Hi Dr Zhark! My post seems to have gotten lost in the influx of other comments, so I will ask again, and hope you can see it this time~
Changing the vanilla monster spawns to zero is not stopping them from spawning. I dont know if this is a known issue, but I havent seen it addressed anywhere, so I thought I should let you know so you can fix it in the next update. Other than that little bug, this mod is awesome! It really brings the game to life (especially the new insects) and I love it! I miss the turtles dropping boxes tho!
Thanks so much for your time! You are greatly appreciated!
Hi Dr Zhark! My post seems to have gotten lost in the influx of other comments, so I will ask again, and hope you can see it this time~
Changing the vanilla monster spawns to zero is not stopping them from spawning. I dont know if this is a known issue, but I havent seen it addressed anywhere, so I thought I should let you know so you can fix it in the next update. Other than that little bug, this mod is awesome! It really brings the game to life (especially the new insects) and I love it! I miss the turtles dropping boxes tho!
Thanks so much for your time! You are greatly appreciated!
Dr Zhark is aware of the bug as it is in the top of the list of known bugs.
I'm honestly not trying to spam......but I am having a bug where, the undead horses specifically, are being able to hit me through blocks. I have a house where the ceiling is 2 blocks over my head and the ceiling itself is 1-2 blocks thick, and it is underground, so the baddies at night wander around on the ceiling, because the ceiling is the same block level as the surface. But whenever I have to step outside for something, they see me and aggro me. And so whenever I go back inside, they are following me because they want to kill me. So they will be on the roof, and I'll be safe inside my house. But then the undead horses (I recognize their sound effects) are able to see and hit me through the ceiling......not sure why.
I'm having trouble figuring out how to make the new sting sword, can someone explain this to me? I have a diamond sword and three stings of the same kind, now what?
Every time i try to tame a horse and probably other animals my game crashs and sends me this report
---- Minecraft Crash Report ----
// Why is it breaking
Time: 25/11/12 10:59 AM
Description: Ticking memory connection
java.lang.NullPointerException
at lq.V(Entity.java:1800)
at iv.a(NetServerHandler.java:190)
at ec.a(SourceFile:136)
at cf.b(MemoryConnection.java:79)
at iv.d(NetServerHandler.java:82)
at iw.b(NetworkListenThread.java:55)
at bdr.b(IntegratedServerListenThread.java:111)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:587)
at bdo.q(IntegratedServer.java:110)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:494)
at fy.run(SourceFile:856)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 295236648 bytes (281 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 5118 (286608 bytes; 0 MB) allocated, 4973 (278488 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v7.23 FML v4.5.2.459 Minecraft Forge 6.4.0.395 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_GuiAPI [mod_GuiAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 3101 (173656 bytes; 0 MB) allocated, 2668 (149408 bytes; 0 MB) used
Player Count: 1 / 8; [iq['qwerty67149'/323, l='New World', x=32.45, y=62.90, z=327.61]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
can some one help me?
I've run through a fresh install of the client multiple times. If you are having problems running the game, then try a fresh installation :
1. Backup your .minecraft folder.(This contains all your save data so it is important you move/copy this to a safe location)
Win Vista/7 .minecraft located @ C:\Users\yourname\AppData\Roaming\
WinXP.minecraft located @ C:/Documents and Settings/(Your user name)/Application Data
2. Rename or delete your .minecraft folder(MAKE SURE IT IS BACKED UP BEFORE DELETE)
3. Launch the minecraft launcher and login.(It should create a fresh .minecraft)
4. Exit minecraft.
5. Download Forge @ http://adf.ly/673885...5-6.4.0.395.zip
6. Download GUIAPI @ Link Removed
7. Download CustomMobSpawner @ http://adf.ly/FDvTA
8. Download MoCreatures 4.2.1 @ http://adf.ly/FFWKN
9. Copy CustomMobSpawner AND MoCreatures zip files to .minecraft/mods folder.
10. Open up the Forge zip AND minecraft.jar with 7zip or Winrar then drag ALL contents from Forge into minecraft.jar.
11. Close forge zip, then open up GUIAPI with 7zip or winrar and drag all contents into minecraft.jar.
12. Delete META-INF from minecraft.jar then close it.
13. Play!
I'd like to report a bug, I think. When I first added Mo'Creatures 4.2.1 to my modded client, I got an error. So I generated a fresh minecraft folder, added only Mo'creatures 4.2.1, Forge 395, GuiAPI, and Custom Mob Spawner 1.9.0, and it loaded perfectly. Then I started adding back all of the mods I originally had, one by one. Every mod worked and I was able to load up a world with Mo'creature animals spawning, except when I added ExtraBiomesXL.
Once ExtraBiomesXL was added, Minecraft crashed when I tried to start the game up and I got the following error: http://paste.ubuntu.com/1385951/
Is there a problem with custom mob spawner? Not many day creatures are spawning. I've seen two ducks spawn and that's it. Nighttime creatures (scorpions, werewolves, wolves, ogres and wraiths) spawn just fine.
Are the Scorpion swords supose to have less durability then a gold sword? They take a diamond sword too make and only last long enough too kill 3-4 mobs... If thats not a bug I think I will stick with a normal sword.
I've been using Minecraft for over a year now, and mod it like everyone else. I've tried every launcher other there, and have done it manually as well. I my opinion, based on success and least hair pulling MultiMC works the best... simply because it is easy to test and check each mod as you install it without ruining your MC .jar file. It doesn't use the main MC install, it copied everything incuding your mincraft.jar to another location you specify and works with those fles.
It also has a direct link to the Forge database, so you can keep picking versions of Forge until you have the proper one.
The learning curve for MultiMC is a little steep, but once you got it down, it's really easy to use and you can run Multiple sessions of MC side-by-side with ease.
It help tremendouly while I was trying to figure out why Mo'Creatures would not work. Now that I have it all fixed, it's working great, plus I was able to add in many other mods that I use with ease.
Great News!!! Me and DrZhark have decided to start an official MoCreatures server. We will connect from time to time to check on how things are going with releases. The server will be updated for every public release and most likely we will be on the server for each release. There are currently 16 public slots available on the server with 2 slots reserved for me and DrZhark. The info is as follows :
Great News!!! Me and DrZhark have decided to start an official MoCreatures server. We will connect from time to time to check on how things are going with releases. The server will be updated for every public release and most likely we will be on the server for each release. There are currently 16 public slots available on the server with 2 slots reserved for me and DrZhark. The info is as follows :
Changing the vanilla monster spawns to zero is not stopping them from spawning. I dont know if this is a known issue, but I havent seen it addressed anywhere, so I thought I should let you know so you can fix it in the next update. Other than that little bug, this mod is awesome! It really brings the game to life (especially the new insects) and I love it! I miss the turtles dropping boxes tho!
Thanks so much for your time! You are greatly appreciated!
Dr Zhark is aware of the bug as it is in the top of the list of known bugs.
Have you tried adding the custommobspawner into the drzharkmocreatures? It worked for me
I'm honestly not trying to spam......but I am having a bug where, the undead horses specifically, are being able to hit me through blocks. I have a house where the ceiling is 2 blocks over my head and the ceiling itself is 1-2 blocks thick, and it is underground, so the baddies at night wander around on the ceiling, because the ceiling is the same block level as the surface. But whenever I have to step outside for something, they see me and aggro me. And so whenever I go back inside, they are following me because they want to kill me. So they will be on the roof, and I'll be safe inside my house. But then the undead horses (I recognize their sound effects) are able to see and hit me through the ceiling......not sure why.
---- Minecraft Crash Report ----
// Why is it breaking
Time: 25/11/12 10:59 AM
Description: Ticking memory connection
java.lang.NullPointerException
at lq.V(Entity.java:1800)
at iv.a(NetServerHandler.java:190)
at ec.a(SourceFile:136)
at cf.b(MemoryConnection.java:79)
at iv.d(NetServerHandler.java:82)
at iw.b(NetworkListenThread.java:55)
at bdr.b(IntegratedServerListenThread.java:111)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:587)
at bdo.q(IntegratedServer.java:110)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:494)
at fy.run(SourceFile:856)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.5
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 295236648 bytes (281 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 5118 (286608 bytes; 0 MB) allocated, 4973 (278488 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
FML: MCP v7.23 FML v4.5.2.459 Minecraft Forge 6.4.0.395 5 mods loaded, 5 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_GuiAPI [mod_GuiAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.2.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 3101 (173656 bytes; 0 MB) allocated, 2668 (149408 bytes; 0 MB) used
Player Count: 1 / 8; [iq['qwerty67149'/323, l='New World', x=32.45, y=62.90, z=327.61]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
can some one help me?
1. Backup your .minecraft folder.(This contains all your save data so it is important you move/copy this to a safe location)
Win Vista/7 .minecraft located @ C:\Users\yourname\AppData\Roaming\
WinXP.minecraft located @ C:/Documents and Settings/(Your user name)/Application Data
2. Rename or delete your .minecraft folder(MAKE SURE IT IS BACKED UP BEFORE DELETE)
3. Launch the minecraft launcher and login.(It should create a fresh .minecraft)
4. Exit minecraft.
5. Download Forge @ http://adf.ly/673885...5-6.4.0.395.zip
6. Download GUIAPI @ Link Removed
7. Download CustomMobSpawner @ http://adf.ly/FDvTA
8. Download MoCreatures 4.2.1 @ http://adf.ly/FFWKN
9. Copy CustomMobSpawner AND MoCreatures zip files to .minecraft/mods folder.
10. Open up the Forge zip AND minecraft.jar with 7zip or Winrar then drag ALL contents from Forge into minecraft.jar.
11. Close forge zip, then open up GUIAPI with 7zip or winrar and drag all contents into minecraft.jar.
12. Delete META-INF from minecraft.jar then close it.
13. Play!
Help me support Mo Creatures SMP by donating for my time and effort=)
Once ExtraBiomesXL was added, Minecraft crashed when I tried to start the game up and I got the following error: http://paste.ubuntu.com/1385951/
My brother said to tell you that he "Thanks you so much~"
Check out my YouTube channel! ➞ Drakynnan
There is an army sitting outside my house and It'd be a bit more intense if these werewolves could smash in my door.
when a werewolf bites or scratches you,at night you turn into a werewolf!!!! PLEASSEEEE
My submission for new creatures...
Forrest:
Eagle/Hawk
Squirrels
Chipmonks
Moose
Wolverine
Raccoon (night only)
Opossum (night only)
Swamp:
Flamingos
Crane/Anhingus
Jungle:
Monkeys
Gorrilla
Tucan
Anaconda
Lemurs
Sloth
Aye Aye (night only)
Dessert:
Kangaroo
Wombat
Quala Bears
Road Runners
Lizards
Gazelle/Impala
Vulture
Snow:
Penguins
Sea Lions
Seals
Leapord Seal
Walrus
Elk/Reindeer
Plains:
Praire Dogs/Ground Hogs
Hawks
Caves and at night:
Mouse Bats
Vampire Bats
Cave Crickets
And I'm sure the list could go on forever. It's a great mod and I happy to have it installed.
All the best,
James
I've been using Minecraft for over a year now, and mod it like everyone else. I've tried every launcher other there, and have done it manually as well. I my opinion, based on success and least hair pulling MultiMC works the best... simply because it is easy to test and check each mod as you install it without ruining your MC .jar file. It doesn't use the main MC install, it copied everything incuding your mincraft.jar to another location you specify and works with those fles.
It also has a direct link to the Forge database, so you can keep picking versions of Forge until you have the proper one.
The learning curve for MultiMC is a little steep, but once you got it down, it's really easy to use and you can run Multiple sessions of MC side-by-side with ease.
It help tremendouly while I was trying to figure out why Mo'Creatures would not work. Now that I have it all fixed, it's working great, plus I was able to add in many other mods that I use with ease.
Hope that helps ....
He released a huge bug fix update the few bugs that are left really arent game changers. I can live with a snakes head rotation being wrong
206.217.129.213:25765
Enjoy!!
P.S. I'll be on the server for a bit today making sure it's configured properly =)
My game name is "Kratos_Knox"
UPDATE: You will need the 1.4.5 version of Millenaire to connect =)
Help me support Mo Creatures SMP by donating for my time and effort=)
Best. Day. Ever