For some reason, spriggan laser beams are not damaging me. Is there a fix for this?
I switched to KCauldron recently, but, it happened right before I switched over as well.
Plugins used:
PTweaks
Essentials, Essentialschat, and Essentialsspawn
Worldedit
Fastcraft is also on the server.
The problem is that Spriggans are aiming their beams too low using the target's feet rather than the target's feet + half the target's height, I'll have it fixed for the next update.
This is an excellent mod, one of the bests i have, but I have a problem: When I right-click a tamed chupacabra, a menu appears at the right of the screen, but a shade does not have that menu. Is it a bug?
Another problem I have with the mod is that using that menu, I put the chupacabras to stay but sometimes it teleports to me.
Keep on adding mobs, they heve awesome skins and excellent abilities and drops!!
Shades are mounts and so you don't have as much control over them compared to Pets, however I might added defensive behaviour in the future where they can be set to passive or to defensive stance, they wont however have a sit, follow or aggressive command as that would make Pets pretty much redundant. I'll look into that teleportation thing, is the sitting pet soulbound, if it is then this is intended as only non-soulbound pets should really be set as guard dogs, you should also check out Summoning Pedestals.
Idea: How about the bosses can be summoned with a item from some kind of structure. It will be a one-way to the boss arena. After you defeat the boss, a portal back to the overworld will be available. Each arena has it's one uniqueness. EX. A boss that can regenerate with water can have water puddles scattered round.
Sounds like an awesome idea, really I'd like to create my own biomes and have an option where they can all be merged into the overworld or found in their own dimension.
I need some help with configuring mob spawns in different modded dimensions:
I went dimension hopping in Advent of Ascension to check for unwanted Lycanite's mobs spawns and wrote down which group of mobs spawned where. After I took a look through all of them I took note of each AoA dimension's biome and dimension id and assigned them to the "Spawn biomes" and "Spawn dimensions" sections where necessary, listing them with commas as what it reads on the config document. After this i log back into the same world and went dimension hopping in hopes that all lycanite's mobs would be completely gone. Shadow, plains and I think Inferno mobs still insist in spawning regardless of how I configured it as explained earlier in darker AoA dimensions such as Greckon and Mysterium.
Now I know turning off their spawns completely is the only way I can think of getting rid of them but I don't want to do this. Is there anything else I need to edit in the config to make sure they stop spawning completely in other modded dimensions?
Edit: It has come to my attention that i forgot to reset difficulty, go to new chunks and that makas, shades, chupacabras and Cephignises dont despawn in peaceful, so it seems to have worked
I'm glad that you got it working! There are more spawning options in lycanitesmobs-spawning.cfg where each spawn type such as the FIRE type can be set to ignore certain things such as dimension checks, etc, so you might want to check that out if some spawns are still off too.
I've got a small problem. I disabled shadow spawning for the twilight forest dimension since twilight should be too bright for them to spawn, but I'm still getting the messages "It's pitch black you are likely to be eaten by something" all the way up to it saying a shadowy creature spawns from the darkness. The bug is, of course, nothing spawns as shadow creatures aren't allowed to spawn in that dimension. Is there ANY way I can turn off these messages for the twilight forest dimension as well?
I'm hoping I'm just missing something obvious here; I honestly expected that disabling the spawns would itself disable these messages.
"Shades are mounts and so you don't have as much control over them compared to Pets, however I might added defensive behaviour in the
future where they can be set to passive or to defensive stance, they wont however have a sit, follow or aggressive command as that would make
Pets pretty much redundant. I'll look into that teleportation thing, is the sitting pet soulbound, if it is then this is intended as only
non-soulbound pets should really be set as guard dogs, you should also check out Summoning Pedestals."
Please fix that, is relally annoying to join the game and be surrounded by two shades or chupacabras. It might be because I spawned them with soulstones obtained from a lunar grue?
With resetted config, only PredatorsAttackVillagers set to false, Spriggan deals absolutely no damage whatsoever, not even a knockback from damage or shaking screen. On the other hand, Rare Mobs still 1 hit kill.
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Stop the mod thieves, for the everlasting peace!(Definitely not a Blue bomber reference)
The Meaning of Life, the Universe, and Everything.
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I recently started a world using this mod in conjunction with the Better PVP mod. The mapping function of Better PVP distinguishes between hostile and friendly mobs. Some of the mobs in this mod are always hostile but appear as friendly on the map. I asked on the Better PVP thread about it and was told that this was ...
Probably because the authors didn't extend the needed class used for all hostile mobs.
So my question is, does this make sense and can it be changed so that the hostile mobs appear as hostile in the Better PVP mod? The ones I noticed where the Chupacabras and Shades. There was a 3rd type but can't remember which one right now.
Most likely that is due to the two creatures being tamable. You should also be seeing wargs, ifrits, and a few others as friendly even though they're aggressive. Unfortunately, I can't think of a real solution to this beyond either disabling all tamable beasts, or getting used to suspecting friendlies of trying to eat your face.
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For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
Another bug with minions, they will not attack rahovhart. As well as some mobs (such as the ender titan from farlanders) will not attack minions back despite the mob will attack any mob that hits it,
I would like to know when another version is going to be launched, because the planned creatures look awesome! And is there a way to see the changelog?
I've been trying this mod out on my test server, and so far it has pros and cons. On the pro side, the Nether has become dangerous again, which is good.
The downside is that its mobs spawn absolutely where and when they will in the overworld, often disregarding light levels, sometimes spawning inside or casually flying through solid rock or wooden floors, and most importantly, completely bypassing Towny monster-spawn prohibitions inside towns. This means "safe refuge" towns aren't safe refuges any more, which is a serious problem for starting-level players who are completely outclassed by mobs that can now spawn right in their rooms.
Is there any way Lycanite mobs can be made to obey Towny town restrictions? If they would honor Towny spawn prohobitions, the rest of the spawning issues would be OK.
Ive gone through the mobevent config many times and according to the settings mob's force spawned due to a mob event SHOULD despawn after 10min .. however im noticing that there not despawning after any length of time and after spending quite a bit of time online, the are around my base seems to collect quite a lot of mobs all over the place as the diff event mobs arent despawning. I have all the entries in the section "event forced no despawning" all set to false
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
I believe lycanite's mobs bypassing all the spawning prevention (Magnum Torch, gamerule doMobSpawning false,...) was not a bug. He wants to make sure you can never escape his army of creatures, not even in other dimensions, not a single place for you to hide. Not even an obsidian shelter is safe. If you go outside near your shelter and an event plays, it will spawn mobs right inside your shelter if you are far enough.
I believe lycanite's mobs bypassing all the spawning prevention (Magnum Torch, gamerule doMobSpawning false,...) was not a bug. He wants to make sure you can never escape his army of creatures, not even in other dimensions, not a single place for you to hide. Not even an obsidian shelter is safe. If you go outside near your shelter and an event plays, it will spawn mobs right inside your shelter if you are far enough.
I think your missing my post point. There is a default config with lycanite mobs that allow you to determine weather or not Mobs spawned during an event Despawn after the allotted 10minutes or if they stay. My point is that the despawning as per the config file isnt occuring and has nothing at all to do with gamerules, magnum torches or the likes.
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
I think your missing my post point. There is a default config with lycanite mobs that allow you to determine weather or not Mobs spawned during an event Despawn after the allotted 10minutes or if they stay. My point is that the despawning as per the config file isnt occuring and has nothing at all to do with gamerules, magnum torches or the likes.
should have quoted the post, I was talking about the majority of people who complain about lycanite's mobs keep bypassing their spawning prevention.
V That was a joke.
I believe lycanite's mobs bypassing all the spawning prevention (Magnum Torch, gamerule doMobSpawning false,...) was not a bug. He wants to make sure you can never escape his army of creatures, not even in other dimensions, not a single place for you to hide. Not even an obsidian shelter is safe.
Well, that's a shame, because it basically means I can't use the mod on my server without ruining the server for the players who don't want to have to spend every moment looking over their shoulders even in the heart of their own base.
Well, that's a shame, because it basically means I can't use the mod on my server without ruining the server for the players who don't want to have to spend every moment looking over their shoulders even in the heart of their own base.
Basic MONSTER spawn type is indeed hindered by magnum torches, not too sure about FLY since I rarely see rocs in my testing site with the magnum torch. WATER and LAVA/FIRE may be hindered too, so magnum torch should still work.
If you're still having doubts, make everything spawns like a normal mob with MONSTER in the configs.
Hey Lycanite, about the 'pet v mount' menu argument, what if you made it an upgrade?
Example: you want your new Shade to have the ability to sit and stay; so you feed it an ender salad made with obsidian chips and ender pearls, and a dark soulstone or maybe a diamond.
I think the upgrade for having the same amount of control over a mount as you do a pet should be expensive, rather than non-existent.
On that note, I've been noticing Lunar Grue spawning with only 80/200 HP.
Well, that's a shame, because it basically means I can't use the mod on my server without ruining the server for the players who don't[/i] want to have to spend every moment looking over their shoulders even in the heart of their own base.
Make the floors out of bottom half slabs? Nothing can spawn if there's no valid spawn point.
The problem is that Spriggans are aiming their beams too low using the target's feet rather than the target's feet + half the target's height, I'll have it fixed for the next update.
Hmm that fire immunity is odd, I'll do some tests, I didn't actually change anything in the end!
Shades are mounts and so you don't have as much control over them compared to Pets, however I might added defensive behaviour in the future where they can be set to passive or to defensive stance, they wont however have a sit, follow or aggressive command as that would make Pets pretty much redundant. I'll look into that teleportation thing, is the sitting pet soulbound, if it is then this is intended as only non-soulbound pets should really be set as guard dogs, you should also check out Summoning Pedestals.
Sounds like an awesome idea, really I'd like to create my own biomes and have an option where they can all be merged into the overworld or found in their own dimension.
I'm glad that you got it working! There are more spawning options in lycanitesmobs-spawning.cfg where each spawn type such as the FIRE type can be set to ignore certain things such as dimension checks, etc, so you might want to check that out if some spawns are still off too.
Oooooh, I tihnk I know what might be causing that! I'll have it fixed in the next update, thanks for finding this one!
I've got a small problem. I disabled shadow spawning for the twilight forest dimension since twilight should be too bright for them to spawn, but I'm still getting the messages "It's pitch black you are likely to be eaten by something" all the way up to it saying a shadowy creature spawns from the darkness. The bug is, of course, nothing spawns as shadow creatures aren't allowed to spawn in that dimension. Is there ANY way I can turn off these messages for the twilight forest dimension as well?
I'm hoping I'm just missing something obvious here; I honestly expected that disabling the spawns would itself disable these messages.
Please fix that, is relally annoying to join the game and be surrounded by two shades or chupacabras. It might be because I spawned them with soulstones obtained from a lunar grue?
Another odd thing, lobbers and khalks are not hurt by water. Afirits and cinders still are though.
With resetted config, only PredatorsAttackVillagers set to false, Spriggan deals absolutely no damage whatsoever, not even a knockback from damage or shaking screen. On the other hand, Rare Mobs still 1 hit kill.
I recently started a world using this mod in conjunction with the Better PVP mod. The mapping function of Better PVP distinguishes between hostile and friendly mobs. Some of the mobs in this mod are always hostile but appear as friendly on the map. I asked on the Better PVP thread about it and was told that this was ...
So my question is, does this make sense and can it be changed so that the hostile mobs appear as hostile in the Better PVP mod? The ones I noticed where the Chupacabras and Shades. There was a 3rd type but can't remember which one right now.
Most likely that is due to the two creatures being tamable. You should also be seeing wargs, ifrits, and a few others as friendly even though they're aggressive. Unfortunately, I can't think of a real solution to this beyond either disabling all tamable beasts, or getting used to suspecting friendlies of trying to eat your face.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
Yeah, I kind of figured. It's not that big of a deal but I thought I would ask.
Another bug with minions, they will not attack rahovhart. As well as some mobs (such as the ender titan from farlanders) will not attack minions back despite the mob will attack any mob that hits it,
I would like to know when another version is going to be launched, because the planned creatures look awesome! And is there a way to see the changelog?
Thanks
I've been trying this mod out on my test server, and so far it has pros and cons. On the pro side, the Nether has become dangerous again, which is good.
The downside is that its mobs spawn absolutely where and when they will in the overworld, often disregarding light levels, sometimes spawning inside or casually flying through solid rock or wooden floors, and most importantly, completely bypassing Towny monster-spawn prohibitions inside towns. This means "safe refuge" towns aren't safe refuges any more, which is a serious problem for starting-level players who are completely outclassed by mobs that can now spawn right in their rooms.
Is there any way Lycanite mobs can be made to obey Towny town restrictions? If they would honor Towny spawn prohobitions, the rest of the spawning issues would be OK.
comment removed not your probolem the conflict happens without your mod in if there are more entity mods.
Ive gone through the mobevent config many times and according to the settings mob's force spawned due to a mob event SHOULD despawn after 10min .. however im noticing that there not despawning after any length of time and after spending quite a bit of time online, the are around my base seems to collect quite a lot of mobs all over the place as the diff event mobs arent despawning. I have all the entries in the section "event forced no despawning" all set to false
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
I believe lycanite's mobs bypassing all the spawning prevention (Magnum Torch, gamerule doMobSpawning false,...) was not a bug. He wants to make sure you can never escape his army of creatures, not even in other dimensions, not a single place for you to hide. Not even an obsidian shelter is safe. If you go outside near your shelter and an event plays, it will spawn mobs right inside your shelter if you are far enough.
I think your missing my post point. There is a default config with lycanite mobs that allow you to determine weather or not Mobs spawned during an event Despawn after the allotted 10minutes or if they stay. My point is that the despawning as per the config file isnt occuring and has nothing at all to do with gamerules, magnum torches or the likes.
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
should have quoted the post, I was talking about the majority of people who complain about lycanite's mobs keep bypassing their spawning prevention.
V That was a joke.
Well, that's a shame, because it basically means I can't use the mod on my server without ruining the server for the players who don't want to have to spend every moment looking over their shoulders even in the heart of their own base.
Basic MONSTER spawn type is indeed hindered by magnum torches, not too sure about FLY since I rarely see rocs in my testing site with the magnum torch. WATER and LAVA/FIRE may be hindered too, so magnum torch should still work.
If you're still having doubts, make everything spawns like a normal mob with MONSTER in the configs.
Hey Lycanite, about the 'pet v mount' menu argument, what if you made it an upgrade?
Example: you want your new Shade to have the ability to sit and stay; so you feed it an ender salad made with obsidian chips and ender pearls, and a dark soulstone or maybe a diamond.
I think the upgrade for having the same amount of control over a mount as you do a pet should be expensive, rather than non-existent.
On that note, I've been noticing Lunar Grue spawning with only 80/200 HP.
Make the floors out of bottom half slabs? Nothing can spawn if there's no valid spawn point.
Do the same with city roads.