As in no other mobs at all? or just no other monsters? After all the walkers like to eat chickens and pigs.
No other monsters. Maybe if you reskin the Skeleton to a bandit, that could work out. I don't want a Creeper spoiling the Zombie Apocalypse survival theme.
Also, This mod renders the Mod Dismemberment and/or Mod Amputation null. I can't gib zombies and there's no blood spills on my doorstep :disappointed:
No other monsters. Maybe if you reskin the Skeleton to a bandit, that could work out. I don't want a Creeper spoiling the Zombie Apocalypse survival theme.
Also, This mod renders the Mod Dismemberment and/or Mod Amputation null. I can't gib zombies and there's no blood spills on my doorstep :disappointed:
I see. That sounds like a good idea. In the current version of the mod Zombies are not spawned in most biomes. The "zombies" that you see are walkers and probably not going to work in the dismemberment mods. I'm not sure how to get around this.
The requirements for the walkingdead mod are zombie-like creatures spawning in the daytime and in large numbers. Zombies don't do that.
I'll look into the idea of only walkers spawning and maybe try to figure out how to have the dismemberment mods work with EntityWalkingDead.
It seems that the issue is the maximum allowed monsters in the world is 70. I have to figure out how to get around that. I want to spawn the walkers in addition to the other monsters. I'll keep working on it.
Using Mob Spawn Controls, you can up the spawn caps for all creature types. I really don't know another option - unless you set it to spawn like an Ambient? But that doesn't make much sense.
Using Mob Spawn Controls, you can up the spawn caps for all creature types. I really don't know another option - unless you set it to spawn like an Ambient? But that doesn't make much sense.
Thanks for that. I took a look at it and I like it. However at this point the walkingdead mod has options for removing zombie, skeleton, and creeper spawns. also the custom spawning I wrote apparently doesn't take the monster limit of 70 into account. So maybe it's 'problem solved'. But I really like your Mob Spawn Control mod.
Does the walking dead mod add any new mobs or do the defualt ones never despawn?
No new mobs, just zombies that spawn in the day, in large numbers, and have more held items. They will sometimes drop those held items when killed. They do despawn. You also have options to not spawn other monster mobs. This is a WIP zombie apocalypse mod.
The walker spawning in the daytime is great, however during the night or in any dark place other hostile mobs will spawn.
In the newer versions you can configure which hostile mobs you don't want to spawn. See the config file for details. The default values will allow spider spawns. Creepers, skeletons, zombies, and slime will not spawn. However skeletons riding spiders still spawn at night. Try the newest 1.4.7 version if you aren't running it already.
Are you running any custom mob spawning mods? I don't know if any of them can override this mods spawn removal code.
I have updated the mods today. The WalkingDead and Reptiles mod have seen major improvements in spawning. These mods will allow the walkers and reptiles to spawn in all suitable biomes based on the BiomeGenBase class. I have tested this with ExtrabiomesXL-universal-1.4.7-3.8.0. By suitable I mean that the walkers can spawn in any biome, except maybe Nether and the End, but the reptiles will spawn in biomes that make sense for the type of reptile. They will not spawn in cold climates or the Nether or the End.
I am getting this error when I try to add the parachute mod (1.4.6)
java.lang.RuntimeException: 'chuteColor' has no scope in 'C:/Users/Mine/AppData/Roaming/.minecraft/config/ParachuteMod.cfg:28'
at net.minecraftforge.common.Configuration.load(Configuration.java:565)
at net.minecraftforge.common.Configuration.<init>(Configuration.java:89)
at parachute.common.Parachute.preLoad(Parachute.java:90)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:478)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
you're welcome. there is an issue going from an older version of the mod config to the newer versions. Not sure why, I just added variables, the older ones are still there.
Just a suggestion on the parachute mod. Maybe you should have to wear the parachute (the chest plate slot) in order for it to deploy instead of clicking.
As in no other mobs at all? or just no other monsters? After all the walkers like to eat chickens and pigs.
No other monsters. Maybe if you reskin the Skeleton to a bandit, that could work out. I don't want a Creeper spoiling the Zombie Apocalypse survival theme.
Also, This mod renders the Mod Dismemberment and/or Mod Amputation null. I can't gib zombies and there's no blood spills on my doorstep :disappointed:
I am simultaneously everywhere and nowhere at the same time
I see. That sounds like a good idea. In the current version of the mod Zombies are not spawned in most biomes. The "zombies" that you see are walkers and probably not going to work in the dismemberment mods. I'm not sure how to get around this.
The requirements for the walkingdead mod are zombie-like creatures spawning in the daytime and in large numbers. Zombies don't do that.
I'll look into the idea of only walkers spawning and maybe try to figure out how to have the dismemberment mods work with EntityWalkingDead.
Yes you do. I'll fix that, I know what the problem is. The fix presents a problem for controlling the parachute when auto-deployed though.
Updated mods to forge-6.5.0-471. more spawning changes to walkingdead mod, see the config file for details.
@AgentLeiner: I added options for monster spawning control.
Using Mob Spawn Controls, you can up the spawn caps for all creature types. I really don't know another option - unless you set it to spawn like an Ambient? But that doesn't make much sense.
Thanks for that. I took a look at it and I like it. However at this point the walkingdead mod has options for removing zombie, skeleton, and creeper spawns. also the custom spawning I wrote apparently doesn't take the monster limit of 70 into account. So maybe it's 'problem solved'. But I really like your Mob Spawn Control mod.
Fixed!
youtube.com/user/Spyro787878
No new mobs, just zombies that spawn in the day, in large numbers, and have more held items. They will sometimes drop those held items when killed. They do despawn. You also have options to not spawn other monster mobs. This is a WIP zombie apocalypse mod.
In the newer versions you can configure which hostile mobs you don't want to spawn. See the config file for details. The default values will allow spider spawns. Creepers, skeletons, zombies, and slime will not spawn. However skeletons riding spiders still spawn at night. Try the newest 1.4.7 version if you aren't running it already.
Are you running any custom mob spawning mods? I don't know if any of them can override this mods spawn removal code.
Only the 1.4.7 version has been updated.
java.lang.RuntimeException: 'chuteColor' has no scope in 'C:/Users/Mine/AppData/Roaming/.minecraft/config/ParachuteMod.cfg:28'
at net.minecraftforge.common.Configuration.load(Configuration.java:565)
at net.minecraftforge.common.Configuration.<init>(Configuration.java:89)
at parachute.common.Parachute.preLoad(Parachute.java:90)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:478)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:485)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:161)
at net.minecraft.client.Minecraft.a(Minecraft.java:410)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
Any help would be appreciated!
It worked! Thanks
you're welcome. there is an issue going from an older version of the mod config to the newer versions. Not sure why, I just added variables, the older ones are still there.