The Meaning of Life, the Universe, and Everything.
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SP
Join Date:
4/30/2013
Posts:
50
Location:
SP
Minecraft:
TBlazeWarriorT
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Infernal Mobs mod is quite spicy, not exatly on the good way, but I still like it somehow.
Maybe a Cannibal Mob trait would be cool too (like a "Rare Cannibal Alchemist Ninja" mob), and Cannibals would attack other agressive mobs when hurt to heal for like 100% of the damage dealt.
Just a random idea I felt was worth mentiong tho, thanks for the mods
Ability to disable specific combinations of effects rather than just single effects globally.
Ability to disable effects on a per-mob basis.
Ability to disable effects on a per-dimension basis (while still having the mod enabled and functional in a dimension).
I play this mod in other mods packs, especially Hexxit (i love that) but now i do my own Mod Pack to play with my friends, searching mods, read they info, everything and when i remember this mod, FAST go to download and YES 1.12.2 excelent but now, i 'm disappointed, yeah great difficulty, excelent magics and enchants but what i win to a hard fight? nothing?
i literally move all mods to other folder just to test Infernal Mobs Mod, activated the creative, biome flat and kill the Infernal Mobs on/off god mode and nothing, using all, i sword only with more damage, sword with loot Lv 3 and NOTHING they just drop stuff like a normal monster.
I remember when you fight a Infernal Mobs they frequently drop one item with enchant not all the time and based in his Power LvL but now is totally 0 all LvL of Infernal are the same loot, nothing, only the EXP work
Reporting a bug. Health scaling on elite/ultra/infernal mobs does not appear to be working properly in 1.12 versions. On mob/entity spawn, it would seem that max health is getting set properly, but current health does not. Or neither are being set properly.
Edit: For example, a 20 health zombie when elite with 4 modifiers will still spawn with only 20 health. The game seems to think this is it's maximum health - but -
Regenerating mobs will regen to proper values and 1UP mobs will *sometimes* heal to proper values when the effect is triggered.
Edit: The same issue appears in 1.10 and 1.11 versions as well. I also looked up infernal mob mod spotlights for all of these versions and confirmed the issue was present in said spotlights, to rule out the case of it only happening to me.
Is there anything like a command to enable or disable infernal mob spawning for specific players? I assume not and wonder if it would be a real pain to implement. I understand it wouldn't be perfect with multiple players overlapping in a mob spawning area.
I had previous used Infernal Mobs in a tutorial mod pack, and in migrating to 1.12.2, I'd like to be able to hide Infernal Mobs behind a server command chained to an HQM quest. They start out without it generating any at all, but it'll toggle on if they complete the quest. I'd spell this out to the player, of course, but I'd also want to gate some progression behind it.
I agree with rockobonaparte47 . . . I don't want these to spawn at the same level or at the same time for all players. I'm using the game stages API and add ons and I was hoping this mod was compatible. I admit I didn't have much hope but it would be nice.
Pushed a marginally tested build for 1.14.3 to curse, report any problems.
Can confirm that in 1.14.3, Infernal mod is not displaying health bars. Makes it difficult to look for any other bugs that could possibly exist since we don't know what we're killing.
Version 1.16.1.1 pushed to curse. Please report any crashes or issues, ideally on the github issue tracker.
One note: The dimension blacklist now uses ResourceLocation strings as identifiers. Examples: minecraft:overworld, minecraft:the_nether, minecraft:the_end
1.17.1.1
- updated to MC 1.17 and the official mojang source mappings
- reworked Infernal Mobs healthbar to use the built-in boss display
- fixed various bugs and problems, mostly related to health and damage
- nerfed Storm and Regen modifiers (slower effects)
EDIT:
Important note for updaters: Delete your infernal mobs config and let it regenerate, many IDs have changed.
how to add mod items that have the same ID? the tag is different, but I don't know how to add it, the infinity orb, for example, has the same ID as the black rune arsmagica2:rune but it has a different numeric tag, but I don't know how to insert it, I've tried in every way and it doesn't work right. the mod is great but it should have documentation on how to insert mod items correctly. the version I am referring to is for minecraft 1.7.10
what about 1.7.10? when A boss gets rare effects the actual bossbar blocks the infernal mobs bossbar
A new version for 1.12(.1)!
1.7.3
Infernal Mobs mod is quite spicy, not exatly on the good way, but I still like it somehow.
Maybe a Cannibal Mob trait would be cool too (like a "Rare Cannibal Alchemist Ninja" mob), and Cannibals would attack other agressive mobs when hurt to heal for like 100% of the damage dealt.
Just a random idea I felt was worth mentiong tho, thanks for the mods
Feature Requests:
Ability to disable specific combinations of effects rather than just single effects globally.
Ability to disable effects on a per-mob basis.
Ability to disable effects on a per-dimension basis (while still having the mod enabled and functional in a dimension).
i keep getting the stacktrace print error when i try to use the command, can you please show how to use it, i couldnt find anything online
The Loots of this mod, work or not?
I play this mod in other mods packs, especially Hexxit (i love that) but now i do my own Mod Pack to play with my friends, searching mods, read they info, everything and when i remember this mod, FAST go to download and YES 1.12.2 excelent but now, i 'm disappointed, yeah great difficulty, excelent magics and enchants but what i win to a hard fight? nothing?
i literally move all mods to other folder just to test Infernal Mobs Mod, activated the creative, biome flat and kill the Infernal Mobs on/off god mode and nothing, using all, i sword only with more damage, sword with loot Lv 3 and NOTHING they just drop stuff like a normal monster.
I remember when you fight a Infernal Mobs they frequently drop one item with enchant not all the time and based in his Power LvL but now is totally 0 all LvL of Infernal are the same loot, nothing, only the EXP work
How can i change the value of chance loot?
Reporting a bug. Health scaling on elite/ultra/infernal mobs does not appear to be working properly in 1.12 versions. On mob/entity spawn, it would seem that max health is getting set properly, but current health does not. Or neither are being set properly.
Edit: For example, a 20 health zombie when elite with 4 modifiers will still spawn with only 20 health. The game seems to think this is it's maximum health - but -
Regenerating mobs will regen to proper values and 1UP mobs will *sometimes* heal to proper values when the effect is triggered.
Edit: The same issue appears in 1.10 and 1.11 versions as well. I also looked up infernal mob mod spotlights for all of these versions and confirmed the issue was present in said spotlights, to rule out the case of it only happening to me.
Is there anything like a command to enable or disable infernal mob spawning for specific players? I assume not and wonder if it would be a real pain to implement. I understand it wouldn't be perfect with multiple players overlapping in a mob spawning area.
I had previous used Infernal Mobs in a tutorial mod pack, and in migrating to 1.12.2, I'd like to be able to hide Infernal Mobs behind a server command chained to an HQM quest. They start out without it generating any at all, but it'll toggle on if they complete the quest. I'd spell this out to the player, of course, but I'd also want to gate some progression behind it.
Port to 1.13.2 is done! Grab it from the curse project repo:
https://minecraft.curseforge.com/projects/atomicstrykers-infernal-mobs/files
I agree with rockobonaparte47 . . . I don't want these to spawn at the same level or at the same time for all players. I'm using the game stages API and add ons and I was hoping this mod was compatible. I admit I didn't have much hope but it would be nice.
Pushed a marginally tested build for 1.14.3 to curse, report any problems.
Can confirm that in 1.14.3, Infernal mod is not displaying health bars. Makes it difficult to look for any other bugs that could possibly exist since we don't know what we're killing.
Pushed initial port for 1.15.1 to curse
Version 1.16.1.1 pushed to curse. Please report any crashes or issues, ideally on the github issue tracker.
One note: The dimension blacklist now uses ResourceLocation strings as identifiers. Examples: minecraft:overworld, minecraft:the_nether, minecraft:the_end
how do you configure the loot of a ranked mob so that an item drops with an amount. like for example, dropping 16 cookies instead of 1?
and this is exactly for 1.16
1.17.1.1
- updated to MC 1.17 and the official mojang source mappings
- reworked Infernal Mobs healthbar to use the built-in boss display
- fixed various bugs and problems, mostly related to health and damage
- nerfed Storm and Regen modifiers (slower effects)
EDIT:
Important note for updaters: Delete your infernal mobs config and let it regenerate, many IDs have changed.
Updated to MC 1.18, get rekt
posted in wrong thread, this message was for dynamic lights lol
how to add mod items that have the same ID? the tag is different, but I don't know how to add it, the infinity orb, for example, has the same ID as the black rune arsmagica2:rune but it has a different numeric tag, but I don't know how to insert it, I've tried in every way and it doesn't work right. the mod is great but it should have documentation on how to insert mod items correctly. the version I am referring to is for minecraft 1.7.10
Updated to 1.19, enjoy