Description:
This will make all mobs extremely difficult and dangerous with an unending lust for death and destruction using any and all means of attack to reach players. One might even say it’s just down right unfair. Just take a look at the feature list below and tremble in fear!
Features:
– Customisable awareness radius for mobs
– Creepers can breach through walls
– Creepers can spawn pre-powered
– Creeper explosions are napalm/fire
– Disable beds (still sets spawn but won’t change time)
– Skeletons with sniper like accuracy
– Endermen can teleport the player they are attacking
– Zombies can infect the players when they die so that a zombie rises from their grave
– Mobs attack villagers using the same abilities used against you! (Can wipe out villages)
– Chaos mode for a mob free-for-all death match (Mass destruction)
– Creepers riding other mobs
– Attackers can divide themselves up between targets
– Zombies can will dig and pillar up to you!
– Mobs will attempt to evade player’s attacks
– Spiders can web their victims to the ground
– Mobs can swim underwater (no more underwater bases)
– Complete customisation of all of the above features
Old 1.7.10 Features (Discontinued):
– End is a frozen asteroid field with Dragon Forts!
– Nether is a hellish version of the overworld
– Blazes spawn in overworld
– Ghasts spawn in overworld
– Ghast fire speed options
– Wither Skeletons spawn in overworld
– Endermen can act more like Slendermen having side effects on players
– Apocalypse mode for Zombies and Slendermen only and no other mobs or animal
– Fortresses containing large amounts of spawners and loot to find
Pictures:
Note:
Epic Siege Mod will try to automatically hook into any compatible mob it can find making it very easy to setup using with new and existing mobs
Permissions
You may:
- Use the mod for personal/private use
- Include this mod within your own pack as long as due credit is given
- Create add-ons and plugins for the mod
You may NOT:
- Sell any portion of the mod under any circumstances. This includes but is not limited to items, code and textures.
- Re-upload the mod on another site without permission (places like 9minecraft & skydaz)
I WILL request the mod to be pulled from any server/pack/site if the above conditions are breached (frankly I'm not asking for much so please don't be a jerk).
Support
If you'd like to support me and the mods I make please consider supporting me on Patreon
Is this ever gonna be updated to 1.14.4? I want to do improved pillager raids for a project I'm doing.
Great mod. Is there a way to make it so the advanced behaviours only work on nights of the hardcore cycle or only on a blood moon with the blood moon mod. I like the idea of having to defend my base from intelligent enemies but just not every night as it gets a bit tedious
how do i change it so that zombies can only dig dirt if they have shovels and wood if they have axes? they can do it with their hands as it stands.
I can set other npc or mobs created by Custom NPC Mod?
I found a bug with the prevent passing night with beds option, you sometimes are able to still sleep and pas the night despite having it turned off, the way i most successfully produced the bug was by going to the front side of the bed (the side farthest away from where your head goes) and clicking the very bottom where the oak and legs are located. If you could fix this it would be greatly appreciated.
Zombies and skeletons are non-aggressive until you attack them first. Zombie also deals one damage when attacking you. It isn't a TPS issue because other hostile mobs from other mods act perfectly normal.
In reply to eatgreenbacon:
I can attest to the zombie issue. They seem to only deal damage based on the weapon they have equipped. Unfortunatey.
In reply to TheQKnight:
I already found and detailed the zombie issue in one comment. Basically the check for zombies is wrong and makes zombies behave like aggressive animals from this mod.
Can someone please tell me what Appoclypse mode and Chaos mode are?
Hello funwayguy,
since the bug with the Zombies always only dealing 1-2 damage instead of the normal damage values I tried to look into the code and maybe find the error myself (my thought was that it was a simply typo or something not knowing much about Java or how Minecraft is programmed) and should I be able to fix it point you to the error.
Well apparently I not only could not fix it but built a version 13.163 and also whenever I try to run the mod it creates a memory_repo folder with mcjtytools-0.0.21.jar in it as well.
Can you please help out here a bit, cause now I'm not only speculating on how to fix this but also why the build behaves differently than the build on Curseforge.
Thank you.
Edit: So from what I found out, if you modify the damage animals do you also modify the damage zombies do. Though when modifying the damage of animals to 6 zombies deal even more damage. However this looks to me as if currently zombies are detected as animals damage wise or pass the test to be animals.
Edit2: Made myself a fixed version. Found out the issue: Zombies are also "IAnimals" therefore the check in "ESM_EntityAIAttackMelee" (and all other applicable files) needs to be changed to "if(!(this.attacker instanceof IMob))".
PS: If you have no time to apply the fix soon, can you please upload the latest version of ESM to GitHub so I can create a fix for my own purposes?
Thank you.
Ticks per Second.
If your machine is a potato or if there are so many mobs, events, a.i., etc. going on then everything grinds to a halt.
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I'm having these problems
With creepers exploding even if I hit them and back way off. It's tearing up the landscape and there appears to be no "skill" based way to prevent this. I can't find any mod option to default this back to vanilla behavior.
With Skeletons and Zombies they don't seem to burn in the daylight... ever. Again no config option to disable this or to set it to a different value (like a couple seconds of daylight is fine but then they have to run for cover as normal.
I mainly am using the mod to increase the follow distance but I do like some of the other A.I. improvements but I'm looking at this for serious long term play not just a constant epic battle.
Any suggestions?
In reply to mactso:
Try this config change:
B:"Walking Fuse"=false
1.14.4?
Zombies are pretty broken. Most of the time they won't actually break blocks or build up to you and instead just stand there, braindead.
In reply to Tohricat:
I mean,they are braindead
This mod makes creeper very chaotic. Not sure what I expected lol.
Sir,
Your spiders can spawn cobweb threw blocks
Can you make them actually shoot them instead of spawning?
And no there is no Hole in my base only a glass block and that spider can see me threw it :c
This isn't necessarily the fault of this mod, but I was wondering if anyone else has had issues using epic siege mod with other mods that add npcs such as villager guards etc. I've tried minecraft comes alive, as well as coherent villagers and the guards from both mods just murder each other as well as the villagers themselves, they also don't attack hostile mobs. I tried to blacklist them from the AI of this mod but it doesn't seem to be working. I also noticed the fish from Just a Few Fish will swarm you if you hit one, even after disabling the passive mod aggression. They don't hurt you with that setting disabled but they still swarm and follow you around after you attack one.
I'd really like to use some of these mods with this mod, as having villagers that can defend themselves is a must with this mod otherwise the village is destroyed in a single night :P.
Is there another config option to try? Or any suggestions? Thanks.
Hi, I was using this mod and I found some strange issues and I was hoping you could help me.
1) All the mobs wouldn't move or do anything. Both Vanilla and Modded Mobs just stand around.
2) Builder's Wands wouldn't work. They wouldn't place blocks when I tried building a wall.