Doctor, I don't mean to offend but, $500 per month for mod pack usage? Even if that's the total amount from everyone, don't you think your over doing it?
Doctor, I don't mean to offend but, $500 per month for mod pack usage? Even if that's the total amount from everyone, don't you think your over doing it?
He believes that having his mod in a mod pack will result in more requests for support on the forums here - and that might have been true a very long time ago. It was a lot of extra work for mod makers and so the $500 dollars, while excessive, is a reflection of just how much DrZhark is dreading what used to happen. The reality is, of course, that mod packs now have their own support pages and, in addition to that, most of the thousands of pages here are requests for help from people who don't know how to adjust their spawn rates properly. With a mod pack, that's no longer an issue because the mod pack maker (or makers) sets it up themselves. It's essentially contracting out the support and as an additional benefit, more people find out about the mod and actually like it because they can get it to work - and thus more people end up downloading it from here which equals more income for DrZhark. As if that weren't enough, the appreciation from all those extra players translates into thousands of dollars a month via Patreon, as can be seen with Vazki, Azanor, Covert Jaguar and many, many others.
I just want to say, that if the modder never takes the time to answer ANY questions, doesn't take the time to put out a decent FAQ, Guide, or Manual, doesn't take the time FULLY explain his configs and how to use them, doesn't reply to reported bugs in his mod with fixes, AND his mod relies on a third party control system mod which he created but will not support, then how in the bloody blazes does he expect to get "Patreons"?!?! I am not saying there is anything wrong with him being like all that, but don't expect money for a mod you will not, can not or do not support in a proper manner.
They were part of a planned set of models which was never finished. Which would have included:
Goshawk, Vulture, Secretary Bird, Golden Eagle, Peregrine falcon, kestrel and Bald eagle.
Raptorfarian, your models are spectacular! I'd love to see them in game but it would be a tragedy to have them in this mod. Maybe Project Zulu? It could use the modelling help, it's stable, well loved, well supported AND it's already in modpacks.
Raptorfarian, your models are spectacular! I'd love to see them in game but it would be a tragedy to have them in this mod. Maybe Project Zulu? It could use the modelling help, it's stable, well loved, well supported AND it's already in modpacks.
Um.. Crudedragos is busy till December, yeah, but Soultek has taken it over and is moving it forward here. He's already added a heap of new mobs and items. It's not Lycanite's but, then again, neither is MoCreatures
Um.. Crudedragos is busy till December, yeah, but Soultek has taken it over and is moving it forward here. He's already added a heap of new mobs and items. It's not Lycanite's but, then again, neither is MoCreatures
I was wondering if for the next update can you work with "Copious Dogs" Mod to work out compatibility issues? I know it's asking for much, but everytime I use Mo's Creature mod and that one, the dogs never spawn unless I uninstall Mo's Creature, and I honestly love you both
Okay, looking for some help. I am running a Minecraft 1.6.4 server with Mo'Creatures, Biomes o'Plenty, and the Custom Spawner (version 3.0). I have my spawn frequency turned down to 1 for most creatures. Yet, yesterday, I flew into a new chunk on my wyvern, and there were like 40 bears within one biome. The problem this is causing is lag from there just being way too many creatures everywhere.
you can use the CMS command /cms killall MOC|Bear (cap not sure of) that will kill all the bears on your map
since you are using BOP, this is in the surfacebiome folder, right? if it is the overworld folder, it won't change anything.
freq is relative, so having them all at 1 doesn't do anything for relative spawn levels
if you are having problems with too many overall, adjust the max spawn of each type in the entity spawn type cfg file.
But, I don't want to kill all the bears. That would take away the tame ones and the ones in peoples' zoos. And it's not just bears, so if I kill off everything that completely ruins the point of having the mods in the first place.
I have no surfacebiome folder. So, yes, it's under the Config - Custom Spawner - Overworld. I may also need to reduce spawn rates in the nether the way things are going.
This max spawn in the entity spawn type - is that the spawncap? If so, then that might be helpful. I hope.
Any idea how long until I see fewer creatures spawning? Do I need to go on a killing spree?
And no, I don't have a surfacebiomes folder under the CustomSpawner config. I have bophell, end, logs, nether, overworld, promised, wyvernend, and Global.cfg.
When I first started up the server, there were no water creatures to be found anywhere. I did up the numbers of those under the overworld settings and eventually they did start spawning. I thought killing things seemed to help, but I'm not sure. xD
Thanks! I'll give that a try =)
He believes that having his mod in a mod pack will result in more requests for support on the forums here - and that might have been true a very long time ago. It was a lot of extra work for mod makers and so the $500 dollars, while excessive, is a reflection of just how much DrZhark is dreading what used to happen. The reality is, of course, that mod packs now have their own support pages and, in addition to that, most of the thousands of pages here are requests for help from people who don't know how to adjust their spawn rates properly. With a mod pack, that's no longer an issue because the mod pack maker (or makers) sets it up themselves. It's essentially contracting out the support and as an additional benefit, more people find out about the mod and actually like it because they can get it to work - and thus more people end up downloading it from here which equals more income for DrZhark. As if that weren't enough, the appreciation from all those extra players translates into thousands of dollars a month via Patreon, as can be seen with Vazki, Azanor, Covert Jaguar and many, many others.
must agree!
Those are some epic models you got there!
Raptorfarian, your models are spectacular! I'd love to see them in game but it would be a tragedy to have them in this mod. Maybe Project Zulu? It could use the modelling help, it's stable, well loved, well supported AND it's already in modpacks.
Project Zulu is DEAD!
Um.. Crudedragos is busy till December, yeah, but Soultek has taken it over and is moving it forward here. He's already added a heap of new mobs and items. It's not Lycanite's but, then again, neither is MoCreatures
Phew.
"Copious Dogs Mod":
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2093093-copious-dogs-mod
Here's what my current bear configs are:
bear {
S:biomegroups <BEAR_DEFAULT>
B:canSpawn=true
I:frequency=1
I:maxChunk=4
I:maxLightlevel=-1
I:maxSpawn=2
I:maxSpawnHeight=256
I:minLightlevel=-1
I:minSpawn=1
I:minSpawnHeight=0
S:opaqueBlock=all
S:spawnBlockBlacklist <>
S:type=CREATURE
How do I turn down the spawn rates even more? One doesn't seem to be low enough? What else can I change here to get fewer bears?
since you are using BOP, this is in the surfacebiome folder, right? if it is the overworld folder, it won't change anything.
freq is relative, so having them all at 1 doesn't do anything for relative spawn levels
if you are having problems with too many overall, adjust the max spawn of each type in the entity spawn type cfg file.
But, I don't want to kill all the bears. That would take away the tame ones and the ones in peoples' zoos. And it's not just bears, so if I kill off everything that completely ruins the point of having the mods in the first place.
I have no surfacebiome folder. So, yes, it's under the Config - Custom Spawner - Overworld. I may also need to reduce spawn rates in the nether the way things are going.
This max spawn in the entity spawn type - is that the spawncap? If so, then that might be helpful. I hope.
And I don't think the killall command will kill tame mobs, but I'm not 100% sure.
You are running BOP, so you should have something like surfacebiomes in your CMS config folder.
And no, I don't have a surfacebiomes folder under the CustomSpawner config. I have bophell, end, logs, nether, overworld, promised, wyvernend, and Global.cfg.
When I first started up the server, there were no water creatures to be found anywhere. I did up the numbers of those under the overworld settings and eventually they did start spawning. I thought killing things seemed to help, but I'm not sure. xD
the max limit won't kill mobs if you are over it will just prevent any new ones from spawning.
Yeah, the 1.6.4 max water creature limit was bugged way too low. I set mine to 50.