Hello everybody,
as promised I've done a basic (and quite boring) test to check the Mob's spawning with MSC.
Well done. It really seems that Minecraft somehow favors its own passive mobs when spawning, probably something to do with farm animals needing to be in greater quantities because they rarely respawn. Unfortunately I haven't found the exact place in Minecraft's code that does that. And even if I did... the solution comes down to using a custom spawner. Even then I'm not sure of what possibilities Forge offers so far to override Minecraft's spawning.
I dont get the settings thingy, forexample if I put 50 as max animals spawn in Mob Spawner Controls settings (through F6) does this override the settings in mo creatures max animals? Does this override the mo creatures settings or? Im so confused
If you set the custom spawner to off in MoCreatures' config file, you can assume that MoCreatures settings do absolutely nothing. (Except if you set creature frequencies to zero, that does prevent creatures from spawning.) The mod just serves as a source of creatures that you can add to the vanilla spawn system through Mob Spawn Controls.
If you set the custom spawner to off in MoCreatures' config file, you can assume that MoCreatures settings do absolutely nothing. (Except if you set creature frequencies to zero, that does prevent creatures from spawning.) The mod just serves as a source of creatures that you can add to the vanilla spawn system through Mob Spawn Controls.
Thanks, tho I have another problem now, Mo creatures mobs wont spawn at all on my server (Using MPCP+) but they do in Singleplayer, does anyone know what may cause this?
Are you two referring to CustomMobSpawner that Mo'Creatures requires when you install it? ^
I don't think so, I'm mainly talking about how the Mob Spawn Controls settings and Mo Creatures config works together, if the one overrides the other, but at the moment I've got a problem with not being able to change any Mo Creature spawn settings ingame with Mob Spawn Controls, it's just the default no matter what I do, forexample in the desert it only spawns Elephants and Snakes, even if I have snakes or elephants disabled for that biome.. hmmm
EDIT: This is only for the server (MCPC+) in singleplayer the config seems to work fine.
I don't think so, I'm mainly talking about how the Mob Spawn Controls settings and Mo Creatures config works together, if the one overrides the other, but at the moment I've got a problem with not being able to change any Mo Creature spawn settings ingame with Mob Spawn Controls, it's just the default no matter what I do, forexample in the desert it only spawns Elephants and Snakes, even if I have snakes or elephants disabled for that biome.. hmmm
EDIT: This is only for the server (MCPC+) in singleplayer the config seems to work fine.
I seem to not be able to have any mo'creatures spawning, and I can't even change the config via F6 because there is no more room (due to Atmosmobs and Primitive mobs being added) in order for me to change the spawn settings for Mo'Creatures. I currently only see Atmosmobs but no Mo'Creatures.
EDIT: If anyone can help me, the config I have is the one named (ExtraBiomesXL-special)DefaultSpawnConfiguration, which I acquired from the Atmosmobs forum page.
I am running on a superflat world and I have mo'creatures, mutant mobs, and primitive mobs mod, I turned the spawns for mo creatures to 1 for all and then set the use of its custom spawner to false, the problem I am having is that there are no (or hardly any) animals spawning, the spawn rate of the monsters is fine. When it turns day time I have tons of mimic chests and baby spiders still around, I checked in the config for custom spawner if they were monsters and they are, I also turned down the spawn rate of the chest from 8 to 2 and still no animals, it is really... really... annoying..... if anyone can help that would be great. If you need any other info just tell me.
I am not talking about the dungeon spawners I am talking about the spawning of them in the world.
Hi, whenever I start up Minecraft I get a black screen right after the Mojang logo. I have around 12-13 other mods installed and only 1 (mo creatures) adds mobs to it. I tried removing Mo' creatures from the mods folder but I still receive a black screen. Any help?
I tried again with a fresh jar and I still receive a black screen. Any help? :/
The point is that i have the strong impression that MSC and Custom Mob Spawner (or AtmosMobs and Mo' Creature) have a sort of conflict each-other...
So far I haven't managed to find a setting to have them working together, expecially in conjuction with ExtrabiomesXL...
I strongly agree with this. I haven't been able to make one mod make animals spawn without the other mod not spawning any mobs of its own.
I have spent a week working full time trying to get this to work, read through all 37 pages of this thread, written countless thousands lines of configuration, barely survived mole explosions and fly plagues, and now the mod is working like it should, I am still not much closer to having actual control over mob spawns.
First, and this should be your top priority before doing any more work on the mod, fix the first page of this thread and include some basic usage instructions. Remove the outdated advice from Dhzark, and tell people what each of the different numbers in the config file actually do, just copy and paste from any of the wonderful people who have been doing support for you. This simple action will remove 90% of the support load on this thread and save countless hours of users following your currently incorrect advice.
Secondly, actual control is possible.You have said you do not want to change creature classes from mods, that is fair, and you do not have to. Here is my proposed solution, use a custom listener to determine spawn conditions and then spawn and despawn entities according to custom conditional rules. Its more work, but it is doable, and it is what everyone in this thread is looking for. If its too much work, how about open sourcing so we can contribute back?
Finally, I would gladly trade the past week of my life for a copy of Mohawk's mod pack.
It is a simple union to manage them. You just have to pick how you resolve conflicting entities. If you have a clear established order of priority it is easy to manage. Not knowing how your code looks my initial guesstimate would be to build an array for each biome based on how the config looks. All you should have to do is check the existing biome array to see if the entry already exists if so, resolve the conflict (replace, ignore, average) but updating the existing entry. Next.
process custom biomes first. They are just an array to walk in a typical do while() loop.
Then process the individual biomes last (which are still effectively a list, just a list of one.)
// Generic non-language specific pc.
@CustomForest=Forest, Alpine, Seasonal Forest.
@CustomForest~monster=@Default,spider(1/2/5)
sort(CustomForest~monster) such that all entries starting with a "-" are last and @Default, if it exists is first
for each CustomForest~monster as currentEntitry
for each CustomForest as currentBiome
if currentEntity=="@Default" then
for each @Default~monster as defEntity
add defEntity to current biome's spawn list
end for loop
else
if left(currentEntity,1) != "-" then delete currentEntity from currentBiome's spawn list
else
check if currentEntity exists in the list if so then
if config.ResolveStyle == "Overwrite" then update the existing entity in the array to the new values
if config.ResolveStyle == "Ignore" then do nothing
if config.ResolveStyle == "Average" then add the weights and average the min and max values and update the existing entry
else add the currentEntity to the array
Once you've built all those entries arrays after reading the config values then you can commit them. Regardless of how many times a single biome exists in a custom biome group because you treat the initial build as an array (or linked list, etc.) you can handle multiple inheritance with relative (I do mean relative) ease by either overwriting existing entries, replacing them, some cool averaging mechanic, etc.
You'd don't understand what I'm saying. I could care less how it is implemented. I'm not talking about the exact specifics, but more of the specifications. When you start adding grouping and inheritance, everything gets complicated. Things need to have a well-defined behavior - until you define exactly what should happen, I can't start implementing it.
First, and this should be your top priority before doing any more work on the mod, fix the first page of this thread and include some basic usage instructions. Remove the outdated advice from Dhzark, and tell people what each of the different numbers in the config file actually do, just copy and paste from any of the wonderful people who have been doing support for you. This simple action will remove 90% of the support load on this thread and save countless hours of users following your currently incorrect advice.
Secondly, actual control is possible.You have said you do not want to change creature classes from mods, that is fair, and you do not have to. Here is my proposed solution, use a custom listener to determine spawn conditions and then spawn and despawn entities according to custom conditional rules. Its more work, but it is doable, and it is what everyone in this thread is looking for. If its too much work, how about open sourcing so we can contribute back?
Finally, I would gladly trade the past week of my life for a copy of Mohawk's mod pack.
Will do, but currently I'm not sure how compatibility with Mo Creatures is/how you get it to work. I don't have time to mess around with compatibility checks. If someone has a very in-depth post, I'll use that.
You cannot modify entity classes. You cannot change spawning conditions.In theory, you could, but that would require rewriting the entire minecraft spawning system. Despawning, however, is certainly possible, but I want to add that in once MSC is rewritten.
EDIT:
I'm currently thinking this:
Each biome can only belong to 1 group
Each biome can override the group settings, if desired
?A group can belong to 1 group?
However, I can't think of a good way to get this to work with the new per-mod configs.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/18/2013
Posts:
53
Member Details
I actually registered here to report some findings on my own server after doing the same as many folks here... reading all 30+ pages, painstakingly testing settings individually and rewriting my config more times than I can count. As of right now, I am currently using the following (among many other general mods, but these are the relevant ones for this discussion):
Currently I have ALL Mo'Creatures, DivineRPG and select Primitive Mobs monsters spawning properly, or as close to properly as seems possible. They are spawning per biome correctly and the spawn weights appear to be factoring in properly as well.
First let me preface why Primitive Mobs only has "select" mobs enabled. I found that the Mother Spider mob caused MAJOR problems where the baby spiders would never clean up or despawn, often leaving caves full of a dozen or more baby spiders but no mother spider anywhere to be found. This "gummed up the works" so to speak and prevented other mobs from spawning. The same happened with the Mimic Chest mob, which would constantly place as many as 6 Mimics in close proximity clusters for some reason, and never despawn them.
Here's what I did to get to this point:
- Move all critters that don't drop food from CREATURE to AMBIENT, set the ambient spawn cap to 1. This seems to allow one "group" of spawns at a time per ambient critter, so Mo'Creatures fireflies, birds, vanilla bats and others won't overrun the world. If you have a min 1 max 3 butterfly spawn it will only allow one group of up to 3 butterflies, it seems.
- Increase spawn caps, right now they're sitting at 75 monster, 100 creature, 30 water, 1 ambient. I like lots of critters even though it sometimes slows the tickrate on my box a bit. I'm just giving my numbers as a general reference since it's working okay.
So what's still wrong? Certain mobs refuse to spawn, under any circumstances. Wraiths and Komodo Dragons from Mo'Creatures don't spawn, despite the name being correct and matching the Entities.txt listing. I haven't seen Rays or Jellyfish either, come to think of it... but there's plenty in the water between the fish, piranhas, dolphins and sharks I suppose. I've had those mobs in the spawn config since the start and have never seen one in hours of playing and testing. The Nautilus from Fossil & Archaeology doesn't spawn either but frankly I don't care about that one.
I HIGHLY recommend using Rei's Minimap or similar and enabling the entities radar options in order to see where stuff is getting stuck. That's largely what led me to finding out about the baby spider and mimic chests causing problems! Hopefully all of this can help someone out, I found that moving the random critters to ambient and capping ambient to 1 helped tremendously in freeing up space for other mobs to spawn normally.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/18/2013
Posts:
53
Member Details
Well, dimensions seem to generally be their own biome from what I've seen with Divine RPG, the Nether and End. The Nether is labeled as "Hell" and the End dimension is "Sky" in the config. All of the Divine dimensions are their own biomes within the config as well, so hopefully that provides a simple way to handle it.
Well, dimensions seem to generally be their own biome from what I've seen with Divine RPG, the Nether and End. The Nether is labeled as "Hell" and the End dimension is "Sky" in the config. All of the Divine dimensions are their own biomes within the config as well, so hopefully that provides a simple way to handle it.
Twilight Forest has several biomes.
The majority of extra dimensions generally use just one, and those bioems can be used in the overworld too. its really up the the designer of the dimension how many biomes it has.
How do you avoid vanilla creature like pig and sheep overruning you world. I'm curious. Since they stay, normally on chunk that are use often, only these can be found.
Rollback Post to RevisionRollBack
Quote from Noofertonson »
"Oh lol i was building and a creeper went SSSS OOH LOL! DEY ALWAYS EXP{OLEDE YOUR STUFFZ!!"
Hey DrZhark. I've been trying to contact you through your assistants with no luck. I have a few suggestions (and can show already functional code for them) to make your mod more compatible with Mob Spawn Controls and to make some of your options work as intended.
DrZhark has been really busy and I've been busy working on MCPC+(Forge/FML/CraftBukkit). Most of the problems you mentioned are with CustomSpawner. DrZhark usually handles issues with CustomSpawner but since hes been busy, I'll work on fixing it as well =). As for ServerStarted section, this has now been moved to postInit. I also took some time today to revamp our spawning code in MoCProxy and MoCreatures classes. The changes I've done so far are as follows :
1. Added dynamic biome support.
- Biomes will automatically be generated and added to MoCreatures.cfg. I completely removed the check for XL since it is no longer needed.
2. Customizable MoCreatures biome spawn support
- With dynamic biome support, you are now able to remove/add MoCreatures as you please. Check below for a sample config(not yet finished).
4. New frequency options : weighted probability, minGroupCount, maxGroupCount
- Changed MoCreature frequencies to include the following : weighted probability, minGroupCount, maxGroupCount. (not in sample config)
Sample of new MoCreatures.cfg can be found here : http://paste.md-5.ne...daguniji.coffee
Note: this is still a work in progress but this is what I have so far =)
Well done. It really seems that Minecraft somehow favors its own passive mobs when spawning, probably something to do with farm animals needing to be in greater quantities because they rarely respawn. Unfortunately I haven't found the exact place in Minecraft's code that does that. And even if I did... the solution comes down to using a custom spawner. Even then I'm not sure of what possibilities Forge offers so far to override Minecraft's spawning.
If you set the custom spawner to off in MoCreatures' config file, you can assume that MoCreatures settings do absolutely nothing. (Except if you set creature frequencies to zero, that does prevent creatures from spawning.) The mod just serves as a source of creatures that you can add to the vanilla spawn system through Mob Spawn Controls.
Thanks, tho I have another problem now, Mo creatures mobs wont spawn at all on my server (Using MPCP+) but they do in Singleplayer, does anyone know what may cause this?
I don't think so, I'm mainly talking about how the Mob Spawn Controls settings and Mo Creatures config works together, if the one overrides the other, but at the moment I've got a problem with not being able to change any Mo Creature spawn settings ingame with Mob Spawn Controls, it's just the default no matter what I do, forexample in the desert it only spawns Elephants and Snakes, even if I have snakes or elephants disabled for that biome.. hmmm
EDIT: This is only for the server (MCPC+) in singleplayer the config seems to work fine.
I seem to not be able to have any mo'creatures spawning, and I can't even change the config via F6 because there is no more room (due to Atmosmobs and Primitive mobs being added) in order for me to change the spawn settings for Mo'Creatures. I currently only see Atmosmobs but no Mo'Creatures.
EDIT: If anyone can help me, the config I have is the one named (ExtraBiomesXL-special)DefaultSpawnConfiguration, which I acquired from the Atmosmobs forum page.
I am running on a superflat world and I have mo'creatures, mutant mobs, and primitive mobs mod, I turned the spawns for mo creatures to 1 for all and then set the use of its custom spawner to false, the problem I am having is that there are no (or hardly any) animals spawning, the spawn rate of the monsters is fine. When it turns day time I have tons of mimic chests and baby spiders still around, I checked in the config for custom spawner if they were monsters and they are, I also turned down the spawn rate of the chest from 8 to 2 and still no animals, it is really... really... annoying..... if anyone can help that would be great. If you need any other info just tell me.
I tried again with a fresh jar and I still receive a black screen. Any help? :/
Have you deleted your META-INF inside of your minecraft.jar? Also do you have Forge installed?
I strongly agree with this. I haven't been able to make one mod make animals spawn without the other mod not spawning any mobs of its own.
First, and this should be your top priority before doing any more work on the mod, fix the first page of this thread and include some basic usage instructions. Remove the outdated advice from Dhzark, and tell people what each of the different numbers in the config file actually do, just copy and paste from any of the wonderful people who have been doing support for you. This simple action will remove 90% of the support load on this thread and save countless hours of users following your currently incorrect advice.
Secondly, actual control is possible.You have said you do not want to change creature classes from mods, that is fair, and you do not have to. Here is my proposed solution, use a custom listener to determine spawn conditions and then spawn and despawn entities according to custom conditional rules. Its more work, but it is doable, and it is what everyone in this thread is looking for. If its too much work, how about open sourcing so we can contribute back?
Finally, I would gladly trade the past week of my life for a copy of Mohawk's mod pack.
You'd don't understand what I'm saying. I could care less how it is implemented. I'm not talking about the exact specifics, but more of the specifications. When you start adding grouping and inheritance, everything gets complicated. Things need to have a well-defined behavior - until you define exactly what should happen, I can't start implementing it.
Will do, but currently I'm not sure how compatibility with Mo Creatures is/how you get it to work. I don't have time to mess around with compatibility checks. If someone has a very in-depth post, I'll use that.
You cannot modify entity classes. You cannot change spawning conditions.In theory, you could, but that would require rewriting the entire minecraft spawning system. Despawning, however, is certainly possible, but I want to add that in once MSC is rewritten.
EDIT:
I'm currently thinking this:
However, I can't think of a good way to get this to work with the new per-mod configs.
- Mo'Creatures
- Primitive Mobs
- Divine RPG
- ExtraBiomesXL
Currently I have ALL Mo'Creatures, DivineRPG and select Primitive Mobs monsters spawning properly, or as close to properly as seems possible. They are spawning per biome correctly and the spawn weights appear to be factoring in properly as well.
First let me preface why Primitive Mobs only has "select" mobs enabled. I found that the Mother Spider mob caused MAJOR problems where the baby spiders would never clean up or despawn, often leaving caves full of a dozen or more baby spiders but no mother spider anywhere to be found. This "gummed up the works" so to speak and prevented other mobs from spawning. The same happened with the Mimic Chest mob, which would constantly place as many as 6 Mimics in close proximity clusters for some reason, and never despawn them.
Here's what I did to get to this point:
- Move all critters that don't drop food from CREATURE to AMBIENT, set the ambient spawn cap to 1. This seems to allow one "group" of spawns at a time per ambient critter, so Mo'Creatures fireflies, birds, vanilla bats and others won't overrun the world. If you have a min 1 max 3 butterfly spawn it will only allow one group of up to 3 butterflies, it seems.
- Increase spawn caps, right now they're sitting at 75 monster, 100 creature, 30 water, 1 ambient. I like lots of critters even though it sometimes slows the tickrate on my box a bit. I'm just giving my numbers as a general reference since it's working okay.
So what's still wrong? Certain mobs refuse to spawn, under any circumstances. Wraiths and Komodo Dragons from Mo'Creatures don't spawn, despite the name being correct and matching the Entities.txt listing. I haven't seen Rays or Jellyfish either, come to think of it... but there's plenty in the water between the fish, piranhas, dolphins and sharks I suppose. I've had those mobs in the spawn config since the start and have never seen one in hours of playing and testing. The Nautilus from Fossil & Archaeology doesn't spawn either but frankly I don't care about that one.
I HIGHLY recommend using Rei's Minimap or similar and enabling the entities radar options in order to see where stuff is getting stuck. That's largely what led me to finding out about the baby spider and mimic chests causing problems! Hopefully all of this can help someone out, I found that moving the random critters to ambient and capping ambient to 1 helped tremendously in freeing up space for other mobs to spawn normally.
Twilight Forest has several biomes.
The majority of extra dimensions generally use just one, and those bioems can be used in the overworld too. its really up the the designer of the dimension how many biomes it has.
How do you avoid vanilla creature like pig and sheep overruning you world. I'm curious. Since they stay, normally on chunk that are use often, only these can be found.
DrZhark has been really busy and I've been busy working on MCPC+(Forge/FML/CraftBukkit). Most of the problems you mentioned are with CustomSpawner. DrZhark usually handles issues with CustomSpawner but since hes been busy, I'll work on fixing it as well =). As for ServerStarted section, this has now been moved to postInit. I also took some time today to revamp our spawning code in MoCProxy and MoCreatures classes. The changes I've done so far are as follows :
1. Added dynamic biome support.
- Biomes will automatically be generated and added to MoCreatures.cfg. I completely removed the check for XL since it is no longer needed.
2. Customizable MoCreatures biome spawn support
- With dynamic biome support, you are now able to remove/add MoCreatures as you please. Check below for a sample config(not yet finished).
3. New Categories
ownership-settings
biome-spawn-settings
moc-general-settings
moc-creature-frequencies
moc-creature-general-settings
moc-creature-chunk-settings
moc-monster-frequencies
moc-monster-general-settings
moc-monster-chunk-settings
moc-watercreature-frequencies
moc-watercreature-general-settings
moc-watercreature-chunk-settings
customspawner-settings
customspawner-vanilla-creature-frequencies
customspawner-vanilla-monster-frequencies
customspawner-vanilla-watercreature-frequencies
4. New frequency options : weighted probability, minGroupCount, maxGroupCount
- Changed MoCreature frequencies to include the following : weighted probability, minGroupCount, maxGroupCount. (not in sample config)
Sample of new MoCreatures.cfg can be found here : http://paste.md-5.ne...daguniji.coffee
Note: this is still a work in progress but this is what I have so far =)
Help me support Mo Creatures SMP by donating for my time and effort=)