MONSTER MP (1.05) can I disable SpecialMobs-MOD after server has been running with it for a week?

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Riven

New Member
Jul 29, 2019
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Mod Pack: Monster (1.05)
Mod & Version: NA
Pastebin link to crash log: NA
Whats the bug? Torches seems to fall of the walls on their own constantly
Can it be repeated? I can't cause it to happen, we just notice it all the time. Never happens in front of me
Known Fix: no idea.

Greetings,
Just started my first FTB server at home a few days ago. Since it was started we have noticed that torches fall of the walls all the time. Leaving areas vulnerable to monster spawn.
we have Lycantrope Monsters, Specials Monsters, and Zani's Minimap enabled. The torches don't disappear, they just are found on the ground as if dropped. Any ideas on how to fix this.
Special Mobs makes zombies break light sources. They will also purposely trample farmland.
This feature is disable in the newer versions.




MONSTER MP (1.05)

Can I disable SpecialMobs-MOD after server has been running with it for a week?

just started hosting my first modded server this last weekend.

any help would be great!
 

Yusunoha

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Jul 29, 2019
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well, I think specialmobs only adds entities, and no worldgen or items/blocks, so it should be safe to remove.
any entity of specialmobs should just disappear from the world after you remove it
 

Riven

New Member
Jul 29, 2019
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Thx! gave it a try and the world didn't crash. time to see test if torches stay on walls now.
 

Kahless61

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Jul 29, 2019
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Removing mods is usually a pretty harmless process. Even if it does have worldgen or blocks, those blocks will simply disappear from the world and leave holes where they used to be. Those holes tend to have lighting glitches, but otherwise they are purely cosmetic. If any inventory (including a player) has items from that mod, those inventory slots will suddenly be empty.

To give you an idea, you can actually convert a FTB world into a Vanilla world by simply removing all the mods. You *will* have big holes in your world where special rocks and ores generated, and huge swaths of land stripped where special modded grass grew on it, and again, lighting glitches everywhere (dark spots where a block used to be) - but the world will be perfectly usable.
 

Siro

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Jul 29, 2019
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If all you really wanted to do was stop Specialmob Zombies from removing torches/trampling farmland, look for this line in the SpecialMobs.cfg:
Code:
B:passive_griefing=true

It's roughly in the middle of the file under the mob_griefing section. Set it to false and they'll leave your light sources/farms alone.