I hate to ask this, because you guys did not have to back port in the first place. But.
The changes to Vanilla mobs and Twilight mobs and or MOD mobs, will this be updated in CustomSpawner 1.11.1 for 1.4.7?
I'm currently running the 1.4.7 update and having.. Unexpected results with mobs from other mods, including CustomSpawner not spawning mobs in sub-biomes like the mazes and towers.
Right now, because of Customspawner we are not having the correct experience in other mods.
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Okay, got it...but why are there no audio files? I loaded the game and none of the Mo Creatures creatures are making any sounds.
Update: Just fixed the problem. The newest dev version doesn't come with the audio resources folder, so I added it from the previous version and now I can hear the sounds just fine. Oh yeah, one other thing, what's the deal with the Wyvern Mother? Does she actually spawn or is she just in the model files?
Okay, got it...but why are there no audio files? I loaded the game and none of the Mo Creatures creatures are making any sounds.
Update: Just fixed the problem. The newest dev version doesn't come with the audio resources folder, so I added it from the previous version and now I can hear the sounds just fine. Oh yeah, one other thing, what's the deal with the Wyvern Mother? Does she actually spawn or is she just in the model files?
I've uploaded a new DEV version that includes the missing audio files
the wyvern mother is a placeholder, not implemented yet. She does not spawn at all
5.1.1 - DEV version
-added new entity spawn settings option in GUI. removed old frequency/min/group options.
-added new biome group option in GUI.
-added new biome group for Twilight Forest.
-added partial animations for new ogre models.
-added new undead wyvern obtained by giving an essence of undead to a tamed wyvern
-mounted wyverns now fly way faster
-improved armor tick code to reduce overhead
-fixed issue with MoCreatures not spawning in Twilight Forest
-fixed few bugs with saving certain options in GUI.
-cleaned up debug log output.
Undead wyverns? Man you sure are going all out with those essences arnt ya?
Judging by dr.zarks new DEV version changelog, it looks like he's working on the twilight forest bugs, and just remove the grass from under your animal pens. the hunter creatures spawn on dirt, grass ect so just make it stone or something.
Judging by dr.zarks new DEV version changelog, it looks like he's working on the twilight forest bugs, and just remove the grass from under your animal pens. the hunter creatures spawn on dirt, grass ect so just make it stone or something.
That's what I am asking all users to do. However, for things like sheep, its rather unsustainable. Mo creatures has rendered Farming and livestock game-play moot.
The worst part is I feel its unlikely those changes he made will be back ported, and I fully understand if not. But it leaves us in a bad place.
That's what I am asking all users to do. However, for things like sheep, its rather unsustainable. Mo creatures has rendered Farming and livestock game-play moot.
The worst part is I feel its unlikely those changes he made will be back ported, and I fully understand if not. But it leaves us in a bad place.
The idea of a DEV release is mostly for users to have a sneak peek of the upcoming changes and to help us beta test the changes before a full release is done.
We had the big issue of creatures not spawning on the Twilight forest dimension, the main reason is that the twilight forest uses custom blocks for dirt and passive creatures are set to spawn on regular dirt only. As a work around in the current dev release, the passive creatures spawn on any block, however that causes issues like the ones you are mentioning. This is just a temporary solution while we sleep on the issue to find a better solution. You should take the DEV release as a work in progress - buggy version of the mod, it is not intended for deployment on servers or everyday use, but instead for testing purposes.
Twilight forest creatures do not populate dungeons as they should, leaving labyrinths, mazes and towers empty except for the bosses.
Hunter creatures from mo creatures spawn directly in Animal pens killing all the animals. IE: Wolves, big cats, kitties killing chickens and sheep.
TF labys, mazes and towers are structures (like nether fortresss or strongholds), which CMS currently doesn't support. Bloodshot said he's looking into it for a future release. If you absolutely need TF to work right now, look up JustAnotherSpawner (JAS). It's the only spawner mod that currently supports TF structures.
I've replaced the ground for my livestock with cobble (or cobble variants from the Chisel mod). Supposedly, you can place another layer of fences around the livestock pens to stop animals from outside attacking them, I haven't tried this yet. This works for everything but sheep which absolutely need grass to regrow wool. You may want to check YouTube for compact sheep farms, which minimize the grass blocks used and confines the sheep to where nothing should be able to spawn once the pens are filled.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
It will be very time consuming to maintain several versions of the mod. We are currently working to fix most of the issues you're describing but for the MC 1.5.1 I'm not sure I'll have the time to back port for 1.4.7
It will be very time consuming to maintain several versions of the mod. We are currently working to fix most of the issues you're describing but for the MC 1.5.1 I'm not sure I'll have the time to back port for 1.4.7
As sad as it makes me and my users, I understand. I had assumed this would be the case. We are currently stuck in 1.4.7 however.
Thank you for your time.
An aside:
If I may for a moment, id like to voice some feedback and a bit of frustration. It seems like a lot of issues with Mo creatures comes from the use of the pre 1.8 like spawn system you prefer.
Perhaps its time to make mo creature work with the vanilla spawns? I say this, because working with this mod, as wonderful as it is, is time consuming. I believe I have been adjusting spawns and the like for over two weeks now to get a density and predictability like that of vanilla.
Do not misunderstand. The creatures and detail in this mod put it far and away above all other creature mods. The pain is getting vanilla like spawning, some sort of sensible Biome specific support and integration with other mods.
Again, what we love:
The creatures
The detail put into those creatures to make them unique
The extra items it adds
the level of "breathing world" it creates.
The ability to edit Biome specific spawns and group spawn rates.
What we do not enjoy:
The spawn system being atypical of most other mods, and the unintended issues it brings.
The seeming different modes, letting CS take over everything, leading to unintended interaction with other mods that add entities. Or attempting to mix the two and let vanilla take over vanilla and mo take over mo. Or simply not using it at all, witch brings its own issues.
The lack of documentation on the Cfg files and/or Custom spawner.
That each mod addition creates the need to revisit all spawn balance
On my server, we are attempting to use your mod and its new abilities to set Biomes and rates to create a sandbox world, where it has the density of vanilla, but the sensible spawning of per Biome settings. Its taxing, confusing and just does not work sometimes.
Please take the above as feedback, it is not intended as a slight against you, your work, or this mod.
As sad as it makes me and my users, I understand. I had assumed this would be the case. We are currently stuck in 1.4.7 however.
Thank you for your time.
An aside:
If I may for a moment, id like to voice some feedback and a bit of frustration. It seems like a lot of issues with Mo creatures comes from the use of the pre 1.8 like spawn system you prefer.
Perhaps its time to make mo creature work with the vanilla spawns? I say this, because working with this mod, as wonderful as it is, is time consuming. I believe I have been adjusting spawns and the like for over two weeks now to get a density and predictability like that of vanilla.
Do not misunderstand. The creatures and detail in this mod put it far and away above all other creature mods. The pain is getting vanilla like spawning, some sort of sensible Biome specific support and integration with other mods.
Again, what we love:
The creatures
The detail put into those creatures to make them unique
The extra items it adds
the level of "breathing world" it creates.
The ability to edit Biome specific spawns and group spawn rates.
What we do not enjoy:
The spawn system being atypical of most other mods, and the unintended issues it brings.
The seeming different modes, letting CS take over everything, leading to unintended interaction with other mods that add entities. Or attempting to mix the two and let vanilla take over vanilla and mo take over mo. Or simply not using it at all, witch brings its own issues.
The lack of documentation on the Cfg files and/or Custom spawner.
That each mod addition creates the need to revisit all spawn balance
On my server, we are attempting to use your mod and its new abilities to set Biomes and rates to create a sandbox world, where it has the density of vanilla, but the sensible spawning of per Biome settings. Its taxing, confusing and just does not work sometimes.
Please take the above as feedback, it is not intended as a slight against you, your work, or this mod.
I understand the points, you can use the regular spawner with the current versions, just set 'usecustomspawner' to false, that way the vanilla spawner is used instead
Right, but at this point, its somewhat of a "pick your poison". You have 3 options
Such as using Vanilla would obviously remove Biome settings, that we love! ( Unless I am mistaken ) So I guess my suggestion is, tighter integration on Vanilla methods, with a control layer over top for the groups and spawn rate. I feel this will give you near universal integration with other mods that use the base methods, with the added awesomeness of the control you provide. It may even be simpler for you to maintain on your end. I don't know.
I'm willing to think maybe I just do not understand the systems in play here. But for that, see my point about documentation.
I really do not know what in practice "'usecustomspawner' to false" would do, or what changes I would expect to happen. I am left with only trial and error.
Turn off your ad blocker then it will work.
Help me support Mo Creatures SMP by donating for my time and effort=)
No it doesn't. It still says the same thing, and the download thing below leads to a virus link
The changes to Vanilla mobs and Twilight mobs and or MOD mobs, will this be updated in CustomSpawner 1.11.1 for 1.4.7?
I'm currently running the 1.4.7 update and having.. Unexpected results with mobs from other mods, including CustomSpawner not spawning mobs in sub-biomes like the mazes and towers.
Right now, because of Customspawner we are not having the correct experience in other mods.
The link is fine and only has issues with adblockers. Do this as a workaround:
1. Wait for Skip Ad to appear.
2. Right-Click Skip Ad and click Copy Link Address
3. Paste link in new tab and it will work.
Help me support Mo Creatures SMP by donating for my time and effort=)
Bugs:
MoCBiomeGroups.cfg
MoCProperties.cfg
Okay, got it...but why are there no audio files? I loaded the game and none of the Mo Creatures creatures are making any sounds.
Update: Just fixed the problem. The newest dev version doesn't come with the audio resources folder, so I added it from the previous version and now I can hear the sounds just fine. Oh yeah, one other thing, what's the deal with the Wyvern Mother? Does she actually spawn or is she just in the model files?
I've uploaded a new DEV version that includes the missing audio files
the wyvern mother is a placeholder, not implemented yet. She does not spawn at all
Judging by dr.zarks new DEV version changelog, it looks like he's working on the twilight forest bugs, and just remove the grass from under your animal pens. the hunter creatures spawn on dirt, grass ect so just make it stone or something.
That's what I am asking all users to do. However, for things like sheep, its rather unsustainable. Mo creatures has rendered Farming and livestock game-play moot.
The worst part is I feel its unlikely those changes he made will be back ported, and I fully understand if not. But it leaves us in a bad place.
There is no such file. it should not be looking for it.
The idea of a DEV release is mostly for users to have a sneak peek of the upcoming changes and to help us beta test the changes before a full release is done.
We had the big issue of creatures not spawning on the Twilight forest dimension, the main reason is that the twilight forest uses custom blocks for dirt and passive creatures are set to spawn on regular dirt only. As a work around in the current dev release, the passive creatures spawn on any block, however that causes issues like the ones you are mentioning. This is just a temporary solution while we sleep on the issue to find a better solution. You should take the DEV release as a work in progress - buggy version of the mod, it is not intended for deployment on servers or everyday use, but instead for testing purposes.
RE: This post: http://www.minecraftforum.net/topic/81771-151-mo-creatures-v508-with-wyverns/page__st__50020#entry21998984
TF labys, mazes and towers are structures (like nether fortresss or strongholds), which CMS currently doesn't support. Bloodshot said he's looking into it for a future release. If you absolutely need TF to work right now, look up JustAnotherSpawner (JAS). It's the only spawner mod that currently supports TF structures.
I've replaced the ground for my livestock with cobble (or cobble variants from the Chisel mod). Supposedly, you can place another layer of fences around the livestock pens to stop animals from outside attacking them, I haven't tried this yet. This works for everything but sheep which absolutely need grass to regrow wool. You may want to check YouTube for compact sheep farms, which minimize the grass blocks used and confines the sheep to where nothing should be able to spawn once the pens are filled.
apologies
It will be very time consuming to maintain several versions of the mod. We are currently working to fix most of the issues you're describing but for the MC 1.5.1 I'm not sure I'll have the time to back port for 1.4.7
As sad as it makes me and my users, I understand. I had assumed this would be the case. We are currently stuck in 1.4.7 however.
Thank you for your time.
An aside:
If I may for a moment, id like to voice some feedback and a bit of frustration. It seems like a lot of issues with Mo creatures comes from the use of the pre 1.8 like spawn system you prefer.
Perhaps its time to make mo creature work with the vanilla spawns? I say this, because working with this mod, as wonderful as it is, is time consuming. I believe I have been adjusting spawns and the like for over two weeks now to get a density and predictability like that of vanilla.
Do not misunderstand. The creatures and detail in this mod put it far and away above all other creature mods. The pain is getting vanilla like spawning, some sort of sensible Biome specific support and integration with other mods.
Again, what we love:
Please take the above as feedback, it is not intended as a slight against you, your work, or this mod.
I understand the points, you can use the regular spawner with the current versions, just set 'usecustomspawner' to false, that way the vanilla spawner is used instead
Such as using Vanilla would obviously remove Biome settings, that we love! ( Unless I am mistaken ) So I guess my suggestion is, tighter integration on Vanilla methods, with a control layer over top for the groups and spawn rate. I feel this will give you near universal integration with other mods that use the base methods, with the added awesomeness of the control you provide. It may even be simpler for you to maintain on your end. I don't know.
I'm willing to think maybe I just do not understand the systems in play here. But for that, see my point about documentation.
I really do not know what in practice "'usecustomspawner' to false" would do, or what changes I would expect to happen. I am left with only trial and error.
Thank you for taking the time to read this.