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Home Page: https://www.curseforge.com/minecraft/mc-mods/fishs-undead-rising
When wearing any added armor (molten, swine, etc) and the inventory is open, it significantly lags the game and drops fps. I went from over 300 fps to 20 in about 3 seconds. Once the inventory is closed again, the lag dissipates.
Would be amazing to have a toggle for this behavior. I really like the minions staying behind to add danger, and thematically they don't always have to be connected to the "life force" of the summoner. For example, if the Avaton brings plagues of insects upon civilization, it would be a very ineffective plague bringer if its death meant all of the wetas died instantly - the threat should remain afterwards imo. But having a config allows this decision to be made by the player or modpack creator.
The Ghost Rays are very interesting and eerie enemies, but they seem like a missed opportunity as passive creatures - and passive creatures that don't even attempt to retaliate or escape from danger in any way.
While there are many mods that allow you to make neutral monsters hostile (let alone using a different mod to just spawn them as their aggressive version with NBT), there are no mods that are able to make passive creatures neutral or hostile.
Having them be neutral by default, or have this be an option that could be enabled, allows players and pack makers to potentially make these creatures neutral with dangerous effects, or even hostile monsters, without too much effort on your part, and without removing your ideal vision of the ghost rays as eerie but peaceful creatures.
edit - oops submitted early
While playing minecraft with friends on a custom modpack, We added this mod as a means of getting moogma's, for a lava supply.
after adding it, no mobs from this mod are spawning naturally, and all spawn eggs are showing as "Spawn" blank.
I'll attach a photo if possible
Can the "life steal" enchantment be modified?
When the salamander does not use its turret attack, it simply bumps into its target by moving forward, inflicting damage. Having a little "bite" animation where the jaw opens and snaps shut, or a "thrash" where the salamander uses its head like a ram, would like be greatly appreciated to visually communicate that the salamander has just made/is making a melee attack.
Additionally, while the salamander's fireballs do have a trail of smoke, the turret itself never produces any particles, making the fireballs look somewhat like they are appearing out of thin air. Having a small burst of "fire" or "smoke" (or both) particles from the end of the turret when each individual fireball is shot out would greatly improve the look of the salamander's ranged attack.
When the mob a Ptera is carrying gets damaged beyond a certain point, the ptera sinks underground, suffocating the mob and frequently causing the ptera itself to suffocate.
First off (and this would've gotten its own issue page, but I've already made SO many), I would be SO happy if the banshee's scream could use a new damageSource besides "mob".
I personally think either "indirectMagic" or "Magic" would be very fitting. The banshee produces a terrifying scream, powerful enough to kill, so I think it's reasonably magical - and making the damage source reflect that would allow it to better interact with mods that have features related to magic damage (such as taking reduced or increased magic damage, mobs immune to magic can't be harmed by the banshee, etc).
Additionally, this could allow a new config option to change the separate attack strength of banshee's "melee" and "scream" attacks.
I wouldn't have needed to make this issue, but since its melee attack and scream both use the "mob" damage source, I can't make its scream devastating (say, 30+ damage) without also letting it casually 1-shot most mobs with its normal melee attack, which is definitely not intended or fair.
Further options that would be neat to see:
{Very Ambitious, No Big Deal if you don't want to do this}
Hello and thank you for your work!
Sound Filters mod with occlusion config on causes gradual and massive FPS loss as sounds from Undead Rising mobs are played.
Confirmed this issue with only Undead Rising and Sound Filters loaded.
This can be reproduced by the following in a new world:
Hey, love the mod. Just wanted to let you know I've found some issues version: 1.1.0 has a few problems with ticking entities. It looked primarily like Foglet/salamander. Both have caused a server crash multiple times (it seemed like it would primarily happen when they were attempting to aggro players). There are many other mods on the server but I haven't had issue until this version. Just giving you the info in case there isn't enough information yet.
crash-2020-08-23_20.41.21-server.txt
crash-2020-08-23_20.47.23-server.txt
For the rate that the dreamcatcher spawns certain mobs, it can be very rare to use it enough to get what you want before it breaks. A config line to set the number of uses of the dreamcatcher would be an easy way to solve this, especially for modpacks that have added a larger list of creatures to the potential spawns.
When i join the game i find a parasite on my screen and when i right click it glitches in the air and give hunger effect
[05:03:14] [Server thread/FATAL] [minecraft/MinecraftServer]: Error executing task
java.util.concurrent.ExecutionException: java.lang.NullPointerException
at java.util.concurrent.FutureTask.report(Unknown Source) ~[?:1.8.0_191]
at java.util.concurrent.FutureTask.get(Unknown Source) ~[?:1.8.0_191]
at net.minecraft.util.Util.func_181617_a(SourceFile:47) [h.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:723) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:397) [nz.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:668) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_191]
Caused by: java.lang.NullPointerException
at com.Fishmod.mod_LavaCow.item.ItemRavenWhistle.func_111207_a(ItemRavenWhistle.java:87) ~[ItemRavenWhistle.class:?]
at net.minecraft.item.ItemStack.func_111282_a(ItemStack.java:391) ~[aip.class:?]
at net.minecraft.entity.player.EntityPlayer.func_190775_a(EntityPlayer.java:1220) ~[aed.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_147340_a(NetHandlerPlayServer.java:1075) ~[pa.class:?]
at net.minecraft.network.play.client.CPacketUseEntity.func_148833_a(SourceFile:69) ~[li.class:?]
at net.minecraft.network.play.client.CPacketUseEntity.func_148833_a(SourceFile:13) ~[li.class:?]
at net.minecraft.network.PacketThreadUtil$1.run(SourceFile:13) ~[hv$1.class:?]
at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source) ~[?:1.8.0_191]
at java.util.concurrent.FutureTask.run(Unknown Source) ~[?:1.8.0_191]
at net.minecraft.util.Util.func_181617_a(SourceFile:46) ~[h.class:?]
... 5 more
Pteras carrying mobs is a fun feature, but can be a bit strange or frustrating without greater configuration options available. I've listed my requests hopefully in order of how hard they'd be to implement, with the easiest first.
First, an option to enable or disable the passengers would be simplest of all to implement (I hope).
2nd: An option to set at what difficulty this occurs (1, 2, or 3 for Easy, Medium, Hard)
3rd: An option to set the chance a ptera spawns carrying a mob at all. (A setting of 1 means 1% of pteras carry mobs; a value of 100 means a ptera will always spawn carrying a mob).
4th: An option to set WHICH mobs a ptera can spawn carrying, which includes the default mobs. (If someone wants to remove the creeper spawn because they don't like it, this would allow them to do so. If certain modded mobs might cause the game to glitch out, then simply provide a warning: "May not be compatible with modded entities". It should be up to the users to figure out which mobs are compatible, not you. You'd already be doing a great service by providing such a customizable feature.)
5th (Most Complex Suggestion): An option to set which mobs a ptera can spawn carrying, with additional arguments of entity weight and dimension. In my modpack for example, we have Pteras spawn in large flocks in the Aether. There are no zombies or creepers here, and with the large spawn values, there'd be tons of creepers and zombies all over the place, which doesn't fit with the setting. This would allow us to have pteras carry those mobs only in the Overworld, or even carry Aether-specific monsters when in the Aether only.
modname:entity, weight of this entity being chosen , valid dimension IDs (single = 1 number, multiple = array)
For example:
\# Customize the mobs carried by a Ptera. Ex. "mod_lavacow:foglet,4,0" or "minecraft:zombie,20,[0,1,-1]"
S:"spawn list for ptera passenger" <
In this example, the zombie has a very high comparative weight of being chosen, and the ptera can spawn carrying a zombie in all of the vanilla dimensions. Pteras can only spawn carrying foglets in the overworld.
Wandering in the end and fighting the Ender dragon is already a bit tricky. but now, those 3 mobs are spawning in masses in the End, making it impossible to fight the Ender dragon without being in peaceful mode…
And now, those freaks are harassing me in my journey to the end-city!
I checked, and the version of the mod that I'm currently using was supposed to fix this problem (for the nether at least),... but it doesn't.
Also, the spawn rate config doesn't seem to change anything.
It won't kill me if I can't go to the end City, but it would be a pity…
Thank you a lot in advance.
Banshees and Avatons have extremely slow movement speed, presumably to balance out their special abilities.
However, they are slow to the point of making them non-threats. Simple movement even with Slowness is enough to run circles around them, let alone normal walking or sprinting. A vanilla skeleton has far more threat than either of these new undead types alone.
To fit with these entities not having "feet" but rather floating tatters and ectoplasm, the Banshee and Avaton should float around like the Ghost Ray or Vex, descending into an appropriate range when using their melee attacks. They would still be relatively slow, but this increased maneuverability would greatly increase their identity as floating, ghostly monsters and even allow them to pose a threat to players with flight or skybases.
Ideally, since you have already designed the movement system for the Ghost Ray, giving these monsters that kind of movement wouldn't be too difficult (compared to remaking them from scratch).
This is a cross-post of TeamChocoQuest/ChocolateQuestRepoured#235
Basically the larvae try to cast EntityBubble (presumably particles) from CQR into EntityLiving, which fails and causes a crash.
You already know about this idea, but I figured I'd "transfer" it to the issue tracker so you can update it as finished, not going to happen, etc.
An NBT data for the metamorphosis like {Life:200s}, where the "Life" determines the time before hatching in ticks, would be cool for custom spawning mechanics - you could have a "vespa nest" with dormant cocoons, and so on. With this in place, maybe you could offer an additional config option for how long it takes a cocoon to hatch into a vespa.
I really think that the Salamander should deal some physical damage with its fireballs. Even if it’s just a little.
From a gameplay perspective, this hulking turret-lizard poses zero threat if you just chug a fire resistance potion. You can’t really threaten your friends with it either because it’s so trivial to get fire resistance. And you can’t even fight the mobs in the nether where you probably tamed it.
From a lore perspective, how do the giant salamanders protect their cowardly young from predators if everything in the Nether is immune to their fireballs? Why does this beast with an elaborate organic evolved ovipositor shoot balls of molten rock hard enough to catch things on fire, but not hard enough that the molten rock itself packs a punch?
[18:25:19] [Server thread/WARN] [com.performant.coremod.Performant]: Tried to add over 100 AI tasks, pausing ai and aborting
java.lang.Exception: null
at com.performant.coremod.entity.ai.CustomGoalSelector.addTask(CustomGoalSelector.java:144) [CustomGoalSelector.class:?]
at com.Fishmod.mod_LavaCow.entities.EntityBoneWorm.onUpdate(EntityBoneWorm.java:158) [EntityBoneWorm.class:?]
at org.spongepowered.common.event.tracking.TrackingUtil.tickEntity(TrackingUtil.java:167) [spongeforge-1.12.2-2838-7.2.3.jar:1.12.2-2838-7.2.3]
at net.minecraft.world.WorldServer.redirect$zmg000$onCallEntityUpdate(WorldServer.java:4738) [oo.class:?]
at net.minecraft.world.World.updateEntityWithOptionalForce(World.java:1996) [amu.class:?]
at net.minecraft.world.WorldServer.updateEntityWithOptionalForce(WorldServer.java:832) [oo.class:?]
at net.minecraft.world.World.updateEntity(World.java:1958) [amu.class:?]
at net.minecraft.world.World.updateEntities(World.java:1762) [amu.class:?]
at net.minecraft.world.WorldServer.updateEntities(WorldServer.java:3928) [oo.class:?]
at net.minecraft.server.MinecraftServer.updateTimeLightAndEntities(MinecraftServer.java:767) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.updateTimeLightAndEntities(DedicatedServer.java:397) [nz.class:?]
at net.minecraft.server.MinecraftServer.tick(MinecraftServer.java:668) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:526) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:823) [?:1.8.0_262]
# Set the height limit to X blocks above the ground for flyers, 0 = Infinite [0-100]
I:"flying height limit"=0
When set to this option, their flying height is not infinite - it is 0. The mob cannot ascend at all and flies "0" blocks above the ground - vespas constantly bump down so they hit the ground, ghost rays skate along the ground very slowly, and so on. If pushed off a ledge, they can only descend, never ascend, because their code is telling them they can't be more than 0 blocks off the ground.
Having the ability to set what items can appear for seagull/raven/emperor raven, how often (X% chance every Y seconds), or potentially even the weight of each item (like it is for the intestine loot table or Dreamcatcher spawn list) would be excellent for a variety of reasons - buffing the birds with new items, putting in rare goodies, nerfing the default loot, removing fish but adding enchanted fishing books and other fishing loot, etc.
Also, I realize I'm totally clogging up your issue tracker here. I'm sorry for submitting a hundred issues, I just don't want to forget them and I would've ended up posting them all on the discord anyway where they might have gotten lost.
When the banshee does not use its scream, it simply bumps into its target by moving forward, inflicting damage. Having a simple "arm swipe" like the vanilla zombie would be greatly appreciated to visually communicate that the banshee has just made/is making a melee attack.
The holy hand grenade, sonic bomb, and ghost bomb all have very low "gravity" when thrown, making them feel more like very light and heavily inflated balloons rather than thrown weapons. If thrown far up, it can take many seconds just for the bomb to hit the ground, which is both frustrating to use in combat and pretty silly looking.
I would strongly recommend reducing the "floatiness" of these projectiles for these reasons.
Over the past several updates you have, very kindly, increasingly added new options to configure mob health and damage. However, there are still many mobs that lack this configuration. Instead of waiting until you get a specific request or two for a given mob, you should consider just giving these options for all mobs, so you never have to worry about adding them one by one across several updates.
Mobs Missing Health + Attack Damage Config
There should be a dimensional blacklist/whitelist for cemeteries and any other future worldgen that gets added.
As a universal drop, there can be a lot of weird inconsistencies with intestine drops. Pretty bizarre and immersion breaking to have things like snails, golems or elemental creatures, and clearly skeletal undead dropping intestines. A config with a blocklist would allow easy removal of the offending mobs' intestine drops without having to edit a hundred different loot tables.
As a test, I spawned fifteen (15) Avatons directly above some village farms. The avatons summoned their wetas. I left the game for the whole night, to see that only 9 or so crops were actually damaged by the time all the avatons burned up. The wetas tended to wander off and munch on grass instead of prioritizing the crops, and even then, they barely destroyed any plants.
In my opinion, I think summoning 15 sheep directly on the farms would have been more damaging, as they would have trampled all over the crops. I think a creature like the avaton that is specifically designed to be a plague-bringer and destroyer of agriculture should be more of a threat to farms - let alone in large groups.
If balance is a concern, perhaps a config option could control how often wild wetas look for crops to munch / how fast they can "mine" the crops to break them.
What it says on the tin. Google searches still lead to issue posts that no longer exist here.
Likely a simple fix, the Golden Heart does not work with the Mending enchantment while in a Baubles slot. It does work in the main/off-hand, just not in the Baubles slot. While in a Baubles slot XP goes to the player normally, but while in the off-hand it mends the heart as intended. Would appreciate a hotfix for this if possible!
There are an insane amount of mod_lavacow:underminer entities covering every inch of my worlds. There doesn't appear to be a config for them, so I can only assume this is a bug. They are fully functional, but there are so many of them that I can't test whether other spawns are working.
Here is the crash log i got from the player. Hope that helps. https://pastebin.com/M40eiuEq
I greatly appreciate the scream becoming magic damage. However, this scream is not properly registered to the true source of the banshee, which means death messages will be incorrect, and using other mods to apply effects to the banshee's scream or make other entities immune to the banshee's scream will not be possible (since as far as the game is concerned, the scream damage did not come from the banshee).
Config option to disable enchantments from this mod doesn't work, they still appear as options in the enchanting table (even with no other mods).
Additionally, I suggest that each enchantment has a separate config option to enable/disable, and that disabling unregisters the enchant entirely.
Thank you for your time, this mod is fantastic and clearly has a lot of love put into it :)
I've tried disabling them by setting their spawn to 0 but crashes still continue. This is the best monster mob out there.
In addition to the parasite spawn rate, it would be lovely to have a configurable list of mobs that parasites can spawn from in the first place. For example, I'd like to remove the parasites from zombie pigmen but add them to spiders. I'm sure this would be appreciated!
While the Weta Hoe is useful, Quark and a few other mods give the "3x3 crop harvest" ability to all hoes by default. Having the ability to set the Weta hoe harvesting range to a larger range such as 5x5, 7x7, or even higher would mean that the hoe wouldn't be made irrelevant by a wooden hoe simply due to some other mod.
I have BetterNether installed which gives the nether a very overgrown and chaotic feel which I think would be nicely complemented by some Undead Rising mobs such as the ciuperca. Unfortunantly, unlike other mob adding mods which gives you the option of applying new spawning rules such as which dimensions and biomes the mobs spawn in, I haven't been able to find any such settings in the Undead Rising config file. Would be much appreciated if you consider adding this feature in the future.
The Weta's follow range by default is 8. But the Avaton's aggro range is 16, like most mobs.
This means that in many cases, the Avaton summons its wetas, which just fall to the ground and do nothing, instead of targeting and pathing towards the Avaton's target.
I think either the Weta's follow range should be set to 16 by default to match the Avaton, or you could have only wetas spawned by the avaton have an NBT modifier that adjusts their follow range to a higher value.
They just walk forward with arms outstretched. Since their model is the same base as the Frigid/Mycosis, and those mobs' melee attack animations do work, hopefully this isn't tough to fix.
When spawned or summoned, the Ghost Ray and Ptera simply float in place. The Ghost Ray does not actually attempt to flee, but just gets hit by the knockback and drifts slightly before hovering in the spot it is pushed to.
Supposedly the Banshee, I have lycanite mobs so forth...
[crash-2020-10-26_23.51.50-server.txt]
(https://github.com/FuGu0416/Fishs_Undead_Rising/files/5443473/crash-2020-10-26_23.51.50-server.txt)
With baubles installed, the Golden Heart still works from any hotbar slot; it might also be the case that other baubles have a similar issue.
Thank you for your time!
I updated to Fish's Undead Rising-1.2.0, the new mobs seemed pretty cool (and they are), but then the server began to crash every now and then... In the first log there was something about TickCentral too so I disabled the mod in the hope it was its fault, but no... the scarecrow entity for some reason in these circumstances give some issue...
EDIT: looking more accurately I may have a clue on what is going on... Scaling Health adds some potion effect to mobs when they are chosen to become blights, which may explain the "at net.minecraft.entity.EntityLivingBase.addPotionEffect(EntityLivingBase.java:751)"
crash log:
https://pastebin.com/3UgSLxHw
server log:
https://pastebin.com/
I hope this repo is active, I really wish to keep this mod on its last update...
Unburied, Mycosis, and Frigid lack breaking animations for breaking doors or mining blocks, unlike the vanilla zombie model which moves a single arm to mine (if equipped with a pickaxe) or moves two arms to smash doors.
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