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.
Hives in the Spectre Dimension?! XD
[quote=Lycanite;/members/Lycanite;/forums/mapping-and-modding/minecraft-mods/1291613-lycanites-mobs-environmental-mobs-aggressive?comment=4532]Update: The Swarm! - Version 1.10.5.4 for Minecraft 1.7.10
Configs older than 1.10.5.0 will be reset!
I have a question, if I may. I'd like to add food from your mod to another mod (AncientWarfare2) so that its NPCs can munch on cooked concapede, etc.
The config format goes like this
01_food_settings {
I:"minecraft:apple"=3000
I:"minecraft:baked_potato"=4500
I:"minecraft:beef"=2250
I:"minecraft:bread"=3750
, so I was wondering if there's somewhere I can pull the food values for Lycanite's Mobs from.
Have you installed anything that uses bkspkrcore? It generates a UniqueNames file that probably has what you're looking for in there somewhere.
Yup, I did after your suggestion and it's great for the names. It's just the food values it doesn't have. I've kinda guessed them for Lycanite's now but for other mods, I'm gonna need a print out with food values.
Um... Only rocs spawn. Vanilla, Mocreatures, Lycanites, Project Zulu, and oresapwn mobs don't spawn, only rocs. WHATZ HAPPENINGZ?!
Hmm the Rocs now use the new Sky spawner which shouldn't stop other mods from spawning things. It looks like you might need to review your custom spawner setup. Mo' Creatures CMS causes havoc I believe.
I have a question, if I may. I'd like to add food from your mod to another mod (AncientWarfare2) so that its NPCs can munch on cooked concapede, etc.
The config format goes like this
01_food_settings {
I:"minecraft:apple"=3000
I:"minecraft:baked_potato"=4500
I:"minecraft:beef"=2250
I:"minecraft:bread"=3750
, so I was wondering if there's somewhere I can pull the food values for Lycanite's Mobs from.
..I don't need to rephrase that, do I?
I can't remebmer them off the top of my head (can't check atm) but I'm sure that all the Cooked Meats are the same as Cooked Chicken and the Cooked Meals I can' remember their value but I'm sure they're better than Cooked Beef. As for their IDs, each group is essentially a different mod so for example it would be junglemobs:cookedconcapedemeat as Concapede Meat is from the jungle group (might be concapedemeatcooked instead though).
So, uh, how exactly does one make the mobs from a mob event despawn naturally? Whenever I have a mob event on my server, the mobs stick around forever, even if I set the difficulty to Peaceful. I've set "event forced no despawning" to false for all events, but that doesn't see to change anything. I'd rather not have to use /xu_killliving each time, say, the Swarm gets too big and I can't move with all the lag.
Can the vespid hive be raided for food? Perhaps near the middle of the hive (or blocks placed by the queen), there are special food blocks that can be harvested that can have some nice potion effects? This would give incentive to raid hives more often
Quote from 11Slimeade11»Hey Lycanite! I tried using the most recent version (One with the Vespids) and briefly switched to 1.7.10 . Now I'm trying to play back on 1.7.2 (With the rest of my mods) again with the last 1.7.2 version and the passive mobs aren't spawning. I DO have Mo' Creatures, but it never affected it before trying the 1.7.10 version. How come it's only bugged now?
For whatever reason, I want to say this is a .config problem, because one of the few (somewhat) internal things shared by two different Minecraft versions and any additional mods with them are .configs, and I have had problems in the past where I needed to refresh my .configs because they were too new for the older version I was attempting to use. Maybe you just need to delete lycanitesmobs.config and let the game create a new one once it starts back up. Then again, I can't say it's impossible where for some strange reason Minecraft refuses to function properly.
Hey Lycanite, I love what you are doing with the mod. The vespids are great! I have a couple of suggestions, though. First off, I like how the infected conbas will spawn four vespids upon death, but they remain alive and do nothing until then. There should be a system where the vespids will burst out of the conba after a period of time. This would allow a single queen to start a hive just off of conbas, and without any other living drones. Also, it would be cool if there was a way to capture conbas, and to lure the vespid queens to them, so they can be captured and farmed. One more thing that i found was that vespids will fly through walls to build hives. Perhaps the vespids should build the hives within the boundaries of the space in which they are given. This would make them much easier (and less dangerous) to farm. Farming vespids would be a good way to get sugar and clay. This would also ensure that the vespids will not be able to invade the player's house if a hive is started right next to it.
I agree with some of these tweaks. I have noticed odd situations where Vespids will attempt to build a hive but it's too close to the ground, so they just fly through the ground and do nothing. XD Though I'm not quite as adventurous as to try and farm a hive, the idea of Vespids making some kind of "honey" or "nectar" is definitely a good way to make one want to raid a hive, aside from the sake of just wanting to do it. Maybe there could be a Vespid Nectar that gives brief poison immunity when eaten that spawns sandwiched in between the Veswax? They could start making it right when the hive is around 50% complete to make it more challenging to get the nectar.
Rollback Post to RevisionRollBack
Hah! You though you would see something interesting here, didn't you?
Hmm the Rocs now use the new Sky spawner which shouldn't stop other mods from spawning things. It looks like you might need to review your custom spawner setup. Mo' Creatures CMS causes havoc I believe.
I can't remebmer them off the top of my head (can't check atm) but I'm sure that all the Cooked Meats are the same as Cooked Chicken and the Cooked Meals I can' remember their value but I'm sure they're better than Cooked Beef. As for their IDs, each group is essentially a different mod so for example it would be junglemobs:cookedconcapedemeat as Concapede Meat is from the jungle group (might be concapedemeatcooked instead though).
I absolutely love these mobs, but traveling to the Nether without cheating is a huge pain. Is there some way to adjust the Belph rate of fire so they can't roast you instantly? I can't even see past their flame spurts to target them with a bow most of the time. I know some people like a challenge, but it's also really hard to balance some of these things against the other mods that make the Nether more... interesting.
How do I either disable or lower the amount of mobs spawning with names? They seem to spawn way to frequently where theres always 5+ where ever I look.
I absolutely love these mobs, but traveling to the Nether without cheating is a huge pain. Is there some way to adjust the Belph rate of fire so they can't roast you instantly? I can't even see past their flame spurts to target them with a bow most of the time. I know some people like a challenge, but it's also really hard to balance some of these things against the other mods that make the Nether more... interesting.
Yeah, the Nether is really hard without some form of fire protection at least. You can adjust the stats of any of the monsters through the configs. For Belphs specifically look in the demonmobs-stats config file. I believe if you set the Belph Haste option to 20, that would make them shoot once every two seconds instead of once per second.
This is a really great mod!!! I think you should also add mobs that spawn in the end (but not too many cuz you hav to fight the ender dragon to get out)
So, uh, how exactly does one make the mobs from a mob event despawn naturally? Whenever I have a mob event on my server, the mobs stick around forever, even if I set the difficulty to Peaceful. I've set "event forced no despawning" to false for all events, but that doesn't see to change anything. I'd rather not have to use /xu_killliving each time, say, the Swarm gets too big and I can't move with all the lag.
The latest update should fix these problems however mobs already spawned from older versions 'remember' if they are persistent and still wont despawn so you'll need to kill them off. I'll investigate the event config options and make sure they're all working. You can also trigger a new event to clear out mobs from a previous one (wont work with Vespids in hives though).
no no no... I don't have a problem with difficulity in your mod alone, (i like that it's hard to survive on hard) but in my modpack I use multiple mods that combined together make surviving impossible in vanilla armor.
it wouldn't be a problem if i would use only your mod alone. so it's not the same case as @Vayne_Solidor
just looking at what makes most damage, it's your mobs that ignore armor in some %
not a problem for me if i would play only with your mod, but i don't.
just wanted to have an option to nerf the % of the damage that goes through armor cause the normal damage is really fine for me.
I'm going to add a new configurable stat called piercing which will allow for full control over this, other mods will be able to use it too through NBTs.
Can the vespid hive be raided for food? Perhaps near the middle of the hive (or blocks placed by the queen), there are special food blocks that can be harvested that can have some nice potion effects? This would give incentive to raid hives more often
That's a cool idea, Honey and Nectar (as suggested by skwerl56767 too) perhaps with a chance of having some ores in them.
Hey Lycanite! I tried using the most recent version (One with the Vespids) and briefly switched to 1.7.10 . Now I'm trying to play back on 1.7.2 (With the rest of my mods) again with the last 1.7.2 version and the passive mobs aren't spawning. I DO have Mo' Creatures, but it never affected it before trying the 1.7.10 version. How come it's only bugged now?
Currently the 1.7.2 version of this mod has been spawning configs as it uses the 1.7.10 biome groups, when I get some spare time I'll quickly release a new update for it with fixed configs.
Hey Lycanite, I love what you are doing with the mod. The vespids are great! I have a couple of suggestions, though. First off, I like how the infected conbas will spawn four vespids upon death, but they remain alive and do nothing until then. There should be a system where the vespids will burst out of the conba after a period of time. This would allow a single queen to start a hive just off of conbas, and without any other living drones. Also, it would be cool if there was a way to capture conbas, and to lure the vespid queens to them, so they can be captured and farmed. One more thing that i found was that vespids will fly through walls to build hives. Perhaps the vespids should build the hives within the boundaries of the space in which they are given. This would make them much easier (and less dangerous) to farm. Farming vespids would be a good way to get sugar and clay. This would also ensure that the vespids will not be able to invade the player's house if a hive is started right next to it.
The Vespids go through walls to build hives currently because there is no pathfinding for flying mobs, this is something I want to add to them later. I'll add more checks to the Vespid Queen so that she doesn't send drones underground where they can't place a block and get stuck for now though.
I absolutely love these mobs, but traveling to the Nether without cheating is a huge pain. Is there some way to adjust the Belph rate of fire so they can't roast you instantly? I can't even see past their flame spurts to target them with a bow most of the time. I know some people like a challenge, but it's also really hard to balance some of these things against the other mods that make the Nether more... interesting.
You can configure a lot of each mobs stats via the config files. Haste affects their attack speeds.
How do I either disable or lower the amount of mobs spawning with names? They seem to spawn way to frequently where theres always 5+ where ever I look.
I'll add a new config option for controlling Uncommon and Rare (there are no rare mobs added yet) subspecies weights. You can also have them hide their names via the config if it's the name tags that you find annoying. These mobs are meant to be uncommon where they aren't too hard to find, I'll be adding rare mobs later which will be very rare and very deadly.
This is a really great mod!!! I think you should also add mobs that spawn in the end (but not too many cuz you hav to fight the ender dragon to get out)
The Grue, Phantom and Epion are already happily at home in the end, beware!
woo didn't know that, is that really a thing? so I can have this :
"event forced no despawning" {
B:bamstorm=true
as true, and they should still despawn when the new event come out?
cause if that's right then I'm changing that back from false to true...
Yup, all mobs spawned from events in the recent updates will despawn when a new event starts, if they're in a loaded chunk. I still need to make an improvement so that they will always despawn if the last event started was not theirs. Mobs that have been tamed, leashed, name-tagged (subspecies don't count), etc wont despawn from events though.
I'm going to add a new configurable stat called piercing which will allow for full control over this, other mods will be able to use it too through NBTs.
That's a cool idea, Honey and Nectar (as suggested by skwerl56767 too) perhaps with a chance of having some ores in them.
I love the idea of honey in the hives. Please make it ore dictionary compat, if possible
nice, just 1 question, if you put the update the mobs in unloaded chunks will still be there, even when the chunks get loaded, right?
cause it's about the next events, you can not affect previous spawned mobs with the new update?
any way to remove all mobs from the map after such update? (just in case some of them are left)
Use peaceful difficulty to clear out event mobs from previous events. All future event mobs in the next update will have an event count stat that is saved to them when they are unloaded. When active they will check if their ID matches the current event ID, if it doesn't, they will despawn. So this will therefor work for mobs event if they're from a chunk that hasn't been visited for hours.
Hives in the Spectre Dimension?! XD
I have a question, if I may. I'd like to add food from your mod to another mod (AncientWarfare2) so that its NPCs can munch on cooked concapede, etc.
The config format goes like this
01_food_settings {
I:"minecraft:apple"=3000
I:"minecraft:baked_potato"=4500
I:"minecraft:beef"=2250
I:"minecraft:bread"=3750
, so I was wondering if there's somewhere I can pull the food values for Lycanite's Mobs from.
..I don't need to rephrase that, do I?
Yup, I did after your suggestion and it's great for the names. It's just the food values it doesn't have. I've kinda guessed them for Lycanite's now but for other mods, I'm gonna need a print out with food values.
Hmm the Rocs now use the new Sky spawner which shouldn't stop other mods from spawning things. It looks like you might need to review your custom spawner setup. Mo' Creatures CMS causes havoc I believe.
I can't remebmer them off the top of my head (can't check atm) but I'm sure that all the Cooked Meats are the same as Cooked Chicken and the Cooked Meals I can' remember their value but I'm sure they're better than Cooked Beef. As for their IDs, each group is essentially a different mod so for example it would be junglemobs:cookedconcapedemeat as Concapede Meat is from the jungle group (might be concapedemeatcooked instead though).
For whatever reason, I want to say this is a .config problem, because one of the few (somewhat) internal things shared by two different Minecraft versions and any additional mods with them are .configs, and I have had problems in the past where I needed to refresh my .configs because they were too new for the older version I was attempting to use. Maybe you just need to delete lycanitesmobs.config and let the game create a new one once it starts back up. Then again, I can't say it's impossible where for some strange reason Minecraft refuses to function properly.
I agree with some of these tweaks. I have noticed odd situations where Vespids will attempt to build a hive but it's too close to the ground, so they just fly through the ground and do nothing. XD Though I'm not quite as adventurous as to try and farm a hive, the idea of Vespids making some kind of "honey" or "nectar" is definitely a good way to make one want to raid a hive, aside from the sake of just wanting to do it. Maybe there could be a Vespid Nectar that gives brief poison immunity when eaten that spawns sandwiched in between the Veswax? They could start making it right when the hive is around 50% complete to make it more challenging to get the nectar.
How do I fix it? I'm desperate!
Thanks!!!!!
Wait 1 question....How do I do that? I'm a noob with a windows 8.
Yeah, the Nether is really hard without some form of fire protection at least. You can adjust the stats of any of the monsters through the configs. For Belphs specifically look in the demonmobs-stats config file. I believe if you set the Belph Haste option to 20, that would make them shoot once every two seconds instead of once per second.
The latest update should fix these problems however mobs already spawned from older versions 'remember' if they are persistent and still wont despawn so you'll need to kill them off. I'll investigate the event config options and make sure they're all working. You can also trigger a new event to clear out mobs from a previous one (wont work with Vespids in hives though).
I'm going to add a new configurable stat called piercing which will allow for full control over this, other mods will be able to use it too through NBTs.
That's a cool idea, Honey and Nectar (as suggested by skwerl56767 too) perhaps with a chance of having some ores in them.
Currently the 1.7.2 version of this mod has been spawning configs as it uses the 1.7.10 biome groups, when I get some spare time I'll quickly release a new update for it with fixed configs.
The Vespids go through walls to build hives currently because there is no pathfinding for flying mobs, this is something I want to add to them later. I'll add more checks to the Vespid Queen so that she doesn't send drones underground where they can't place a block and get stuck for now though.
You can configure a lot of each mobs stats via the config files. Haste affects their attack speeds.
I'll add a new config option for controlling Uncommon and Rare (there are no rare mobs added yet) subspecies weights. You can also have them hide their names via the config if it's the name tags that you find annoying. These mobs are meant to be uncommon where they aren't too hard to find, I'll be adding rare mobs later which will be very rare and very deadly.
The Grue, Phantom and Epion are already happily at home in the end, beware!
Thanks! XD
Yup, all mobs spawned from events in the recent updates will despawn when a new event starts, if they're in a loaded chunk. I still need to make an improvement so that they will always despawn if the last event started was not theirs. Mobs that have been tamed, leashed, name-tagged (subspecies don't count), etc wont despawn from events though.
I love the idea of honey in the hives. Please make it ore dictionary compat, if possible
The NBT stats sounds very interesting too
Those are all minions? That should be an option to enable to disable tho. Some people like me want minions with infinite life spans
Use peaceful difficulty to clear out event mobs from previous events. All future event mobs in the next update will have an event count stat that is saved to them when they are unloaded. When active they will check if their ID matches the current event ID, if it doesn't, they will despawn. So this will therefor work for mobs event if they're from a chunk that hasn't been visited for hours.
Hmm I'll look into fixing this for the next update!