Are there any plans to back port the new content to 1.10.2? I'm currently stuck on that version because some of the major mods I use are still on it.
Currently I'm afraid not, the recipe changes along with forge registration changes in 1.12.2 make back porting to 1.11 and 1.10 more demanding and would take up too much time for me to do it. But the mod source is available on GitHub so anyone is welcome to give back porting a go.
Hmm strange, I've never heard this problem from anyone before, what other mods are you running? Also what GPU?
With some investigation, I believe I've narrowed it down to the BetterPvP mod. Specifically, its Entity Info(think DamageIndicators) feature - when the entity info would normally pop up on my screen, the whole screen goes black, or sometimes other weird graphical issues will happen instead such as the sun turning black, or part of the chatbox turning black. This is on an AMD Radeon RX 480. My buddy has the same issue, using an NVIDIA GeForce GT 755M. He says looking at one of your mobs with ToroHealth, a similar mod, causes the same issue. This is on Lycanites 1.19.1.1, and doesn't happen with any vanilla mobs or mobs from other mods. It can happen with just Lycanites and BetterPvP installed, with no other mods.
Rollback Post to RevisionRollBack
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here: http://www.minecraft...hovel-textures/
With some investigation, I believe I've narrowed it down to the BetterPvP mod. Specifically, its Entity Info(think DamageIndicators) feature - when the entity info would normally pop up on my screen, the whole screen goes black, or sometimes other weird graphical issues will happen instead such as the sun turning black, or part of the chatbox turning black. This is on an AMD Radeon RX 480. My buddy has the same issue, using an NVIDIA GeForce GT 755M. He says looking at one of your mobs with ToroHealth, a similar mod, causes the same issue. This is on Lycanites 1.19.1.1, and doesn't happen with any vanilla mobs or mobs from other mods. It can happen with just Lycanites and BetterPvP installed, with no other mods.
Could you try it with the latest 1.19.3.0 build, there was a strange rendering issue related to the new alpha blending I've been experimenting with that has been now fixed which could be related. I use an AMD Radeon RX 580 myself so can pretty much rule out GPU related issues.
Is there a way to make a mob spawn in a specific biome? For example I want some of the shadow creatures to spawn more often in the ominous woods biome from BiomesO'Plenty mod.
Man, this mo gets crazier and wilder with each update! Hey, I just wanted to say that I also love the non-hostile mobs, and I really appreciate the Nymph one.
I have a question though; how do you keep the Aegis happy? I can't find any rhyme or reason as to when they're peaceful and when they attack.
Issue with mounts, 1.12.2, Lycanites 1.19.4 (also 1.19.3.5 and other versions since about a month ago.) I can provide a mod-list on request.
I have a personal modpack that me and the family have been playing for about a month, now. The only outstanding issue that I have with Lycanites (that's not addressable with the existing config options) is the fact that in single-player world using the same pack, mounts seem to work fine.. when connected to our server, however, there is no way to access the mount inventory including putting a saddle on, making the mounts completely unusable.
I have tried tamed natural spawns and soulstone "dropped" mounts, I have also tried using right-click on the mob and mapping the "Mount Inventory" key... no dice.
Man, this mo gets crazier and wilder with each update! Hey, I just wanted to say that I also love the non-hostile mobs, and I really appreciate the Nymph one.
I have a question though; how do you keep the Aegis happy? I can't find any rhyme or reason as to when they're peaceful and when they attack.
They spawn associated with a "village", any damage to villager residents that you generate cause them to attack. Opening a chest contained in their village (whether it's one you placed or not, and regardless of whether you take anything out) will cause them to attack.
They spawn associated with a "village", any damage to villager residents that you generate cause them to attack. Opening a chest contained in their village (whether it's one you placed or not, and regardless of whether you take anything out) will cause them to attack.
Oh! Ok it must be when I open a chest in the blacksmith house that does it. Well that sucks.
Is there a config to turn off aggroing the Aegis when you open a chest, because tbh that seems unreasonable.
I was coming here to ask why they just seem to hate me out of nowhere...! yeah this is making me reduce the spawn rate on these creatures.
I use the Ruins mod, a castle spawned next to a village... 3 chests in those, usually. Somehow me looting that made all of the nearby Aegis aggro.
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Another scenario in favor of having a config option to disable Aegis going nuts on village chests...
My current modpack contains Mo'Creatures (so: Custom Mob Spawner), Lycanite Mobs, Minecraft Comes Alive, and Ruins.
To fix a "villages are overrun" issue caused by CMS, I had to disable spawns at chunk generation = enable villagers to spawn, rarely, when I visit villages.
Well. Ruins spawned a beach hut with a chest and a bed. A few visits after discovering the hut, half my gear is stored in that chest.
Well, the hut has a door and qualifies as a "village". A single villager spawned there randomly.
Followed by FIVE AEGIS around that single structure, and they mauled me after opening my own damn chest.
Please, please, please, add a config flag to disable aegis aggression based on chest opening... One of the reasons I play is to lord over a village at some point. I can't do that if Aegis just attack based on chests opening indiscriminately.
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Hey. You should add a sand elemental next. Seems to be one of the only ones missing. Also is it just me or does the poison elemental kind of not fit in with the others? They're all sort of humanoid with a kind of partial ring around them except for the poison elemental that sort of just looks like a bug.. just a thought.
Is there a way to make a mob spawn in a specific biome? For example I want some of the shadow creatures to spawn more often in the ominous woods biome from BiomesO'Plenty mod.
Yup you can do this by editing existing the creature json files with a plain text editor in config/lycanitesmobs/creatures. Be sure to set "loadDefault" to false otherwise the json file will reset (this is to keep the default values up to date when the mod updates). If you open up darkling.json for example, in the "biomes": [] section add "SPOOKY" like so "biomes": ["SPOOKY"] and then in the spawners section add "monster" and "beast" like so: "spawners": ["underground", "monster", "beast"]
The configs are very advanced but also very powerful, you can even creature your own custom spawners from scratch. You can find out more here: http://lycanitesmobs.com/config
Man, this mo gets crazier and wilder with each update! Hey, I just wanted to say that I also love the non-hostile mobs, and I really appreciate the Nymph one.
I have a question though; how do you keep the Aegis happy? I can't find any rhyme or reason as to when they're peaceful and when they attack.
As of the latest 1.19.5.X updates Aegis will let you access chests and break glowstone and other special blocks if you have at least +1 reputation with the village. You can do this by making at least one trade with a Villager.
Issue with mounts, 1.12.2, Lycanites 1.19.4 (also 1.19.3.5 and other versions since about a month ago.) I can provide a mod-list on request.
I have a personal modpack that me and the family have been playing for about a month, now. The only outstanding issue that I have with Lycanites (that's not addressable with the existing config options) is the fact that in single-player world using the same pack, mounts seem to work fine.. when connected to our server, however, there is no way to access the mount inventory including putting a saddle on, making the mounts completely unusable.
I have tried tamed natural spawns and soulstone "dropped" mounts, I have also tried using right-click on the mob and mapping the "Mount Inventory" key... no dice.
Is there a config to turn off aggroing the Aegis when you open a chest, because tbh that seems unreasonable.
In the latest 1.19.5.X builds you can now disable their chest protection behaviour via elementalmobs-general.cfg. If the config setting isn't there try spawning one in game first to generate the config. I'll have to try and find a way to make village detection smarter as currently they just link up to the vanilla village system. Perhaps they could do an initial scan for Villager entities and then remember if it's an inhabited Village or not from there, depends on performance.
Hey. You should add a sand elemental next. Seems to be one of the only ones missing. Also is it just me or does the poison elemental kind of not fit in with the others? They're all sort of humanoid with a kind of partial ring around them except for the poison elemental that sort of just looks like a bug.. just a thought.
It is a bit different, perhaps a ring of some sort could be added, though the Nymph and Wraith also has this and kind of the Aegis. As for sand, it's a weird element as it's more both Earth and Air together (but not fused) so I can't really add an elemental for it. Perhaps the Golden Geonach could be more sand like as eventually I want subspecies to look very different from each other rather than just recolors.
I saw an old post from 2014 on the FTB forums about possibly getting a low-res texture pack for this mod. I can't find anything more recent on the topic so I imagine that idea never panned out?
Asking because I'm trying to run a modpack on an older laptop and wondering if reducing texture resolution for Lycanite mobs myself would help anything run more smoothly. But I wonder, is it model complexity that causes more load on the machine, or texture res (or both, in which case lowering the texture resolution might help some, for now)?
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
It is a bit different, perhaps a ring of some sort could be added, though the Nymph and Wraith also has this and kind of the Aegis. As for sand, it's a weird element as it's more both Earth and Air together (but not fused) so I can't really add an elemental for it. Perhaps the Golden Geonach could be more sand like as eventually I want subspecies to look very different from each other rather than just recolors.
The idea of sand as an element is a tad bit weird I agree but then again I would say the same about magma, acid, nether and explosions. Maybe "dust elemental" instead. Really obviously up to you though. But sand is created from ground materials being eroded and carried typically by the wind (Or water). So I guess it could be a fusion of wind and earth but perhaps a better solution would be a fusion of materials/minerals (vapula) and earth (geonach) as that is commonly what sand is comprised of. They could be created when either ores/coal is mined near a geonach or when dirt or rock materials are mined near a vapula or even just if sand falls on a vapula, Just food for thought. A quick google search shows many possible designs, but perhaps one that best matches the other current elementals in its own way would be either this one from WOW or a design from a user on Deviant Art below.
Are there any plans to back port the new content to 1.10.2? I'm currently stuck on that version because some of the major mods I use are still on it.
Currently I'm afraid not, the recipe changes along with forge registration changes in 1.12.2 make back porting to 1.11 and 1.10 more demanding and would take up too much time for me to do it. But the mod source is available on GitHub so anyone is welcome to give back porting a go.
With some investigation, I believe I've narrowed it down to the BetterPvP mod. Specifically, its Entity Info(think DamageIndicators) feature - when the entity info would normally pop up on my screen, the whole screen goes black, or sometimes other weird graphical issues will happen instead such as the sun turning black, or part of the chatbox turning black. This is on an AMD Radeon RX 480. My buddy has the same issue, using an NVIDIA GeForce GT 755M. He says looking at one of your mobs with ToroHealth, a similar mod, causes the same issue. This is on Lycanites 1.19.1.1, and doesn't happen with any vanilla mobs or mobs from other mods. It can happen with just Lycanites and BetterPvP installed, with no other mods.
Also, I've flipped shovel textures for Tinker's Construct and ExtraTiC for a more realistic-looking animation, check here:
http://www.minecraft...hovel-textures/
Could you try it with the latest 1.19.3.0 build, there was a strange rendering issue related to the new alpha blending I've been experimenting with that has been now fixed which could be related. I use an AMD Radeon RX 580 myself so can pretty much rule out GPU related issues.
Are they not working in the json configs?
Oh I see! Nice catch I'll put a Git Issue to fix that asap!
Is there a way to make a mob spawn in a specific biome? For example I want some of the shadow creatures to spawn more often in the ominous woods biome from BiomesO'Plenty mod.
Man, this mo gets crazier and wilder with each update! Hey, I just wanted to say that I also love the non-hostile mobs, and I really appreciate the Nymph one.
I have a question though; how do you keep the Aegis happy? I can't find any rhyme or reason as to when they're peaceful and when they attack.
So many mods, so little time.
Issue with mounts, 1.12.2, Lycanites 1.19.4 (also 1.19.3.5 and other versions since about a month ago.) I can provide a mod-list on request.
I have a personal modpack that me and the family have been playing for about a month, now. The only outstanding issue that I have with Lycanites (that's not addressable with the existing config options) is the fact that in single-player world using the same pack, mounts seem to work fine.. when connected to our server, however, there is no way to access the mount inventory including putting a saddle on, making the mounts completely unusable.
I have tried tamed natural spawns and soulstone "dropped" mounts, I have also tried using right-click on the mob and mapping the "Mount Inventory" key... no dice.
Thoughts on what might be causing this?
They spawn associated with a "village", any damage to villager residents that you generate cause them to attack. Opening a chest contained in their village (whether it's one you placed or not, and regardless of whether you take anything out) will cause them to attack.
Oh! Ok it must be when I open a chest in the blacksmith house that does it. Well that sucks.
So many mods, so little time.
Is there a config to turn off aggroing the Aegis when you open a chest, because tbh that seems unreasonable.
So many mods, so little time.
I was coming here to ask why they just seem to hate me out of nowhere...! yeah this is making me reduce the spawn rate on these creatures.
I use the Ruins mod, a castle spawned next to a village... 3 chests in those, usually. Somehow me looting that made all of the nearby Aegis aggro.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Another scenario in favor of having a config option to disable Aegis going nuts on village chests...
My current modpack contains Mo'Creatures (so: Custom Mob Spawner), Lycanite Mobs, Minecraft Comes Alive, and Ruins.
To fix a "villages are overrun" issue caused by CMS, I had to disable spawns at chunk generation = enable villagers to spawn, rarely, when I visit villages.
Well. Ruins spawned a beach hut with a chest and a bed. A few visits after discovering the hut, half my gear is stored in that chest.
Well, the hut has a door and qualifies as a "village". A single villager spawned there randomly.
Followed by FIVE AEGIS around that single structure, and they mauled me after opening my own damn chest.
Please, please, please, add a config flag to disable aegis aggression based on chest opening... One of the reasons I play is to lord over a village at some point. I can't do that if Aegis just attack based on chests opening indiscriminately.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Hey. You should add a sand elemental next. Seems to be one of the only ones missing. Also is it just me or does the poison elemental kind of not fit in with the others? They're all sort of humanoid with a kind of partial ring around them except for the poison elemental that sort of just looks like a bug.. just a thought.
What's up with Ikas?
Yup you can do this by editing existing the creature json files with a plain text editor in config/lycanitesmobs/creatures. Be sure to set "loadDefault" to false otherwise the json file will reset (this is to keep the default values up to date when the mod updates). If you open up darkling.json for example, in the "biomes": [] section add "SPOOKY" like so "biomes": ["SPOOKY"] and then in the spawners section add "monster" and "beast" like so: "spawners": ["underground", "monster", "beast"]
The configs are very advanced but also very powerful, you can even creature your own custom spawners from scratch. You can find out more here: http://lycanitesmobs.com/config
As of the latest 1.19.5.X updates Aegis will let you access chests and break glowstone and other special blocks if you have at least +1 reputation with the village. You can do this by making at least one trade with a Villager.
I'll have to run some dedicated server tests, I'll make it a priority: https://github.com/Lycanite/LycanitesMobs/issues/379
In the latest 1.19.5.X builds you can now disable their chest protection behaviour via elementalmobs-general.cfg. If the config setting isn't there try spawning one in game first to generate the config. I'll have to try and find a way to make village detection smarter as currently they just link up to the vanilla village system. Perhaps they could do an initial scan for Villager entities and then remember if it's an inhabited Village or not from there, depends on performance.
It is a bit different, perhaps a ring of some sort could be added, though the Nymph and Wraith also has this and kind of the Aegis. As for sand, it's a weird element as it's more both Earth and Air together (but not fused) so I can't really add an elemental for it. Perhaps the Golden Geonach could be more sand like as eventually I want subspecies to look very different from each other rather than just recolors.
Are mod spawns configured to work with Biomes O' Plenty by default?
I saw an old post from 2014 on the FTB forums about possibly getting a low-res texture pack for this mod. I can't find anything more recent on the topic so I imagine that idea never panned out?
Asking because I'm trying to run a modpack on an older laptop and wondering if reducing texture resolution for Lycanite mobs myself would help anything run more smoothly. But I wonder, is it model complexity that causes more load on the machine, or texture res (or both, in which case lowering the texture resolution might help some, for now)?
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
im surprised, why Lycanite not released backward updates for 1.7.10, very few amount rpg thematic opportunities for packs on 1.12
that kind modpacks ( and thematic leader aoa) stay on 1.7.10
The idea of sand as an element is a tad bit weird I agree but then again I would say the same about magma, acid, nether and explosions. Maybe "dust elemental" instead. Really obviously up to you though. But sand is created from ground materials being eroded and carried typically by the wind (Or water). So I guess it could be a fusion of wind and earth but perhaps a better solution would be a fusion of materials/minerals (vapula) and earth (geonach) as that is commonly what sand is comprised of. They could be created when either ores/coal is mined near a geonach or when dirt or rock materials are mined near a vapula or even just if sand falls on a vapula, Just food for thought. A quick google search shows many possible designs, but perhaps one that best matches the other current elementals in its own way would be either this one from WOW or a design from a user on Deviant Art below.