How can I get the hostile mobs from this mod into monster spawners? In other words, what method can I use to get monster spawners with hostile mobs from Mo' Creatures?
If you want to be able to place spawners with Mo' Creatures mobs, you can use Not Enough Items (NEI). If you want them to spawn in your world randomly (like inside a dungeon instead of vanilla monster spawners), I can't think of anything simple offhand.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
If you want to be able to place spawners with Mo' Creatures mobs, you can use Not Enough Items (NEI). If you want them to spawn in your world randomly (like inside a dungeon instead of vanilla monster spawners), I can't think of anything simple offhand.
NEI doesn't have hostile mobs, which is what I'm looking for.
NEI doesn't have hostile mobs, which is what I'm looking for.
try the spawner GUI from this site. I know it says it requires his mod loader but I've got it to work in 1.4.7 by dumping it into the jar file after forge, but IDK if that is still required. Try it by just dumping it into the mods folder, if that doesn't work you may have to add it to the jar file, which is easiest with either Magic Launcher or MultiMC.
If you want to donate for my time and effort, I appreciate it!
Download the Mod:
Before updating to MoCreatures v6.0.1, make sure you ran Mo'Creatures 5.2.5 first and store your tamed pets on the new PetAmulets, otherwise they will be lost!
The only package that can currently distribute this mod is the YogBox. Please do not PM or email me asking me for permission to add my mod to your modpack, the answer is 'No'
How to Install Mo'Creatures Mod:
Minecraft 1.6.x+
1. Install Forge using the installer.
2. Launch the game using the Forge profile. Exit the game.
3. Copy the MoCreatures.zip, CustomSpawner.zip and GUI Api into the .minecraft/mods folder.
4. Play! (Make sure your profile is set to Forge)
Pre-Minecraft 1.6
Download the files linked above
Please make a backup of your minecraft.jar file and then:
1. install Forge (unzip the .zip file and add all of its contents to your minecraft.jar file)
2. install GUI Api (just copy the .jar file into the /coremods folder)
3. Delete the META-INF folder in the minecraft.jar file
4. locate your .minecraft/mods folder
5. copy the MoCreatures.zip and CustomSpawner.zip files inside your \.minecraft/mods folder
6. Play
You can watch this video explaining how to install the mod v6.0.0. (thanks to TheGofa)
And this one that explains how to set up a server with Mo'Creatures 5.0.0
This video shows how to install MoCreatures 5.1.5 on Mac (thanks to michaelsmiles)
Previous Videos
this one is in Spanish and explains most of the features of Mo'Creatures:
4.5.0 update showcase:
check this video by EnchantmenTables
thanks to BlockDaddy for the videos showing the new Horses:
check this song inspired by Mo'Creatures (thanks to Bloxri)
Check this wonderful video made by Loooks, with music by c418
Yogscast Sneak peek of kitties!
Yogscast episode, featuring Mo'Creatures:
CGzCinema made this spotlight video
Change Log...
- Added brand new tamed pet saving system that uses global world storage. This new system will automatically populate
data of existing and newly tamed pets for use with our new tracking/teleport system.
- Added pet super amulet to facilitate transition to MoCreatures v.6
- Added Name, Type, Owner to mouseover of new Pet Amulets
- Added class name to amulet mouseover window
- Added '/moc killall' command which kills all entities in loaded chunks ignoring tamed vanilla and mocreatures.
Note: This new command will kill all entities in loaded chunks of all dimensions.
- Added '/moc killall tamed <playername>' command which kills all tamed mocreatures in loaded chunks of given player.
Note: This new command will kill all loaded tamed animals of player that are found in every dimension. It will not kill pets that are in unloaded chunks.
- Added '/moc killall <modtag|entityname>' command which kills all entities of given type ignoring tamed.
- Added '/moc tp <petname> <playername>' command to transport any entity known by our new storage system to the player.
Note: This will only work with previous tamed entities if they have were loaded with this update.
- Improved '/moc list tamed' command which will now display Type, Name, Owner, Location, Dimension of all tamed entities in loaded chunks.
- Fixed imbalanced spawning with CMS/Vanilla by copying vanilla entries to CMS at game start.
Note: This fixes the issue where 1 type of entity could appear overrun rest such as Thaumcraft's Angry Zombie.
- Fixed bug preventing player ops from interacting or doing damage to pets they did not own.
- Fixed Wyvern's getting stuck under Wyvern Lair. They wil now kill themselves if they end up falling under the world.
- Removed ownership tamedcount player.dat saving since it is no longer needed. Ownership system will now count the tamed pets in the new storage system.
[5.2.3]
- Added support for Better World Generation 4
- Fixed Biomes O' Plenty spawning issues with latest versions.
- Fixed Golem block duping with mobgriefing set to false.
- Fixed file seperator issues when attempting to update player dat files offline.
- Fixed crash when adding biome groups to default groups.
- Fixed biomes not being added after a mismatch.
- Fixed a potential world creation ChunkProviderServer crash with WorldProviderWyvernEnd.
- Fixed issue with automatic mod mapping generation creating "net.cfg" for certain mods which would break spawning.
Note: If you have issues with spawning, open up MoCGlobal.cfg and delete the following line
under mod-mappings if it exists "S:net <NET:net.cfg>"
[5.2.2]
- Fixed mount dupe when a player disconnected while riding an animal.
- Fixed an issue with config not properly being synced during world load.
- Fixed GUI option being duped after loading world.
[5.2.1]
- Fixed CustomMobSpawner crash with getBlockLightValue
- Fixed wyvern crash in singleplayer
- Fixed tamed animals being duped when reloading chunks
- Fixed /moc min and max commands
- removed keepVanillaOnlyWithLight config option
- Savanna and Plains biomes will now spawn Zebras naturally
- Make WorldProviderWyvernEnd inherit from WorldProviderSurface. This should fix client-side lag issues.
[5.2.0b]
- Fixed issue with Ocelots still spawning on vanilla side when using CMS.
[5.2.0a] Note: this will still work with 5.2.0
- Fixed crash when accessing Butterfly in GUI
- Fixed crash when accessing Ozelot in GUI
- Fixed crash when accessing SnowMan in GUI
- Fixed bug with autogenerating config files for mods
- Added new golemDestroyBlocks option which controls whether or not Big Golems can break blocks.
- Added override for isCreatureOfType to MoCEntityAmbient
[5.2.0]
DrZhark
-fixed bug with invisible ropes on goats
-fixed bug with fire an cave ogre spawns frequencies
-fixed bug when obtaining a white fairy horse
-big cats now check surrounding bigcats and will try to spawn the same species
-bears will check spawning surroundings, if within 12 blocks of bamboo / reeds, it will become a panda. If the biome where the bear is spawning has the word bamboo on its name, it will also be a panda.
-bunnies and mice will always spawn white on cold biomes
-komodo dragons will not spawn near torches and can now spawn on sand (for those who want to add them to the desert biomes)
-changed tall grass and leaves on the wyvern dimension blocks
-improvements done for the wyvern dimension FPS
-wyverns will drop eggs on death even if they're not spawned in the wyvern lair
-Mother wyverns spawn 5% of the time (up from 3%)
-insects, scorpions and crabs are now targeted by bane of the arthropods enchantment
-undead MoCreatures are now targeted by the smite enchantment
-fixed bug with kitten textures
-crocodiles, komodos, sharks, big cats won't attack players on creative mode
-partial migration of entityID use, all non tameable creatures and new creatures now use an internal entity ID number instead of global IDs.
-vanilla creatures are now despawned on areas not illuminated by artificial lights instead of checking for nearby fences
-aquatic creatures now avoid 'block inwall damage'
-ostriches won't lay eggs if tamed
-maggots turn red when hit
-eggs notify players with chat messages when hatching, egg hatching time reduced
-custom key bindings disabled when chatting
-stingrays can be catched on fish nets
-mantarays can be tamed by riding them. Tamed mantarays can be catched on fish nets.
-crabs can be tamed by using a fishnet on them
-added Ants
-added Raccoons
-added Silver Skeletons
-added Mini Golems
-added Small fish
-added Medium fish (cod, salmon, bass)
-piranhas are now a separate entity
-Added fish nets that can be used to capture and tame fish
-fish can be hooked with the fishing pole
blood
- Updated to 1.5.2
- Fixed CMS verboseConsole not being set
- Fixed many more GUI bugs
- Fixed inMenu check in MoCClientTickHandler
- Fixed defaults not being used properly
- Fixed issue preventing GUI from adding biomegroups for entities that had no entries.
- Fixed crash when using Reset to Defaults
- Fixed issue with CMS not detecting custom entities such as Project Zulu's.
- Fixed CMS bug with creatures spawning in homes.
- Fixed MoCreatures not removing vanilla entries from all biomes when adding to CMS
- Fixed duplicate entity names not being handled correctly by spawner
- Fixed duplicate biomes not being handled correctly by spawner
- Fixed entities not being removed from vanilla structures when disabling a specific type from spawning
- Fixed possible NPE when calling CustomSpawner's RemoveCustomSpawn method.
- Fixed issue with entities not being removed from vanilla spawn lists when their biomegroups were empty and frequency set to 0.
- Fixed '/moc list <entity> biomegroups' command
- Fixed '/moc help' command not displaying pages correctly
- Fixed NPE's with MoC custom blocks.
- Fixed Wyvern's flying away after being tamed.
- Fixed potential NPE with MoCBlockGrass and MoCBlockTallGrass.
- Fixed Mooshrooms spawning in non-Mushroom biomes
- Fixed MoCreatures not spawning in BOP overridden vanilla biomes
- Fixed Pet names not enabled by default
- Fixed ownership working in singleplayer when it shouldn't.
- Fixed certain default biomes being placed in wrong groups.
- Added better CMS debug output
- Added debugCMS config option
- Added disallowMonsterSpawnDuringDay config option
- Added despawnLightLevel config option
- Added checkAmbientLightLevel config option
- Added CMS lightLevel check for Monsters
- Added comment support to MoCProperty constructors
- Added InstaSpawner support for all entities including custom
- Added brand new configuration for entities, biomes, structures, and global settings.
- Added vanilla structure spawn support to CMS. All detected structures will be generated in config/MoCreatures/MoCStructures.cfg
- Added Spigot's spawner optimizations to CMS
- Added new config option 'lightLevel' which ignores sunlight and acts as a light threshold for whether or not to spawn a creature.
- Added new monsterSpawnRange config option
- Added canSpawn option to all entities
- Added missing BOP/XL biome entries to default config
- Added support for unknown CreatureTypes
- Added new spawntickrates for Ambients and WaterCreatures
- Added new maxSpawnInChunk config option to all entities.
- Added CMS support for handling maxSpawnInChunks
- Added new Creature Type 'UNDEFINED'. This group will get assigned entities that CMS couldn't detect a creature type for.
- Added new teleport command '/moc tp <entityId> <playername>' which can transfer tamed pets from any dimension to their respective owners.
- Added new tamed command '/moc tamed <playername>' which lists currently loaded tamed pets of player with their total recorded tamed count.
- Added new tamedcount command '/moc tamedcount <playername> which displays current tamed count from player's dat file.
- Improved performance when updating settings via commands and GUI.
- Changed tall grass and leaves on the wyvern dimension blocks
- Improvements done for the wyvern dimension FPS
- Removed default resource config files since they are no longer used
- Removed default configs from resources. All configuration will now be generated on the fly.
5.1.5
- fixed bug where crocodiles wouldn't attack players
- tamed animals will not attack other tamed animals
- mother wyverns now drop eggs 1/3 of times instead of 1/10
- further adjustment of rider position on wyverns
- adjusted name of T2 wyverns
- finished crab animations
- added crab meat and cooked crab meat
- changed init creature settings, spawning eggs now check the environment to spawn the right subtype
snow variants will now spawn if biome temperature is less than 0.06 instead of checking the name of biome
- changed instaspawner code, it now adds all available creatures using a list
- fixed bug with missing vanilla particles
- birds are now pre tamed with thrown seeds and tamed by right clicking on them with seeds
5.1.4
- Added new mobSpawnerTickRate.
- Adjusted CustomMobSpawner to use each entity's maxGroupCount instead of maxSpawnedInChunk.
This fixes issue where world gen was spawning too many creatures and not following our configs.
- Fixed typo with commands.
- Fixed bug with spawn lists not properly clearing during initial world generation.
- Disabled DespawnVanilla option. This options is no longer required since all vanilla spawns
are now handled by CMS.
- Updated default MoCProperties.cfg to include new mobSpawnTickRate and worldGenCreatureSpawning.
spawnTickRate has been renamed to animalSpawnTickRate.
- added moths (they're attracted to torches)
- added maggots
- added crabs (pending animations)
5.1.3
- fixed bug with nightmares when animate textures was set to off
- fixed bug when shearing ostriches
- Fixed another bug with Reset to Defaults.
- Fixed issue with config comments being removed after starting game
- Fixed GUI duplication bug when issuing a command or resetting to defaults
- Fixed static litter, static k. bed, particlefx not properly saving in GUI
5.1.2 - DEV version
- Added Tier 2 wyverns. The mother wyvern spawns rarely in the wyvern lair. It has a 10% chance of dropping eggs that can be used to obtain a tamed mother wyvern.
essences are used on tamed mother wyverns to obtain the other tier 2 versions.
- Added new server command '/moc' which can adjust all options in MoCProperties.cfg without restarting
- Added biomes in GUI will now be placed alphabetically
- Added comments to config
- Added new Ogres
- Added new Undead Wyvern
- Finished overhaul of ogres, replaced models, textures and AI
- The spawn options for cave ogres and fire ogres is slightly different. New settings are added to the config: Fire Ogre Chance (chance of spawning a fire ogre in the surface of the overworld)
and Cave Ogre chance (chance of spawning a Cave ogre if the Y position is less than 50).
- Increased Wyvern's size and speed
- Fixed issue with MoCreatures not spawning on custom blocks like the ones found in the Twilight forest dimension
- Fixed In-Game GUI not closing/operating correctly(F9 is default)
- Fixed indent issues with configs
- Fixed General Settings GUI option not saving correctly
- Fixed Reset to Defaults GUI option not properly restoring all settings
- Fixed Male Ostrich's showing incorrect chest name
- Biome Groups are now sorted in GUI
- Removed legacy Ogres
- Removed duplicate biomes from default biome groups and cleaned up code
- Removed timestamps from configs
5.1.1 - DEV version
-added new entity spawn settings option in GUI. removed old frequency/min/group options.
-added new biome group option in GUI.
-added partial animation for new ogre models.
-fixed few bugs with saving certain options in GUI.
-cleaned up debug log output.
5.1.0a - DEV version
-added roaches
-added new ogre models, pending animation and AI
-added builder hammer, the hammer places blocks far away, the blocks are taken from the player's belt inventory
-added staff of teleport
5.0.8
-wyverns 'stay' when using a whip near them, or by right clicking on them while holding a whip
-fixed bug despawning tamed Scorpions
-the spawner doesn't check anymore for the doMobSpawning gamerule
changes to the ownership code:
-added Scroll of Reset Owner that can be used by OPs on servers. The Scroll will 'clear' the owner of the creature. The tamed counter on that owner will be reduced by 1
the creature will have no owner until is renamed.
-added setting to enable/disable said scroll through the config file
-OPs have their separate taming limit. Added such option to the config file
-amulets now store the owner of the horse
-horses stored in amulets that are spawned by a player different than the owner, will become property of the player spawning them,
and the previous owner will have his tamed counter reduced accordingly.
This is done to allow trade of amulets without losing a taming spot on servers enforcing ownership.
5.0.7
-fixed bug causing despawning of tamed creatures on servers when unloading chunks
-ghost horses are now named when they spawn
-fixed nightmare missing texture when animate textures is set to off
-undead horses will show stages of decay even with animate textures set to off
-tamed ostriches no longer retaliate if attacked by player
-hunter animals won't attack anything bigger than themselves
-tamed kitty and bigcats will drop medallions on death
-fixed bug that prevented changing flag colors on ostriches
-fixed bug when 'shearing' elephants.
5.0.6
fixed bug that added entities with a frequency of 0 to spawn lists, causing random crashes
fixed bug that prevented change of max - min settings through the GUI API
scorpions and horsemobs now spawn in nether by default
changes made to decrease lag caused by horses
reduced frequency of scorpion drops
game crashing bug when using staff in a bukkit server fixed on f639-279 snapshot
mounts drop their gear and inventories if a shear is used on them
fixed duplicated mount on server disconnect bug. However code that was used to avoid despawn bug on chunk unload was deactivated, it appears the bug was fixed in Minecraft 1.5, but needs to be tested
5.0.5
fixed bug causing crash when turning customspawner off
yellow and purple fairy horses now drop a full amulet when trapped
fixed cyan fairy horse texture typo
fixed typo on fx undead particles
fixed max ambient GUI setting, reduced default maxAmbient to 30
fixed bug causing massive FPS drops in the wyvern lair
wyvern portal staffs that have no saved coordinates (cheated or crafted at the wyvern lair) will teleport the player close to the spawn point instead of 0,0,0
if no empty space around the spawn point is found, the staff won't work.
despawn and spawn code will only run on dimensions that have a player
jellyfish and rays won't poison players riding a boat
piranhas will no longer cause damage to a player that riding another entity
sharks will no longer cause damage to a player on a boat
turtle soup restores hunger
5.0.4
-using SRG Forge obfuscation
-chicken eggs are no longer called 'spoiled egg'
-improved despawning of Wyverns on wyvern lair to increase FPS / performance
-kitty beds no longer consume pet food if the food is already there
-newborn foals obtained by breeding will trigger naming on the owner of the mother horse.
-activated red fairy horse
-white pegasi now carry bags
-elephants, komodos, wyverns and horses drop armor, inventory contents and bags on dead
-cave spiders and witches default spawning setting changed
-staffs of wyvern lair are no longer damaged if they are used outside the portal
-set harvest levels for Wyvern Lair blocks
-Wyvern tall grass is no longer shearable
-to reduce overhead and game freezing, the despawnVanilla check will only work for the overworld. Increased default despawn check interval to 199
-decreased default spawn frequencies of vanilla mobs
-vanilla animals won't despawn if they're within 8 blocks of a fence (down from 10)
5.0.3
-fixed game crashing bug when feeding horses
-wyverns no longer take the whole statch of saddles when saddled
-wyverns are no longer attacked by the rider's sword
-removed unnecesary console debug messages, some debug messages are activated with the debugLogging option
-reduced customspawner processing cost
-added despawn tick setting to menu so the frequency of despawn checks can be adjusted
-if modify vanilla spawns is not selected, the vanilla spawn rates and biome assignment will be left untouched
(you will need to restart minecraft for the default settings to be used)
-elephants no longer spawn on deserts, and instead spawn on arctic biomes
-kitty beds and litter box can be picked up and thrown, render height fixed as well (please test SMP)
-fixed texture error with kitty beds
-sugar lumps now behave as a food item
-mounts receive damage from mobs
-mounts now dive with the shift key and are dismounted with the configurable dismount key (default 'F')
-increased health of wyverns
5.0.1
fixed dependency issue that prevented servers from running MoCreatures
fixed game crashing bug when naming a pet
fixed ambient creature spawn settings
added missing sounds
5.0.0
-code rewrite and organization, to comply with forge tendencies
-splitted sprites to make it compatible with Minecraft 1.5
-fixed bug causing despawns of tamed custom mobs
-Amulets now store name, health, armor, saddle status of Horses
-Ogres and Golems will now respect the mobGriefing game rule
-all fairy horses can now go into amulets
-added alternative fairy amulet recipe that replaces unicorn for a vial of light
-overhauled the spawning code, now you can design and assign group of biomes and spwaning frequencies to the entities,
including vanilla mobs and mobs added by other mods.
-changed the block used to prevent despawning of vanilla mobs. instead of light sources, vanilla mobs within 10 blocks of fences won't despawn.
-added Wyverns:
Wyverns are poisonous drakes, they can be found on the WyvernLair.
Wyvern eggs can be obtained by slaying wyverns (but only on the wyvern lair). A wyvern has a 10% chance of dropping an egg.
The egg can be hatched in the overworld by placing it near a torch and once the wyvern grows, it can be saddled and armored.
The wyvern lair can only be accessed by using a Wyvern Portal Staff. The staff has only four uses before it's destroyed.
The staff can be activated on any dimension, and it will teleport the player to the center of the wyvern lair dimension.
To return back, the staff has to be activated on the quartz portal of the wyvern lair.
two new files are created inside /.minecraft/config they can be edited with any .txt editor.
MoCBiomeGroups.cfg => the biome groups are defined here
MoCProperties.cfg => all the other settings are here.
Biome groups defined on MoCBiomeGroups.cfg can be used in MoCProperties.cfg to define on which biomes do the creatures spawn.
(including vanilla and other custom mobs besides mo creatures).
These files are used for both client and servers. All of the settings can be changed through the in-game menu
except for biome groups and biome group assignation.
As MoCreatures now adds blocks, the block IDs can also be edited through the MoCProperties.cfg or the GUI.
However there are three blocks that can't have an ID higher than 255: blockDirt, blockGrass and blockStone,
as they're used for the custom dimensions generation.
for previous change logs, refer to the README.txt file
Currently the Mod adds the following creatures:
-Mini Golems
Mini golems are mobs that spawn at night and throw rocks at the player.
-Silver Skeletons
Silver Skeletons are aggressive mobs that spawn at night and on dark places. They can sprint towards the player and outrun him/her. They drop bones or silver swords. The silver swords are quite effective against Werewolves
-Raccoons
Raccoons attack back if provoked. They can be tamed by giving them any edible item.
-Small and Medium Fish
pictures pending...
A nice variety of small and medium size fish that can be trapped with a fishnet and fished with the fishing pole
This is how a fishnet is crafted:
-Crabs
Spawn on beaches next to water. They can be tamed with fishnets
-Wyverns
Wyverns are poisonous drakes, they can be found on the WyvernLair.
Wyvern eggs can be obtained by slaying wyverns (but only on the wyvern lair). A wyvern has a 10% chance of dropping an egg.
The egg can be hatched in the Overworld by placing it near a torch and once the Wyvern grows, it can be saddled and armored.
The wyvern lair can only be accessed by using a Wyvern Portal Staff. The staff has only four uses before it's destroyed. There is an alternative recipe that replaces the unicorn with a vial of light.
The staff can be activated on any dimension, and it will teleport the player to the center of the Wyvern Lair dimension.
To return back, the staff has to be activated on the quartz portal of the Wyvern Lair.
-Elephants and Mammoths
Elephants spawn on Deserts, Jungles, Plains and Forests.
Mammoths spawn on cold biomes.
Elephants drop Hide
A calf elephant can be tamed by giving it 10 Sugar lumps or 5 cakes
Tamed elephants are healed with baked potatoes, bread or haystacks
A harness can be put on tamed adult elephants to make them rideable and attach extra things:
If a player 'sneaks' near their elephant, it will sit for a short time, where it can be mounted
To dismount an elephant, the rider has to make it sit first and then it can be dismounted.
Indian Elephants can be given a special luxurious garment:
In addition to the garment, a nice throne can then be given to the Elephant.
Two chest sets can be put on each elephant, allowing it to carry inventory
A key is used to open the inventory.
Mammoths can also carry two extra regular chests.
Three different kinds of tusk reinforcements can be crafted: wood, iron and diamond.
They can be given to tamed adult elephants and mammoths, and taken off with a pickaxe.
While wearing them reinforcement and ridden by the player, they will break blocks.
(However that feature is disabled by default in multiplayer, to prevent griefing)
Mammoths are more effective at breaking blocks than elephants.
Wooden Tusks:
Iron Tusks:
Diamond Tusks:
A platform can be put on the Songhua Mammoth, allowing them to carry a second player.
To have a passenger, first the rider makes the mammoth sit, then the second player 'sneaks' while close to the mammoth.
The second player can dismount the mammoth by pressing the sneak key.
-Komodo Dragons
Komodo dragons spawn on swamps and plains. They attack small animals or players.
Komodo dragons poison their prey.
They drop reptile hide and the bigger Komodo Dragons have a 25% chance of dropping eggs.
An egg can be hatched if placed near a torch and the resulting baby Komodo Dragon will be tamed.
Tamed Komodo dragon can be healed by giving it raw rat or raw turkey.
A saddle can be put on a Tamed adult Komodo dragon so it can be ridden.
-Golems
Golems spawn at night, and initially consists of only three blocks: the Head, the Core and a valuable ore cube. When the Golem is near a player, it activates and forms its body.
Golems have a powerful melee attack, they also have a ranged attack, where the Golem throws one of the blocks of its arms.
When a Golem is attacked, there is a chance to destroy one of its blocks. The chance of destroying a block depends on the difficulty level. If the chest is open and the core of the golem is exposed, it will suffer damage.
As the Golem suffers damage, it becomes more dangerous. A hint of the danger level of the golem is the color of its power aura. Blue is seen in a Golem that is not attacking. Yellow on a Golem that has started attack, Orange on the Golem that has suffered considerable damage. Red is seen on a Golem about to explode.
The Golem will constantly try to acquire replacement blocks. Every time a block is acquired, the Golem is healed (the amount of the healing depends also on the difficulty level)
It may be wise to look for shelter when the Golem power aura is red, as there is not too much time before the golem explodes.
When a Golem dies, it drops all of the blocks that were part of its body (including the valuable ore cube).
-Snails
Picture pending....
They're slow and they hide in their shells, except when they don't have a shell. In that case they're just slow. Snails drop slime balls.
-Insects
Including Ants, butterflies, moths, flies, bees, fireflies, dragonflies, maggotts and crickets. Just for ambiance's sake
-Turkeys
Turkeys... they drop raw turkey when killed that can be cooked. Pretty straightforward stuff.
check this video by BlockDaddy
-Horses
Horses are the first controllable mount in Minecraft. You will need to tame them before you can ride them. Once tamed, they won't despawn. There are 44! different kind of Horses available.
Only regular horses, donkeys and zebras spawn in the wild.
Horses need a saddle to be ridden. You can use either regular or horse saddles on them. Once you mount the horse, you'll need to break it by riding it repeatedly, you can make the process easier by feeding the horse hay, sugar lumps or apples.
Tamed horses can be bred with the following combinations:
The Gofa made this video explaining the breeding chart:
This is the formula for the Essence of Undead. The Heart of undead is a rare drop of the Undead horse mobs, found at night. The essence of undead is used to obtain undead horses and heal them.
When riding and undead horse, mobs will not attack you.
To obtain rarer horses, you need a Zebra and the rare essences:
Essence of Fire. The heart of fire is found only as a rare drop of Nightmares on the nether.
Essence of Darkness. The heart of darkness is a rare drop of bathorses.
Bathorses are aggressive mob horses found at night, mostly on underground caves.
The Essence of Light is made by combining the other three essences
The zebras can be found more frequently on plains biomes. You can increase the frequency of Zebras spawning by changing the 'Zebra Chance' option of the mod.
Wild Zebras will flee on sight unless you're riding a white spotted or cow horse (tier 4 horses) or if you're riding another Zebra or Zorse. Once you tame a Zebra, you can breed a Zorse.
Zorses are sterile and if given an essence of fire will transform it to a Nightmare. Giving it an essence of Darkness will transform the Zorse into a bat horse.
If you give an essence of light to a nightmare, you will obtain an Unicorn. Unicorns can buckle other creatures and fall very slowly, floating down.
If you give an essence of light to a Bat horse, while the bathorse is high in the sky at the cloud level, it will trasnform into a Pegasus.
Pegasus and Unicorns can breed a White Fairy horse, however both will dissapear in the process. You need to give them both Essence of lights to get them ready for the mating. Also essence of light is used to heal them.
If you give a light blue dye, a pink dye, lime dye, cactus green, orange dye, cyan dye, purple dye, ink sac, dandelion yellow, rose red, or a lapis lazuli to a white fairy horse, it will transform into a blue, pink, light green, green, orange, cyan, purple, black, yellow, red, or dark blue fairy horse. Fairy horses can carry a small inventory, if given a chest.
Amulets are used to capture horses. The horses will drop any saddle, armor or inventory before being captured in the amulet. Only certain horses can be trapped in amulets:
Amulet of the sky, to capture pegasus or black pegasus
Fairy amulet for the fairy horses
Ghost amulet, that can capture ghost horses
Bone amulet, used to capture skeleton horses
Horses can now wear armor, from softer to sturdier. They mitigate the damage the horses receive.
Iron Horse Armor
Gold Horse Armor
Diamond Horse Armor
And crystal armor for the rare horses
(pending picture)
This is how you craft the Horse Saddle:
The only way to dismount a horse is by clicking the sneak key (shift)
Quick guide on how to breed horses:
Rules for breeding:
-The horses to breed should be kept close (no more than 4 blocks away)
-There should be no other horses around (8 blocks)
-You have to feed them both to start the process (suitable foods are mushroom soup or pumpkins or rare essences for the rarer horses)
-it takes time (about 1/2 Minecraft day)
Quick Guide on How to use the Horses' Inventory:
-Donkeys, mules, pegasus, black pegasus and fairy horses can carry bags
-The horse needs to be tamed, and you need to give it a chest (only once)
-A key will appear in your inventory. You can use that key to open any horse inventory. If the key is lost, you can craft a new one.
How to activate the Nightmare's special ability:
-it has to be tamed, you need to give it a redstone.
-after that, ride it... and be careful
You can craft a rope:
that can be used to tie horses and BigCats, so they will follow you.
-Ostriches
Ostriches spawn in plains and desert biomes. You can find male, females and chicks. The males will fight back if attacked.
The females and chicks will run away and hide their heads in the ground if attacked.
Beware of the normally passive female ostriches, they'll fight you if you steal one of its eggs.
Wild ostriches can't be tamed, but if you happen to 'acquire' an ostrich egg and hatch it, the chick will be tamed and will follow you around.
You can give your tamed ostrich chick a name. The name can be changed by interacting with the ostrich while holding a medallion or book.
Once the chick becomes adult, it will swap its feathers to reflect its gender. You can command your tamed ostriches by using a whip.
If you give an adult tamed ostrich a saddle, you can ride it. while riding, if you crack your whip on the ground, the ostrich will sprint for a short period of time.
Male ostriches are fast and the rare albino ostriches even faster.
Ostriches can carry helmets that will reduce the damage received
A chest can be given to an ostrich and they can carry a small inventory
cloth colored cubes can be given to saddled ostriches to make them carry colored flags
Nether ostriches are obtained by giving any tamed ostrich an essence of fire
Nether ostriches will fly in a way inspired by the game 'Joust'. (It's requires skill!)
Unihorned ostriches are obtained by giving any tamed ostrich an essence of light.
They buckle animals in a similar way than with the unicorns. Unihorned ostriches can drop a unicorn
Black wyvern ostriches are obtained by giving a tamed ostrich an essence of darkness
they can fly if the jump button is used on a timely fashion. They propel themselves forward once flying. They're tricky but fun to control in the air.
Undead ostriches are obtained by giving any tamed ostrich an essence of undead.
-Snakes
There are eight different kinds of snakes including a couple of shy snakes that will run away from the player and venomous snakes like corals, cobras, rattle snakes. There are also aggressive pythons.
Different kind of snakes spawn based on the biomes. Rattlesnakes only spawn on deserts, pythons spawn on swamps and jungles
Snakes mind their own business, if you get too close they will alert and hiss, giving you time to run away. If you don't they will attack you.
A player carrying a bird or mice will attrack the nearby snakes. They hunt down small creatures
You can obtain snake eggs. A snake egg that is dropped near a torch will hatch and the baby snake will be tamed and can be picked up. tamed snakes won't attack the player.
Shy dark green snake:
shy dark spotted snake:
coral:
green snake:
orange snake:
cobra:
rattlesnake:
python:
-MantaRays
Mantarays are peaceful creatures, they won't bother you at all.
They can be tamed by mounting them. Then a fishnet can be used on them
-Stingrays
Stingrays will try to hide at the bottom of the water, they can be found in waters of most biomes except the Ocean and snow biomes. If you get too close, you have the chance of being poisoned by the stingray. Just avoid stepping on them!
They can be tamed with fishnets
-JellyFish.
JellyFish will spawn on most waters. They are translucent and propel with pulsating movements. They are also luminescent at night. You can get poisoned if you get too close. JellyFish drop slimeballs. Just watch the water, you don't want to get poisoned!
Can be tamed with fishnets
-Added Goats
Goats are really easy to tame, just drop any edible(food) item nearby. Once tamed, you can name them. you can also change the name by right clicking on the goat while holding a medallion
Tamed and wild goats will follow you if you are carrying any edible items in your hand.
You can use a rope on tamed goat to make them follow you
You can milk female goats. Female goats don't have a goatie and have shorter horns
Don't try to milk a male goat. It won't like it
Male goats will fight back if provoked. They will also fight between themselves. They won't fight to death and will calm down after a short while.
Goats are quite omnivorous. They will eat ANY item or floating blocks that are nearby. Even diamonds. If you die next to a goat it will have a feast with your dropped items. You have been warned
-Crocodiles
Crocodiles will roam around near beaches in the swamp biomes, sometimes they will remain static.
Don't be fooled by a 'sleeping' crocodile, they are ready to attack and their speed can surprise you. They are very aggressive and fast in the water.
Crocodiles snatch prey with their jaws, they will try to carry their prey to the water, were they'll perform a death roll.
If a crocodile has caught you, you can try to get free by attacking it, but not all the hits will land. It's not that easy to scape crocodile's jaws.
Crocodiles drop hides that can be used to craft 'Croc' armor
-Turtles
These shy lil' guys will hide from any other creature bigger than them.
Turtles are resistant to most attacks unless they are upside down.
If you right click on a turtle, you will flip it. It takes some time for the poor little guy to flop
You can tame turtles by dropping watermelon slices or sugar cane near them.
Once tamed, they will grow slowly, follow you around and also you can carry them on your head!
-Scorpions
Scorpions are nasty creatures that attack at night or if provoked. When scorpions attack, there is a chance of being poisoned.
There are four different kinds of scorpions, the common variety will poison you, black scorpions spawn on caves. blue scorpions found on snow that will slow you down and the red scorpions found on the Nether and will set you on fire.
Mother scorpions that are found with baby scorpions on their back drop babies which can be picked up and tamed.
Scorpions drop either sting or chitin. The sting is a short lived weapon with special properties, causing poison, slow, confusion or fire on the targets
the stings can be used to forge swords that will last longer and hit stronger (just add a diamond sword to three scorpion stings of the same kind.
With the scorpion chitins, armor can be forged. A full set of armor confers a special ability. The cave Scorpion armor set allows night vision.
The nether armor set gives fire resistance. The frost armor set enables water breathing. The regular scorpion armor gives mild regeneration.
-Kitties
Wild kitties will run from player. You can throw ('Q') cooked fish near them and once they eat it, they won't run away from the player. You can then give them a medallion to tame them. Once the medallion is given you can name them. The name and health bar can be toggled on/off individually by right clicking while holding a pickaxe or globally by using the in-game mod menu.
Medallion:
L = leather
G = Gold ingot
L L
G
Once the cat is tamed, it will look for a Kitty bed with food or milk.
Kitty Bed:
P = wood plank
I = iron ingot
W = Wool (you can use dyed wool as well, it will give you beds of different colors)
P P P
P W P
I
You can place beds and litter boxes by right clicking, and pick them up by right clicking while holding a pickaxe.
You can transport a kitty bed or litter box in your head by right clicking on it without holding a pickaxe. You can transport kitties that are on lying on the bed or litter box that way. the kitties will want either milk or pet food poured into the kitty bed. While the cat is eating or drinking, you can see the milk/food level shrinking.
Pet Food:
any combination of Raw Pork + Raw fish
Once the kitty has eaten, it will look for an unused litter box.
Litter Box:
P = wood plank
S = sand
P P P
P S P
P P P
The litter box will become 'used'. This item is a powerful magnet for monsters. However ogres won't stomp and Creepers won't explode. Zombies will chase and push it whereas skeletons will throw arrows at it. It is quite a sight After a while, an used litter box will return to its empty state. You can also use sand on an used litter box to clean it.
A cat that has eaten and used a litter box, will roam freely, it can become hungry again and look for food in a kitty bed again, or it will fall sleep at night, or try to climb a tree.
IF you use a whip nearby cats, they will sit and won't move. You can also right click on a cat while wearing a whip to individually toggle sitting on/off
Whip:
L = Leather
I = Iron Ingot
C = BigCat Claws
C L C
L L
C I
If the cat has decided to climb a tree, you can watch it climbing. A cat that climbs a tree, will get trapped on top and will need help to come down.
You can pick up a cat in three different ways: if it is a kitten, it will ride on top of your head. An adult cat will go on the player's shoulders. If you pick up a cat while holding a rope, you will carry it by its legs. Cats don't like to be carried that way and will be annoyed once you drop them.
Rope:
S = Silk
S S
S
S S
Cats can also get annoyed if they don't find a litter box or a bed with food or milk, or if you attack them once they're tamed.
Once the cat is annoyed, it will chase the player and occasionally hurt him/her. After a while the cat temper will improve.
A cat will follow you if you have a wool ball on your hand
Wool Ball:
S= string
S
s s
s
If you give the cat the wool ball, it will play with it for a while chasing it and pushing it, until the cat gets bored.
You can breed cats by giving them cake. Once cake is given, the cat will look for another cat that is also in the mood (given cake). After a while one of them will become pregnant and will need to find a kitty bed.
After a short while in the kitty bed, the cat will give birth to 1-3 kittens. Kittens will be very playful and will chase any items (not only wool balls), will play with the player and will chase its mom.
If a kitten is attacked, its mom will defend them.
Cats will display emoticons to give you clues of what they're thinking. You can turn emoticons off using the in-game mod menu.
-Mice
They will run away from everything. You can pick up a mouse by its tail. Mice drop seeds.
-Rats
They will attack the player at night or in dark areas, if you attack one rat, all the nearby rats will attack you. They are not too strong and their health is low. They drop coal.
Watch this video from BlockDaddy O'Neal showcasing the rats
-Deer
Deer will run away from anything bigger than a chicken. They're peaceful creatures. You can find female, males and fawn.
They drop pork meat
-BigCats™
(Image Pending)
BigCats replace the lions that were part of the initial release of this mod.
Besides male and female lions, there are Tigers, Cheetahs, Panthers, Snow Leopards and White Tigers.
Female lions and Tigers will always attack the player if within range. Male lions, panthers and cheetahs will some times attack the player. BigCats will attack only when hungry. They will also eat raw pork or raw fish when hungry. Once they eat or kill a prey, they'll stop being hungry for a while.
BigCats of different breeds will fight amongst them. Bring on the catfight! Tamed BigCats won't fight amongst them.
Wild Cubs will seldom spawn. If you throw raw pork or raw fish near a small cub, and then you give it a medallion, you will tame it and it won't despawn or attack you. Once it grows to adult size, it will fight mobs on its own. Cubs will attack any other animal smaller than themselves. Bigger (almost adult) cubs won't be tamed.
Tamed BigCats will follow you and fight any mob that targets you.
BigCats will drop BigCat Claws when killed. You can use the BigCatClaws to craft a whip.
Horses and BigCats will stay put when a whip is used near them (whitin 12 blocks). Also If you right click on a tamed Horse or BigCat while holding a whip, you can toggle them between moving and staying.
If you use a rope on a tamed BigCat, it will follow you and fight your enemies
You can watch this video by Foxy1990, showing how to tame BigCats
-Lil' Fish
They have 10 different colors/patterns. Piranhas are red and will attack anything that falls in the water. You can deactivate piranhas with the in game menu
Fishbowls can be used to capture, transport and release fish. You can craft a fishbowl with four pieces of glass. an empty fishbowl can be filled with water
A fishbowl with water can be used to capture fish. The fishbowl can be placed in the world and carried around in your head. If you want to bring a fishbowl back to your inventory, just
right click on it while holding any pike.
Fish can also be tamed with fishnets
-Dolphins
There are six different kind of dolphins (from common to rare): blue, green, purple, dark, pink and albino. The last two kinds are seen only rarely in the wild.
Taming dolphins:
You can tame dolphins by feeding them raw fish. the rarer the dolphin, the more raw fish it requires to be tamed. A blue dolphin requires 2 raw fish and an albino dolphin requires 12 raw fish. You can also tame dolphins by riding/breaking them. Rarer dolphins are noticeable faster than common ones.
Breeding dolphins:
Tamed adult dolphins can breed by feeding them cooked fish and keeping them apart from other creatures in a similar fashion than the horse breeding. Young dolphin can not breed or be tamed/ridden.
Two dolphins of the same color will always have offspring of such color. Dolphins have a 'genetic value' from 1-6. (blue = 1 and albino = 6) if you mix and match dolphins you have 1/3 chance of obtaining a purple or dark dolphin if the genetic value addition of the parents is 3 or 4, and you have a 1/10 chance of obtaining a pink or albino dolphin if the genetic value addition equals 5 or 6. i.e. A pink dolphin(5) can be obtained in 1/10 of cases by combining a blue(1) plus a dark(4) dolphin or a green (2) plus a purple (3) dolphin.
This video shows how to breed dolphins: (courtesy of Foxy1990)
-Sharks
The sharks will attack anything that falls in the water, except squids or other sharks. Sharks have different sizes, if you kill a big shark in easy difficulty or higher, you have a 10% chance of getting a shark egg. Right clicking on the shark eggs throws them. If the egg falls in water it will incubate and a tamed shark will hatch. Tamed sharks won't despawn and once they're big enough, will attack any other creature except sharks or the player.
The shark model was inspired by charle88's thread. He also shared his textures.
-Werewolves
The first metamorphic and multi-stance mob for Minecraft! Don't be fooled by his appearance and sweet talk, they are ominous! He drops wood sticks or wood tools. At night it will transform into a vicious werewolf!
There are four kinds of werewolves, of special interest is the fiery werewolf who can set targets ablaze.
In daylight the werewolf will transform back into human form in no time. The best way to kill this beast is by using gold items (Think of it as the Minecraft silver). You have been warned, don't face one if you don't have a gold sword. It drops gold apples, stone or steel tools.
Werewolves sometimes will run on all fours, which makes them faster
-Bears
There are four kind of bears in MoCreatures:
Black bears and Grizzly bears will attack back if provoked. Polar Bears, that spawn in cold biomes will hunt down the player on sight. Panda bears are peaceful creatures that are attracted to sugar cane.
You can tame a Panda bear by giving it reeds. Once tamed, a lazo can be used to make them follow you.
-Wolves
Spawns during the night time, only outdoors. It will attack you at night, and won't attack unless provoked during the day. Hunts small prey, and of course sheep!
-Wraiths
New flying mob. Spawns only on Normal difficulty or higher. Drops gunpowder
-Flame Wraiths
spawns only in Hard difficulty. Will set you on fire for a short time. Drops redstone. You can see them from a distance because of flashing flames.
-Ogres
The first mobs to destroy blocks! It destroys blocks sparing ore blocks and obsidian. The green ogre drops obsidian ore
The fire Ogre is rarer than the regular ogre. This mob destroys blocks and ignites the floor on impact. It is fire resistant. It drops 'fire' so you can craft your chainmail.
The Cave Ogre only spawns underground. It has the biggest area of damage. It drops diamonds.
-Ducks
Nothing original, I used material already available, credits go to dorino1 quack sounds plus painterly pack's duck texture.
-Boars
They attack smaller prey and if you get close to them, they can also attack you. Be warned
-Bunnies
Courtesy of KodaichiZero
They have four different fur colors. You can tame on by picking it up. If you keep two tamed bunnies in an enclosed space, they will breed.
If you drop a bunny while being chased by mobs, the mobs will target the bunny.
Something cool happens if you ride a horse with a bunny hat!
-Birds!
Birds add atmosphere to the game. There are six different kinds, and they have different sounds: Dove, Crow, BlueGrossBeak, Cardinal, Canary and Parrot. You can tame them by feeding them seeds. Once tamed, they won't be afraid of you and won't despawn.
If you pick up a bird, you can glide safely from heights
-Foxes
They will attack only smaller creatures. Most of the work was done by Roundaround. I worked on the 3D model
Frequently Asked Questions
I apologize in advance, but any post in the forum or any private message with a question already answered here will be ignored. I just don't have the time to answer the same questions over and over again. Please don't PM me with requests or questions. Use the forum instead. I'm overwhelmed with PMs and I'm not reading them anymore.
F.A.Q.
Q.: Can I include your mod in my modpack?
A.: I'm sorry, but no. Please do not PM me about it. The answer is still no.
Q.: How do I get off my mount?
A.: Press the 'F' key
Q.: I installed the mod but don't see any of the new creatures.
A.: perhaps the gamerule doMobSpawning is set to false. To fix it,open the world to LAN to allow cheats, then press 't', then type: /gamerule doMobSpawning true
Q.: I only want to have xxx mob and not the others, can I?
A.: Use the in-game menu to adjust the spawn rates for each individual mob. You can deactivate any mob by setting its frequency to 0
Q.: I can't tame/ride a horse
A.: Make sure you're using the right saddle and follow the previous instructions on how to tame horses
Q.: I get a black screen when installing the mod
A.: Did you forget to delete the META-INF folder?
Q.: Does this work for SMP?
A.: Yes
Q.: The lions and bears are bipeds!!
A.: You either did not install the Mod Loader or you installed another mod that conflicted with mine (i.e. a non Mod Loader mod)
Q.: Can you do xxxx mob for me?
A.: You're welcome to post your ideas/suggestions, I have a list of mobs to do...
Q.: Does this work for Mac computers?
A.: It does, the installation procedure is different.
Q.: What program do you use to make the mobs?
A.: I'm using Techne for models, paint.net for the textures, MCP plus Eclipse for the code
-Mo Creatures Mod Full v2.3.1.rar or .zipNew mirror thanks to Minecraft Filebase: .rar.zip
-Werewolves v2.2.rar or .zip Mirror: .rar or .zip
-Mo Creatures Mod Wildlife v2.3.rar or .zip Mirror: .rar or .zip : adds Lions, Wolves, Bears, Polar Bears, Ducks, Boars, Bunnies, Birds and Foxes!
-Mo Creatures Mod Wraiths v2.3.rar or .zip Mirror: .rar or .zip
-Mo Creatures Mod Ogres v2.3.rar or .zip Mirror: .rar or .zip
-Mo Creatures Mod Horses v2.3.rar or .zip Mirror: .rar or .zip
-Mo Creatures Mod Full v2.1.2.rar or .zip
-Mo'Creatures Birds v2.1.1.rar or .zip
-Mo Creatures Mod Wildlife v2.1.2.rar or .zip : adds Lions, Wolves, Bears, Polar Bears, Ducks, Boars, Bunnies and Birds!
-Mo Creatures Mod Wraiths v2.1.1.rar or .zip
-Mo Creatures Mod Ogres v2.1.1.rar or .zip
-Mo Creatures Mod Horses v2.1.2.rar or .zip
-Mo Creatures Mod Full v2.0.1.rar or .zip
-Mo'Creatures Birds v2.1 .rar or .zip
-Mo Creatures Mod Wildlife v2.0.1 .rar or .zip
-Mo Creatures Mod Wraiths v2.0 .rar or .zip
-Mo Creatures Mod Ogres v2.0 .rar or .zip
-Mo Creatures Mod Horses v2.0 .rar or .zip
Coding: DrZhark, Bloodshot
Modelling: Kent C Jensen (a.k.a. BlockDaddy O'Neal) and DrZhark
Textures, Icons: BlockDaddy and DrZhark
Sounds: DrZhark
special thanks to:
-ScottKillen: Extrabiomes XL compatibility coding
-AtomicStryker: SMP port for Minecraft 1.2.5
-Cojomax: adding custom sounds
-Freakstricth: Forge sprites
-Resuke: icons
-Vaprtek: initial Horse Model.
-Dorino1: quack sounds plus painterly pack's duck texture.
-Macaque: first boar texture.
-KodaichiZero: Bunnies!
-Rondaround: fox idea, AI, sounds and texture
-_303 and Risugami: help with ModLoader and AudioMod
-Corosus: optimization changes in the code
-charle88: shark's model inspiration
-cdrumer11: pink and white dolphin skins
-FireHazurd: first werewolf model and texture
btw, fair warning, 1.6.2 hasnt worked with ur mod...... all crash reports on forums:
Mo' Creatures isn't working.I installed all 4 mods right which is hard to say because you have to know how to install them,but I can say that I did do it correctly because I have a program that installs mods for you.And if you make a machine right it never messes up.So, anyway back to the problem.When I launch Minecraft what happens is it goes to the Mojang banner for a while like it always does,and then BOOM!It just crashes.It goes to a blue screen which closes before I can read it but it says something about a mod that I installed a while ago.And I, did clear out my minecraft.jar every time I tried again,so none of the files from that mod should be in my Minecraft.jar.I tried installing Minecraft again so I would have a fresh jar file in case mod files were still in there,but I have no idea on how to get to the other minecraft.jar (the one I just downloaded) and install mods to it and not the main minecraft.I didn't think I would ever have to make a backup since I could just go to options force update and start over like I always do but I guess that doesn't seem to work or something.Somebody please help so I know I didn't type three paragraphs for nothing.If you did help thank you.I've never had Mo' Creatures and iv'e seen from other people that the experience is well worth the pain in the butt to install.And one day I hope after mastering installing Mo' Creatures I could install More Creeps And Weirdos and have to time of my life.Iv'e watched videos and read things online but they all cover previous things iv'e done.
(#1 from all versions)
I would really love to breed Goats. I wonder why this is still not possible? You could use Seeds or Wheat. Please consider adding this, DrZhark. I love your mod and it seems a shame that this is not added.
btw, fair warning, 1.6.2 hasnt worked with ur mod...... all crash reports on forums:
Mo' Creatures isn't working.I installed all 4 mods right which is hard to say because you have to know how to install them,but I can say that I did do it correctly because I have a program that installs mods for you.And if you make a machine right it never messes up.So, anyway back to the problem.When I launch Minecraft what happens is it goes to the Mojang banner for a while like it always does,and then BOOM!It just crashes.It goes to a blue screen which closes before I can read it but it says something about a mod that I installed a while ago.And I, did clear out my minecraft.jar every time I tried again,so none of the files from that mod should be in my Minecraft.jar.I tried installing Minecraft again so I would have a fresh jar file in case mod files were still in there,but I have no idea on how to get to the other minecraft.jar (the one I just downloaded) and install mods to it and not the main minecraft.I didn't think I would ever have to make a backup since I could just go to options force update and start over like I always do but I guess that doesn't seem to work or something.Somebody please help so I know I didn't type three paragraphs for nothing.If you did help thank you.I've never had Mo' Creatures and iv'e seen from other people that the experience is well worth the pain in the butt to install.And one day I hope after mastering installing Mo' Creatures I could install More Creeps And Weirdos and have to time of my life.Iv'e watched videos and read things online but they all cover previous things iv'e done.
(#1 from all versions)
4? oh you mean forge, only forge goes in your jar file.
you prob forgot to clean out your mods folder
you must remove all old mods and make sure your GUIAPI isn't a .jar.zip because your browser tacked on an extra .zip that you have to delete.
This was the first mod I ever wanted to get. This was the first mod I got. And then it was the first mod I couldn't get because it didn't update. Please Dr. Zhark, please please please update this mod!
There's no need for it to be updated yet. 1.7 isn't out yet, and it already works on 1.6.4.
try the spawner GUI from this site. I know it says it requires his mod loader but I've got it to work in 1.4.7 by dumping it into the jar file after forge, but IDK if that is still required. Try it by just dumping it into the mods folder, if that doesn't work you may have to add it to the jar file, which is easiest with either Magic Launcher or MultiMC.
I can't get it to work. It says the mod is installed, but no GUI pops up regardless of spawner.
I can't get it to work. It says the mod is installed, but no GUI pops up regardless of spawner.
Project Zulu has what's called a "Limited Mob Spawner", which allows you to configure what mob spawns and other options. It can spawn other mobs from other mods, including Mo' Creatures. I know it spawns hostile mobs because there was a bug a while back trying to spawn the werewolf with it, which was fixed. Works in Forge and has been released for multiple MC versions.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Project Zulu has what's called a "Limited Mob Spawner", which allows you to configure what mob spawns and other options. It can spawn other mobs from other mods, including Mo' Creatures. I know it spawns hostile mobs because there was a bug a while back trying to spawn the werewolf with it, which was fixed. Works in Forge and has been released for multiple MC versions.
I need a vanilla monster spawner to spawn Werewolves.
I want to make a Mo' Creatures themed Ruins pack, so a Vanilla Monster Spawner will be necessary. Spawner GUI doesn't work, NEI doesn't work, and the /give command doesn't work.
Client-side crash on MC 1.6.4. Mo'Creatures, CMS, and GUIAPI were the most recent three mods added in the process of porting my 1.6.2 server pack up to 1.6.4. Neither GUIAPI nor CMS alone produce the crash, but as soon as I add MoC back in, the client crashes again.
---- Minecraft Crash Report ----
// I let you down. Sorry
java.lang.NullPointerException
at drzhark.mocreatures.block.MoCBlockLog.func_71858_a(MoCBlockLog.java:174)
at codechicken.microblock.BlockMicroMaterial$$anonfun$loadIcons$2.apply$mcVI$sp(BlockMicroMaterial.scala:47)
at scala.collection.immutable.Range.foreach$mVc$sp(Range.scala:141)
at codechicken.microblock.BlockMicroMaterial.loadIcons(BlockMicroMaterial.scala:46)
at codechicken.microblock.handler.MicroblockEventHandler$$anonfun$postTextureStitch$1.apply(EventHandler.scala:32)
at codechicken.microblock.handler.MicroblockEventHandler$$anonfun$postTextureStitch$1.apply(EventHandler.scala:32)
at scala.collection.IndexedSeqOptimized$class.foreach(IndexedSeqOptimized.scala:33)
at scala.collection.mutable.ArrayOps$ofRef.foreach(ArrayOps.scala:108)
at codechicken.microblock.handler.MicroblockEventHandler$.postTextureStitch(EventHandler.scala:32)
at net.minecraftforge.event.ASMEventHandler_129_MicroblockEventHandler$_postTextureStitch_Post.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.client.ForgeHooksClient.onTextureStitchedPost(ForgeHooksClient.java:252)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:149)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:57)
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(SourceFile:69)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(SourceFile:133)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SourceFile:99)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SourceFile:87)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:543)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:265)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at drzhark.mocreatures.block.MoCBlockLog.func_71858_a(MoCBlockLog.java:174)
at codechicken.microblock.BlockMicroMaterial$$anonfun$loadIcons$2.apply$mcVI$sp(BlockMicroMaterial.scala:47)
at scala.collection.immutable.Range.foreach$mVc$sp(Range.scala:141)
at codechicken.microblock.BlockMicroMaterial.loadIcons(BlockMicroMaterial.scala:46)
at codechicken.microblock.handler.MicroblockEventHandler$$anonfun$postTextureStitch$1.apply(EventHandler.scala:32)
at codechicken.microblock.handler.MicroblockEventHandler$$anonfun$postTextureStitch$1.apply(EventHandler.scala:32)
at scala.collection.IndexedSeqOptimized$class.foreach(IndexedSeqOptimized.scala:33)
at scala.collection.mutable.ArrayOps$ofRef.foreach(ArrayOps.scala:108)
at codechicken.microblock.handler.MicroblockEventHandler$.postTextureStitch(EventHandler.scala:32)
at net.minecraftforge.event.ASMEventHandler_129_MicroblockEventHandler$_postTextureStitch_Post.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraftforge.client.ForgeHooksClient.onTextureStitchedPost(ForgeHooksClient.java:252)
at net.minecraft.client.renderer.texture.TextureMap.func_110571_b(TextureMap.java:149)
at net.minecraft.client.renderer.texture.TextureMap.func_110551_a(TextureMap.java:57)
-- Resource location being registered --
Details:
Resource location: minecraft:textures/atlas/items.png
Texture object class: net.minecraft.client.renderer.texture.TextureMap
Stacktrace:
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(SourceFile:69)
at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(SourceFile:133)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SourceFile:99)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SourceFile:87)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:543)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:265)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
There are two kinds of people in the world: those for whom Mo'Creatures works on 1.6.4, and those for whom it doesn't.
IF you are one of the latter; AND you have Forge Multipart installed; AND you are upgrading from 1.6.2, wnere it was working, to 1.6.4; AND you are getting THE EXACT crash quoted above, "java.lang.NullPointerException
at drzhark.mocreatures.block.MoCBlockLog.func_71858_a(MoCBlockLog.java:174)
at codechicken.microblock.BlockMicroMaterial$$anonfun$loadIcons$2.apply$mcVI$sp(BlockMicroMaterial.scala:47)";
REMOVE YOUR config/microblocks.cfg FILE.
The problem is that block IDs used by Mo'Creatures are coming up differently in your 1.6.4 configuration than they were in 1.6.2, and Forge Multipart is trying to create microblocks out of a non-cuttable Mo'Creatures block. You will have to recreate a new list of valid cuttable blocks.
I can't get it to work. It says the mod is installed, but no GUI pops up regardless of spawner.
like I had said, I'm still stuck in 1.4.7 and didn't know if it would work in 1.6.4. Forge says they have dropped support for modloader mods....but when I finally get to 1.6.4 I'll just test it out for myself
The Meaning of Life, the Universe, and Everything.
Location:
Georgia
Join Date:
10/20/2011
Posts:
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Minecraft:
minecraftrockz02
Member Details
Okay guys, this is the last time I'm going to post this. I haven't gotten real replies the last 4 times I've posted about this. The others have been buried. I have a problem with Manta Rays.
No matter how many times I ride them, I cannot get them to tame. MultiDarkShadow77, a forum admin, thought you can tame them with fishnets. You can't. Is there any way to make taming easier, spawn a tame Manta, is this a confirmed bug, or any way to tame them without riding them? I would appreciate any help at all, even if it's not an answer to the questions I asked.
PLEASE reply.
If you want to be able to place spawners with Mo' Creatures mobs, you can use Not Enough Items (NEI). If you want them to spawn in your world randomly (like inside a dungeon instead of vanilla monster spawners), I can't think of anything simple offhand.
NEI doesn't have hostile mobs, which is what I'm looking for.
try the spawner GUI from this site. I know it says it requires his mod loader but I've got it to work in 1.4.7 by dumping it into the jar file after forge, but IDK if that is still required. Try it by just dumping it into the mods folder, if that doesn't work you may have to add it to the jar file, which is easiest with either Magic Launcher or MultiMC.
btw, fair warning, 1.6.2 hasnt worked with ur mod...... all crash reports on forums:
Mo' Creatures isn't working.I installed all 4 mods right which is hard to say because you have to know how to install them,but I can say that I did do it correctly because I have a program that installs mods for you.And if you make a machine right it never messes up.So, anyway back to the problem.When I launch Minecraft what happens is it goes to the Mojang banner for a while like it always does,and then BOOM!It just crashes.It goes to a blue screen which closes before I can read it but it says something about a mod that I installed a while ago.And I, did clear out my minecraft.jar every time I tried again,so none of the files from that mod should be in my Minecraft.jar.I tried installing Minecraft again so I would have a fresh jar file in case mod files were still in there,but I have no idea on how to get to the other minecraft.jar (the one I just downloaded) and install mods to it and not the main minecraft.I didn't think I would ever have to make a backup since I could just go to options force update and start over like I always do but I guess that doesn't seem to work or something.Somebody please help so I know I didn't type three paragraphs for nothing.If you did help thank you.I've never had Mo' Creatures and iv'e seen from other people that the experience is well worth the pain in the butt to install.And one day I hope after mastering installing Mo' Creatures I could install More Creeps And Weirdos and have to time of my life.Iv'e watched videos and read things online but they all cover previous things iv'e done.
(#1 from all versions)
4? oh you mean forge, only forge goes in your jar file.
you prob forgot to clean out your mods folder
you must remove all old mods and make sure your GUIAPI isn't a .jar.zip because your browser tacked on an extra .zip that you have to delete.
There's no need for it to be updated yet. 1.7 isn't out yet, and it already works on 1.6.4.
I can't get it to work. It says the mod is installed, but no GUI pops up regardless of spawner.
Seriously? Two posts above yours:
Project Zulu has what's called a "Limited Mob Spawner", which allows you to configure what mob spawns and other options. It can spawn other mobs from other mods, including Mo' Creatures. I know it spawns hostile mobs because there was a bug a while back trying to spawn the werewolf with it, which was fixed. Works in Forge and has been released for multiple MC versions.
I need a vanilla monster spawner to spawn Werewolves.
I want to make a Mo' Creatures themed Ruins pack, so a Vanilla Monster Spawner will be necessary. Spawner GUI doesn't work, NEI doesn't work, and the /give command doesn't work.
There are two kinds of people in the world: those for whom Mo'Creatures works on 1.6.4, and those for whom it doesn't.
IF you are one of the latter;
AND you have Forge Multipart installed;
AND you are upgrading from 1.6.2, wnere it was working, to 1.6.4;
AND you are getting THE EXACT crash quoted above, "java.lang.NullPointerException
at drzhark.mocreatures.block.MoCBlockLog.func_71858_a(MoCBlockLog.java:174)
at codechicken.microblock.BlockMicroMaterial$$anonfun$loadIcons$2.apply$mcVI$sp(BlockMicroMaterial.scala:47)";
REMOVE YOUR config/microblocks.cfg FILE.
The problem is that block IDs used by Mo'Creatures are coming up differently in your 1.6.4 configuration than they were in 1.6.2, and Forge Multipart is trying to create microblocks out of a non-cuttable Mo'Creatures block. You will have to recreate a new list of valid cuttable blocks. Yeah, I just figured that out myself, looking at it while more awake.
like I had said, I'm still stuck in 1.4.7 and didn't know if it would work in 1.6.4. Forge says they have dropped support for modloader mods....but when I finally get to 1.6.4 I'll just test it out for myself
What order did you install your mods in?
Forge must be installed first.
No matter how many times I ride them, I cannot get them to tame. MultiDarkShadow77, a forum admin, thought you can tame them with fishnets. You can't. Is there any way to make taming easier, spawn a tame Manta, is this a confirmed bug, or any way to tame them without riding them? I would appreciate any help at all, even if it's not an answer to the questions I asked.
PLEASE reply.
Oasis Liner, IN MINECRAFT FORM!