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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from Jackiecrazy»

    I think Xol's biding his time on that one. The length of time it's taking makes it seem like he's going through the code and converting it to something less painful to update. Advanced Spawn Controls works perfectly for me. Make sure you type the name right. Unlocalized names are nevermine.YourMobHereInCamelCase


    Advanced spawn controls isn't user freindly and It crashes alot with other mods that it's compatible with. Use Jas and to ban mobs from spawning bad mobs mod.


    I honestly wasn't expecting helpful replies, but thanks, I'll keep those in mind should I try AoA again. :)

    It'd be nice if there were a mod out to help control mobs, with the level of customization that Lycanites has. User friendly config files, control where mobs spawn and under what conditions via groups. Get to tweak nearly every aspect of the mobs stats, and their drops. Good stuff.
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from Karbz_2»

    Amazing mod, I love it. I love the new dimensions and awesome bosses. Gives a interesting spin to dimensions and raiding! However, the only thing I dont like is the overwhelming amount of Overworld mobs and the hunting level needed to kill certain mobs. Can there be a way to remove / lower the spawn limit for Overworld Mobs and maybe lower or get rid of the need for hunting level to hunt mobs! Past that, I love this mod, if anybody knows how to do this, please tell me! Thanks!


    This is exactly why I can't use AoA in my modpacks anymore. It's too difficult to make it's balance fit other mods due how many dangerous overworld mobs there are, and how it's balanced per biome instead of dimension/darkness/depth only. I tried the route the other guys mentioned, of using other mods to try and control some of the spawning. One in specific was a mod that tried to prevent all mob spawns during daylight. But I could never get it working with AoA for some reason. Even contacted the mod author on github, and he basically told me that it should be working and that I was on my own. Kinda sucked. I like the idea of a billion mobs/items/dimensions and progression to acquire them. But getting [email protected] by a pack of chompers 5 minutes into the game, or having a TNT spawning "thing" run amok destroying the country side, just scared off all my players.

    Not to mention all the modders are jumping ship to 1.10.2. The longer AoA doesn't convert, the more popularity it'll lose.
    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks
    Quote from hatecreeper»

    I haven't gotten the full TiC 1.10.2 experience but I still want to comment. I do not agree with you on it not fitting anymore. The main reason I used ITT was for the level system and I am already missing it very much in 1.10.2;

    From what I've seen on YT you go from a basic flint tool to manyullyn by simply finding iron, making an iron pick, finding a diamond and an emerald (or a village which is much easier ofc), upgrading your flint pick to diamond mining level, go out to get obsidian and upgrade your pick with an obsidian sharpening kit. Don't even have to find gold because you now can make casts out of clay. Boom done, highest mining level pickaxe. And repairable with flint.
    ??? If I am being honest this seems way too easy. With ITT you had to work for your levels and slowly upgrade your tool (to be able to get cobalt and ardite for manyullyn) and not reach end game in a couple of hours..

    ATM I really hope boni either adds it to TiC as an optional feature or updates ITT. Or someone makes a continuation of this mod if it were to get discontinued. (pretty please)


    I realize showing my support for this is probably futile. But just wanted to add, I support this comment 100%.


    A major part of many of my modpacks, was using TiC then using ITT to customize the progression to fit other mods in the modpack. Even Gregtech. I also customized how ITT leveled picks to make it not OP. No leveling mining level. Only 1 or 2 free random enchants, with the useful option turned off, so it was a bit of a crap shoot. Less socket slots, so that the picks more resemble Vanilla's limitations on enchanting. It really was a great experience that felt balanced yet still way more useful than vanilla/other mod tools, and made you covet your favorite pick. 'till you got the resources to go up a mining level anyway.

    If someone were to recreate this experience for 1.10.2, I would be sold in a heartbeat.

    Posted in: Minecraft Mods
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    posted a message on Iguanas Tinker Tweaks

    oops

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs
    Quote from Zeno410»

    You choose and order the texture pack in the resource pack button on the Minecraft options, just like any resource pack. If the 16x16 outranks default, you get the 16x16 textures.


    I was asking if the resource pack came with UBC, or if I would need to grab the 16x16 one off the first post lol. Sorry if I wasn't clear about that. :creeperdance: by Alvoria
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    Quote from Krysinski»

    All works fine with PFAA+GT5U. Check GT config for B:smallerVanillaToolDurability=true

    How is tool durability related to mining levels? Or does that change the mining level and the name is just misleading? lol
    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    Ah. Ok, thanks. I assume that means if someone wanted the original textures, they'd grab the 16x16 pack and there'd be an option in there for it?

    Posted in: Minecraft Mods
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    posted a message on Underground Biomes Constructs

    I'm sure this has been asked before, but I was unable to find it via first post or google.


    Does UBC have everything that was in the previous Underground Biomes?


    How much does UBC affect new chunk generation performance? I've heard similar mods like PFAA + CoG can cause quite a performance hit.


    Lastly, UB had problems with breaking ore generation for certain mods back in the day, due to the timing of how it replaced vanilla stone. How is UBC in this regard? Would UBC play nice with a large ore generation mod such as Gregtech 5?

    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...

    Got a question about PFFA Geologica and Gregtech 5. I hear these 2 mods play together very well, and GT even disables it's oregen to allow PFFA and CoG to take over. But when I was watching some youtube videos involving both, I saw a lot of ores being mined with a stone pickaxe. Does PFAA break Gregtech progression by allowing you to mine some materials sooner than usual?

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    Dang.. must be bad luck then. 3 of us in 2 different locations, haven't found any.

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    Can't find clay. I assume this changed how it spawns. Advice? Wiki mentions it being near Limonite, rarely under beaches/rivers, commonly under jungles/swamps. Is that the only places it spawns?

    Posted in: Minecraft Mods
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    posted a message on Mob Spawn Controls 2! Back + Better than ever! Updated

    Hey guys, so.. oddball question. Can this make it so mobs only spawn in certain light levels? I'm currently building an AoA modpack, and am using the Peaceful Overworld mod, to stop hostile spawns until it gets dark. However, it doesn't stop mobs from spawning in daylight, on newly generated chunks. Would this be a good replacement, able to stop mobs from spawning on new chunk generation, but still allow them to spawn at night?

    Posted in: Minecraft Mods
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    posted a message on What's the best way to find out what's creating massive lag in a modpack?

    So I've been setting up a modpack for a group of friends. Probably my 5th or 6th modpack. And this most recent one, maxes out my CPU usage at all times. Even in singleplayer, with the game paused. It's absolutely insane. Creating a new world has also become mega slow.. I assume it's because whatever is eating the CPU, is already erroring out by the time world generation has started. I've installed Opis and tried to look for any obvious culprits.. and there are a few mods with scripts reporting NaN u's tick timing. But when I try to temporarily disable one of said mods, the lag doesn't get any better. Is Opis just not reporting them correctly? They're big name mods, like Ender IO.


    What should I do at this point? I've been manually trying to remove mods 1 at a time, hoping it'd help. But it hasn't yet, and it's just taking waayy too long. Any help would be greatly appreciated, as I'm getting desperate. :tnt:

    Posted in: Mod Packs
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!
    Quote from Draco18s»

    That has not been reported.

    SSP or SMP?


    SSP. I should also note that I reloaded MC, and was able to play again in the same world without making any changes. So the "ticking golem" didn't stick around to make the world unplayable.

    Posted in: Minecraft Mods
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    posted a message on Reasonable Realism - It's a pack, its a mod, it makes things hard! Updated for 1.11 and 1.12!

    Hello again. Any chance this is something that's fixed too?


    ---- Minecraft Crash Report ----
    // Why did you do that?

    Time: 8/12/15 12:25 AM
    Description: Ticking entity

    java.util.ConcurrentModificationException
    at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
    at java.util.ArrayList$Itr.next(Unknown Source)
    at com.draco18s.ores.OresEventHandler.onEntityDrop(OresEventHandler.java:199)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_736_OresEventHandler_onEntityDrop_LivingDropsEvent.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
    at net.minecraftforge.common.ForgeHooks.onLivingDrops(ForgeHooks.java:308)
    at net.minecraft.entity.EntityLivingBase.func_70645_a(EntityLivingBase.java:939)
    at net.minecraft.entity.monster.EntityIronGolem.func_70645_a(SourceFile:220)
    at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:855)
    at net.minecraft.entity.Entity.func_70044_A(Entity.java:460)
    at net.minecraft.entity.Entity.func_70030_z(Entity.java:433)
    at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:193)
    at net.minecraft.entity.EntityLiving.func_70030_z(EntityLiving.java:157)
    at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
    at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1561)
    at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:206)
    at net.minecraft.world.World.func_72866_a(World.java:2070)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
    at net.minecraft.world.World.func_72870_g(World.java:2034)
    at WorldServerOF.func_72870_g(WorldServerOF.java:347)
    at net.minecraft.world.World.func_72939_s(World.java:1887)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
    at java.util.ArrayList$Itr.next(Unknown Source)
    at com.draco18s.ores.OresEventHandler.onEntityDrop(OresEventHandler.java:199)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_736_OresEventHandler_onEntityDrop_LivingDropsEvent.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
    at net.minecraftforge.common.ForgeHooks.onLivingDrops(ForgeHooks.java:308)
    at net.minecraft.entity.EntityLivingBase.func_70645_a(EntityLivingBase.java:939)
    at net.minecraft.entity.monster.EntityIronGolem.func_70645_a(SourceFile:220)
    at net.minecraft.entity.EntityLivingBase.func_70097_a(EntityLivingBase.java:855)
    at net.minecraft.entity.Entity.func_70044_A(Entity.java:460)
    at net.minecraft.entity.Entity.func_70030_z(Entity.java:433)
    at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:193)
    at net.minecraft.entity.EntityLiving.func_70030_z(EntityLiving.java:157)
    at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
    at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1561)
    at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:206)
    at net.minecraft.world.World.func_72866_a(World.java:2070)
    at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:648)
    at net.minecraft.world.World.func_72870_g(World.java:2034)
    at WorldServerOF.func_72870_g(WorldServerOF.java:347)

    -- Entity being ticked --
    Details:
    Entity Type: VillagerGolem (net.minecraft.entity.monster.EntityIronGolem)
    Entity ID: 984975
    Entity Name: Iron Golem
    Entity's Exact location: 557.07, 60.00, 1265.60
    Entity's Block location: World: (557,60,1265), Chunk: (at 13,3,1 in 34,79; contains blocks 544,0,1264 to 559,255,1279), Region: (1,2; contains chunks 32,64 to 63,95, blocks 512,0,1024 to 1023,255,1535)
    Entity's Momentum: 0.00, -0.02, 0.00
    Stacktrace:
    at net.minecraft.world.World.func_72939_s(World.java:1887)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:489)

    -- Affected level --
    Details:
    Level name: DarkTest2
    All players: 1 total; [EntityPlayerMP['Mechanos'/901, l='DarkTest2', x=525.92, y=65.00, z=1263.28]]
    Chunk stats: ServerChunkCache: 625 Drop: 0
    Level seed: 1058160880
    Level generator: ID 04 - BIOMESOP, ver 0. Features enabled: true
    Level generator options:
    Level spawn location: World: (449,64,1280), Chunk: (at 1,4,0 in 28,80; contains blocks 448,0,1280 to 463,255,1295), Region: (0,2; contains chunks 0,64 to 31,95, blocks 0,0,1024 to 511,255,1535)
    Level time: 60376 game time, 172830 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 5640 (now: false), thunder time: 81531 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
    Stacktrace:
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:636)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)


    I was goofing off in a village testing some new mods, when suddenly game crash. The lines

    "at com.draco18s.ores.OresEventHandler.onEntityDrop(OresEventHandler.java:199)" and
    "at cpw.mods.fml.common.eventhandler.ASMEventHandler_736_OresEventHandler_onEntityDrop_LivingDropsEvent.invoke(.dynamic)" leads me to guess it must be from Harder Ores? Guessing a Golem just died nearby and something with it's drops glitched out?

    Posted in: Minecraft Mods
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