Can anyone explain to me how to do the configure thing? I'm not very savvy whenever it comes to changing text files in folders, etc. My problem is my Togemon is a weakling and only level 34 and I have ultimates and even megas spawning in my area in the woodlands and I can't defeat them. That also will not work for if I get an egg and want to raise it because I'll have nothing to battle within my level range... How can I change this?
In the digimobs config file, you will want to change the scaling of the X-position and the Z-position to the proper x and z coordinates of the woodlands you want. This should put the mobs around you spawning at about level 5 or so, and from there, depending on what you have the distance between level of digimons, you will need to go out the proper distance to find digimon around level 30. If the distance is set to the default of 50 for example, you would need to go out about ~1500 blocks to find digimon around level 30.
In the digimobs config file, you will want to change the scaling of the X-position and the Z-position to the proper x and z coordinates of the woodlands you want. This should put the mobs around you spawning at about level 5 or so, and from there, depending on what you have the distance between level of digimons, you will need to go out the proper distance to find digimon around level 30. If the distance is set to the default of 50 for example, you would need to go out about ~1500 blocks to find digimon around level 30.
Looks like you solved a genuine problem :D. Kudos to you after all this time since an actual, genuine problem was asked/told of.
I have been running a 1.8.9 server for 6 or so months now. It supports sponge just fine. It sounds like you may have a different issue if you cannot get digimon to spawn.
Cyan what version of Forge and Sponge do you use? It only happens when a player first picks the digimon they want. Server requires a restart for it to appear.
Please, take this to the Digimobs Adventure Server forums. You can find it here. I think this place is reserved specifically for questions about the mod and not the server made for the mod.
So I've been tinkering with this a little bit, and I'm a bit perplexed on the crashing issue. I haven't been able to get any crashes to occur when using the shaders for 1.8.9. I also notice in the crash report that it says Digimobs successfully launched without any errors, so I'm inclined to think it may not be digimobs at all.Your crash is actually stemming from the vanilla client, and is having trouble rendering something into the world. If you're using an old world, it could be something that has not updated properly. I've also noticed a few people having issues playing with windows 10 because their graphics card is not properly configured, so it may be something worth looking in to.
This is an error caused by a digimon forcibly degenerating or digivolving without having a String that dictates what it should digivolve into. This can occur when forcing an egg to hatch without energy, or when trying to degenerate digimon spawned in with the /create command.
Edit: Upon closer inspection, I realized that the entity causing the issue is the PaoEgg which is indeed bugged in 1.8.9(due to the above mentioned egg hatching without energy).
Sorry for the late replies guys, hectic week has been hectic and this is more or less the first time I've had time to respond.
Hi cyan, Could you please tell me what sponge version does Official Digimobs Server use?..Hmm.... it doesn't work well on sponge 1.8.9 latest version......
what sponge version does Official Digimobs Server use?
hi,everyone, i have a question . when i create a local server about 1.10.2, i dont konw why all digimobs lag.the animal in normal world also lag.if i hit the digimob it will flaot about 1-2 seconds,and they move is not smooth. besides,my fps is normal.tps of server is 20.
Hmmm weird... Im not using windows 10. but ya itll launch but when i got to activate shaders thats when it crashes. Could it be the shader packs im using?
Hmmm weird... Im not using windows 10. but ya itll launch but when i got to activate shaders thats when it crashes. Could it be the shader packs im using?
It's entirely possible that it's just that shaders pack. If it happens on multiple packs though, it may be something I need to take a closer look at. I've noticed just browsing around though, that a lot of shaders don't seem to be compatible with Forge and/or Optifine in 1.10.2, so I'm not sure how related that might be.
Hey, with wich program can i made 3d models ffor the digimobs digimons? I can help in that
We use Tabula.
Annnnnd it's February 1st! Time for...
February Newsletter
First thing's first. The update is February 13th. So stop sending me messages asking about it. Hopefully this update should provide a much smoother, and less rushed version for 1.10.2.
The update...has ended up going with a couple of themes. At first this was going to be known as the (in)Training Update, as we have managed to add every known in-training level digimon into the mod as of the upcoming update, and it also will provide updates to current training equipment, as well as some new and/or revamped ways of training digimon.
However, I also wanted to do something for the upcoming episode of Tri, which I teased at the end of the last newsletter, so if you haven't figured it out yet...
Means remodels for the in-training forms of the season 1 crew, plus perhaps another secret one from Tri...
But anywho, if you haven't been keeping up with Digimon Tri, you know why now was a good time to make new models for these guys
Also during this time, I've been flipping through my old that I had for this mod a long time ago when I first started. My original intent was to add all digimon from season 1 to this mod and stop there. For..some reason, this mod blew up and became more successful than I had imagined, and the goal became much bigger than that. But something that I want to in the next few months, is go back to the roots a little bit. Which is why my focus has shifted towards finishing all the digimon from season 1 before I start adding in anything else(Yes yes, I will find somewhere to throw in UlforceVeedramon since he is finished and I know people are wondering where he's at).
I feel like completing all the Adventure digimon will be a major milestone completed, but I do not plan to stop there. It is only my current short-term goal. Which..marks the third "theme" of this update, which is adding in the remaining plant digimon from Adventure(Floramon, Kiwimon, Deramon, Blossomon,the Veggiemons, Garbagemon, and even Vademon for good measure).
So there should be a little something for everyone in this update I should think. On that note if people want to submit digimon from any other seasons/media, I will still be taking those. They may just not make it in as fast until I have completed my current goal.
For those who may be curious and/or who may want to contribute with models, the following Season 1 digimon have not currently been started/being worked on yet:
-Mojyamon
-Whamon
-Mammothmon
-Vilemon
-Dokugumon
-Etemon/MetalEtemon
-Pumpkinmon
-Kokatorimon/Akatorimon
-Parrotmon
-Raremon
-Divermon
-Mekanorimon
-Tankmon No, you are not mistaken, Diaboromon is not on there for the reasons you think. Stay tuneeed in March/April for that one..
Can anyone explain to me how to do the configure thing? I'm not very savvy whenever it comes to changing text files in folders, etc. My problem is my Togemon is a weakling and only level 34 and I have ultimates and even megas spawning in my area in the woodlands and I can't defeat them. That also will not work for if I get an egg and want to raise it because I'll have nothing to battle within my level range... How can I change this?
In the digimobs config file, you will want to change the scaling of the X-position and the Z-position to the proper x and z coordinates of the woodlands you want. This should put the mobs around you spawning at about level 5 or so, and from there, depending on what you have the distance between level of digimons, you will need to go out the proper distance to find digimon around level 30. If the distance is set to the default of 50 for example, you would need to go out about ~1500 blocks to find digimon around level 30.
Looks like you solved a genuine problem :D. Kudos to you after all this time since an actual, genuine problem was asked/told of.
This does not support spongeforge for 1.8.9? Digimon initial partners do not spawn unless server is restarted after first getting your partner
I have been running a 1.8.9 server for 6 or so months now. It supports sponge just fine. It sounds like you may have a different issue if you cannot get digimon to spawn.
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityPlayerSP['Replitze'/131, l='MpServer', x=8.50, y=65.00, z=8.50]]
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: 44.00,64.00,252.00 - World: (44,64,252), Chunk: (at 12,4,12 in 2,15; contains blocks 32,0,240 to 47,255,255), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 1 game time, 1 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 1 total; [EntityPlayerSP['Replitze'/131, l='MpServer', x=8.50, y=65.00, z=8.50]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:404)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2536)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:378)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Windows 7 (amd64) version 6.1
CPU: 8x Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 485747712 bytes (463 MB) / 997425152 bytes (951 MB) up to 2134114304 bytes (2035 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP 9.19 Powered by Forge 11.15.1.1902 Optifine OptiFine_1.8.9_HD_U_H3 7 mods loaded, 7 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.1.1902-1.8.9.jar)
UCHIJAAAA Forge{11.15.1.1902} [Minecraft Forge] (forge-1.8.9-11.15.1.1902-1.8.9.jar)
UCHIJAAAA customnpcs{1.8.9} [CustomNPCs] (CustomNpcs_1.8.9(29oct16).jar)
UCHIJAAAA digimobs{0.9.7h} [Digimobs] (Digimobs-0.9.7h.jar)
UCHIJAAAA pixelcam{1.1-2e30df1*} [PixelCam] (pixelcam-mc1.8.9-1.1.jar)
UCHIJAAAA XaeroMinimap{1.7.9} [Xaero's Minimap] (Xaeros-Minimap-Mod-1.8.9.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 376.33' Renderer: 'GeForce GTX 1060 6GB/PCIe/SSE2'
Launched Version: 1.8.9-forge1.8.9-11.15.1.1902-1.8.9
LWJGL: 2.9.4
OpenGL: GeForce GTX 1060 6GB/PCIe/SSE2 GL version 4.5.0 NVIDIA 376.33, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: Yes
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 8x Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz
OptiFine Version: OptiFine_1.8.9_HD_U_H3
Render Distance Chunks: 16
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: KUDA-Shaders v6.4.80.zip
OpenGlVersion: 4.5.0 NVIDIA 376.33
OpenGlRenderer: GeForce GTX 1060 6GB/PCIe/SSE2
OpenGlVendor: NVIDIA Corporation
CpuCount: 8
This was the report i was getting with shaders. i was using the kuda pack and continuum 1.1-high.
Thanks man!
Let's Play of this mod:
Cyan what version of Forge and Sponge do you use? It only happens when a player first picks the digimon they want. Server requires a restart for it to appear.
http://pastebin.com/kBwfaB3V
Hi, in 1.10.2 server, the date of level is wrong .````
That makes NO sense.
what does trying to avoid afk timer mean because i was banned from server why am i banned
my name is lukeminor i read the rules i dint see this rule
Please, take this to the Digimobs Adventure Server forums. You can find it here. I think this place is reserved specifically for questions about the mod and not the server made for the mod.
http://digimobs.forumotion.com/c2-digimobs_adventure-server
So I've been tinkering with this a little bit, and I'm a bit perplexed on the crashing issue. I haven't been able to get any crashes to occur when using the shaders for 1.8.9. I also notice in the crash report that it says Digimobs successfully launched without any errors, so I'm inclined to think it may not be digimobs at all.Your crash is actually stemming from the vanilla client, and is having trouble rendering something into the world. If you're using an old world, it could be something that has not updated properly. I've also noticed a few people having issues playing with windows 10 because their graphics card is not properly configured, so it may be something worth looking in to.
This is an error caused by a digimon forcibly degenerating or digivolving without having a String that dictates what it should digivolve into. This can occur when forcing an egg to hatch without energy, or when trying to degenerate digimon spawned in with the /create command.
Edit: Upon closer inspection, I realized that the entity causing the issue is the PaoEgg which is indeed bugged in 1.8.9(due to the above mentioned egg hatching without energy).
Sorry for the late replies guys, hectic week has been hectic and this is more or less the first time I've had time to respond.
Hi cyan, Could you please tell me what sponge version does Official Digimobs Server use?..Hmm.... it doesn't work well on sponge 1.8.9 latest version......
what sponge version does Official Digimobs Server use?
Please forgive my poor English.
Thanks!
I wish the updates were compatible with both 1.10 and 1.9 XD
hi,everyone, i have a question . when i create a local server about 1.10.2, i dont konw why all digimobs lag.the animal in normal world also lag.if i hit the digimob it will flaot about 1-2 seconds,and they move is not smooth. besides,my fps is normal.tps of server is 20.
Hmmm weird... Im not using windows 10. but ya itll launch but when i got to activate shaders thats when it crashes. Could it be the shader packs im using?
It's entirely possible that it's just that shaders pack. If it happens on multiple packs though, it may be something I need to take a closer look at. I've noticed just browsing around though, that a lot of shaders don't seem to be compatible with Forge and/or Optifine in 1.10.2, so I'm not sure how related that might be.
We use Tabula.
Annnnnd it's February 1st! Time for...
February Newsletter
First thing's first. The update is February 13th. So stop sending me messages asking about it. Hopefully this update should provide a much smoother, and less rushed version for 1.10.2.
The update...has ended up going with a couple of themes. At first this was going to be known as the (in)Training Update, as we have managed to add every known in-training level digimon into the mod as of the upcoming update, and it also will provide updates to current training equipment, as well as some new and/or revamped ways of training digimon.
However, I also wanted to do something for the upcoming episode of Tri, which I teased at the end of the last newsletter, so if you haven't figured it out yet...
Means remodels for the in-training forms of the season 1 crew, plus perhaps another secret one from Tri...
But anywho, if you haven't been keeping up with Digimon Tri, you know why now was a good time to make new models for these guys
Also during this time, I've been flipping through my old that I had for this mod a long time ago when I first started. My original intent was to add all digimon from season 1 to this mod and stop there. For..some reason, this mod blew up and became more successful than I had imagined, and the goal became much bigger than that. But something that I want to in the next few months, is go back to the roots a little bit. Which is why my focus has shifted towards finishing all the digimon from season 1 before I start adding in anything else(Yes yes, I will find somewhere to throw in UlforceVeedramon since he is finished and I know people are wondering where he's at).
I feel like completing all the Adventure digimon will be a major milestone completed, but I do not plan to stop there. It is only my current short-term goal. Which..marks the third "theme" of this update, which is adding in the remaining plant digimon from Adventure(Floramon, Kiwimon, Deramon, Blossomon,the Veggiemons, Garbagemon, and even Vademon for good measure).
So there should be a little something for everyone in this update I should think. On that note if people want to submit digimon from any other seasons/media, I will still be taking those. They may just not make it in as fast until I have completed my current goal.
For those who may be curious and/or who may want to contribute with models, the following Season 1 digimon have not currently been started/being worked on yet:
-Mojyamon
-Whamon
-Mammothmon
-Vilemon
-Dokugumon
-Etemon/MetalEtemon
-Pumpkinmon
-Kokatorimon/Akatorimon
-Parrotmon
-Raremon
-Divermon
-Mekanorimon
-Tankmon
No, you are not mistaken, Diaboromon is not on there for the reasons you think. Stay tuneeed in March/April for that one..
Means