Привет, ребята! У меня одна проблема с нерестом мобов в Better Dungeons. Я скачал мод, переместил его в папку модов, а папку Шоколад переместил в корневую папку minecraft. Захожу в майнкрафт, в подземельях часто появляется, но в подземельях нет мобов. Не знаю, что делать, опишите пожалуйста подробно решение этой проблемы.
What's on your mind?
I had a few questions about the Beter dungeons 1.7.10. This is a big problem but very specific so read carefully. Im starting a minecraft server however the Chocolate quest mod seems to place down the wrong castle or stronghold. For example I select the desert stronghold prop in creative mode on the server and place it down. However it places down villages instead of the desert stronghold. This problem happens with the ship prop, the castle schematic prop, and pretty much all the others. However when I am in single player with the mod it works just fine and actually places down the correct props. I was just wondering could there be a problem with the mod and how it functions in server side or client side or is there another problem?
I have other mods installed and can give you a modlist if need be. But please I need help with this Ive been fiddling with it for the past two and a half weeks and still havent been able to fix it. The other thing I was wondering is if it is possible to stop lake castle or Arena to stop appearing in the config. I dont want those in my server but I do want everything else however whenever I start the world it will automatically create those configs even if I delete them.
This is one of my favorite mods. Would love to see it in the newer versions of MC, but there hasn't been any activity for years. Is there someplace else where the work has continued? Or did the developer just lose interest in modding?
So my friends and I were playing casually on Minecraft with the Yogscast mod pack offered by ATLauncher when suddenly, I discovered Specter Bosses just sitting around a Nether dungeon with armored zombie pigmen. I didn't interact with them (though I think my friend did that for us), but as soon as we moved away from the area, a whole group spawned near us and began to multiply like rabbits. This lead to them swarming the area around our Nether portal and when we escaped to the Overworld, we were met with a new portal somewhere far from our base and the place was swarming with even more Specter Bosses that continued to reproduce. Even after nuking them with super bombs in the Nether, they relentlessly came back in droves and survived like cockroaches after a nuclear apocalypse. They even spawned in the End and lagged us all to death.
This isn't the first time something like this has happened but last time in a whole other world, they came from seemingly nowhere and began to attack us.
What went wrong?
i cheated in mashine gun to test it and i crashed and got kicked
I got problem and its prolly caused by IDs problem. Idk how to fix that but eveyr dungeon is named Teleport stone Its like that with every dungeon https://imgur.com/a/rtp1yZo
So im making a modpack with alot of custom dungeons, however during testing I have encountered an issue. The schematics for my test always spawn on the surface from the top of the schematic instead of the bottom, causing the dungeon to spawn underground like this
I have been trying to fix this for hours messing with the test config but I cant find anything on it.
Here is the text for the Test.prop config
- Biomes, put biome names separated by comma, example:
#biomes = Plains, Forest, Hell, Desert
#Will try to find the highest position to spawn, better avoid any biome with hills
#Needs at least 20 blocks underground, so it not recommended to use in biomes with height lower than 25
- biomes = PLAINS, WASTELAND, FOREST, SANDY, SWAMP
biomes = PLAINS, WASTELAND, FOREST, SANDY, SWAMP
- chance: define the ratio at wich the dungeon spawns, if set to 0 the dungeon will be disabled.
#The formula goes like that: every 5 chunks there is 1 between the number set to chance probabilities to spawn a dungeon.
chance = 1
- mob: defines the mob spawned in that dungeon
mob = default
- icon: used as the item icon intex in the dungeon spawner item. (look at textures/items/bd/ d1, d2..., only the number is required)
icon = 0
- set this to true if you want this dungeon to spawn only once per world
unique = false
- Builder allows you to choose what builder does the dungeon use
builder = templateSurface
- folder: the folder containing the templates
folder = Building/test
- underGroundOffset: how many block will be used under the ground.
underGroundOffset = 20
- supportStructure: Generates a plateau under the schematic using the specified blocks
supportStructure = true
structureBlock = @biome_filler
structureTopBlock = @biome_top
I want to advertise the 1.10+ replacements page that I just updated in case anyone is interested in what I've added to it, or even better has found another similar mod that has yet to make it onto that list. More dungeons and interesting loot are always good.
Hey guys, just wanted to throw it out there that any weapons or armor that you add to the Chocolate Quest chests(or at the least, the treasure and armory chests) will show up potentially enchanted as well as given some stat boosts(speed, increased health, etc) that you'd typically see only on the default equipment. It is a great way to implement things that are present in the mod but underutilized or untouched in the game, like hookswords or the no-longer-craftable boss equipment. It was also fun to see things like armor from Metallurgy spawn in with health buffs and whatnot. I'm sure taking the time to add weapons from a mod such as CustomNPCs that adds a metric ton of random weapons would be a lot of fun.
the dungeons in my world arent spawning. I tried looking at the config of the mod and messing with it, and it didnt work. I read a post about this same issue, went to the config to look for the spawnrate and set it to 1, and I couldnt find it. Please help. They weren't spawning in my modpack nor normal minecraft with the mod.
THE MAIN PROBLEM ARE THE MOBS
Bosses do NOT have this issue, neither do generated structures.
Whenever I kill a basic mob, (zombie soldiers, skeleton soldiers, etc), my game fails its internal tick and crashes as a result. Booting back up also has extreme performance issues when loading into the same world. I can get a crash report if needed, this is for the 1.7.10 version if there are any more out there.
Hi, I was just wondering if the massive number of castles that spawn in The End is deliberate, or if my config is a bit squiffy.
Not that I'm complaining, I'm loving getting to raid so many castles, full of Pirates, Inquisition, Endermen etc.
I'm using version 1.1d on MC1.7.10.
On the randomized castle, I try to change the mob to a zombie but it still spawns skeletons. I even tried to change the skeleton skin file but it's not there. Neither are the walkers. There is a skeleton skin file in the biped folder but that only works on custom Npcs.
How do I change skins or change the mob type correctly? Any held appreciated. 😁
There is the Crash Log:
Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 30/06/17 17:13
Description: Ticking entity
java.lang.ClassCastException: com.chocolate.chocolateQuest.entity.mob.EntityHumanZombie cannot be cast to net.minecraft.entity.player.EntityPlayer
A detailed walkthrough of the error, its code path and all known details is as follows:
-- Head --
-- Entity being ticked --
Entity Type: ThrownPotion (net.minecraft.entity.projectile.EntityPotion)
Entity ID: 2804
Entity Name: entity.ThrownPotion.name
Entity's Exact location: -811.23, 61.04, -1297.46
Entity's Block location: World: (-812,61,-1298), Chunk: (at 4,3,14 in -51,-82; contains blocks -816,0,-1312 to -801,255,-1297), Region: (-2,-3; contains chunks -64,-96 to -33,-65, blocks -1024,0,-1536 to -513,255,-1025)
Entity's Momentum: -0.54, -0.13, 0.15
-- Affected level --
Level name: world
All players: 1 total; [EntityPlayerMP['Saku'/56, l='world', x=-813.38, y=59.70, z=-1296.79]]
Chunk stats: ServerChunkCache: 730 Drop: 0
Level seed: -6957658141155699616
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-521,64,191), Chunk: (at 7,4,15 in -33,11; contains blocks -528,0,176 to -513,255,191), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Level time: 2006659 game time, 2006659 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 84819 (now: false), thunder time: 6510 (now: true)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
I have been into hundreds of dungeons and none of them have rare and special loot like the staffs ore hooks. they only have gold blocks ender pearls, food, vanila armor ect.. is this how it is supposed to be?
This is the log:
I am wondering if this is a compability issue with FTB Infinity Evolved and whether it is possible to disable this dungeon.