nah no other mods effect monsters, also is there a way to change what armor/weapons mobs can use such as zombies/skeletons/wither skeletons?
my goal was every night the player would be bum rushed with wither skeletons lol
also is it ur mod that adds the golden armor boss mobs with random names?
1) No you can't change out the weapons on mobs, especially when it comes to ranged weapons
2) You would need a spawn modification mod to remove all the other mobs except skeletons
3) No
I think you're misunderstanding what this mod is for. It sounds like you want to rip out majority of its functionality and make it do something it wasn't meant for.
Hello, the dimension tweaks section of the config and the overworld tweaks to tweak health/speed etc, is it possible for it to only apply to mobs and not players too, and to be global across all dimensions i would like to make just zombies slower to be more like old skool zombies, and i use zombie infection mod to make being hit off zombies kinda dangerous to make up for them being slow making them more like traditional zombies slow but kinda deadly in numbers if you get cornered.
Thanks.
and side note regarding your infection how does that work exactly, it just makes another zombie spawn or something? so quite different to zombie infection mod in that case if so.
I the dimension tweaks should not be applying to players at all and no I won't be reverting per-dimension configuration to singular global configs, this would be removing potential customisation for users.
Zombie infection in ESM just makes named zombies rise from the graves of players when a zombie is the cause of death (potentially picking up the players items in the process).
I'm curious about "warm-up time". Does this timer reset after 7 days or does this mean that after 7 days, full siege every day after? Great mod regardless.
I'm curious about "warm-up time". Does this timer reset after 7 days or does this mean that after 7 days, full siege every day after? Great mod regardless.
Warm up culls mob spawning for the first X number of days, culling less as the time runs down. It's for players who want to play with the mod turned up pretty high but don't want it to brutally wreck them on day 1 before they get a chance to defend themselves. Hardcore days bypass this culling though so if one occurs before the time is up, you'd want to be prepared for war. The culling also doesn't effect AIs, all mobs that do spawn will still have full capabilities regardless of how much warm up time remains (I may change this in future).
This mod reminds me a lot of Kingdom.... anyhow, getting distracted, I like the mod, but I don't really care for all of the extra stuff. I'm personally looking for good AI mods though, so meh. Ignore my criticism.
Tried setting Ghast rarity to the maximum of 100? I changed a few things with them recently which fixed them not spawning at all
Tried 9-16-32-64-128-515-2048-4098, but didn't tried 100.
Tried 100 just now, but it's still too many of them.
The goal, I'm trying to achieve, is to make Ghasts rare, but very dangerous mob(becauze they have xray), that occasionally deals more butthurt, than unspotted cena-creeper( i love u for em =3 )
But in reason of spawn count, they just raping me is start of the game =(
And, another problem, skeletons, while shooting long distances, shoots 1 block under me(to my foots). They just can't get, that arrows falling down so much, while approaching the target.
Tried 9-16-32-64-128-515-2048-4098, but didn't tried 100.
Tried 100 just now, but it's still too many of them.
The goal, I'm trying to achieve, is to make Ghasts rare, but very dangerous mob(becauze they have xray), that occasionally deals more butthurt, than unspotted cena-creeper( i love u for em =3 )
But in reason of spawn count, they just raping me is start of the game =(
And, another problem, skeletons, while shooting long distances, shoots 1 block under me(to my foots). They just can't get, that arrows falling down so much, while approaching the target.
I'll take a look at the Ghast spawning but as for Skeletons, I've never had that issue (unless you're at an elevated position)
I'll take a look at the Ghast spawning but as for Skeletons, I've never had that issue (unless you're at an elevated position)
About skeletons - attached pic.
Maybe the reason is SmartMoving?
And, btw, what about creepers breaching and zombies digging, will they know about EnviroMine physics somewhen?
i.e. For a 1st night i'm building tower with only 1 pillar. It would be easy to them to get me, destroying that pillar. But the most terrible thing they can do, is to build their own pillar and get killed by my sword.
About skeletons - attached pic.
Maybe the reason is SmartMoving?
And, btw, what about creepers breaching and zombies digging, will they know about EnviroMine physics somewhen?
i.e. For a 1st night i'm building tower with only 1 pillar. It would be easy to them to get me, destroying that pillar. But the most terrible thing they can do, is to build their own pillar and get killed by my sword.
Yea smart moving does weird things to the player's bounding box and Skeletons use that to calculate their shots so I'm going to assume that's what it is. You can try removing Smart Moving temporarily to see if that has any effect on their accuracy.
Creepers and Zombies are not aware of EnviroMine physics and likely never will be.
Yea smart moving does weird things to the player's bounding box and Skeletons use that to calculate their shots so I'm going to assume that's what it is. You can try removing Smart Moving temporarily to see if that has any effect on their accuracy.
Creepers and Zombies are not aware of EnviroMine physics and likely never will be.
Skeleton's accuracy issue appears only in situations, while they are standing much below me.
About physics.. ok =(
Yet another question: what about attack evasions of passive mobs from mods like Mo'Creatures?
1) No you can't change out the weapons on mobs, especially when it comes to ranged weapons
2) You would need a spawn modification mod to remove all the other mobs except skeletons
3) No
I think you're misunderstanding what this mod is for. It sounds like you want to rip out majority of its functionality and make it do something it wasn't meant for.
I the dimension tweaks should not be applying to players at all and no I won't be reverting per-dimension configuration to singular global configs, this would be removing potential customisation for users.
Zombie infection in ESM just makes named zombies rise from the graves of players when a zombie is the cause of death (potentially picking up the players items in the process).
Nice with Special Mobs and Special AI.
Psssssst.
Funwayguy.
...
Hi
Pssst... Hi BBBayranoxes
So..... <.<... >.>
how the dank mods going?
Hi, really like the mod but, there's no dragon in the end when "Use new End"=True?
There is more than one dragon in the new End but you have to find them at dragon fortresses. Might take a bit of exploring.
I'm curious about "warm-up time". Does this timer reset after 7 days or does this mean that after 7 days, full siege every day after? Great mod regardless.
Warm up culls mob spawning for the first X number of days, culling less as the time runs down. It's for players who want to play with the mod turned up pretty high but don't want it to brutally wreck them on day 1 before they get a chance to defend themselves. Hardcore days bypass this culling though so if one occurs before the time is up, you'd want to be prepared for war. The culling also doesn't effect AIs, all mobs that do spawn will still have full capabilities regardless of how much warm up time remains (I may change this in future).
Sorry, My fail, I had Apocalypse mode on
Actually that's a bug... O_o I'll fix that soon
This mod reminds me a lot of Kingdom.... anyhow, getting distracted, I like the mod, but I don't really care for all of the extra stuff. I'm personally looking for good AI mods though, so meh. Ignore my criticism.
Seems, that i have some ghast's spawning problem...
I'm simply can't get, why is this happening.
May be that's a mods conflict?
tried different numbers of rarity in config, but still have no idea =(
Tried setting Ghast rarity to the maximum of 100? I changed a few things with them recently which fixed them not spawning at all
Tried 9-16-32-64-128-515-2048-4098, but didn't tried 100.
Tried 100 just now, but it's still too many of them.
The goal, I'm trying to achieve, is to make Ghasts rare, but very dangerous mob(becauze they have xray), that occasionally deals more butthurt, than unspotted cena-creeper( i love u for em =3 )
But in reason of spawn count, they just raping me is start of the game =(
And, another problem, skeletons, while shooting long distances, shoots 1 block under me(to my foots). They just can't get, that arrows falling down so much, while approaching the target.
I'll take a look at the Ghast spawning but as for Skeletons, I've never had that issue (unless you're at an elevated position)
About skeletons - attached pic.
Maybe the reason is SmartMoving?
And, btw, what about creepers breaching and zombies digging, will they know about EnviroMine physics somewhen?
i.e. For a 1st night i'm building tower with only 1 pillar. It would be easy to them to get me, destroying that pillar. But the most terrible thing they can do, is to build their own pillar and get killed by my sword.
Yea smart moving does weird things to the player's bounding box and Skeletons use that to calculate their shots so I'm going to assume that's what it is. You can try removing Smart Moving temporarily to see if that has any effect on their accuracy.
Creepers and Zombies are not aware of EnviroMine physics and likely never will be.
Skeleton's accuracy issue appears only in situations, while they are standing much below me.
About physics.. ok =(
Yet another question: what about attack evasions of passive mobs from mods like Mo'Creatures?