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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]

    Any known mod conflicts? Twilight Forest, Buildcraft, Galacticraft?

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    I've been looking at the tags, and it seems like it should be possible to restrict mob spawning to a set distance away from the player(Vanilla seems to do this by default), but I'm having trouble parsing the variables. Has anyone successfully used the "player" spawn tag?
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Dulciphi»

    Frostreivers.. are they spawning through JAS? Or through Lycanites? I noticed in one of the recent lycanites updates, reivers and arix started spawning in the air in biomes where they shouldn't have even been. This was even though I'd disabled global spawning in Lycanite's config. The issue for me was further down in the special spawners section.

    "spawners enabled" {
    B:"CROP Spawn Enabled"=false
    B:"DEATH Spawn Enabled"=true
    B:"FIRE Spawn Enabled"=true
    B:"FROSTFIRE Spawn Enabled"=false
    B:"LAVA Spawn Enabled"=true
    B:"LUNAR Spawn Enabled"=true
    B:"PORTAL Spawn Enabled"=true
    B:"ROCK Spawn Enabled"=true
    B:"SHADOW Spawn Enabled"=false
    B:"SKY Spawn Enabled"=false
    B:"SLEEP Spawn Enabled"=false
    B:"STORM Spawn Enabled"=false
    B:"TREE Spawn Enabled"=false
    B:"WATER Spawn Enabled"=false

    My problem was the new SKY Spawn. Each one of those special spawners has to be disabled as well (unless you want the death spawns, rock spawns, etc) but If that's not what's causing your issue - AND your base is in a biome that rievers can spawn in, I'd try something like

    "Tags": "{!spawn:sky:&light,0,6}"

    For the ents and trents, they're able to spawn during the day so you could try the same tags for them. They should really only spawn on grass, though, right? So maybe
    "Tags": "{!spawn:block,grass:sky:&light,0,6}" ..?

    Thanks! The Ents seem to be spawning in water(my base is a modified fort I found, so it's surrounded by water and straddles several biomes), and I'll definitely check to make sure the custom spawners are all off. They sneak back on sometimes(could that be why skeletons were spawning like crazy where I died in the Nether? Will have to investigate.)
    Posted in: Minecraft Mods
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    posted a message on Geochests (v1.2.3) - Take the world with you!
    Argh, too many awesome options to vote on! And how is it that so few people have heard of this mod? I don't know how I lived without it before. And I only have one tiny chest.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Dulciphi»

    It seems you've noticed this is mostly because Jousts and Joust alphas can spawn in daylight. There will still be other monsters underground but if you're often sleeping at night, you'll find that the cap gets hogged by them on the surface. Of course JAS gives all the tools to deal with this in other ways - whether that's putting the Joust Alphas in their own creature type, changing them to spawn only at night, using a biome cap or other spawn restrictions.

    Edit - sorry I'm not familiar with the Wizrobes but I wonder if maybe you could restrict their spawn based on the floor material? Ie. let them only spawn on stone or grass? There's a distance to spawn setting as well that I'm using for Lycanite's Phantoms. I'm also using a height restriction on the Lycanite's grue. All of them are linked on my journal page. I need to update the configs that are linked in the wiki

    Actually I'm noticing a number of mobs spawning inside my home lately. Frostreivers show up a lot, and right outside, I keep getting Ents and Trent's with some annoying regen buff. I can probably fix the buffs in the Lycanites configs, but what's the spawn tag you're using to keep things from spawning so close? (I ended up removing the Wizrobes altogether. Teleporting enemies are just too much of a hassle without Enderman rules to minimize harassment)
    Posted in: Minecraft Mods
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    posted a message on Enhanced Portals 3
    I've been through the wiki and even fiddled around with two portals(first in survival, then in creative), and I Haven't been able to keep a portal lit long enough to know if the mod is even working. The Dimensional Stabilizer seems to require huge amounts of power, and I don't know how to generate a constant stream of energy without adding more mods. I have IC2 but haven't built a nuclear power plant, and I have Buildcraft, but those engines take forever to charge up the Dimensional Stabilizer enough to dial one portal for half a second. I'm clearly doing something fundamentally wrong.

    i understand that some modders prefer to create realistic energy requirements for the sake of balance, and if I need to build a nuclear power plant just to use the enhanced portals, so be it, but I can't even create a working setup in Creative using the wiki and getting started guide. It doesn't explain the power requirements or how to activate the portals(After wasting time with a redstone interface, I'm not even sure what use it is since the only way to light the portal for half a second is through the dialing device).

    I know an incredible amount of time and effort went into creating this mod. Surely someone who understands its mechanics can explain how to use it to people like me Or can at least point me toward a tutorial. I originally downloaded the mod because the possibility of transporting lava from the nether was too tempting to pass up--but setting up the portal frames and dimensional stabilizer requires an intuition I just don't seem to possess.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Dulciphi»

    I *think* that's that's related to the Phantom. Something to do with his ranged attack but I can't be sure. I've got my Phantoms spawning thousands of blocks from spawn and I haven't encountered them yet in survival mode - yeah, I'm a chicken lol

    Are they anything like the Biomes O Plenty Phantom? I had to hobble their spawning immensely because I was sick of being thrown in the air and dropped. Now I just need to figure out exactly how to manage the Nether mobs so it's not impossible to do anything without being fireballed by Belphs or worse.
    Posted in: Minecraft Mods
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    posted a message on OpenBlocks 1.2.8
    Do the OpenBlocks graves spawn skeletons? I use JAS and skeletons are spawning like crazy in the Nether near my gravestones. I can't seem to find a config option, and there's no other mod I use that might be spawning creatures as far as I know. Anyone else have a similar issue?
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    I absolutely love these mobs, but traveling to the Nether without cheating is a huge pain. Is there some way to adjust the Belph rate of fire so they can't roast you instantly? I can't even see past their flame spurts to target them with a bow most of the time. I know some people like a challenge, but it's also really hard to balance some of these things against the other mods that make the Nether more... interesting.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Okay, I have no idea why but since installing Zelda Sword Skills, skeletons are spawning like crazy in the Nether, usually without bows, and I've checked my JAS settings. There is no reason why skeletons should be spawning anywhere but Nether Fortresses. Before I go through all my config files with a comb, anyone have a similar issue that could shed light on this weirdness?

    EDIT: the skeletons seem to be spawning near gravestones left by OpenBlocks. Might not be Zelda Sword Skills so much as changing the keepInventory rule this playthrough.
    Posted in: Minecraft Mods
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    posted a message on Zelda Sword Skills: 1.8.9 v3.4 and 1.7.10 v2.5.1 (03/08/2017)
    Is there a particular trick to killing Darknuts? I haven't been able to get the sword skills key binds to work, and regular sword damage doesn't seem to hurt them.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Noob mistake, clearly. I didnt realize all tanks have to be at least four blocks high. Still, the behavior I noticed was kind of odd for a 3x3 structure.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Have you installed anything that uses bkspkrcore? It generates a UniqueNames file that probably has what you're looking for in there somewhere.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Using the latest version of railcraft along with fluid pipes from the latest version of buildcraft, I'm starting to think there's a problem with Railcraft's multiblock tanks. The liquid seems to be pumping into the tank structure, but no liquid is showing inside and I can't access the tank's GUI anymore. I'm using a valVE at the top to pump liquids in, and theres another valve at the bottom to output if needed. Am I doing something wrong?

    EDIT: Seems to be an update issue, as removing the top valve and buildcraft pipe restores the GUI and starts showing the fluid inside, also allowing it to be pumped out via the bottom valve. Also, it only shows liquid if there's a reason for it to pump out again. All the liquid I've pumped in is lost now because I'm not pumping it out.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Dulciphi»

    It seems you've noticed this is mostly because Jousts and Joust alphas can spawn in daylight. There will still be other monsters underground but if you're often sleeping at night, you'll find that the cap gets hogged by them on the surface. Of course JAS gives all the tools to deal with this in other ways - whether that's putting the Joust Alphas in their own creature type, changing them to spawn only at night, using a biome cap or other spawn restrictions.

    Edit - sorry I'm not familiar with the Wizrobes but I wonder if maybe you could restrict their spawn based on the floor material? Ie. let them only spawn on stone or grass? There's a distance to spawn setting as well that I'm using for Lycanite's Phantoms. I'm also using a height restriction on the Lycanite's grue. All of them are linked on my journal page. I need to update the configs that are linked in the wiki

    Good idea on the floor material, but their teleporting makes it possible for them to ignore that if they're close enough to my home. Usually they appear on ky roof and find their way inside, and once they know I'm there, they make it their mission to kill me. (I eliminated them from my biome, lame solution but it worked)

    Since you also work with Lycanites', what is the "fear" mob that shows up in the lists? It's the only thing that isn't part of a group.

    My solution for the alpha jousts was to give them a spawn cap of 1, since that's appropriate for the alpha mobs. I could probably increase that, but it's nice to finally have Makas show up rather than Alpha Makas, and their constant brawling with each other.
    Posted in: Minecraft Mods
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