouldn't move too far out of the mob side of Minecraft. The Geist (shadow mob) will have a random chance of spawning when mobs are killed as they are attracted to death, I'll also have some other cool spawning events in the future.
I don't mind necroposting really, so long as the poster is up to date on everything before posting, I hate finding old forums post with a question left unanswered only for someone to come along and pick up the thread again only to then be shot down for necroposting, it makes Googling a lot harder!
I've been granted beta access to a mod pack with this crashing issue (Twisted Sins) so I'll use that for testing and then I'll test again with Blood N Bones, eventually I will fix this horrid issue! I never play this mod on it's own either, I manage my own mod pack called the Nephrite Pack which runs a few cool mods, nothing too much though, but enough to make things awesome and server friendly.
Hmm, this is a tricky one as I need a way of identifying all mobs from this mod that should be targeted... What I can look into doing though is adding a config option where you can enter the entity names of each mob that all hostile mobs should attack! I'll try and get this in the next few updates for ya, I'm going to be overhauling the config generation and reading code a bit soon so I'll implemented then if I can.
I no steal Yales!
Thanks for the reply, also i wouldn't think it would bad if you added a new dimension, but i do agree it should be an addon. But look at Mo'Creatures, that mod is essentially a mob based mod but it adds a wyvern dimension. Not saying just because they have a new dimension you should too, just referencing them as an example. Also i have an idea for an inferno boss, to keep the details at minimum, how about Fragments of the Sun named, "Sun Titans" These beings of trillions make up the sun of minecraft. The way they're summoned is a ritual where you place torches in a 3 by 3 formation and remove the middle one, remove the middle torch and place a ember and a magma charge in the middle, after that a beacon will appear and something will crash down and cause an explosion, at the middle of the wreckage would be the boss. Also, you can only spawn him in biomes that aren't arctic related. In appearing, he should look like something like the Old Iron King from Dark Souls 2, for abilities, he has the ability to spawn fire mobs at certain points, since he is as hot as the sun, everything near him burns, so you cannot get too close, but he moves very slow. He is immuned to ranged attacks as well. The only way to defeat him is the usage of frostbolt attacks. He can also use fire projectiles, he can fly when his health gets too low, making him harder to hit, and can down down pools of lava creating lobbers when he is at 30% health. That's all, thanks for reading.
Thank you very much for looking into implementing this. That would be great, and we really appreciate it. Since we're still using 1.6.4 I have to ask: any chance this change will be back ported? On another semi-related note, is there a config option (I didn't see one) for aggro range? It would be really nice to be able to customize each mob's aggro range. I realize the potential for server stress, but it would be super nice to be able to fiddle with the radius'.
It should be quite simple to back-port to 1.6.4, I'll see what I can do. Also adding a new set of options (multiplier and booster) for the 'sight' stat should be simple enough too, it could then change based on difficulty too as well as editable per mob.
Thanks for the reply, also i wouldn't think it would bad if you added a new dimension, but i do agree it should be an addon. But look at Mo'Creatures, that mod is essentially a mob based mod but it adds a wyvern dimension. Not saying just because they have a new dimension you should too, just referencing them as an example. Also i have an idea for an inferno boss, to keep the details at minimum, how about Fragments of the Sun named, "Sun Titans" These beings of trillions make up the sun of minecraft. The way they're summoned is a ritual where you place torches in a 3 by 3 formation and remove the middle one, remove the middle torch and place a ember and a magma charge in the middle, after that a beacon will appear and something will crash down and cause an explosion, at the middle of the wreckage would be the boss. Also, you can only spawn him in biomes that aren't arctic related. In appearing, he should look like something like the Old Iron King from Dark Souls 2, for abilities, he has the ability to spawn fire mobs at certain points, since he is as hot as the sun, everything near him burns, so you cannot get too close, but he moves very slow. He is immuned to ranged attacks as well. The only way to defeat him is the usage of frostbolt attacks. He can also use fire projectiles, he can fly when his health gets too low, making him harder to hit, and can down down pools of lava creating lobbers when he is at 30% health. That's all, thanks for reading.
Sounds like a pretty cool boss, well, actually, a pretty hot boss lol! I'm not planning them yet but I like the idea of an inferno boss revolving around the sun, I also like the fiery aura idea (things burn when close).
Don't know if this is expected.. Are Belph's supposed to just randomly teleport into Portals? I've set up a set going from my "Bunker" and secured it with a "ForceField" door not only to keep others from sneaking in but Belphs are randomly popping in... I've secured both sides of the doors and made sure there are no other portals in the vicinity where it would use either of my portals as the closest one... but they still just randomly pop in. Is there any way to keep them from teleporting in unless there is actually a portal around? Portals tend to be Belph spawners right now lol
Don't know if this is expected.. Are Belph's supposed to just randomly teleport into Portals? I've set up a set going from my "Bunker" and secured it with a "ForceField" door not only to keep others from sneaking in but Belphs are randomly popping in... I've secured both sides of the doors and made sure there are no other portals in the vicinity where it would use either of my portals as the closest one... but they still just randomly pop in. Is there any way to keep them from teleporting in unless there is actually a portal around? Portals tend to be Belph spawners right now lol
They spawn from the portal blocks themselves rather than from literally wandering in from the Nether, better performance wise, the lore of this is that they always find a way through using secret portals of their own.
It should be quite simple to back-port to 1.6.4, I'll see what I can do. Also adding a new set of options (multiplier and booster) for the 'sight' stat should be simple enough too, it could then change based on difficulty too as well as editable per mob.
Sounds like a pretty cool boss, well, actually, a pretty hot boss lol! I'm not planning them yet but I like the idea of an inferno boss revolving around the sun, I also like the fiery aura idea (things burn when close).
like a flame tiger?
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I wish I had spelled my name right all that time ago...
Use the Ring Luke, he who controls the Ring controls the raptors~ Dumbledore
The Meaning of Life, the Universe, and Everything.
Join Date:
9/9/2013
Posts:
43
Member Details
I'm liking this unique spawning idea. How about for phantoms they could spawn inside your house when you're sleep, the lore behind this could be that your nightmares are like portals for phantoms from the spectral realm into the overworld. Also, this is a 10-20% chance, the way to completely prevent these intrusions from happening is to place a possibly new block called a "Spiritual Barricade" and make a totem using that and placing two gold blocks under it. This should be placed on top of your house.
They will spawn in the dark.
Yes I only wish when I put search strings into google it found this faster. I didn't read each page and only added a post as I thought it might help other people that google for answers.
Thanks for the reply Lycanites
Yes your explanation is what I figured.
I will do some more testing and when I find the pack(s) that do this I will let you know here (for reference) and see if those modmakers are active/interested in reparing. If they are not then it will at least help for mod compilations to know which packs to look out for.
I think this mod like many is great on it's own but adds so much flavor to the game when use din conjunction with others. My current favourite is Blood N Bones - not too hard to make it unplayable but hard enough to take effort to get established.
(I too remember doom and was very fond of my home netware network back in the late 80's where we regularly had a massive 4 player game going on haha. Sorry for the younger readers that won't realise what it was like before internet was really anything... )
OK.
When I spawned some of your mobs next to BetterDungeons' mobs, they completely ignored each other. Even ones that were hostile to each other were neutral towards your mobs.
I guess I'm posting here to ask if you know either why, or of another mod that would allow us to spawn mobs on teams where each team was hostile to the others.
Thank you in advance for your time, and for your awesome mod!
I think that's intentional. This isn't OreSpawn, where every single monster attacks every other single monster, and vice versa.
If you really want them to get mad at each other and fight, use a Japanese mod called VSMobs. If you get it, have fun!
FOR WY?!
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
Thanks! Yup this mod has come a long way, but still has a long way to go! The Shadow Mobs will spawn both in the End and in absolute darkness, people have suggested that I add a dimension, but if I do, I think it should be an addon mod as I think that this mod on its own shouldn't move too far out of the mob side of Minecraft. The Geist (shadow mob) will have a random chance of spawning when mobs are killed as they are attracted to death, I'll also have some other cool spawning events in the future.
I don't mind necroposting really, so long as the poster is up to date on everything before posting, I hate finding old forums post with a question left unanswered only for someone to come along and pick up the thread again only to then be shot down for necroposting, it makes Googling a lot harder!
I've been granted beta access to a mod pack with this crashing issue (Twisted Sins) so I'll use that for testing and then I'll test again with Blood N Bones, eventually I will fix this horrid issue! I never play this mod on it's own either, I manage my own mod pack called the Nephrite Pack which runs a few cool mods, nothing too much though, but enough to make things awesome and server friendly.
Hmm, this is a tricky one as I need a way of identifying all mobs from this mod that should be targeted... What I can look into doing though is adding a config option where you can enter the entity names of each mob that all hostile mobs should attack! I'll try and get this in the next few updates for ya, I'm going to be overhauling the config generation and reading code a bit soon so I'll implemented then if I can.
I no steal Yales!
a red message appears: "You do not have the permission to enter in this area"
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
Ooooh, oops sorry! I will fix this for you!
Death to the Custom Potion Effects bug! I hope!
I've tested it with some packs that did crash and now they work perfectly so this one looks really promising! It all depends on how other mods handle their custom IDs now.
Basically there seems to be an ID limit of 127, IDs at 128+ seem to crash! So now this mod adds onto the end of the list, BUT, if the list is at the 127 safe limit, then instead of adding onto the end, it takes over the end of the IDs. This means any mods that rely on using the last highest IDs of the list might conflict, if this because a big problem then I will add a config option which will let players configure the offset amount.
Thank you very much for looking into implementing this. That would be great, and we really appreciate it. Since we're still using 1.6.4 I have to ask: any chance this change will be back ported?
On another semi-related note, is there a config option (I didn't see one) for aggro range? It would be really nice to be able to customize each mob's aggro range. I realize the potential for server stress, but it would be super nice to be able to fiddle with the radius'.
It should be quite simple to back-port to 1.6.4, I'll see what I can do. Also adding a new set of options (multiplier and booster) for the 'sight' stat should be simple enough too, it could then change based on difficulty too as well as editable per mob.
Sounds like a pretty cool boss, well, actually, a pretty hot boss lol! I'm not planning them yet but I like the idea of an inferno boss revolving around the sun, I also like the fiery aura idea (things burn when close).
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
They spawn from the portal blocks themselves rather than from literally wandering in from the Nether, better performance wise, the lore of this is that they always find a way through using secret portals of their own.
Use the Ring Luke, he who controls the Ring controls the raptors~ Dumbledore
v Scroll down for great GIFs! V