This issue is acknowledged but not fixable by me. I need the villager code and MCA changes all entities tat use the villager code to MCA villagers....
Well, shoot. I was hoping since MCA doesn't change Villagers added by other mods(Railcraft Villagers, etc) or Farlanders, there might be some workaround. Kind of weird that it doesn't consistently change the Sheepmen, just 9/10.
Having an issue with Sheepmen and Minecraft Comes Alive. For some reason, the majority of Sheepmen spawned are spawned as MCA Villagers. Not sure if this was fixed in a later version than I have.
If you attempt to recreate it, at a minimum the interaction might have been between Advanced Genetics giving me "Swim in Lava" and "Fall invulnerability," which I'm pretty sure aren't coded as potion effects. There's also a Biomes O Plenty Phantom mob, which is what I thought caused the crash until I read that theirs has no textures. Some confluence of mobs and effects in the Nether. Changing the Forge config to remove entities that throw an error resulted in the Phantom killing me instead of crashing, if that helps.
First off, I want to apologize if my question has already been answered, but I don't feel like browsing through 200 pages of forum posts to find the answer.
My question concerns updating. Since Lycanite releases new creatures and bug fixes so frequently, I'm having a hard time keeping up. What is the best way to update the mod without having to start a whole new world? I should note that I've edited the config to suit my playing style, and so there are certain features that have been disabled. Lycanite mentioned manually updating the config version to match the most recentl download of the mod. Is this all I have to do to update? Thanks in advance for the reply.
I don't think you'll have a problem with your save if you update, but be prepared to redo your config changes whenever you do, as the file seems to get overwritten with some of the larger updates. I've been updating periodically in the same world without issue(had a heart attack when the mob events I disabled turned back on, though, heh).
Is it just me or is the spawning in this mod completely out of control? I can't even break leaves on a tree or break tall grass to get seeds on a new world without getting murdered by spriggans that spawn like every 10th block I break. Once I manage to get past that, I can't even do a small amount of mining without getting killed every 3-5 minutes by some rock-looking mob I die from before I can even tell what it is. Is there any way to make this less ridiculous? I'm fine with like 1/500 or so blocks spawning something when broken, but killing me constantly just for trying to acquire basic resources is stupid.
Putting that aside, this looks like it would be a fun mod if it was more balanced, instead of punishing you for accidentally breaking tall grass or mining a piece of cobblestone.
The config settings are very flexible and comprehensive. You can either do away with all the odd spawning or limit it. I personally got rid of the mob events and special spawns, but at times I confess I do miss them a little. I think I read somewhere that the default settings are intended more for players who want a challenge, so tweaking them a bit on installation is probably advised.
Look in .minecraft/journeymap/data/*/ and see if the world name changed. If so, simply copy the old folder's contents into the new one, and your waypoints will show up again.
I had an odd crash that I finally tracked down to your Phantom mob(or one of the others in its proximity), or possibly a combination of the Phantom and the potion effects. I was able to sort it out, and I found the config option to disable potion effects. In the interest of future bug fixes, here's a link to the crash report: http://pastebin.com/snEccEgU.
Hmm, then that's a bug. I just created a new world with Biomes o' Plenty as the world type, and it's generating Chicken Plains and Chicken Forest in the overworld. You may want to look in to finding a way to prevent BoP (and other mods) from generating your biomes in the overworld. Unless I'm mistaken, I think you should be able to restrict your biomes to a specific dimension?
Another note: I've noticed than Chicken Plains/Forest appear to not show rain effects, is that intentional?
I was going to mention that as well. I hadn't updated to the beta, and when I did it started identifying lots of ocean as Chicken Plains, which I'm assuming is some kind of overlapping biome ID with Biomes O Plenty. There's no way to change it in the config, just the Chicken Forest and dimension ID. Not a game breaking bug or anything, but I'm sure it's worth mentioning.
I'm hoping some of the more experienced people on this thread can help me out: what's the easiest way to get JAS to correctly repopulate its spawn lists with new information? A while back, I added a few mods and haven't been able to get their mobs or biomes to show up correctly in SpawnListEntries. I've fiddled with SaveConfigGson a few times, switching to Universal List and back, sorting by biome, then creature, then back. The entries created by Thaumcraft, Witchery, and the new Mo Chickens update only show up in their individual SpawnLists when I turn off Universal List, but only in the new biomes created by those mods, and no other creatures are listed. I've checked BiomeGroups, and that updated properly to show the new biomes. LivingGroups has all the new creatures listed as groups... I'm not sure what else to do before I try manually entering the information, but I'm worried it would just get erased the next time I load Minecraft.
There aren't any Brainy Zombies. Angry zombies do look like Furious zombies, which are spawned by sinister nodes, but furious zombies are tougher and get bigger and stronger each time you hit them.
I meant, are they called BrainyZombies in the code--that's the only zombie that shows up in JAS config. That and a giant variant of the same name. Maybe they were called something else in early versions, like how Oceleots are Ozelots in the Vanilla code?
Hi, I'm just getting started with this mod, but I use Just Another Spawner... is there anywhere I can find more information on the mobs Thaumcraft is supposed to spawn? Are any of the mobs supposed to spawn naturally?
I've never heard of anyone having problems with using an existing save, so you should be fine as well.
I should probably poke around the wiki instead of asking so many questions. The mod does indeed seem to work without conflicts, though I noticed a few villagers I'd spawned previously weren't converted--the villager added by railcraft and an Elvis-looking Villager(no idea what mod he's even from). That's a minor issue though, probably.
My question is... are the new villagers supposed to be this hyper? They seem to run around and slam doors a lot, almost like testificates do when night is falling. Not all of them, but a good number seem to be hyped up on caffeine, lol.
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Well, shoot. I was hoping since MCA doesn't change Villagers added by other mods(Railcraft Villagers, etc) or Farlanders, there might be some workaround. Kind of weird that it doesn't consistently change the Sheepmen, just 9/10.
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If you attempt to recreate it, at a minimum the interaction might have been between Advanced Genetics giving me "Swim in Lava" and "Fall invulnerability," which I'm pretty sure aren't coded as potion effects. There's also a Biomes O Plenty Phantom mob, which is what I thought caused the crash until I read that theirs has no textures. Some confluence of mobs and effects in the Nether. Changing the Forge config to remove entities that throw an error resulted in the Phantom killing me instead of crashing, if that helps.
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I don't think you'll have a problem with your save if you update, but be prepared to redo your config changes whenever you do, as the file seems to get overwritten with some of the larger updates. I've been updating periodically in the same world without issue(had a heart attack when the mob events I disabled turned back on, though, heh).
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The config settings are very flexible and comprehensive. You can either do away with all the odd spawning or limit it. I personally got rid of the mob events and special spawns, but at times I confess I do miss them a little. I think I read somewhere that the default settings are intended more for players who want a challenge, so tweaking them a bit on installation is probably advised.
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That did the trick! Thanks!
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I was going to mention that as well. I hadn't updated to the beta, and when I did it started identifying lots of ocean as Chicken Plains, which I'm assuming is some kind of overlapping biome ID with Biomes O Plenty. There's no way to change it in the config, just the Chicken Forest and dimension ID. Not a game breaking bug or anything, but I'm sure it's worth mentioning.
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I meant, are they called BrainyZombies in the code--that's the only zombie that shows up in JAS config. That and a giant variant of the same name. Maybe they were called something else in early versions, like how Oceleots are Ozelots in the Vanilla code?
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I should probably poke around the wiki instead of asking so many questions. The mod does indeed seem to work without conflicts, though I noticed a few villagers I'd spawned previously weren't converted--the villager added by railcraft and an Elvis-looking Villager(no idea what mod he's even from). That's a minor issue though, probably.
My question is... are the new villagers supposed to be this hyper? They seem to run around and slam doors a lot, almost like testificates do when night is falling. Not all of them, but a good number seem to be hyped up on caffeine, lol.