Are monsters boring you? Game not challenging enough? If only there was some kind of mod that added different AI patterns to mobs to do just that... Oh wait, there is: Special AI!
Special AI adds a variety of new AI patterns to mobs, including: monsters idly breaking your light sources and certain blocks, an attack AI for "passive" mobs, mounting AI, and a pile of unique combat AIs to keep you on your toes!
Each AI added by this mod can be disabled and configured, while most can even be enabled/disabled per mob, including for mobs from other mods! The properties file is generated in the 'config' folder in your .minecraft directory.
Is it possible to use this alongside Zombie Awareness?
In reply to sixtymillionsqrd:
Yes, seems to give no problems
I know that, but in conjunction with MoBend it results in errors. If someone is looking for exaclty this error it could be helpful to find this post here. Good to know: The author of MoBend is working on a new version that should fix most issues with other mods that use head slot.
How can i do to add only one elite ai to a designative type mob ?
In reply to gua12ab:
If you want to add a specific elite ai to a specific mob type, you currently need to use NBT editing. You can look at mob NBT to see how the mod stores the relevant data.
If you mean just one ai pattern, just add the mob to the config list with only one number afterward.
In reply to FatherToast:
Emmm i m not sure , example
I install a mod named Grimoire of Gaia . this mod have a mob named Minotaur ,i want to add the charge AI for it
In reply to FatherToast:
In reply to gua12ab:
its mean once that mob spawned , it will 100% get that AI
Unfortunately with Mo Bend these Pumpkin helmets are above those skelletons.
In reply to ErikSteiner:
This is not an issue with Special AI; wearing blocks in the head slot is a vanilla feature.
In reply to ErikSteiner:
actually Mo Bends causes that it doesnt matter if its a block or a helm iirc
Can i make a suggestion ?
Add a shield AI , when mob spawn with shield they can blocking attack
In reply to gua12ab:
I always thought it was in this mod. Apparently it was another mod. I don't know which though. I'm trying to scroll through my many mods.
Would it be possible to expose a variable in "DifficultyHandler.java" so instead of the hardcoded 2400 we can use another number of ticks to determine how quickly the world will add difficulty? That would be helpful for servers that would want to last more than 2 days without changing each and every scaling factor.
In reply to Forge_User_90758000:
I'm not sure I know what you mean. I don't see a class with that name, and this mod isn't particularly geared towards changing things over time.
Not sure where to post crash reports, the github repo has not been active for 2 years, but posting it in comment fields like this is not ideal.
While breaking coal blocks, SpecialAI 1.0.1 crashed at Village.ReputationHandler line 112.
See full info here: https://github.com/FatherToast/SpecialAI/issues/3
In reply to DeadAlso:
This doesn't match up to version 1.0.1, re-install should fix it.
In reply to FatherToast:
*Sigh* you are right. Seems like I downloaded and then deleted the new file instead of the old one on the server. How I missed that, I do not know.
Are you familiar with stationary mobs. They seem to glitch and become unkillable or something strange with the dodge arrows config. Can there be an update in the config to see which mob can do that at chance instead of all mobs. I'm not a fan of animals doing it either.
please update utility mobs to 1.12
Damned good to see you back! Some of my favorite mods to torture players with. :)
Quick question, is there a config option to drop this serverside only for a vanilla server? I'd like to be able to allow people to join the server without forge if possible with the mod on there. Dropped it in and it was required client side.