I'm have an issue where I experience massive lag if the zombies do not have a path to me. For instance if I wall myself off in cave and they'd have to break a block to get to me I will experience a huge lag spike until I break the wall down myself. I'm guessing this is a pathing issue where the mobs continuously try and find a path to me despite there no being one and it causes the game to lag.
Are there any setting I can change to fix this?
Also, I am running some other mods, are there any mods that have known compatibility issues with your mod?
I'm have an issue where I experience massive lag if the zombies do not have a path to me. For instance if I wall myself off in cave and they'd have to break a block to get to me I will experience a huge lag spike until I break the wall down myself. I'm guessing this is a pathing issue where the mobs continuously try and find a path to me despite there no being one and it causes the game to lag.
Are there any setting I can change to fix this?
Also, I am running some other mods, are there any mods that have known compatibility issues with your mod?
Thanks!
Ajaxan
I've been trying to figure out exactly which AI script is causing this for a while now. I know it has something to do with zombies however I can't reliably recreate the spike in testing even if the target is in an inaccessible location. I will release an update to fix this as soon as I find the exact problem. Until then, any information into the conditions of the lag spike's occurrence is greatly appreciated
I put out two updates recently, one should fix the mobs swimming in circles and maybe reduce the lag caused by players in inaccessible caves. The second one is much more evil. It contains a new boat AI for skeletons and zombies as well as a more aggressive approach to pets defending players. If mobs are not preoccupied with attacking players, they WILL kill off your pets. You've been warned!
Could you also make the mob bombs have an option to be a blacklist? I would like to just disable a few things, inorder to do that, i would have to add ALL of the mobs, instead of just a couple I dont want as bombs. What's a good way to find all of the AI mob names?
Could you also make the mob bombs have an option to be a blacklist? I would like to just disable a few things, inorder to do that, i would have to add ALL of the mobs, instead of just a couple I dont want as bombs. What's a good way to find all of the AI mob names?
I will add an option in a later update to invert the list. For now if you want a reliable way of finding all the mob names, try using the tab auto complete option on the /summon command. That should give you a list of the savegame IDs of all currently installed mobs.
I'm have an issue where I experience massive lag if the zombies do not have a path to me. For instance if I wall myself off in cave and they'd have to break a block to get to me I will experience a huge lag spike until I break the wall down myself. I'm guessing this is a pathing issue where the mobs continuously try and find a path to me despite there no being one and it causes the game to lag.
Are there any setting I can change to fix this?
Also, I am running some other mods, are there any mods that have known compatibility issues with your mod?
Thanks!
Ajaxan
i'm having the same issues too as well as the water problem.
i'm having the same issues too as well as the water problem.
Are you running the latest build (10.0.137 as of the time of this post). Water navigation was fixed a few days ago as well as a lag reduction in some AI navigators.
ok i just got the latest version its awesome! the water problem is fixed and the lag is better and i love the boats there are normally to many tho maybe you could make it so they get destroyed when they get out. sorry i didn't have the latest version in my last post. also is your mod compatible with the zombie awareness mod?
ok i just got the latest version its awesome! the water problem is fixed and the lag is better and i love the boats there are normally to many tho maybe you could make it so they get destroyed when they get out. sorry i didn't have the latest version in my last post. also is your mod compatible with the zombie awareness mod?
I did try to do that but the mobs have a habit of jumping in and out of the boats if the aren't standing on land. If I find a good solution to it I'll do that but for now, enjoy the free boats
It is compatible with zombie awareness to an extent. At times the conflicting AIs may fight over which one should be running or whether or not targets are valid and therefore tank the TPS. I can't be sure which AIs cause this but I do know that ESMs target capping is one of them (zombie awareness keeps trying to break out of the limits)
We're having an issue with zombies continuously dropping boats on the latest version. I'm at like 2 stacks of boats in maybe 20 mins time.
Odd... zombies and skeletons should only have a maximum of one disposable boat per person at any given time. I'll double check to see if I've made an oversight.
, The mobs only spin in still water(zombies,etc) though it's pretty rare.
I'm have an issue where I experience massive lag if the zombies do not have a path to me. For instance if I wall myself off in cave and they'd have to break a block to get to me I will experience a huge lag spike until I break the wall down myself. I'm guessing this is a pathing issue where the mobs continuously try and find a path to me despite there no being one and it causes the game to lag.
Are there any setting I can change to fix this?
Also, I am running some other mods, are there any mods that have known compatibility issues with your mod?
Thanks!
Ajaxan
I've been trying to figure out exactly which AI script is causing this for a while now. I know it has something to do with zombies however I can't reliably recreate the spike in testing even if the target is in an inaccessible location. I will release an update to fix this as soon as I find the exact problem. Until then, any information into the conditions of the lag spike's occurrence is greatly appreciated
I put out two updates recently, one should fix the mobs swimming in circles and maybe reduce the lag caused by players in inaccessible caves. The second one is much more evil. It contains a new boat AI for skeletons and zombies as well as a more aggressive approach to pets defending players. If mobs are not preoccupied with attacking players, they WILL kill off your pets. You've been warned!
http://pastebin.com/4ZUWkban
I'm having an issue with iron golems still attacking everything (villagers included). My config is above. Am I missing something?
Add "VillagerGolem" to the AI exemption list. I keep forgetting to make this a default.
Could you also make the mob bombs have an option to be a blacklist? I would like to just disable a few things, inorder to do that, i would have to add ALL of the mobs, instead of just a couple I dont want as bombs. What's a good way to find all of the AI mob names?
I will add an option in a later update to invert the list. For now if you want a reliable way of finding all the mob names, try using the tab auto complete option on the /summon command. That should give you a list of the savegame IDs of all currently installed mobs.
i just came back to ur mod and im having huge tps issues when i replaced all monsters with wither skeletons
Version and config?
How to make Blaze to spawn in overworld?
Blaze {
I:"Dimension Blacklist" <
>
I:Fireballs=9
I:Rarity=9
B:Spawn=true
}
That should do it. Turn the rarity down if you'd like them to be more common
Thnaks. Is there any way to spawn Ghast in overworld?
i'm having the same issues too as well as the water problem.
There should be similar settings for it. They work the same as blazes
Are you running the latest build (10.0.137 as of the time of this post). Water navigation was fixed a few days ago as well as a lag reduction in some AI navigators.
We're having an issue with zombies continuously dropping boats on the latest version. I'm at like 2 stacks of boats in maybe 20 mins time.
ok i just got the latest version its awesome! the water problem is fixed and the lag is better and i love the boats there are normally to many tho maybe you could make it so they get destroyed when they get out. sorry i didn't have the latest version in my last post. also is your mod compatible with the zombie awareness mod?
I did try to do that but the mobs have a habit of jumping in and out of the boats if the aren't standing on land. If I find a good solution to it I'll do that but for now, enjoy the free boats
It is compatible with zombie awareness to an extent. At times the conflicting AIs may fight over which one should be running or whether or not targets are valid and therefore tank the TPS. I can't be sure which AIs cause this but I do know that ESMs target capping is one of them (zombie awareness keeps trying to break out of the limits)
Odd... zombies and skeletons should only have a maximum of one disposable boat per person at any given time. I'll double check to see if I've made an oversight.
Any luck with the boats? I had 1100 b oat son my server earlier this morning.