Can you tell me what you just did differently with your mod? The one you just released is now finally playable to me. All my TPS is under 20, so it's atleast playable. OMG, I just love it. It works really good with all my other mods too, such as Mo Creatures and Chocalate Quest mod; man, their mobs are way hard with your AI intact. Thank you so much for what you have been doing for all of us users who were have such terrible TPS drops. I'll admit that I was really going to just drop this mod, a mod that I loved so much... thanks so much. If any one wants to see my config, here it is. Changing these parameters had little effect on the last released version, but this version IS PLAYABLE!!! Whoo whoo.
# Configuration file
"advanced mobs" {
B:"Attack Evasion"=true
# Skip the Mob Bomb list and allow everything!
B:"Mob Bomb All"=true
I:"Mob Bomb Rarity"=9
I:"Mob Bombs" <
52
>
I:"Potion Buff Chance (0-100)"=1
# List of all the valid potion IDs a mob can spawn with. Amplifier is always x1
I:"Potion Buff List" <
14
12
5
1
>
I:"Wither Skeleton Rarity"=9
B:"Wither Skeletons"=true
}
main {
I:"AI Exempt Mob IDs" <
>
B:"Allow Sleep"=true
# If set to true, ESM will not check whether the entity is a mob or not when setting up new AI
B:"Ambiguous AI"=true
B:"Apocalypse Mode"=false
I:"Awareness Radius"=24
B:"Chaos Mode"=false
# Forces non pathing mobs to attack from further away. Can cause additional lag
B:"Force Non-AI Pathing"=false
# Keeps mobs with an active target from despawning. Can causes issues with chunk loading/unloading
B:"Keep Loaded"=false
# Reduces spawning safe zone from 24 blocks to 8 and makes mobs require only basic conditions to spawn
B:"More Spawning"=false
I:"Pathing Cap"=1
# If set to fales, mobs can use much longer routes to get to their target
B:"Quick Pathing"=true
# The amount of ticks of resistance given to the player after changing dimensions
I:"Resistance Cooldown"=200
B:"Villager Targeting"=true
B:"Xray Mobs"=false
}
##########################################################################################################
# world
#--------------------------------------------------------------------------------------------------------#
# For the main list of options please refer to the ESM_Options.cfg file in your world directory.
##########################################################################################################
world {
# Whether the player should fall into the overworld from the new End
B:"Fall From End"=true
I:"Fort Dimensions" <
0
>
I:"Fort Distance"=1024
I:"Fort Rarity"=100
S:"Fort Spawner Types" <
Zombie
Creeer
Skeleton
CaveSpider
Silverfish
Spider
Slime
Witch
>
B:"Spawn Forts"=true
B:"Use New End"=false
B:"Use New Nether"=false
}
# How many blocks to give zombies to pillar up with
I:"Pillaring Blocks"=64
B:"Zombies Build Traps"=true
}
WOHOO! Well I just went and rewrote most of the griefing AI from the ground up avoiding all possible loops and merged both the light breaking and griefing into one script. I'm glad you stuck with the mod and gave feedback while I continued optimizing it, without you I probably wouldn't have gotten it to run nearly this good. If you have any other notable issues or suggestions just let me know and I'll see what I can do.
What does 'zombie build traps' 'x-ray mobs' 'more spawning' 'mob bomb' and 'attack evasion' do?
I tried some testing, but for the life of me, I can't tell what on earth it does.
Traps - Zombies will build traps in the floors of stone caves such as trip mines and ore bombs.
More Spawning - Increases the light tolerance levels for mobs to spawn and also lowers the spawning safe zone around the player to only 8 blocks
Mob Bomb - Mobs will occasionally spawn with a creeper riding on top of them (creepers auto dismount if you get too close)
Attack Evasion - When a only single mob is attacking a player it will try to back away and wait till the player turns away or until reinforcements arrive
Yup, they will 'see' you through walls and immediately try to path find their way out.
Huh, that explains all the explosions I was hearing. Creepers inside caves and such must have been trying to get at me by breaching through the ground. As terrifying as it would have been to see a explosion open a hole in the ground as a wave of undead pour out, the constant explosions where annoying, and nerve-racking, especially underground.
Though a mob hearing/smelling you through walls would be nice. Just imagine branch mining deep underground, then suddenly, the blocks above you break apart and zombies pour in. Or sneaking through a walled-off area, knowing that the slightest sound could have the monsters breaching through the wall and attacking you, and all without random explosions from a creeper who's too far away anyways.
Edit: I put the 'endermen mode' thing in the configs to normal, but I still keep on getting nausea and blindness and hunger. I thought this was supposed to get rid of that?
Huh, that explains all the explosions I was hearing. Creepers inside caves and such must have been trying to get at me by breaching through the ground. As terrifying as it would have been to see a explosion open a hole in the ground as a wave of undead pour out, the constant explosions where annoying, and nerve-racking, especially underground.
Though a mob hearing/smelling you through walls would be nice. Just imagine branch mining deep underground, then suddenly, the blocks above you break apart and zombies pour in. Or sneaking through a walled-off area, knowing that the slightest sound could have the monsters breaching through the wall and attacking you, and all without random explosions from a creeper who's too far away anyways.
Edit: I put the 'endermen mode' thing in the configs to normal, but I still keep on getting nausea and blindness and hunger. I thought this was supposed to get rid of that?
I may have stuffed something up with the Endermen setting, Try setting it with a capital 'N' (i.e. "Normal") because it might be case sensitive at the moment.
Terribly sorry if this already has been answered (Couldn't find anything when I searched), but does this also affect mobs from Aether II?
If they are using a variation of the standard vanilla AI then yes, ESM will automatically hook into them as much as possible. For example, I already know that the settings work quite well with mods such as creeper species and special mobs.
I may have stuffed something up with the Endermen setting, Try setting it with a capital 'N' (i.e. "Normal") because it might be case sensitive at the moment.
I did set it with capital N.
I just found a separate world config in my worlds folder(or somewhere like that), and changed that. Can't test now, but will test and tell you as soon as I can.
GREAT MOD! Im enjoying the hardcoreness but is there a way to make these epic sieges happen maybe once every few days (similar to Terraria's Blood Moon nights)?
GREAT MOD! Im enjoying the hardcoreness but is there a way to make these epic sieges happen maybe once every few days (similar to Terraria's Blood Moon nights)?
Not at the moment but I can put it on my to-do list for a later update.
So sorry to bother you again with this, but if you can't find a blanket sort of code for neutral mobs, then can you do it for the neutral vanilla mobs, mostly for wolves and iron golems?
I keep on hearing explosions day and night. Also, it looks like there are loads of explosions happening underground, especially near the surface.
Plus, gunpowder keeps on appearing on the ground.
I'm guessing either mobs are triggering zombie traps, or creepers are trying to breach through the ground, but the explosions happen really frequently(Like, once every five minuets). Any idea what's going on?(I have mob x-ray off)
I keep on hearing explosions day and night. Also, it looks like there are loads of explosions happening underground, especially near the surface.
Plus, gunpowder keeps on appearing on the ground.
I'm guessing either mobs are triggering zombie traps, or creepers are trying to breach through the ground, but the explosions happen really frequently(Like, once every five minuets). Any idea what's going on?(I have mob x-ray off)
Either might be mob infighting, poorly placed traps or they are attacking villagers somewhere. There are many possibilities that could cause mobs to go off and attack something. All I can suggest is to play with the settings till you can narrow down which one is causing it
So sorry to bother you again with this, but if you can't find a blanket sort of code for neutral mobs, then can you do it for the neutral vanilla mobs, mostly for wolves and iron golems?
Turn off ambigous AI and it should fix wolves and Iron Golems
Either might be mob infighting, poorly placed traps or they are attacking villagers somewhere. There are many possibilities that could cause mobs to go off and attack something. All I can suggest is to play with the settings till you can narrow down which one is causing it
Turn off ambigous AI and it should fix wolves and Iron Golems
Sorry I should clarify, I meant separate from ambiguous ai because I actually really like that feature xD. I understand if it's all to much work though and if it is, ignore meh.
WOHOO! Well I just went and rewrote most of the griefing AI from the ground up avoiding all possible loops and merged both the light breaking and griefing into one script. I'm glad you stuck with the mod and gave feedback while I continued optimizing it, without you I probably wouldn't have gotten it to run nearly this good. If you have any other notable issues or suggestions just let me know and I'll see what I can do.
Found even more areas I could optimize so I'm working on a new update for that.
What does 'zombie build traps' 'x-ray mobs' 'more spawning' 'mob bomb' and 'attack evasion' do?
I tried some testing, but for the life of me, I can't tell what on earth it does.
Traps - Zombies will build traps in the floors of stone caves such as trip mines and ore bombs.
More Spawning - Increases the light tolerance levels for mobs to spawn and also lowers the spawning safe zone around the player to only 8 blocks
Mob Bomb - Mobs will occasionally spawn with a creeper riding on top of them (creepers auto dismount if you get too close)
Attack Evasion - When a only single mob is attacking a player it will try to back away and wait till the player turns away or until reinforcements arrive
I see.
Uh, does mob X-ray have anything to do with zombies popping out of caves like prairie dogs?
Yup, they will 'see' you through walls and immediately try to path find their way out.
Good Job for the optimizations! It's a good thing that the modder listens to the forums. Some popular mods doesn't really have a active modder.
Huh, that explains all the explosions I was hearing. Creepers inside caves and such must have been trying to get at me by breaching through the ground. As terrifying as it would have been to see a explosion open a hole in the ground as a wave of undead pour out, the constant explosions where annoying, and nerve-racking, especially underground.
Though a mob hearing/smelling you through walls would be nice. Just imagine branch mining deep underground, then suddenly, the blocks above you break apart and zombies pour in. Or sneaking through a walled-off area, knowing that the slightest sound could have the monsters breaching through the wall and attacking you, and all without random explosions from a creeper who's too far away anyways.
Edit: I put the 'endermen mode' thing in the configs to normal, but I still keep on getting nausea and blindness and hunger. I thought this was supposed to get rid of that?
Terribly sorry if this already has been answered (Couldn't find anything when I searched), but does this also affect mobs from Aether II?
The world in question can not be found.
I may have stuffed something up with the Endermen setting, Try setting it with a capital 'N' (i.e. "Normal") because it might be case sensitive at the moment.
If they are using a variation of the standard vanilla AI then yes, ESM will automatically hook into them as much as possible. For example, I already know that the settings work quite well with mods such as creeper species and special mobs.
I did set it with capital N.
I just found a separate world config in my worlds folder(or somewhere like that), and changed that. Can't test now, but will test and tell you as soon as I can.
GREAT MOD! Im enjoying the hardcoreness but is there a way to make these epic sieges happen maybe once every few days (similar to Terraria's Blood Moon nights)?
Not at the moment but I can put it on my to-do list for a later update.
Woot!
So sorry to bother you again with this, but if you can't find a blanket sort of code for neutral mobs, then can you do it for the neutral vanilla mobs, mostly for wolves and iron golems?
I keep on hearing explosions day and night. Also, it looks like there are loads of explosions happening underground, especially near the surface.
Plus, gunpowder keeps on appearing on the ground.
I'm guessing either mobs are triggering zombie traps, or creepers are trying to breach through the ground, but the explosions happen really frequently(Like, once every five minuets). Any idea what's going on?(I have mob x-ray off)
Just uploaded an error log onto your GitHub, causing server freeze.
Either might be mob infighting, poorly placed traps or they are attacking villagers somewhere. There are many possibilities that could cause mobs to go off and attack something. All I can suggest is to play with the settings till you can narrow down which one is causing it
Turn off ambigous AI and it should fix wolves and Iron Golems
Sorry I should clarify, I meant separate from ambiguous ai because I actually really like that feature xD. I understand if it's all to much work though and if it is, ignore meh.