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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    I still can't get the custom vegetables to work. When I replaced the commas with semi-colons like you said, it kept giving me a num integer crash(will post if you like). Is it possible for you to post a string with a few custom vegetables properly added? I learn to spot java syntax mistakes a lot better with visual examples. The semi-colons just look wrong to me, like there's supposed to be a 0 after them, followed by a comma or something(Like when colored wool is requested).

    Also, not sure if it's easily fixed, but your website doesn't display quite right in safari on iPads. (Not an earth shattering issue, I'm sure) The pop up boxes don't wrap the screen properly, which makes it hard to read most of the taming/drop info.
    Posted in: Minecraft Mods
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    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Anybody else have issues with shift-rightclick putting a pet in sit mode? It doesn't seem to work. The Support Creeper baby emits music particles but still keeps following me around, and the Chameleon doesn't emit particles beyond the usual hearts, same thing.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    What was the consensus on JAS and spawning Wither Skeletons, etc in Nether Strongholds? I haven't been able to find anything that normally spawns inside a Nether Stronghold(except Blaze spawners), and the strongholds themselves have been spawning a little wacky. How does JAS identify a nether stronghold? Is it possible the structure just isn't registering as one if Biomes O Plenty or some other program has changed how strongholds are generated? Or is this a side effect of the Twilight Forest/JAS compatibility mod(I'm not sure exactly what that mod even does, but I know structures are a huge part of how Twilight Forest spawns critters.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Cheeyev»

    Can you post a screenshot of it?

    You may have to turn the brightness way up to even see anything. I briefly switched to Creative because I wanted to see if other strongholds generated wonky like this, and sure enough the one I found was even stranger. I have some dungeon-generating mods, like Dungeon Pack and Doomlike Dungeons, but I've had them a long time and this is the first world where strongholds didn't generate normally. The only major difference is Gany's Nether, and I don't think that adds structures.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Found some weird structure that's too boxy to be a normal Nether stronghold... does BOP add any Nether structures or alter how strongholds are generated?
    Posted in: Minecraft Mods
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    posted a message on Gany's Nether - Miscellaneous nether themed additions!
    I haven't seen anything that says it adds or changes structures in the Nether, but I wanted to be sure. I found a really strange Nether Stronghold that's mostly empty space(didn't look like a normal fortress), and the other I found seems more normal but doesn't spawn Wither Skeletons or Blazes inside. Im going to check with Biomes O Plenty as well to see if they change Nether structures.
    Posted in: Minecraft Mods
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    posted a message on Primitive Mobs v1.1beta - Last Updated 01/01/2018 - 1.12 beta version available!
    Is there anyway you'd consider talking back and forth with the team at Minecraft Comes Alive? I know you said the compatibility issue between your mobs and their mod isn't fixable, but it may well be. Their code usually only changes Vanilla Villagers, rather than ones added by other mods. There might be a coding fix that's easy to implement so that MCA ignores Lost Miners, Sheepmen, and the like, and I love both of your mods enough that I'm trying to play coding matchmaker between the two threads in the hopes both of you can find it by comparing notes as much as either party is comfortable doing so.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from mezzodrinker»

    Did you already ask the Primitive Mobs' author about this issue?

    I did, and he acknowledged the issue, but didn't think it was fixable. I'm not a coder, so I can't really say whether he's right or not, but talking back and forth between the coders behind Underground Biomes Constructs and Galacticraft made a difference in their compatibility... I figured it was worth a shot here. There must be some way that MCA identifies Vanilla villagers to change them, otherwise it would happen to all villagers from all mods(and consistently with Daveyx0's Villager-based mobs, which it doesn't.. Just 9 times out of 10). I don't know how the coding community works, exactly, but it IS a community, and you all do an incredible job engaging with people like me who use and enjoy your work. If there's more I can do to help solve a problem(that could be as simple as one coder not knowing there's an easy fix to be compatible with another's work), I want to help.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from mezzodrinker»

    MCA should only "interfere" with Vanilla villagers. Structures or other mods' villagers shouldn't be affected.

    I don't know if Primitive Mobs is on Github or not, but is there any way to find out why so many of his mobs that use Villager code as a base get rewritten by MCA? It seems so bizarre when his Villager-based mobs are wildly different than standard Testificates, and the Railcraft villager isn't. I really like both mods, and it would be awesome if they worked seamlessly together.
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    So far, I've noticed this mod doesn't keep the Railcraft villager or the Witchery Coven Witch from spawning(which is good), but it removes Primitive Mobs' Lost Miner, Wandering Trader, and Sheepmen in the Nether... I can't figure out if removes the beekeeper from Forestry or not because the only village I've found doesn't even have the beekeeper hut. MCA doesn't change structures at all, right? Just certain villagers if the code matches?
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from EnzerDeLeo»

    I think an issue with the Abtu is that the babies that spawn should despawn after a set time. What I see is that the the Abtu will go to town on an Ika and spawn a ton of babies. The babies hang around and quickly grow into adults. Another Ika spawns in and now you have more than one adult Abtu attacking it, all of which are spawning more babies which repeats the process.

    That's not unlike the issue with concapede segments splitting from the whole and spawning entirely new chains of segments when they become heads. Which Lycanite is working on. Maybe he'll take another look at the abtu as well if there's a similar chain of events that can multiply them like that.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Purechillos»
    Awesome! Does this work with Pams mods? As I like to use them, and if the flowers and stuff don't spawn in these biomes well... I'd like to know :P

    Better late than never... yes, it seems to work fine with Harvestcraft and Desertcraft. Pam's plants and trees spawn right alongside the BOP ones. I heard someone say they had trouble finding some of her trees, but I've come across quite a few in my world.
    Does anyone know of a mod that adds a use for all the BOP gemstones? It seems like their only purpose at the moment is as decorative blocks, which is a shame.
    Posted in: Minecraft Mods
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    posted a message on PowerCrystals' mods - MineFactoryReloaded, PowerCrystalsCore, and NetherOres updated! - MFR 2.7.9 released
    Quote from Mel1993»
    I tried the search function but it didn't show up anything like that.

    The search function generally only checks thread titles. Advanced search might do more, but I've never been able to find posts that way. You'll probably have to skim through manually.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite»

    What RViper28 suggested about disabling them in the config should work to clear them out, make sure it's the Segments, the Heads should be ok. You can then enable them and set them to despawn naturally which has given me a cool idea.

    Oddly didn't work, but that's probably due to JAS and having them initially as part of a jungle monsters living group.

    This has given me a cool idea, if it's definitely the Segments that are causing the lag and the Heads aren't all over the place then I could make the segments despawn by default unless they are attached to a head. I'll then add an option so that players can feed Headless segments to instantly grow them into a Head rather than have segments naturally grow into heads. This should mean that any naturally stray segments should despawn over time and only player intervention via feeding them and growing them into heads will stop them from despawning. I'll try and implement this for the next update.

    I'll try and get this solution implemented ASAP.

    Sounds great! I really like the idea and look of the concapedes, so if the despawning trick works, that'll help with all the segments that get separated and wander around until they become huge themselves. How long is it supposed to take for things to despawn naturally, btw? Are the concapedes themselves meant to despawn after a while, or do they persist until killed because they're a farmable creature?
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Just Another Spawner can help with the initial numbers. My issue was originally that I spawned both concapedes and their segments as part of a living group(multiple monsters spawning from a single weighted spawn list). I've since fixed the segment spawning, but they're spawning as part of a Monster Group instead of a Creature group, and the cap is way too high. Even if I fix all that, they'll likely dominate the entire rainforest if segments count as creatures as well and can fill up the cap whenever one gets split and grows new segments. The alternative is to give them a separate type in JAS with a lower spawn cap(did that with all vanilla creatures so I'd always be able to find some).

    If anyone is interested in the results, I'm probably going to be a nerd and run tests on different spawning configurations In a controlled environment(next week, though). The Concapede is a good corner case as it can self-replicate under circumstances.
    Posted in: Minecraft Mods
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