[Bug] Cyberzombies and EnderIO Powered Spawners
Utildayael opened this issue · 19 comments
This may be intentional and I found a bug report on EnderIO page but dev said it wasn't his mod doing it so....
You can capture a cyberzombie in a soul vial but can't bind it to a broken spawner to thusly make an EnderIO powered spawner that spawns... cyberzombies.
Ok, plan b... I make regular zombie spawner and drop a radio. I figure, I got a chance of getting cyber zombies right? Wrong. Spawned a few hundred and not a single cyber. :(
So bug is twofold but may be intentional.
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The EnderIO issues where you cant use them in powered spawners
SleepyTrousers/EnderIO-1.5-1.12#3863 -
Radio doesn't seem to effect zombies from spawners, at least not the EnderIO powered spawner. I made sure it was on the same Y level as the zombie's feet.
Cheers... fun mod! Went blind in first 10 minutes. It's all uphill from there. :D
The powered spawner thing for Cyberzombines isn't a bug, they're blacklisted from spawning.
As for the other, make sure you're actually turning the radio on redstone signal, it should put off little black particle effects near the antenna when running.
As a previous user noted, this behavior is intentional. Radios also only affect natural spawns, I don't think it will do anything with spawner created zombies.
If the radio is emitting particles, it is active - redstone disables it.
@Flaxbeard Actually Additions "Spawn Changer" can change a regular spawner into a CyberZombie spawner. In case you wanted to know. (It is pretty OP)
After finding that woot doesn't allow cyberzombie farms (good decision) I'm going to work on our server to figure out what mods people are using to make cyberzombie spawners. I know a few players have them.
Cyberzombies have been blacklisted from spawners (and EIO powered spawners) for a while now - if you need more of them I'd suggest editing the config to up their spawn numbers or building radio towers. Regardless - a less frustrating way of getting Cyberware is in the works since I know relying on zombies can get annoying.
That's good to hear. Is it a research method of some kind? Or possibly "3D printing" components? (Something like the bench and the scanner had a baby. As in put in resources, blueprints, and wait a good deal of time. Though rare components could take longer/only salvaged. "Proprietary" components?)
@Flaxbeard They weren't in 0.2.4, so it must've been for four minor versions since then if 0.2.8 has the blacklist.
Weird, I'm running 0.2.4 for 1.10.2, and I'm getting the occasional cyber zombie, as well as an even rarer brute. @Utildayael , are you using a newer version than me?
@Flaxbeard Did you make it so zombie spawners can no longer produce cyberzombies, and what version of Cyberware was this done in?
Active development is still on the 1.10.2 branch. I'm not planning on changing that until 1.11 takes a stronger hold.
Alrighty. Any idea on a recipe for the GPS? I'm thinking three iron, a solid state circuitry and a fiber optics.
Right now there's no GPS - you use the documentation tablet that will be added in 0.3.0
Awesome. Sounds good. 0.3.0 also will go according to your previous comment on active development being on 1.10.2's branch, I assume. Cannot wait!
@LatentDesire Seems he's planning on crates and a GPS device for locating them via right-click. Right click and it spawns a crate in the world, you have to go and find it, then use it again to spawn another one. @Flaxbeard Any chance that'll be in 1.10.2, or moved to 1.11.2?