Hey, I have been having a weird problem with the Scarecrow texture and the beehive. I seems that it appears white with a few black word but nothing else. I tried all the other things in the mod (like bird cages and Christmas trees) and it works just fine? Any help??
im having a problem....i dont know why, i have no crash or anything...aparently the mod is working fine (with NEI i found all the items) but i dont see any of the mobs spawning
i have Mo Creatures, Atmosmobs, and Extrabiomes XL and i the Mo creatures spawn normally in the custom biomes, but i see none of the mobs from this mod =/
im having a problem....i dont know why, i have no crash or anything...aparently the mod is working fine (with NEI i found all the items) but i dont see any of the mobs spawning
i have Mo Creatures, Atmosmobs, and Extrabiomes XL and i the Mo creatures spawn normally in the custom biomes, but i see none of the mobs from this mod =/
Yeah, Mo creatures can mess with the spawns in this mod.
But Its your "Project Zulu" and AtmosMobs. They should work together, so I dont know why this crash appears :/ (The same post is in the Project Zulu Thread, because I dont know what exactly the problem is)
Sorry, only just seen this. Is it the MSC config you want?
I'm using one of your configs and haven't seen a single atmosmob. I've ramped up the spawns to a ridiculous amount, and I'm still getting an unproportional amount of zombies and skeletons, as opposed to the dozens of other hostile creatures I have installed :/
Mo'Creatures are still showing up, though, just rarely.
I'm using one of your configs and haven't seen a single atmosmob. I've ramped up the spawns to a ridiculous amount, and I'm still getting an unproportional amount of zombies and skeletons, as opposed to the dozens of other hostile creatures I have installed :/
Mo'Creatures are still showing up, though, just rarely.
-If you are using mo'creature native way to spawn monster set vanilla mob spawn, vanilla despawn and use custom mob spawner to false before launching the save file.
-Then when the save is launch go in the option a set custom mob spawner to true.
-Make sure mob spawn control has a higher critter count limit than mo'creature.
-Let mob spawn control handle vanilla creature.
I've got another question, wondering if anyone's had the same experience:
Non-pet mobs - are they meant to despawn when you unload their chunk? I've built a demo world for some friends, and I have a zoo at the end featuring all of your lovely mobs. The problem is, the world is so long, the chunks the zoo is sitting in are unloaded until you approach.
When spawn all the mobs in their respective habitats, they're fine and happy, but when I return to the start of the world and move through it to test, by the time I get to the zoo, everything except the few petmobs has despawned.
In general, there seems to be problems with how mob spawning here works. My guess is they spawn like normal vanilla animals, except they despawn, which causes next to none to show up.
Yes orignally they do. If I wouldnt do that, stuff would lag like hell. Thats why MoCreatures uses CustomMobSpawner. However just use the special config to make them spawn like monsters. Maybe I should make an boolean in the config to change this without having MSC.
Hi Davey, I just wanted to say I love your mod I have been using it since 1.2.5. In fact I was just finally able to update to 1.4.7, mainly because I was waiting for several of my favorite mods to update. I have noticed a few glitches with this version. Several have already mentioned the textures on the scarecrow and bee hive. The biggest bug I have noticed is that when I spawn a Swordfish, Angler and Mahimahi the fish instantly die. I've tried spawning them by egg or alive and still the same problem. The last thing which I don't know if this is a glitch, but I have been trying to tame my seals with raw fish and nothing happens, no matter how many I feed it. Thank you again for this awesome mod!!!
My Scarecrow is fine but the Bird Cage and Perch with wrong textures.
And one of the wired thing, when I placing those three objects, they're not placed where I pointing but spawned where I standing.
My Scarecrow is fine but the Bird Cage and Perch with wrong textures.
And one of the wired thing, when I placing those three objects, they're not placed where I pointing but spawned where I standing.
That was fixed in 132a
Rollback Post to RevisionRollBack
I have a new account called "Mushroomsock" now, so please do not send me PMs.
I followed you discussion ending here, and it seems you at least figured out how to properly add creatures to Forge without risk of conflicting with other mods. (I guess you also fixed your issue with mob tracking/lag?)
Could you please release a sample minimal mod with source to show us how it's done? Just something that adds a single mob to the game and spawns it, using only vanilla resources.
Quite a few mods (Mo Creatures, Thaumcraft, Traincraft, Witches and more) register mobs using the global entity id, which means that together they're limited to 256 IDs mob IDs up to 127. With a simple mod example it would be easier to ask them to change their method, and at worst it would provide a good example on how to change it for our use at home.
Is it absoluely necessary to have Mod Spawn Control? I've noticed that it conflicted with Treecapitator sometimes and doesn't allow me to delete my saved game. I click on delete and nothing happens.
Rollback Post to RevisionRollBack
Life is a Learning Curve.... Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
Actually, the wiki will list all of the mobs and usually lists what is needed to tame them :). I live by it!
i have Mo Creatures, Atmosmobs, and Extrabiomes XL and i the Mo creatures spawn normally in the custom biomes, but i see none of the mobs from this mod =/
http://pastebin.com/9k7YP2Rs
http://paste.ubuntu.com/1555351/
But Its your "Project Zulu" and AtmosMobs. They should work together, so I dont know why this crash appears :/ (The same post is in the Project Zulu Thread, because I dont know what exactly the problem is)
I had exams last week and took the last couple of days to relax. I will browse through these pages and fix as much stuff as possible!
....
I'm using one of your configs and haven't seen a single atmosmob. I've ramped up the spawns to a ridiculous amount, and I'm still getting an unproportional amount of zombies and skeletons, as opposed to the dozens of other hostile creatures I have installed :/
Mo'Creatures are still showing up, though, just rarely.
For some weird reason my beehive don't have a texture. Yet it is in the zip and every other creature work fine.
I have tested with only this mod and forge 16.6.0.499
I even copied the beehive texture in every folder of the mod.
Yet, the beehive is still white.
-If you are using mo'creature native way to spawn monster set vanilla mob spawn, vanilla despawn and use custom mob spawner to false before launching the save file.
-Then when the save is launch go in the option a set custom mob spawner to true.
-Make sure mob spawn control has a higher critter count limit than mo'creature.
-Let mob spawn control handle vanilla creature.
That how i got it to work.
Super quick response, thank you SO much for that!
I've got another question, wondering if anyone's had the same experience:
Non-pet mobs - are they meant to despawn when you unload their chunk? I've built a demo world for some friends, and I have a zoo at the end featuring all of your lovely mobs. The problem is, the world is so long, the chunks the zoo is sitting in are unloaded until you approach.
When spawn all the mobs in their respective habitats, they're fine and happy, but when I return to the start of the world and move through it to test, by the time I get to the zoo, everything except the few petmobs has despawned.
Bug or intended result?
Thank you again!
Yes orignally they do. If I wouldnt do that, stuff would lag like hell. Thats why MoCreatures uses CustomMobSpawner. However just use the special config to make them spawn like monsters. Maybe I should make an boolean in the config to change this without having MSC.
And one of the wired thing, when I placing those three objects, they're not placed where I pointing but spawned where I standing.
That was fixed in 132a
I have a new account called "Mushroomsock" now, so please do not send me PMs.
I followed you discussion ending here, and it seems you at least figured out how to properly add creatures to Forge without risk of conflicting with other mods. (I guess you also fixed your issue with mob tracking/lag?)
Could you please release a sample minimal mod with source to show us how it's done? Just something that adds a single mob to the game and spawns it, using only vanilla resources.
Quite a few mods (Mo Creatures, Thaumcraft, Traincraft, Witches and more) register mobs using the global entity id, which means that together they're limited to
256 IDsmob IDs up to 127. With a simple mod example it would be easier to ask them to change their method, and at worst it would provide a good example on how to change it for our use at home.Thanks!
Oops I accidentally used the older version.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.