Hello,
I am currently compiling a modpack, and in it I have atmos mobs and biomes o' plenty. Would I be allowed to use this mod in my modpack to make the new mobs spawn in the new biomes? This is a great mod and I will give you full credit for it, and link users to this forum page.
I want to use Biomes O' Plenty and Mo' Creatures with each other, so I downloaded this mod to make it work out. Will the mobs added in Mo' Creatures only spawn in the new biomes if the frequency is 1? Is there a way to control the spawning of the individual types, such as for snakes, scorpions, big cats, and bears? Since I'm already asking questions here, how would I go about deactivating all of the vanilla spawns for Mo' Creatures?
Okay, so after messing with this mod all day and night, trying to run Biomes o Plenty with Mo' Creatures, I have had some success. All I want is a nice, even spread of mobs based on the choices I made. I laid out the entire spawn config and set almost all of the creatures to spawn weight 10 and set their groups to be between 1 and 4, mostly. I literally get nothing but vanilla mobs and TONS AND TONS of the ambient mobs, which are birds, butterflies, etc. So many birds. When I fly around far away, NOTHING is spawning at all, except the occasional vanilla mob. This is pretty disappointing seeing as when I first loaded up the world I saw a few big cats and bears, and all of the other ones I set. Then they disappeared and I've never seen another Mo' Creatures mob other than the monsters, which seem to spawn perfectly fine. Anyone experiencing something similar?
This is very common actually, and has been a point of frustration for a number of people. I can give you a couple of tips - but if you want more info and details on the hows/whys, check out the link in my signature (thread devoted to discussing mob spawning issues, tests and observations).
Vanilla animals need to be set very low (1/1/1) and other mobs must be set higher (I suggest adding a zero to the weight of all non-vanilla, effectively multiplied by 10, but that's just me), or else vanilla animals will take over the spawn cap.
Flying creatures in general have some issues with spawn numbers due to the game's spawning mechanics. This is noticeable in open areas (no trees) as the creatures can become airbound easier. In open biomes, lower the weights of flying creatures. If you are tinkering with the MSCOverrides file adding mobs to the ambient category, I highly suggest you read the thread I have linked in signature.
I personally have issues with animal spawns when I have Mo' Creatures installed (regardless of settings). A few others (sirdave79, MohawkyMagoo) have reported success, but I cannot seem to achieve their results even with the same settings. Hate to sound like a broken record, but yes, the link in my sig has much more info on the topic. It's not a huge thread atm but the posts are quite long and informative.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Currently starting to update MSC. It shouldn't take too long, just some minor changes. However, as the beta version doesn't have a GUI, I'll probably update that version first as it shouldn't take as long. Anyway, the updated versions should be out by Friday at the latest.
EDIT: It looks like the Beta version was just a straight recompile. You can download it here (for Minecraft 1.5) The regular GUI version is going to require some changes, so I'm going to work on that later, most likely tomorrow/Wednesday.
Davidee, I don't know how often you hear this, but I just want to say Thank You!!! I am just setting up a server for my friend and I to play on. He doesn't think the game is very hard so I intend to introduce him to the wonderful world of Divine RPG, but I also wanted to use mo creatures and some other mods to flesh out the server. I have been working on getting mo creatures and DRPG mobs to work together for the past few days lol, and with you mod it looks like i have achieved what I set out for.
Thank you very much sir, especially since you still maintain this even though you do not play anymore.
Bout time! This mod is VERY crucial for me since I can't stand the terrible default spawn rate on passive mobs and I also have to turn off spiders due to their annoyingly crappy AI behavior.
Edit: Your mod seems to not be working correctly. The F6 key is not being mapped nor appears to have been mapped before release of the beta version for 1.5. Also no mention of the mod's key mapping ability shows up in the controls menu.
Edit 2: Disregard. I reread your post and I am using the non-GUI version. I am used to the GUI version. I am dealing with a ton of internet related issues so I am not thinking clearly at the moment.
Alright, the Forge version of MSC has been updated to 1.5. Was actually a recompile that just needed a field name to be updated. There shouldn't be any new bugs, but let me know if you find any.
Anyways, I want to start designing the GUI for MSC2. The current GUI is very cluttered and could use a total revamp, so if any of you are interested in helping design the layout/textures for the new version of MSC, please PM me or post here. I could use your help
Also, for those that are currently using the latest beta version, please let me know what you think of it so far.
Alright, the Forge version of MSC has been updated to 1.5.
...
I want to start designing the GUI for MSC2. The current GUI is very cluttered and could use a total revamp, so if any of you are interested in helping design the layout/textures for the new version of MSC, please PM me or post here. I could use your help
Your rock! Thanks for the 1.5 update. Glad it was a relatively simple adjustment. Onward!
Re: the GUI
* Please include an All ON and All OFF option in each view
* Perhaps a "Save as template" option for multiple configurations (I know, new feature altogether, but imagine how useful)
* Show thumbnail images of each NPC on buttons, lists, etc.
* Show explicit status/mode indicator on dashboard -- e.g. "Using Master Controls" or "Using Biome Controls"
* Indicate which world the edited configuration is being applied to
* Flash a confirmation message when saving a configuration -- "Saved"
Say, do you have a donation button somewhere? I can't find one. Am I missing it?
Davidee do you think youll look at/consider/use the new forge hook CrudeDragos has asked for ? Registering mobs as a different class correctly in order to respect the cap ?
Thanks
From what I can see, they added a call to a method in the Entity class, which gives the power to register mobs as different types to the modders who create the entity, not me. Unless they change the hook, I can't use it.
20:22:40 [SEVERE] java.lang.VerifyError: (class: com/mcf/davidee/msc/packets/ServerPacketHandler, method: sendSpawnCaps signature: (Lcpw/mods/fml/common/network/Player;Lcom/mcf/davidee/msc/SpawnConfiguration;)V) Incompatible argument to function
20:22:40 [SEVERE] at java.lang.Class.getDeclaredConstructors0(Native Method)
20:22:40 [SEVERE] at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
20:22:40 [SEVERE] at java.lang.Class.getConstructor0(Unknown Source)
20:22:40 [SEVERE] at java.lang.Class.newInstance0(Unknown Source)
20:22:40 [SEVERE] at java.lang.Class.newInstance(Unknown Source)
20:22:40 [SEVERE] at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:176)
20:22:40 [SEVERE] at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:124)
20:22:40 [SEVERE] at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:251)
20:22:40 [SEVERE] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:458)
20:22:40 [SEVERE] at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
20:22:40 [SEVERE] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
20:22:40 [SEVERE] at java.lang.reflect.Method.invoke(Unknown Source)
20:22:40 [SEVERE] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
20:22:40 [SEVERE] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
20:22:40 [SEVERE] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
20:22:40 [SEVERE] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
20:22:40 [SEVERE] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
20:22:40 [SEVERE] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
20:22:40 [SEVERE] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
20:22:40 [SEVERE] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
20:22:40 [SEVERE] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
20:22:40 [SEVERE] at java.lang.reflect.Method.invoke(Unknown Source)
20:22:40 [SEVERE] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
20:22:40 [SEVERE] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
20:22:40 [SEVERE] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
20:22:41 [SEVERE] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
20:22:41 [SEVERE] at com.google.common.eventbus.EventBus.post(EventBus.java:268)
20:22:41 [SEVERE] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
20:22:41 [SEVERE] at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
20:22:41 [SEVERE] at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
20:22:41 [SEVERE] at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:351)
20:22:41 [SEVERE] at ho.c(DedicatedServer.java:86)
20:22:41 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:724)
20:22:41 [SEVERE] at fy.run(ThreadMinecraftServer.java:16)
20:22:41 [SEVERE] Encountered an unexpected exception VerifyError
java.lang.VerifyError: (class: com/mcf/davidee/msc/packets/ServerPacketHandler, method: sendSpawnCaps signature: (Lcpw/mods/fml/common/network/Player;Lcom/mcf/davidee/msc/SpawnConfiguration;)V) Incompatible argument to function
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:176)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:124)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:251)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:458)
at sun.reflect.GeneratedMethodAccessor4.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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:351)
at ho.c(DedicatedServer.java:86)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:724)
at fy.run(ThreadMinecraftServer.java:16)
20:22:41 [SEVERE] This crash report has been saved to: C:\MCSERVER\.\crash-reports\crash-2013-03-19_20.22.40-server.txt
and the crash-report file :
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!
Time: 3/19/13 8:22 PM
Description: Exception in server tick loop
java.lang.VerifyError: (class: com/mcf/davidee/msc/packets/ServerPacketHandler, method: sendSpawnCaps signature: (Lcpw/mods/fml/common/network/Player;Lcom/mcf/davidee/msc/SpawnConfiguration;)V) Incompatible argument to function
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:176)
at cpw.mods.fml.common.network.NetworkModHandler.(NetworkModHandler.java:124)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:251)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:458)
at sun.reflect.GeneratedMethodAccessor4.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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86)
at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:351)
at ho.c(DedicatedServer.java:86)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:724)
at fy.run(ThreadMinecraftServer.java:16)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 67699560 bytes (64 MB) / 129761280 bytes (123 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms128M -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
CraftBukkit Information:
Running:
Failed to handle CraftCrashReport:
java.lang.NullPointerException
at org.bukkit.Bukkit.getName(Bukkit.java:68)
at org.bukkit.craftbukkit.v1_4_R1.CraftCrashReport.call(CraftCrashReport.java:19)
at l.a(CrashReportCategory.java:103)
at a.h(CrashReport.java:59)
at a.(CrashReport.java:41)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:772)
at fy.run(ThreadMinecraftServer.java:16)
FML: MCP v7.26a FML v4.7.35.556 Minecraft Forge 6.6.2.533 22 mods loaded, 21 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
LAPI [LAPI] (Tropicraft for MC 1.4.6.jar) Unloaded->Constructed
TropicraftMod [Tropicraft] (Tropicraft for MC 1.4.6.jar) Unloaded->Constructed
BetterStorage [BetterStorage] ([1.4.7] BetterStorage_0.4.2.zip) Unloaded->Constructed
AnimatedMCCapesForge [Animated MCCapes] (animated_mccapes-0.0.2.jar) Unloaded->Constructed
ArsMagica [Ars Magica] (ArsMagica_5.36.045-Universal.zip) Unloaded->Constructed
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.11.zip) Unloaded->Constructed
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.5.1.zip) Unloaded->Constructed
Mark-Crops [Magic Crops] (magical_crops_1.1_SMPFIX.zip) Unloaded->Constructed
ProjectZulu|Core [Project Zulu Core] (ProjectZuluComplete0.6.4.zip) Unloaded->Constructed
ProjectZulu|Blocks [Project Zulu Block and Items] (ProjectZuluComplete0.6.4.zip) Unloaded->Constructed
ProjectZulu|Dungeon [Project Zulu Mobs] (ProjectZuluComplete0.6.4.zip) Unloaded->Constructed
ProjectZulu|Mobs [Project Zulu Mobs] (ProjectZuluComplete0.6.4.zip) Unloaded->Constructed
ProjectZulu|World [Project Zulu World] (ProjectZuluComplete0.6.4.zip) Unloaded->Constructed
mod_SmartMoving [Smart Moving] (Smart Moving Server for Minecraft Forge or MCPC+.zip) Unloaded->Constructed
AIBlock [AIBlock] (Weather v1.3 Mod for MC v1.4.6.zip) Unloaded->Constructed
ExtendedRenderer [Extended Renderer] (Weather v1.3 Mod for MC v1.4.6.zip) Unloaded->Constructed
WeatherMod [Weather and Tornadoes] (Weather v1.3 Mod for MC v1.4.6.zip) Unloaded->Constructed
MSC [Mob Spawn Controls] (Forge_MobSpawnControlsv1.5.0.0.zip) Unloaded
MCore [MCore] (coremods) Unloaded->Disabled
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'mcpc,craftbukkit,forge,fml'
Type: Dedicated Server (map_server.txt)
P.S. : will we have one config per world, for multiverses server ?
Your rock! Thanks for the 1.5 update. Glad it was a relatively simple adjustment. Onward!
Re: the GUI
* Please include an All ON and All OFF option in each view
* Perhaps a "Save as template" option for multiple configurations (I know, new feature altogether, but imagine how useful)
* Show thumbnail images of each NPC on buttons, lists, etc.
* Show explicit status/mode indicator on dashboard -- e.g. "Using Master Controls" or "Using Biome Controls"
* Indicate which world the edited configuration is being applied to
* Flash a confirmation message when saving a configuration -- "Saved"
Say, do you have a donation button somewhere? I can't find one. Am I missing it?
Thanks again.
That's a lot of suggestions... if you could create a mock GUI in MS Paint or the likes it would be great
Does anyone have a config file that is set up for Extrabiomes XL & Mo' Creatures w/ reasonable spawns in accordance to location? I found some contributions before, but I have no clue where I found them..
I'm looking for something like that too, except for Biomes o' Plenty. I'd be fine switching over to ExtraBiomesXL if that's the only thing I can find, though.
I believe there may be a config or two posted awhile back - most likely around page 30. I believe it was for ExtraBiomesXL - if you find it, it would be fantastic if you could give me the link to the post so I can share it with others (and put it in the first post).
Anyways, I still need help creating the new MSC GUI and textures, so if you're interested just PM me or post here
Is there any way to add a configuration to set mob spawning based on depth (i.e. Y-value)? That would rock.
Forge has recently added a new spawning hook that would allow me to properly do this... would you guys be interested in this? Note that it would only work properly most of the time - if a modder codes their mod to spawn below Y height, I can't change that. It would just be added restrictions.
Also available is the ability to control spawn lists per dimension. If you guys want, I can modify the mod so that each dimension can have its own configuration. Would you guys be interested in that?
Note that these new features are intended for MSC2, not the current version of MSC.
Forge has recently added a new spawning hook that would allow me to properly do this... would you guys be interested in this? Note that it would only work properly most of the time - if a modder codes their mod to spawn below Y height, I can't change that. It would just be added restrictions.
Also available is the ability to control spawn lists per dimension. If you guys want, I can modify the mod so that each dimension can have its own configuration. Would you guys be interested in that?
Note that these new features are intended for MSC2, not the current version of MSC.
IDK about per dimension, as I haven't messed with many dimension-adding mods (just now looking at DivineRPG). Gotta admit, I'd love the ability to add a Y-height restriction, but if it's too much hassle no biggie. I've lived this long without it, so it's not a must have. It was however my main reason for wanting to test out Budd's mod, but I don't think he's fixed the GUI freeze some (including myself) are experiencing.
Also, I just finished a DefaultSpawnConfiguration (1.4.7 so not sure if it's 1.5 compatible) using the following: Vanilla, ExtrabiomesXL, AtmosMobs, Primitive Mobs, and Project Zulu. It's one I've been working on for SSP/SMP for a friend's server, but a few settings have yet to be tested. Once I'm sure I'm happy with it, I'll post it up.
I'm trying to set up a new SpawnConfiguration.txt with the intent of making DivineRPG, ExtraBiomesXL and Thaumcraft cooperate with each other.
Without Mob Spawn Controls:
Thaumcraft's zombies will spawn just about anywhere, but they seem to override DivineRPG's mobs, preventing any DivineRPG mob from spawning. If I disable Thaumcraft, then DivineRPG mobs spawn, but not in the new biomes. MSC seems like the perfect fix, if I can get the options right...
I apologize if these questions have been asked a thousand times:
First question:
In the config file, each entity is listed with three numbers. For example: Spider{10/4/4}
I understand that the first number is the weight, and it affects the likelihood of a given mob spawning (higher is more likely).
I'm assuming that the other two numbers are min/max per group? I can't seem to find confirmation of this in the thread (though I could easily be blind).
If it's not too much trouble to add, putting comments in the SpawnConfiguration and DefaultSpawnConfiguration file when they're generated would be extremely useful. Just something to tell new users what each of the options controls.
Second question:
Does anyone have a SpawnConfiguration.txt that's already populated with DevineRPG mobs in appropriate numbers? Preferably one that also includes ExtrabiomesXL's Biomes?
I can copy the mobs into new biomes easily enough if need be, but setting up the hundreds of DivineRPG mobs from scratch is a pretty daunting task, particularly when I haven't played through DivineRPG, so I don't know what mobs go where.
Davidee!! Good job dude, on this mod. I know you have been through alot with all the spawning issues, but your on the right track! I have a suggestion for your MSC2 GUI. SLIDERS! So ... for each "mob" in each biom, you have an on/off button, and if its "on" for that biom, the slider becomes functional to raise or lower the spawn rate for that mob. Not perfect mayhaps, but a thought.
I am currently compiling a modpack, and in it I have atmos mobs and biomes o' plenty. Would I be allowed to use this mod in my modpack to make the new mobs spawn in the new biomes? This is a great mod and I will give you full credit for it, and link users to this forum page.
Thanks, _Skyden_.
This is very common actually, and has been a point of frustration for a number of people. I can give you a couple of tips - but if you want more info and details on the hows/whys, check out the link in my signature (thread devoted to discussing mob spawning issues, tests and observations).
Vanilla animals need to be set very low (1/1/1) and other mobs must be set higher (I suggest adding a zero to the weight of all non-vanilla, effectively multiplied by 10, but that's just me), or else vanilla animals will take over the spawn cap.
Flying creatures in general have some issues with spawn numbers due to the game's spawning mechanics. This is noticeable in open areas (no trees) as the creatures can become airbound easier. In open biomes, lower the weights of flying creatures. If you are tinkering with the MSCOverrides file adding mobs to the ambient category, I highly suggest you read the thread I have linked in signature.
I personally have issues with animal spawns when I have Mo' Creatures installed (regardless of settings). A few others (sirdave79, MohawkyMagoo) have reported success, but I cannot seem to achieve their results even with the same settings. Hate to sound like a broken record, but yes, the link in my sig has much more info on the topic. It's not a huge thread atm but the posts are quite long and informative.
EDIT: It looks like the Beta version was just a straight recompile. You can download it here (for Minecraft 1.5) The regular GUI version is going to require some changes, so I'm going to work on that later, most likely tomorrow/Wednesday.
Thank you very much sir, especially since you still maintain this even though you do not play anymore.
Edit: Your mod seems to not be working correctly. The F6 key is not being mapped nor appears to have been mapped before release of the beta version for 1.5. Also no mention of the mod's key mapping ability shows up in the controls menu.
Edit 2: Disregard. I reread your post and I am using the non-GUI version. I am used to the GUI version. I am dealing with a ton of internet related issues so I am not thinking clearly at the moment.
Anyways, I want to start designing the GUI for MSC2. The current GUI is very cluttered and could use a total revamp, so if any of you are interested in helping design the layout/textures for the new version of MSC, please PM me or post here. I could use your help
Also, for those that are currently using the latest beta version, please let me know what you think of it so far.
Your rock! Thanks for the 1.5 update. Glad it was a relatively simple adjustment. Onward!
Re: the GUI
* Please include an All ON and All OFF option in each view
* Perhaps a "Save as template" option for multiple configurations (I know, new feature altogether, but imagine how useful)
* Show thumbnail images of each NPC on buttons, lists, etc.
* Show explicit status/mode indicator on dashboard -- e.g. "Using Master Controls" or "Using Biome Controls"
* Indicate which world the edited configuration is being applied to
* Flash a confirmation message when saving a configuration -- "Saved"
Say, do you have a donation button somewhere? I can't find one. Am I missing it?
Thanks again.
Here are the new features of MSC 2:
From what I can see, they added a call to a method in the Entity class, which gives the power to register mobs as different types to the modders who create the entity, not me. Unless they change the hook, I can't use it.
You're using the 1.5 version on Minecraft 1.4.7
That's a lot of suggestions... if you could create a mock GUI in MS Paint or the likes it would be great
Anyways, I still need help creating the new MSC GUI and textures, so if you're interested just PM me or post here
Forge has recently added a new spawning hook that would allow me to properly do this... would you guys be interested in this? Note that it would only work properly most of the time - if a modder codes their mod to spawn below Y height, I can't change that. It would just be added restrictions.
Also available is the ability to control spawn lists per dimension. If you guys want, I can modify the mod so that each dimension can have its own configuration. Would you guys be interested in that?
Note that these new features are intended for MSC2, not the current version of MSC.
IDK about per dimension, as I haven't messed with many dimension-adding mods (just now looking at DivineRPG). Gotta admit, I'd love the ability to add a Y-height restriction, but if it's too much hassle no biggie. I've lived this long without it, so it's not a must have. It was however my main reason for wanting to test out Budd's mod, but I don't think he's fixed the GUI freeze some (including myself) are experiencing.
Also, I just finished a DefaultSpawnConfiguration (1.4.7 so not sure if it's 1.5 compatible) using the following: Vanilla, ExtrabiomesXL, AtmosMobs, Primitive Mobs, and Project Zulu. It's one I've been working on for SSP/SMP for a friend's server, but a few settings have yet to be tested. Once I'm sure I'm happy with it, I'll post it up.
Without Mob Spawn Controls:
Thaumcraft's zombies will spawn just about anywhere, but they seem to override DivineRPG's mobs, preventing any DivineRPG mob from spawning. If I disable Thaumcraft, then DivineRPG mobs spawn, but not in the new biomes. MSC seems like the perfect fix, if I can get the options right...
I apologize if these questions have been asked a thousand times:
First question:
In the config file, each entity is listed with three numbers. For example: Spider{10/4/4}
I understand that the first number is the weight, and it affects the likelihood of a given mob spawning (higher is more likely).
I'm assuming that the other two numbers are min/max per group? I can't seem to find confirmation of this in the thread (though I could easily be blind).
If it's not too much trouble to add, putting comments in the SpawnConfiguration and DefaultSpawnConfiguration file when they're generated would be extremely useful. Just something to tell new users what each of the options controls.
Second question:
Does anyone have a SpawnConfiguration.txt that's already populated with DevineRPG mobs in appropriate numbers? Preferably one that also includes ExtrabiomesXL's Biomes?
I can copy the mobs into new biomes easily enough if need be, but setting up the hundreds of DivineRPG mobs from scratch is a pretty daunting task, particularly when I haven't played through DivineRPG, so I don't know what mobs go where.