This should have been fixed for 1.1.1. If it wasn't, then I fixed it after I passed the version to them. The problem originates from the Shroom Stone not checking the config for Mysteriums ID but checking an old hard-coded value .
Then I'm really not sure I follow. You asked if it could be properly enchanted with Infinity, to which I responded that any of the enchants work. Yet for some reason me saying that was a "Captain Obvious" moment. If this is the case, why ask. :confused:
All AoA weapons are enchantable. The special enchants [Archmage, Sever, Crush, Intervention, etc...] can only be applied from an Infusion Table. All vanilla enchants can be added to corresponding types of items as per usual.
Some people will just never get it. I mean, I've had people tell me the mod is too easy because they can spawn stuff on creative or cheat it in. I guess every game in the world is easy, I'll just play on god-mode. :)
In general water mobs/creatures like to spawn in ridiculous amounts. Squid spawning being super high in the ocean is very normal. Not many mobs at all spawn in oceans to begin with, so squids/pinchers are bound to fill up that requirement.
I know it can work, but there is further non-crash conflicts beyond that. Unfortunately anything that uses fog (using default forge systems), overrides sky colour (using default forge systems), changes water colour (using default forge systems) and what-not gets bugged-out or turns completely...
So there actually is a bug right now where assassins do not despawn. I've fixed it for the future. In the meantime, I'd just try and kill them or ignore them.
They can be fixed at a Mending Table to become normal iron or they can be sold to the Metalloid.
Not currently, but a 'Staff of...
What kind of armor are you using? The big thing to note would be that iron and diamond won't cut it in some of the harder dimensions. The Haven is actually one of the harder ones in general as well. Luckily, there is a Haven rework upcoming [for the difficultly/mob AI] which made it a much...