Howdy guys, I have been playing with this mod for a long time now. I finally set up a hosted server via Apex and want to use Lycanites mobs, however it causes crashes. I have balanced spawn rates so the world isn't flooded with mobs which are huge resource-hogs, but still the server crashes a lot. CPU usage goes up quite a bit. I have other mods in but its pretty much vanilla, nothing crazy. The same server run on my local machine (mid 2011 imac) does not have these crashes. If anyone has ideas on what I could do so I can use the mod, that would be great!
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.
Disable all other mod modules (the mod is made in modules for this purpose) in the config, then use a custom spawn editor to remove all nether mob spawns.
Howdy guys, I have been playing with this mod for a long time now. I finally set up a hosted server via Apex and want to use Lycanites mobs, however it causes crashes. I have balanced spawn rates so the world isn't flooded with mobs which are huge resource-hogs, but still the server crashes a lot. CPU usage goes up quite a bit. I have other mods in but its pretty much vanilla, nothing crazy. The same server run on my local machine (mid 2011 imac) does not have these crashes. If anyone has ideas on what I could do so I can use the mod, that would be great!
I was wondering if there was an option in the config that will let me disable the Nether Soul's ability to destroy blocks when it explodes. I'm using Botania to destroy whatever comes though that portal. But the Nether Soul keeps destroying the portal. I don't want to disable the mob, or keep it from exploding. I just want it to stop destroying stuff. Thanks!
Lycanite take his time for the moment , be patient
It's not asking how long it will take, it's asking if it will happen at all. The last download on the site for 1.7.10 is the Warlock one, which is quite a while ago.
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~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
It's not asking how long it will take, it's asking if it will happen at all. The last download on the site for 1.7.10 is the Warlock one, which is quite a while ago.
Unfortunely , For the moment , he prefer make 1.10.2 & 1.9.4 mods version
Sorry , i have nothing to say , be patient
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Support Ice and Fire , This is terribly awesome !:D
Is there any way to stop these mobs from spawning in certain dimensions?
I'm using this in a modpack that also has a mod with loads of dimensions (Advent of Ascension, to be exact), and the mob spawning is really messing up the gameplay of these dimensions.
A lobber spawned in the lava at the beginning of Immortalis, a dimension added by AoA. This lobber killed one of the NPCs that the player is required to talk to, making it impossible to continue.
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I was wondering if anyone knows how to make it so that the salamander, umber hulk, afrits, and other lava mobs only spawn in the nether, and then a way to make it so that the mobs don't spawn in daylight? I tried setting forced despawn to true, and dimension whitelist to 0 for the Nether (I will try it with -1). Also, is there a way to set the ice imps, and wendigos so they spawn only at night in cold biomes, and get rid of the blue slime pools?
so i just installed this mod and its really cool but OOOOOOOH thats alot of fire imps....the afrits to be exact, can you lower their spawn rate in the overworld? or is there a way to shut them off? i dont want to get rid of all the lava but these guys spawn too much
so i just installed this mod and its really cool but OOOOOOOH thats alot of fire imps....the afrits to be exact, can you lower their spawn rate in the overworld? or is there a way to shut them off? i dont want to get rid of all the lava but these guys spawn too much
Config is your friend. Your MC directory->config->lycanitesmobs. There's an infernal mobs file there, and edit to your heart's desire.
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I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
so this mod makes ALOT of lag, i tried amping up the memory, even doubling it and still get a delay when i break a block, no problem at all with the modremovd
Hi, I just recently learned about this mod and I must say that it looks great. However, I am trying to get it to work with 1.7.10 Thaumcraft so that the new mobs can have aspects. I was using Thaumcraft Mob Aspects mod and tried messing around in its config files to add aspects to them, but can't get it to work. I was wondering if anyone has suggestions on what they did. Thanks.
Howdy guys, I have been playing with this mod for a long time now. I finally set up a hosted server via Apex and want to use Lycanites mobs, however it causes crashes. I have balanced spawn rates so the world isn't flooded with mobs which are huge resource-hogs, but still the server crashes a lot. CPU usage goes up quite a bit. I have other mods in but its pretty much vanilla, nothing crazy. The same server run on my local machine (mid 2011 imac) does not have these crashes. If anyone has ideas on what I could do so I can use the mod, that would be great!
Here are all the mods loaded in my server: http://puu.sh/rdIQj/d120fcab25.png
Thanks!
Cain
Question?
I'm trying to configure this mod so no Mobs will spawn, except during events, and in place of Dungeon Spawners.
How do I do this, it seems I ether stop spawns completely or vice versa?
@EarthWormJimmy
Set the spawn fail chance in the spawn configs to 0
If I seem megalomaniacal, chances are I'm just kidding
Disable all other mod modules (the mod is made in modules for this purpose) in the config, then use a custom spawn editor to remove all nether mob spawns.
Can't help much with this. I mean, logs or it didn't happen. We don't know what's happening exactly, so nobody can provide a concrete solution.
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
Ty bro, it works!
Using this mod for my modpack: Robin Williams Craft!
http://www.technicpack.net/modpack/fpsmmo-craft.726709
I was wondering if there was an option in the config that will let me disable the Nether Soul's ability to destroy blocks when it explodes. I'm using Botania to destroy whatever comes though that portal. But the Nether Soul keeps destroying the portal. I don't want to disable the mob, or keep it from exploding. I just want it to stop destroying stuff. Thanks!
I think that somewhere in the config is an option to turn off mob griefing. Should prevent them from blowing holes in everything.
So, will 1.7.10 ever see Salamanders, Darklings, or the second boss? Or has it been entirely abandoned?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Lycanite take his time for the moment , be patient
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
It's not asking how long it will take, it's asking if it will happen at all. The last download on the site for 1.7.10 is the Warlock one, which is quite a while ago.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I cant believe in all the years i have played mc i have never heard of this wonderful mod! keep up the good work!
Unfortunely , For the moment , he prefer make 1.10.2 & 1.9.4 mods version
Sorry , i have nothing to say , be patient
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
Is there any way to stop these mobs from spawning in certain dimensions?
I'm using this in a modpack that also has a mod with loads of dimensions (Advent of Ascension, to be exact), and the mob spawning is really messing up the gameplay of these dimensions.
A lobber spawned in the lava at the beginning of Immortalis, a dimension added by AoA. This lobber killed one of the NPCs that the player is required to talk to, making it impossible to continue.
Edit: figured it out.
Will ask stupid questions for food.
I was wondering if anyone knows how to make it so that the salamander, umber hulk, afrits, and other lava mobs only spawn in the nether, and then a way to make it so that the mobs don't spawn in daylight? I tried setting forced despawn to true, and dimension whitelist to 0 for the Nether (I will try it with -1). Also, is there a way to set the ice imps, and wendigos so they spawn only at night in cold biomes, and get rid of the blue slime pools?
so i just installed this mod and its really cool but OOOOOOOH thats alot of fire imps....the afrits to be exact, can you lower their spawn rate in the overworld? or is there a way to shut them off? i dont want to get rid of all the lava but these guys spawn too much
Config is your friend. Your MC directory->config->lycanitesmobs. There's an infernal mobs file there, and edit to your heart's desire.
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
ok i want to make afrits not spawn in the overworld anymore, here is the "spawn dimension" part of the config file, what do i do to it?
"spawn dimensions" {
S:"Afrit Spawn Dimensions"=GROUP
B:"Afrit Spawn Dimensions Whitelist Mode"=false
Replace GROUP with 0.
Will ask stupid questions for food.
so this mod makes ALOT of lag, i tried amping up the memory, even doubling it and still get a delay when i break a block, no problem at all with the modremovd
what can i do? im using the 1.10.2
Hi, I just recently learned about this mod and I must say that it looks great. However, I am trying to get it to work with 1.7.10 Thaumcraft so that the new mobs can have aspects. I was using Thaumcraft Mob Aspects mod and tried messing around in its config files to add aspects to them, but can't get it to work. I was wondering if anyone has suggestions on what they did. Thanks.