• posted a message on Lycanites Mobs

    Unfortunately I never got round to making Lycanites Mobs for 1.8, by the time I started updating from 1.7.10, Minecraft 1.9 was out with even more changes, so to save time I updating straight to 1.9 skipping 1.8. Lycanites Mobs is open source so anyone is free to download the source code and change it to work with 1.8 but it's not an easy task as 1.8 to 1.9 had some big rendering changes.

    Posted in: Lycanites Mobs
  • posted a message on Lycanites Mobs

    When I last checked the Doomlike (and I think Roguelike) Dungeons do use spawners, the conditions in the lycanites mobs spawning configs determine what kind of of dungeons they are added to, I'll double check this as it may have changed though. The dungeon spawner weight scale affects vanilla dungeons, increasing it will just make the vanilla dungeons more likely to contain Lycanites Mobs instead of vanilla ones.

     

    The Weight Scale will affect the spawning of all Lycanites Mobs across all dimensions, etc vs vanilla mobs and mobs from other mods. For more control you can use the group spawning configs such as forestmobs-spawning.cfg, inside there you can control the spawning settings of all the forest mobs as a group as well as each forest mob individually too.

     

    To quickly get what you want, lowering the Weight Scale in the lycanitesmobs-spawning config should do what you want, increasing the Dungeon Scale should make Lycanites Mobs more common in vanilla dungeons, for Doomlike Dungeons, they should show up very frequently by default, if not the compatibility may be broken, I'll run some tests on that for you. For Roguelike I'm not too sure but I think it has its own configs, I'll need to look into it.

     

    Let me know if you're unsure about anything or if something isn't quite right, you can also send me your configs and I can take a look too.

    Posted in: Lycanites Mobs
  • posted a message on Lycanites Mobs

    Thanks and don't worry those electric eels will be showing up eventually! I've currently got some code to rewrite for 1.11+ as well as an annoying server side problem to fix, but I'll get there eventually!

    Posted in: Lycanites Mobs
  • posted a message on Lycanites Mobs

    Hmm that's a weird bug, I'd try doing a fresh download of the mod as it looks like the sounds.json is corrupt or something, unless there has been a new Forge update or something changing things.

    Posted in: Lycanites Mobs
  • posted a message on Lycanites Mobs

    I'm glad to hear you like the mod! :D If you could send me the crash log I'll take a look and fix it. :)

    Posted in: Lycanites Mobs
  • posted a message on Lycanites Mobs

    Could you send me a copy of your configs please so I can test the Belph spawning issue. Also which version of Lycanites Mobs and Minecraft are you currently running as there are some large differences between the 1.7.10, 1.9 and 1.10 versions currently?

     

    There was an issue with Nether Portal crowding which was fixed a while ago but I'll run more tests, the intention is to make leaving demonic portals wide open a very dangerous thing to do but if the spawn rate is still too high I can look at lowering the defaults.

     

    Overall Lycanites Mobs is intended to make the game more difficult, though over the years the default strength of everything has been significantly reduced. I have been considering making a couple of default configs to choose from offering a more light weight default config. Also i still have various other water mobs to add which means some mobs are currently more common than they should be, for example Jengus are still too common currently, but Lobbers and Khalk are rarer now since the addition of the significantly less dangerous Salamander.

     

    I normally test on my own server with a handful of various other mods, though the transition from 1.7.10 to 1.9/1.10 has been a lot of work and the drastic changes have brought with them many new bugs which I try to frequently fix, please see my GitHub page and report any game breaking bugs you find so I can fix them asap: https://github.com/Lycanite/LycanitesMobs/

     

    Thanks for the feedback! :)

    Posted in: Lycanites Mobs
  • posted a message on Lycanites Mobs

    I'm not sure but I haven't updated them for a bit, I'd ask BlackJar (the Doomlike dev) about it as he has some more up to date configs.

    Posted in: Lycanites Mobs
  • posted a message on Lycanites Mobs

    I can fully understand that, they do not follow the conventional Minecraft design at all, some people like that and others don't. In the future I may look at resource packs that add blocky models instead of the standard ones too.

    Posted in: Lycanites Mobs
  • posted a message on Lycanites Mobs

    1.7.10 has an older version of Rahovart, but 1.9-1.10 have Asmodeus and some other new mobs. Adding them back to 1.7.10 would be a big job as there are a lot of new things that I added for Asmodeus that are all designed for 1.9-1.10 and are very different to 1.7.10 and 1.8.

     

    I do have a bug fix update to release for 1.7.10 shortly but for the new stuff you'll need to update as 1.7.10 is super old now, hopefully more mods will catch up too, a lot already have now.

    Posted in: Lycanites Mobs
  • posted a message on Lycanites Mobs

    Events are disabled by default now, to activate them use /lm mobevent enable

    Posted in: Lycanites Mobs
  • To post a comment, please or register a new account.