[1.7.10]Hubris V1.6.1- HQM - 270+ Quests [Magic][Dungeons][Dimensions][Exploration] Ex-Listed!

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Kiktamo

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Jul 29, 2019
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Whether on the ocean or in the twilight forest, or even in the sky it's pretty easy to ruin the pack simply by not leaving.

That said tweaks to make the Twilight forest harder are more than welcome. I'd recommend buffing the zombie dogs from Gravestone they seem to find a way to spawn on the surface of the twilight forest pretty often no matter how lit up it is at least from personal experience.

Also by default you can't place crops on random things fertilized soil don't know if that's intended just because of the growth boost and it being fairly cheap to get if you have enough bones and rotten flesh. Even if you remove the growth speed up the simple fact that it doesn't need water would be handy though.

Edit: Looking in the Twilight Forest config gave me another idea in that you could disable portal creation and potentially set up a ruin to generate with a portal in it or find some other way to make a portal generate in a structure. That way you have to find a portal to the twilight forest instead of make one.
 
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Timid

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Jul 29, 2019
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Whether on the ocean or in the twilight forest, or even in the sky it's pretty easy to ruin the pack simply by not leaving.

That said tweaks to make the Twilight forest harder are more than welcome. I'd recommend buffing the zombie dogs from Gravestone they seem to find a way to spawn on the surface of the twilight forest pretty often no matter how lit up it is at least from personal experience.

Also by default you can't place crops on random things fertilized soil don't know if that's intended just because of the growth boost and it being fairly cheap to get if you have enough bones and rotten flesh. Even if you remove the growth speed up the simple fact that it doesn't need water would be handy though.

Edit: Looking in the Twilight Forest config gave me another idea in that you could disable portal creation and potentially set up a ruin to generate with a portal in it or find some other way to make a portal generate in a structure. That way you have to find a portal to the twilight forest instead of make one.

I realllly like that twilight portal idea. Being able to rarely find them would be super cool. And it would stop people from going there asap. Def +1 for that idea.

For the soil, I'm not sure if the crops would respond to the growth, I'm also not sure if the lily pad of fertility effects them either. I've been just assuming they don't, because my hoe of growth experience went poorly and I was rather butt hurt. Lol. XD

But Yea, it seems like it would be easy to add in, just by changing the soil whitelist file.
 

Kiktamo

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Jul 29, 2019
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Yeah the more I think about it it feels like it would fit well maybe put it in a little structure made out of mazestone or some other twilight forest materials with some hostile twilight mob spawners.

Lore wise the idea could be that the Twilight Forest itself is trying to keep the taint out so it stopped allowing new portals to form and is protecting the ones that already exist.

And yeah I added the soil to the whitelist myself to test it out seems like it might be accelerating the growth but then again my seeds are mutated to max growth currently already so they're pretty fast as is.
 

BaileyH

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Jul 29, 2019
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Not in this update but I will look into seeing if I can create a structure with the twilight portal instead of simply creating one. Good idea :)
 
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BaileyH

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Jul 29, 2019
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Version 0.8.0 has been released - beginning of blood magic.
  • Blood magic has been added! Only the basics of the quest line are implemented - more to come in the next few days.
  • Mobs has a 10% chance of dropping a common treasure bag (when hit by a player)
  • Can now craft higher tiered treasure bags.
  • Fertilized Soil can now be used for agricraft
  • Witchery seeds can now be mutated.
  • Added Mob Properties Mod
This is a partial release to allow you all to get started with blood magic until the full quest line is finished. I decided to push a partial release in order to fix a few holes in the farming system as well as adding in mob drops! Exciting stuff!
 

NunoAgapito

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Jul 29, 2019
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Is just me or tainted/infernal/AM2 mobs not despawning normally?

I can just go very far away and when I am back I have the same dryads/tainted creepers on the same spot. I have the same 3 infernal creepers stuck inside a well for 4/5 real days now and my base is like 100 blocks away from them. They should start despawning when further then 32 blocks away... I can go down a cave, find like 10 dryads stuck on a small section of the cave, go far away, come back and still have around 10 inside the cave.

I made a mob spawning zone over the ocean, at 120 Y level. Ocean floor is at 40. I am standing at 90 y level so, 30 away from my mob farm and more then 50 from the nearest cave, and nothing spawns but my entities number does not go move, it stays at the 200 with all the mobs around in other places...

Update: Not so sure about this mods but something is screwing with mob spawning... They are not respecting the player distance.... I just /cofh killall while I was at 120 Y level(90% of the killed mobs were tainted creepers), entities dropped and immediately went up again. Run the command again and this time it was only special mobs but... they shouldnt had spawned since there was no place for them spawn in a 32 block radius.

Went crazy and moved myself to level 200 and something. Entities number start going crazy, quickly going down and up until my game started lagging and ended up freezing! I assume it was constantly spawning mobs and despawning them again since anything further then 128 blocks is immediately despawned. The question is, why were they spawning? This isnt supposed to happen...
 
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Timid

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Jul 29, 2019
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Infernal Mobs seem to despawn for me just fine, I was in a rogue-like dungeon, and I trapped one, went down a hallway, came back, and he was gone. I didn't feel like messing with him while he threw potions at me and regen'd. >.<
 

mulch_75

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Jul 29, 2019
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AM2 seems to crash when in The End and looking for any of the Hardcore Ender Expansion temple's or biome's, after flying off into the end for a minute or two in any direction it crashes.

Also, I can't get an endermen head to continue the quest line with the Hardcore Ender Expansion altar as the special mobs endermen dont seem to drop them (I killed enough with a looting III sword to fill a diamond chest with ender pearls and no heads!)

I too am seeing strangeness with mobs. I have over 300 dryad's hanging around my base, I dont want to kill them as then the boss spawns and he's hard to kill. Is there any way to control the dryad's spawn rate? Also, they never despawn.

Here is the crashlog: http://pastebin.com/TeP8ZLh9
 

NunoAgapito

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Jul 29, 2019
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AM2 seems to crash when in The End and looking for any of the Hardcore Ender Expansion temple's or biome's, after flying off into the end for a minute or two in any direction it crashes.

Also, I can't get an endermen head to continue the quest line with the Hardcore Ender Expansion altar as the special mobs endermen dont seem to drop them (I killed enough with a looting III sword to fill a diamond chest with ender pearls and no heads!)

I too am seeing strangeness with mobs. I have over 300 dryad's hanging around my base, I dont want to kill them as then the boss spawns and he's hard to kill. Is there any way to control the dryad's spawn rate? Also, they never despawn.

Here is the crashlog: http://pastebin.com/TeP8ZLh9
Yep, was gonna say the same. Runned opis... 300 dryads, always!!! Kill them all aand now I have 600 squids... :(
 

BaileyH

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Jul 29, 2019
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I will be reducing the Dryad spawn rate down to 1 from 5. This should significantly decrease the dryad spawn rate. However since the map is naturally out to kill them, they will continue to huddle around the beaches - a quick fix could be to kill them and then do /cofh killall to kill the nature guardian if you aren't ready to fight him.

As for unnatural mob spawning habits, I am not entirely sure on the cause. I will take a closer look at the mods and see if any of them modify spawning behaviors.

I will perhaps add in a crafting recipe for an enderman head if they are not dropping.
 

NunoAgapito

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Jul 29, 2019
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I will be reducing the Dryad spawn rate down to 1 from 5. This should significantly decrease the dryad spawn rate. However since the map is naturally out to kill them, they will continue to huddle around the beaches - a quick fix could be to kill them and then do /cofh killall to kill the nature guardian if you aren't ready to fight him.

As for unnatural mob spawning habits, I am not entirely sure on the cause. I will take a closer look at the mods and see if any of them modify spawning behaviors.

I will perhaps add in a crafting recipe for an enderman head if they are not dropping.
I dont think the problem being the spawn rate but instead the fact that they dont despawn! Even with a low spawn rate, with time, their number will grow since they dont despawn. And... there is a lot of caves below beachs and oceans for them to spawn.... I disabled AM2/Special mobs/infernal mobs and my entities number finally went to a normal value, like 30, which is much better then 200-300! Also, Dryads take a LOT of processing time. Once I killed the 300, FPS went from 70 to 250....
 

Timid

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Jul 29, 2019
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My friend hosting the server noticed the other day that after updating we could no longer launch the server, and were getting this crash report with one of the first lines reading "Corrupted recipes have been saved in the log with tag [HEE-ORB], please try to find which mod they belong to and report them to the respective modder. Then enable the 'overrideRemoveBrokenRecipes' option in Hardcore Ender Expansion and the game will start." So we followed these instructions and everything booted up just fine. Upon the recent update, same thing. Today, I was in game and made the Golemancers Bell from Thaumcraft (I think that's what it's called..?) and my game crashed. My friend also tried to make one, and also crashed. When I try to relaunch now, I'm getting this HEE-ORB thing again. Just thought I'd post it here, and see if you know what's going on. >.<

Post length exceeded the cap, have a pastebin link!
http://pastebin.com/L9gv0SL6

I also went through and found the one from when I tried to craft the Golem Bell Thingyyyy~

Post length exceeded the cap, have a pastebin link!
http://pastebin.com/jC7cpMQF
 

BaileyH

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Jul 29, 2019
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The End crash and HEE-ORB crash both appear to be due to Hardcore Ender Expansion. Reloading the world should fix the ticking entity error in the End as the error seems to be with the HEE Ender Eye.

I was able to craft the Golemancers bell now just fine - does it happen every time you try?
 

NunoAgapito

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Jul 29, 2019
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Just did some testing in Vanilla. Over an ocean, at the height of 180, everything despawns and I have some random 10 entities, instead of the usuall 60-80.
But... at y-level of 140, I have 60-80 entities....

Also, wiki said they start despawning if they are further then 32 blocks, but never said they cannot spawn further then that. After some googling seems mobs can spawn in a 144 block range of the player which is 9 chuncks so I am assuming they can spawn on any loaded chunck but if they are further then 128 blocks away from the player they despawn... That sucks :(

Never needed a mob farm except in void worlds, so never noticed this problem.... Seems I will have to build the mob farm even higher, like 180, so it compensates for the ocean floor at level 50 and still further then 128 blocks of anything.

Edit: By the way, the bad mob farm actually works on a blood moon :p
 
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Doelloos Verdwaald

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Jul 29, 2019
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Is there such a thing as tick speed? I get the feeling my world is somehow sped up.
My crops are growing like crazy and the tree farm grows so fast I can't keep up with a stone axe.

Before this I played the InfiniTech2 pack which is seriously nerf.. balanced so maybe I'm just used to slow. Could also be all the water around but it sure is weird.
I'll have a look at opis tonight and see if it tells me anything.
 

Timid

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Jul 29, 2019
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The End crash and HEE-ORB crash both appear to be due to Hardcore Ender Expansion. Reloading the world should fix the ticking entity error in the End as the error seems to be with the HEE Ender Eye.

I was able to craft the Golemancers bell now just fine - does it happen every time you try?

That first bit was like you were speaking Polish to me. Made complete sense, I totalllyyy understood, I swearr! xD
(I'll just keep... doing what I'm doing I guess, since it's workinggg. lol)

When I tried crafting it I crashed, and my friend also crashed. At that point he just spawned one in.
I haven't been back on since, but I'll try it again tomorrow and I'll get back to you.
 

Lepsink

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Jul 29, 2019
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since i am used to be able to fly only with tech items: whats the way to fly with magic mods ?
 

omegatopia

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Jul 29, 2019
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The 2 ways I can think of immediately are the enchanted broom from witchery and the thauomostatic harness from thaumcraft I've never played with AM2 so I don't know if that provides a way, and botania had the flugel tiara but that requires a Gaia spirit unless the recipe was changed

Edit: I almost forgot the harness and wings are both like creative flight but the harness from thaumcraft requires potentia to fly and botanias wings need mama, the broom is like a plane
 

Timid

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Jul 29, 2019
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since i am used to be able to fly only with tech items: whats the way to fly with magic mods ?

Theres a belt of flight from runic dungeons, it's rather cheap, just need a nether star, 2 gold ingots, some leather, and 2 feathers.