I updated to version 10.0.112 and everything execpt for exempt id is working fine now. I actually had some ideas for the mod.
1. Have zombies and Skeletons hunt for shade or water when it's day. It would be a nice surprise and I don't like the vanilla way of just walking outside and watching the mobs burn.
2. In the configs, have a way to set mobs to go after a mob from a different mod or from vanilla. When there is a helpful mob from another mod that doesn't get attacked, it takes away difficulty, and you don't have to worry about protecting them. This would be a nice addition from this mod to make the game harder.
3. Mobs noticing you. When you are 3 blocks away from a mod, have them go after you instead of the villager. It's kind of upsetting when I can just walk right through a village a night because mobs are focused on villagers they can't get to. The amount of blocks away could be configurable in the configs maybe?
Anyway, just a few ideas to make the game more challenging. Have a nice day!
I updated to version 10.0.112 and everything execpt for exempt id is working fine now. I actually had some ideas for the mod.
1. Have zombies and Skeletons hunt for shade or water when it's day. It would be a nice surprise and I don't like the vanilla way of just walking outside and watching the mobs burn.
2. In the configs, have a way to set mobs to go after a mob from a different mod or from vanilla. When there is a helpful mob from another mod that doesn't get attacked, it takes away difficulty, and you don't have to worry about protecting them. This would be a nice addition from this mod to make the game harder.
3. Mobs noticing you. When you are 3 blocks away from a mod, have them go after you instead of the villager. It's kind of upsetting when I can just walk right through a village a night because mobs are focused on villagers they can't get to. The amount of blocks away could be configurable in the configs maybe?
Anyway, just a few ideas to make the game more challenging. Have a nice day!
The mob exemption list was changed from ID 'numbers' to ID 'names' which are case sensitive. Double check you've converted your list over properly. If that doesn't work I'll run
1. Mobs should do this already as part of their AI (or at least try to avoid it). I'll run some checks later and see if I need to modify this more.
2. So allow mobs to attack defensive mobs? This could prove tricky due to the fact there is no standard definition of what is considered 'defensive'. Eg, a wolf can be hostile, passive AND defensive. The only variables unique to it defines which state it is currently in. Same goes for Golems except their state is dependent on your reputation in the village they reside in or whether you own it which is even harder to make a blanket check for.
3. There isn't actually a distance check for that. It's dependent on how often they update their pathing so if you lower the awareness radius they might change targets faster. I will setup a priority system for mobs that will go "Players/Defensive > Villagers > Others"
The mob exemption list was changed from ID 'numbers' to ID 'names' which are case sensitive. Double check you've converted your list over properly. If that doesn't work I'll run
1. Mobs should do this already as part of their AI (or at least try to avoid it). I'll run some checks later and see if I need to modify this more.
2. So allow mobs to attack defensive mobs? This could prove tricky due to the fact there is no standard definition of what is considered 'defensive'. Eg, a wolf can be hostile, passive AND defensive. The only variables unique to it defines which state it is currently in. Same goes for Golems except their state is dependent on your reputation in the village they reside in or whether you own it which is even harder to make a blanket check for.
3. There isn't actually a distance check for that. It's dependent on how often they update their pathing so if you lower the awareness radius they might change targets faster. I will setup a priority system for mobs that will go "Players/Defensive > Villagers > Others"
I didn't know about the change! I've been including numbers all this time xD.
1. They seem to just stand out in the open and burn to death not all of them though as I do find some under trees.
2. I was thinking just that you could give an id for the mob that you want the mobs to attack in the configs. Similar to how you did it with AI exemption.
Any mobs that the mod has dug its hook into will automatically target them.
3. Thanks!
I was wondering, if the pathing cap is say 8, if you are near other mobs but you already have 8 following you, but there is a mob that you move right next to, will that mob just ignore you since 8 are following you?
Edit: Also, how does names for mobs from other mods work? Is it <modname>_<mobname> ?
I believe the purpose of the pathing cap is to stop mobs from creating complex paths over a distance. If I'm correct, mobs in close proximity will just move straight for you without a special planned path, so they wouldn't count against pathing count.
I believe the purpose of the pathing cap is to stop mobs from creating complex paths over a distance. If I'm correct, mobs in close proximity will just move straight for you without a special planned path, so they wouldn't count against pathing count.
Not exactly. Think of it like this: If you have your awareness set to 128 blocks, without the cap, every mob in that range will try to calculate their paths to the player which would result in LARGE amounts of mobs calculating many complex AI paths and recalculating those every few ticks every time the target moves. The cap is there to ensure that only the closest specified amount of attackers are actually calculating paths to the target to keep processing as low as possible while still having a generous party of mobs set upon the target, everyone else will ignore the target once the limit has been reached or other attackers show up that are closer.
Not exactly. Think of it like this: If you have your awareness set to 128 blocks, without the cap, every mob in that range will try to calculate their paths to the player which would result in LARGE amounts of mobs calculating many complex AI paths and recalculating those every few ticks every time the target moves. The cap is there to ensure that only the closest specified amount of attackers are actually calculating paths to the target to keep processing as low as possible while still having a generous party of mobs set upon the target, everyone else will ignore the target once the limit has been reached or other attackers show up that are closer.
When using the mod ID exemption list, would I do it like minecraft_zombie for example?
No, it would just be 'Zombie'. For default mobs you can look up in the wiki what their 'savegame ID' is and that is what you can use. The reason I switched this from ID numbers is because since 1.7 Forge auto assigns ID numbers to entities meaning they may not remain the same between installations. The savegame ID however is unique to that entity. Unfortunately I don't know how to reliably get the names for mobs added from mods.
If most of the time you have 8 following you anyway (because my pathing cap is 8) if you increase the awarness radius, will that cause more lag?
Not unless the closest 8 mobs are really far away (but still within range), highly unlikely. Remember that the cap will limit it to the 8 shortest paths possible paths. You could set the awareness to 100000 and it would still be the same. The only difference is that it has more entities to check over which isn't as bad as it sounds because most of the chunks too far away are unloaded along with all the entities in them.
So, when I die it doesn't send me back to my bed. It doesn't say home bed missing or obstructed or anything like that, but it just sends me to my original spawnpoint. When I right click on a bed it still says spawnpoint set.
So, when I die it doesn't send me back to my bed. It doesn't say home bed missing or obstructed or anything like that, but it just sends me to my original spawnpoint. When I right click on a bed it still says spawnpoint set.
Weird. I've tested this a couple of times and it worked fine. I wonder what broke this time :/
It is optional. That's part of hardcore days which is set to every 8 days (moon cycle) by default.
Weird. I've tested this a couple of times and it worked fine. I wonder what broke this time :/
1. Where is the option to turn that off? And could there be another one instead that maybe double or tripled mod spawning? I think that would actually be pretty awesome....
2. It might be that it doesn't work when I close the game and open it again. I'm testing this all in techinic launcher btw so that could be why.
1. Where is the option to turn that off? And could there be another one instead that maybe double or tripled mod spawning? I think that would actually be pretty awesome....
2. It might be that it doesn't work when I close the game and open it again. I'm testing this all in techinic launcher btw so that could be why.
1. To disable it set the hardcore day cycle to be 0 and there is another one called 'More Spawning' which is a constant increase in spawn rates
I don't think it's your mod that prevents me from spawning back to my bed... It appears that my world "resets" itself every time I die. This is probably the weirdest thing I've seen in the entire modded game. Whenever I die, every single block I broke and placed still remain the same. However, apparently my spawn point get's set back to the original and the game goes through a process where it searches for places to place structures. At first I didn't notice it. There were some trees that seemed to pop up where I didn't plant them, and I didn't go to my bed when I died, that was it. But then this happened. I was on a boat searching for places, and it seemed there were a lot of pirate ships, even ones spawning right next to each other. Then, I sort of sailed off of the world. I got to a point where my y cord was about -2500, then I finally died. It didn't say fell in void or anything, just that I died.
Then, I go back to my original spawn point, and holy crap. Exactly at my spawn point was a dark witch hut. How in the world did that get there... I literally spawned on top of it! I also noticed there was now a floating dungeon (the dungeon is suppose to float just to clarify, it is!) right next to my house. This probably has nothing to do with your mod. But if you know anything that could cause ANYTHING like that, I am not gonna ignore you xD. Pls someone help :P.
I updated to version 10.0.112 and everything execpt for exempt id is working fine now. I actually had some ideas for the mod.
1. Have zombies and Skeletons hunt for shade or water when it's day. It would be a nice surprise and I don't like the vanilla way of just walking outside and watching the mobs burn.
2. In the configs, have a way to set mobs to go after a mob from a different mod or from vanilla. When there is a helpful mob from another mod that doesn't get attacked, it takes away difficulty, and you don't have to worry about protecting them. This would be a nice addition from this mod to make the game harder.
3. Mobs noticing you. When you are 3 blocks away from a mod, have them go after you instead of the villager. It's kind of upsetting when I can just walk right through a village a night because mobs are focused on villagers they can't get to. The amount of blocks away could be configurable in the configs maybe?
Anyway, just a few ideas to make the game more challenging. Have a nice day!
The mob exemption list was changed from ID 'numbers' to ID 'names' which are case sensitive. Double check you've converted your list over properly. If that doesn't work I'll run
1. Mobs should do this already as part of their AI (or at least try to avoid it). I'll run some checks later and see if I need to modify this more.
2. So allow mobs to attack defensive mobs? This could prove tricky due to the fact there is no standard definition of what is considered 'defensive'. Eg, a wolf can be hostile, passive AND defensive. The only variables unique to it defines which state it is currently in. Same goes for Golems except their state is dependent on your reputation in the village they reside in or whether you own it which is even harder to make a blanket check for.
3. There isn't actually a distance check for that. It's dependent on how often they update their pathing so if you lower the awareness radius they might change targets faster. I will setup a priority system for mobs that will go "Players/Defensive > Villagers > Others"
I didn't know about the change! I've been including numbers all this time xD.
1. They seem to just stand out in the open and burn to death not all of them though as I do find some under trees.
2. I was thinking just that you could give an id for the mob that you want the mobs to attack in the configs. Similar to how you did it with AI exemption.
Any mobs that the mod has dug its hook into will automatically target them.
3. Thanks!
I was wondering, if the pathing cap is say 8, if you are near other mobs but you already have 8 following you, but there is a mob that you move right next to, will that mob just ignore you since 8 are following you?
Edit: Also, how does names for mobs from other mods work? Is it <modname>_<mobname> ?
I believe the purpose of the pathing cap is to stop mobs from creating complex paths over a distance. If I'm correct, mobs in close proximity will just move straight for you without a special planned path, so they wouldn't count against pathing count.
Not exactly. Think of it like this: If you have your awareness set to 128 blocks, without the cap, every mob in that range will try to calculate their paths to the player which would result in LARGE amounts of mobs calculating many complex AI paths and recalculating those every few ticks every time the target moves. The cap is there to ensure that only the closest specified amount of attackers are actually calculating paths to the target to keep processing as low as possible while still having a generous party of mobs set upon the target, everyone else will ignore the target once the limit has been reached or other attackers show up that are closer.
Changelog: "Added option to switch dig blacklist to whitelist mode"
I love you!
that sounds perfect thank you!
If most of the time you have 8 following you anyway (because my pathing cap is 8) if you increase the awarness radius, will that cause more lag?
When using the mod ID exemption list, would I do it like minecraft_zombie for example?
No, it would just be 'Zombie'. For default mobs you can look up in the wiki what their 'savegame ID' is and that is what you can use. The reason I switched this from ID numbers is because since 1.7 Forge auto assigns ID numbers to entities meaning they may not remain the same between installations. The savegame ID however is unique to that entity. Unfortunately I don't know how to reliably get the names for mobs added from mods.
Not unless the closest 8 mobs are really far away (but still within range), highly unlikely. Remember that the cap will limit it to the 8 shortest paths possible paths. You could set the awareness to 100000 and it would still be the same. The only difference is that it has more entities to check over which isn't as bad as it sounds because most of the chunks too far away are unloaded along with all the entities in them.
Is the spawning even when it's bright things optional? I really hope it is :(.
So, when I die it doesn't send me back to my bed. It doesn't say home bed missing or obstructed or anything like that, but it just sends me to my original spawnpoint. When I right click on a bed it still says spawnpoint set.
It is optional. That's part of hardcore days which is set to every 8 days (moon cycle) by default.
Weird. I've tested this a couple of times and it worked fine. I wonder what broke this time :/
1. Where is the option to turn that off? And could there be another one instead that maybe double or tripled mod spawning? I think that would actually be pretty awesome....
2. It might be that it doesn't work when I close the game and open it again. I'm testing this all in techinic launcher btw so that could be why.
1. To disable it set the hardcore day cycle to be 0 and there is another one called 'More Spawning' which is a constant increase in spawn rates
Wait, so your saying that the amount of mobs that spawn will increase night after night? If so, You are my hero xD.
I don't think it's your mod that prevents me from spawning back to my bed... It appears that my world "resets" itself every time I die. This is probably the weirdest thing I've seen in the entire modded game. Whenever I die, every single block I broke and placed still remain the same. However, apparently my spawn point get's set back to the original and the game goes through a process where it searches for places to place structures. At first I didn't notice it. There were some trees that seemed to pop up where I didn't plant them, and I didn't go to my bed when I died, that was it. But then this happened. I was on a boat searching for places, and it seemed there were a lot of pirate ships, even ones spawning right next to each other. Then, I sort of sailed off of the world. I got to a point where my y cord was about -2500, then I finally died. It didn't say fell in void or anything, just that I died.
Then, I go back to my original spawn point, and holy crap. Exactly at my spawn point was a dark witch hut. How in the world did that get there... I literally spawned on top of it! I also noticed there was now a floating dungeon (the dungeon is suppose to float just to clarify, it is!) right next to my house. This probably has nothing to do with your mod. But if you know anything that could cause ANYTHING like that, I am not gonna ignore you xD. Pls someone help :P.
So I was wondering, when setting rarity, is a higher number less spawns? Is it like 1/9 chance to spawn kind of thing?
Yes that is how it currently works. I might change this later for clarity purposes but for now it's fine.
This mod made me fear the night again