Will have to wait for a new version of the mod Mo'Creatures.I think there is everything right
I just created a creative world with just Biomes O'Plenty and mo'creatures and everything seems to work fine for me. I didn't fly around the whole world or anything but all seem to be spawning animals correctly. I used the latest forge 7.8.0.722 and BoP 0.5.5 and the latest mo'creatures(5.2.2 & cms 2.2.2) GuiApi 0.15.6.
e]
I just created a creative world with just Biomes O'Plenty and mo'creatures and everything seems to work fine for me. I didn't fly around the whole world or anything but all seem to be spawning animals correctly. I used the latest forge 7.8.0.722 and BoP 0.5.5 and the latest mo'creatures(5.2.2 & cms 2.2.2) GuiApi 0.15.6.
e]
They changed something on BOPs end that broke CMS support but CMS is also buggy at best but JMS(Just Another Spawner) work fine apparently.
Yes, I am putting it in the coremods folder. I just tried without ModLoader, it makes no difference. Same error.
Here is the error message:
Bad video card drivers!
-----------------------
Minecraft was unable to start because it failed to find an accelerated OpenGL mode.
This can usually be fixed by updating the video card drivers.
--- BEGIN ERROR REPORT 7fe0271 --------
Generated 13-06-04 09:18
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 361589768 bytes (344 MB) / 518979584 bytes (494 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:
LWJGL: 2.4.2
OpenGL: ~~ERROR~~ NullPointerException: null
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[failed to get system properties (java.lang.NullPointerException)]
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185)
at org.lwjgl.opengl.Display.createWindow(Display.java:311)
at org.lwjgl.opengl.Display.create(Display.java:856)
at org.lwjgl.opengl.Display.create(Display.java:784)
at org.lwjgl.opengl.Display.create(Display.java:765)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:397)
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)
--- END ERROR REPORT 69ad9965 ----------
Looks like you need to update your video card drivers.
Uuhm... I cannot save any config with the new release??
And I don't have a mocreatures.cfg file anymore!?
I don't want Golems and Mini Golems to spawn. Could you tell me you to prevent that?
Thanks
Delete your config folder. You should see a newly generated MoCreatures folder inside the new config folder when generated. You can then edit frequencies for MoC located at Creatures > MoCreatures > entity-spawn-settings. Easiest way to update the config file is in-game by using the MoC commands. The command /moc frequency moc minigolem 0 should work (/moc frequency <tag> <mob> <int>). If this confuses you or if you have any questions, ask away, and I'll be sure to answer them for you.
Could someone PM me a download link for configs that add Better World Generation 4 Biome Support for Mo' Creatures? I'd really appreciate it!
BWG4 doesn't work with Mo' Creatures, or vice-versa. You can create configs, but your biome groups settings will be overwritten every time you start the game. You can use a third-party spawner like JAS though, which does recognize all of BWG4's biomes.
BWG4 doesn't work with Mo' Creatures, or vice-versa. You can create configs, but your biome groups settings will be overwritten ever time you start the game.
Never mind.
Rollback Post to RevisionRollBack
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Assume I'm lazy and finding horses and mating them with zebras is hard so I use NEI to get a Sky Amulet for pegasus horses, that has one in it. Will it release a pegasus?
Place a torch nearby. You should receive a message in-game telling you that the egg is hatching.
I've tried with one torch more than ten times. I've tried with eight and nine torches. I've tried with two torches. I've literally spent more than two hours of real life time putting between one and five eggs next to one to nine torches at increments of two minutes to five minutes.
Will the hatching message appear the second the egg hits the ground near the torch or will it happen after a minute?
Shame - They really do go nice together once you get them working.
Yeesh, Dr.Zhark, don't you think it's about time to drop the CMS requirement from Mo' Creatures and just spawn things according to biome dictionary definitions, like nearly every other current mob-adding mod? If we want to fine-tune spawning, we can opt to install CMS or another spawner mod. But as it stands, CMS is WAY buggy, especially for those of us using biome mods that aren't ExtraBiomesXL.
Delete your config folder. You should see a newly generated MoCreatures folder inside the new config folder when generated. You can then edit frequencies for MoC located at Creatures > MoCreatures > entity-spawn-settings. Easiest way to update the config file is in-game by using the MoC commands. The command /moc frequency moc minigolem 0 should work (/moc frequency <tag> <mob> <int>). If this confuses you or if you have any questions, ask away, and I'll be sure to answer them for you.
Thanks for your reply. Could you tell me where to find a documentation für Bukkit?
I'm running MCPCPlus with MoCreatures on it and need the permissions to config it / to run commands.
I found a little bug, Golems ignore the (Golem Destroy Blocks?) Rule, they will destroy blocks even when it is set on False, also
I had some performance issues on the wyvern lair, it has to be the update, i didnt have any lag before, but now i do. Hope this helps!
Do you have light source blocks in your fenced area? Light sources should prevent mobs from spawning there. You can also edit the light level through config.
# The light level threshold used to determine whether or not to spawn a creature.
I:lightLevel=<int>
I have plenty of light through Magelight, torchers, and redstone lamps. I'll try messing with the config file, thanks.
I've tried with one torch more than ten times. I've tried with eight and nine torches. I've tried with two torches. I've literally spent more than two hours of real life time putting between one and five eggs next to one to nine torches at increments of two minutes to five minutes.
Will the hatching message appear the second the egg hits the ground near the torch or will it happen after a minute?
Does it have to be in the wyvern realm?
Hatch the Wyvern in the overworld... Not the Wyvern lair. The torch must be close enough to the egg to "keep it warm". You will get a message that it is about to hatch before too long, I've never timed it... But do not wander off to far from the egg after putting it down on the ground.
Are you throwing the egg on the ground like you would discard any other item, because this will not work. you need to hold the egg and click as though you were placing a block.
Rollback Post to RevisionRollBack
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And I don't have a mocreatures.cfg file anymore!?
I don't want Golems and Mini Golems to spawn. Could you tell me you to prevent that?
Thanks
I just created a creative world with just Biomes O'Plenty and mo'creatures and everything seems to work fine for me. I didn't fly around the whole world or anything but all seem to be spawning animals correctly. I used the latest forge 7.8.0.722 and BoP 0.5.5 and the latest mo'creatures(5.2.2 & cms 2.2.2) GuiApi 0.15.6.
e]
They changed something on BOPs end that broke CMS support but CMS is also buggy at best but JMS(Just Another Spawner) work fine apparently.
It's in coremods folder
Looks like you need to update your video card drivers.
Place a torch nearby. You should receive a message in-game telling you that the egg is hatching.
Delete your config folder. You should see a newly generated MoCreatures folder inside the new config folder when generated. You can then edit frequencies for MoC located at Creatures > MoCreatures > entity-spawn-settings. Easiest way to update the config file is in-game by using the MoC commands. The command /moc frequency moc minigolem 0 should work (/moc frequency <tag> <mob> <int>). If this confuses you or if you have any questions, ask away, and I'll be sure to answer them for you.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
BWG4 doesn't work with Mo' Creatures, or vice-versa. You can create configs, but your biome groups settings will be overwritten every time you start the game. You can use a third-party spawner like JAS though, which does recognize all of BWG4's biomes.
Never mind.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Will the hatching message appear the second the egg hits the ground near the torch or will it happen after a minute?
Does it have to be in the wyvern realm?
Shame - They really do go nice together once you get them working.
Yeesh, Dr.Zhark, don't you think it's about time to drop the CMS requirement from Mo' Creatures and just spawn things according to biome dictionary definitions, like nearly every other current mob-adding mod? If we want to fine-tune spawning, we can opt to install CMS or another spawner mod. But as it stands, CMS is WAY buggy, especially for those of us using biome mods that aren't ExtraBiomesXL.
Thanks for your reply. Could you tell me where to find a documentation für Bukkit?
I'm running MCPCPlus with MoCreatures on it and need the permissions to config it / to run commands.
Oh and btw, the command is
Greetings
Tom
I had some performance issues on the wyvern lair, it has to be the update, i didnt have any lag before, but now i do. Hope this helps!
Hatch the Wyvern in the overworld... Not the Wyvern lair. The torch must be close enough to the egg to "keep it warm". You will get a message that it is about to hatch before too long, I've never timed it... But do not wander off to far from the egg after putting it down on the ground.
Are you throwing the egg on the ground like you would discard any other item, because this will not work. you need to hold the egg and click as though you were placing a block.
Looking to join a community of gamers across a couple different games? Join Iron Nexus today and stay up to date on the latest updates and discussions from a community who enjoys a more challengingly different approach to a variety of games!