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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from RViper28»

    If you have the latest version of Lycanites Mobs, if you go into the jungle mobs general configs and set them to disabled, the next time you go to that area they should all disappear. Or you could set them to despawn naturally in the jungle mobs spawning config.

    If you install Opis, you can kill them all using the Tracking - Entities tab in there. Click the amount heading twice to get them to sort to the top, then select the Concapede Segment line, and click the 'Kill All' button. If there is a ton of them built up, it will be slow getting the opis window to show and getting it to kill them all.

    There's also Openblocks config which has disableMobNames. I am not sure if that will get rid of any that are already there though.

    Keep in mind almost all of these methods will most likely kill any that anyone has for farming as well. The config options would be the safest as far as keeping those as long as none of those areas are chunk loaded.

    I use Just Another Spawner, so they're already disabled in the cfg. I'll look into Opis if it happens again(not running a server, though, if it's mostly geared toward server admins). I solved the issue by deleting the offending chunks in MCEdit--fortunately I hadn't constructed anything yet in the area. But they still split and multiply over time. i really wish they had some kind of natural predator to keep their numbers down.
    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    Is there a list of item names? I'm trying to add the vegetables to Lycanite's Mobs so I can use my non-Vanilla crops to tame his passive mobs, and the names listed in UniqueNames.txt don't seem to be working. Is it because I plant the crop, rather than turning them into seeds first? Are the item names that end in "crop" not the edible part of the plant? Any help would be appreciated.

    EDIT: Didn't scroll down far enough. The names ending in "Item" are what I needed.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite»

    It might be from UniqueNames.txt basically if you go in game and can use "/give player modname:itemname" then that's the correct mod ID and item name. You could also look at the lang files and use the none translated lang IDs, though they aren't always accurate.

    I don't think it's formatted right because the custom vegetables aren't working:


    # Configuration file



    ##########################################################################################################

    # item lists

    #--------------------------------------------------------------------------------------------------------#

    # Here you can add items from vanilla Minecraft or other mods to various lists used by this mod. These are mostly food items that can be fed to farmable/tameable mobs. Format is: modname:itemname;metadata Multiple entries should be comma separated, be sure to use a colon and semicolon in the correct place.

    ##########################################################################################################



    "item lists" {

    S:cactusfood=

    S:cookedfish=

    S:cookedmeat=

    S:fuel=

    S:mushrooms=

    S:rawfish=

    S:rawmeat=

    S:sweets=

    S:vegetables=harvestcraft:pambeetCrop,harvestcraft:pambellpepperCrop,harvestcraft:pambroccoliCrop,harvestcraft:pambrusselsproutCrop,harvestcraft:pamcabbageCrop,harvestcraft:pamcauliflowerCrop,harvestcraft:pamceleryCrop,harvestcraft:pamcornCrop,harvestcraft:pamcucumberCrop,harvestcraft:pameggplantCrop,harvestcraft:pamleekCrop,harvestcraft:pamlettuceCrop,harvestcraft:pamokraCrop,harvestcraft:pamonionCrop,harvestcraft:pamparsnipCrop,harvestcraft:pamradishCrop,harvestcraft:pamrhubarbCrop,harvestcraft:pamrutabagaCrop,harvestcraft:pamscallionCrop,harvestcraft:pamsweetpotatoCrop,harvestcraft:pamtomatoCrop,harvestcraft:pamturnipCrop,harvestcraft:pamwintersquashCrop,harvestcraft:pamzucchiniCrop





    }







    I tried to follow the instructions as best I could, but it looks like "" or spaces are missing. Are they supposed to be there?
    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Quote from techbrew»
    JourneyMap Client 5.0.0RC3 for Minecraft Forge 1.7.10
    (Release Candidate: November 5, 2014)

    Home | Download | Announcements | Release Notes | Wiki | Help

    The web map will show changes more quickly? Excellent. Your dedication to constant improvement has earned you another patron when payday rolls around. Your mod is the only thing that saved me from rage-quitting a world after I thought MCedit deleted the chunk all my stuff was in(Concapede spawning problem, don't ask). I was looking in the wrong spot, and without that waypoint beacon, I never would have known.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Tiramo»

    Well I've put together a bunch of mods to give me a sort of goal, while making the game as difficult as possible, while on hardcore mode, and it is not easy.
    The events happen by default atleast every Minecraft day, sooo when an event would happen I'd basically be dead. Unless I'm able to hide, but then i'd either dehydrate, starve, or not hide anymore and come out to only realise the mobs have not despawned.
    I've now set them to apear at a minimum of 2 hours and a maximum of 5 hours, because I do like the challenge it adds, it's like a boss fight every now and then. What I dislike is the default frequency of the events.
    So if you play like me I'd really suggest you'd turn them on to atleast try it out.

    I'm also trying out a more difficult survival style than I normally play with(no teleporting waypoint, gravestones instead of KeepInventory), but I use Just Another Spawner and even though it helps balance all the different mobs of Lycanites against the other stuff I added, there are still challenges(like my above issue with accidentally spawning several hundred Concapedes). When I'm more established, I'll probably turn them back on.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Tiramo»

    Ah I see, I'm blind I guess

    Many thanks!

    Quite welcome. If you decide to keep the events and make them more rare, let me know how it goes. I disabled them, but I like the idea and at times sort of miss the random flurry of monsters.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite»


    Yeah, make sure that you aren't spawning Concapede Segments, only Concapede (Heads) else those segments are gonna start growing into heads and then growing their own segments.

    Yikes, that's happened. I don't suppose there's a command that will kill all segments. The lag in this chunk is unbelievable.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Sinhika»
    Okay, how do you use one BiomeGroup as the component in another BIomeGroup? The inconsistent documentation on the Wiki (one spot says "B|" prefix, another spot says "G|" prefix), is not working for me. Not either case. Sadly, neither of the example config downloads have BiomeGroups composed of other BiomeGroups, so that didn't help.

    Please, could someone post a working example of the correct syntax?

    I'm not quite sure you can do it, and yes, the wiki is a little untidy in some areas. I had a similar question about living groups a while back and don't recall the answer to nested living groups being a yes. Prefixes are, I THINK, only a component in the spawning and entity handling files.

    But if it IS possible, posting the syntax you've tried may enable CrudeDragos or Dulciphi to tell quick where you went wrong. Just make sure you use pastebin, as a spoiler tag probably won't fit BiomeGroups.cfg.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Tiramo»
    Great mod, but is it possible to disable the event? Or make them more rare or something? I couldn't find any configs to change it.

    It's a separate config file in the lycanitesmobs folder. Look for lycanitesmobs-mobevents.cfg
    Posted in: Minecraft Mods
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    posted a message on Falling Meteors Mod [v2.14.3]
    Quote from Kokkan»
    Is there a way to turn off that frekking sound from the Meteor Shield?

    Probably not. It's sort of like having a chicken coop--keep it away from where you sleep and work if you don't want to hear it. The sound doesn't carry very far.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite»

    It might be from UniqueNames.txt basically if you go in game and can use "/give player modname:itemname" then that's the correct mod ID and item name. You could also look at the lang files and use the none translated lang IDs, though they aren't always accurate.

    Thanks. Second question: is there an issue with spawning Concapedes through Just Another Spawner? I'm getting a lot of lag and I think it's due to uncontrollable Concapede multiplication. The segments are everywhere in huge numbers in this tropical rainforest biome, in far greater numbers than should probably be considering the creature caps. Do the segments not count as creatures?
    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!
    For some reason, the game starts glitches like crazy whenever I get stuck/killed by quicksand. When I spawn again afterwards, I keep falling through the floor and returning on an endless loop until I turn off the game and reload.

    UPDATE: I had Oceancraft installed as well, and removing it didn't save my world, but a combination of that and Optifine seems to have prevented the lag overload that corrupts quicksand if too much is going on when it suffocates you(likely caused by too many different things killing me concurrently due to the lag).
    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!
    This is probably not something Biomes. O Plenty isn't doing, but I thought I'd check anyway: mahogany wood doesn't seem to be recognized as wood for most crafting recipes. It's only able to craft planks. Recipes that use logs seem to pass right over it.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Has anyone added custom vegetable and other stuff to the config files? I'd like to add all the veggies from Harvestcraft, but I'm not sure whether to use their in-game name, their ID from F3+H, or the unique name created by Forge and listed in UniqueNames.txt
    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 Jax775»
    Well the original world was created with override false and then when I couldn't find any I changed it to true. I also turned off nether salt ore generation to help spothers the quartz better. I deleted DIM -1 and the nether regenerated without the salt and with all other things changed as if we had never been there.

    Hm, if that's the case, I'm curious what materials are being replaced. It's possible somehow your Nether Crystal is being replaced by the Nether Ores or some other mod's Nether decoration stage. Try removing Nether Ores and repopulating the Nether. If you have no trouble finding Nether Crystal, mark down a few easily located places where it generates(I've noticed that ore tends to generate in the same place unless a mod alters the way the biome is generated, so long as the seed is the same). If you still can't find Nether Crystal, then there's definitely another mod messing with the Nether. If it's an issue with Nether Ores, going back to the same locations after loading Nether Ores/repopulating the Nether will show what's now in place of the crystal. It's time consuming to do it this way, but you'll be able to nail down whether the issue is with Nether Ores or something else.
    Posted in: Minecraft Mods
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