I dont find it fun when I get killed by a spriggan that just spawned from a leaf block i destroyed during the first 2 mins of the game. And if I download a newer version of this mod the config will reset. And I'll have to do everything all over again. I'm not saying this mod is bad (I really enjoyed it before), It's just making the game way too hard.
So, you simply can't be bothered to simply make it as hard as you want?
You didn't actually lose it forever....you just need to find the little guy that took it. Kobolds that stole something should never despawn, and he probably didn't wander off too far from your death-point either....Just have to track him down...lol. Rest assured your stuff is safe, just not on you. Its in the Kobold bank nice and safe....he just holding it for ya
And that's where the interesting part begin, a wild Roc appeared out of nowhere grabbed him and lol. Just lol.
Rollback Post to RevisionRollBack
Stop the mod thieves, for the everlasting peace!(Definitely not a Blue bomber reference)
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Are there going to be anymore updates anytime soon? I was considering updating the mod on my server. But I don't want to update then change it again immediately..I'm still having fire resistance issues, and user profiles resetting bestiaries automatically every so often. I think the fire resistance issue may be in fact related to adventure backpacks mod..can someone confirm running lycanites mobs, and this mod together? https://github.com/Darkona/AdventureBackpack2/wiki
Is there a way to make Inferno mobs check for a certain number of lava source blocks before spawning? Having Lobbers spawn from every single-block lavafall is getting to be a little much on the server I run for my friends and I.
You can do this indeed, head to lycanitesmobs-spawning.cfg and look for Lava Block Cost, this is how many blocks of lava are required in an area for mobs to spawn, you can also configure the area size there too.
I'm not sure whats happening, but I changed the event durations from 600 to 300 in my configurations file, and the events now end almost immediately. I changed it back and it's still ending almost immediately. Any ideas?
Hmm strange, try using /lm mobevents disable and then /lm mobevents enable in game to maybe reset the timer, I'll run some tests on my end too. Make sure you're using the latest version of Lycanites Mobs as a lot of the timings where changed recently.
So there isn't any way to prevent subspecies from spawning unless disabling them altogether? I want them to be rare...like more rare...I was gunna put them into events, but I guess thats a dud..
Also, players bestiaries seem to just dissapear frequently..i break into backed up user profiles to revive them...Why is this even an issue?
I'll take a look into making the chances of each subspecies configurable for you.
This mod is really awesome, but... the textures models don't really fit in with minecraft. it looks weird.
Yeah this mod does have a very different style that isn't to everyone's taste, it should support model changing resource packs though, so if anyone wants to replace mobs with blockier models and different textures, it is possible via a resource pack.
Can you reduce the amount of "Player moved wrongly" errors caused by your mod? I see this quite a bit on my server.
I run a 24/7 server with the latest build of Lycanites Mobs and haven't ad this issue. Does it happen only when a player is picked up, if not then it might be something else as that is the only area where Lycanites Mobs handles player movement?
Weird, because I don't have that issue. Maybe afirits or lobbers are attacking your feet?
Also, if you want some more balance changes Lycanite, can you make it where beholders take no knockback? They sometimes go all the way to space when i'm attacking them. To the point of despawning.
Beholders having no knockable makes a lot of sense, perhaps Cacodemons too, I'll do that.
Also, is Shadowfire meant to be able to continue to be active if its activated//spawned//ocured whilst under water?
The glitch with Roc's if i had to think of a way to reproduce it, would be to get a roc to pick u up whilst your sitting under a tree, thats a common way
Im also getting Gru messages when flying in the nether, which one normally does when trying to find a fortress etc ... is this a config thing or a bug ?
An lastely, for some strange reason most mob events are causing it to turn night...any thoughts to whats gone wonky ?
Ooze is mainly just a hazard like lava and will also spawn some Arctic Mobs such as Arix, Serpix and Wendigo.
I'll look into Shadowfire underwater, technically it isn't actual fire, it's like a ghost fire in a way so water shouldn't really affect it. Frost/Icefire should freeze water around it, though it might get washed out randomly instead. Scorchfire is an enchanted flame and should be washed out by water and Hellfire is a cursed flame and should also be washed out.
I'll investigate the Roc glitch, it might be related to their fast lift off when picking up a mob, perhaps it should check if there's space before zipping upwards.
Grues spawn in the dark and when you fly in the Nether it is likely dark enough for a Grue, you can disable Grues from spawning in the Nether via the lycanitesmobs-sapwning.cfg config, I think I'll add that to the defaults.
Trying to set things so most hostile mobs only spawn at night i want the world to be pretty safe place like normal in day time on the surface just at night i want things to be deadly, so i want to make all hostile or certainly most hostile mobs only spawn at night, but for instance jengu is set to only spawn in dark and yet i see them in day spawning out of rivers and lakes , is it because its dark at the bottom of the water and they're spawning from there? or am i doing something wrong.
Thanks.
I'm going to go through all the Spawn Types and look into light level checks and add an option to have each one only spawn in dark levels. The WATER Spawn Type also has an issue at the moment, Jengu only spawn in the dark but water that is like 3/4 blocks deep is dark enough to spawn them despite it being in daylight, so I'm going to change how it is checked where the light level at the water surface is checked instead of underwater, this should stop Jengus, Saltwater Mobs and Striders spawning from rivers and lakes/oceans during the day, this will be configurable and can be set to the old way for those who like the challenge.
I hope you don't mind the critical word from someone who loves your mod, but I'm a little sad to see you've disabled fall damage after being dropped by a Roc and when dismounting a Strider. Players already had vanilla solutions for dismounting, including Feather falling boots or dismounting in water (plus even more solutions if they're playing with other mods). The Roc was supposed to be dangerous. You already adjusted it's flight height if carrying a player. It was up to the player to time it right - or dispatch the Roc before it could gain altitude. It was a challenge but it was great.
Back to the strider mount: free water breathing? ..and even then you were worried about potion particles annoying the user? While I do agree that the ability to see and breath underwater while hooning around on an underwater mount is cool (very cool), I can't help but think it should be something extra - something that needs to be aimed for and worked towards. Like some kind of special saddle or underwater howdah for the Strider. It would be expensive and made of components that are hard to get, plus it would give those benefits underwater but be incredibly heavy (slowness) above ground. That's my opinion on the balance at least.
Geist: I was noticing some unusually high entity timings coming from mobs who were harbouring a Geist. I do really like Geists - they get me leaping out of my chair, which is a great thing. I'm just trying to figure out why they'd cause a zombie (harbouring a Geist) to be timing so high. I think it was up to 8000 microseconds. I'd have to re-enable the Geist and test again to confirm but I wonder if you're aware of anything that could account for that? Or maybe if it could be an interaction with a zombie that's already got NBT data, like Special Mobs, etc. ..I'm clutching at straws, sorry.
No fall damage after being picked up by a Roc/Raiko was a bug that has now been fixed, to balance things Rocs/Raiko will now only really fly about 4-14 blocks above the ground when holding a player. I'm gonna keep the Strider fall resistance though in order to make them more convenient, the same goes for the underwater breathing really, taming Striders can be quite tricky. I can add a config option for underwater Strider breathing though.
Geists aren't actually attached to any entities immediately, what actually happens is, whenever a mob dies a forge death event is triggered, the Dead and Undead Spawn Types are then called by mob death events and they then both check what kind of mob died and react with a random spawn chance of an appropriate mob. So while a Zombie is alive for instance, it will never have any Geist related stuff going on, it is only when any undead type mob dies that a eist will randomly spawn.
So yeah I like this mod for the most part. I used to just find a place build, not fear for my life even when using other mob mods... But this one, I started a new world today, played about 2 hours so far, spent most of that hiding in holes and trying to escape from the multiple death machines that keep chasing me... On one hand I love it, I haven't been afraid of MC in a long time, on the other hand, it's getting ridiculas. Even after tweaking some spawn rules some mobs still spawn out of control, like those spriggans cause they float in the air and laugh as they drain your health. But otherwise, awesome mod, now if I can just find a place to build a home where they wont nuke it within minutes, I'd be a little less scared.
With an Iron Axe and Iron Armor Spriggans should go down pretty easily, though before your wielding iron gear, things are going to be dangerous! As mentioned above I'm going to make mob spawns more restricted to dark/night.
Why are you making the mod harder and harder to the point survival becomes impossible?
I'm not increasing the difficulty anymore, I'm just adding to the diversity, every new mob is going to add a new challenge to the game which means more tactics to learn but that's it really. If you play on Easy difficulty you'll find that every mob is much weaker than usual. I also have some plans to really lower the difficulty of this mod by restricting more spawns to the dark/night (configurable).
I have a config question, how do I make it where Rocs and Raikos do not spawn naturally except in their mob events?
In plains/saltwatermobs-spawning.cfg (might be -general) look for Natural Despawning and set it to false, that should do the trick, events mobs should still be forcefully despawn after 10mins of activity.
Quote from Lycanitejump
In plains/saltwatermobs-spawning.cfg (might be -general) look for Natural Despawning and set it to false, that should do the trick, events mobs should still be forcefully despawn after 10mins of activity.
That would make the natural spawning ones never vanish for ten minutes? I'm not fully understanding, I only want them to spawn event-wise. No other way.
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Regarding biome groups for spawning, where are the biomes listed? I'm concerned that Thaumcraft 4's Magical Forest isn't receiving FOREST mobs and wanted to check. I don't see the definitions in the config files.
You can do this indeed, head to lycanitesmobs-spawning.cfg and look for Lava Block Cost, this is how many blocks of lava are required in an area for mobs to spawn, you can also configure the area size there too.
Hmm strange, try using /lm mobevents disable and then /lm mobevents enable in game to maybe reset the timer, I'll run some tests on my end too. Make sure you're using the latest version of Lycanites Mobs as a lot of the timings where changed recently.
I'll take a look into making the chances of each subspecies configurable for you.
Thanks man!
Yeah this mod does have a very different style that isn't to everyone's taste, it should support model changing resource packs though, so if anyone wants to replace mobs with blockier models and different textures, it is possible via a resource pack.
I run a 24/7 server with the latest build of Lycanites Mobs and haven't ad this issue. Does it happen only when a player is picked up, if not then it might be something else as that is the only area where Lycanites Mobs handles player movement?
Beholders having no knockable makes a lot of sense, perhaps Cacodemons too, I'll do that.
Ooze is mainly just a hazard like lava and will also spawn some Arctic Mobs such as Arix, Serpix and Wendigo.
I'll look into Shadowfire underwater, technically it isn't actual fire, it's like a ghost fire in a way so water shouldn't really affect it. Frost/Icefire should freeze water around it, though it might get washed out randomly instead. Scorchfire is an enchanted flame and should be washed out by water and Hellfire is a cursed flame and should also be washed out.
I'll investigate the Roc glitch, it might be related to their fast lift off when picking up a mob, perhaps it should check if there's space before zipping upwards.
Grues spawn in the dark and when you fly in the Nether it is likely dark enough for a Grue, you can disable Grues from spawning in the Nether via the lycanitesmobs-sapwning.cfg config, I think I'll add that to the defaults.
I'm going to go through all the Spawn Types and look into light level checks and add an option to have each one only spawn in dark levels. The WATER Spawn Type also has an issue at the moment, Jengu only spawn in the dark but water that is like 3/4 blocks deep is dark enough to spawn them despite it being in daylight, so I'm going to change how it is checked where the light level at the water surface is checked instead of underwater, this should stop Jengus, Saltwater Mobs and Striders spawning from rivers and lakes/oceans during the day, this will be configurable and can be set to the old way for those who like the challenge.
No fall damage after being picked up by a Roc/Raiko was a bug that has now been fixed, to balance things Rocs/Raiko will now only really fly about 4-14 blocks above the ground when holding a player. I'm gonna keep the Strider fall resistance though in order to make them more convenient, the same goes for the underwater breathing really, taming Striders can be quite tricky. I can add a config option for underwater Strider breathing though.
Geists aren't actually attached to any entities immediately, what actually happens is, whenever a mob dies a forge death event is triggered, the Dead and Undead Spawn Types are then called by mob death events and they then both check what kind of mob died and react with a random spawn chance of an appropriate mob. So while a Zombie is alive for instance, it will never have any Geist related stuff going on, it is only when any undead type mob dies that a eist will randomly spawn.
With an Iron Axe and Iron Armor Spriggans should go down pretty easily, though before your wielding iron gear, things are going to be dangerous! As mentioned above I'm going to make mob spawns more restricted to dark/night.
I'm not increasing the difficulty anymore, I'm just adding to the diversity, every new mob is going to add a new challenge to the game which means more tactics to learn but that's it really. If you play on Easy difficulty you'll find that every mob is much weaker than usual. I also have some plans to really lower the difficulty of this mod by restricting more spawns to the dark/night (configurable).
In plains/saltwatermobs-spawning.cfg (might be -general) look for Natural Despawning and set it to false, that should do the trick, events mobs should still be forcefully despawn after 10mins of activity.
Update: Shadowy Chaos - Version 1.10.11.4 for Minecraft 1.7.10
Configs older than 1.10.11.0 will be reset!
Balancing: When cheking light levels for spawning water mobs, the spawner will search up to 16 blocks upwards to find the water surface, it will then use the surface light level to decide spawning instead of the underwater block, this should heavily impact the spawning of hostile water mobs, for instance Jengu were able to spawn in deep surface rivers or lakes during daytime, this should no longer be possible. Oceans should also now be less hostile during the day unless you go really deep.
Bug Fix: Rocs and Raiko will no longer zip up into the air right after picking up a target if they can't see the sky directly above them.
Bug Fix: Mobs that spawn in the dark were able to spawn incorrectly in light levels of 8 and below instead of 7 and below (which follows vanilla standards), this has been corrected.
That would make the natural spawning ones never vanish for ten minutes? I'm not fully understanding, I only want them to spawn event-wise. No other way.
Ohhh, in this case finding the mob's entry in a spawning config and setting its type to "" (blank) should do the trick, this way it will only spawn from events.
Regarding biome groups for spawning, where are the biomes listed? I'm concerned that Thaumcraft 4's Magical Forest isn't receiving FOREST mobs and wanted to check. I don't see the definitions in the config files.
Hmm I think the TC4 Magicial Forest should be tagged as Forest, it is up to Thaumcraft to tag the biome though, if it isn't tagged as Forest, I'd suggest it to the TC dev.
I've been a bit busy lately so I haven't been able to work fully on the mod, also I've been working on the new mod website, a new mob wont be too long though!
Ohhh, in this case finding the mob's entry in a spawning config and setting its type to "" (blank) should do the trick, this way it will only spawn from events.
It worked, though I found an interesting silly bug with the rocs. If a roc spots you in survival then you switch to creative, it will continue to pursue you and grab you while in creative lol.
It worked, though I found an interesting silly bug with the rocs. If a roc spots you in survival then you switch to creative, it will continue to pursue you and grab you while in creative lol.
That's kind of funny, any update for my subspecies config issue Lycanite? I don't want to turn them all off all the time, but the spawn rates of them are more rare than I'd like..or if you could make them possible to spawn from events only. Does fire resistance change at all in this mod? I'd like to be able to swim in lava again..lol and I'm still trying to pinpoint the issue. P.S. Love the water fix. Thanks!
Well, I recently ran into a couple of issues that I thought I should report. The first is an issue with Strider I encounters in The Mad Pack 2 (using Lycanites v1.10.11.1). Pretty much, they were able to grab me and kill me through walls which got kinda annoying on hardcore (video featuring this will be out tomorrow if you wanted an example). Not sure if this has been fixed in more recent releases though.
The other issue I ran into was a crash I encounter in my mod pack (using Lycanties v1.10.11.3). I think I have an idea what caused it; my best guess is that my mining turtle (ComputerCraft) hit the Lurker while mining and the Lurker attacked back... Not sure if their attacks are meant to hit things like Turtles...
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Dude, your creatures look freaking insane !
One question though, are they really tough deal with?
I would love to add some challenges to my Minecraft and I don't really want to deal with all these additionals dimensions and items that other mods add.
The main page videos doesn't work for me, so it's a bit hard to know if the AI is good, which I think is pretty important for difficulty
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Do monsters obey light levels during events?
EDIT: I feel I should clarify. Our base is a fairly large area with a pumpkin light grid and a fence. I see mobs outside the fence through normal spawning, but during events I never see anything. Are the mobs obeying light levels for spawn during events?
EDIT: I feel I should clarify. Our base is a fairly large area with a pumpkin light grid and a fence. I see mobs outside the fence through normal spawning, but during events I never see anything. Are the mobs obeying light levels for spawn during events?
Sorry I can't answer your questions, I was wondering what you mean by "Events" ? Does this mod had any particular events?
Or you were referring to "events" from other mods, like the Bloodmoon event from RandomThings?
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Lycanite's has a huge number of events that announce to the world and dump monsters everywhere. They are themed with the mobs, and have cool graphics and over the top music and voice announcement. They keep you on your toes.
Geists aren't actually attached to any entities immediately, what actually happens is, whenever a mob dies a forge death event is triggered, the Dead and Undead Spawn Types are then called by mob death events and they then both check what kind of mob died and react with a random spawn chance of an appropriate mob. So while a Zombie is alive for instance, it will never have any Geist related stuff going on, it is only when any undead type mob dies that a eist will randomly spawn.
Thank you for your answer on that, and apologies if I sounded a lil disappointed. I must've been having an off day.
I'm glad the Geist aren't the source of the problem 'cause I really like them. I'll keep looking for the source of the huge timings on zombags then ..and turn the Geist back on. I'm also going to also see if I can tame a strider. Something tells me this isn't going to be easy, but that's what I love about Lycanites Mobs
So, you simply can't be bothered to simply make it as hard as you want?
And that's where the interesting part begin, a wild Roc appeared out of nowhere grabbed him and lol. Just lol.
You can do this indeed, head to lycanitesmobs-spawning.cfg and look for Lava Block Cost, this is how many blocks of lava are required in an area for mobs to spawn, you can also configure the area size there too.
Hmm strange, try using /lm mobevents disable and then /lm mobevents enable in game to maybe reset the timer, I'll run some tests on my end too. Make sure you're using the latest version of Lycanites Mobs as a lot of the timings where changed recently.
I'll take a look into making the chances of each subspecies configurable for you.
Thanks man!
Yeah this mod does have a very different style that isn't to everyone's taste, it should support model changing resource packs though, so if anyone wants to replace mobs with blockier models and different textures, it is possible via a resource pack.
I run a 24/7 server with the latest build of Lycanites Mobs and haven't ad this issue. Does it happen only when a player is picked up, if not then it might be something else as that is the only area where Lycanites Mobs handles player movement?
Beholders having no knockable makes a lot of sense, perhaps Cacodemons too, I'll do that.
Ooze is mainly just a hazard like lava and will also spawn some Arctic Mobs such as Arix, Serpix and Wendigo.
I'll look into Shadowfire underwater, technically it isn't actual fire, it's like a ghost fire in a way so water shouldn't really affect it. Frost/Icefire should freeze water around it, though it might get washed out randomly instead. Scorchfire is an enchanted flame and should be washed out by water and Hellfire is a cursed flame and should also be washed out.
I'll investigate the Roc glitch, it might be related to their fast lift off when picking up a mob, perhaps it should check if there's space before zipping upwards.
Grues spawn in the dark and when you fly in the Nether it is likely dark enough for a Grue, you can disable Grues from spawning in the Nether via the lycanitesmobs-sapwning.cfg config, I think I'll add that to the defaults.
I'm going to go through all the Spawn Types and look into light level checks and add an option to have each one only spawn in dark levels. The WATER Spawn Type also has an issue at the moment, Jengu only spawn in the dark but water that is like 3/4 blocks deep is dark enough to spawn them despite it being in daylight, so I'm going to change how it is checked where the light level at the water surface is checked instead of underwater, this should stop Jengus, Saltwater Mobs and Striders spawning from rivers and lakes/oceans during the day, this will be configurable and can be set to the old way for those who like the challenge.
No fall damage after being picked up by a Roc/Raiko was a bug that has now been fixed, to balance things Rocs/Raiko will now only really fly about 4-14 blocks above the ground when holding a player. I'm gonna keep the Strider fall resistance though in order to make them more convenient, the same goes for the underwater breathing really, taming Striders can be quite tricky. I can add a config option for underwater Strider breathing though.
Geists aren't actually attached to any entities immediately, what actually happens is, whenever a mob dies a forge death event is triggered, the Dead and Undead Spawn Types are then called by mob death events and they then both check what kind of mob died and react with a random spawn chance of an appropriate mob. So while a Zombie is alive for instance, it will never have any Geist related stuff going on, it is only when any undead type mob dies that a eist will randomly spawn.
With an Iron Axe and Iron Armor Spriggans should go down pretty easily, though before your wielding iron gear, things are going to be dangerous! As mentioned above I'm going to make mob spawns more restricted to dark/night.
I'm not increasing the difficulty anymore, I'm just adding to the diversity, every new mob is going to add a new challenge to the game which means more tactics to learn but that's it really. If you play on Easy difficulty you'll find that every mob is much weaker than usual. I also have some plans to really lower the difficulty of this mod by restricting more spawns to the dark/night (configurable).
In plains/saltwatermobs-spawning.cfg (might be -general) look for Natural Despawning and set it to false, that should do the trick, events mobs should still be forcefully despawn after 10mins of activity.
Some thing bad happend?
Wow! thats alot of people to quot
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
You had to quote it too, lol.
I'm not trying to be hard on you, but easy on the poor forums man.
Update: Shadowy Chaos - Version 1.10.11.4 for Minecraft 1.7.10
Configs older than 1.10.11.0 will be reset!Balancing: When cheking light levels for spawning water mobs, the spawner will search up to 16 blocks upwards to find the water surface, it will then use the surface light level to decide spawning instead of the underwater block, this should heavily impact the spawning of hostile water mobs, for instance Jengu were able to spawn in deep surface rivers or lakes during daytime, this should no longer be possible. Oceans should also now be less hostile during the day unless you go really deep.
Bug Fix: Rocs and Raiko will no longer zip up into the air right after picking up a target if they can't see the sky directly above them.
Bug Fix: Mobs that spawn in the dark were able to spawn incorrectly in light levels of 8 and below instead of 7 and below (which follows vanilla standards), this has been corrected.
Ohhh, in this case finding the mob's entry in a spawning config and setting its type to "" (blank) should do the trick, this way it will only spawn from events.
Hmm I think the TC4 Magicial Forest should be tagged as Forest, it is up to Thaumcraft to tag the biome though, if it isn't tagged as Forest, I'd suggest it to the TC dev.
I've been a bit busy lately so I haven't been able to work fully on the mod, also I've been working on the new mod website, a new mob wont be too long though!
It worked, though I found an interesting silly bug with the rocs. If a roc spots you in survival then you switch to creative, it will continue to pursue you and grab you while in creative lol.
That's kind of funny, any update for my subspecies config issue Lycanite? I don't want to turn them all off all the time, but the spawn rates of them are more rare than I'd like..or if you could make them possible to spawn from events only. Does fire resistance change at all in this mod? I'd like to be able to swim in lava again..lol and I'm still trying to pinpoint the issue. P.S. Love the water fix. Thanks!
The other issue I ran into was a crash I encounter in my mod pack (using Lycanties v1.10.11.3). I think I have an idea what caused it; my best guess is that my mining turtle (ComputerCraft) hit the Lurker while mining and the Lurker attacked back... Not sure if their attacks are meant to hit things like Turtles...
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
One question though, are they really tough deal with?
I would love to add some challenges to my Minecraft and I don't really want to deal with all these additionals dimensions and items that other mods add.
The main page videos doesn't work for me, so it's a bit hard to know if the AI is good, which I think is pretty important for difficulty
Colored Lights for Minecraft! http://bit.ly/1yhqqkh
EDIT: I feel I should clarify. Our base is a fairly large area with a pumpkin light grid and a fence. I see mobs outside the fence through normal spawning, but during events I never see anything. Are the mobs obeying light levels for spawn during events?
Sorry I can't answer your questions, I was wondering what you mean by "Events" ? Does this mod had any particular events?
Or you were referring to "events" from other mods, like the Bloodmoon event from RandomThings?
I'd like to know aswell, good question.
Colored Lights for Minecraft! http://bit.ly/1yhqqkh
Thank you for your answer on that, and apologies if I sounded a lil disappointed. I must've been having an off day.
I'm glad the Geist aren't the source of the problem 'cause I really like them. I'll keep looking for the source of the huge timings on zombags then ..and turn the Geist back on. I'm also going to also see if I can tame a strider. Something tells me this isn't going to be easy, but that's what I love about Lycanites Mobs