What are the exact conditions needed for an ostrich egg to hatch, and is there any way to just spawn in a tame baby ostrich?
I've left multiple stacks of ostrich eggs (in "mob" form, not as dropped items) sitting in 5x5 torch grids for over an hour and none of them hatched, they just jump every once in awhile and give the "stay in the area or you'll lose the hatching creature" message once a minute.
What are the exact conditions needed for an ostrich egg to hatch, and is there any way to just spawn in a tame baby ostrich?
I've left multiple stacks of ostrich eggs (in "mob" form, not as dropped items) sitting in 5x5 torch grids for over an hour and none of them hatched, they just jump every once in awhile and give the "stay in the area or you'll lose the hatching creature" message once a minute.
You can't creatively spawn in Mo Creatures eggs or it will not work. You need to find an actual ostrich.
I'm not trying to use the generic egg item from the creative inventory, I'm using item 9034:31 "Ostrich Egg", the same thing you get from actual ostriches. I'm troubleshooting this so far because I failed to hatch a legitimately obtained ostrich egg.
Is there a way to force-tame an ostrich, like a command?
Where is the "language class"?
I am a chinese.
And the en_US.lang cannot change the entity's name.
What can I do?Where is the "language class"?
I am a chinese.
And the en_US.lang cannot change the entity's name.
What can I do?
I'm not trying to use the generic egg item from the creative inventory, I'm using item 9034:31 "Ostrich Egg", the same thing you get from actual ostriches. I'm troubleshooting this so far because I failed to hatch a legitimately obtained ostrich egg.
Is there a way to force-tame an ostrich, like a command?
no, but there might be commands to give you a tamed ostrich....check out under the /help command
and where are you trying to hatch the egg? what type of biome? try different biomes. I thought I had read that the eggs wouldn't hatch in certain biomes.
hey DRzharks help me every time I put a kitty bed on my game it crashes and I cannot enter the game again because esvery time I enter my world it crashes I've tried to take out the mod and then put it back againd but it didn't work please help me !!
hey DRzharks help me every time I put a kitty bed on my game it crashes and I cannot enter the game again because esvery time I enter my world it crashes I've tried to take out the mod and then put it back againd but it didn't work please help me !!
change the ID for kitty beds, called catbeds in the item ID list. make sure the item ID is empty before you switch to that one
Can you make this mod run smoother in the future? I am experiencing major lag in 1.7.2 with this mod enabled. Removing this mod stopped most of the lag I was having. I have a fairly decent computer, so, the issue is not with my computer, but possibly with the mod itself. I have 8 gigs of ram, and a 6 core processor. I also have an AMD 7850.
no, but there might be commands to give you a tamed ostrich....check out under the /help command
and where are you trying to hatch the egg? what type of biome? try different biomes. I thought I had read that the eggs wouldn't hatch in certain biomes.
I'm in a shrubland biome, same place I found the ostriches.
It's supposed to counter the werewolf. In day, its human, just like the werewolves, and looks similar: wearing normal clothes, but torn around the arms and has dried blood around the shirt's collar. However, at night, it changes into that. Has 4 variants, just like the werewolf, 3 normal and 1 special. The special has red accents around it and can inflict poison and blindness. Both it and werewolves will fight if the see each other, in addition to attacking players. All werebats can fly, and will often dive bomb their target. Can be killed with wooden swords (think of it as a wooden stake) and silver skeleton swords (yes, silver hurts vampires too). When killed, drops the same thing as werewolves, but instead of golden apples, may drop a new item: silver shards. Silver shards are used to craft silver armor, which already has a texture in the mod, but is unobtainable currently. It offers the same protection as silver, but protects better against werewolves and werebats, as well as neutralizes their special effects (fire and the poison/blindness).
It's not textures, as I can't texture on Dr.Zark's level, and the reason its mouth looks strange is because it has two polygons that will represent the teeth once it's textured.
It's supposed to counter the werewolf. In day, its human, just like the werewolves, and looks similar: wearing normal clothes, but torn around the arms and has dried blood around the shirt's collar. However, at night, it changes into that. Has 4 variants, just like the werewolf, 3 normal and 1 special. The special has red accents around it and can inflict poison and blindness. Both it and werewolves will fight if the see each other, in addition to attacking players. All werebats can fly, and will often dive bomb their target. Can be killed with wooden swords (think of it as a wooden stake) and silver skeleton swords (yes, silver hurts vampires too). When killed, drops the same thing as werewolves, but instead of golden apples, may drop a new item: silver shards. Silver shards are used to craft silver armor, which already has a texture in the mod, but is unobtainable currently. It offers the same protection as silver, but protects better against werewolves and werebats, as well as neutralizes their special effects (fire and the poison/blindness).
It's not textures, as I can't texture on Dr.Zark's level, and the reason its mouth looks strange is because it has two polygons that will represent the teeth once it's textured.
What do you think?
Both the model and texture need to be improved to be fitting in this mod. Also, what will the bigfoot/yeti do?
It spawn in the forest. Is extremly difficult to find and kill him.
It drop meat and very things importants (new crafts)
It's supposed to counter the werewolf. In day, its human, just like the werewolves, and looks similar: wearing normal clothes, but torn around the arms and has dried blood around the shirt's collar. However, at night, it changes into that. Has 4 variants, just like the werewolf, 3 normal and 1 special. The special has red accents around it and can inflict poison and blindness. Both it and werewolves will fight if the see each other, in addition to attacking players. All werebats can fly, and will often dive bomb their target. Can be killed with wooden swords (think of it as a wooden stake) and silver skeleton swords (yes, silver hurts vampires too). When killed, drops the same thing as werewolves, but instead of golden apples, may drop a new item: silver shards. Silver shards are used to craft silver armor, which already has a texture in the mod, but is unobtainable currently. It offers the same protection as silver, but protects better against werewolves and werebats, as well as neutralizes their special effects (fire and the poison/blindness).
It's not textures, as I can't texture on Dr.Zark's level, and the reason its mouth looks strange is because it has two polygons that will represent the teeth once it's textured.
What do you think?
Both the model and texture need to be improved to be fitting in this mod. Also, what will the bigfoot/yeti do?
The latest 1.6.4 version of Mo Creatures seems to have really odd Mob Spawning issues. I've found lines through the world of out-of-control spawn rates. ... As I fly along what appears to be an axis leading out diagonally from the origin (0,0) in a negative direction, through other biomes and all, the spawning still seems to be excessive.Is this a known issue?
Three months later, I confirm this same problem in the 1.7.2 version. The diagonal axes, centered at 0,0 have incredible densities of animals standing about. (Mo'Creatures v6.2.0-Dev-R1 + CMS v3.2.0-Dev-R2)
I can't believe such a dramatic problem has been allowed to exist for over 3 months.
Minecraft Forum is the sewer of the Minecraft community.
----------------------------------------------------------------------------------------------------------
People who intentionally desecrate a language are no different than griefers who tear things down because they are too immature and undisciplined to create, so instead they destroy out of jealousy.
I don't think I'm able to change the spawn rate...
When I go to Esc > Mod options, the only thing that shows up is:
TEST 1
TEST 2
DISABLED
in red writing. I'm not completely sure what I'm supposed to do... I would appreciate some help~
no, but there might be commands to give you a tamed ostrich....check out under the /help command
and where are you trying to hatch the egg? what type of biome? try different biomes. I thought I had read that the eggs wouldn't hatch in certain biomes.
I recreated my survival setup in a default superflat creative world (vanilla plains biome) and got the same results.
I'm running CustomMobSpawner because my modded setup adds a bunch of new biomes, could it be something with that?
I've left multiple stacks of ostrich eggs (in "mob" form, not as dropped items) sitting in 5x5 torch grids for over an hour and none of them hatched, they just jump every once in awhile and give the "stay in the area or you'll lose the hatching creature" message once a minute.
You can't creatively spawn in Mo Creatures eggs or it will not work. You need to find an actual ostrich.
Owner of the Decoysoft mod
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2488195-decoydragons-mod-wip
2017 Skypro suiter. Owner of Rogue the Dutch AD.
https://twitter.com/MadMareCreation
http://rogueofamegakure.deviantart.com/
http://www.furaffinity.net/user/rogueofamegakure/
Is there a way to force-tame an ostrich, like a command?
I am a chinese.
And the en_US.lang cannot change the entity's name.
What can I do?Where is the "language class"?
I am a chinese.
And the en_US.lang cannot change the entity's name.
What can I do?
I feed off changelogs.
Asking for updates is spam. Really.
I make some mods that are pathetically slow to update. Join in on the wait here and here.
no, but there might be commands to give you a tamed ostrich....check out under the /help command
and where are you trying to hatch the egg? what type of biome? try different biomes. I thought I had read that the eggs wouldn't hatch in certain biomes.
There are a lot of petitions and mod ideas (to add a bigfoot)
The Bigfoot in this mod is excelent.
¿Do you like the idea?
Of course,the Bigfoot is difficult to find and kill him.
The designs of Bigfoot and Yeti in the image is my favourite to the Mo creatures mod
¿What is your opinion?
this is not the thread for recommending mobs!
change the ID for kitty beds, called catbeds in the item ID list. make sure the item ID is empty before you switch to that one
Installing Optifine didn't help either.
I'm in a shrubland biome, same place I found the ostriches.
try it in a different biome, I could have sworn I read that it glitches in the desert like biomes.
Click for more info (sort of long):
It's supposed to counter the werewolf. In day, its human, just like the werewolves, and looks similar: wearing normal clothes, but torn around the arms and has dried blood around the shirt's collar. However, at night, it changes into that. Has 4 variants, just like the werewolf, 3 normal and 1 special. The special has red accents around it and can inflict poison and blindness. Both it and werewolves will fight if the see each other, in addition to attacking players. All werebats can fly, and will often dive bomb their target. Can be killed with wooden swords (think of it as a wooden stake) and silver skeleton swords (yes, silver hurts vampires too). When killed, drops the same thing as werewolves, but instead of golden apples, may drop a new item: silver shards. Silver shards are used to craft silver armor, which already has a texture in the mod, but is unobtainable currently. It offers the same protection as silver, but protects better against werewolves and werebats, as well as neutralizes their special effects (fire and the poison/blindness).
It's not textures, as I can't texture on Dr.Zark's level, and the reason its mouth looks strange is because it has two polygons that will represent the teeth once it's textured.
Both the model and texture need to be improved to be fitting in this mod. Also, what will the bigfoot/yeti do?
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
It spawn in the forest. Is extremly difficult to find and kill him.
It drop meat and very things importants (new crafts)
What do you think?
Nice model!
Owner of the Decoysoft mod
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2488195-decoydragons-mod-wip
2017 Skypro suiter. Owner of Rogue the Dutch AD.
https://twitter.com/MadMareCreation
http://rogueofamegakure.deviantart.com/
http://www.furaffinity.net/user/rogueofamegakure/
Three months later, I confirm this same problem in the 1.7.2 version. The diagonal axes, centered at 0,0 have incredible densities of animals standing about. (Mo'Creatures v6.2.0-Dev-R1 + CMS v3.2.0-Dev-R2)
I can't believe such a dramatic problem has been allowed to exist for over 3 months.
.
Minecraft Forum is the sewer of the Minecraft community.
----------------------------------------------------------------------------------------------------------
People who intentionally desecrate a language are no different than griefers who tear things down because they are too immature and undisciplined to create, so instead they destroy out of jealousy.
Thanks!
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
When I go to Esc > Mod options, the only thing that shows up is:
TEST 1
TEST 2
DISABLED
in red writing. I'm not completely sure what I'm supposed to do... I would appreciate some help~
I recreated my survival setup in a default superflat creative world (vanilla plains biome) and got the same results.
I'm running CustomMobSpawner because my modded setup adds a bunch of new biomes, could it be something with that?