i think i did what you said (the file path i took is below)
\config\CustomSpawner\nether
then i went to the entitybiomegroups section and scrolled down to skeleton and added
|Hell:BOP|
to the list and i dont think any skeletons are spawning at least me or any of my friends have not seen them.
please tell me if i did something wrong (i probably did)
you did, but you were close.
if it was just MC hell it would be MC|Hell: but you've got BOP which changes things. IDK if BOP adds any biomes to the nether or not. You'll have to look into that.
you did, but you were close.
if it was just MC hell it would be MC|Hell: but you've got BOP which changes things. IDK if BOP adds any biomes to the nether or not. You'll have to look into that.
i think i found where to add it but form what i am seeing i either need to add |Hell:MC| or |Hell m:MC| do you know which one?
also in the spoiler is the skeleton section of the entitybiomesgroup just to be sure i need to add it towards the end-ish?
the modid is set in the environment config file. I would advise against changing any of these
if BOP doesn't add any nether biomes, it will be MC|Hell, but if BOP does, you'll have to look in the BOP config file in the biome folder of the dimension to see what those names are. The biomes listed in that config fill will only be the biome names.
BOP biomes will be of the structure BOP|biome name when you add them to the biome group list
if BOP doesn't add any it will be simply MC|Hell
there is one more thing. I know BOP changes which folder MOC uses for the overworld but IDK if it does the same thing for the nether.
i've never managed to get them to work, but I'm in 1.7.10.
Ah ok. Im in 1.10.2. I didn't think that any of the creatures would spawn naturally but i wanted to see what they looked like using the spawn eggs in creative mod. Imagine my surprise when i was greeted with the squawking of ostriches in an outback biome from biomes o plenty.
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i shame fully comeback here with another problem that i need help solving.
how do i get the galacticraft and galaxy space mobs to spawn correctly? me and some friends have just made it to space and there are no mobs spawning what so ever except for the alien villager. im guessing cms is the problem here
This happens from time to time. DrZhark puts months into an update and then he takes a break for a while understandably. Be patient he will return when he feels like it.
A lot of people keep forgetting that Microsoft is now outpacing developers of mods and resource packs much faster than before. We're getting two major updates per year when last time it was like one update every year and a half. Not only that but Microsoft is consistently changing mob IDs and mob GUIs and other important in game things that cause scripts and stuff to be rewritten for mods so mods will keep on lagging behind. Like sure by the time we get an update for 1.11 for this vanilla 1.13 might be out but Dr Zhark can only do so much. And it's not only this mod a lot of mods are falling behind because of this so just give it time smh y'all wan't everything to be so fast
I was wondering if its possible to add a way to simply disable or enable mobs in MoC itself, not with CMS. I know that and more is possible with CustomMobSpawner, but the reason I'm asking is because CMS conflicts with Biomes Bundle. When the two are used together, nothing spawns, not even vanilla mobs or monsters. Whereas MoC alone works with Biomes Bundle, I would still like to be able to disable certain mobs and use Biomes Bundle at the same time.
I was wondering if its possible to add a way to simply disable or enable mobs in MoC itself, not with CMS. I know that and more is possible with CustomMobSpawner, but the reason I'm asking is because CMS conflicts with Biomes Bundle. When the two are used together, nothing spawns, not even vanilla mobs or monsters. Whereas MoC alone works with Biomes Bundle, I would still like to be able to disable certain mobs and use Biomes Bundle at the same time.
AFAIK, in 1.10.2 only CMS is avail as a mob spawn control mod, and IDK if MOC will disable mobs from spawning as in 1.7.10 MOC could not.
AFAIK, in 1.10.2 only CMS is avail as a mob spawn control mod, and IDK if MOC will disable mobs from spawning as in 1.7.10 MOC could not.
What I mean is Biomes Bundle will probably act up with all mob spawner mods due to way it works. BB technically doesn't add any new biomes, but more like variants of the vanilla ones, which conflicts with CMS somehow. I'm suggesting that just a simple toggle for mobs be integrated in MoC, but CMS could be installed separately to fine-tune spawning. Mostly as a more simple way to enable/disable mobs, since most people use it for that reason, as well as for compatibility problems like this.
What I mean is Biomes Bundle will probably act up with all mob spawner mods due to way it works. BB technically doesn't add any new biomes, but more like variants of the vanilla ones, which conflicts with CMS somehow. I'm suggesting that just a simple toggle for mobs be integrated in MoC, but CMS could be installed separately to fine-tune spawning. Mostly as a more simple way to enable/disable mobs, since most people use it for that reason, as well as for compatibility problems like this.
in CMS (1.7.10) the can spawn option didn't work, you had to set the freq to 0 to have a chance to disable the mob. you can try doing that for MOC's settings if there is a freq option still in 1.10.2.
you did, but you were close.
if it was just MC hell it would be MC|Hell: but you've got BOP which changes things. IDK if BOP adds any biomes to the nether or not. You'll have to look into that.
i think i found where to add it but form what i am seeing i either need to add |Hell:MC| or |Hell m:MC| do you know which one?
also in the spoiler is the skeleton section of the entitybiomesgroup just to be sure i need to add it towards the end-ish?
S:MC_SKELETON_DEFAULT <BOP|Hell:BOP|Ocean:BOP|Plains:BOP|Desert:BOP|Extreme Hills:BOP|Forest:BOP|Taiga:BOP|Swampland:BOP|River:MC|FrozenOcean:MC|FrozenRiver:BOP|Ice Plains:MC|Ice Mountains:MC|Beach:BOP|DesertHills:BOP|ForestHills:BOP|TaigaHills:BOP|Extreme Hills Edge:BOP|Jungle:BOP|JungleHills:BOP|JungleEdge:MC|Deep Ocean:MC|Stone Beach:MC|Cold Beach:BOP|Birch Forest:BOP|Birch Forest Hills:BOP|Roofed Forest:BOP|Cold Taiga:BOP|Cold Taiga Hills:MC|Mega Taiga:MC|Mega Taiga Hills:MC|Extreme Hills+:BOP|Savanna:BOP|Savanna Plateau:BOP|Mesa:BOP|Mesa Plateau F:BOP|Mesa Plateau:BOP|Alps:BOP|Arctic:BOP|Bamboo Forest:BOP|Bayou:BOP|Bog:BOP|Boreal Forest:BOP|Brushland:BOP|Canyon:BOP|Chaparral:BOP|Cherry Blossom Grove:BOP|Coniferous Forest:BOP|Snowy Coniferous Forest:BOP|Crag:BOP|Dead Forest:BOP|Dead Swamp:BOP|Deciduous Forest:BOP|Dense Forest:BOP|Eucalyptus Forest:BOP|Fen:BOP|Flower Field:BOP|Frost Forest:BOP|Fungi Forest:BOP|Garden:BOP|Grassland:BOP|Grove:BOP|Heathland:BOP|Highland:BOP|Jade Cliffs:BOP|Land of Lakes:BOP|Lavender Fields:BOP|Lush Desert:BOP|Lush Swamp:BOP|Maple Woods:BOP|Marsh:BOP|Meadow:BOP|Moor:BOP|Mountain:BOP|Orchard:BOP|Origin Valley:BOP|Outback:BOP|Prairie:BOP|Rainforest:BOP|Redwood Forest:BOP|Sacred Springs:BOP|Seasonal Forest:BOP|Shield:BOP|Shrubland:BOP|Sludgepit:BOP|Steppe:BOP|Temperate Rainforest:BOP|Thicket:BOP|Tropical Rainforest:BOP|Tundra:BOP|Wasteland:BOP|Wetland:BOP|Woodland:BOP|Xeric Shrubland:BOP|Coral Reef:BOP|Kelp Forest:BOP|Tropics:BOP|Volcano:BOP|Mangrove:BOP|Alps Forest:BOP|Canyon Ravine:BOP|Glacier:BOP|Land of Lakes Marsh:BOP|Meadow Forest:BOP|Oasis:BOP|Quagmire:BOP|Scrubland:BOP|Seasonal Forest Clearing:BOP|Silkglades:BOP|Spruce Woods:BOP|Lush River:BOP|Dry River:BUILDCRAFT|Desert Oil Field:MC|Sunflower Plains:MC|Desert M:MC|Extreme Hills M:MC|Flower Forest:MC|Taiga M:MC|Swampland M:MC|Ice Plains Spikes:MC|Jungle M:MC|JungleEdge M:MC|Birch Forest M:MC|Birch Forest Hills M:MC|Roofed Forest M:MC|Cold Taiga M:MC|Mega Spruce Taiga:MC|Extreme Hills+ M:MC|Savanna M:MC|Savanna Plateau M:MC|Mesa (Bryce):MC|Mesa Plateau F M:MC|Mesa Plateau M>
ok here's the deal
the entries are setup like this
MODID|Biome name
with a : between entries
the modid is set in the environment config file. I would advise against changing any of these
if BOP doesn't add any nether biomes, it will be MC|Hell, but if BOP does, you'll have to look in the BOP config file in the biome folder of the dimension to see what those names are. The biomes listed in that config fill will only be the biome names.
BOP biomes will be of the structure BOP|biome name when you add them to the biome group list
if BOP doesn't add any it will be simply MC|Hell
there is one more thing. I know BOP changes which folder MOC uses for the overworld but IDK if it does the same thing for the nether.
I downloaded but didnt add custom mob spawner. I started up the game and i still see mo creatures; what problems will i run into?
you won't be able to adjust spawn rates or disable certain mobs from spawning.
I noticed that there were MoCreature configs in my config folder; those won't change anything?
i've never managed to get them to work, but I'm in 1.7.10.
Ah ok. Im in 1.10.2. I didn't think that any of the creatures would spawn naturally but i wanted to see what they looked like using the spawn eggs in creative mod. Imagine my surprise when i was greeted with the squawking of ostriches in an outback biome from biomes o plenty.
It is, but DrZhark is currently missing in action. I'm very worried about him, honestly. I hope he's ok...
i shame fully comeback here with another problem that i need help solving.
how do i get the galacticraft and galaxy space mobs to spawn correctly? me and some friends have just made it to space and there are no mobs spawning what so ever except for the alien villager. im guessing cms is the problem here
I think this is dead.
Last time DrZhark was active was on December 7 2016.
I need help!
Want new mobs in vanilla minecraft? Can't be bothered with mods? To long a wait for the next update?
click here to get more stuff in vanilla
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do not confuse forum life with mod life.
This happens from time to time. DrZhark puts months into an update and then he takes a break for a while understandably. Be patient he will return when he feels like it.
.
I think you mean Mojang, not Microsoft.
I was wondering if its possible to add a way to simply disable or enable mobs in MoC itself, not with CMS. I know that and more is possible with CustomMobSpawner, but the reason I'm asking is because CMS conflicts with Biomes Bundle. When the two are used together, nothing spawns, not even vanilla mobs or monsters. Whereas MoC alone works with Biomes Bundle, I would still like to be able to disable certain mobs and use Biomes Bundle at the same time.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
AFAIK, in 1.10.2 only CMS is avail as a mob spawn control mod, and IDK if MOC will disable mobs from spawning as in 1.7.10 MOC could not.
What I mean is Biomes Bundle will probably act up with all mob spawner mods due to way it works. BB technically doesn't add any new biomes, but more like variants of the vanilla ones, which conflicts with CMS somehow. I'm suggesting that just a simple toggle for mobs be integrated in MoC, but CMS could be installed separately to fine-tune spawning. Mostly as a more simple way to enable/disable mobs, since most people use it for that reason, as well as for compatibility problems like this.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
in CMS (1.7.10) the can spawn option didn't work, you had to set the freq to 0 to have a chance to disable the mob. you can try doing that for MOC's settings if there is a freq option still in 1.10.2.
I have a video covering the crafting recipes in Mo' Creatures. Go check it out!
^^The updated one
^Old cringey one