I'm also having a sound problem. I'm using this mod along with Feed the Beast's MindCrack mod pack and I can't hear any of the new creatures added from this mod. I'm using 1.4.7 and put the files where they needed to be.
Forge in the .Jar
GUI API in the Coremods
annnd
Custom Mod Spawner as well as Mo' creatures into the MODS folder
-Also, I have installed Audio Mod though it may not make a difference if it's not listed as part of the installation, but I installed it after doing the above.
The mod works perfectly with all of the other mods, just without the sounds of the new mobs.
I've read something about the resources folder and I can't think of anything that'd go into it with version 1.4.7. I know before there were sounds and such to install there, before the "place unzipped file into 'MODS' folder." But I think that doesn't need to be done anymore.
I'm also having a sound problem. I'm using this mod along with Feed the Beast's MindCrack mod pack and I can't hear any of the new creatures added from this mod. I'm using 1.4.7 and put the files where they needed to be.
Forge in the .Jar
GUI API in the Coremods
annnd
Custom Mod Spawner as well as Mo' creatures into the MODS folder
-Also, I have installed Audio Mod though it may not make a difference if it's not listed as part of the installation, but I installed it after doing the above.
The mod works perfectly with all of the other mods, just without the sounds of the new mobs.
I've read something about the resources folder and I can't think of anything that'd go into it with version 1.4.7. I know before there were sounds and such to install there, before the "place unzipped file into 'MODS' folder." But I think that doesn't need to be done anymore.
The sound problem is a glitch and will be fixed, Try reinstalling, It helped meh.
Here is a sample of the new config I'll be adding to MoCreatures, MoCBiomeGroups.cfghttp://paste.md-5.ne...hotuhobo.coffee
Note: this is just a sample, some biomes may be missing
The new MoCreatures.cfg will generate all entities found in game. You will then be able to assign "MoC Biome Groups" to each entity.
For example :
Horse<FOREST, ARCTIC, DESERT, MOUNTAIN, JUNGLE>
This would add horses to all the biomes listed in each of these groups. You can customize the groups to your liking.
Hello! Quick question about fairy horse breeding. I've looked back through previous posts, but I couldn't find anyone asking this.
It says if you breed two of any horse that's the same kind (i.e., two Pegasus, two bat horses, two brown horses, etc, etc.) they'll produce offspring that's the same thing.
My problem is I have two fairy horses and I had them breed, but they produced a brown horse. Is it because one of the Fairy horses was yellow, and the other was cyan? Do they have to be the same color? If this is the case, I'm going to have to go back and get two white fairy horses to use to get all the different colors.
Thank you for taking the time to read my question.
i just bred my 2 blue fairy horses and got a baby blue fairy horse ^^ (both parents go though)
Is it possible to have a config option for mobs as despawn/do not despawn? Despawning mobs and creatures are great for single and explorer play, but no good for constructing adventure maps at all.
Sure it's possible but I'll have to run this by DrZhark to see if he wants an option for it.
Rollback Post to RevisionRollBack
Help me support Mo Creatures SMP by donating for my time and effort=)
Here is a sample of the new config I'll be adding to MoCreatures, MoCBiomeGroups.cfghttp://paste.md-5.ne...hotuhobo.coffee
Note: this is just a sample, some biomes may be missing
...
Sounds good. I like the idea of setting mobs to spawn in specific biomes. One question, though. I'm using Forgotten Nature and it adds biomes to the game. Would your new set up see these new biomes and allow the same thing? EXBL does the same thing.
can you breed 2 fairy horses with pumpkins then ? I thought all special horses obtained from a zorse were sterile ?
Not all rare horses are stertile. You can breed 2 fairy horses with 2 EoL (Essence of Light). I know for a fact they cannot be 2 different colors, but I'm not sure if they both have to be white (I do not know if pink + pink will equal a tier 1 horse or a pink baby fairy horse. I'm pretty sure it will be a new fairy horse, but I don't want anyone losing two EoL for a tier 1 horse). I will get more info on that.
Ack! I had a combined post that just doesn't work. I have a question that has to more to do with a suitable animal mob that I can use for defending my base.
My base is located in the plains biomes and it's not far from a NPC Village. I've also got Forgotten Nature and EXBL running. With the addition of the mobs in Mo' Creatures, I'm finding that I could use some help in defending my base from hostile mobs and my farm animals from hunters.
I'd look for wolves; however I haven't seen them, where I am. Aside from wolves, what are some good candidates for protexting my base. I do have a bunch of horses and some ostrich eggs. The eggs haven't hatched, yet and they're surrounded by torches. How are they when it comes to fighting off unwanted guest? Any other ideas?
I'm also near an apparently small jungle biome. Not sure of how usful ocelots will be; aside from scaring off Creepers.
Rollback Post to RevisionRollBack
Ever onward, ever forward,I shall go along this dusty road;
Ever onward, ever forward for stories to share on my site, Inspiration Point
Here is a sample of the new config I'll be adding to MoCreatures, MoCBiomeGroups.cfghttp://paste.md-5.ne...hotuhobo.coffee
Note: this is just a sample, some biomes may be missing
The new MoCreatures.cfg will generate all entities found in game. You will then be able to assign "MoC Biome Groups" to each entity.
For example :
Horse<FOREST, ARCTIC, DESERT, MOUNTAIN, JUNGLE>
This would add horses to all the biomes listed in each of these groups. You can customize the groups to your liking.
Hope this helps =) Stay tuned for more news.
This is amazing thank you all for the hard work!!! Also, is this going to help with the fact that most creatures from other mods do not spawn with mo creatures and custom mob spawner installed?
I have to agree with yourtoast4 about the end. My husband and I recently went to the end to fight the dragon and noticed a massive lack of endermen. We only had the dragon flying around trying to kill us. And I also have to ask the same question as WolfLord77 about other creatures from other mods not spawning. We've got everything on our server installed correctly, but creatures from other mods seem to not be spawning correctly or at all. Also we had the issue of that problem happening with all vanilla minecraft mobs as well, where they would not spawn at all. We changed a few options in the MoCreatures config file but it only fixed the issue for vanilla mobs. Other mobs from other mods rarely spawn, if at all.
And keep up the awesome work. Its really coming along nicely and makes the game feel much more alive than vanilla minecraft.
Can you make for the CANADA 2 neutral creature owl and beaver owl the same of the bird and the beaver cut tree to make their house in a river thank you if you create this creature and guys if you like this creature can you Vote for this posts thank you
Sounds good. I like the idea of setting mobs to spawn in specific biomes. One question, though. I'm using Forgotten Nature and it adds biomes to the game. Would your new set up see these new biomes and allow the same thing? EXBL does the same thing.
Yes, it has dynamic biome support which means all biomes will be accessible.
when i try to join the server with divine rpg out of my mods folder i can get in but when i put it back in my mods folder my game crashes are there any fixes for this
here is the crash report
--- Minecraft Crash Report ----
// Uh... Did I do that?
java.lang.NullPointerException
at cpw.mods.fml.common.network.EntitySpawnPacket.execute(EntitySpawnPacket.java:175)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
at ayh.a(NetClientHandler.java:1483)
at di.a(SourceFile:59)
at cg.b(TcpConnection.java:458)
at ayh.d(NetClientHandler.java:240)
at ayk.c(GuiConnecting.java:49)
at net.minecraft.client.Minecraft.l(Minecraft.java:1537)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Thread.java:680)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.network.EntitySpawnPacket.execute(EntitySpawnPacket.java:175)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
at ayh.a(NetClientHandler.java:1483)
at di.a(SourceFile:59)
at cg.b(TcpConnection.java:458)
at ayh.d(NetClientHandler.java:240)
at ayk.c(GuiConnecting.java:49)
I have to agree with yourtoast4 about the end. My husband and I recently went to the end to fight the dragon and noticed a massive lack of endermen. We only had the dragon flying around trying to kill us. And I also have to ask the same question as WolfLord77 about other creatures from other mods not spawning. We've got everything on our server installed correctly, but creatures from other mods seem to not be spawning correctly or at all. Also we had the issue of that problem happening with all vanilla minecraft mobs as well, where they would not spawn at all. We changed a few options in the MoCreatures config file but it only fixed the issue for vanilla mobs. Other mobs from other mods rarely spawn, if at all.
And keep up the awesome work. Its really coming along nicely and makes the game feel much more alive than vanilla minecraft.
What settings did you use, im running a bukkit-forge server using the new mcpc-plus server which allows mods to be used as they are , but since adding this i have not seen any vanilla mobs , on the main world i got mo creatures galore, but my other worlds none spawn
Can Big Cats be used to guard my base? Any other animals? It would be interesting to see a big cat fight a scorpion or skeleton. Or, am I just limited to vanila wolves?
Rollback Post to RevisionRollBack
Ever onward, ever forward,I shall go along this dusty road;
Ever onward, ever forward for stories to share on my site, Inspiration Point
In my is a problem , like, a server that i play with my friends, everyone has many animals, but I could only get 10, because now when I try to tame animals a message "can not tame more creatures, limit of 10 Reached''
Forge in the .Jar
GUI API in the Coremods
annnd
Custom Mod Spawner as well as Mo' creatures into the MODS folder
-Also, I have installed Audio Mod though it may not make a difference if it's not listed as part of the installation, but I installed it after doing the above.
The mod works perfectly with all of the other mods, just without the sounds of the new mobs.
I've read something about the resources folder and I can't think of anything that'd go into it with version 1.4.7. I know before there were sounds and such to install there, before the "place unzipped file into 'MODS' folder." But I think that doesn't need to be done anymore.
Note: this is just a sample, some biomes may be missing
The new MoCreatures.cfg will generate all entities found in game. You will then be able to assign "MoC Biome Groups" to each entity.
For example :
This would add horses to all the biomes listed in each of these groups. You can customize the groups to your liking.
Hope this helps =) Stay tuned for more news.
Help me support Mo Creatures SMP by donating for my time and effort=)
It will work fine on both forge vanilla and MCPC+.
Yes, MoCreatures.cfg will dynamically generate all entities it finds from all mods.
Sure it's possible but I'll have to run this by DrZhark to see if he wants an option for it.
Help me support Mo Creatures SMP by donating for my time and effort=)
Sounds good. I like the idea of setting mobs to spawn in specific biomes. One question, though. I'm using Forgotten Nature and it adds biomes to the game. Would your new set up see these new biomes and allow the same thing? EXBL does the same thing.
Ever onward, ever forward for stories to share on my site, Inspiration Point
Not all rare horses are stertile. You can breed 2 fairy horses with 2 EoL (Essence of Light). I know for a fact they cannot be 2 different colors, but I'm not sure if they both have to be white (I do not know if pink + pink will equal a tier 1 horse or a pink baby fairy horse. I'm pretty sure it will be a new fairy horse, but I don't want anyone losing two EoL for a tier 1 horse). I will get more info on that.
My base is located in the plains biomes and it's not far from a NPC Village. I've also got Forgotten Nature and EXBL running. With the addition of the mobs in Mo' Creatures, I'm finding that I could use some help in defending my base from hostile mobs and my farm animals from hunters.
I'd look for wolves; however I haven't seen them, where I am. Aside from wolves, what are some good candidates for protexting my base. I do have a bunch of horses and some ostrich eggs. The eggs haven't hatched, yet and they're surrounded by torches. How are they when it comes to fighting off unwanted guest? Any other ideas?
I'm also near an apparently small jungle biome. Not sure of how usful ocelots will be; aside from scaring off Creepers.
Ever onward, ever forward for stories to share on my site, Inspiration Point
This is amazing thank you all for the hard work!!! Also, is this going to help with the fact that most creatures from other mods do not spawn with mo creatures and custom mob spawner installed?
And keep up the awesome work. Its really coming along nicely and makes the game feel much more alive than vanilla minecraft.
Yes, it has dynamic biome support which means all biomes will be accessible.
This will be fixed in next update.
Help me support Mo Creatures SMP by donating for my time and effort=)
here is the crash report
// Uh... Did I do that?
Time: 2/18/13 12:19 PM
Description: Ticking screen
java.lang.NullPointerException
at cpw.mods.fml.common.network.EntitySpawnPacket.execute(EntitySpawnPacket.java:175)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
at ayh.a(NetClientHandler.java:1483)
at di.a(SourceFile:59)
at cg.b(TcpConnection.java:458)
at ayh.d(NetClientHandler.java:240)
at ayk.c(GuiConnecting.java:49)
at net.minecraft.client.Minecraft.l(Minecraft.java:1537)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Thread.java:680)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.network.EntitySpawnPacket.execute(EntitySpawnPacket.java:175)
at cpw.mods.fml.common.network.FMLNetworkHandler.handleFMLPacket(FMLNetworkHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:67)
at ayh.a(NetClientHandler.java:1483)
at di.a(SourceFile:59)
at cg.b(TcpConnection.java:458)
at ayh.d(NetClientHandler.java:240)
at ayk.c(GuiConnecting.java:49)
-- Affected screen --
Details:
Screen name: ~~ERROR~~ NullPointerException: null
-- Affected level --
Details:
Level name: MpServer
All players: 2 total; [ays['sir'/1287411, l='MpServer', x=187.50, y=70.24, z=280.50], bah['XxZombieSethxX'/1059219, l='MpServer', x=191.53, y=63.00, z=275.31]]
Chunk stats: MultiplayerChunkCache: 5
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (191,63,275), Chunk: (at 15,3,3 in 11,17; contains blocks 176,0,272 to 191,255,287), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 105657738 game time, 103661341 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: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 3 total; [ays['sir'/1287411, l='MpServer', x=187.50, y=70.24, z=280.50], bah['XxZombieSethxX'/1059219, l='MpServer', x=191.53, y=63.00, z=275.31], bah['XxZombieSethxX'/1059219, l='MpServer', x=191.53, y=63.00, z=275.31]]
Retry entities: 0 total; []
Stacktrace:
at ayp.a(WorldClient.java:440)
at net.minecraft.client.Minecraft.b(Minecraft.java:2401)
at net.minecraft.client.Minecraft.run(Minecraft.java:787)
at java.lang.Thread.run(Thread.java:680)
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Mac OS X (x86_64) version 10.7.2
Java Version: 1.6.0_29, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 415194224 bytes (395 MB) / 581435392 bytes (554 MB) up to 1065025536 bytes (1015 MB)
JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
AABB Pool Size: 12533 (701848 bytes; 0 MB) allocated, 4625 (259000 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.26 FML v4.7.4.520 Minecraft Forge 6.6.0.497 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
GuiAPI [GuiAPI] (GuiAPI-0.15.2-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
DivineRPG [DivineRPG] (DivineRPG1.2.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 3000 OpenGL Engine GL version 2.1 APPLE-7.12.9, Intel Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
What settings did you use, im running a bukkit-forge server using the new mcpc-plus server which allows mods to be used as they are , but since adding this i have not seen any vanilla mobs , on the main world i got mo creatures galore, but my other worlds none spawn
Ever onward, ever forward for stories to share on my site, Inspiration Point
WHAT I DO, THAT is annoying me!!??