Update? That was actually done a few days ago, I also have a new fancy site for it too. That nether fort was added as promised and I added in lots of new stuff including the much requested breaching creeper AI rewrite and digging zombies! The mobs also seem to be much more persistent at getting to the player now. Even though I have other mods to work on I do have a fancy new dev workspace layout that allows me to multitask meaning I can work on this at the same time as my other mods now as well as push out bug fixes VERY quick!
ESM has all of it's necessary configs already in the world directories and really doesn't need the excessive configs that EnviroMine does.
PS: There is currently a modpack I'm helping out with that is using this mod if anyone is interested:
Sorry, I only follow minecraft forums, so I did not know about the update as nothing has been posted on the forums. Ooooohhhh, digging zombies? Man, this mod takes over so many other mods I use just to get the same affect, for example- the INVASION MOD. The only thing missing in this mod that IM mod has is walking block-throwing mobs that throws tnt and explosives at you. Love the update!!! Minecraft just got SERIOUSLY hard, I love it!!!
ESM has all of it's necessary configs already in the world directories and really doesn't need the excessive configs that EnviroMine does.
Yah, but some of us old farts who are getting back into using computers don't find things easy. So I'll ask what the rest of you will take as a stupid question: Where would i find world files? Searching for epicsiege isn't finding them.
ESM has all of it's necessary configs already in the world directories and really doesn't need the excessive configs that EnviroMine does.
Yah, but some of us old farts who are getting back into using computers don't find things easy. So I'll ask what the rest of you will take as a stupid question: Where would i find world files? Searching for epicsiege isn't finding them.
The filename is ESM_Options.cfg, I plan on adding a GUI editor in later on so you won't need to worry about finding and editing the files manually
I loaded th ESM with Monstergirls in a new world with just millenaire and mca, and set difficulty to 3. Was a really fun 1/2 hour before i had to get to work. I spawned in about 20 guards from mca and it was an all night battle defending the village.
-I did notice a couple of things: Creepers/creepergirls/chargedcreepers seemed to despawn at the edge of the village. This might be part of millenaire, to prevent griefing on the buildings.
-pathing and spawner of monstergirls was on par with other mobs.
-long range skeleton snipers are evil
-At one point i believe i had an enderman near, as i heard him and then got nausea and blindness. If that is configurable, i'll turn it off. It makes it impossible to really defend against anything else at the same time.
-I was getting much better results than just adding it into my modpack. Other mods already there are zombie awareness, special ai, and highlands. So i'll go test out whether the other mob mods or biomes caused the difference.
Question: even during day, i heard constant creeper explosions. Is this creepers below me dying or exploding for some reason?
1) Probably... if it wasn't for that the village would probably be wrecked in minutes or seconds even
2) Intentional, ESM attaches it's evil AI to anything compatible it can find so yes modded mobs are included
3) Yup XD
4) Yes it's configurable. It's the slender feature for them (which I thought I set to be off by default but apparently not)
5) I've seen modpacks with those mods and not to brag but I think ESM does a better job in my opinion
6) The creeper explosions are just them trying to breach through walls to open up more paths for mobs to get to you.
-Under zombies digging, if i set "need required tools"=false, i assume they can dig to you at any time with just their hands?EDIT: Why yes, thats exactly what they do, including going through obsidian. A very cool effect, but also means you'll have a constant sound of zombies pounding on dirt and rock as they come at you from below. Good for an even, horrible for long term play. Unless you like that for background music.
-To get rid of the darkness/hunger/nausea debuff from endermen, what should i do? I only see one thing pertaining to endermen which is:
I just found it impossible to do anything with that debuff and it seems persistant as long as the entitiy is in the area. And hunger in my modpack comes with nausea, weakness and eventually death, so it's much more hideous a debuff than normally
-Under zombies digging, if i set "need required tools"=false, i assume they can dig to you at any time with just their hands?EDIT: Why yes, thats exactly what they do, including going through obsidian. A very cool effect, but also means you'll have a constant sound of zombies pounding on dirt and rock as they come at you from below. Good for an even, horrible for long term play. Unless you like that for background music.
-To get rid of the darkness/hunger/nausea debuff from endermen, what should i do? I only see one thing pertaining to endermen which is:
I just found it impossible to do anything with that debuff and it seems persistant as long as the entitiy is in the area. And hunger in my modpack comes with nausea, weakness and eventually death, so it's much more hideous a debuff than normally
Set Endermen 'Mode' to 'Normal' and that should remove all the debuff side effects.
We loaded this up onto the server tonite and gave it a test run
We had been using:zombie awareness, special ai, and speicail mobs, i kept special mobs for variety, and took out the other two
Addend in: Epic Siege Mod, Monster girls
Several things happened:
1) Looks like this fixed a severe lag issue that decreasesed tps over time.
2) zombies don't "clump up" just out of range, but wander quickly towards the player.
3) Stuff other than zombies spawned. We had had a lack of spiders, endermen, and am2 mobs.
Overall difficulty is about the same. Less mobs, smarter mobs. Long range shots from skeletons. The few of us testing on the server suddenly had problems with invasions. Bases that used to be secure suddenly weren't due to better pathing. And zombies with the occaisional pick/shovel.
Not sure how you loaded this mod fine on the server. My brother port forwards our FORGE server and this mod loads fine. However, when any player logs into the server, the ticks increases drastically- lagging the game to the point that mobs are moving extremely slow and unplayable. Is it because mobs in this mod continuously scan for players? Was really hoping I could play this mod online with other people, but I guess I can't. Oh, the server has 8 GB dedicated to it, so it's not a matter of memory, it's this mod; when we take this mod out, everything works as it should again. You said something about experiencing lag also, was that from the Zombie awareness mod? I was going to use that mod next, but now I am not so sure if it will lag the game like this mod since that mod also forces mobs to continuously scan for players and scents.
Not sure how you loaded this mod fine on the server. My brother port forwards our FORGE server and this mod loads fine. However, when any player logs into the server, the ticks increases drastically- lagging the game to the point that mobs are moving extremely slow and unplayable. Is it because mobs in this mod continuously scan for players? Was really hoping I could play this mod online with other people, but I guess I can't. Oh, the server has 8 GB dedicated to it, so it's not a matter of memory, it's this mod; when we take this mod out, everything works as it should again. You said something about experiencing lag also, was that from the Zombie awareness mod? I was going to use that mod next, but now I am not so sure if it will lag the game like this mod since that mod also forces mobs to continuously scan for players and scents.
I'll see if I can implement some ways to reduce TPS lag but for now I suggest reducing the awareness radius and adjusting the pathing cap. Turning on quick pathing should also help a little.
tried that already but to no avail. The tweeks make little to no difference as we also have another mod that allows us to increase the amounts of mobs to spawn, so with the AI in this mod, it tweeks all the other mobs in our server to start scanning. Thanks for taking the time to hear us players out!
I can't help a lot with how i installed it. Just took the mod and dropped it into the folder and restarted the server. I work with a group that runs the Lolnet servers over in New Zealand. I have little or no java experience other than what seeps into my brain talking with people. The server was already setup and running a hundred or so mods.
I suspected the other mods were adding lag because of pathing and 'scent'. This was a problem in bnb as well.I wanted to test out EpicSiegemod to see how it performed, after playing with it in singleplayer. I've found that mod interaction and behavior on servers doesn't exactly mirror SP experiences at times.
Especially with Cauldron. We use cauldron so we can load plugins, and it makes the server run better. But in 1.7 it can also cause some odd bugs. Right now command blocks in Ruinsmod, and oregen from metalurgy dont work right in cauldron enviorment, no clue why yet. However, it didn't seem to have any problems with ESM. The server has been running at 19.9 ticks for a couple of days now. Whereas with zombieawareness/special ai it would slow down over time, even with 0-2 players, and then crash after a couple of hours.
Ah, I see- it is Cauldron. That was the answer I was seeking for; a normal server would just not work with ESM as it is quite heavy on the pathing and scent. Thank you for your response!
Everything seems to be working well as far as pathing, spawning etc. TPS on server is awesome, back where it should be. Difficulty notched up nicely.
Some tweaking that I hope is possible. Some neutral mobs that I'd like to not attack are always attacking. The 3 that i'd like to change are:
1)Hobgoblins from witchery. Eventutally there are things you need them for.
2)Light Mages from AM2, who you can gather as allies and form a "mage possee".
3)Endermen. They are a bit of a pain in the overworld as they agro and tp to you very agressively. This is sort of "instant random death", early on in the game. The big problem will be going to the end, where you have to deal with not only hordes of them, but an enhanced Dragon and various nasty varieties of them. Instant death as you enter the dimension. Using hardcore ender expansion adds a huge amount of difficulty to the end. This would be a large multiplier to that
Is there any way to toggle these off? Or possibly a way to put them on a blacklist to not be affected by the mod?
Everything seems to be working well as far as pathing, spawning etc. TPS on server is awesome, back where it should be. Difficulty notched up nicely.
Some tweaking that I hope is possible. Some neutral mobs that I'd like to not attack are always attacking. The 3 that i'd like to change are:
1)Hobgoblins from witchery. Eventutally there are things you need them for.
2)Light Mages from AM2, who you can gather as allies and form a "mage possee".
3)Endermen. They are a bit of a pain in the overworld as they agro and tp to you very agressively. This is sort of "instant random death", early on in the game. The big problem will be going to the end, where you have to deal with not only hordes of them, but an enhanced Dragon and various nasty varieties of them. Instant death as you enter the dimension. Using hardcore ender expansion adds a huge amount of difficulty to the end. This would be a large multiplier to that
Is there any way to toggle these off? Or possibly a way to put them on a blacklist to not be affected by the mod?
There is a bug with endermen (and other normally neutral mobs) being aggro all the time when they aren't supposed to be and I'm working on fixing this soon. As for mobs from other mods, I don't really give extra functionality to specific mobs outside vanilla. I simply give them an upgraded AI awareness and targeting to work with. Mods like creepers species however will inherit the breaching capabilities of the vanilla creepers only because they use the same AI system for detonation.
It's all the same bug, sounds like. They are all normally neutral mobs, and with ESM in they are agressive. So hopefully getting rid of the bug for endermen should get rid of it for all the rest.
It's all the same bug, sounds like. They are all normally neutral mobs, and with ESM in they are agressive. So hopefully getting rid of the bug for endermen should get rid of it for all the rest.
Endermen got fixed however there is an option for 'Ambiguous AI' which should fix the rest.
To test this mod, I went on creative, found a village, used mca to give them some guards, and set the time to night.
The results where better than expected.
Just wondering though, do the mobs only spawn at night? Because I was just thinking it'd be cool to have rare 'siege' events when mobs spawn at day(with the undead wearing helmets so they don't burn) at attack you.
Wait, can you make it so undead don't burn in the sun? And so spiders don't de-aggro when it's bright?
Sorry, I only follow minecraft forums, so I did not know about the update as nothing has been posted on the forums. Ooooohhhh, digging zombies? Man, this mod takes over so many other mods I use just to get the same affect, for example- the INVASION MOD. The only thing missing in this mod that IM mod has is walking block-throwing mobs that throws tnt and explosives at you. Love the update!!! Minecraft just got SERIOUSLY hard, I love it!!!
Yah, but some of us old farts who are getting back into using computers don't find things easy. So I'll ask what the rest of you will take as a stupid question: Where would i find world files? Searching for epicsiege isn't finding them.
The filename is ESM_Options.cfg, I plan on adding a GUI editor in later on so you won't need to worry about finding and editing the files manually
1) Probably... if it wasn't for that the village would probably be wrecked in minutes or seconds even
2) Intentional, ESM attaches it's evil AI to anything compatible it can find so yes modded mobs are included
3) Yup XD
4) Yes it's configurable. It's the slender feature for them (which I thought I set to be off by default but apparently not)
5) I've seen modpacks with those mods and not to brag but I think ESM does a better job in my opinion
6) The creeper explosions are just them trying to breach through walls to open up more paths for mobs to get to you.
-Under zombies digging, if i set "need required tools"=false, i assume they can dig to you at any time with just their hands?EDIT: Why yes, thats exactly what they do, including going through obsidian. A very cool effect, but also means you'll have a constant sound of zombies pounding on dirt and rock as they come at you from below. Good for an even, horrible for long term play. Unless you like that for background music.
-To get rid of the darkness/hunger/nausea debuff from endermen, what should i do? I only see one thing pertaining to endermen which is:
Enderman {
# Valid Endermen Modes (Slender, Normal)
S:Mode=Slender
B:"Player Teleport"=true
I just found it impossible to do anything with that debuff and it seems persistant as long as the entitiy is in the area. And hunger in my modpack comes with nausea, weakness and eventually death, so it's much more hideous a debuff than normally
Set Endermen 'Mode' to 'Normal' and that should remove all the debuff side effects.
You have a strange idea of funny considering that's a walking mini-nuke.
We had been using:zombie awareness, special ai, and speicail mobs, i kept special mobs for variety, and took out the other two
Addend in: Epic Siege Mod, Monster girls
Several things happened:
1) Looks like this fixed a severe lag issue that decreasesed tps over time.
2) zombies don't "clump up" just out of range, but wander quickly towards the player.
3) Stuff other than zombies spawned. We had had a lack of spiders, endermen, and am2 mobs.
Overall difficulty is about the same. Less mobs, smarter mobs. Long range shots from skeletons. The few of us testing on the server suddenly had problems with invasions. Bases that used to be secure suddenly weren't due to better pathing. And zombies with the occaisional pick/shovel.
Really improved things.
I'll see if I can implement some ways to reduce TPS lag but for now I suggest reducing the awareness radius and adjusting the pathing cap. Turning on quick pathing should also help a little.
I suspected the other mods were adding lag because of pathing and 'scent'. This was a problem in bnb as well.I wanted to test out EpicSiegemod to see how it performed, after playing with it in singleplayer. I've found that mod interaction and behavior on servers doesn't exactly mirror SP experiences at times.
Especially with Cauldron. We use cauldron so we can load plugins, and it makes the server run better. But in 1.7 it can also cause some odd bugs. Right now command blocks in Ruinsmod, and oregen from metalurgy dont work right in cauldron enviorment, no clue why yet. However, it didn't seem to have any problems with ESM. The server has been running at 19.9 ticks for a couple of days now. Whereas with zombieawareness/special ai it would slow down over time, even with 0-2 players, and then crash after a couple of hours.
Some tweaking that I hope is possible. Some neutral mobs that I'd like to not attack are always attacking. The 3 that i'd like to change are:
1)Hobgoblins from witchery. Eventutally there are things you need them for.
2)Light Mages from AM2, who you can gather as allies and form a "mage possee".
3)Endermen. They are a bit of a pain in the overworld as they agro and tp to you very agressively. This is sort of "instant random death", early on in the game. The big problem will be going to the end, where you have to deal with not only hordes of them, but an enhanced Dragon and various nasty varieties of them. Instant death as you enter the dimension. Using hardcore ender expansion adds a huge amount of difficulty to the end. This would be a large multiplier to that
Is there any way to toggle these off? Or possibly a way to put them on a blacklist to not be affected by the mod?
There is a bug with endermen (and other normally neutral mobs) being aggro all the time when they aren't supposed to be and I'm working on fixing this soon. As for mobs from other mods, I don't really give extra functionality to specific mobs outside vanilla. I simply give them an upgraded AI awareness and targeting to work with. Mods like creepers species however will inherit the breaching capabilities of the vanilla creepers only because they use the same AI system for detonation.
Endermen got fixed however there is an option for 'Ambiguous AI' which should fix the rest.
The results where better than expected.
Just wondering though, do the mobs only spawn at night? Because I was just thinking it'd be cool to have rare 'siege' events when mobs spawn at day(with the undead wearing helmets so they don't burn) at attack you.
Wait, can you make it so undead don't burn in the sun? And so spiders don't de-aggro when it's bright?