Oh and one other thing. It seems logical for your mod to also despawn mobs from the world if they are banned from spawning and appear due to something other than the natural spawning system. For example Spawners will still produce mobs even if they are disabled when ideally you would want to remove them the moment they appear or have MSC2 look at the spawner to determine what it produces and them remove the block entirely if it breaks mob spawning rules.
I mean, I could add despawning, but it would probably be too complicated. It sounds like you want a mod to prevent specific mob-spawner spawns?
Davidee great work! Could you please add support for mods like OreSpawn mod. It seems your mod is already smart enough to detect biomes and unvanilla mobs from other mods. But the spawning doesnt work properly. For example you want to spawn mobzilla(OreSpawn mod) in a heathland biome(BoP). Is that a more difficult step for you? or is something you can do on the fly?
What's wrong with it exactly? Does it detect the mob / biome?
Any thoughts on adding an option for a dimension blacklist to mob entries... Such that you could make it so that mobs from a given group or entity type could be made to not spawn in one dimension, but still spawn in others when dictated by biome. This could, for example, allow you to have a mod that has stronger enemies, but block them from appearing in the overworld (dimension 0) but appear inside a higher dimension, like those added by Mystcraft. It would probably have to be setup as a blacklist instead of a whitelist so that new dimensions which are created would still, initially, have all the normal spawning mechanics that are determined from their biome settings, rather than having to manually enable for that dimension. But for ease of use, you could probably pre-assign value ranges for blacklisted dimensions, rather than checking them off as they are generated.
Hmm, would you prefer configurations per-dimension? I'm just not sure it's easy to define what biomes can be in a dimension - I'll have to look into it. Otherwise, the users will have to figure everything out.
Group definitions fit the format "&Group=*,+A,-B,..." or "&Group=-A,+B", i.e. each group or biome must be prefixed with a + or - only. The parser can figure out if it's a group or biome, so there's no need for the &. The log file will notify you if you make a mistake by the way.
Just want to say, BIG THANK YOU. I updated my server at the weekend, and no hostile mobs would spawn naturally. Added this mod, maxed the cap, and bingo, mobs galore! Was quite worried I'd be having to restart the world.
Does none / unknown leave the mob alone for its own mod to spawn and despawn by its own rules?
I got this crash report:
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 2/15/14 3:45 AM
Description: Initializing game
java.lang.NoClassDefFoundError: com/mcf/davidee/msc/gui/edit/SettingsScreen
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2493)
at java.lang.Class.getConstructor0(Class.java:2803)
at java.lang.Class.newInstance(Class.java:345)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:195)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:138)
at cpw.mods.fml.common.network.NetworkModHandler.<init>(NetworkModHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:263)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
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(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: com.mcf.davidee.msc.gui.edit.SettingsScreen
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 40 more
Caused by: java.lang.NoClassDefFoundError: com/mcf/davidee/msc/gui/MSCScreen
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:800)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 42 more
Caused by: java.lang.ClassNotFoundException: com.mcf.davidee.msc.gui.MSCScreen
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 46 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2493)
at java.lang.Class.getConstructor0(Class.java:2803)
at java.lang.Class.newInstance(Class.java:345)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:195)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:138)
at cpw.mods.fml.common.network.NetworkModHandler.<init>(NetworkModHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:263)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- 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(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Linux (amd64) version 3.11.0-12-generic
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 259191464 bytes (247 MB) / 459276288 bytes (438 MB) up to 954728448 bytes (910 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 22 mods loaded, 22 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
battlegear2{1.0.4.7} [Mine & Blade Battlegear 2 - Bullseye] (1.6.4-MB_Battlegear2-Bullseye-1.0.4.7.jar) Unloaded->Constructed
MineFantasy{Alpha 1.9} [Mine Fantasy] ([1.6.4]MineFantasy 1.9.2.jar) Unloaded->Constructed
BiblioCraft{1.5.4} [BiblioCraft] (BiblioCraft[v1.5.4].zip) Unloaded->Constructed
DLDungeonsJBG{1.0.1} [Doomlike Dungeons] (DoomlikeDungeons-1.0.1-MC1.6.4.zip) Unloaded->Constructed
MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.1.0.zip) Unloaded->Constructed
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed
LycanitesMobs{1.4.4 - MC 1.6.4} [Lycanites Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
ArcticMobs{1.4.4 - MC 1.6.4} [Lycanites Arctic Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
DemonMobs{1.4.4 - MC 1.6.4} [Lycanites Demon Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
DesertMobs{1.4.4 - MC 1.6.4} [Lycanites Desert Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
ForestMobs{1.4.4 - MC 1.6.4} [Lycanites Forest Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
InfernoMobs{1.4.4 - MC 1.6.4} [Lycanites Inferno Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
JungleMobs{1.4.4 - MC 1.6.4} [Lycanites Jungle Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
PlainsMobs{1.4.4 - MC 1.6.4} [Lycanites Plains Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
SwampMobs{1.4.4 - MC 1.6.4} [Lycanites Swamp Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
mca{3.6.0b} [Minecraft Comes Alive] (MCA-3.6.0b MC-1.6.4.zip) Unloaded->Constructed
Natura{2.1.14} [Natura] (Natura_mc1.6.X_2.1.14.jar) Unloaded->Constructed
AS_Ruins{11.0} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed
MSC2{1.1.0} [Mob Spawn Controls 2] (Forge_MSC2v1.1.0.zip) Unloaded
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: Mesa DRI Intel® Ivybridge Desktop GL version 3.0 Mesa 9.2.1, Intel Open Source Technology Center
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
if you don't mind me asking I didn't notice anywhere to make the settings default for all worlds, can you just edit the old config file for it, or is there a different way of doing that?
If I delete the defaults config for vanilla, will it regenerate an actual default default config ? I am unsure why, but it seems like my defaults have been changed because no vanilla monsters are spawning at night...Speaking of which, is there a way to make monsters spawn only at night or certain light levels instead of just by biome ? THAT would be incredibly helpful
If I delete the defaults config for vanilla, will it regenerate an actual default default config ? I am unsure why, but it seems like my defaults have been changed because no vanilla monsters are spawning at night...Speaking of which, is there a way to make monsters spawn only at night or certain light levels instead of just by biome ? THAT would be incredibly helpful
It doesn't seem to control mob-spawning unless I click the Use Master checkbox, and than it still spawns per specific biome. Which is what I want, but I thought you should be made aware of that. Also, some suggestions:
-Use numeric input boxes instead of sliders for max numbers of mobs (200 is too small for a large server)
-Implement mob distribution, so that they're evenly spread between players, so 1 player doesn't have all 200 around him and the other has 0, maybe make the max mob setting a max mob per player setting, and detect in a radius around the player the number of mobs?
-Implement height conditions for spawning, or perhaps nearby block type conditions, so we can make things only spawn in strongholds by making it dependent on stone brick, etc.
-Mo'creatures seem to spawn much less than other mods mobs. I set everything to spawnrate of 1 in mo'creatures config, anything else I need to do?
-Make mob groups,like you have biome groups, for faster configuration!
I'm using a mod that cuts back on the amount of cave and ravine generation (sick of spegeti caves and ravines scaring the surface) so yeah mob spawn top side is a little out of control. I hoped to use this to bring it back to more manageable... well...
I want all the mobs to follow the same set of spawning rules. weight 1, min 1, max 2 to start with for my lets play. However I am having an issue that all mobs are spawning in all dimensions. I'm getting nether stuff in the over world, overworld stuff in the nether, end, etc...
So how would I config this so I'm not having cross realm mobs spawning well.. where ever they feel, but lower the spawn rate of mobs to say about, weight 1, min 1, max 2? Right now with BOP, Thaumcraft, twilight forest and such I got a LOT of biomes, and I really much rather just change one setting per mob.
Is there no global setting that will keep mobs in their proper dimension but let you edit the spawn settings? I rather not have to edit everything for each biome when I want them all the same.
I also want to flat out turn off some mobs, disable them from spawning... but again I have to go through all the biomes, the master settings don't do squot.
Instead of select biome, then edit mobs, select biome, edit mobs, Can we not have a global setting that you pick a mob, give it it's spawn rates, and maybe a check box on what biome to spawn in or not? That could be set as a global setting, that you could use first to set the default values, THEN go into each biome and tweak things.
If we want say 3 or so biomes to have unique settings... as is it looks like we still have to change 50+ biomes for some of us with extra biome mods...
It be easier to change one master setting that changes all of the biomes to the same settings, then go in and just change the few we want.
Like, I don't like Phantoms... disable.. flat out. Not disable here, disable there, etc etc.
What if someone don't like a mob spawned from a mod? Would it not be easier to select mob, tell it to disable, VS selecting each and every biome and telling it to disable in all of them?
Biggest issue I'm having.. is DEFAULT fresh install settings I have nether mobs in my overworld... so I have to go through each and every biome to turn them off.
This is a big mess that I was really hoping would be improved over the re-write. The first version had this issue, and now this one does as well.
Can we not have a simple, easy to use configuration for mob spawns?
"I want creepers to spawn a max of 2!" ...DONE.
Not
Select biome 1, change setting
Select biome 2, change setting
Select biome 3, change setting
Select biome 4, change setting
Select biome 5, change setting
Select biome 6, change setting
Select biome 7, change setting
+50+
You kinda have it with the 'master setting' but it just flat out ignores it. It be better if the master setting, just changed the setting to all individual biomes on save. Then we could go into a few biomes and tweak the settings.
Put it this way, using notepad... there are 127 instances for some of these mobs. That is a LOT of settings to go through.
I don't suppose there's any chance of there being a feature that would allow for more customization, specifically controlling whether mobs spawn on the surface vs underground? Mind you I've got no idea what is possible with modding, but I'd like to be able to, say, have natural-looking mobs spawn on the surface while keeping the vanilla feel with hostile mobs beneath the earth.
Can you please fix this bug with Lord of The Rings Mod?
Caused by: java.lang.ClassCastException: java.lang.Boolean cannot be cast to java.util.List at com.mcf.davidee.msc.reflect.BiomeReflector.reflect(BiomeReflector.java:31) at com.mcf.davidee.msc.reflect.BiomeReflector.reflectList(BiomeReflector.java:19)
That's really weird, does the Lord of the Rings mod edit some bases classes/ use ASM? I'll have to look into it.
if you don't mind me asking I didn't notice anywhere to make the settings default for all worlds, can you just edit the old config file for it, or is there a different way of doing that?
Yup, it's found in /.minecraft/config/default_msc/
That's really weird, does the Lord of the Rings mod edit some bases classes/ use ASM? I'll have to look into it.
I don't know about that, but that would be awsome if you can manage to fix this. all I know is that the mobs of LOTR are not spawned by vaniilla spawners. it works perfectly with MSC1 tho. looking into the LOTR biomes only shows vanilla creatures, like horses and cows, I don't know how it spawns the hobbits, elfes etc. MSC1 is the only spawner mod to actually let them spawn, CMS or JAS doesn't work, LOTR world is empty with those... Hope you'll figure it out soon. good luck !
Oh by the way, I want to thank you for your mods, they are so useful.
Could you help me understand how the config/master override files work? I am trying to enable spawning in the overworld for some mobs on my server, and I am very confused as to how I can do so.
Rollback Post to RevisionRollBack
Femtocraft! A new awesome tech mod with a focus on balanced exchange.
If you are a mod/modpack developer and need a banner/logo, contact me and I might be able to make you one (yes for free if I'm inspired). You can see my work here.
Hi Davidee! First, thank you for the great mod! I have a question about how to use the biome grouping system in MSC2. So when I create a group of biomes and turn the mobs on in the biome group, the biomes I "ADD" into the group means the mobs WILL spawn in that biome, and the biomes I "SUBSTRACT" into the group means the mobs will NOT spawn in that biome, currect?? And when I activate mobs using biome group system, do the activations for the "per biome system" automatically become invalid? I mean, does the "biome group system" completely override the "per biome system", or it just add on top of the "per biome system"?? Also, I have Mo' creatures installed but did not install the Custom Mob Spwaner (Surprisingly, Mo' Creatures is now not CMS dependable, I remember back in 1.4.7, I HAD to install CMS in order to even launch the game with Mo' Creatures on.) Anyway, I have Mo' Creatures installed without CMS. In this case, do I still need to turn all the spawn rates down to 1 in Mo' Creatures config? One last question is that, do I need to turn off the vanilla spawn system by using the "doMobSpawning false" command, in order for MSC2 to run properly?
I just can't figure out this mod. Sometimes it works, other times it doesn't.
The issue I am having is that there is a mod that I have that disables regular mob spawning in favor of its own. I have successfully in the past gotten those mobs to spawn properly with this mod, but it seems when I really need it to work, it doesn't. Especially on my server (MCPC). I have all the configs set up, I just wish there was like a "Force mob spawn control" button or a debug that actually told me why things aren't spawning when I have them set to spawn.
EDIT: Upon more testing, I found something interesting. I was able to get the old mobs to spawn again by loading a new world with the same settings, but as soon as I enabled the mobs from the mod that disabled all other mobs (confused yet?), it took over and that was the only mob spawning again. So it looks sadly like MSC2 doesn't have full control over all the mobs. I might have to talk to the mod creator for the DayZ mod (the mod that disables all mobs)
Femtocraft! A new awesome tech mod with a focus on balanced exchange.
If you are a mod/modpack developer and need a banner/logo, contact me and I might be able to make you one (yes for free if I'm inspired). You can see my work here.
I also am very interested in a 1.7.2 version. I love mo creatures and biomes o plenty. The two mods are made for each other imo. Just need some major balancing. Id like to see ents in certain forests only. Elephants in lush deserts and jungles, no dolphins in rivers etc. But the text file for these are very difficult on the eyes to adjust.
In short I need a stable functioning GUI for MoCreatures and Biomes o plenty 1.7.2. If one could be provided for this update I will donate $10. might not seem like much but at least its something compared to me just begging and bugging you about it. Please respond soon as my offer will last as long as I can stand having witches spawning on my island next to every other hostile mob. Which is about one more week
I updated my server at the weekend, and no hostile mobs would spawn naturally. Added this mod, maxed the cap, and bingo, mobs galore!
Was quite worried I'd be having to restart the world.
I mean, I could add despawning, but it would probably be too complicated. It sounds like you want a mod to prevent specific mob-spawner spawns?
What's wrong with it exactly? Does it detect the mob / biome?
Hmm, would you prefer configurations per-dimension? I'm just not sure it's easy to define what biomes can be in a dimension - I'll have to look into it. Otherwise, the users will have to figure everything out.
&SpiderCommon=+All,-SpiderRare
Group definitions fit the format "&Group=*,+A,-B,..." or "&Group=-A,+B", i.e. each group or biome must be prefixed with a + or - only. The parser can figure out if it's a group or biome, so there's no need for the &. The log file will notify you if you make a mistake by the way.
Thanks!
I got this crash report:
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 2/15/14 3:45 AM
Description: Initializing game
java.lang.NoClassDefFoundError: com/mcf/davidee/msc/gui/edit/SettingsScreen
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2493)
at java.lang.Class.getConstructor0(Class.java:2803)
at java.lang.Class.newInstance(Class.java:345)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:195)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:138)
at cpw.mods.fml.common.network.NetworkModHandler.<init>(NetworkModHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:263)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
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(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: com.mcf.davidee.msc.gui.edit.SettingsScreen
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 40 more
Caused by: java.lang.NoClassDefFoundError: com/mcf/davidee/msc/gui/MSCScreen
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:800)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 42 more
Caused by: java.lang.ClassNotFoundException: com.mcf.davidee.msc.gui.MSCScreen
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 46 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2493)
at java.lang.Class.getConstructor0(Class.java:2803)
at java.lang.Class.newInstance(Class.java:345)
at cpw.mods.fml.common.network.NetworkModHandler.tryCreatingPacketHandler(NetworkModHandler.java:195)
at cpw.mods.fml.common.network.NetworkModHandler.configureNetworkMod(NetworkModHandler.java:138)
at cpw.mods.fml.common.network.NetworkModHandler.<init>(NetworkModHandler.java:102)
at cpw.mods.fml.common.network.FMLNetworkHandler.registerNetworkMod(FMLNetworkHandler.java:263)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:519)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
-- 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(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Linux (amd64) version 3.11.0-12-generic
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 259191464 bytes (247 MB) / 459276288 bytes (438 MB) up to 954728448 bytes (910 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 22 mods loaded, 22 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed
battlegear2{1.0.4.7} [Mine & Blade Battlegear 2 - Bullseye] (1.6.4-MB_Battlegear2-Bullseye-1.0.4.7.jar) Unloaded->Constructed
MineFantasy{Alpha 1.9} [Mine Fantasy] ([1.6.4]MineFantasy 1.9.2.jar) Unloaded->Constructed
BiblioCraft{1.5.4} [BiblioCraft] (BiblioCraft[v1.5.4].zip) Unloaded->Constructed
DLDungeonsJBG{1.0.1} [Doomlike Dungeons] (DoomlikeDungeons-1.0.1-MC1.6.4.zip) Unloaded->Constructed
MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.1.0.zip) Unloaded->Constructed
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed
LycanitesMobs{1.4.4 - MC 1.6.4} [Lycanites Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
ArcticMobs{1.4.4 - MC 1.6.4} [Lycanites Arctic Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
DemonMobs{1.4.4 - MC 1.6.4} [Lycanites Demon Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
DesertMobs{1.4.4 - MC 1.6.4} [Lycanites Desert Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
ForestMobs{1.4.4 - MC 1.6.4} [Lycanites Forest Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
InfernoMobs{1.4.4 - MC 1.6.4} [Lycanites Inferno Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
JungleMobs{1.4.4 - MC 1.6.4} [Lycanites Jungle Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
PlainsMobs{1.4.4 - MC 1.6.4} [Lycanites Plains Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
SwampMobs{1.4.4 - MC 1.6.4} [Lycanites Swamp Mobs] (LycanitesMobsComplete 1.4.4 [1.6.4].jar) Unloaded->Constructed
mca{3.6.0b} [Minecraft Comes Alive] (MCA-3.6.0b MC-1.6.4.zip) Unloaded->Constructed
Natura{2.1.14} [Natura] (Natura_mc1.6.X_2.1.14.jar) Unloaded->Constructed
AS_Ruins{11.0} [Ruins Spawning System] (Ruins_1.6.4.zip) Unloaded->Constructed
MSC2{1.1.0} [Mob Spawn Controls 2] (Forge_MSC2v1.1.0.zip) Unloaded
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: Mesa DRI Intel® Ivybridge Desktop GL version 3.0 Mesa 9.2.1, Intel Open Source Technology Center
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Are you by chance using the mod Ars Magica 2?
-Use numeric input boxes instead of sliders for max numbers of mobs (200 is too small for a large server)
-Implement mob distribution, so that they're evenly spread between players, so 1 player doesn't have all 200 around him and the other has 0, maybe make the max mob setting a max mob per player setting, and detect in a radius around the player the number of mobs?
-Implement height conditions for spawning, or perhaps nearby block type conditions, so we can make things only spawn in strongholds by making it dependent on stone brick, etc.
-Mo'creatures seem to spawn much less than other mods mobs. I set everything to spawnrate of 1 in mo'creatures config, anything else I need to do?
-Make mob groups,like you have biome groups, for faster configuration!
I want all the mobs to follow the same set of spawning rules. weight 1, min 1, max 2 to start with for my lets play. However I am having an issue that all mobs are spawning in all dimensions. I'm getting nether stuff in the over world, overworld stuff in the nether, end, etc...
So how would I config this so I'm not having cross realm mobs spawning well.. where ever they feel, but lower the spawn rate of mobs to say about, weight 1, min 1, max 2? Right now with BOP, Thaumcraft, twilight forest and such I got a LOT of biomes, and I really much rather just change one setting per mob.
Is there no global setting that will keep mobs in their proper dimension but let you edit the spawn settings? I rather not have to edit everything for each biome when I want them all the same.
I also want to flat out turn off some mobs, disable them from spawning... but again I have to go through all the biomes, the master settings don't do squot.
Instead of select biome, then edit mobs, select biome, edit mobs, Can we not have a global setting that you pick a mob, give it it's spawn rates, and maybe a check box on what biome to spawn in or not? That could be set as a global setting, that you could use first to set the default values, THEN go into each biome and tweak things.
If we want say 3 or so biomes to have unique settings... as is it looks like we still have to change 50+ biomes for some of us with extra biome mods...
It be easier to change one master setting that changes all of the biomes to the same settings, then go in and just change the few we want.
Like, I don't like Phantoms... disable.. flat out. Not disable here, disable there, etc etc.
What if someone don't like a mob spawned from a mod? Would it not be easier to select mob, tell it to disable, VS selecting each and every biome and telling it to disable in all of them?
Biggest issue I'm having.. is DEFAULT fresh install settings I have nether mobs in my overworld... so I have to go through each and every biome to turn them off.
This is a big mess that I was really hoping would be improved over the re-write. The first version had this issue, and now this one does as well.
Can we not have a simple, easy to use configuration for mob spawns?
"I want creepers to spawn a max of 2!" ...DONE.
Not
Select biome 1, change setting
Select biome 2, change setting
Select biome 3, change setting
Select biome 4, change setting
Select biome 5, change setting
Select biome 6, change setting
Select biome 7, change setting
+50+
You kinda have it with the 'master setting' but it just flat out ignores it. It be better if the master setting, just changed the setting to all individual biomes on save. Then we could go into a few biomes and tweak the settings.
Put it this way, using notepad... there are 127 instances for some of these mobs. That is a LOT of settings to go through.
That's really weird, does the Lord of the Rings mod edit some bases classes/ use ASM? I'll have to look into it.
Yup, it's found in /.minecraft/config/default_msc/
I don't know about that, but that would be awsome if you can manage to fix this. all I know is that the mobs of LOTR are not spawned by vaniilla spawners. it works perfectly with MSC1 tho. looking into the LOTR biomes only shows vanilla creatures, like horses and cows, I don't know how it spawns the hobbits, elfes etc. MSC1 is the only spawner mod to actually let them spawn, CMS or JAS doesn't work, LOTR world is empty with those... Hope you'll figure it out soon. good luck !
Oh by the way, I want to thank you for your mods, they are so useful.
Femtocraft! A new awesome tech mod with a focus on balanced exchange.
If you are a mod/modpack developer and need a banner/logo, contact me and I might be able to make you one (yes for free if I'm inspired). You can see my work here.
The issue I am having is that there is a mod that I have that disables regular mob spawning in favor of its own. I have successfully in the past gotten those mobs to spawn properly with this mod, but it seems when I really need it to work, it doesn't. Especially on my server (MCPC). I have all the configs set up, I just wish there was like a "Force mob spawn control" button or a debug that actually told me why things aren't spawning when I have them set to spawn.
EDIT: Upon more testing, I found something interesting. I was able to get the old mobs to spawn again by loading a new world with the same settings, but as soon as I enabled the mobs from the mod that disabled all other mobs (confused yet?), it took over and that was the only mob spawning again. So it looks sadly like MSC2 doesn't have full control over all the mobs. I might have to talk to the mod creator for the DayZ mod (the mod that disables all mobs)
Femtocraft! A new awesome tech mod with a focus on balanced exchange.
If you are a mod/modpack developer and need a banner/logo, contact me and I might be able to make you one (yes for free if I'm inspired). You can see my work here.
In short I need a stable functioning GUI for MoCreatures and Biomes o plenty 1.7.2. If one could be provided for this update I will donate $10. might not seem like much but at least its something compared to me just begging and bugging you about it. Please respond soon as my offer will last as long as I can stand having witches spawning on my island next to every other hostile mob. Which is about one more week