Holy crap i was using the wrong version of custom mob spawner, i updated and that worked, thanks, a lot.
And sorry, but i haven figured out yet how to use the spoiler tag =/
it is easy spoiler at the top and /spoiler at the bottom, both inside brackets [ ]
Dr zhark your mobs are awesome!, but, is the pumpkin of the mini golem neccesary? you should make the pumpkin grey!
O yeh, also, Crimson wolf, Your model is AWESOME too, but the colors are a bit... bad, you should change them, your mob is based on the Cerberus, Right?, then you should make the model hellish and darker!
Anyone know of a way I can edit all the creatures HP and Attack damage. It kinda doesn't match up very well with the other mods that I use. I can kill everything too easily. Sure would be nice if there was some sort of config file that you could adjust it. Or on the custom mob spawner.
I saw a raccoon last night... I would say that yours is quite a bit dis-proportioned. A raccoon's body is much bigger than its head and your raccoon's head is just as big as the body. Thats totally fine if its a baby. Also the snout of a raccoon isn't quite as long as yours and comes to a point. I know that you cant make it come to a point but bringing the nose closer to the face would help.
Again Im not trying to bash your raccoon just giving you (hopefully) a helpful critique.
Your mini golem is AWESOME
yep their head is perhaps too big. They do look cute tho
While true, I am starting to think that CMS upper limits and Vanilla/Mod limits are not connected. So you get tons of creatures.
Example, if you add a mod, and do not add it to a biomegroup, it has the possibility of taking over ALL spawns, and adding creatures higher than the CMS max.
I'm going to mention again, its perhaps time to drop CMS, or make it use Vanilla native spawn systems. Its Frankly, a headache having two sets of rules for spawns, if not more. Please take an objective look at how many issues people have because its two different systems, constantly. IE: Adding your mod has a high probability of breaking the intended experience of other mods. My case in point is my server, Twilight forest is still all jacked up. While you guys have made strides to help this, Unless we know the rates, locations ETC the mod creator intended, the experience is broken. Not to mention, setting that up takes weeks of spawn setting editing. At this point, i have spent 3 months trying to get Mo to work with other mods with limited success, other mod experiences simply break, and attempting to fix this under this system is a long involved process.
CMS should be a customizer at this point, not a totally different spawn system. IMO.
Unrelated:
I am making a Icon pack that works with Rei/Voxel mini-map. Once done, you are free to include it in your mod.
There are may mods, it is impossible to code to please everyone, so my approach is this: you want the mocreatures spawning settings as I inteded? use CMS, let it control vanilla spawns. We are working really hard on improving compatibility with other custom mbos and adding more control over spawns. You want me to stop working on it? it's not going to happen.
You don't want to use CMS? disable it, MoC will use the forge method to populate the vanilla lists, you have to deal with it's shortcomings, with less control over spawn tick rates, and most importantly,the lack of vanilla creature despawns.
100% agreed, and quoted for truth. Having the two mods "married" is unnecessary now, even if it was true in the past.
That said, I'm rather certain decoupling these mods may happen once arctic biomes begin generating in the Nether.
Not married. You can disable CMS. of course the latest version prevents disabling CMS due to a bug, it has been fixed and will be part of the next release.sneak peeks of the ants and silver skeletons:
Not married. You can disable CMS. of course the latest version prevents disabling CMS due to a bug, it has been fixed and will be part of the next release.
Disabling CMS =/= Not requiring CMS. Therefore MoC is indeed married to CMS, as CMS' presence is required for MoC to even function.
Simple question - does Mo' Creatures require CMS? Of course it does.
Disabling CMS =/= Not requiring CMS. Therefore MoC is indeed married to CMS, as CMS' presence is required for MoC to even function.
Simple question - does Mo' Creatures require CMS? Of course it does.
Yes it does, and honestly I think it ever will. If CMS is not installed, MoC won't run, as simple as that. Is not the reason you have implied in other posts. If I wanted more adf.ly links, I could just split the mod into several categories, or do more small, separate mods. I think mostly of the average user that can't be troubled to configure other spawners. The vanilla spawner is out of the question.
You will be able to disable it if you want, to deal and tinker with other spawners. but I'll leave that to the advanced user and of course with no guarantees, at his own risk.
Disabling CMS =/= Not requiring CMS. Therefore MoC is indeed married to CMS, as CMS' presence is required for MoC to even function.
Simple question - does Mo' Creatures require CMS? Of course it does.
man, you have a crappy attitude. I used to complain about CMS, but, current bug aside, you can just disable it - so its a pretty silly thing to waste your angst ranting about. And this is hardly the worst mod for ad.fly's - ever download any of chickenbones mods?
Erm. Bug Report:
Kittens (Babies) Have glitchy textures.
I tried re-logging but it won't work.
BTW I also have these mods installed:
Rei's Minimap
Minaptics Lite
Smart Moving
Player API
TMI
Mob Disemberment
Mob Amputation
Damage Indicators
Some other MCPatcther stuff.
So a few things... Some I've mentioned before, others I haven't. So here goes:
How to un-stick a horse from a minecart? The horse doesn't seem to want to teleport even when roped, and cannot be ridden out either...
Cats won't rope properly to teleport, we have a lost kitty terrorizing our spawn area!
Is there a way to include the Mo' Creatures mobs in the Towny approved/disapproved spawn lists?
Is there a way to specify which type of mob spawns where?
Example: Spider, Cave Spider (I have cave spiders spawning on the surface world. Not a huge fan...)
Example: Swamp Wyvern, Forest Wyvern, etc. (I may bring them to overworld at low spawn rate if I can specify which Wyvern type spawns in which biome.)
What exactly does a building hammer do? o.o All I can seem to get out of it is glass...
Do the Creatures mobs damage/health scale with a server's difficulty setting?
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So a few things... Some I've mentioned before, others I haven't. So here goes:
How to un-stick a horse from a minecart? The horse doesn't seem to want to teleport even when roped, and cannot be ridden out either...
Cats won't rope properly to teleport, we have a lost kitty terrorizing our spawn area!
Is there a way to include the Mo' Creatures mobs in the Towny approved/disapproved spawn lists?
Is there a way to specify which type of mob spawns where?
Example: Spider, Cave Spider (I have cave spiders spawning on the surface world. Not a huge fan...)
Example: Swamp Wyvern, Forest Wyvern, etc. (I may bring them to overworld at low spawn rate if I can specify which Wyvern type spawns in which biome.)
What exactly does a building hammer do? o.o All I can seem to get out of it is glass...
Do the Creatures mobs damage/health scale with a server's difficulty setting?
If you have RailCraft you can use a Disembarking Track to force the critter out, otherwise you have to carefully destroy the minecart
Have you tried to pick up the kitty without a rope?
I don't think you can specify the subtypes of critters right now in the CSM controls. I think the CSM needs a height range option so you can force animals to spawn in certain layers if it doesn't already.
the building hammer uses the first block in your toolbar, it does not spawn blocks.
it is easy spoiler at the top and /spoiler at the bottom, both inside brackets [ ]
O yeh, also, Crimson wolf, Your model is AWESOME too, but the colors are a bit... bad, you should change them, your mob is based on the Cerberus, Right?, then you should make the model hellish and darker!
yep their head is perhaps too big. They do look cute tho
There are may mods, it is impossible to code to please everyone, so my approach is this: you want the mocreatures spawning settings as I inteded? use CMS, let it control vanilla spawns. We are working really hard on improving compatibility with other custom mbos and adding more control over spawns. You want me to stop working on it? it's not going to happen.
You don't want to use CMS? disable it, MoC will use the forge method to populate the vanilla lists, you have to deal with it's shortcomings, with less control over spawn tick rates, and most importantly,the lack of vanilla creature despawns.
Not married. You can disable CMS. of course the latest version prevents disabling CMS due to a bug, it has been fixed and will be part of the next release.sneak peeks of the ants and silver skeletons:
Disabling CMS =/= Not requiring CMS. Therefore MoC is indeed married to CMS, as CMS' presence is required for MoC to even function.
Simple question - does Mo' Creatures require CMS? Of course it does.
Yes it does, and honestly I think it ever will. If CMS is not installed, MoC won't run, as simple as that. Is not the reason you have implied in other posts. If I wanted more adf.ly links, I could just split the mod into several categories, or do more small, separate mods. I think mostly of the average user that can't be troubled to configure other spawners. The vanilla spawner is out of the question.
You will be able to disable it if you want, to deal and tinker with other spawners. but I'll leave that to the advanced user and of course with no guarantees, at his own risk.
man, you have a crappy attitude. I used to complain about CMS, but, current bug aside, you can just disable it - so its a pretty silly thing to waste your angst ranting about. And this is hardly the worst mod for ad.fly's - ever download any of chickenbones mods?
Kittens (Babies) Have glitchy textures.
I tried re-logging but it won't work.
BTW I also have these mods installed:
Rei's Minimap
Minaptics Lite
Smart Moving
Player API
TMI
Mob Disemberment
Mob Amputation
Damage Indicators
Some other MCPatcther stuff.
Looking to join a community of gamers across a couple different games? Join Iron Nexus today and stay up to date on the latest updates and discussions from a community who enjoys a more challengingly different approach to a variety of games!
If you have RailCraft you can use a Disembarking Track to force the critter out, otherwise you have to carefully destroy the minecart
Have you tried to pick up the kitty without a rope?
I don't think you can specify the subtypes of critters right now in the CSM controls. I think the CSM needs a height range option so you can force animals to spawn in certain layers if it doesn't already.
the building hammer uses the first block in your toolbar, it does not spawn blocks.
Can someone link me to one please? specifically the one that works with 1.4.7... I need it for the FTB mod pack..
Ignore that, I found one... and I'm not telling where....lol
can you respond to server tick loop when generating new world pls? or are you working on it?