I was just wondering is anyone knows why this happens:
When a skeleton is near me in the world the game kinda of..... stops? Like I can move of break stuff but mobs don't move, take damage, and I can't "harvest" blocks. I also have BG2 installed so I was wondering if the modification it gives with arrows conflicts with this mod's sniping stuff?
I was just wondering is anyone knows why this happens:
When a skeleton is near me in the world the game kinda of..... stops? Like I can move of break stuff but mobs don't move, take damage, and I can't "harvest" blocks. I also have BG2 installed so I was wondering if the modification it gives with arrows conflicts with this mod's sniping stuff?
I'm not really sure either, they work perfectly fine on their own and with most other mods. Is the console outputting any errors at the time?
Also, could you make it so iron golems don't attack you?
It get's worse, they are attacking the villagers aswell
Turn off 'Ambiguous AI' to fix that. That particular option is for creatures who have targeting AI but might not necessarily attack players out of the box.
To test this mod, I went on creative, found a village, used mca to give them some guards, and set the time to night.
The results where better than expected.
Just wondering though, do the mobs only spawn at night? Because I was just thinking it'd be cool to have rare 'siege' events when mobs spawn at day(with the undead wearing helmets so they don't burn) at attack you.
Wait, can you make it so undead don't burn in the sun? And so spiders don't de-aggro when it's bright?
Having mobs spawn in the day time is unnecessary in my opinion because they already tend to crawl out of nearby cave openings just to reach players on the surface. As for undead not burning in sunlight and spiders staying aggro, that can be done
I'm not really sure either, they work perfectly fine on their own and with most other mods. Is the console outputting any errors at the time?
Turn off 'Ambiguous AI' to fix that. That particular option is for creatures who have targeting AI but might not necessarily attack players out of the box.
Having mobs spawn in the day time is unnecessary in my opinion because they already tend to crawl out of nearby cave openings just to reach players on the surface. As for undead not burning in sunlight and spiders staying aggro, that can be done
Ok ty! And I think it wasn't your mod causing the crash at all actually XD
Just added pillaring zombies and evasive tactics for mobs to the latest update. Forgot to also mention spiders can web their victims to the floor and creeper dismount when close to their target.
I was wondering if you get make it an option to whether or not neutral mobs can become hostile or not while still having ambiguous ai? If that's not possible could you make it an option to exclude neutral mobs from ti altogether? Ambiguous ai is absolutely AMAZING, it makes my modpack really fun with stuff from mo zombies and such coming after me. But the issues with neutral mobs are becoming hard to deal with
I was wondering if you get make it an option to whether or not neutral mobs can become hostile or not while still having ambiguous ai? If that's not possible could you make it an option to exclude neutral mobs from ti altogether? Ambiguous ai is absolutely AMAZING, it makes my modpack really fun with stuff from mo zombies and such coming after me. But the issues with neutral mobs are becoming hard to deal with
The problem with this is that most neutral mobs like wolves and endermen have their own hardcoded AI to handle that and ESM can't manipulate it without having to program each one independently, not something I want to have to do with every compatibility request and/or custom mob. If I can figure out a sort of 'blanket code' to cover the majority of code I will definitely implement the option but for now 'ambiguous AI' is the closest I can get to that.
The problem with this is that most neutral mobs like wolves and endermen have their own hardcoded AI to handle that and ESM can't manipulate it without having to program each one independently, not something I want to have to do with every compatibility request and/or custom mob. If I can figure out a sort of 'blanket code' to cover the majority of code I will definitely implement the option but for now 'ambiguous AI' is the closest I can get to that.
Well now I feel like an idiot xD I thought there was just like an universal "neutral" kind of extension but it's alot more complicated than I thought. But ty anyways! I keep ambiguous ai on true for now. Luckily it doesn't affect MCA villager guards xD
So.... does this mean MP will be lagless now too? Or is this a fix for clients only? Also, how were blazes causing lag on the servers? We start a brand new world and it lags already just trying to get in; I am pretty sure no blazes have spawned in just yet on world start-up or generation.
So.... does this mean MP will be lagless now too? Or is this a fix for clients only? Also, how were blazes causing lag on the servers? We start a brand new world and it lags already just trying to get in; I am pretty sure no blazes have spawned in just yet on world start-up or generation.
It should cover clients and servers, the bug with blazes was that their fireball count was being updated 6x more than necessary even when not attacking. I also stumbled upon another bug which is also causing lag issues which is the pathing cap isn't being applied to non-AI mobs
I HIGHLY recommend people update to the latest version (10.0.91). I've made a TON of fixes for lag problems, target capping and a serverside crash. I think this is probably the most stable build I've made so far but should anything go wrong let me know and I'll see what I can do.
When updating do I have to delete the little note thingy in the world save and let it regenerate? Also, could you make it so I don't have to reset that everytime I make a new world?
When updating do I have to delete the little note thingy in the world save and let it regenerate? Also, could you make it so I don't have to reset that everytime I make a new world?
You don't need to delete that file or regenerate your world. There is a global config in the usual config folder that sets the default options for new worlds and if you need a world to have slightly different options you can change them once the world and its configs have been created. If you go to the main menu, click mods, select Epic Siege Mod from the list and click 'config' you'll be able to use the in game editor to change all of your settings without having to close the game or search for the config files.
You don't need to delete that file or regenerate your world. There is a global config in the usual config folder that sets the default options for new worlds and if you need a world to have slightly different options you can change them once the world and its configs have been created. If you go to the main menu, click mods, select Epic Siege Mod from the list and click 'config' you'll be able to use the in game editor to change all of your settings without having to close the game or search for the config files.
What exactly is the difference between pathing cap and awareness radius?
Pathing cap is the amount of enemies that can attack each target and awareness radius is how far the mobs can see. Pathing cap is there to limit how many mobs are path finding to their targets because when awareness is high the paths get VERY long and complex to calculate.
If I just wanted a specific AI from this mod, such as the sniper Skeleton, is there an option to turn off all other AI? I noticed if I have this mod installed with only optifine and Forge, my TPS still goes up really high, especially places that shelters lots of shadows. At night, its worst, my TPS goes up to 136 when an army chases me, and decreases back to 36 when nothing is occurring; however, without this mod, my TPS stays at 1-4 regardless of the day-night cycles. If there are no option to turn off other AI, will you implement such an option?
Awesome, thanks much. We're reworking some stuff for the pack and setting up another test world, soon as it's up, I'll be testing things out more.
When a skeleton is near me in the world the game kinda of..... stops? Like I can move of break stuff but mobs don't move, take damage, and I can't "harvest" blocks. I also have BG2 installed so I was wondering if the modification it gives with arrows conflicts with this mod's sniping stuff?
It get's worse, they are attacking the villagers aswell
I'm not really sure either, they work perfectly fine on their own and with most other mods. Is the console outputting any errors at the time?
Turn off 'Ambiguous AI' to fix that. That particular option is for creatures who have targeting AI but might not necessarily attack players out of the box.
Having mobs spawn in the day time is unnecessary in my opinion because they already tend to crawl out of nearby cave openings just to reach players on the surface. As for undead not burning in sunlight and spiders staying aggro, that can be done
Ok ty! And I think it wasn't your mod causing the crash at all actually XD
The problem with this is that most neutral mobs like wolves and endermen have their own hardcoded AI to handle that and ESM can't manipulate it without having to program each one independently, not something I want to have to do with every compatibility request and/or custom mob. If I can figure out a sort of 'blanket code' to cover the majority of code I will definitely implement the option but for now 'ambiguous AI' is the closest I can get to that.
Well now I feel like an idiot xD I thought there was just like an universal "neutral" kind of extension but it's alot more complicated than I thought. But ty anyways! I keep ambiguous ai on true for now. Luckily it doesn't affect MCA villager guards xD
It should cover clients and servers, the bug with blazes was that their fireball count was being updated 6x more than necessary even when not attacking. I also stumbled upon another bug which is also causing lag issues which is the pathing cap isn't being applied to non-AI mobs
You don't need to delete that file or regenerate your world. There is a global config in the usual config folder that sets the default options for new worlds and if you need a world to have slightly different options you can change them once the world and its configs have been created. If you go to the main menu, click mods, select Epic Siege Mod from the list and click 'config' you'll be able to use the in game editor to change all of your settings without having to close the game or search for the config files.
Thank you!
Pathing cap is the amount of enemies that can attack each target and awareness radius is how far the mobs can see. Pathing cap is there to limit how many mobs are path finding to their targets because when awareness is high the paths get VERY long and complex to calculate.