Hm, I've always felt like the Nether already had its fair share of unique enemies. I want to diversify the overworld settings at the moment.
EH, fair enough. There's other mods that cover Nether mobs anyway I suppose.
Since we are talking about the Wroughtnautman, I've been playing around with the axe.
How come it's normal attack deals 6 damage, but it's swipe deals 7? It seems like there's no reason to not just spam swipe since the regular attack is weaker.
The Meaning of Life, the Universe, and Everything.
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Bobmowzie do you consider adding the angler fish mob for 1.13? Also I have experienced some crash issue with Frost Maws spawning, I confirmed it by remove their spawning, and my game haven't crash eversince, I live in a snowy area, not sure about other mobs as I haven't test them except for the Wroughtnaut.
Of course it shouldn't spawn every time you use magic. Maybe the random chance of one of these spawning should increase every time you use magic and should reset once one actually spawns. I'd find this an interesting spawn mechanic regardless of what mob would be spawned this way.
Yeah, sorry, I came up with that idea at like 4:30 in the morning, so I was tired. That is what I meant. A small random chance of the mob spawning, and can only spawn one at a time. In other words, once you are infected, you don't have to worry about it, another one can't spawn.
I am not a fan at all of the waiting. 1 or 2 days is 20-40 minutes in real-time, which is simply way too long. Something more like the Wither charging time or at least under a minute would be better suited in my opinion. After which, of course, you'd have to fight it as some kind of mini-boss. I also don't really see the benefit of this mob having to be latched on to you physically?
You know what? Why not have it so that the "magic" action has a chance of giving you a status effect (some magical virus) that last around 10 minutes after which it will spawn this mini-boss for you to fight? Of course this magical virus would somehow act as a somewhat lesser form of hunger and would give you strength, speed and absorption as well.
The more I talk about this, the more it starts to sound like some kind of Thaumcraft Warp effect.
And thinking about it, the status effect makes infinitely more sense. One or two days is way to long. I think that is a better idea.
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To be honest, the frostmaw really stands out among your mobs as the worst looking and less realistic. All of your other mobs are so amazing and well textured, that the frostmaw seems out of place. I’m not sure exactly what you are working on, but maybe consider a remodel of the frostmaw? Atleast the 2d horns
I'm pretty satisfied with it. I did make the horns 3D in the latest version. What else would you change?
Essentially, it is a mob that spawns whenever you use any form of magic, such as wearing a barkoa mask, enchanting, brewing/drinking a potion, using items like the geomancy talisman or the frostmaw crystal (sorry, I am half asleep and can't remember what is called), using heliomancy, ect. ect.
It is a mix between a spider, a scorpion, and a lionfish, or some other critter with spines. Black in color. It is called a void leech, and has two main functions. One, if it hits you, it will leech to you and steal your hunger, but also make you do more melee damage, make you faster, and absorb some damage for you. After 1 or 2 minecraft days, it will drop off, but be much larger. (it grows in size as the days progress) After this, you have to fight it, as it now deals damage, and borrows your health when it hits you. It is capable of very short range teleportation, and is rather quick. Kill it, and you get a void heart. This allows you to borrow health from animals to restore hunger. What do you think?
I dunno, I don't want to punish players for using magic. I'm also not fond of the leech design. Maybe a different mechanic could spawn it, and it would appear as an ethereal humanoid oracle who curses you with the status effect.
EH, fair enough. There's other mods that cover Nether mobs anyway I suppose.
Since we are talking about the Wroughtnautman, I've been playing around with the axe.
How come it's normal attack deals 6 damage, but it's swipe deals 7? It seems like there's no reason to not just spam swipe since the regular attack is weaker.
The swipe is significantly slower than the normal attack. You can do more damage in a given amount of time with the regular attack, but the swipe offers an AOE ability.
Bobmowzie do you consider adding the angler fish mob for 1.13? Also I have experienced some crash issue with Frost Maws spawning, I confirmed it by remove their spawning, and my game haven't crash eversince, I live in a snowy area, not sure about other mobs as I haven't test them except for the Wroughtnaut.
I am considering it, yes. I'm having trouble thinking of how to push the design further and what mechanics it could have.
Can you share the crash, please?
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Mowzie I have a question about the Barako, so I got one just chillin near my base, killing zombies and skeletons, but most of the time she summoned in barakoa, is there a cap for them since it will laggy if she summon too much
Mowzie I have a question about the Barako, so I got one just chillin near my base, killing zombies and skeletons, but most of the time she summoned in barakoa, is there a cap for them since it will laggy if she summon too much
I'm afraid that is still too much, I have a low end toaster and I afraid those will annoy me with fps drop, can we expect a config for how many barakoa she can summon in the future?
I'm afraid that is still too much, I have a low end toaster and I afraid those will annoy me with fps drop, can we expect a config for how many barakoa she can summon in the future?
Yeah, I can do that. I'll throw it in with the bugfix patch coming soon.
Yeah, my computer is half-decent, but just toasty enough that optimizations make a difference.
In benchmarking tests done on various operations that appear most often, I've found that multiplication in particular can be expensive, so instances of .3 * .5 in the code itself can save an operation if written as .15, and this can show up in a lot of places in a relatively short space, which ends up saving a noticeable amount of time, even just for this example. Maybe enough would be shaved off that an extra entity or two could be added back in and still cost the same overall.
The Meaning of Life, the Universe, and Everything.
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Mowzie I detected a lag source coming from the Wroughtnaut, in normal terrain its fine, but sometimes when the mob is standing near the vear of falling down one block but it can't since there's a tiny bit of hitbox hanging on the higher block, the game become laggy. Here's my best discription for it.
This may not be prudent for development but I have always wanted a ginormous sea monster in Minecraft’s oceans. I don’t have a full concept but I think the game would benifit from such a beast.
I seem to have encountered this crash a couple of times when I'm exploring my world. Is this a bug? Did I do something wrong? Thanks!
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) MicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.177.jar) OpenEyePlugin (OpenEye-1.12.2-0.8.jar) FarseekCoreMod (Farseek-1.12-2.3.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.31.jar) CTMCorePlugin (CTM-MC1.12-0.3.0.15.jar) MixinLoaderForge (Valkyrien+Warfare+0.9_prerelease_5+[Optimization+Update].jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar) LoadingPlugin (RandomThings-MC1.12.2-4.1.8.jar) llibrary (llibrary-core-1.0.6-1.12.2.jar) TheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.8-core.jar) BCModPlugin (backpacks+1.12.2+-+3.5.2.jar)Contact their authors BEFORE contacting forge
// Why did you do that?
Time: 6/21/18 12:34 AMDescription: Ticking entity
java.util.ConcurrentModificationException at java.util.ArrayList.forEach(ArrayList.java:1252) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70623_bb(EntityBarakoana.java:185) at net.minecraft.entity.EntityLiving.onUpdateMinimal(EntityLiving.java:1699) at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:372) at com.bobmowzie.mowziesmobs.server.entity.MowzieEntity.func_70071_h_(MowzieEntity.java:86) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoa.func_70071_h_(EntityBarakoa.java:219) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70071_h_(EntityBarakoana.java:58) at net.minecraft.world.World.func_72866_a(World.java:1990) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1952) at net.minecraft.world.World.func_72939_s(World.java:1756) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:252) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
Yeah, my computer is half-decent, but just toasty enough that optimizations make a difference.
In benchmarking tests done on various operations that appear most often, I've found that multiplication in particular can be expensive, so instances of .3 * .5 in the code itself can save an operation if written as .15, and this can show up in a lot of places in a relatively short space, which ends up saving a noticeable amount of time, even just for this example. Maybe enough would be shaved off that an extra entity or two could be added back in and still cost the same overall.
I can see why intuition might imply this, but I’m afraid that’s not really how operations work. Multiplication, division, addition, and subtraction all take roughly the same amount of time. Optimization takes place over orders of magnitude. Changing some expressions to constants will not shave off more than a constant number of constant time operations, a negligible change amidst the higher-order functions taking place. When operation time depends on the size of the input (such as looping through all nearby mobs or analyzing terrain for pathfinding), we get linear and even polynomial runtimes that no constant number of constant time optimizations can make room for. These operations are called per-mob, which is how lots of mobs can slow down the game.
Mowzie I detected a lag source coming from the Wroughtnaut, in normal terrain its fine, but sometimes when the mob is standing near the vear of falling down one block but it can't since there's a tiny bit of hitbox hanging on the higher block, the game become laggy. Here's my best discription for it.
Is it client lag (frame rate drop) or server lag (teleporting, entities freezing, desync)? Either way, the cause you’ve outlined doesn’t make sense. Have you observed this only once? Try to recreate the problem in a controlled setting.
This may not be prudent for development but I have always wanted a ginormous sea monster in Minecraft’s oceans. I don’t have a full concept but I think the game would benifit from such a beast.
I’d like that too. Large mobs are very difficult to make, though.
I seem to have encountered this crash a couple of times when I'm exploring my world. Is this a bug? Did I do something wrong? Thanks!
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) MicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.177.jar) OpenEyePlugin (OpenEye-1.12.2-0.8.jar) FarseekCoreMod (Farseek-1.12-2.3.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.31.jar) CTMCorePlugin (CTM-MC1.12-0.3.0.15.jar) MixinLoaderForge (Valkyrien+Warfare+0.9_prerelease_5+[Optimization+Update].jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar) LoadingPlugin (RandomThings-MC1.12.2-4.1.8.jar) llibrary (llibrary-core-1.0.6-1.12.2.jar) TheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.8-core.jar) BCModPlugin (backpacks+1.12.2+-+3.5.2.jar)Contact their authors BEFORE contacting forge
// Why did you do that?
Time: 6/21/18 12:34 AMDescription: Ticking entity
java.util.ConcurrentModificationException at java.util.ArrayList.forEach(ArrayList.java:1252) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70623_bb(EntityBarakoana.java:185) at net.minecraft.entity.EntityLiving.onUpdateMinimal(EntityLiving.java:1699) at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:372) at com.bobmowzie.mowziesmobs.server.entity.MowzieEntity.func_70071_h_(MowzieEntity.java:86) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoa.func_70071_h_(EntityBarakoa.java:219) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70071_h_(EntityBarakoana.java:58) at net.minecraft.world.World.func_72866_a(World.java:1990) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1952) at net.minecraft.world.World.func_72939_s(World.java:1756) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:252) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
...(such as looping through all nearby mobs or analyzing terrain for pathfinding), we get linear and even polynomial runtimes that no constant number of constant time optimizations can make room for. These operations are called per-mob, which is how lots of mobs can slow down the game.
Once for a space game I created a fleet for a cloud-civilization that acted as a single flowing entity. There was a central command station that they swarmed around, and they had a special ability where they shared their shield energy between each other indirectly through the central tower, as it's only 2N operations for each one to send a part of it's shield energy corresponding to it's generation, and feed it to the lowest one via the mothership, as opposed to N^2 to have them talk to each other directly.
Even though their individual attacks were very weak, they were able to take down larger battleships, since they could collectively replenish the shields of any one that got attacked.
If this were a minecraft mob, I would make it neutral, and individual mobs temporarily hostile to reciprocate hits, but hostile like pigmen if the mother-creature were attacked. The mother creature could bestow a regen effect on either individual ones or the entire swarm, whichever ends up balancing them more closely. If players could access regen from it, (or waterbreathing) they might be able to swim through them on their way to or from places.
Absorption is sometimes used to simulate shield effects, but it wouldn't replicate the nuances of the above mechanics.
Once for a space game I created a fleet for a cloud-civilization that acted as a single flowing entity. There was a central command station that they swarmed around, and they had a special ability where they shared their shield energy between each other indirectly through the central tower, as it's only 2N operations for each one to send a part of it's shield energy corresponding to it's generation, and feed it to the lowest one via the mothership, as opposed to N^2 to have them talk to each other directly.
Even though their individual attacks were very weak, they were able to take down larger battleships, since they could collectively replenish the shields of any one that got attacked.
If this were a minecraft mob, I would make it neutral, and individual mobs temporarily hostile to reciprocate hits, but hostile like pigmen if the mother-creature were attacked. The mother creature could bestow a regen effect on either individual ones or the entire swarm, whichever ends up balancing them more closely. If players could access regen from it, (or waterbreathing) they might be able to swim through them on their way to or from places.
Absorption is sometimes used to simulate shield effects, but it wouldn't replicate the nuances of the above mechanics.
EH, fair enough. There's other mods that cover Nether mobs anyway I suppose.
Since we are talking about the Wroughtnautman, I've been playing around with the axe.
How come it's normal attack deals 6 damage, but it's swipe deals 7? It seems like there's no reason to not just spam swipe since the regular attack is weaker.
Bobmowzie do you consider adding the angler fish mob for 1.13? Also I have experienced some crash issue with Frost Maws spawning, I confirmed it by remove their spawning, and my game haven't crash eversince, I live in a snowy area, not sure about other mobs as I haven't test them except for the Wroughtnaut.
Yeah, sorry, I came up with that idea at like 4:30 in the morning, so I was tired. That is what I meant. A small random chance of the mob spawning, and can only spawn one at a time. In other words, once you are infected, you don't have to worry about it, another one can't spawn.
And thinking about it, the status effect makes infinitely more sense. One or two days is way to long. I think that is a better idea.
PM this account if you are interested in trading on DragCave
I'm pretty satisfied with it. I did make the horns 3D in the latest version. What else would you change?
I dunno, I don't want to punish players for using magic. I'm also not fond of the leech design. Maybe a different mechanic could spawn it, and it would appear as an ethereal humanoid oracle who curses you with the status effect.
The swipe is significantly slower than the normal attack. You can do more damage in a given amount of time with the regular attack, but the swipe offers an AOE ability.
I am considering it, yes. I'm having trouble thinking of how to push the design further and what mechanics it could have.
Can you share the crash, please?
There's no development yet, so I have nothing to show. I'm working on bugfixes right now.
Mowzie I have a question about the Barako, so I got one just chillin near my base, killing zombies and skeletons, but most of the time she summoned in barakoa, is there a cap for them since it will laggy if she summon too much
Yeah, she can only have 20 at a time.
"20"
I'm afraid that is still too much, I have a low end toaster and I afraid those will annoy me with fps drop, can we expect a config for how many barakoa she can summon in the future?
Yeah, I can do that. I'll throw it in with the bugfix patch coming soon.
The summoned Barakoas won't wander too far from the Barako right?
Yeah, my computer is half-decent, but just toasty enough that optimizations make a difference.
In benchmarking tests done on various operations that appear most often, I've found that multiplication in particular can be expensive, so instances of .3 * .5 in the code itself can save an operation if written as .15, and this can show up in a lot of places in a relatively short space, which ends up saving a noticeable amount of time, even just for this example. Maybe enough would be shaved off that an extra entity or two could be added back in and still cost the same overall.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Mowzie I detected a lag source coming from the Wroughtnaut, in normal terrain its fine, but sometimes when the mob is standing near the vear of falling down one block but it can't since there's a tiny bit of hitbox hanging on the higher block, the game become laggy. Here's my best discription for it.
Are you planning to fix the stone statue moving problem with Ice and Fire? Is the cause clear?
This may not be prudent for development but I have always wanted a ginormous sea monster in Minecraft’s oceans. I don’t have a full concept but I think the game would benifit from such a beast.
I seem to have encountered this crash a couple of times when I'm exploring my world. Is this a bug? Did I do something wrong? Thanks!
---- Minecraft Crash Report -------- Minecraft Crash Report ----
WARNING: coremods are present: Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) MicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.177.jar) OpenEyePlugin (OpenEye-1.12.2-0.8.jar) FarseekCoreMod (Farseek-1.12-2.3.jar) EnderCorePlugin (EnderCore-1.12.2-0.5.31.jar) CTMCorePlugin (CTM-MC1.12-0.3.0.15.jar) MixinLoaderForge (Valkyrien+Warfare+0.9_prerelease_5+[Optimization+Update].jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar) LoadingPlugin (RandomThings-MC1.12.2-4.1.8.jar) llibrary (llibrary-core-1.0.6-1.12.2.jar) TheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.8-core.jar) BCModPlugin (backpacks+1.12.2+-+3.5.2.jar)Contact their authors BEFORE contacting forge
// Why did you do that?
Time: 6/21/18 12:34 AMDescription: Ticking entity
java.util.ConcurrentModificationException at java.util.ArrayList.forEach(ArrayList.java:1252) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70623_bb(EntityBarakoana.java:185) at net.minecraft.entity.EntityLiving.onUpdateMinimal(EntityLiving.java:1699) at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:372) at com.bobmowzie.mowziesmobs.server.entity.MowzieEntity.func_70071_h_(MowzieEntity.java:86) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoa.func_70071_h_(EntityBarakoa.java:219) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70071_h_(EntityBarakoana.java:58) at net.minecraft.world.World.func_72866_a(World.java:1990) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1952) at net.minecraft.world.World.func_72939_s(World.java:1756) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:252) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:---------------------------------------------------------------------------------------
-- Head --Thread: Server threadStacktrace: at java.util.ArrayList.forEach(ArrayList.java:1252) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70623_bb(EntityBarakoana.java:185) at net.minecraft.entity.EntityLiving.onUpdateMinimal(EntityLiving.java:1699) at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:372) at com.bobmowzie.mowziesmobs.server.entity.MowzieEntity.func_70071_h_(MowzieEntity.java:86) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoa.func_70071_h_(EntityBarakoa.java:219) at com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana.func_70071_h_(EntityBarakoana.java:58) at net.minecraft.world.World.func_72866_a(World.java:1990) at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:832) at net.minecraft.world.World.func_72870_g(World.java:1952)
-- Entity being ticked --Details: Entity Type: mowziesmobs:barakoana (com.bobmowzie.mowziesmobs.server.entity.barakoa.EntityBarakoana) Entity ID: 63973 Entity Name: Barakoana Entity's Exact location: -209.61, 66.00, -95.35 Entity's Block location: World: (-210,66,-96), Chunk: (at 14,4,0 in -14,-6; contains blocks -224,0,-96 to -209,255,-81), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1) Entity's Momentum: 0.00, -0.08, 0.00 Entity's Passengers: [] Entity's Vehicle: ~~ERROR~~ NullPointerException: nullStacktrace: at net.minecraft.world.World.func_72939_s(World.java:1756) at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:613)
-- Affected level --Details: Level name: New World-- All players: 1 total; [GCEntityPlayerMP['abidoang'/675, l='New World--', x=-221.77, y=84.87, z=30.95]] Chunk stats: ServerChunkCache: 953 Drop: 0 Level seed: 8117783523286349638 Level generator: ID 00 - default, ver 1. Features enabled: true Level generator options: Level spawn location: World: (-176,64,-88), Chunk: (at 0,4,8 in -11,-6; contains blocks -176,0,-96 to -161,255,-81), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1) Level time: 57922 game time, 213430 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 77309 (now: false), thunder time: 58771 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: trueStacktrace: at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:767) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:252) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) at java.lang.Thread.run(Thread.java:745)
-- System Details --Details: Minecraft Version: 1.12.2 Operating System: Windows 10 (amd64) version 10.0 Java Version: 1.8.0_25, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 1785366048 bytes (1702 MB) / 7354187776 bytes (7013 MB) up to 7635730432 bytes (7282 MB) JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx8G -Xms1G IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95 FML: MCP 9.42 Powered by Forge 14.23.4.2708 Optifine OptiFine_1.12.2_HD_U_D3 84 mods loaded, 84 mods active States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
| State | ID | Version | Source | Signature | |:--------- |:----------------------------------- |:------------------------ |:------------------------------------------------------------ |:---------------------------------------- | | UCHIJAAAA | minecraft | 1.12.2 | minecraft.jar | None | | UCHIJAAAA | mcp | 9.42 | minecraft.jar | None | | UCHIJAAAA | FML | 8.0.99.99 | forge-1.12.2-14.23.4.2708.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHIJAAAA | forge | 14.23.4.2708 | forge-1.12.2-14.23.4.2708.jar | e3c3d50c7c986df74c645c0ac54639741c90a557 | | UCHIJAAAA | micdoodlecore | | minecraft.jar | None | | UCHIJAAAA | OpenEye | 0.8 | OpenEye-1.12.2-0.8.jar | None | | UCHIJAAAA | openmodscore | 0.11.5 | minecraft.jar | None | | UCHIJAAAA | jei | 4.10.0.199 | jei_1.12.2-4.10.0.199.jar | None | | UCHIJAAAA | abyssalcraft | 1.9.4.10 | AbyssalCraft-1.12.2-1.9.4.10.jar | 220f10d3a93b3ff5fbaa7434cc629d863d6751b9 | | UCHIJAAAA | ichunutil | 7.1.4 | iChunUtil-1.12.2-7.1.4.jar | None | | UCHIJAAAA | attachablegrinder | 7.0.0 | AttachableGrinder-1.12.2-7.0.0.jar | None | | UCHIJAAAA | backpacks16840 | 3.5.2 | backpacks+1.12.2+-+3.5.2.jar | None | | UCHIJAAAA | backtools | 7.0.0 | BackTools-1.12.2-7.0.0.jar | None | | UCHIJAAAA | battletowers | 1.6.3 | BattleTowers-1.12.2.jar | None | | UCHIJAAAA | baubles | 1.5.2 | Baubles-1.12-1.5.2.jar | None | | UCHIJAAAA | bibliocraft | 2.4.4 | BiblioCraft[v2.4.4][MC1.12.2].jar | None | | UCHIJAAAA | ctm | MC1.12-0.3.0.15 | CTM-MC1.12-0.3.0.15.jar | None | | UCHIJAAAA | chisel | MC1.12.2-0.2.0.31 | Chisel-MC1.12.2-0.2.0.31.jar | None | | UCHIJAAAA | codechickenlib | 3.1.9.344 | CodeChickenLib-1.12.2-3.1.9.344-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | UCHIJAAAA | redstoneflux | 2.0.2 | RedstoneFlux-1.12-2.0.2.3-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | cofhcore | 4.5.2 | CoFHCore-1.12.2-4.5.2.19-universal.jar | None | | UCHIJAAAA | cofhworld | 1.2.0 | CoFHWorld-1.12.2-1.2.0.5-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | dimdoors | 3.0.9+287 | DimensionalDoors-3.0.9-287.jar | None | | UCHIJAAAA | ding | 1.0.1 | Ding-1.12.1-1.0.1.jar | None | | UCHIJAAAA | ebwizardry | 4.1.2 | Electroblob's+Wizardry+-+4.1.2+-+MC+1.12.2.jar | None | | UCHIJAAAA | endercore | 1.12.2-0.5.31 | EnderCore-1.12.2-0.5.31.jar | None | | UCHIJAAAA | thaumcraft | 6.1.BETA16 | Thaumcraft-1.12.2-6.1.BETA16.jar | None | | UCHIJAAAA | thermalfoundation | 2.5.0 | ThermalFoundation-1.12.2-2.5.0.19-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | thermalexpansion | 5.5.0 | ThermalExpansion-1.12.2-5.5.0.29-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | enderio | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderiointegrationtic | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderiobase | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderioconduits | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderioconduitsappliedenergistics | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderioconduitsopencomputers | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderioconduitsrefinedstorage | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderiointegrationforestry | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | mantle | 1.12-1.3.2.24 | Mantle-1.12-1.3.2.24.jar | None | | UCHIJAAAA | tconstruct | 1.12.2-2.10.1.87 | TConstruct-1.12.2-2.10.1.87.jar | None | | UCHIJAAAA | enderiointegrationticlate | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderiomachines | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderiopowertools | 5.0.26 | EnderIO-1.12.2-5.0.26.jar | None | | UCHIJAAAA | enderzoo | 1.12.1-1.4.0.49 | EnderZoo-1.12.1-1.4.0.49.jar | None | | UCHIJAAAA | exoticbirds | 1.0 | Exotic+Birds+1.12.2-1.4.1.jar | None | | UCHIJAAAA | extrautils2 | 1.0 | extrautils2-1.12-1.7.6.jar | None | | UCHIJAAAA | zerocore | 1.12-0.1.2.2 | zerocore-1.12-0.1.2.2.jar | None | | UCHIJAAAA | bigreactors | 1.12.2-0.4.5.49 | ExtremeReactors-1.12.2-0.4.5.49.jar | None | | UCHIJAAAA | farseek | 2.3 | Farseek-1.12-2.3.jar | None | | UCHIJAAAA | galacticraftcore | 4.0.1.177 | GalacticraftCore-1.12.2-4.0.1.177.jar | None | | UCHIJAAAA | galacticraftplanets | 4.0.1.177 | Galacticraft-Planets-1.12.2-4.0.1.177.jar | None | | UCHIJAAAA | generallaymansaestheticspyingscreen | 7.0.0 | GeneralLaymansAestheticSpyingScreen-1.12.2-7.0.0.jar | None | | UCHIJAAAA | gravestone | 1.0.16 | GraveStone-1.12.2-Graves-1.0.16.jar | None | | UCHIJAAAA | gravestone-extended | 1.3.0b7 | GraveStone-1.12.2-Extended-1.3.0b7.jar | None | | UCHIJAAAA | gravitygun | 7.0.0 | GravityGun-1.12.2-7.0.1.jar | None | | UCHIJAAAA | hats | 7.0.0 | Hats-1.12.2-7.0.2.jar | None | | UCHIJAAAA | hmag | 3.1.0 | HMaG-mc1.12.2-3.1.0.jar | None | | UCHIJAAAA | waila | 1.8.26 | Hwyla-1.8.26-B41_1.12.2.jar | None | | UCHIJAAAA | llibrary | 1.7.14 | llibrary-1.7.14-1.12.2.jar | b9f30a813bee3b9dd5652c460310cfcd54f6b7ec | | UCHIJAAAA | iceandfire | 1.5.0 | iceandfire-1.12.2-1.5.0.jar | None | | UCHIJAAAA | inventorytweaks | 1.63+release.109.220f184 | InventoryTweaks-1.63.jar | 55d2cd4f5f0961410bf7b91ef6c6bf00a766dcbe | | UCHIJAAAA | journeymap | 1.12.2-5.5.2 | journeymap-1.12.2-5.5.2.jar | None | | UCHIJAAAA | lucky | 7.5.0 | LuckyBlock_1-12_v7-5-0.zip | None | | UCHIJAAAA | millenaire | Millénaire 6.2.6-2 | millenaire-6.2.6-2.jar | None | | UCHIJAAAA | minions | 2.0.3 | Minions-1.12.2.jar | None | | UCHIJAAAA | mowziesmobs | 1.4.1 | mowziesmobs-1.4.1.jar | None | | UCHIJAAAA | natura | 1.12.2-4.3.2.49 | natura-1.12.2-4.3.2.49.jar | None | | UCHIJAAAA | nex | 2.1.14.15 | NetherEx-1.12-2.1.14.15.jar | None | | UCHIJAAAA | recipehandler | 0.10 | NoMoreRecipeConflict-0.10(1.12.2).jar | None | | UCHIJAAAA | nei | 2.4.1 | NotEnoughItems-1.12.2-2.4.1.233-universal.jar | f1850c39b2516232a2108a7bd84d1cb5df93b261 | | UCHIJAAAA | openmods | 0.11.5 | OpenModsLib-1.12.2-0.11.5.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 | | UCHIJAAAA | openblocks | 1.7.6 | OpenBlocks-1.12.2-1.7.6.jar | d2a9a8e8440196e26a268d1f3ddc01b2e9c572a5 | | UCHIJAAAA | overlord | 2.4.10 | Overlord-1.12.2-2.4.10.jar | None | | UCHIJAAAA | randomthings | 4.1.8 | RandomThings-MC1.12.2-4.1.8.jar | d72e0dd57935b3e9476212aea0c0df352dd76291 | | UCHIJAAAA | roguelike | 1.8.0 | RoguelikeDungeons-1.12.2-1.8.0.jar | None | | UCHIJAAAA | ruins | 17.1 | Ruins-1.12.2.jar | None | | UCHIJAAAA | thermaldynamics | 2.5.1 | ThermalDynamics-1.12.2-2.5.1.14-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | simplyjetpacks | 2.2.7.45 | SimplyJetpacks2-1.12.2-2.2.7.45.jar | None | | UCHIJAAAA | streams | 0.4.4 | Streams-1.12-0.4.4.jar | None | | UCHIJAAAA | thebetweenlands | 3.3.8 | TheBetweenlands-3.3.8-universal.jar | 38067d6878811efb38b6a045521cfd80b9b60b38 | | UCHIJAAAA | thermalinnovation | 0.3.0 | ThermalInnovation-1.12.2-0.3.0.7-universal.jar | 8a6abf2cb9e141b866580d369ba6548732eff25f | | UCHIJAAAA | torched | 7.0.0 | Torched-1.12.2-7.0.0.jar | None | | UCHIJAAAA | twilightforest | 3.7.424 | twilightforest-1.12.2-3.7.424-universal.jar | None | | UCHIJAAAA | valkyrienwarfare | 0.9_prerelease_5 | Valkyrien+Warfare+0.9_prerelease_5+[Optimization+Update].jar | 8f639e7b2d1117d8f2c5d545e2231f0a0519f0ce | | UCHIJAAAA | wawla | 2.5.257 | Wawla-1.12.2-2.5.257.jar | d476d1b22b218a10d845928d1665d45fce301b27 |
Loaded coremods (and transformers): Inventory Tweaks Coremod (InventoryTweaks-1.63.jar) invtweaks.forge.asm.ContainerTransformerMicdoodlePlugin (MicdoodleCore-1.12.2-4.0.1.177.jar) micdoodle8.mods.miccore.MicdoodleTransformerOpenEyePlugin (OpenEye-1.12.2-0.8.jar) openeye.asm.MultiTransformerFarseekCoreMod (Farseek-1.12-2.3.jar) farseek.core.FarseekClassTransformerEnderCorePlugin (EnderCore-1.12.2-0.5.31.jar) com.enderio.core.common.transform.EnderCoreTransformer com.enderio.core.common.transform.SimpleMixinPatcherCTMCorePlugin (CTM-MC1.12-0.3.0.15.jar) team.chisel.ctm.client.asm.CTMTransformerMixinLoaderForge (Valkyrien+Warfare+0.9_prerelease_5+[Optimization+Update].jar) OpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar) openmods.core.OpenModsClassTransformerLoadingPlugin (RandomThings-MC1.12.2-4.1.8.jar) lumien.randomthings.asm.ClassTransformerllibrary (llibrary-core-1.0.6-1.12.2.jar) net.ilexiconn.llibrary.server.core.plugin.LLibraryTransformer net.ilexiconn.llibrary.server.core.patcher.LLibraryRuntimePatcherTheBetweenlandsLoadingPlugin (TheBetweenlands-3.3.8-core.jar) thebetweenlands.core.TheBetweenlandsClassTransformerBCModPlugin (backpacks+1.12.2+-+3.5.2.jar) brad16840.core.ClassTransformer GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. OpenModsLib class transformers: [llama_null_fix:FINISHED],[horse_base_null_fix:FINISHED],[pre_world_render_hook:FINISHED],[player_render_hook:FINISHED],[horse_null_fix:FINISHED] Pulsar/tconstruct loaded Pulses: - TinkerCommons (Enabled/Forced) - TinkerWorld (Enabled/Not Forced) - TinkerTools (Enabled/Not Forced) - TinkerHarvestTools (Enabled/Forced) - TinkerMeleeWeapons (Enabled/Forced) - TinkerRangedWeapons (Enabled/Forced) - TinkerModifiers (Enabled/Forced) - TinkerSmeltery (Enabled/Not Forced) - TinkerGadgets (Enabled/Not Forced) - TinkerOredict (Enabled/Forced) - TinkerIntegration (Enabled/Forced) - TinkerFluids (Enabled/Forced) - TinkerMaterials (Enabled/Forced) - TinkerModelRegister (Enabled/Forced) - chiselIntegration (Enabled/Not Forced) - wailaIntegration (Enabled/Not Forced)
Pulsar/natura loaded Pulses: - NaturaCommons (Enabled/Forced) - NaturaOverworld (Enabled/Not Forced) - NaturaNether (Enabled/Not Forced) - NaturaDecorative (Enabled/Not Forced) - NaturaTools (Enabled/Not Forced) - NaturaEntities (Enabled/Not Forced) - NaturaOredict (Enabled/Forced) - NaturaWorld (Enabled/Not Forced)
Ender IO: Found the following problem(s) with your installation (That does NOT mean that Ender IO caused the crash or was involved in it in any way. We add this information to help finding common problems, not as an invitation to post any crash you encounter to Ender IO's issue tracker. Always check the stack trace above to see which mod is most likely failing.): * Optifine is installed. This is NOT supported. This may (look up the meaning of 'may' in the dictionary if you're not sure what it means) have caused the error. Try reproducing the crash WITHOUT this/these mod(s) before reporting it.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!You are looking at the diagnostics information, not at the crash. !!! !!!Scroll up until you see the line with '---- Minecraft Crash Report ----'!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Profiler Position: N/A (disabled) Player Count: 1 / 8; [GCEntityPlayerMP['abidoang'/675, l='New World--', x=-221.77, y=84.87, z=30.95]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge' OptiFine Version: OptiFine_1.12.2_HD_U_D3 OptiFine Build: 20180515-125031 Render Distance Chunks: 12 Mipmaps: 4 Anisotropic Filtering: 1 Antialiasing: 0 Multitexture: false Shaders: null OpenGlVersion: 4.4.0 - Build 21.20.16.4550 OpenGlRenderer: Intel(R) HD Graphics 630 OpenGlVendor: Intel CpuCount: 8
ut your spoiler here.
They use default wander AI. They might stray a bit from the village.
I can see why intuition might imply this, but I’m afraid that’s not really how operations work. Multiplication, division, addition, and subtraction all take roughly the same amount of time. Optimization takes place over orders of magnitude. Changing some expressions to constants will not shave off more than a constant number of constant time operations, a negligible change amidst the higher-order functions taking place. When operation time depends on the size of the input (such as looping through all nearby mobs or analyzing terrain for pathfinding), we get linear and even polynomial runtimes that no constant number of constant time optimizations can make room for. These operations are called per-mob, which is how lots of mobs can slow down the game.
Is it client lag (frame rate drop) or server lag (teleporting, entities freezing, desync)? Either way, the cause you’ve outlined doesn’t make sense. Have you observed this only once? Try to recreate the problem in a controlled setting.
I’m unfamiliar with this issue. Could you please describe it?
I’d like that too. Large mobs are very difficult to make, though.
This is caused by a Barakoana despawning. It will be fixed soon in the upcoming patch.
Once for a space game I created a fleet for a cloud-civilization that acted as a single flowing entity. There was a central command station that they swarmed around, and they had a special ability where they shared their shield energy between each other indirectly through the central tower, as it's only 2N operations for each one to send a part of it's shield energy corresponding to it's generation, and feed it to the lowest one via the mothership, as opposed to N^2 to have them talk to each other directly.
Even though their individual attacks were very weak, they were able to take down larger battleships, since they could collectively replenish the shields of any one that got attacked.
If this were a minecraft mob, I would make it neutral, and individual mobs temporarily hostile to reciprocate hits, but hostile like pigmen if the mother-creature were attacked. The mother creature could bestow a regen effect on either individual ones or the entire swarm, whichever ends up balancing them more closely. If players could access regen from it, (or waterbreathing) they might be able to swim through them on their way to or from places.
Absorption is sometimes used to simulate shield effects, but it wouldn't replicate the nuances of the above mechanics.
Gillymoth Structures for Ruins <<< Folder containing my Structure-sets for Ruins mod.
Yes, of course.
Ice and Fire adds a stone statues of mobs by Gorgons and Trolls.
Naturally, the stone statues lose AI of mobs, so they will not move.
But with Mowzie's Mobs, mobs' AI will not disappear and the stone statues will continue to move.
I have a suggestion of ThaumCraft's aspects.
Foliaath:Herba,Vinculum
Foliaath Seed:Herba,Vinculum,Victus
Wroughtnaut:Humanus,Aversio,Praemunio,Potentia,Metallum
Axe of Thousand Metals:Metallum,Aversio,Potentia
WroughtHelm:Metallum,Praemunio
Barakoa Hunter:Humanus,Aversio
Barakoa Villager:Humanus,Permutatio
Barako:Humanus,Auram,Lux.Ignis
Barakoa Mask:Herba,Humanus
Spear:Aversio,Bestia
Blowgun:Aversio,Bestia,Volatus
Dart:Aversio,Mortuus
Sol Visage:Desiderium,Metallum,Praemunio,Victus
FrostMaw:Bestia,Gelum.Potentia
Ice Crystal:Gelum,Viterus,Desiderium,Praecantatio
Cool, sounds like a neat project.
Ah, I see. It's something I can look into, but interactions like this are tricky to fix.
Oh, this would be a cool feature to include. I'll look into this.
Any mob suggestions you are currently seriously considering?