There is a huge problem with this mod and TMI and it really bothers me, whenever I load up a world with TMI and this mod and then I press E, this happens. After I press E my FPS drops really low quickly and it makes the game unplayable for me. It like messes up the GUI and I also tested NEI and only recipe mode works, it takes out the cheat mode icons and doesn't work either. Do you think you can fix this please?
How can i pump Pure Lava? nothing seems to recognize it as a liquid. Thermal Expansion's Aqueous Accumulator, mekanims Pump, Extra Utilities Liquid Nodes,,,, nothing sees it as a liquid to be pumped
the Fluid Transposer also will not even accept a bucket of Pure Lava into its slots
it also cannot be stored in any tanks or use in Tinkers Seared lava tanks
I have a slight problem with Pure lava, It flow too fast, just place 1 line on 12x12x12 room make every pure lava "blocks" into source block. Not really a problem, but it is hard to clean without Geochests and Buildhelper.
EDIT: Also, where can I find Id for Potion effect such as weight? because there are some Id conflict with Elemental Witch mod, causing Geonachs to scream at me with Paranoid effect.
There is a huge problem with this mod and TMI and it really bothers me, whenever I load up a world with TMI and this mod and then I press E, this happens. After I press E my FPS drops really low quickly and it makes the game unplayable for me. It like messes up the GUI and I also tested NEI and only recipe mode works, it takes out the cheat mode icons and doesn't work either. Do you think you can fix this please?
i have too this problem!
Rollback Post to RevisionRollBack
Support Ice and Fire , This is terribly awesome !:D
To the people above, why are you using TMI? Just use NEI. It's better in pretty much every way, and it's proven to work.
Also, I added dimension 66 (The Erebus) to the blacklist for the Inferno mobs spawning config, but they still spawn there. Is there something else I have to do?
Saw an amazing thing today, a pair of Kalks spiraling up a pair of lavafalls. It was...majestic.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
If your up for suggestions I have an item one, Bucket of Tears/Tears.
This item is the water counterpart of pure lava, its main use (other than not spawning the water mobs if desired) is for Nether survival as tears will hydrate crops and not evaporate in the Nether, and you can dose yourself or lava. It could be created like the pure lava as well.
A mob-wise ideal is the Nemuthuck (nee-moo-thuck). The Nemuthuck is a Nether dwelling moss-sludge that drops dirt, saplings, and seeds upon it's death. This creature isn’t terribly strong by any standards, bearing 4 health and preferring to flee. The Nemuthuck would flee like an ocelot.
Nether souls or other Nether mobs could drop iron and diamonds for furthering the Nether survival theory. (It can always be configured in by users already)
This could be a invaluable accessory to start a nether based hard survival, or simply making a base that will generate food for you while you explore the Nether.
I have two mount ideals as well if your up to hear them.
I like the tears idea, I'll probably use it for Jengu attacks too. I do like the idea of pure Nether survival.
There is a huge problem with this mod and TMI and it really bothers me, whenever I load up a world with TMI and this mod and then I press E, this happens. After I press E my FPS drops really low quickly and it makes the game unplayable for me. It like messes up the GUI and I also tested NEI and only recipe mode works, it takes out the cheat mode icons and doesn't work either. Do you think you can fix this please?
Yeah TMI causes some weird issues with this mod, I think disabling the custom tabs via lycanitesmobs-general.cfg should solve it. I'll have to test with TMI at some point, I tend to use NEI instead though which has no problem so I'm really not sure what TMI is doing.
How can i pump Pure Lava? nothing seems to recognize it as a liquid. Thermal Expansion's Aqueous Accumulator, mekanims Pump, Extra Utilities Liquid Nodes,,,, nothing sees it as a liquid to be pumped
the Fluid Transposer also will not even accept a bucket of Pure Lava into its slots
it also cannot be stored in any tanks or use in Tinkers Seared lava tanks
Hmm I might need to use some APIs for that, I'll look into it!
I have a slight problem with Pure lava, It flow too fast, just place 1 line on 12x12x12 room make every pure lava "blocks" into source block. Not really a problem, but it is hard to clean without Geochests and Buildhelper.
EDIT: Also, where can I find Id for Potion effect such as weight? because there are some Id conflict with Elemental Witch mod, causing Geonachs to scream at me with Paranoid effect.
You can override all effect IDs via lycanitesmobs-general.cfg by default they start from something like 128 and count downwards. There's a debug option in -general to should effects setup, enable that and the console/log will show what IDs were used.
To the people above, why are you using TMI? Just use NEI. It's better in pretty much every way, and it's proven to work.
Also, I added dimension 66 (The Erebus) to the blacklist for the Inferno mobs spawning config, but they still spawn there. Is there something else I have to do?
Saw an amazing thing today, a pair of Kalks spiraling up a pair of lavafalls. It was...majestic.
Some spawn types ignore the dimension check, you can change that via lycanitesmobs-spawning.cfg that might be the problem!
I like the tears idea, I'll probably use it for Jengu attacks too. I do like the idea of pure Nether survival.
Yeah TMI causes some weird issues with this mod, I think disabling the custom tabs via lycanitesmobs-general.cfg should solve it. I'll have to test with TMI at some point, I tend to use NEI instead though which has no problem so I'm really not sure what TMI is doing.
-snip-
I always use TMI, and I never have any problems with it; conversely, I have more problems with NEI instead. Weird, I'm always the backward one. XD
I also support the idea of Nether survival. If someone(for some odd reason) decided the Overworld wasn't hard enough, they could go down there instead! XD I definitely think it is a goal worth pursuing. I would also support End survival, but the problem with the End is that it doubles as a boss arena for the Enderdragon. I have written down an idea I have for an Overhaul of the End, but it's quite lengthy... so maybe that's something that could be done later? Definitely after you get your internet back. After all, I doubt any of my ideas will be created anytime soon. As pointed out in the document, coding is definitely not one of my strong points.
I haven't been here for a while, but great work on all those mobs. I also like the new Christmas events and the special skins, the special skins are like more subspecies. Also, after the Serpix, I think you need to add one of the wolves this mod has longed for for far too long. Also, jungle mobs are almost complete with one mob to go. Also, you should make vespid hives look more like hives, because they currently look like giant square corridors. Also, I have a suggestion for Calpod hills. calpod should also have a queen, but only when the queen has enough workers around Her, she no clips down into the ground where a chamber is automatically formed. Then, the workers build a mound, then start digging the paths that lead to the queen's chamber and they should also build an arisaur farm chamber, as some ants in real life farm aphids. Then, the queen starts laying eggs only after the hill is completely done, where they hatch and get carried to a nursery. The cal pods would go hunt arisaurs or get them from the farm to feed the children. When they grow, they will take in the work. The cal pods should after this colonize the forest, setting up mini-mounds to claim land. Calpods would only partake of daily business in a claimed area. I think some block in the mini mound should signify a claimed area. Two Calpod mounds would have territory wars to claim land. I think vespids should claim land and have territory wars, too. But, I noticed something. Vespids brutally murder conbas. You should make it son hat vespids pick up con as and bring it to the queen so she can infect it. That would be a lot more efficient, because Ifm the queen is in the hive the whole time doing nothing, she can never infect a conba because not only do the con as not come to her, but the vespids kill them. Those are my suggestions. Also, when you make custom weapons In the future, can you make them 3D in your hand? And also, some weapon suggestions are a crusk mandible spear and a pinky jaw staff, which would do extra damage to pigmen.
Rollback Post to RevisionRollBack
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
Hey Lycanite, can there be an option or tweak for the hell mobs light levels? I've been trying out a nether survival and i'm getting tired of hostile mobs spawning in my lit up base.
One time had a massive swarm of them in my base, died about 8 times, had to restart it. Good thing I backup frequently.
Now for pinkies... I seem to get one-shot by pinkies sometimes... At first I thought it was just special pinkies till a regular one one-shot me. They usually hit me for 3 damage unarmoured but very rarely one-hit kill me.
Also, the thing with pinkies not obeying the config for "mobs attack animals" is starting to get rather irritating. Especially with them spawning in the animal pens, had to make them spawn in fire. Can we blacklist passive mobs or make pinkie "bait" to perhaps breed them instead? Like, it would be a block made of meat and pinkies would consume the block to enter love mode if the "mob attack animals" is set to false.
This meat block could be dropped or placed for concerning the mobGriefing gamerule. I guess it could be dropped to ignore it or just make the meat block an exception to this gamerule?
Dudeee, this mod is insane! i love it but i think it has some balance issues...
those mobs are awesome and im pretty sure they are fun to fight.... for the first time in years im really scared to explore the overworld...the problem is they might be a little too strong and common for the early game...i end up dying over and over again just trying to find a good place to settle...and the events filling the sky with dangerous creatures just make things worse...
as an example... i was exploring the overworld trying to find a good place to settle punching some trees...after a long walk an event triggers...Cinderfall.. i hide under a tree and notice the sky is filled with cinders....they soon find me and kill me...
im like...oh well.. imma hurry and get my stuff back and be more careful from now... but what do i found? those cinders are right there...next to my body...they dont despawn so they kill me again...
and then im stuck... my stuff will disapear and i can't do anything about it...
so..i have a few suggestions...
-When you start a new world you get no events for the first few days, so you can settle with ease before being forced to deal with evil cynder's swarns
-Rocs are practically instakills when they get you... i think on the first few days of the world they should appear in smaller packs...
-Im just starting with the mod so you should know better where to tweak to make survivable the early game....
-Smaller global vision radius on the first days? so you can avoid fights more easily
-Events should last longer but despawn the mobs they spawn once over.....
or.....maybe i just need a survival guide to know how to deal with all this dangers on the early game....any tips?
If you set one to false, the mobs for that event will despawn when the event is over. Does not apply to the same mobs that have naturally spawned, only ones from the event.
Also I looked in the lycanitesmobs-spawning.cfg file, there is absolutely no mention of anything about dimensions in there. It just looks like all about spawn rates and dungeons and such.
Rollback Post to RevisionRollBack
~~~~~~~~
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 haven't been here for a while, but great work on all those mobs. I also like the new Christmas events and the special skins, the special skins are like more subspecies. Also, after the Serpix, I think you need to add one of the wolves this mod has longed for for far too long. Also, jungle mobs are almost complete with one mob to go. Also, you should make vespid hives look more like hives, because they currently look like giant square corridors. Also, I have a suggestion for Calpod hills. calpod should also have a queen, but only when the queen has enough workers around Her, she no clips down into the ground where a chamber is automatically formed. Then, the workers build a mound, then start digging the paths that lead to the queen's chamber and they should also build an arisaur farm chamber, as some ants in real life farm aphids. Then, the queen starts laying eggs only after the hill is completely done, where they hatch and get carried to a nursery. The cal pods would go hunt arisaurs or get them from the farm to feed the children. When they grow, they will take in the work. The cal pods should after this colonize the forest, setting up mini-mounds to claim land. Calpods would only partake of daily business in a claimed area. I think some block in the mini mound should signify a claimed area. Two Calpod mounds would have territory wars to claim land. I think vespids should claim land and have territory wars, too. But, I noticed something. Vespids brutally murder conbas. You should make it son hat vespids pick up con as and bring it to the queen so she can infect it. That would be a lot more efficient, because Ifm the queen is in the hive the whole time doing nothing, she can never infect a conba because not only do the con as not come to her, but the vespids kill them. Those are my suggestions. Also, when you make custom weapons In the future, can you make them 3D in your hand? And also, some weapon suggestions are a crusk mandible spear and a pinky jaw staff, which would do extra damage to pigmen.
I like those Calpod ideas and having Vespid carry Conbas to their queen is an excellent idea too! I do plan to revise the hive that the Vespid build eventually. 3D weapons is also something I'd like to implement but it might be a while yet.
Hey Lycanite, can there be an option or tweak for the hell mobs light levels? I've been trying out a nether survival and i'm getting tired of hostile mobs spawning in my lit up base.
One time had a massive swarm of them in my base, died about 8 times, had to restart it. Good thing I backup frequently.
Now for pinkies... I seem to get one-shot by pinkies sometimes... At first I thought it was just special pinkies till a regular one one-shot me. They usually hit me for 3 damage unarmoured but very rarely one-hit kill me.
Also, the thing with pinkies not obeying the config for "mobs attack animals" is starting to get rather irritating. Especially with them spawning in the animal pens, had to make them spawn in fire. Can we blacklist passive mobs or make pinkie "bait" to perhaps breed them instead? Like, it would be a block made of meat and pinkies would consume the block to enter love mode if the "mob attack animals" is set to false.
This meat block could be dropped or placed for concerning the mobGriefing gamerule. I guess it could be dropped to ignore it or just make the meat block an exception to this gamerule?
Hmm I'll make it so that Pinkies wont attack animals and instead can be bred with an raw or cooked meat instead.
Dudeee, this mod is insane! i love it but i think it has some balance issues...
those mobs are awesome and im pretty sure they are fun to fight.... for the first time in years im really scared to explore the overworld...the problem is they might be a little too strong and common for the early game...i end up dying over and over again just trying to find a good place to settle...and the events filling the sky with dangerous creatures just make things worse...
as an example... i was exploring the overworld trying to find a good place to settle punching some trees...after a long walk an event triggers...Cinderfall.. i hide under a tree and notice the sky is filled with cinders....they soon find me and kill me...
im like...oh well.. imma hurry and get my stuff back and be more careful from now... but what do i found? those cinders are right there...next to my body...they dont despawn so they kill me again...
and then im stuck... my stuff will disapear and i can't do anything about it...
so..i have a few suggestions...
-When you start a new world you get no events for the first few days, so you can settle with ease before being forced to deal with evil cynder's swarns
-Rocs are practically instakills when they get you... i think on the first few days of the world they should appear in smaller packs...
-Im just starting with the mod so you should know better where to tweak to make survivable the early game....
-Smaller global vision radius on the first days? so you can avoid fights more easily
-Events should last longer but despawn the mobs they spawn once over.....
or.....maybe i just need a survival guide to know how to deal with all this dangers on the early game....any tips?
A lot of that can be configured, currently a few events are only able to start after 10 days (on day 9 as the game starts from day 0), so via the config you can configure the minimum time for each event to start. You can also use commands in game such as /lm mobevent disable and /lm mobevent enable.
As for balancing, I do need to look into vanilla early game a bit more, are you playing on easy difficulty?
I've also recently lowered the spawn rates of the flying mobs such as Rocs so they should be a bit more scarce now.
Normally mobs spawned via events ignore spawn cancelling events such as the Magnum Torch from the extra utilities mod, setting these to false will allow event spawns to be cancelled by other mods, etc.
If you set one to false, the mobs for that event will despawn when the event is over. Does not apply to the same mobs that have naturally spawned, only ones from the event.
Also I looked in the lycanitesmobs-spawning.cfg file, there is absolutely no mention of anything about dimensions in there. It just looks like all about spawn rates and dungeons and such.
The latest update should have some new dimension options in the event config, if not it might have slipped into the wrong config somewhere, I'll double check and apply any fixes. So config entries still need descriptions too so I'll need to go over them all at some point!
If you are going to make Pinky breedable with beef, can we have a config files to make Pinkies work like they used to be? Y' know, Running around, eating cows and stuff?
Rollback Post to RevisionRollBack
Stop the mod thieves, for the everlasting peace!(Definitely not a Blue bomber reference)
the Fluid Transposer also will not even accept a bucket of Pure Lava into its slots
it also cannot be stored in any tanks or use in Tinkers Seared lava tanks
EDIT: Also, where can I find Id for Potion effect such as weight? because there are some Id conflict with Elemental Witch mod, causing Geonachs to scream at me with Paranoid effect.
i have too this problem!
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
Also, I added dimension 66 (The Erebus) to the blacklist for the Inferno mobs spawning config, but they still spawn there. Is there something else I have to do?
Saw an amazing thing today, a pair of Kalks spiraling up a pair of lavafalls. It was...majestic.
~~~~~~~~
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 like the tears idea, I'll probably use it for Jengu attacks too. I do like the idea of pure Nether survival.
Yeah TMI causes some weird issues with this mod, I think disabling the custom tabs via lycanitesmobs-general.cfg should solve it. I'll have to test with TMI at some point, I tend to use NEI instead though which has no problem so I'm really not sure what TMI is doing.
Hmm I might need to use some APIs for that, I'll look into it!
You can override all effect IDs via lycanitesmobs-general.cfg by default they start from something like 128 and count downwards. There's a debug option in -general to should effects setup, enable that and the console/log will show what IDs were used.
Possibly the Serpiz, having no internet at my new home currently is making things a pain, can't wait for December 22nd!
Some spawn types ignore the dimension check, you can change that via lycanitesmobs-spawning.cfg that might be the problem!
I always use TMI, and I never have any problems with it; conversely, I have more problems with NEI instead. Weird, I'm always the backward one. XD
I also support the idea of Nether survival. If someone(for some odd reason) decided the Overworld wasn't hard enough, they could go down there instead! XD I definitely think it is a goal worth pursuing. I would also support End survival, but the problem with the End is that it doubles as a boss arena for the Enderdragon. I have written down an idea I have for an Overhaul of the End, but it's quite lengthy... so maybe that's something that could be done later? Definitely after you get your internet back. After all, I doubt any of my ideas will be created anytime soon. As pointed out in the document, coding is definitely not one of my strong points.
Sir Porky III, Snally Ted, Skelly, Bob Steven Allela, Baby Porky, Sparklez the Enderman, Bobeel the Door Pig, Witchtilda, Slimey, Gildwam, Sally, Ted, and the Mailman's dog/endermite all say that LYCANITES MOBS is the best mod. It's settled.
One time had a massive swarm of them in my base, died about 8 times, had to restart it. Good thing I backup frequently.
Now for pinkies... I seem to get one-shot by pinkies sometimes... At first I thought it was just special pinkies till a regular one one-shot me. They usually hit me for 3 damage unarmoured but very rarely one-hit kill me.
Also, the thing with pinkies not obeying the config for "mobs attack animals" is starting to get rather irritating. Especially with them spawning in the animal pens, had to make them spawn in fire. Can we blacklist passive mobs or make pinkie "bait" to perhaps breed them instead? Like, it would be a block made of meat and pinkies would consume the block to enter love mode if the "mob attack animals" is set to false.
This meat block could be dropped or placed for concerning the mobGriefing gamerule. I guess it could be dropped to ignore it or just make the meat block an exception to this gamerule?
There is a Halloween one, it only occurs for Halloween though.
Also there is still those "mini-events" as well.
those mobs are awesome and im pretty sure they are fun to fight.... for the first time in years im really scared to explore the overworld...the problem is they might be a little too strong and common for the early game...i end up dying over and over again just trying to find a good place to settle...and the events filling the sky with dangerous creatures just make things worse...
as an example... i was exploring the overworld trying to find a good place to settle punching some trees...after a long walk an event triggers...Cinderfall.. i hide under a tree and notice the sky is filled with cinders....they soon find me and kill me...
im like...oh well.. imma hurry and get my stuff back and be more careful from now... but what do i found? those cinders are right there...next to my body...they dont despawn so they kill me again...
and then im stuck... my stuff will disapear and i can't do anything about it...
so..i have a few suggestions...
-When you start a new world you get no events for the first few days, so you can settle with ease before being forced to deal with evil cynder's swarns
-Rocs are practically instakills when they get you... i think on the first few days of the world they should appear in smaller packs...
-Im just starting with the mod so you should know better where to tweak to make survivable the early game....
-Smaller global vision radius on the first days? so you can avoid fights more easily
-Events should last longer but despawn the mobs they spawn once over.....
or.....maybe i just need a survival guide to know how to deal with all this dangers on the early game....any tips?
what does this do?
"event forced no despawning" {
B:bamstorm=true
B:boulderdash=true
B:cinderfall=true
B:halloween=true
B:hellsfury=true
B:marchofthegorgomites=true
B:poopparty=true
B:rootriot=true
B:seastorm=true
B:shadowgames=true
B:subzero=true
B:theswarm=true
B:tsunami=true
B:windstorm=true
B:wingedvenom=true
}
i found it in Lycanitesmobs'mobevents.cfg
If you set one to false, the mobs for that event will despawn when the event is over. Does not apply to the same mobs that have naturally spawned, only ones from the event.
Also I looked in the lycanitesmobs-spawning.cfg file, there is absolutely no mention of anything about dimensions in there. It just looks like all about spawn rates and dungeons and such.
~~~~~~~~
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 like those Calpod ideas and having Vespid carry Conbas to their queen is an excellent idea too! I do plan to revise the hive that the Vespid build eventually. 3D weapons is also something I'd like to implement but it might be a while yet.
During December it will be all seasonal events! You can change your system clock to change the events though.
Hmm I'll make it so that Pinkies wont attack animals and instead can be bred with an raw or cooked meat instead.
A lot of that can be configured, currently a few events are only able to start after 10 days (on day 9 as the game starts from day 0), so via the config you can configure the minimum time for each event to start. You can also use commands in game such as /lm mobevent disable and /lm mobevent enable.
As for balancing, I do need to look into vanilla early game a bit more, are you playing on easy difficulty?
I've also recently lowered the spawn rates of the flying mobs such as Rocs so they should be a bit more scarce now.
Normally mobs spawned via events ignore spawn cancelling events such as the Magnum Torch from the extra utilities mod, setting these to false will allow event spawns to be cancelled by other mods, etc.
The latest update should have some new dimension options in the event config, if not it might have slipped into the wrong config somewhere, I'll double check and apply any fixes. So config entries still need descriptions too so I'll need to go over them all at some point!
Anything about the hell mob light levels too? Like they obey basic unnatural light levels like other mobs?
Also, you got any idea on why sometimes pinkies one-shot me? This is very odd and im not sure if it was intended.
At first I thought it was just special pinkies till a normal one did it. They usually hit me for 3 damage, but very rarely one shot me.