Dryads

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Seraph089

New Member
Jul 29, 2019
187
0
0
I'm trying to get into Ars2 but the mobs really screw the game up for me. It's a cool mod though
You can finally turn them off in the config. The mob control is functional, instead of the blank teaser it was for the longest time.

I'm just glad I can turn off the mages, they made cursed earth spawners practically unusable
 

hiroshi42

New Member
Jul 29, 2019
538
0
0
You can finally turn them off in the config. The mob control is functional, instead of the blank teaser it was for the longest time.

I'm just glad I can turn off the mages, they made cursed earth spawners practically unusable
Well, if spawn control works I might just add AM back in sans mobs.
 
  • Like
Reactions: RedBoss

RedBoss

New Member
Jul 29, 2019
3,300
0
0
You can finally turn them off in the config. The mob control is functional, instead of the blank teaser it was for the longest time.

I'm just glad I can turn off the mages, they made cursed earth spawners practically unusable
Finally, thank goodness. I don't really care for the spells but I like the sigils and am ok with the power needs. That config took a while but I may now not need to feel like yanking the mod out.

BoP will hopefully be adding a config for hei mobs as well. This is good progress.
 

Democretes

New Member
Jul 29, 2019
1,134
0
1
Not just sacred springs, but all of the BoP tropical biomes :/
mother-of-god-meme.jpg
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
Ars Magica is a mod for me with terrible entity generation... hecates are annoying as they deal alot of damage and can turn invisible, sure, they have low health, but if they spawned in a group of 4, good luck taking them all out in time, even with iron armor on. it also seems their range is messed up, as they often manage to hit me before I hit them, even while slashing my sword like a maniac

and then there are dryads, sure, they can bonemeal the area around them, but do they really need to spawn that often everywhere? why not make them a rare entity or something...
and don't even get me started on those light/dark mages... what's even the point of them?
 
  • Like
Reactions: RedBoss

unknown zombie

Well-Known Member
Jan 31, 2013
213
219
68
Florida
Or very rarely go anywhere near it, I have a fairly large tainted area just outside of my chunk loaders range it hasn't done anything. (and the configs are not edited to stop spread)

If you're using universal configs spread is disabled by default.

Sent from my SAMSUNG-SGH-I337 using Tapatalk
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
Ars Magica is a mod for me with terrible entity generation... hecates are annoying as they deal alot of damage and can turn invisible, sure, they have low health, but if they spawned in a group of 4, good luck taking them all out in time, even with iron armor on. it also seems their range is messed up, as they often manage to hit me before I hit them, even while slashing my sword like a maniac

and then there are dryads, sure, they can bonemeal the area around them, but do they really need to spawn that often everywhere? why not make them a rare entity or something...
and don't even get me started on those light/dark mages... what's even the point of them?
Apparently, according to a fellow server player, once you progress in AM2, you can recruit those mages to be your companions. Can't see the point myself. The mages are not really a problem, got zombie awareness on the server, so occasionally you see the mages trying to tackle a horde of zombies, usually getting ripped apart in the process.

Dryads now, total over kill on spawn rates and zero apparent functionality.
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
Ars Magica is a mod for me with terrible entity generation... hecates are annoying as they deal alot of damage and can turn invisible, sure, they have low health, but if they spawned in a group of 4, good luck taking them all out in time, even with iron armor on. it also seems their range is messed up, as they often manage to hit me before I hit them, even while slashing my sword like a maniac

and then there are dryads, sure, they can bonemeal the area around them, but do they really need to spawn that often everywhere? why not make them a rare entity or something...
and don't even get me started on those light/dark mages... what's even the point of them?
In AM1 dark mages dropped spell recipes, and light mages were un killable (they would turn 45%, turn red, and just glitch around). Not sure what the dark ones do except a ton of damage. Light mages can be recruited as a crew and they will help you fight off mobs.
 

Yusunoha

New Member
Jul 29, 2019
6,440
-4
0
Apparently, according to a fellow server player, once you progress in AM2, you can recruit those mages to be your companions. Can't see the point myself. The mages are not really a problem, got zombie awareness on the server, so occasionally you see the mages trying to tackle a horde of zombies, usually getting ripped apart in the process.

Dryads now, total over kill on spawn rates and zero apparent functionality.
In AM1 dark mages dropped spell recipes, and light mages were un killable (they would turn 45%, turn red, and just glitch around). Not sure what the dark ones do except a ton of damage. Light mages can be recruited as a crew and they will help you fight off mobs.

I would rather have them spawn under certain conditions... how about taking a villager, and use a summoning ritual to either summon a light or a dark mage...
 

SatanicSanta

New Member
Jul 29, 2019
4,849
-3
0
I would rather have them spawn under certain conditions... how about taking a villager, and use a summoning ritual to either summon a light or a dark mage...
Or a flux-like mechanic where depending on the magic you do light or dark mages would spawn. That would certainly be cool.
 

RedBoss

New Member
Jul 29, 2019
3,300
0
0
Ars2 as a whole seems an ill fit with most general purpose packs. I'm not knocking its inclusion but it seem like it would be better served in a magic based pack with a splash of additional mobs. Even with config to change mob spawning I'm probably going to drop it from my ResRise instance. It feels too out of place.
 

MoosyDoosy

New Member
Jul 29, 2019
593
0
0
Ars2 as a whole seems an ill fit with most general purpose packs. I'm not knocking its inclusion but it seem like it would be better served in a magic based pack with a splash of additional mobs. Even with config to change mob spawning I'm probably going to drop it from my ResRise instance. It feels too out of place.
I would have to agree. It fits perfectly into PVP oriented servers, but even then, it's easier to invest in a suit of OP armor rather than grinding your way through all of the Ars Magica 2 levels. Also, I can't seem to damn aim the spells. Still, it does have its uses and its system is unique as well as quite refreshing.[DOUBLEPOST=1390918320][/DOUBLEPOST]
I would rather have them spawn under certain conditions... how about taking a villager, and use a summoning ritual to either summon a light or a dark mage...
Yeah, a creeper blew up the wall of my house because of a light mage while I was in the middle of the Osmotic Enchanter infusion process (level: dangerous) and a horde of zombies flooded in. It was not fun fighting them off and a couple more creepers so that they wouldn't blow everything up while dealing with the flux taint and nausea and lightning strikes.
 

RedBoss

New Member
Jul 29, 2019
3,300
0
0
I just set all the Ars2 mobs to false in the configs and they're still spawning. Dagnabbit.
 

Redius

New Member
Jul 29, 2019
222
0
1
I just set all the Ars2 mobs to false in the configs and they're still spawning. Dagnabbit.

Still spawning on an existing world, or fresh start? I'm just curious (might take a fresh world to erase them from existence).
 

RedBoss

New Member
Jul 29, 2019
3,300
0
0
Still spawning on an existing world, or fresh start? I'm just curious (might take a fresh world to erase them from existence).
It's an error with the configs. It's listed on the github. Mithion isn't really happy that people want to disable his mobs but he's working on it and I'm appreciative.

Dryads should start despawning in future versions. He's tuned the hecates as well but that's a mob that I'd rather completely disable. I've hated them since 1.5.