Are we allowed on this thread to suggest mobs? Just want to know so i don't become annoying to anyone
You are indeed, but be aware that I have some set plans (available on the mod website) that I'm following at the moment so suggestions probably wont make it in for now, but ideas are always nice to hear and can sometime improve existing mobs or plans!
I've been having an issue, I'm playing on the 1.7.10 version of minecraft with Lycanites mobs and several other mods(I like the 1.7.10 because of the amount of mods updated to it) and everything was fine for a while. However, after some time whenever I was attacked by a mob, the game would stop ticking. The mob would stop moving, and no items can be picked up, restarting the world seems to help but it just keeps occuring. If anyone could help me, I can provide more specific details.
-Edit: It seems to only occur when I'm attacked by a Roc, not sure why, but i believe that its supposed to pick things up so maybe it has something to do with that.
I'll be releasing a big bug fix update for 1.7.10 eventually but I haven't heard of this problem before and the 1.7.10 build has been out for a long time now so it could be a conflict, but either way, eventually I'll be going through it and trying to clean up what I can.
Hello Lycanite! I just wanted to thank you for developing this mod. Me and my friends use it almost more than any other. In fact, some actually refused to update until Lycanite's mobs for 1.9 and 1.10 came out!
It's awesome to hear that my mod has become essential you and your friend's Minecrat experience! I'm going to try my best to keep on top of updates this time! So far I'm caught up to 1.10.2!
I Tried to fix the crash but it seems that forge nether chunk loading in server is crashing it and it said on the crash log that it was tinkers construct or world edit. Also this site is lagging my computer.
Is there any chance we could get a config option to switch lycanite mobs to agresive? because they are seem as neutral in game, they work terribly with other mods often attacking and killing villagers of other mods or alike without being attacked back. (minecraft comes alive villagers for example).
Really love this mod so far, thanks for all the work on it.
On my server I have ended up disabling the Chupacabra, the Kobold, the Shade, and the Ika because their AI takes up an inordinately large amount of the frame budget. Chupacabra for instance was averaging about 5-6x the cost of a Skeleton, and much more than anything else.
I posted this on Galacticraft forums, but no one seemed to be enthusiastic about it there. My dream is to have Lycanites Mobs on Galacticraft planets, especially those added in add-ons.
I think it would be so cool if Crusks were lurking under the sands of Mars or Lacedons and Skyluses inhabited the ocean of Europa. This would decrease the blandness of the GC dimensions greatly.
One big problem is apparent: they suffocate. So, I wonder if somebody could make an add-on where you could remove some Lycanites Mobs from the GC suffocation system or such an interaction with Galacticraft is implemented in the Lycanites Mobs mod proper.
I posted this on Galacticraft forums, but no one seemed to be enthusiastic about it there. My dream is to have Lycanites Mobs on Galacticraft planets, especially those added in add-ons.
I think it would be so cool if Crusks were lurking under the sands of Mars or Lacedons and Skyluses inhabited the ocean of Europa. This would decrease the blandness of the GC dimensions greatly.
One big problem is apparent: they suffocate. So, I wonder if somebody could make an add-on where you could remove some Lycanites Mobs from the GC suffocation system or such an interaction with Galacticraft is implemented in the Lycanites Mobs mod proper.
That would be cool, running into crusks on Mars or serpixes on Pluto. Astaroths seem a lot like Martian tripods from War of the Worlds, and geonachs would be fitting in the asteroids.
However, you may be able to remedy this without special mods. I recall seeing somewhere in the configs a regeneration rate thing. If you set this to a certain rate, you can counteract the slow damage taken from suffocation. It only has to be a small amount (custom NPCs can survive indefinitely with only 1 hitpoint of regen), so it may or may not affect difficulty
I seem to have troubles getting rahovart to spawn, both rituals and manual spawning spawns him in for a split second and he just disappears again. This is 1.7.10 latest version.
Heya, Lycanite. I'm just gonna barge in and tell you about my problems because I have nothing better to do... Sorry.
So, like, I'm playing the 1.7.10 build of your mod. Latest one, version... 1.13.0.5 I believe. I'm having problems with the pierce effect. I pretty much don't want it, so I set the multiplier on all difficulties to 0 in the config. That doesn't do anything. Neither does subtracting 5 from all mobs' pierce stats. As a matter of fact, there's something weird about the pierce effect as a whole in this version. Doesn't seem like my armor is just negated, it's completely useless against mobs featured in your mod. There's no difference between when I have armor on and I don't. Now, I think there's a few ways you can help me, if you so choose. But before I say that, I just want to make sure. This is a bug, right? I checked how pierce works and I don't exactly get it. I assume lower pierce means armor's more useful? If that's the case, then I'd say it's a bug. Anyway...
As for ways you could help me, could you please tell me if there's any 1.7.10 versions that do not have this problem, if you have that knowledge? If you don't, I saw you were going to release a new version for 1.7.10, which is hype as swear word. If there's no 1.7.10 version without this problem, then I'll just wait for the version you're going to put out. Please, when you do release it, make sure to fix this pierce problem, if you can.
Thanks for your time.
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this mod is cool and all, but it's missing something. Dimensions, trinkets, relics, and armor! I'd love themed armor from some of the mobs that give you certain status effects, and more drops from the mobs, like reaper skulls which you can use to make charms or weapons, something to really make the mod POP. and more weapons than the staves and the two swords. they're kinda lackluster tbh. why not make one staff, and you can load it up with different charges in your inventory or something?
Am I the only weirdo who thinks that the Yales are cute as a button? Especially the noises the make. I get super-excited when I come across them. I love the challenge of the enemies in this mod, but I would love to see more passive or neutral mobs.
Am I the only weirdo who thinks that the Yales are cute as a button? Especially the noises the make. I get super-excited when I come across them. I love the challenge of the enemies in this mod, but I would love to see more passive or neutral mobs.
You are indeed, but be aware that I have some set plans (available on the mod website) that I'm following at the moment so suggestions probably wont make it in for now, but ideas are always nice to hear and can sometime improve existing mobs or plans!
Thanks for these vids, I'll check them out shortly!
I'm going to be updating it to 1.10.2 very soon which should stabilize things.
I'll be releasing a big bug fix update for 1.7.10 eventually but I haven't heard of this problem before and the 1.7.10 build has been out for a long time now so it could be a conflict, but either way, eventually I'll be going through it and trying to clean up what I can.
It's awesome to hear that my mod has become essential you and your friend's Minecrat experience!
Yeah. Once you've adapted to playing Lycanite's mobs, the vanilla mobs seem... underwhelmingly uncool.
If I seem megalomaniacal, chances are I'm just kidding
Minecraft 1.10 suicide warg bug
I Tried to fix the crash but it seems that forge nether chunk loading in server is crashing it and it said on the crash log that it was tinkers construct or world edit. Also this site is lagging my computer.
7Attacker, you should post the crash report.
If I seem megalomaniacal, chances are I'm just kidding
Is there any chance we could get a config option to switch lycanite mobs to agresive? because they are seem as neutral in game, they work terribly with other mods often attacking and killing villagers of other mods or alike without being attacked back. (minecraft comes alive villagers for example).
Really love this mod so far, thanks for all the work on it.
On my server I have ended up disabling the Chupacabra, the Kobold, the Shade, and the Ika because their AI takes up an inordinately large amount of the frame budget. Chupacabra for instance was averaging about 5-6x the cost of a Skeleton, and much more than anything else.
Hey, lycanite. Just letting you know about a crash.
https://github.com/Lycanite/LycanitesMobs/issues/171
I posted this on Galacticraft forums, but no one seemed to be enthusiastic about it there. My dream is to have Lycanites Mobs on Galacticraft planets, especially those added in add-ons.
I think it would be so cool if Crusks were lurking under the sands of Mars or Lacedons and Skyluses inhabited the ocean of Europa. This would decrease the blandness of the GC dimensions greatly.
One big problem is apparent: they suffocate. So, I wonder if somebody could make an add-on where you could remove some Lycanites Mobs from the GC suffocation system or such an interaction with Galacticraft is implemented in the Lycanites Mobs mod proper.
That would be cool, running into crusks on Mars or serpixes on Pluto. Astaroths seem a lot like Martian tripods from War of the Worlds, and geonachs would be fitting in the asteroids.
However, you may be able to remedy this without special mods. I recall seeing somewhere in the configs a regeneration rate thing. If you set this to a certain rate, you can counteract the slow damage taken from suffocation. It only has to be a small amount (custom NPCs can survive indefinitely with only 1 hitpoint of regen), so it may or may not affect difficulty
If I seem megalomaniacal, chances are I'm just kidding
Thanks for the piece of advice. I'll try it.
Edit: cannot find it. Could you direct me to the corresponding config/lines?
You're not on peaceful are you?
Hmm. Try raising the difficulty, or (if this is a configuration option) changing the config. This does seem like a bug.
Also, Stormalisk, do you read the Dr McNinja comics too?
If I seem megalomaniacal, chances are I'm just kidding
Heya, Lycanite. I'm just gonna barge in and tell you about my problems because I have nothing better to do... Sorry.
So, like, I'm playing the 1.7.10 build of your mod. Latest one, version... 1.13.0.5 I believe. I'm having problems with the pierce effect. I pretty much don't want it, so I set the multiplier on all difficulties to 0 in the config. That doesn't do anything. Neither does subtracting 5 from all mobs' pierce stats. As a matter of fact, there's something weird about the pierce effect as a whole in this version. Doesn't seem like my armor is just negated, it's completely useless against mobs featured in your mod. There's no difference between when I have armor on and I don't. Now, I think there's a few ways you can help me, if you so choose. But before I say that, I just want to make sure. This is a bug, right? I checked how pierce works and I don't exactly get it. I assume lower pierce means armor's more useful? If that's the case, then I'd say it's a bug. Anyway...
As for ways you could help me, could you please tell me if there's any 1.7.10 versions that do not have this problem, if you have that knowledge? If you don't, I saw you were going to release a new version for 1.7.10, which is hype as swear word. If there's no 1.7.10 version without this problem, then I'll just wait for the version you're going to put out. Please, when you do release it, make sure to fix this pierce problem, if you can.
Thanks for your time.
Some people don't think I'm smart. Those people get <A rebuttal of their claim of me>. But you, I like!
Pierce doesn't ignore armor- it increases the damage you take. Quite useful, in fact.
If I seem megalomaniacal, chances are I'm just kidding
It does actually. had this problem with cinders and constant damage in older 17.10 versions till I gave up.
this mod is cool and all, but it's missing something. Dimensions, trinkets, relics, and armor! I'd love themed armor from some of the mobs that give you certain status effects, and more drops from the mobs, like reaper skulls which you can use to make charms or weapons, something to really make the mod POP. and more weapons than the staves and the two swords. they're kinda lackluster tbh. why not make one staff, and you can load it up with different charges in your inventory or something?
@Lycanite
i'm working on a modpack for 1.7.10 and I need a stripped down version of this mod that
just removes and replaces the vanilla nether mobs with the nether mobs from this mod.
of course, the mod mobs will need to drop the items that the vanilla mobs would. that's
the only thing I want it to add. that would just be a simple matter of chopping out some
code right?
so can you help me with that?
I mean i'd do it myself but I haven't got around to learning how to make mods yet.
It sure would be nice if we had some grenades don't you think?
Am I the only weirdo who thinks that the Yales are cute as a button? Especially the noises the make. I get super-excited when I come across them. I love the challenge of the enemies in this mod, but I would love to see more passive or neutral mobs.
So many mods, so little time.
Nah, you're not alone.