Ok so what would be a good number so that a decent number of each creature could spawn often. Second do you have any ideas as to why hostile vanilla mobs are not spawning. Also do you think we could continue this conversation through pm's instead of clotting the pages of this topic. I appreciate your help btw.
"sans-serif">Forgive me if this has already been addressed "sans-serif"> "sans-serif">Forget the GUI app, it is outdated, don’t even bother installing it. "sans-serif"> "sans-serif">On your server "sans-serif"> "sans-serif">1st off make darn sure you have the right Forge installation, and the most current versions of Mo Creatures and Custom Mob Spawner, I cant stress this enough as 90% of the problems reported here seem to be folks running on the wrong version of Forge/Mo Creatures and Custom Mob Spawner. "sans-serif"> "sans-serif">If you are using CMS then don’t bother configuring creatures in the Mo Creatures config files, they aren’t used, the CMS config files are used. "sans-serif">On our server ( your mileage may vary ) we turned down all Vanalla Minecraft monsters from a frequency of 100 to 15, making them still higher than Mo Creatures spawn, but at least in the same ballpark "sans-serif"> "sans-serif">That worked wonders for our server. From there we started doing minor tweaks for our server ( we hate the Big Golems so we turned them way down for example ) "sans-serif"> "sans-serif">We rarely messed with other config settings ( and bloodshot will come in here and tell you you can do this on the fly, and he is right ) but Im old fashioned. "sans-serif"> "sans-serif">Once we had that set up, lots of different creatures were spawning.
I'm having issues with sneaking on mobs.... currently my dismount key and sneak key seem to be bound. No matter what I change sneak to, dismount changes as well. How do I fix this?
"sans-serif">Forgive me if this has already been addressed
"sans-serif">Forget the GUI app, it is outdated, don’t even bother installing it.
"sans-serif">On your server
"sans-serif">1st off make darn sure you have the right Forge installation, and the most current versions of Mo Creatures and Custom Mob Spawner, I cant stress this enough as 90% of the problems reported here seem to be folks running on the wrong version of Forge/Mo Creatures and Custom Mob Spawner.
"sans-serif">If you are using CMS then don’t bother configuring creatures in the Mo Creatures config files, they aren’t used, the CMS config files are used. "sans-serif">On our server ( your mileage may vary ) we turned down all Vanalla Minecraft monsters from a frequency of 100 to 15, making them still higher than Mo Creatures spawn, but at least in the same ballpark
"sans-serif">That worked wonders for our server. From there we started doing minor tweaks for our server ( we hate the Big Golems so we turned them way down for example )
"sans-serif">We rarely messed with other config settings ( and bloodshot will come in here and tell you you can do this on the fly, and he is right ) but Im old fashioned.
"sans-serif">Once we had that set up, lots of different creatures were spawning.
also make sure it is a new map as old maps can screw things up until you get to new chunks for some reason.
"sans-serif">The only mod we are currently interested in is Mo Creatures, and for that, MCPC works very well. "sans-serif"> "sans-serif">We were a small group of players on a server of Vanilla Minecraft, we have now expanded to Mo Creatures ( and they do not want to go back, my players are now “Mo Creatures or nothing” ).
Name one. I've yet to find a mod that works on servers at all, that does not work on MCPC+.
Don't mods have to be made for MCPC+?
IC2, BC, they both have problems with MCPC+
especially with recognizing permissions on block excavation and placement.
Don't mods have to be made for MCPC+?
IC2, BC, they both have problems with MCPC+
especially with recognizing permissions on block excavation and placement.
mods do not "have" to be made for MCPC+, They either work or they dont. Mods made for clients or non forge mods are almost sure to fail in MCPC+ and almost 99% of all forge mods work. Mods install into MCPC+ as simple as drag and drop right into the mods folder in side your server folder. Couldn't be easier. MCPC+ gives you the use of bukkit plugins AND mods.
I have never had an issue with BC, But depending on what version you are using of IC2 is a whole other story... Keep in mine that there has been no official release of IC2 since minecraft 1.4.x or 1.5.x days, everything since is under development/ "experimental" with really no recommended build to use.
as for Mo's creatures, does anyone no how to turn off or adjust global mob over spawning, when my server loads its like a mob orgy everywhere i go lagging the hell out of the server.
mods do not "have" to be made for MCPC+, They either work or they dont. Mods made for clients or non forge mods are almost sure to fail in MCPC+ and almost 99% of all forge mods work. Mods install into MCPC+ as simple as drag and drop right into the mods folder in side your server folder. Couldn't be easier. MCPC+ gives you the use of bukkit plugins AND mods.
I have never had an issue with BC, But depending on what version you are using of IC2 is a whole other story... Keep in mine that there has been no official release of IC2 since minecraft 1.4.x or 1.5.x days, everything since is under development/ "experimental" with really no recommended build to use.
as for Mo's creatures, does anyone no how to turn off or adjust global mob over spawning, when my server loads its like a mob orgy everywhere i go lagging the hell out of the server.
yeah, the overall numbers for each mob type (there are 4). Think it is: creature, water, ambient, and passive
and you've never had the quarry from BC completely ignore any sort of block protection plug-ins for MCPC+?
It is an old world but I have been working with the wrong config file first off. A new world is not an option and I have traveled to new chunks and that did not make creatures spawn. By old world I mean generated in 1.6ish, it was one of the later versions.
"sans-serif">Forgive me if this has already been addressed
"sans-serif">Forget the GUI app, it is outdated, don’t even bother installing it.
"sans-serif">On your server
"sans-serif">1st off make darn sure you have the right Forge installation, and the most current versions of Mo Creatures and Custom Mob Spawner, I cant stress this enough as 90% of the problems reported here seem to be folks running on the wrong version of Forge/Mo Creatures and Custom Mob Spawner.
"sans-serif">If you are using CMS then don’t bother configuring creatures in the Mo Creatures config files, they aren’t used, the CMS config files are used. "sans-serif">On our server ( your mileage may vary ) we turned down all Vanalla Minecraft monsters from a frequency of 100 to 15, making them still higher than Mo Creatures spawn, but at least in the same ballpark
"sans-serif">That worked wonders for our server. From there we started doing minor tweaks for our server ( we hate the Big Golems so we turned them way down for example )
"sans-serif">We rarely messed with other config settings ( and bloodshot will come in here and tell you you can do this on the fly, and he is right ) but Im old fashioned.
"sans-serif">Once we had that set up, lots of different creatures were spawning.
yeah, the overall numbers for each mob type (there are 4). Think it is: creature, water, ambient, and passive
and you've never had the quarry from BC completely ignore any sort of block protection plug-ins for MCPC+?
This is not a problem with MCPC but rather the mod itself. It is the mod's responsibility to send a BlockBreak event whenever a block is broken. If no event is sent, MCPC cannot inform plugins about it. As for mods needing to be made specifically for MCPC, this was true back in 1.4.5 but not anymore. You simply place the mod in the mods folder and it will load the same as Forge. As for MoCreatures, it is fully supported with MCPC+ as I am the lead dev for MCPC.
Don't mods have to be made for MCPC+?
IC2, BC, they both have problems with MCPC+
especially with recognizing permissions on block excavation and placement.
I am using both IC2 and Buildcraft on MCPC+ with no server-compatibility problems. There is a slight issue with block placing by fillers within town limits, but note what I said ... within TOWN limits. It's not a Buildcraft-and-MCPC+ problem. It's a Buildcraft-and-Towny problem. Towny isn't getting the message that fillers have been authorized to work inside towns. OUTSIDE of towns, in the wilderness, where Towny isn't stopping them, they place blocks just fine.
I am using both IC2 and Buildcraft on MCPC+ with no server-compatibility problems. There is a slight issue with block placing by fillers within town limits, but note what I said ... within TOWN limits. It's not a Buildcraft-and-MCPC+ problem. It's a Buildcraft-and-Towny problem. Towny isn't getting the message that fillers have been authorized to work inside towns. OUTSIDE of towns, in the wilderness, where Towny isn't stopping them, they place blocks just fine.
none of you have countered my statements
many mods do not work with MCPC+'s protections. They may "work" by they don't follow the rules and the mod authors don't give official support for MCPC+ issues.
none of you have countered my statements
many mods do not work with MCPC+'s protections. They may "work" by they don't follow the rules and the mod authors don't give official support for MCPC+ issues.
Whereas they work just fine with vanilla prot...........
Oh, wait. There ARE NO vanilla protections. That's why griefing has always been such a chronic problem on vanilla servers.
I run an MCPC+ server with 88 mods on it. The ONLY "not working with protections" issue I have encountered is the one I mentioned of Buildcraft fillers not working within Towny towns, and that is not an issue between Buildcraft and MCPC+, it is an issue between Buildcraft and Towny. So, one known case I'm aware of in which one Forge mod does not work properly with one Bukkit plugin's protections, vs. no Forge mods working with vanilla protections at all because there aren't any.
You can try to assert otherwise until you're blue in the face, but that won't make it so.
"sans-serif">Forgive me if this has already been addressed
"sans-serif">Forget the GUI app, it is outdated, don’t even bother installing it.
"sans-serif">On your server
"sans-serif">1st off make darn sure you have the right Forge installation, and the most current versions of Mo Creatures and Custom Mob Spawner, I cant stress this enough as 90% of the problems reported here seem to be folks running on the wrong version of Forge/Mo Creatures and Custom Mob Spawner.
"sans-serif">If you are using CMS then don’t bother configuring creatures in the Mo Creatures config files, they aren’t used, the CMS config files are used. "sans-serif">On our server ( your mileage may vary ) we turned down all Vanalla Minecraft monsters from a frequency of 100 to 15, making them still higher than Mo Creatures spawn, but at least in the same ballpark
"sans-serif">That worked wonders for our server. From there we started doing minor tweaks for our server ( we hate the Big Golems so we turned them way down for example )
"sans-serif">We rarely messed with other config settings ( and bloodshot will come in here and tell you you can do this on the fly, and he is right ) but Im old fashioned.
"sans-serif">Once we had that set up, lots of different creatures were spawning.
Also: I never downloaded the GUI. I installed the forge that Dr. Zhark provided under 1.7.2 required. Could you give a screenshot of your config files for your server; the vanilla and mo creatures. Please!
none of you have countered my statements
many mods do not work with MCPC+'s protections. They may "work" by they don't follow the rules and the mod authors don't give official support for MCPC+ issues.
As CaerMaster said, there are no vanilla protections so that is the main reason why they do not "work" in the first place but the mod will still "function". Forge is still very behind on Events and has no built-in permission system. Any Forge server that wants to have protection can run ForgeEssentials but will have the SAME problems as proper protection requires that the mods send the proper events. The biggest problem is many events do not EXIST in Forge for mods to even use. But for the events that DO exist, there is no excuse why a mod doesn't utilize the built-in events such as BlockBreak. Sure many mods do not support MCPC+ because that would involve more work, but that doesn't mean it doesn't "work". All of MCPC+ issues can be found on our github. And as I said before, MoCreatures is FULLY supported with MCPC+ and as this is a MoCreatures thread, that is all that matters.
Hi DrZharks,I and Immibis were found a crashing bug which is happen if Yours mod is together with Immibis microblocks on MCPC+ server.It's new bug in Custom Spawner 3 + Mocreatures 6.1 for MC 1.6.4 (Customspawner 2 and Mocreatures 6.0.1 works OK)
Could You fix it please? Thanks
Thanks, I'll fix it when I have time.
Rollback Post to RevisionRollBack
Help me support Mo Creatures SMP by donating for my time and effort=)
"sans-serif">Forgive me if this has already been addressed
"sans-serif">
"sans-serif">Forget the GUI app, it is outdated, don’t even bother installing it.
"sans-serif">
"sans-serif">On your server
"sans-serif">
"sans-serif">1st off make darn sure you have the right Forge installation, and the most current versions of Mo Creatures and Custom Mob Spawner, I cant stress this enough as 90% of the problems reported here seem to be folks running on the wrong version of Forge/Mo Creatures and Custom Mob Spawner.
"sans-serif">
"sans-serif">If you are using CMS then don’t bother configuring creatures in the Mo Creatures config files, they aren’t used, the CMS config files are used.
"sans-serif">On our server ( your mileage may vary ) we turned down all Vanalla Minecraft monsters from a frequency of 100 to 15, making them still higher than Mo Creatures spawn, but at least in the same ballpark
"sans-serif">
"sans-serif">That worked wonders for our server. From there we started doing minor tweaks for our server ( we hate the Big Golems so we turned them way down for example )
"sans-serif">
"sans-serif">We rarely messed with other config settings ( and bloodshot will come in here and tell you you can do this on the fly, and he is right ) but Im old fashioned.
"sans-serif">
"sans-serif">Once we had that set up, lots of different creatures were spawning.
not a bug, vanilla feature now. sneak = dismount
also make sure it is a new map as old maps can screw things up until you get to new chunks for some reason.
Good point, we started with a new world
We are in the process of moving our server to MCPC as all our testing shows it is much MUCH better!
MCPC is not better. Many mods do not support it.
"sans-serif">The only mod we are currently interested in is Mo Creatures, and for that, MCPC works very well.
"sans-serif">
"sans-serif">We were a small group of players on a server of Vanilla Minecraft, we have now expanded to Mo Creatures ( and they do not want to go back, my players are now “Mo Creatures or nothing” ).
Don't mods have to be made for MCPC+?
IC2, BC, they both have problems with MCPC+
especially with recognizing permissions on block excavation and placement.
mods do not "have" to be made for MCPC+, They either work or they dont. Mods made for clients or non forge mods are almost sure to fail in MCPC+ and almost 99% of all forge mods work. Mods install into MCPC+ as simple as drag and drop right into the mods folder in side your server folder. Couldn't be easier. MCPC+ gives you the use of bukkit plugins AND mods.
I have never had an issue with BC, But depending on what version you are using of IC2 is a whole other story... Keep in mine that there has been no official release of IC2 since minecraft 1.4.x or 1.5.x days, everything since is under development/ "experimental" with really no recommended build to use.
as for Mo's creatures, does anyone no how to turn off or adjust global mob over spawning, when my server loads its like a mob orgy everywhere i go lagging the hell out of the server.
yeah, the overall numbers for each mob type (there are 4). Think it is: creature, water, ambient, and passive
and you've never had the quarry from BC completely ignore any sort of block protection plug-ins for MCPC+?
http://prntscr.com/2rc5k5
Thanks for the info.
This is not a problem with MCPC but rather the mod itself. It is the mod's responsibility to send a BlockBreak event whenever a block is broken. If no event is sent, MCPC cannot inform plugins about it. As for mods needing to be made specifically for MCPC, this was true back in 1.4.5 but not anymore. You simply place the mod in the mods folder and it will load the same as Forge. As for MoCreatures, it is fully supported with MCPC+ as I am the lead dev for MCPC.
The server now requires the latest Forge build which is 10.12.0.1025. Download it from files.minecraftforge.net
Help me support Mo Creatures SMP by donating for my time and effort=)
none of you have countered my statements
many mods do not work with MCPC+'s protections. They may "work" by they don't follow the rules and the mod authors don't give official support for MCPC+ issues.
Oh, wait. There ARE NO vanilla protections. That's why griefing has always been such a chronic problem on vanilla servers.
I run an MCPC+ server with 88 mods on it. The ONLY "not working with protections" issue I have encountered is the one I mentioned of Buildcraft fillers not working within Towny towns, and that is not an issue between Buildcraft and MCPC+, it is an issue between Buildcraft and Towny. So, one known case I'm aware of in which one Forge mod does not work properly with one Bukkit plugin's protections, vs. no Forge mods working with vanilla protections at all because there aren't any.
You can try to assert otherwise until you're blue in the face, but that won't make it so.
Also: I never downloaded the GUI. I installed the forge that Dr. Zhark provided under 1.7.2 required. Could you give a screenshot of your config files for your server; the vanilla and mo creatures. Please!
As CaerMaster said, there are no vanilla protections so that is the main reason why they do not "work" in the first place but the mod will still "function". Forge is still very behind on Events and has no built-in permission system. Any Forge server that wants to have protection can run ForgeEssentials but will have the SAME problems as proper protection requires that the mods send the proper events. The biggest problem is many events do not EXIST in Forge for mods to even use. But for the events that DO exist, there is no excuse why a mod doesn't utilize the built-in events such as BlockBreak. Sure many mods do not support MCPC+ because that would involve more work, but that doesn't mean it doesn't "work". All of MCPC+ issues can be found on our github. And as I said before, MoCreatures is FULLY supported with MCPC+ and as this is a MoCreatures thread, that is all that matters.
Help me support Mo Creatures SMP by donating for my time and effort=)
Thanks, I'll fix it when I have time.
Help me support Mo Creatures SMP by donating for my time and effort=)