Thanks for your answer.
I installed the mods again and it works. But Mobs doesnt spawn on my world. Is it the fault of me if i create the world with photoshop and world painter??
Probably the thing is the biome changes made in the program if its not on the list of biomes, in the custom mob spawner settings go through and change the settings. If you are not sure which is the biome you are in then hit F3 to see the data of your location. To change the custom mob spawner settings hit F6. I hope this helps you......
If you don't have grass on the land you have made no mobs should spawn.... This is also a helpful trick to keep mobs at a distance..
I still haven't figured out the desert biome effects on spawning.
Compatibility crash report with added biomes; biomegroups and crash report posted here. Description: After adding Highlands, I added Highlands to the MoCGlobal mod-mappings section to generate the biomes under the Biomes directory. I copied the biomes from the Highlands biomes config file into MoCBiomeGroups.cfg afterwards, so that they match. This produces the crash.
I'm hoping this gets a response. I'm dealing with that same issue. The Highlands creator mentioned his frustration getting a config file to work with the new Mo Creatures Biome Config system. It would be nice to get an explanation on how to correctly configure a Mo Creatures biome Config file. For now I've tuned off Mo Creatures and am investigating alternatives.
Got a quick error report, something to do with the bears even though they are disabled. Only happens on our server for some reason, not in SSP or when we host the servers from our own computers, just our dedicated server.
I'm asking if anyone else has had and been able to fix this problem. I'm not the only one its happening to since several people on the wikis horse page have had the same issue but no one has helped them. The people in this thread are in general very helpful so I thought here would be a better place to ask for assistance.
I'm asking if anyone else has had and been able to fix this problem. I'm not the only one its happening to since several people on the wikis horse page have had the same issue but no one has helped them. The people in this thread are in general very helpful so I thought here would be a better place to ask for assistance.
Not to sound snippy in return, but..
It must not be that obvious, considering you're still not understanding that what you experienced is intentional. There's no problem or bug to be fixed in regards to what you posted about.
ok so i have been trying a bit of experimentation to see if i can get Biomes o Plenty to work with mo creatures. one of the obvious issues is that the MoC config for Biomes o Plenty didnt have all the biomes listed and even if you manually include the rest of the biomes in the config file it would get overwritten on minecraft startup. i was able to bypass the overwriting by making the config file read-only in the properties. the bad news is it still was unable to properly spawn mobs in the BoP biomes. this leads me to believe that there is a hidden conflict going on, most likely not the actual MoC mod itself but the custom mob spawner.
I have a problem with the wyverns. I have a black wyvern with diamond armor. He looks pretty badass. And then he gets hit with an arrow and flies away crying like a baby. May I ask WHY wyverns have this behavior? My fairy horse, FAIRY horse, gets hit all the time and doesn't run away crying. What's the point of armor if it doesn't protect him? What reason does a giant flipping dragon have to be terrified of every little thing that hurts him? His parent in the wyvern dimension was plenty aggressive and didn't run away until being low on health. Why not keep this behavior for tamed wyverns?
Because of how pathetically skittish they are, there is no reason to have one over a fairy horse (or any other flying horse). I think this adds nothing to the mod. Hell, even domesticated cats stand up for themselves.
Also, could we maybe be able to put a rabbit on our head and THEN hop onto a mount? It's hard to be riding a horse (or a giant wyvern that puts you two blocks off the ground) and grab a rabbit on the ground for headwear.
Been busy updating MCPC+ =) but I managed to squash 5 big bugs today for our next release which should be tonight. Here is the current changelog :
[5.2.3]
[5.2.3]
- Fixed Golem block duping with mobgriefing set to false.
- Fixed file seperator issues when attempting to update player dat files offline.
- Fixed crash when adding biome groups to default groups.
- Fixed biomes not being added after a mismatch.
- Fixed a world creation ChunkProviderServer crash with WorldProviderWyvernEnd.
- Fixed issue with automatic mod mapping generation creating "net.cfg" for certain mods which caused spawning to cease.
Note: If you have issues with spawning, open up MoCGlobal.cfg and delete the following line
under mod-mappings if it exists "S:net <NET:net.cfg>"
Excuse me, Zhark, but your download link for custom mob spawner set off my Kaspersky telling me there was a trojan of some kind. You may want to look into it.
I'm hoping this gets a response. I'm dealing with that same issue. The Highlands creator mentioned his frustration getting a config file to work with the new Mo Creatures Biome Config system. It would be nice to get an explanation on how to correctly configure a Mo Creatures biome Config file. For now I've tuned off Mo Creatures and am investigating alternatives.
Just an update on this, I have tried adding biomes through the in-game menu as well. It adds a biome labeled "ARCTIC" or "NORMAL" (or whatever group I am adding, in all caps) to the list. In the configs, this biome is listed in the correct group but with no mod name, not even a U for undefined. It will give me a crash whenever I add a biome to the Biome Groups Config or change one biome to a Highlands biome. I have found that turning CustomMobSpawner off re-enables vanilla mobs, but no Mo Creatures mobs will spawn. This is broken for both Highlands and also for the newer version BOP biomes that aren't in the config as well.
Been busy updating MCPC+ =) but I managed to squash 5 big bugs today for our next release which should be tonight. Here is the current changelog :
[5.2.3]
[5.2.3]
- Fixed crash when adding biome groups to default groups.
- Fixed biomes not being added after a mismatch.
- Fixed issue with automatic mod mapping generation creating "net.cfg" for certain mods which caused spawning to cease.
Note: If you have issues with spawning, open up MoCGlobal.cfg and delete the following line
under mod-mappings if it exists "S:net <NET:net.cfg>"
Just an update on this, I have tried adding biomes through the in-game menu as well. It adds a biome labeled "ARCTIC" or "NORMAL" (or whatever group I am adding, in all caps) to the list. In the configs, this biome is listed in the correct group but with no mod name, not even a U for undefined. It will give me a crash whenever I add a biome to the Biome Groups Config or change one biome to a Highlands biome. I have found that turning CustomMobSpawner off re-enables vanilla mobs, but no Mo Creatures mobs will spawn. This is broken for both Highlands and also for the newer version BOP biomes that aren't in the config as well.
Bloodshot just reported the fix I know, I've been trying and patiently waiting to add your biomes, too. I've got a decent config (that I rather like) if you want to check it out; see my bug report ( #53283 ), it includes the biomegroups file that I've tailored for it.
Been busy updating MCPC+ =) but I managed to squash 5 big bugs today for our next release which should be tonight. Here is the current changelog :
[5.2.3]
[5.2.3]
- Fixed Golem block duping with mobgriefing set to false.
- Fixed file seperator issues when attempting to update player dat files offline.
- Fixed crash when adding biome groups to default groups.
- Fixed biomes not being added after a mismatch.
- Fixed a world creation ChunkProviderServer crash with WorldProviderWyvernEnd.
- Fixed issue with automatic mod mapping generation creating "net.cfg" for certain mods which caused spawning to cease.
Note: If you have issues with spawning, open up MoCGlobal.cfg and delete the following line
under mod-mappings if it exists "S:net <NET:net.cfg>"
Sweet! I can't wait to try this again. Will this fix the spawning issues with the biomes from BWG4 and the latest Biomes O' Plenty versions?
Been busy updating MCPC+ =) but I managed to squash 5 big bugs today for our next release which should be tonight. Here is the current changelog :
[5.2.3]
[5.2.3]
- Fixed Golem block duping with mobgriefing set to false.
- Fixed file seperator issues when attempting to update player dat files offline.
- Fixed crash when adding biome groups to default groups.
- Fixed biomes not being added after a mismatch.
- Fixed a world creation ChunkProviderServer crash with WorldProviderWyvernEnd.
- Fixed issue with automatic mod mapping generation creating "net.cfg" for certain mods which caused spawning to cease.
Note: If you have issues with spawning, open up MoCGlobal.cfg and delete the following line
under mod-mappings if it exists "S:net <NET:net.cfg>"
Really looking forward to this update, my world's been turned into a barren wasteland when it comes to wildlife and mobs ever since BoP updated to 0.5.5.
Been busy updating MCPC+ =) but I managed to squash 5 big bugs today for our next release which should be tonight. Here is the current changelog :
[5.2.3]
[5.2.3]
- Fixed Golem block duping with mobgriefing set to false.
- Fixed file seperator issues when attempting to update player dat files offline.
- Fixed crash when adding biome groups to default groups.
- Fixed biomes not being added after a mismatch.
- Fixed a world creation ChunkProviderServer crash with WorldProviderWyvernEnd.
- Fixed issue with automatic mod mapping generation creating "net.cfg" for certain mods which caused spawning to cease.
Note: If you have issues with spawning, open up MoCGlobal.cfg and delete the following line
under mod-mappings if it exists "S:net <NET:net.cfg>"
Can't wait! Been wanting to use this in my ssp world and it wasnt spawning!
Also, can monsters spawn on underground biome stone? I wasnt able to find any until i found a stone biome
Not sure if this is where to post it but my sister got a crash and I think it has to do with Mo` Creatures. She also has Biomes O` Plenty, and the Furniture Mod.
---- Minecraft Crash Report ----
// Why did you do that?
Time: 06/06/13 4:13 PM
Description: Failed to start game
java.lang.RuntimeException: Unknown character ' ' in 'C:/Users/Raheel.Mobarak-PC/AppData/Roaming/.minecraft/config/MoCreatures/Biomes/MoCreatures.cfg:1'
at drzhark.mocreatures.MoCConfiguration.load(MoCConfiguration.java:655)
at drzhark.mocreatures.MoCConfiguration.<init>(MoCConfiguration.java:93)
at drzhark.mocreatures.MoCProxy.genModConfiguration(MoCProxy.java:548)
at drzhark.mocreatures.MoCProxy.ConfigInit(MoCProxy.java:369)
at drzhark.mocreatures.client.MoCClientProxy.ConfigInit(MoCClientProxy.java:730)
at drzhark.mocreatures.MoCreatures.preInit(MoCreatures.java:372)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:410)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 418554232 bytes (399 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.2.684 Minecraft Forge 7.8.0.684 8 mods loaded, 8 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{5.2.2.684} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{7.8.0.684} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
GuiAPI{0.15.6} [GuiAPI] (GuiAPI-0.15.6-1.5.2 (1).jar) Unloaded->Constructed->Pre-initialized
cfm{2.8.4} [MrCrayfish's Furniture Mod] ([Forge]FurnitureMod2.8.4(FULL) (1).zip) Unloaded->Constructed->Pre-initialized
BiomesOPlenty{0.5.3} [Biomes O' Plenty] (Biomes-O-Plenty-0.5.3.zip) Unloaded->Constructed->Pre-initialized
CustomSpawner{2.2.2} [DrZhark's CustomSpawner] (CustomMobSpawner 2.2.2.zip) Unloaded->Constructed->Pre-initialized
MoCreatures{5.2.2} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v5.2.2.zip) Unloaded->Constructed->Errored
LWJGL: 2.4.2
OpenGL: Intel(R) G45/G43 Express Chipset GL version 2.1.0 - Build 8.15.10.1808, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
It must not be that obvious, considering you're still not understanding that what you experienced is intentional. There's no problem or bug to be fixed in regards to what you posted about.
My appologies. I did missread that post. I must have missed the "," and thought it said "nothing should work like that". I do appologize.
However: 1) No, the Pegasis should not be destroyed when you breed it with a unicorn. It should disapear BUT a sky amulet should drop in its place containing the pegasis.[EDIT] I do very much appologize for this one. The first post has been updated to say that the pegasis will disapear too. Its now how it use to be and the wiki hasn't been updated to express this so please excuse my lack of reading skills on this point. 2) No, Fairy horses should not be destroyed upon breeding. It never happened before (I have successfully bred a dozen fairy horses before without this issue) and its not been mentioned anywhere that its been changed.[EDIT] Seeing as things have been changed so the pegasis does disapear too, is this how the Fairy horses are suppose to work now too? If it is, it should be updated in the first post as well to avoid further confusion.
I'm very sorry for missunderstanding and missing the change in the first post. I have to say, thought, that I hope it gets changed back. Its a bit time consuming to breed so many pegasis' and unicorns in order to get each color of the fairys. (I'm a collector like that. ^^; )
Again, I appologize profusly, especially to Sparks314.
Nothing, its supposed to be that way.
If there is a link in the description I didn't see it...
Also awesome mod Ive used it before! I didn't have a forum account then but seriously, this is one of my favorite game changers!
Probably the thing is the biome changes made in the program if its not on the list of biomes, in the custom mob spawner settings go through and change the settings. If you are not sure which is the biome you are in then hit F3 to see the data of your location. To change the custom mob spawner settings hit F6. I hope this helps you......
If you don't have grass on the land you have made no mobs should spawn.... This is also a helpful trick to keep mobs at a distance..
I still haven't figured out the desert biome effects on spawning.
I'm hoping this gets a response. I'm dealing with that same issue. The Highlands creator mentioned his frustration getting a config file to work with the new Mo Creatures Biome Config system. It would be nice to get an explanation on how to correctly configure a Mo Creatures biome Config file. For now I've tuned off Mo Creatures and am investigating alternatives.
https://dl.dropboxusercontent.com/u/178558520/crash-2013-06-06_00.40.27-client.txt
Not to sound snippy but thats pretty obvious.
I'm asking if anyone else has had and been able to fix this problem. I'm not the only one its happening to since several people on the wikis horse page have had the same issue but no one has helped them. The people in this thread are in general very helpful so I thought here would be a better place to ask for assistance.
Not to sound snippy in return, but..
It must not be that obvious, considering you're still not understanding that what you experienced is intentional. There's no problem or bug to be fixed in regards to what you posted about.
Because of how pathetically skittish they are, there is no reason to have one over a fairy horse (or any other flying horse). I think this adds nothing to the mod. Hell, even domesticated cats stand up for themselves.
Also, could we maybe be able to put a rabbit on our head and THEN hop onto a mount? It's hard to be riding a horse (or a giant wyvern that puts you two blocks off the ground) and grab a rabbit on the ground for headwear.
[5.2.3]
[5.2.3]
- Fixed Golem block duping with mobgriefing set to false.
- Fixed file seperator issues when attempting to update player dat files offline.
- Fixed crash when adding biome groups to default groups.
- Fixed biomes not being added after a mismatch.
- Fixed a world creation ChunkProviderServer crash with WorldProviderWyvernEnd.
- Fixed issue with automatic mod mapping generation creating "net.cfg" for certain mods which caused spawning to cease.
Note: If you have issues with spawning, open up MoCGlobal.cfg and delete the following line
under mod-mappings if it exists "S:net <NET:net.cfg>"
Help me support Mo Creatures SMP by donating for my time and effort=)
-Edit- The mirror seems uninfected.
Just an update on this, I have tried adding biomes through the in-game menu as well. It adds a biome labeled "ARCTIC" or "NORMAL" (or whatever group I am adding, in all caps) to the list. In the configs, this biome is listed in the correct group but with no mod name, not even a U for undefined. It will give me a crash whenever I add a biome to the Biome Groups Config or change one biome to a Highlands biome. I have found that turning CustomMobSpawner off re-enables vanilla mobs, but no Mo Creatures mobs will spawn. This is broken for both Highlands and also for the newer version BOP biomes that aren't in the config as well.
Yes! Awesome. Thanks!
Bloodshot just reported the fix I know, I've been trying and patiently waiting to add your biomes, too. I've got a decent config (that I rather like) if you want to check it out; see my bug report ( #53283 ), it includes the biomegroups file that I've tailored for it.
Sweet! I can't wait to try this again. Will this fix the spawning issues with the biomes from BWG4 and the latest Biomes O' Plenty versions?
Really looking forward to this update, my world's been turned into a barren wasteland when it comes to wildlife and mobs ever since BoP updated to 0.5.5.
Fingers crossed!
Also, can monsters spawn on underground biome stone? I wasnt able to find any until i found a stone biome
// Why did you do that?
Time: 06/06/13 4:13 PM
Description: Failed to start game
java.lang.RuntimeException: Unknown character ' ' in 'C:/Users/Raheel.Mobarak-PC/AppData/Roaming/.minecraft/config/MoCreatures/Biomes/MoCreatures.cfg:1'
at drzhark.mocreatures.MoCConfiguration.load(MoCConfiguration.java:655)
at drzhark.mocreatures.MoCConfiguration.<init>(MoCConfiguration.java:93)
at drzhark.mocreatures.MoCProxy.genModConfiguration(MoCProxy.java:548)
at drzhark.mocreatures.MoCProxy.ConfigInit(MoCProxy.java:369)
at drzhark.mocreatures.client.MoCClientProxy.ConfigInit(MoCClientProxy.java:730)
at drzhark.mocreatures.MoCreatures.preInit(MoCreatures.java:372)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:410)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 418554232 bytes (399 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.51 FML v5.2.2.684 Minecraft Forge 7.8.0.684 8 mods loaded, 8 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{5.2.2.684} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{7.8.0.684} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
GuiAPI{0.15.6} [GuiAPI] (GuiAPI-0.15.6-1.5.2 (1).jar) Unloaded->Constructed->Pre-initialized
cfm{2.8.4} [MrCrayfish's Furniture Mod] ([Forge]FurnitureMod2.8.4(FULL) (1).zip) Unloaded->Constructed->Pre-initialized
BiomesOPlenty{0.5.3} [Biomes O' Plenty] (Biomes-O-Plenty-0.5.3.zip) Unloaded->Constructed->Pre-initialized
CustomSpawner{2.2.2} [DrZhark's CustomSpawner] (CustomMobSpawner 2.2.2.zip) Unloaded->Constructed->Pre-initialized
MoCreatures{5.2.2} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v5.2.2.zip) Unloaded->Constructed->Errored
LWJGL: 2.4.2
OpenGL: Intel(R) G45/G43 Express Chipset GL version 2.1.0 - Build 8.15.10.1808, Intel
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
My appologies. I did missread that post. I must have missed the "," and thought it said "nothing should work like that". I do appologize.
However:1) No, the Pegasis should not be destroyed when you breed it with a unicorn. It should disapear BUT a sky amulet should drop in its place containing the pegasis.[EDIT] I do very much appologize for this one. The first post has been updated to say that the pegasis will disapear too. Its now how it use to be and the wiki hasn't been updated to express this so please excuse my lack of reading skills on this point.2) No, Fairy horses should not be destroyed upon breeding. It never happened before (I have successfully bred a dozen fairy horses before without this issue) and its not been mentioned anywhere that its been changed.[EDIT] Seeing as things have been changed so the pegasis does disapear too, is this how the Fairy horses are suppose to work now too? If it is, it should be updated in the first post as well to avoid further confusion.I'm very sorry for missunderstanding and missing the change in the first post. I have to say, thought, that I hope it gets changed back. Its a bit time consuming to breed so many pegasis' and unicorns in order to get each color of the fairys. (I'm a collector like that. ^^; )
Again, I appologize profusly, especially to Sparks314.