In the next update will the Damage Multiplier be fixed?
Possibly, I've seen other weird issues with the overworld multipliers being applied regardless of settings but I've been yet to figure out why. All dimensions multipliers are applied the same way so it has confused me greatly since discovering it.
@Funwayguy, the Fallen Knight from Ender zoo(http://minecraft.curseforge.com/projects/ender-zoo) attacks itself in Chaos mode, in the 1.7.10 versions of the mods(latest versioof your mod). Is there anyway to prevent this barring switching the Chaos mode?
@Funwayguy, the Fallen Knight from Ender zoo(http://minecraft.curseforge.com/projects/ender-zoo) attacks itself in Chaos mode, in the 1.7.10 versions of the mods(latest versioof your mod). Is there anyway to prevent this barring switching the Chaos mode?
There's an AI blacklist for mobs that behave strangely
Hello, trying to figure out how to give all mobs knockback immunity how does the knockback resistance numbers work, it doesnt seem to make any difference, i have stefani guns mod and i need mobs to resist the crazy knockback on them from shooting them its throwing them in the air and alsorts lol its so powerful, but even just punching them is still knocking them back despite playing around with different numbers i've tried 0.5, 1.9 default 1.0, 50.0, 80.0 is there something i need to do to enable it, or something?
For now the speed multiplier makes up for it somewhat, i want people to get a bit overwhelmed by zombies ideally but not too much just so they have to keep back as much as possible i have infection mod that makes them infect you if they hit you then you have to go find a cure or die eventually, emulating turning into zombie basically.
The numbers usually apply as a multiplier where higher means less knockback. It sounds like the guns are completely ignoring knockback resistance attributes on mobs.
I am playing this with Feed the beast Infinity evolved. I am getting the ender Crystals that spawn in the end that you have to blow up to weaken the ender dragon spawning in the over world. Is there a way that I can tell siege mod to not spawn these or to flag them as unspawnable.
I don't know if this has been asked about but I did a test to see the difference in digging speed on different blocks and saw that zombies take longer to dig through wood planks than they do stone bricks. It doesn't make any sense why this would happen as stone bricks are much stronger and are harder to obtain.
Does this mod work on 1.10? I loved this mod back then. I think it's a shame it's not being updated anymore.
I do have a half done build for 1.10 already but I can only work on it between Uni assignments so development is slow. I assure you it's coming though.
I do have a half done build for 1.10 already but I can only work on it between Uni assignments so development is slow. I assure you it's coming though.
Aw, I didn't mean to rush you! Take it slow man. I've just returned to Minecraft and I can live without Epic Siege Mod for a while. Thanks for working on this!
Aw, I didn't mean to rush you! Take it slow man. I've just returned to Minecraft and I can live without Epic Siege Mod for a while. Thanks for working on this!
It's fine though I did have a little bit of a laugh at the irony of "I can live without Epic Siege Mod"
I read your earlier post about setting the warm-up time to an extremely large number and relying on the hardcore cycle if you wanted a more "wave-like" system, and I'm having a bit of trouble getting that to work out. Does the warm up time ever cool back down? With the default setting of 7 days I get an insane amount of mobs spawning on the very first day, but if I set the warm up time really high then nothing spawns at all.
Does "General Griefable Blocks" works in 1.7.10 version?
it exists in cfg, but no matter default settings or changed, not a single mob is trying to break chest, fence, furnace or anything from list
upd: oh well, they actualy do, but after some idling time
Attacking the player takes priority over griefing and the check for blocks is relatively slow to keep processing down. I'm hoping to change this a bit in future so some mobs act as a distraction while others grief and steal weapons.
since i'm combining MCA (Minecraft Comes Alive) with this i'm trying to see how AI of villagers interracts with ESM AI
but i've found pretty strange behavor of Creepers for both villagers and players.
they're suppose to be aggressive in ESM to villagers, and some of them really do.
but nearly half of spawned creepers wont't target anything, even player. they're just staying and makes no reaction to walking around players or villagers, at least someone hit them, then they're going to explode like normal close-range react.
is there...em, option in cfg to make them more active?
same way i see spiders some time, but that's partically fine for them cuz they have passive state in day time, but some of them may spawn same passive at night, kinda strange :\ i can freely come close to them and they won't attack, sometimes, just looking.
about zombies and houses somewhere high in the air.
zombies can build great pillars to reach this type of safe zones, but they can't break blocks above them, right? i mean they can make pillar and reach floor under house, but still can't get inside since they're not breaking blocks above. and this zombies just staying under house and roars
here is a screenshot in attachments to show what's happening
and one more. is there any way to make mobs to refresh targets around them?
cuz sometimes i see skeletons stucked in wall of house for someone inside, but ignoring anyone who can walking just behind them
best regards, you've made one of most wonderful mods ever, minecraft really needs more natural difficult! ^^
since i'm combining MCA (Minecraft Comes Alive) with this i'm trying to see how AI of villagers interracts with ESM AI
but i've found pretty strange behavor of Creepers for both villagers and players.
they're suppose to be aggressive in ESM to villagers, and some of them really do.
but nearly half of spawned creepers wont't target anything, even player. they're just staying and makes no reaction to walking around players or villagers, at least someone hit them, then they're going to explode like normal close-range react.
is there...em, option in cfg to make them more active?
same way i see spiders some time, but that's partically fine for them cuz they have passive state in day time, but some of them may spawn same passive at night, kinda strange :\ i can freely come close to them and they won't attack, sometimes, just looking.
about zombies and houses somewhere high in the air.
zombies can build great pillars to reach this type of safe zones, but they can't break blocks above them, right? i mean they can make pillar and reach floor under house, but still can't get inside since they're not breaking blocks above. and this zombies just staying under house and roars
here is a screenshot in attachments to show what's happening
and one more. is there any way to make mobs to refresh targets around them?
cuz sometimes i see skeletons stucked in wall of house for someone inside, but ignoring anyone who can walking just behind them
best regards, you've made one of most wonderful mods ever, minecraft really needs more natural difficult! ^^
Sounds like the AI is having a conflict with something, not sure what or why though.
Zombies can dig through floors but only if they have the required tool (you can disable this check)
Mobs used to refresh their targets but that broke somewhere down the line. It should be fixed once I finish the 1.10 build
Ok the damage multiplier works, but only with spiders for some reason
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/forums/mapping-and-modding/minecraft-mods/wip-mods/2540127-1-8-heroicraft-mod-wip-looking-for-coders
http://www.minecraftforum.net/forums/mapping-and-modding/forums/mapping-and-modding/minecraft-mods/2466806-farlands-bringing-back-the-far-lands-250-downloads
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1445830-wip-path-of-a-hero-superhero-mod-alpha-v0-3-2
In the next update will the Damage Multiplier be fixed?
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/forums/mapping-and-modding/minecraft-mods/wip-mods/2540127-1-8-heroicraft-mod-wip-looking-for-coders
http://www.minecraftforum.net/forums/mapping-and-modding/forums/mapping-and-modding/minecraft-mods/2466806-farlands-bringing-back-the-far-lands-250-downloads
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1445830-wip-path-of-a-hero-superhero-mod-alpha-v0-3-2
Possibly, I've seen other weird issues with the overworld multipliers being applied regardless of settings but I've been yet to figure out why. All dimensions multipliers are applied the same way so it has confused me greatly since discovering it.
@Funwayguy, the Fallen Knight from Ender zoo(http://minecraft.curseforge.com/projects/ender-zoo) attacks itself in Chaos mode, in the 1.7.10 versions of the mods(latest versioof your mod). Is there anyway to prevent this barring switching the Chaos mode?
There's an AI blacklist for mobs that behave strangely
The numbers usually apply as a multiplier where higher means less knockback. It sounds like the guns are completely ignoring knockback resistance attributes on mobs.
I am playing this with Feed the beast Infinity evolved. I am getting the ender Crystals that spawn in the end that you have to blow up to weaken the ender dragon spawning in the over world. Is there a way that I can tell siege mod to not spawn these or to flag them as unspawnable.
I don't know if this has been asked about but I did a test to see the difference in digging speed on different blocks and saw that zombies take longer to dig through wood planks than they do stone bricks. It doesn't make any sense why this would happen as stone bricks are much stronger and are harder to obtain.
Does this mod work on 1.10? I loved this mod back then. I think it's a shame it's not being updated anymore.
I do have a half done build for 1.10 already but I can only work on it between Uni assignments so development is slow. I assure you it's coming though.
Aw, I didn't mean to rush you! Take it slow man. I've just returned to Minecraft and I can live without Epic Siege Mod for a while. Thanks for working on this!
It's fine though I did have a little bit of a laugh at the irony of "I can live without Epic Siege Mod"
I read your earlier post about setting the warm-up time to an extremely large number and relying on the hardcore cycle if you wanted a more "wave-like" system, and I'm having a bit of trouble getting that to work out. Does the warm up time ever cool back down? With the default setting of 7 days I get an insane amount of mobs spawning on the very first day, but if I set the warm up time really high then nothing spawns at all.
Ah I see it now lol... I can DEFINITELY live without Epic Siege Mod
Good job, man
Does "General Griefable Blocks" works in 1.7.10 version?
it exists in cfg, but no matter default settings or changed, not a single mob is trying to break chest, fence, furnace or anything from list
upd: oh well, they actualy do, but after some idling time
Attacking the player takes priority over griefing and the check for blocks is relatively slow to keep processing down. I'm hoping to change this a bit in future so some mobs act as a distraction while others grief and steal weapons.
oh, thank you for reply, Funwayguy ^^
i have some questions.
since i'm combining MCA (Minecraft Comes Alive) with this i'm trying to see how AI of villagers interracts with ESM AI
but i've found pretty strange behavor of Creepers for both villagers and players.
they're suppose to be aggressive in ESM to villagers, and some of them really do.
but nearly half of spawned creepers wont't target anything, even player. they're just staying and makes no reaction to walking around players or villagers, at least someone hit them, then they're going to explode like normal close-range react.
is there...em, option in cfg to make them more active?
same way i see spiders some time, but that's partically fine for them cuz they have passive state in day time, but some of them may spawn same passive at night, kinda strange :\ i can freely come close to them and they won't attack, sometimes, just looking.
about zombies and houses somewhere high in the air.
zombies can build great pillars to reach this type of safe zones, but they can't break blocks above them, right? i mean they can make pillar and reach floor under house, but still can't get inside since they're not breaking blocks above. and this zombies just staying under house and roars
here is a screenshot in attachments to show what's happening
and one more. is there any way to make mobs to refresh targets around them?
cuz sometimes i see skeletons stucked in wall of house for someone inside, but ignoring anyone who can walking just behind them
best regards, you've made one of most wonderful mods ever, minecraft really needs more natural difficult! ^^
Sounds like the AI is having a conflict with something, not sure what or why though.
Zombies can dig through floors but only if they have the required tool (you can disable this check)
Mobs used to refresh their targets but that broke somewhere down the line. It should be fixed once I finish the 1.10 build
well, they definitly don't, if "required tool" option is disabled the result still same
even on screenshot it was already disabled, but they're not even tried to dig vertically dat small platform
thank you ^^
It might have something to do with the fact they never look directly upward (digging is dependent on where they're looking but I could change that).