EndPlus does not seem to be SMP compatible. I get this error if I try and run a server :/
[21:58:18] [Server thread/ERROR] [FML]: Caught exception from endplus
java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityClientPlayerMP
at com.kpabr.EndPlus.BlockPlacer.<clinit>(BlockPlacer.java:35) ~[BlockPlacer.class:?]
at com.kpabr.EndPlus.EndBlocks.setupBlocks(EndBlocks.java:218) ~[EndBlocks.class:?]
at com.kpabr.EndPlus.EndPlus.preInit(EndPlus.java:99) ~[EndPlus.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_79]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_79]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_79]
at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_79]
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513) ~[FMLModContainer.class:?]
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source) ~[?:?]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_79]
at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_79]
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[minecraft_server.1.7.10.jar:?]
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[minecraft_server.1.7.10.jar:?]
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[minecraft_server.1.7.10.jar:?]
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[minecraft_server.1.7.10.jar:?]
at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[minecraft_server.1.7.10.jar:?]
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208) ~[LoadController.class:?]
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187) ~[LoadController.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_79]
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) ~[?:1.7.0_79]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.7.0_79]
at java.lang.reflect.Method.invoke(Method.java:606) ~[?:1.7.0_79]
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74) ~[minecraft_server.1.7.10.jar:?]
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47) ~[minecraft_server.1.7.10.jar:?]
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322) ~[minecraft_server.1.7.10.jar:?]
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304) ~[minecraft_server.1.7.10.jar:?]
at com.google.common.eventbus.EventBus.post(EventBus.java:275) ~[minecraft_server.1.7.10.jar:?]
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118) [LoadController.class:?]
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513) [Loader.class:?]
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:88) [FMLServerHandler.class:?]
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:314) [FMLCommonHandler.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:117) [lt.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.entity.EntityClientPlayerMP
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101) ~[launchwrapper-1.11.jar:?]
at java.lang.ClassLoader.loadClass(ClassLoader.java:425) ~[?:1.7.0_79]
at java.lang.ClassLoader.loadClass(ClassLoader.java:358) ~[?:1.7.0_79]
... 34 more
EndPlus does not seem to be SMP compatible. I get this error if I try and run a server :/
Oh...Well, the mod said that it was multiplayer compatible...It's like Eternal Frost, that mod also did the same thing, adding it to my list of things to do..
"Remove Endplus for crashing."
Basically.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
It is a bit of an iffy mod to pull out the pack. It does a *lot* of worldgen in the overworld with "cavern stone". Which is interesting as mining it has a chance to pop spiders, or ingots ore gems - the spiders are interesting, but dropping "processed" ingots makes the whole thing a bit lame. Oh - and its added an ore that can be used to make monster spawners - which I havn't taken advantage of yet so I don't know how I feel about it wrt balance.
EndPlus weirdness aside, my friends and I have moved to this pack and so far it is proving to be an absolute fantastic. Well, we did add Ars Magica to give ourselves a choice of magical pathways (ironically it, too, causes server crashes so we are LAN sharing SSP games for now). Something - probably BWG4 - is causing a lot of villages to spawn in ocean biomes.
I don't know how you are deciding which mods are too heavy to add. But, if the pack has headroom... have you looked at either Growthcraft or Natura? Growthcraft adds some crops and processing options to create alcoholic beverages that are really potions with effects. And Natura adds berry bushes to worldgen that can be scavenged for berries as a quick source of food while travelling - and it creates really REALLY big giant redwoods. So big you can build a house inside them.
It is a bit of an iffy mod to pull out the pack. It does a *lot* of worldgen in the overworld with "cavern stone". Which is interesting as mining it has a chance to pop spiders, or ingots ore gems - the spiders are interesting, but dropping "processed" ingots makes the whole thing a bit lame. Oh - and its added an ore that can be used to make monster spawners - which I havn't taken advantage of yet so I don't know how I feel about it wrt balance.
EndPlus weirdness aside, my friends and I have moved to this pack and so far it is proving to be an absolute fantastic. Well, we did add Ars Magica to give ourselves a choice of magical pathways (ironically it, too, causes server crashes so we are LAN sharing SSP games for now). Something - probably BWG4 - is causing a lot of villages to spawn in ocean biomes.
I don't know how you are deciding which mods are too heavy to add. But, if the pack has headroom... have you looked at either Growthcraft or Natura? Growthcraft adds some crops and processing options to create alcoholic beverages that are really potions with effects. And Natura adds berry bushes to worldgen that can be scavenged for berries as a quick source of food while travelling - and it creates really REALLY big giant redwoods. So big you can build a house inside them.
Well it's iffy to keep as well, I encountered that cavern stone in my testing and quickly found out it dropped a couple endermite (or whatever that ore was), enough to get a 10-damage sword towards the start (You can use a stone pickaxe so...) I dunno, it seems way OP, but if I'm gonna remove it, the sooner the better, because the sooner, the less progress lost.
Glad that my work paid off and some people made this the main modpack they play, I dunno how I feel...It's happy, but strange at the same time because I'm seeing my own creation get used. I dunno about Ars Magica...It's balanced but I think the damage might surpass even the True Master Sword, but I dunno much about that mod so who knows...I think it might be a tad resource intensive. (Considering how easy it is to add mods manually, I think it won't become official if it's resource intensive.)
More ocean villages...? Last I checked BWG4 didn't effect regular world generation...Strange, I think I'll have to lower that ocean village spawn rate if I can.
Natura...Yes, I should add that! It'd be great to not have to go back going "oh I forgot food" (one of the minor nuisances I encounter.) As the pack is supposed to be packed with adventure - not walking back and fourth forgetting food. In terms of intensity, I don't think it'd be too much.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
2.6.3 - config update #2.
- Removed EndPlus, in short, OP and crashy in SMP.
+ Added Natura and core mods needed for Natura.
* Configured Villages to spawn a tad bit less.
Your land should be more build-friendly with less villages. (Sorry Villagers)
Like I said earlier the sooner the better, less progress lost in the long run, goodbye EndPlus.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Well, depends on your definition of beautiful, I kinda see it as more "creepy"
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Anyway, I got some good news and some bad news...Good news, I have found a way to add Antique Atlas!
To add it, I must install a resource pack for the mod, simple enough...
But that's when my concern begins.
I have to change biome IDs to add the resource pack.
And I have no idea how that'd effect current worlds, would it mess anything up? Would it mess up generation of current worlds or would it be just fine?
My best bet would be just to test it, but an answer here would be nice and less trouble then changing a bunch of IDs and adding a resource to maybe find out it doesn't work.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
It will mess with any generated biomes. There will be obvious issues where new terrain is generated, and existing terrain will have the wrong biome for the stuff that is there.
I do not understand why a texture pack will require biomes to be renumbered, especially as your existing config leaves all the biomes at their default ids.
Also, just a note - what with primitive mobs and thaumcrafts boss mods and GoG mobs I have decided to remove Lycanites Mobs from my instance of this pack as
1. I don't like that it fills the nether with hostile mobs that can swarm the portal. This is a disincentive to exploration
2. it replaces all overworld mob spawners in dungeons with lycanites nethermob spawning spawners.
3. Generally I find its texturing, models and model animations to just not be up to the standards of other minecraft models. ironically they have more polygons, but this just makes them look worse when compared to the rest of MC.
4. As the patch notes attest, it is difficult to balance their spawn rate.
Also, just a note - what with primitive mobs and thaumcrafts boss mods and GoG mobs I have decided to remove Lycanites Mobs from my instance of this pack as
1. I don't like that it fills the nether with hostile mobs that can swarm the portal. This is a disincentive to exploration
2. it replaces all overworld mob spawners in dungeons with lycanites nethermob spawning spawners.
3. Generally I find its texturing, models and model animations to just not be up to the standards of other minecraft models. ironically they have more polygons, but this just makes them look worse when compared to the rest of MC.
4. As the patch notes attest, it is difficult to balance their spawn rate.
hopefully he dont remove my favorite mod from this pack if he does my entire stable of pets iv worked so hard for will be gone good to know however that mods could be removed with no big downsides though
Also, just a note - what with primitive mobs and thaumcrafts boss mods and GoG mobs I have decided to remove Lycanites Mobs from my instance of this pack as
1. I don't like that it fills the nether with hostile mobs that can swarm the portal. This is a disincentive to exploration
2. it replaces all overworld mob spawners in dungeons with lycanites nethermob spawning spawners.
3. Generally I find its texturing, models and model animations to just not be up to the standards of other minecraft models. ironically they have more polygons, but this just makes them look worse when compared to the rest of MC.
4. As the patch notes attest, it is difficult to balance their spawn rate.
Well I have to shuffle IDs because the resource pack apparently looks for those said IDs, I dunno...I think I'll try adding it without changing IDs and see if it works. (YOLO, I guess?)
1. Haven't had that issue, I just build a small obsidian fort around the portal, you should have a trade station by then so the cost should be no issue.
2. Uh...No? I still get regular spawners in Roguelike Dungeons and every other dungeon, the only one I've seen having them occur sometimes would be Doomlike ones.
3. Agreed, actually, I didn't like how unfitting the models are, but I was kinda like "Meh", because I was never a graphics kind of person.
4. Yes indeed...It's frustrating really because the spawn rates are so ridiculous by default, I may completely disable Portal spawning for now because it's annoying and not fun at all. :/
hopefully he dont remove my favorite mod from this pack if he does my entire stable of pets iv worked so hard for will be gone good to know however that mods could be removed with no big downsides though
Well, I won't remove it, just change it's configs a few hundred more times and it should be balanced! (Ahahaha...)
Yeah you can remove mods, as long as it's not too drastic in changes, generally removing a mod makes it work better, not worse.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
2.6.4 - This update brings more config tweaks and a new mod - Antique Atlas!
+ Added Antique Atlas and the resource pack. You'll need to enable it in the resource pack options!
Config changes to Lycanite Mobs (x6):
* Disabled Portal spawning.
* Disabled Nether Souls, they were not very fair and just annoying as the other thing the nether gets called.
* On Easy difficulty, mobs now have 0.8 times health.
I got it completely backwards, Antique Atlas just says to make sure the biome IDs match - And they do with no changes!
I could add Biomes' O' Plenty too as it works with that as well, but I dunno...Maybe, maybe not, depends if people want it added or not, because it should make it in with no issues. (Also, you can now see ZSS dungeons with Antique Atlas. :D)
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Oh, well I failed. lol
It wasn't actually added to the package...ahahaha!
Much funny...Wow.
Okay, I'm actually adding it now.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
2.6.5
+ Added Antique Atlas for real.
Yep, I suck.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
First, crashed once in SMP, found out that my friend didn't have the resource pack active so it most likely was that, but not quite sure...
Second, I'm finding Phantoms randomly around at night, as if some mob is spawning and then immediately dying or something...
Odd indeed are these things happening, they're nothing to worry about but y'know...Noteable.
Also, if you ever encounter a Support Creeper with a Minotaur...Good luc- Actually, you're completely screwed, sorry. (1-shotted when in full Iron gear, in normal.)
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I never thought I'd say this but...
Lycanite's Mobs needs a buff.
The events are very lame right now, spawning...Basically nothing.
Ideally I want them to last a while, but spawn at not that high of a rate, so I think I'll tweak the spawn rate up a tiny, tiny bit, and make them last longer.
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I forgot to mention that those brain slimes from Primitive mobs seem especially annoying as they seem to be able to spawn in a lot of biomes, and love to go jump on crops: With so much effect that I think crop destruction is specifically targeted in their AI.
I forgot to mention that those brain slimes from Primitive mobs seem especially annoying as they seem to be able to spawn in a lot of biomes, and love to go jump on crops: With so much effect that I think crop destruction is specifically targeted in their AI.
Well that's kinda why you grow a garden in a safe place, the same thing you do in vanilla to protect against creepers and animals stomping on the crops.
. . .I dunno though, maybe I'll just remove Primitive Mobs because the Support Creeper spawning with a Minotaur...Is a bit OP. (As said earlier, 1-shotted in Iron armor on Normal.)
Rollback Post to RevisionRollBack
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Oh...Well, the mod said that it was multiplayer compatible...It's like Eternal Frost, that mod also did the same thing, adding it to my list of things to do..
"Remove Endplus for crashing."
Basically.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
It is a bit of an iffy mod to pull out the pack. It does a *lot* of worldgen in the overworld with "cavern stone". Which is interesting as mining it has a chance to pop spiders, or ingots ore gems - the spiders are interesting, but dropping "processed" ingots makes the whole thing a bit lame. Oh - and its added an ore that can be used to make monster spawners - which I havn't taken advantage of yet so I don't know how I feel about it wrt balance.
EndPlus weirdness aside, my friends and I have moved to this pack and so far it is proving to be an absolute fantastic. Well, we did add Ars Magica to give ourselves a choice of magical pathways (ironically it, too, causes server crashes so we are LAN sharing SSP games for now). Something - probably BWG4 - is causing a lot of villages to spawn in ocean biomes.
I don't know how you are deciding which mods are too heavy to add. But, if the pack has headroom... have you looked at either Growthcraft or Natura? Growthcraft adds some crops and processing options to create alcoholic beverages that are really potions with effects. And Natura adds berry bushes to worldgen that can be scavenged for berries as a quick source of food while travelling - and it creates really REALLY big giant redwoods. So big you can build a house inside them.
Well it's iffy to keep as well, I encountered that cavern stone in my testing and quickly found out it dropped a couple endermite (or whatever that ore was), enough to get a 10-damage sword towards the start (You can use a stone pickaxe so...) I dunno, it seems way OP, but if I'm gonna remove it, the sooner the better, because the sooner, the less progress lost.
Glad that my work paid off and some people made this the main modpack they play, I dunno how I feel...It's happy, but strange at the same time because I'm seeing my own creation get used. I dunno about Ars Magica...It's balanced but I think the damage might surpass even the True Master Sword, but I dunno much about that mod so who knows...I think it might be a tad resource intensive. (Considering how easy it is to add mods manually, I think it won't become official if it's resource intensive.)
More ocean villages...? Last I checked BWG4 didn't effect regular world generation...Strange, I think I'll have to lower that ocean village spawn rate if I can.
Natura...Yes, I should add that! It'd be great to not have to go back going "oh I forgot food" (one of the minor nuisances I encounter.) As the pack is supposed to be packed with adventure - not walking back and fourth forgetting food. In terms of intensity, I don't think it'd be too much.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
2.6.3 - config update #2.
- Removed EndPlus, in short, OP and crashy in SMP.
+ Added Natura and core mods needed for Natura.
* Configured Villages to spawn a tad bit less.
Your land should be more build-friendly with less villages. (Sorry Villagers)
Like I said earlier the sooner the better, less progress lost in the long run, goodbye EndPlus.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Plus natura makes the nether look beautiful
Well, depends on your definition of beautiful, I kinda see it as more "creepy"
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
What? Trees made of Blood and Ghost trees among many others arent beautiful? Plus the imps are cute :3
Well okay, Imps are cute, I'll give you that.
Anyway, I got some good news and some bad news...Good news, I have found a way to add Antique Atlas!
To add it, I must install a resource pack for the mod, simple enough...
But that's when my concern begins.
I have to change biome IDs to add the resource pack.
And I have no idea how that'd effect current worlds, would it mess anything up? Would it mess up generation of current worlds or would it be just fine?
My best bet would be just to test it, but an answer here would be nice and less trouble then changing a bunch of IDs and adding a resource to maybe find out it doesn't work.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
It will mess with any generated biomes. There will be obvious issues where new terrain is generated, and existing terrain will have the wrong biome for the stuff that is there.
I do not understand why a texture pack will require biomes to be renumbered, especially as your existing config leaves all the biomes at their default ids.
Also, just a note - what with primitive mobs and thaumcrafts boss mods and GoG mobs I have decided to remove Lycanites Mobs from my instance of this pack as
1. I don't like that it fills the nether with hostile mobs that can swarm the portal. This is a disincentive to exploration
2. it replaces all overworld mob spawners in dungeons with lycanites nethermob spawning spawners.
3. Generally I find its texturing, models and model animations to just not be up to the standards of other minecraft models. ironically they have more polygons, but this just makes them look worse when compared to the rest of MC.
4. As the patch notes attest, it is difficult to balance their spawn rate.
hopefully he dont remove my favorite mod from this pack if he does my entire stable of pets iv worked so hard for will be gone good to know however that mods could be removed with no big downsides though
Well I have to shuffle IDs because the resource pack apparently looks for those said IDs, I dunno...I think I'll try adding it without changing IDs and see if it works. (YOLO, I guess?)
1. Haven't had that issue, I just build a small obsidian fort around the portal, you should have a trade station by then so the cost should be no issue.
2. Uh...No? I still get regular spawners in Roguelike Dungeons and every other dungeon, the only one I've seen having them occur sometimes would be Doomlike ones.
3. Agreed, actually, I didn't like how unfitting the models are, but I was kinda like "Meh", because I was never a graphics kind of person.
4. Yes indeed...It's frustrating really because the spawn rates are so ridiculous by default, I may completely disable Portal spawning for now because it's annoying and not fun at all. :/
Well, I won't remove it, just change it's configs a few hundred more times and it should be balanced! (Ahahaha...)
Yeah you can remove mods, as long as it's not too drastic in changes, generally removing a mod makes it work better, not worse.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
2.6.4 - This update brings more config tweaks and a new mod - Antique Atlas!
+ Added Antique Atlas and the resource pack. You'll need to enable it in the resource pack options!
Config changes to Lycanite Mobs (x6):
* Disabled Portal spawning.
* Disabled Nether Souls, they were not very fair and just annoying as the other thing the nether gets called.
* On Easy difficulty, mobs now have 0.8 times health.
I got it completely backwards, Antique Atlas just says to make sure the biome IDs match - And they do with no changes!
I could add Biomes' O' Plenty too as it works with that as well, but I dunno...Maybe, maybe not, depends if people want it added or not, because it should make it in with no issues. (Also, you can now see ZSS dungeons with Antique Atlas. :D)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
Oh, well I failed. lol
It wasn't actually added to the package...ahahaha!
Much funny...Wow.
Okay, I'm actually adding it now.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
2.6.5
+ Added Antique Atlas for real.
Yep, I suck.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
So, strange things happening.
First, crashed once in SMP, found out that my friend didn't have the resource pack active so it most likely was that, but not quite sure...
Second, I'm finding Phantoms randomly around at night, as if some mob is spawning and then immediately dying or something...
Odd indeed are these things happening, they're nothing to worry about but y'know...Noteable.
Also, if you ever encounter a Support Creeper with a Minotaur...Good luc- Actually, you're completely screwed, sorry. (1-shotted when in full Iron gear, in normal.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I never thought I'd say this but...
Lycanite's Mobs needs a buff.
The events are very lame right now, spawning...Basically nothing.
Ideally I want them to last a while, but spawn at not that high of a rate, so I think I'll tweak the spawn rate up a tiny, tiny bit, and make them last longer.
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!
I forgot to mention that those brain slimes from Primitive mobs seem especially annoying as they seem to be able to spawn in a lot of biomes, and love to go jump on crops: With so much effect that I think crop destruction is specifically targeted in their AI.
Well that's kinda why you grow a garden in a safe place, the same thing you do in vanilla to protect against creepers and animals stomping on the crops.
. . .I dunno though, maybe I'll just remove Primitive Mobs because the Support Creeper spawning with a Minotaur...Is a bit OP. (As said earlier, 1-shotted in Iron armor on Normal.)
Check out my adventure modpack! 25+ carefully selected mods (Not counting Core Mods) and great for if you don't have that beefy of a computer. Plus it has over 2K downloads and counting so y'know it's good. Oh, and fully multiplayer compatible!
There's also the resource intensive version (if you can handle it) for a bigger experience!