• 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I'm a bit confuse, how are people installing this for 1.8.3? Forge is only out for 1.8, and vanilla 1.8 is way too laggy for me to even play; but vanilla 1.8.3 works fine for me.

    Posted in: Minecraft Mods
  • 0

    posted a message on DoggyStyle - Domestic Dog Breeds

    As to how dogs should spawn in the world, how about adopting the old idea of some players and Notch's idea of taming a wolf?


    For example, you tame a wolf like normal vanilla; however, upon taming the wolf, a GUI pops up and allows you to choose a dog type to spawn in the world in place of the wolf. Of course, if you wanted, you could probably have level requirements to allow certain dogs to be chosen since some dogs will probably be stronger than other breeds or have better stats...


    Just another suggestion since there are just too much domestic dogs running wild everywhere. LOVE your mod!!!!!!!!

    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP](1.7.10Forge)Fantastic Fish *Alpha V1.4 Avalable!* now with Sharks!*

    Does anyone else use this mod with Mo Creatures? It seems MoC mobs spawn perfectly, but none of the mobs from this mod are spawning. My oceans are lifeless, although it does have corals and seaweeds, but other than that, no fish anywhere!!!


    FORGE 1291, 1.4 Fantasticfish

    Posted in: WIP Mods
  • 0

    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]

    Can you tell me what you just did differently with your mod? The one you just released is now finally playable to me. All my TPS is under 20, so it's atleast playable. OMG, I just love it. It works really good with all my other mods too, such as Mo Creatures and Chocalate Quest mod; man, their mobs are way hard with your AI intact. Thank you so much for what you have been doing for all of us users who were have such terrible TPS drops. I'll admit that I was really going to just drop this mod, a mod that I loved so much... thanks so much. If any one wants to see my config, here it is. Changing these parameters had little effect on the last released version, but this version IS PLAYABLE!!! Whoo whoo.



    # Configuration file

    "advanced mobs" {
    B:"Attack Evasion"=true

    # Skip the Mob Bomb list and allow everything!
    B:"Mob Bomb All"=true
    I:"Mob Bomb Rarity"=9
    I:"Mob Bombs" <
    52
    >
    I:"Potion Buff Chance (0-100)"=1

    # List of all the valid potion IDs a mob can spawn with. Amplifier is always x1
    I:"Potion Buff List" <
    14
    12
    5
    1
    >
    I:"Wither Skeleton Rarity"=9
    B:"Wither Skeletons"=true
    }


    blaze {
    I:"Dimension Blacklist" <
    >
    I:Fireballs=9
    I:Rarity=9
    B:Spawn=true
    }


    creeper {
    B:Breaching=true
    B:Napalm=true
    B:Powered=true
    I:"Powered Rarity"=9
    }


    enderman {
    # Valid Endermen Modes (Slender, Normal)
    S:Mode=Normal
    B:"Player Teleport"=true
    }


    ghast {
    B:Breaching=true
    I:"Dimension Blacklist" <
    >
    D:"Fire Delay"=0.7
    D:"Fire Distance"=64.0
    I:Rarity=9
    B:Spawn=false
    }


    main {
    I:"AI Exempt Mob IDs" <
    >
    B:"Allow Sleep"=true

    # If set to true, ESM will not check whether the entity is a mob or not when setting up new AI
    B:"Ambiguous AI"=true
    B:"Apocalypse Mode"=false
    I:"Awareness Radius"=24
    B:"Chaos Mode"=false

    # Forces non pathing mobs to attack from further away. Can cause additional lag
    B:"Force Non-AI Pathing"=false

    # Keeps mobs with an active target from despawning. Can causes issues with chunk loading/unloading
    B:"Keep Loaded"=false

    # Reduces spawning safe zone from 24 blocks to 8 and makes mobs require only basic conditions to spawn
    B:"More Spawning"=false
    I:"Pathing Cap"=1

    # If set to fales, mobs can use much longer routes to get to their target
    B:"Quick Pathing"=true

    # The amount of ticks of resistance given to the player after changing dimensions
    I:"Resistance Cooldown"=200
    B:"Villager Targeting"=true
    B:"Xray Mobs"=false
    }


    skeleton {
    I:"Arrow Error"=0
    I:"Fire Distance"=64
    }


    spider {
    I:"Webbing Chance (0-100)"=25
    }


    ##########################################################################################################
    # world
    #--------------------------------------------------------------------------------------------------------#
    # For the main list of options please refer to the ESM_Options.cfg file in your world directory.
    ##########################################################################################################

    world {
    # Whether the player should fall into the overworld from the new End
    B:"Fall From End"=true
    I:"Fort Dimensions" <
    0
    >
    I:"Fort Distance"=1024
    I:"Fort Rarity"=100
    S:"Fort Spawner Types" <
    Zombie
    Creeer
    Skeleton
    CaveSpider
    Silverfish
    Spider
    Slime
    Witch
    >
    B:"Spawn Forts"=true
    B:"Use New End"=false
    B:"Use New Nether"=false
    }


    zombie {
    B:Diggers=true

    # Blacklisted blocks for digging (Add ':#' for metadata e.g. 'minecraft:wool:1')
    S:"General Griefable Blocks" <
    minecraft:furnace
    minecraft:crafting_table
    minecraft:melon_stem
    minecraft:pumpkin_stem
    minecraft:fence_gate
    minecraft:melon_block
    minecraft:pumpkin
    minecraft:glass
    minecraft:glass_pane
    minecraft:stained_glass
    minecraft:stained_glass_pane
    minecraft:carrots
    minecraft:potatoes
    minecraft:brewing_stand
    minecraft:enchanting_table
    minecraft:cake
    minecraft:ladder
    minecraft:wooden_door
    minecraft:farmland
    minecraft:bookshelf
    minecraft:sapling
    minecraft:bed
    minecraft:fence
    >
    B:Infectious=true
    B:"Need Required Tools"=true

    # How many blocks to give zombies to pillar up with
    I:"Pillaring Blocks"=64
    B:"Zombies Build Traps"=true
    }

    Posted in: Minecraft Mods
  • 0

    posted a message on Magical Library Mod

    Not to be mean or anything, but on a friendly note... you probably look just like your avatar right now. lol

    Posted in: WIP Mods
  • 0

    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]

    My config:



    # Configuration file

    "Advanced Mobs" {
    B:"Attack Evasion"=true

    # Skip the Mob Bomb list and allow everything!
    B:"Mob Bomb All"=true
    I:"Mob Bomb Rarity"=9
    I:"Mob Bombs" <
    52
    >
    I:"Potion Buff Chance (0-100)"=1

    # List of all the valid potion IDs a mob can spawn with. Amplifier is always x1
    I:"Potion Buff List" <
    14
    12
    5
    1
    >
    I:"Wither Skeleton Rarity"=9
    B:"Wither Skeletons"=true
    }


    Blaze {
    I:"Dimension Blacklist" <
    >
    I:Fireballs=9
    I:Rarity=9
    B:Spawn=true
    }


    Creeper {
    B:Breaching=true
    B:Napalm=true
    B:Powered=true
    I:"Powered Rarity"=9
    }


    Enderman {
    # Valid Endermen Modes (Slender, Normal)
    S:Mode=Normal
    B:"Player Teleport"=true
    }


    Ghast {
    B:Breaching=true
    I:"Dimension Blacklist" <
    >
    D:"Fire Delay"=0.7
    D:"Fire Distance"=64.0
    I:Rarity=9
    B:Spawn=false
    }


    Main {
    I:"AI Exempt Mob IDs" <
    >
    B:"Allow Sleep"=true

    # If set to true, ESM will not check whether the entity is a mob or not when setting up new AI
    B:"Ambiguous AI"=false
    B:"Apocalypse Mode"=false
    I:"Awareness Radius"=24
    B:"Chaos Mode"=false

    # Forces non pathing mobs to attack from further away. Can cause additional lag
    B:"Force Non-AI Pathing"=false

    # Keeps mobs with an active target from despawning. Can causes issues with chunk loading/unloading
    B:"Keep Loaded"=false

    # Reduces spawning safe zone from 24 blocks to 8 and makes mobs require only basic conditions to spawn
    B:"More Spawning"=true
    I:"Pathing Cap"=16

    # If set to fales, mobs can use much longer routes to get to their target
    B:"Quick Pathing"=true

    # The amount of ticks of resistance given to the player after changing dimensions
    I:"Resistance Cooldown"=200
    B:"Villager Targeting"=true
    B:"Xray Mobs"=false
    }


    Skeleton {
    I:"Arrow Error"=0
    I:"Fire Distance"=64
    }


    Spider {
    I:"Webbing Chance (0-100)"=25
    }


    World {
    # Whether the player should fall into the overworld from the new End
    B:"Fall From End"=true
    I:"Fort Dimensions" <
    0
    0
    >
    I:"Fort Distance"=1024
    I:"Fort Rarity"=100
    B:"Spawn Forts"=true
    }


    Zombie {
    B:Diggers=true

    # Blacklisted blocks for digging (Add ':#' for metadata e.g. 'minecraft:wool:1')
    S:"General Griefable Blocks" <
    minecraft:furnace
    minecraft:crafting_table
    minecraft:melon_stem
    minecraft:pumpkin_stem
    minecraft:fence_gate
    minecraft:melon_block
    minecraft:pumpkin
    minecraft:glass
    minecraft:glass_pane
    minecraft:stained_glass
    minecraft:stained_glass_pane
    minecraft:carrots
    minecraft:potatoes
    minecraft:brewing_stand
    minecraft:enchanting_table
    minecraft:cake
    minecraft:ladder
    minecraft:wooden_door
    minecraft:farmland
    minecraft:bookshelf
    minecraft:sapling
    minecraft:bed
    minecraft:fence
    >
    B:Infectious=true
    B:"Need Required Tools"=true

    # How many blocks to give zombies to pillar up with
    I:"Pillaring Blocks"=64
    B:"Zombies Build Traps"=true
    }

    Posted in: Minecraft Mods
  • 0

    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]

    It seems the global affects new worlds only as it replicates itself into the world folder, which is good. However, the lag persists and remains unplayable. Perhaps, PC users are fine, and this is heavily affecting Macs only since the user above just stated that he has no TPS problems at all? Either way, if I install Mob Spawn Control 2 along with this mod, I can maintain TPS to around 14-20 if I lower all spawn rate to 1 (that includes monsters, creatures, water, ambient mobs) and decreasing the max mob capacity from 400 to 70.

    Posted in: Minecraft Mods
  • 0

    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]

    Config was the global, not the world. Will try the world config at a later date.

    Posted in: Minecraft Mods
  • 0

    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]

    Just tested the newest version with only Forge and Optifine on a server by myself= increasing tick rate from 20-128. I'm so sorry we can't help you but only complain of lag. I tried decreasing the mobs detection range from 64 to only 20, and it doesn't seem to make any differences, creepers from 30+ blocks far away are still coming after me.

    Posted in: Minecraft Mods
  • 0

    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]

    I like what I'm hearing. Tell us when you have the update out, thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on Epic Siege Mod - Extremely deadly mob AI for hardcore players [1.7.10, 1.10.2]

    Sorry bud, my Server Tick still goes all the way to 125.08 using your newest update of the mod. I'm gonna go ahead and try it with only FORGE to see if there are any difference. I am using MC 1.7.10, FORGE 1291.


    EDIT: Using ESM with just FORGE, Optifine, and Fastcraft, the TPS/Server tick averages around 25-30, which decreases block breaking capability by 2 seconds with only me in the world. Sorry, but it's still quite unplayable at this point. I am using the top tier Mac OS Laptop- $3000 2015, and still I lag playing Minecraft with 3 mods? It's definitely this mod; my old mod pack included 120 mods and ran fine with an average tick of 9-12, including mods with tons of mobs such as Lycanites Mob and Mo Creatures having multiple players on the server at the same time. Perhaps the lag has to do with your mobs unique AI...

    Posted in: Minecraft Mods
  • 0

    posted a message on Mistcraft - Will you let the mist take over?

    Well, if that's your plan, how about overhauling vanilla biomes with your biomes? Until players successfully get rid of the mist, they are forced to play in your biomes; if players do get rid of the biomes, then your mist biome automatically changes into vanilla biomes with the corresponding name

    Posted in: Minecraft Mods
  • 0

    posted a message on Realistic Pain - Now Client Side!

    Much agree.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mistcraft - Will you let the mist take over?

    The mist you're adding is already possible if players play with normal vanilla settings, for example, a short or tiny distant will give you the same effect. The only difference is that, you mod does not allow players to alter their settings while in your biomes, and you also have more planned to use the mist. My question is, if the player uses a machine to convert the mist into flux, will that slowly increase the player's ability to see in the mist biomes?

    Posted in: Minecraft Mods
  • 0

    posted a message on More Enchantments version 1.3- Now for 1.8

    Hey, I just checked out your Magical Library Mod, and it seems really cool. I posted some suggestions there; only posting here since this forum is much more active than your WIP project.

    Posted in: Minecraft Mods
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