So just confirming the End is possibly broken in the current release (actual dimension is fine but entry method is broken) so that will be fixed soon. Just playing with some new AI systems I want to try out first but I will get around to fixing a few minor things such as that soon.
So just confirming the End is possibly broken in the current release (actual dimension is fine but entry method is broken) so that will be fixed soon. Just playing with some new AI systems I want to try out first but I will get around to fixing a few minor things such as that soon.
Oh thank god I thought it was another singular issue I was having xD
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I think a harder Ender Dragon would be fun. I've got Flans mods and EE3, so I can mass-produce explosive 50 cal rounds. Really, it's just difficult to find the portal.
Well I've just pushed out an update with a couple of fixes and new features that should be 'fun' to play with. There is also an experimental friendly fire option for mobs which also should change how mobs attack each other in chaos mode. Full change log:
I think a harder Ender Dragon would be fun. I've got Flans mods and EE3, so I can mass-produce explosive 50 cal rounds. Really, it's just difficult to find the portal.
Well this update should let you do just that. I added dimension based attribute modifiers so you can increase the health and damage of mobs in the End (including the dragon) as much as you like. You can also change it on other dimensions if you want more of a challenge
Well this update should let you do just that. I added dimension based attribute modifiers so you can increase the health and damage of mobs in the End (including the dragon) as much as you like. You can also change it on other dimensions if you want more of a challenge
While death is likely to happen long before these resources become available: lava is very effective deterrent and obsidian blocks most things as well. Would be nice if you could give this customizable frequency so you have time to prepare between inevitable sieges.
While death is likely to happen long before these resources become available: lava is very effective deterrent and obsidian blocks most things as well. Would be nice if you could give this customizable frequency so you have time to prepare between inevitable sieges.
You mean like the warm up time config? (It's already a thing)
Isn't that just a gradual progression of difficulty, leaving it capped off with a never ending siege and never any victory? I was thinking more like a "near full moon, things get worse" type of system where you have to ward off the invasion for a day or more and then once it is passed, you have time to recover and prepare for the next one.
Also, was noticing that the spiders weren't attacking the villagers. Downloaded this hoping for a "protect the villagers" situation where the mobs actually attack stuff besides me. I'm using MCA to give villagers a chance to defend themselves if that makes any difference.
Isn't that just a gradual progression of difficulty, leaving it capped off with a never ending siege and never any victory? I was thinking more like a "near full moon, things get worse" type of system where you have to ward off the invasion for a day or more and then once it is passed, you have time to recover and prepare for the next one.
Also, was noticing that the spiders weren't attacking the villagers. Downloaded this hoping for a "protect the villagers" situation where the mobs actually attack stuff besides me. I'm using MCA to give villagers a chance to defend themselves if that makes any difference.
You could try making the warm up period something ridiculously high so it effectively never wears off and is always really low then rely on the "Hardcore Day" cycles to override it when you want your 'wave' to hit.
Spider AI is very temperamental and I've had to nerf it quite a bit because updating it every tick causes significant lag however I did test this and they are in fact broken along with a few other mobs. I'm already working on an update so it will likely be fixed in that.
Another question, maybe I missed a reason for this? Why do creepers seem to be exploding constantly pretty much everywhere?
They can't find a way directly to their target so they will find the closest wall to their target and try and breach it. This happens a lot within cave pockets but if there is a mining zombie with them then they will let the zombie do the breaching work for them instead of constantly blowing up.
Enjoying the mod Immensely put up a server for some friends using it, wondering if there was anything to be done about the blocks mining zombies drop when they dig. sometimes it builds up and starts lagging a bit much if too many people are around
Enjoying the mod Immensely put up a server for some friends using it, wondering if there was anything to be done about the blocks mining zombies drop when they dig. sometimes it builds up and starts lagging a bit much if too many people are around
I'm intentionally allowing the drops from blocks (if they have the correct tool). This is because if they dig through your machinery/smeltery then you probably don't want the blocks to vanish for no reason. Normally the item drops aren't a serious problem unless they are digging through several hundred blocks of dirt and rock in which case it might be better to drop the awareness radius or install a mod that will auto-clear drops.
I've seen this happen with a few mods and I have no idea what causes it because I don't add any statistics of any kind. At other times that screen works just fine. It's likely a Forge related issue.
Yes you can. All part of the mob bomb configuration options. Also still not as bad as some of the ones I've seen such as about 5 creepers stacked on top of a spider.
For some reason, village guards from Witchery will attack villagers and the player. Is that connected to this mod? I know that mod allows you to be attacked by guards if your reputation is too low, but, I just entered said village, and they are mobbing random villagers.
If it is, would it be possible to make Village Guards not be affected by AI changes?
Edit: So I see it is possible, but, whenever I try, I cannot seem to get them to stop attacking villagers randomly. Am I supposed to use the localized name or something?
For some reason, village guards from Witchery will attack villagers and the player. Is that connected to this mod? I know that mod allows you to be attacked by guards if your reputation is too low, but, I just entered said village, and they are mobbing random villagers.
If it is, would it be possible to make Village Guards not be affected by AI changes?
Edit: So I see it is possible, but, whenever I try, I cannot seem to get them to stop attacking villagers randomly. Am I supposed to use the localized name or something?
The ID name is the name they are registered under in code. In the Minecraft wiki this is called the 'savegame ID'. To list all of the available IDs use the tab auto complete in the '/summon' command and that should show one that is relevant to the Village Guards. As a suggestion, you might also want to look into disabling 'Ambiguous AI' if it is enabled.
So just confirming the End is possibly broken in the current release (actual dimension is fine but entry method is broken) so that will be fixed soon. Just playing with some new AI systems I want to try out first but I will get around to fixing a few minor things such as that soon.
Oh thank god I thought it was another singular issue I was having xD
I think a harder Ender Dragon would be fun. I've got Flans mods and EE3, so I can mass-produce explosive 50 cal rounds. Really, it's just difficult to find the portal.
Well I've just pushed out an update with a couple of fixes and new features that should be 'fun' to play with. There is also an experimental friendly fire option for mobs which also should change how mobs attack each other in chaos mode. Full change log:
https://drone.io/github.com/Funwayguy/Epic-Siege-Mod/files/version.txt
NOTE: 10.0.113 was removed because I though of a last minute change. Don't worry you didn't miss anything important, 10.0.114 is almost identical
Well this update should let you do just that. I added dimension based attribute modifiers so you can increase the health and damage of mobs in the End (including the dragon) as much as you like. You can also change it on other dimensions if you want more of a challenge
You are the man.
The world in question can not be found.
While death is likely to happen long before these resources become available: lava is very effective deterrent and obsidian blocks most things as well. Would be nice if you could give this customizable frequency so you have time to prepare between inevitable sieges.
You mean like the warm up time config? (It's already a thing)
Isn't that just a gradual progression of difficulty, leaving it capped off with a never ending siege and never any victory? I was thinking more like a "near full moon, things get worse" type of system where you have to ward off the invasion for a day or more and then once it is passed, you have time to recover and prepare for the next one.
Also, was noticing that the spiders weren't attacking the villagers. Downloaded this hoping for a "protect the villagers" situation where the mobs actually attack stuff besides me. I'm using MCA to give villagers a chance to defend themselves if that makes any difference.
You could try making the warm up period something ridiculously high so it effectively never wears off and is always really low then rely on the "Hardcore Day" cycles to override it when you want your 'wave' to hit.
Spider AI is very temperamental and I've had to nerf it quite a bit because updating it every tick causes significant lag however I did test this and they are in fact broken along with a few other mobs. I'm already working on an update so it will likely be fixed in that.
Another question, maybe I missed a reason for this? Why do creepers seem to be exploding constantly pretty much everywhere?
They can't find a way directly to their target so they will find the closest wall to their target and try and breach it. This happens a lot within cave pockets but if there is a mining zombie with them then they will let the zombie do the breaching work for them instead of constantly blowing up.
Enjoying the mod Immensely put up a server for some friends using it, wondering if there was anything to be done about the blocks mining zombies drop when they dig. sometimes it builds up and starts lagging a bit much if too many people are around
I'm intentionally allowing the drops from blocks (if they have the correct tool). This is because if they dig through your machinery/smeltery then you probably don't want the blocks to vanish for no reason. Normally the item drops aren't a serious problem unless they are digging through several hundred blocks of dirt and rock in which case it might be better to drop the awareness radius or install a mod that will auto-clear drops.
Does this mod add any statistics of any kind? Because I'm crashing when I click on the statistics screen.
http://pastebin.com/6Yu8EbxQ
I've seen this happen with a few mods and I have no idea what causes it because I don't add any statistics of any kind. At other times that screen works just fine. It's likely a Forge related issue.
Also, can you add an option to turn off creepers riding stuff, as well as being able to blacklist/whitelist what mobs they can ride?
Because I found this.
https://www.dropbox.com/s/cnt0dc56gcpxxpt/Screenshot 2015-06-28 20.15.15.png?dl=0
Yes you can. All part of the mob bomb configuration options. Also still not as bad as some of the ones I've seen such as about 5 creepers stacked on top of a spider.
For some reason, village guards from Witchery will attack villagers and the player. Is that connected to this mod? I know that mod allows you to be attacked by guards if your reputation is too low, but, I just entered said village, and they are mobbing random villagers.
If it is, would it be possible to make Village Guards not be affected by AI changes?
Edit: So I see it is possible, but, whenever I try, I cannot seem to get them to stop attacking villagers randomly. Am I supposed to use the localized name or something?
The ID name is the name they are registered under in code. In the Minecraft wiki this is called the 'savegame ID'. To list all of the available IDs use the tab auto complete in the '/summon' command and that should show one that is relevant to the Village Guards. As a suggestion, you might also want to look into disabling 'Ambiguous AI' if it is enabled.