Hello,tell me whether the mod update to version 1.7.4? And who explain to me 1.7.4 published December 6,and the mods on this version haven't already,why is that? Thank you all who explained. Happy new year to everyone.
Hello,tell me whether the mod update to version 1.7.4? And who explain to me 1.7.4 published December 6,and the mods on this version haven't already,why is that? Thank you all who explained. Happy new year to everyone.
This mod works fairly well with 1.6.4. It does NOT work for 1.7.4 (I have tested it). Why isn't it compatible with 1.7.x yet? This mod depends upon Forge, which released a BETA 1.7.2 version (actually a strong alpha) for developers just a few days ago. The conversion to 1.7 typically requires a LOT of work. My opinion is that most Forge mods will not be 1.7.x compatible until late January. I'm not upgrading from 1.6.4 until March.
When adding biomes into EntityDefaultBiomeGroups.cfg, CMS will verify that the biome exists in the respective biome mod config before attempting to add it. I plan on making the biome configs more useful in future by adding stuff like biome blacklists.
I don't know if this is intended or not, but when CMS attempts to match an entity's biomegroup to the groups defined in EntityDefaultBiomeGroups, CMS adds the mod's prefix to the entity's biomegroup, then looks for that prefixed group in EntityDefaultBiomeGroups. For example, when matching this Vanilla entity definition:
CMS will look for the group MC_CHICKEN_TEST, not CHICKEN_TEST, as set in the entity definition.
Although changing the group name in EntityDefaultBiomeGroup will allow it to match, it would be much more effective if CMS matched the actual group name and didn't add the mod's prefix to its search. I'm hoping this is a bug and an exact match is the intended behavior.
Regarding the entity definitions, what does maxChunk do? And what are some examples of valid data for opaqueBlock and spawnBlockBlackList?
Any way to get my squids back? They aren't spawning ANYWHERE I go.
yes try going to the global mod settings and go to
''water creatures'' and ''vanilla'' set squids to a higher spawn frequency and set ''can spawn'' to true
I don't know if this is intended or not, but when CMS attempts to match an entity's biomegroup to the groups defined in EntityDefaultBiomeGroups, CMS adds the mod's prefix to the entity's biomegroup, then looks for that prefixed group in EntityDefaultBiomeGroups. For example, when matching this Vanilla entity definition:
CMS will look for the group MC_CHICKEN_TEST, not CHICKEN_TEST, as set in the entity definition.
Although changing the group name in EntityDefaultBiomeGroup will allow it to match, it would be much more effective if CMS matched the actual group name and didn't add the mod's prefix to its search. I'm hoping this is a bug and an exact match is the intended behavior.
Regarding the entity definitions, what does maxChunk do? And what are some examples of valid data for opaqueBlock and spawnBlockBlackList?
It is indeed a bug that I will fix next release.
maxChunk basically sets the limit of how many entities can be in 1 chunk. It is used by both worldgen and spawner.
opaqueBlock is not functional yet but basically it will allow you to set if an entity should spawn on an opaqueBlock or not.
spawnBlockBlackList is not functional yet as well but will allow you to ban specific spawn block id:meta combinations. If you add just the id, all meta is assumed banned. So an example would be
<400-2:400-3:586> This would ban block id 400 with meta 2 and 3. It would also ban block ID 586 with any meta. I'll have this working next build.
My minecraft crashed
what do i have to do
This is the report
---- Minecraft Crash Report ----
// I just don't know what went wrong
Time: 30-12-13 15:29
Description: Exception in server tick loop
java.lang.NoSuchMethodError: net.minecraft.entity.EntityLiving.func_82163_bD()V
at drzhark.customspawner.CustomSpawner.creatureSpecificInit(CustomSpawner.java:1091)
at drzhark.customspawner.CustomSpawner.doCustomSpawning(CustomSpawner.java:467)
at drzhark.mocreatures.MoCServerTickHandler.onTickInGame(MoCServerTickHandler.java:85)
at drzhark.mocreatures.MoCServerTickHandler.tickEnd(MoCServerTickHandler.java:126)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:620)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:482)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
Memory: 100447616 bytes (95 MB) / 234258432 bytes (223 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 1137 (63672 bytes; 0 MB) allocated, 1137 (63672 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 6 mods loaded, 6 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{2.2.5} [DrZhark's CustomSpawner] (CustomMobSpawner 2.2.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.0.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
GuiAPI{0.15.7} [GuiAPI] (GuiAPI-0.15.7-1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 147 (8232 bytes; 0 MB) allocated, 132 (7392 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['Rockingdude12'/219, l='Holy ', x=-249,50, y=68,00, z=106,50]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
1. spoiler tags
2. wrong CMS you need 2.3.1
3. and this works in 1.6.4 no need to stay in 1.6.2
Ok I need help. I installed mo creatures correctly and have most of the creatures. when I tried to breed a teir 1 and teir 2 horse I couldn't use pumpkins on the 1 horse. I saw it was a vanilla creature(it was a white horse) there are only three mo creatures horses I can get; a zebra, a brown one and a teir 2 gray and white one. please tell me what is wrong.
moc critters take pumpkins
Vanilla horses take golden carrots or apples
Hello,tell me whether the mod update to version 1.7.4? And who explain to me 1.7.4 published December 6,and the mods on this version haven't already,why is that? Thank you all who explained. Happy new year to everyone.
Minecraft coder pack isn't updted to 1.7.2, XRay and Too many items (TMI) are nonforge or something so they r updated but nothing else is.
maxChunk basically sets the limit of how many entities can be in 1 chunk. It is used by both worldgen and spawner.
opaqueBlock is not functional yet but basically it will allow you to set if an entity should spawn on an opaqueBlock or not.
spawnBlockBlackList is not functional yet as well but will allow you to ban specific spawn block id:meta combinations. If you add just the id, all meta is assumed banned. So an example would be
<400-2:400-3:586> This would ban block id 400 with meta 2 and 3. It would also ban block ID 586 with any meta. I'll have this working next build.
Hey! Thanks for all your work on this, bloodshot45! It is great to see this project moving forward.
Will you be using string or numeric IDs for your blocklists?
DrZhark or anyone please help me! There are only 3 types of horses that are spawning,what do i do?
Impatience will get you nowhere. I can't help you, but repeatedly asking will just bother people. Actually, I think only 3 types are supposed to spawn. The rest you have to breed, though I might be wrong.
They spawn, just not everywere like they used to, cuz the stuff spawning in water is no longer just a squid.
Minecraft coder pack isn't updted to 1.7.2, XRay and Too many items (TMI) are nonforge or something so they r updated but nothing else is.
On the Skydaz installers does it work on 1.6.4?
skydaz installer? what? all you need is the three files, GUIAPI, CMS, and MOC. All of them have to be the 1.6.2/4 version and it will work in 1.6.4 (and forge but that is a given for modding period)
there is no need for any external installer for these, or any, non jar file mods.
yes try going to the global mod settings and go to
''water creatures'' and ''vanilla'' set squids to a higher spawn frequency and set ''can spawn'' to true
That GUI isn't in the current version of Mo Creatures. At least not for me. So maybe I should try the cfg?
EDIT: DISREGARD this entire comment...F6...sheesh.
Guys tell me if it makes sense to start playing on version 1.6.4 in the sense that when they leave fashion 1.7.4 bring the map 1.6.4 in a new version,not whether it this crash?
Guys tell me if it makes sense to start playing on version 1.6.4 in the sense that when they leave fashion 1.7.4 bring the map 1.6.4 in a new version,not whether it this crash?
If I'm understanding your question correctly, a 1.6.4 world will be able to be updated to 1.7.x. (1.6.2 turned out to have some structure placement bugs that would break in 1.7, which is why we have 1.6.4.)
However, a 1.6 world updated to 1.7 will not, as I understand it, contain any of the new 1.7 biomes.
Minecraft 1.6.4 ( FTB based )
I have many many horse on my map, over 500 with the time.
Ligne" B:DespawnVanilla=true" is set to true and not found a ligne for horse despawn.
S:biomegroups <CHICKEN_TEST>
B:canSpawn=true
I:frequency=80
I:maxChunk=4
I:maxLightlevel=-1
I:maxSpawn=4
I:maxSpawnHeight=256
I:minLightlevel=-1
I:minSpawn=2
I:minSpawnHeight=0
S:opaqueBlock=all
S:spawnBlockBlacklist <>
S:type=CREATURE
}
Although changing the group name in EntityDefaultBiomeGroup will allow it to match, it would be much more effective if CMS matched the actual group name and didn't add the mod's prefix to its search. I'm hoping this is a bug and an exact match is the intended behavior.
Regarding the entity definitions, what does maxChunk do? And what are some examples of valid data for opaqueBlock and spawnBlockBlackList?
''water creatures'' and ''vanilla'' set squids to a higher spawn frequency and set ''can spawn'' to true
It is indeed a bug that I will fix next release.
maxChunk basically sets the limit of how many entities can be in 1 chunk. It is used by both worldgen and spawner.
opaqueBlock is not functional yet but basically it will allow you to set if an entity should spawn on an opaqueBlock or not.
spawnBlockBlackList is not functional yet as well but will allow you to ban specific spawn block id:meta combinations. If you add just the id, all meta is assumed banned. So an example would be
<400-2:400-3:586> This would ban block id 400 with meta 2 and 3. It would also ban block ID 586 with any meta. I'll have this working next build.
Help me support Mo Creatures SMP by donating for my time and effort=)
1. spoiler tags
2. wrong CMS you need 2.3.1
3. and this works in 1.6.4 no need to stay in 1.6.2
Yes, the 1.6.2 version works
moc critters take pumpkins
Vanilla horses take golden carrots or apples
They spawn, just not everywere like they used to, cuz the stuff spawning in water is no longer just a squid.
Minecraft coder pack isn't updted to 1.7.2, XRay and Too many items (TMI) are nonforge or something so they r updated but nothing else is.
On the Skydaz installers does it work on 1.6.4?
Will you be using string or numeric IDs for your blocklists?
Impatience will get you nowhere. I can't help you, but repeatedly asking will just bother people. Actually, I think only 3 types are supposed to spawn. The rest you have to breed, though I might be wrong.
skydaz installer? what? all you need is the three files, GUIAPI, CMS, and MOC. All of them have to be the 1.6.2/4 version and it will work in 1.6.4 (and forge but that is a given for modding period)
there is no need for any external installer for these, or any, non jar file mods.
That GUI isn't in the current version of Mo Creatures. At least not for me. So maybe I should try the cfg?
EDIT: DISREGARD this entire comment...F6...sheesh.
However, a 1.6 world updated to 1.7 will not, as I understand it, contain any of the new 1.7 biomes.