Grouping the mobs by mod would be good. The reason for the mob control option is so that if you want ALL creepers in ALL biomes to spawn with a weight of 5 you can do it. Another option would be maybe a checkbox to make a mob setting universal on whatever gui you set it for (biome/group) etc.
On a side note Davidee. I have been playing with mob spawners and additional mob mods for quite a while now. I would love to work with you to get your mod to be the definitive go-to custom spawner. There are several critical issues to making any custom spawner play nice with multiple creature mods and if you could benefit from any input, interaction, or play-testing I'd like to assist.
I at first didn't like the idea of the mob control option and was going to criticize it until I took time to think about how it would work. Assuming overrides could be implemented, one could do the creeper setup mentioned above with a proviso that their spawn rate is (for example) higher in the plains and lower in the icy/arctic group. This would likely be more of an advanced feature though.
Speaking of which, if it's possible, I think it would be wise to have a Basic Settings and Advanced Settings setup or feel. MSC is supposed to be easy to use, and giving users a quick way to setup the basics is a huge benefit that I think the vast majority of players are looking for when choosing MSC. Advanced settings should be entirely optional and used mainly by the people that want specific spawning cases per biome/group/mob/whatever is feasible design-wise.
I quoted the above post because I too am delving quite heavily into mob spawning and added mob mods, and so far prefer MSC to the alternatives by far. I'm not exactly sure how much testing I can do, as I'm trying to put together something special for my friend's server (a private mod pack basically) and I'm going to be busy working out the kinks in that. I do expect a lot of testing to be done on my part for that project, which I'm sure will come up with info pertaining to the current topic. I'd be happy to share any info I find.
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@Gurrok: I'm in the same boat more or less, my server is just a small group of friends and a massive collection of mods I'm continuing to work out the issues with. Luckily at this point the main issues seem to be mob spawning and little else, because all the major mods have the kinks worked out by now.
I just got the water, ambient and some non-vanilla creature rules set up on a new test world with Highlands, so we'll see where that goes. I can definitely say that if you put all the birds, insects and other fluff critters into ambient DO NOT put the spawn cap over 1. You'll get flooded with literally hundreds of the things in your immediate vicinity, it's crazy.
Along those lines, maybe someone could clarify how the spawner actually handles this stuff and the spawn caps in a nutshell? Because it seems like setting ambients to 1 will result in a fair number of ambient critters spawning in small groups around you, whereas the spawn cap for monsters seems to adhere more to the specified value. Food for thought, as always.
I made a post detailing my finding of mob spawn testing I conducted today. To keep MSC's thread from becoming cluttered, and to allow other mob spawn modders/users to participate, I made a new thread for all to discuss in. Please visit http://www.minecraftforum.net/topic/1721480-mob-spawning-observations-and-tests/ if interested, thanks.
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Davidee, I was digging through the spawn code this morning when a potential probelm occured to me. How do you get around the spawm limit count check for creatures that are exclude/include'ed?
The issue is obvious, if you took a Pig (Animal.Class) and put it in Monster (which checks Imob) it would spawn but wouldn't count against the limit. Unlike the spawn limits (which I assume you simply alter via reflection) you can't, to the best of my knowledg, just sub in an extra method or map.
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Are you sure this mods supports every biome in ExtraBiomesXL? I can't find the options for the savanna biome. I think I have too many mods that add new biomes, and there isn't enough room on the screen to show all of them. Does anyone know a fix for this?
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They definitely work for ExtraBiomesXL, because I was using that until I recently migrated to a new world made solely with Highlands. I would double check all your biome IDs and see if any are conflicting, because in my experience a biome ID conflict will not necessarily crash or throw any errors (perhaps one buried in the logs) but will end up replacing one biome with another. I made that mistake the first time I set up my server because the biome IDs from Divine RPG conflicted somewhere, and I got Azurite Forest in my overworld!
@Gurrok: Excellent thread and idea, I'll make sure to contribute. I've been toying with phasing out vanilla mobs with modded mobs when possible but everything seems to postpone the inevitable decrease of mob spawns over time. We definitely need to make a concerted effort to figure out where along the line things are getting muddled, that way modders have the opportunity to come up with workarounds or fixes if possible.
Are you sure this mods supports every biome in ExtraBiomesXL? I can't find the options for the savanna biome. I think I have too many mods that add new biomes, and there isn't enough room on the screen to show all of them. Does anyone know a fix for this?
In settings, UI SCALE = SMALL
is the workaround when there are too many to list on the screen...
Davidee, I was digging through the spawn code this morning when a potential probelm occured to me. How do you get around the spawm limit count check for creatures that are exclude/include'ed?
The issue is obvious, if you took a Pig (Animal.Class) and put it in Monster (which checks Imob) it would spawn but wouldn't count against the limit. Unlike the spawn limits (which I assume you simply alter via reflection) you can't, to the best of my knowledg, just sub in an extra method or map.
Thanks for bringing this to my attention, but I'm afraid that there isn't really much that I can do. This is a major flaw in the current spawning system, but like you said, there's no real way to fix it.
OK so... there is seriously like 200 pages of posts, and I'm using google to search, which brings me to random pages of said posts. (This particular thread has like 50 pages, idk where I found the one with 200)
So... I'm using a TON of mods... (spoiler at bottom of post)
Everything seems to be working, so we'll cut down to the more direct of what's not working...
Problem 1:
When I go into the Twilight Forest... No hostile mobs are spawning. The only hostile mobs I've found, are created from a spawner.
Problem 2:
I have installed mob spawn controls in hopes to fix this. Pressing F6 pulls up the options, mob spawn shows no monsters are turned on for Twilight Forest, so I turned some on, as well as adding creatures (horses, ostrich, cows, sheep, etc) to the Twilight Clearing. A file is created inside the world folder, it coincides with what I see on my screen.
Yet still no new spawns.
sidenote: I read that if the chunk is already loaded, essentially new spawn points won't be created. (Is there a way around this? force recreate, or something?)
Problem 3:
Dr Zhark suggests setting all spawns to 1 and turning off vanilla mobs, but... I'm a bit confused about how to do this.
In the Mo Creatures file, I set all frequencies to 1, and set despawn vanilla to false. Any guidance here?
A bit about my Minecraft:
1.4.7
running a Forge Server
Installed mob control on server and on my cilent, so I can change the settings in-game.
So... yeah...
Mob Control doesn't seem to work.
Twilight Forest is too peaceful.
Any fixes are fine, I'm completely fine with going into things and tweaking stuff. I have a bit of background coding, so tell me any fix you can.
With that said... I'm not familiar with the underworkings of Minecraft, so file locations would be helpful.
Mods that I have
In order of how it shows in my mods folder: (Forge)
(It's pretty much a modded Feed the Beast)
1.0 Tall Grass Plus
1.0 Vineyard
2.2 Apple Generation
2.2 Watermelon Generation
3.2 Fishnet
Login Message v0.4
AtmoMobs
buildcraft.jar
CoFHCore
CustomMobSpawner 1.11
Dr Zharks MoCreatures 4.5.1
ee3.jar
extrabees
ExtrabiomesXL 1.4.7-3.9.0
forestry.jar
Mob Spawn Controls 1.4.6.1
grivisuite
IC2.jar
IC2NuclearControl
IronChest
modular forcefield system
Modular Powersuits
mystcraft
red power compat
red power core
red power digital
red power mechanical
Ruins
TF2 Teleporter
Thaumcraft
Thaumic Bees
Twilight Forest
Weapon Mob
Xycraft
My question is this: When using DrZhark's Mo'Creatures mod, it seems as though most of his mobs spawn in places where others don't (I have Biomes'o'plenty installed). Do I need to turn off his custom mob spawner in order to customize the spawn settings to my preference using your controls, ie. is it taking priority over your controls or not?
Is this mod compatible with Mystcraft? I uninstalled DrZhark's Mo Creatures and its mob spawner because no mobs were spawning in created ages, but now mob spawns are quite few and I'd like to increase them if I can on my server.
I am having a problem with installing this mod. I have a mac so i was wondering if this is compatible. I have the recommended version of forge installed but whenever i try to play minecraft with the mod spawner installed it crashes. If someone could respond i would be very grateful.
Thank you.
I at first didn't like the idea of the mob control option and was going to criticize it until I took time to think about how it would work. Assuming overrides could be implemented, one could do the creeper setup mentioned above with a proviso that their spawn rate is (for example) higher in the plains and lower in the icy/arctic group. This would likely be more of an advanced feature though.
Speaking of which, if it's possible, I think it would be wise to have a Basic Settings and Advanced Settings setup or feel. MSC is supposed to be easy to use, and giving users a quick way to setup the basics is a huge benefit that I think the vast majority of players are looking for when choosing MSC. Advanced settings should be entirely optional and used mainly by the people that want specific spawning cases per biome/group/mob/whatever is feasible design-wise.
I quoted the above post because I too am delving quite heavily into mob spawning and added mob mods, and so far prefer MSC to the alternatives by far. I'm not exactly sure how much testing I can do, as I'm trying to put together something special for my friend's server (a private mod pack basically) and I'm going to be busy working out the kinks in that. I do expect a lot of testing to be done on my part for that project, which I'm sure will come up with info pertaining to the current topic. I'd be happy to share any info I find.
I just got the water, ambient and some non-vanilla creature rules set up on a new test world with Highlands, so we'll see where that goes. I can definitely say that if you put all the birds, insects and other fluff critters into ambient DO NOT put the spawn cap over 1. You'll get flooded with literally hundreds of the things in your immediate vicinity, it's crazy.
Along those lines, maybe someone could clarify how the spawner actually handles this stuff and the spawn caps in a nutshell? Because it seems like setting ambients to 1 will result in a fair number of ambient critters spawning in small groups around you, whereas the spawn cap for monsters seems to adhere more to the specified value. Food for thought, as always.
I'm talking about the
in SpawnerAnimals
It cleary grabs the Class type from EnumCreatureType which is hardCoded as each as:
The issue is obvious, if you took a Pig (Animal.Class) and put it in Monster (which checks Imob) it would spawn but wouldn't count against the limit. Unlike the spawn limits (which I assume you simply alter via reflection) you can't, to the best of my knowledg, just sub in an extra method or map.
Taking requests - PM me if you want me to spotlight your mod.
@Gurrok: Excellent thread and idea, I'll make sure to contribute. I've been toying with phasing out vanilla mobs with modded mobs when possible but everything seems to postpone the inevitable decrease of mob spawns over time. We definitely need to make a concerted effort to figure out where along the line things are getting muddled, that way modders have the opportunity to come up with workarounds or fixes if possible.
In settings, UI SCALE = SMALL
is the workaround when there are too many to list on the screen...
Thanks for bringing this to my attention, but I'm afraid that there isn't really much that I can do. This is a major flaw in the current spawning system, but like you said, there's no real way to fix it.
So... I'm using a TON of mods... (spoiler at bottom of post)
Everything seems to be working, so we'll cut down to the more direct of what's not working...
Problem 1:
When I go into the Twilight Forest... No hostile mobs are spawning. The only hostile mobs I've found, are created from a spawner.
Problem 2:
I have installed mob spawn controls in hopes to fix this. Pressing F6 pulls up the options, mob spawn shows no monsters are turned on for Twilight Forest, so I turned some on, as well as adding creatures (horses, ostrich, cows, sheep, etc) to the Twilight Clearing. A file is created inside the world folder, it coincides with what I see on my screen.
Yet still no new spawns.
sidenote: I read that if the chunk is already loaded, essentially new spawn points won't be created. (Is there a way around this? force recreate, or something?)
Problem 3:
Dr Zhark suggests setting all spawns to 1 and turning off vanilla mobs, but... I'm a bit confused about how to do this.
In the Mo Creatures file, I set all frequencies to 1, and set despawn vanilla to false. Any guidance here?
A bit about my Minecraft:
1.4.7
running a Forge Server
Installed mob control on server and on my cilent, so I can change the settings in-game.
So... yeah...
Mob Control doesn't seem to work.
Twilight Forest is too peaceful.
Any fixes are fine, I'm completely fine with going into things and tweaking stuff. I have a bit of background coding, so tell me any fix you can.
With that said... I'm not familiar with the underworkings of Minecraft, so file locations would be helpful.
Mods that I have
In order of how it shows in my mods folder: (Forge)
(It's pretty much a modded Feed the Beast)
1.0 Tall Grass Plus
1.0 Vineyard
2.2 Apple Generation
2.2 Watermelon Generation
3.2 Fishnet
Login Message v0.4
AtmoMobs
buildcraft.jar
CoFHCore
CustomMobSpawner 1.11
Dr Zharks MoCreatures 4.5.1
ee3.jar
extrabees
ExtrabiomesXL 1.4.7-3.9.0
forestry.jar
Mob Spawn Controls 1.4.6.1
grivisuite
IC2.jar
IC2NuclearControl
IronChest
modular forcefield system
Modular Powersuits
mystcraft
red power compat
red power core
red power digital
red power mechanical
Ruins
TF2 Teleporter
Thaumcraft
Thaumic Bees
Twilight Forest
Weapon Mob
Xycraft
Thank you.
Does it? DOES IT?!
It does, quite well.