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End Guards Issue #463

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Mistifikat opened this issue Feb 15, 2025 · 1 comment
Closed

End Guards Issue #463

Mistifikat opened this issue Feb 15, 2025 · 1 comment
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@Mistifikat
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Mistifikat commented Feb 15, 2025

The modpack is great
But delete the mod on fucking end guards. They are absolutely useless and too annoying. They do not carry any useful functions - they just burn forests and houses. They are sick bastards without a drop of morality. They shoot their balls for kilometers, burning forests around my base. And the fire they leave cannot be extinguished by hand - it needs to be doused with water, and this can be difficult sometimes. The drop from them is useless, and they spawn in huge quantities (sometimes just indecently huge, screenshot ftom the game: "https://ibb.co/xKtjpFBc"). Because of them, the game lags, since they have complex animation and a bunch of particles
They cannot be disabled either in the mod itself or in auxiliary ones (for example, "Bad Mobs"), they continue to spawn no matter what
My base burned to hell two or three times because of these moral freaks, and I am forced to play on peaceful difficulty. If this is what the "expert" in the title of the build boasts about - a shitty and very annoying way to add complexity to the game, but to turn it into ashes
I really like the work you've done, especially that Thaumcraft has received many changes and innovations. But the fucking ender guards from the "End Reborn" mod are driving me crazy

@Krutoy242
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End Guards spawning everywhere is a bug from mod "In Control".
I'm already looking for solution in developing environment. For now, best you can do is to remove file config/incontrol/potentialspawn.json and they stop spawning.

@Krutoy242 Krutoy242 added the bug Something isn't working label Feb 16, 2025
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