Good News!! After nearly 2 weeks of non-stop work, I've finally managed to get MoCreatures working with Bukkit and have migrated our official server from Vanilla to Bukkit. I'm still working out a few bugs here and there but the stability of the server has improved greatly. There was a crash last night but it was due to something small which I just fixed. The server will be back up in a few minutes =)
I tamed a zebra and tried to breed it with a horse, but the zebra won't eat apples, pumpkins, or stews. However, the other horses can. What do you feed zebra, or is it a bug? (and yes, it is tamed, i have a saddle on it)
you can only tame a zebra if you are on a cow horseHelp! my horse can't jump it doesn't work!
when i click space it wouldn't work! help!
4.3.0
-Improved spawn code. Added the option to select the 'spawn frequency' through the in-game menu or the config file for the servers.
a frequency of 1 means that every second the game will be checking and spawning entities to keep the limit set. The drawback of selecting a low number is that it will require more resources from the computer. Some PCs won't be able to handle it well and framerates will suffer. In previous versions of MoCreatures, the spawner frequency was set to '200' but that clearly wasn't enough. A number around 20 - 50 seems like a sweet spot.
-fixed horse appearing sound
-Ducks now drop feathers
-crickets now have the right animation
-fixed bug that allowed all horses to carry bags
-fixed butterfly flying animation bug
Added 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).
nice, very interesting addition. Perhaps try and get your items all TC3 compatible for your next patch? As is, all of your items don't have aspects, and can't be used for much of anything with the mod. You will probably would have to contact Azanor yourself to find out how, but it would be nice. I would love being able to convert all the Hides and Furs I have into something useful.
Hello Dr. Zhark I was saw you new and Improved Werewolf model and was wondering if I could use that for my Werewolf Mod that I am working on and of course you will be greatly credited on the model of course and the werewolves WILL have different Texture's that's right Texture's as my Mod is about werewolves and I have already made the part on Minecraft how the mod is to start and I thought that it was awesome and your Werewolf models would just make even more awesome and I am constantly getting new and brilliant ideas from people on my mod everyday so yeah i think my mod will go... pretty far not sure exactly as to how far but it will go pretty far lol but if you could allow me to use your model that would be awesome but yeah love your work man and to be honest it was your mod that actually inspired me to make this mod in the first place along with some other mods and plug-ins from bukkit lol but yeah awesome job on the new werewolf mod can't wait to see it on the new tekkit
It looks like other people are having this problem, but I'll talk about it anyway.
So, I've got forge patched in and the other mods in the mods folder. I bring Minecraft up, see "MOJANG" for about 1 second, and then the window goes black. I tried removing all other mods except for Mo' Creatures and the other 2 it needs to run, forcing an update (I think I did), and installing with 7-zip. Problem is, nothing works, and 7-zip can't seem to find the mod files for some reason (says they don't exist). I'm really sad about this since Mo' Creatures is one of my favorite mods. I also confirmed that it was the Mo' Creatures zip file that caused Minecraft to go black (it works fine with the other mods). I've also tried re-downloading the mod, but that doesn't do anything.
Anyone have any ideas?
I've Tried installing it several times but every time it says there has been a fatal error starting FML no crash report ive even done EXACTLY what the video says but i just isnt working
I'm not 100% positive on this, but I'm pretty sure that this ie either a problem with Forge itself or CustomMobSpawner. I get the same thing. I run with a batch file so I can see what the problem is, and it's most likely the same error I get. Forge is seeing CustomMobSpawner as a non mod file and then tries to directly inject it into the game, which causes the crash. I'm hoping DrZhark is aware of this and that it gets fixed soon. This is easily one of my favorite mods
Got a weird spawning thing. In low Y biomes like swamps and beaches I get sea creatures spawning on land and dying. They may be spawning inside blocks I'm not sure.
Check out my Mod Spotlights and Let's Play series! - https://www.youtube....?feature=vmdshb
Taking requests - PM me if you want me to spotlight your mod.
when I look it has Tekkit.jar file not minecraft.jar. can you please help direct me on how to get it going. I did copy the 2 files to my mods folder as zip in video had said.
Forgot to mention a bug in v4.2.3. Not sure if it was fixed in the latest version. Rays take fall damage in water occasionally. If you happen to be riding a mantaray, you'll take fall damage as well and die.
Forgot to mention a bug in v4.2.3. Not sure if it was fixed in the latest version. Rays take fall damage in water occasionally. If you happen to be riding a mantaray, you'll take fall damage as well and die.
Check out my Mod Spotlights and Let's Play series! - https://www.youtube....?feature=vmdshb
Taking requests - PM me if you want me to spotlight your mod.
You're not going to give us this bukkit version, eh?
you can only tame a zebra if you are on a cow horseHelp! my horse can't jump it doesn't work!
when i click space it wouldn't work! help!
I've updated the mod:
4.3.0
-Improved spawn code. Added the option to select the 'spawn frequency' through the in-game menu or the config file for the servers.
a frequency of 1 means that every second the game will be checking and spawning entities to keep the limit set. The drawback of selecting a low number is that it will require more resources from the computer. Some PCs won't be able to handle it well and framerates will suffer. In previous versions of MoCreatures, the spawner frequency was set to '200' but that clearly wasn't enough. A number around 20 - 50 seems like a sweet spot.
-fixed horse appearing sound
-Ducks now drop feathers
-crickets now have the right animation
-fixed bug that allowed all horses to carry bags
-fixed butterfly flying animation bug
Added 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).
Thanks,
TG
War doesn't decide who is right, just who is left...
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Help?
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I'm not 100% positive on this, but I'm pretty sure that this ie either a problem with Forge itself or CustomMobSpawner. I get the same thing. I run with a batch file so I can see what the problem is, and it's most likely the same error I get. Forge is seeing CustomMobSpawner as a non mod file and then tries to directly inject it into the game, which causes the crash. I'm hoping DrZhark is aware of this and that it gets fixed soon. This is easily one of my favorite mods
What do you mean Java?
What program do you use?
What format is used?
Do you have to "code" the models?
http://imgur.com/iPpkn
Taking requests - PM me if you want me to spotlight your mod.
when I look it has Tekkit.jar file not minecraft.jar. can you please help direct me on how to get it going. I did copy the 2 files to my mods folder as zip in video had said.
http://imgur.com/a/CUfRC
Taking requests - PM me if you want me to spotlight your mod.
What program do you use?
What format is used?
Do you have to "code" the models?