Hey DrZhark, I love Mo' Creatures, I really do. It's awesome.
But CMS is awful, just terrible. And I hate that MoC relies on it.
Spawn rates are so broken it's ridiculous. I went from having CMS repeatedly despawning my farm animals, to fields and valleys damn packed full of cows, pigs and sheep, and everywhere inbetween. I've been messing around re-tweaking the configs again and again to compensate, and it's getting to the point where I'm seriously considering just yanking CMS and Mo' Creatures off our server, because it's just borking everything up.
So I beg of you, please fix CMS to stop this damn busted-ass silliness, or make Mo' Creatures not dependent on it. You're ruining a very good mod otherwise.
Hey DrZhark, I love Mo' Creatures, I really do. It's awesome.
But CMS is awful, just terrible. And I hate that MoC relies on it.
Spawn rates are so broken it's ridiculous. I went from having CMS repeatedly despawning my farm animals, to fields and valleys damn packed full of cows, pigs and sheep, and everywhere inbetween. I've been messing around re-tweaking the configs again and again to compensate, and it's getting to the point where I'm seriously considering just yanking CMS and Mo' Creatures off our server, because it's just borking everything up.
So I beg of you, please fix CMS to stop this damn busted-ass silliness, or make Mo' Creatures not dependent on it. You're ruining a very good mod otherwise.
Cheers.
I absolutely agree. I've been messing with the configs for mo creatures trying to make things work properly and it just isn't possible. Many of the mobs I need from other mods are completely absent from world gen and no matter how much I adjust mob spawn rates, nighttime and caves are just ridiculous. I love mo creatures and hands down it is the best mod for adding ambiance and diversity to an otherwise dull vanilla minecraft experience. However, its just plain broken since it relies on CMS. Its a shame.
yeah, it just crazily spawns hundreds monsters around you. really annoying. almost impossible to survive at night. and the config seems not to be working.
After avvidly attempting to get Mo'Creatures and CMS to play nice within my pack and, on my server for the last seven months tonight I have made the decision to yank this mod from my pack.
The three posts above mine encapsulate my feelings quite well. The CMS is wreaking so much havoc on spawns it has no business modifying (anything that isn't Mo'Creatures) that it down right ruins my playing experience. When it gets fixed (if it ever gets fixed), I may and I stress MAY attempt to use this mod again. Here's to hoping it doesn't bork my world entirely when I remove it.
Just got CMS 3.2.0 so I could run MoCreatures on 1.7.2 - it runs but when I go to "Mod Options" it says in red letters "Test 1" "Test 2" and "Disabled" and I cannot adjust anything. Can anyone think why? I'm running no mods but these two, with Forge for 1.7.2.
Same for all of the water mobs. Only squid are spawning, even if I kill them with the console. I also tried specifying MOC_JELLYFISH_CUSTOM, which didn't work either. In the log:
INFO - Skipping class drzhark.mocreatures.entity.aquatic.MoCEntityMediumFish spawn!!, spawnbiomes = []
INFO - Skipping class drzhark.mocreatures.entity.aquatic.MoCEntityShark spawn!!, spawnbiomes = []
INFO - Skipping class drzhark.mocreatures.entity.aquatic.MoCEntityJellyFish spawn!!, spawnbiomes = []
INFO - Skipping class drzhark.mocreatures.entity.aquatic.MoCEntitySmallFish spawn!!, spawnbiomes = []
INFO - Skipping class drzhark.mocreatures.entity.aquatic.MoCEntityPiranha spawn!!, spawnbiomes = []
INFO - Skipping class drzhark.mocreatures.entity.aquatic.MoCEntityDolphin spawn!!, spawnbiomes = []
INFO - Skipping class drzhark.mocreatures.entity.aquatic.MoCEntityFishy spawn!!, spawnbiomes = []
INFO - Skipping class drzhark.mocreatures.entity.aquatic.MoCEntityRay spawn!!, spawnbiomes = []
What am I doing wrong? Also, what is the format for creating a biome group that includes other groups? Finally, is it possible to have multiple entries for a mob type, so I can specify different frequencies for different biomes or depths?
I think I really need a tutorial for the new config files. I'm confused by there being a whole complete set of config files for each mod and each dimension. If I change the biome groups for all the mobs in one of these files will it be universal or will it only apply to that dimension? I am just thoroughly confused as to how the new files work.
Then I'd have a surface spawn type for y>50 and an underground type for y<30. This would desert/cold/fire scorpion variants to spawn in appropriate biomes while allowing cave scorpions to spawn underground anywhere.
java.lang.NullPointerException
at net.minecraft.client.gui.FontRenderer.func_78262_a(FontRenderer.java:805)
at net.minecraft.client.gui.FontRenderer.func_78269_a(FontRenderer.java:789)
at cpw.mods.fml.client.GuiSlotModList.drawSlot(GuiSlotModList.java:82)
at cpw.mods.fml.client.GuiScrollingList.drawScreen(GuiScrollingList.java:316)
at cpw.mods.fml.client.GuiModList.func_73863_a(GuiModList.java:135)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1153)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.gui.FontRenderer.func_78262_a(FontRenderer.java:805)
at net.minecraft.client.gui.FontRenderer.func_78269_a(FontRenderer.java:789)
at cpw.mods.fml.client.GuiSlotModList.drawSlot(GuiSlotModList.java:82)
at cpw.mods.fml.client.GuiScrollingList.drawScreen(GuiScrollingList.java:316)
at cpw.mods.fml.client.GuiModList.func_73863_a(GuiModList.java:135)
-- Screen render details --
Details:
Screen name: cpw.mods.fml.client.GuiModList
Mouse location: Scaled: (144, 84). Absolute: (288, 311)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
Stacktrace:
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1153)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
I set Ogre spawning to False in both the Mo'Creatures config directory and in the CMS config directory, but I am still getting ogres spawning. What am I doing wrong?
I know this sounds really noobish, but how do you "put" CMS inside the Minecraft mods folder? I genuinely don't know how to do it and I've been trying for a while.
I know this sounds really noobish, but how do you "put" CMS inside the Minecraft mods folder? I genuinely don't know how to do it and I've been trying for a while.
press start type in %appdata% hit enter. find .minecraft which will be in Roaming. If not already made create a new folder inside .minecraft called mods. then just drag the CMS in there and your done.
CMS doesn't have any effect on the spawning og mobs for me. It's like it's not even there. When I open the mods tab on the menu, it says custom mob spawner is installed, but it doesn't effect anything. I am using 1.6.4 version of minecraft, and the latest version of custom mob spawner. Anyone know what's happening here?
EDIT: Never mind, just had to change some stuff... It works now!
I really need an explanation of the light level settings. As far as I knew, Light Levels in minecraft range from 0 (no light) to 15 (full light). But the configs are using numbers in the negatives. In fact, almost every single setting seems to be either set at -1, 0 or 1. So how exactly is this system set up and how does it relate to Minecraft's definitions? Anyone understand this/ done any experimenting to figure it out?
This version of CMS is essentially unusable. I have been using MoCreatures for our server since it became available for servers. Over the last few days, I have been updating our mod pack, which I do from the ground up for each update. When I got to the point of adding MoCreatures/CMS, I noticed the cpu usage go thru the roof. A little testing revealed that it was CMS causing it, not MoCreatures. Further testing showed that, MoCreatures WILL run without CMS, you just have little to no control.
I installed MCPC+ for our server, and CMS didn't seem to be as processor hungry as it was with just Forge, so I attempted using it again. The config files for CMS are much more complicated than they used to be, and, without any documentation, I couldn't find a way to have CMS NOT take control of spawning from other mods. As a result, with CMS installed, in our TropiCraft realm, there were no TropiCraft mobs spawning at all. I tried going thru the configs and adding the TropiCraft Biomes to their entitybiomegroups, but it seemed to have no affect.
We are resorting back to running without CMS. For players wanting to do single player though, the result is very little to no mob spawns.
Please go back to the old config system. I miss being able to define biome groups and have certain mobs spawn only there, like having komodo dragons spawn in the swamps of twilight forest.
Using MCPC+ (Forge 965) for MC 1.6.4, and all mods are 1.6.4 versions.
But CMS is awful, just terrible. And I hate that MoC relies on it.
Spawn rates are so broken it's ridiculous. I went from having CMS repeatedly despawning my farm animals, to fields and valleys damn packed full of cows, pigs and sheep, and everywhere inbetween. I've been messing around re-tweaking the configs again and again to compensate, and it's getting to the point where I'm seriously considering just yanking CMS and Mo' Creatures off our server, because it's just borking everything up.
So I beg of you, please fix CMS to stop this damn busted-ass silliness, or make Mo' Creatures not dependent on it. You're ruining a very good mod otherwise.
Cheers.
I absolutely agree. I've been messing with the configs for mo creatures trying to make things work properly and it just isn't possible. Many of the mobs I need from other mods are completely absent from world gen and no matter how much I adjust mob spawn rates, nighttime and caves are just ridiculous. I love mo creatures and hands down it is the best mod for adding ambiance and diversity to an otherwise dull vanilla minecraft experience. However, its just plain broken since it relies on CMS. Its a shame.
The three posts above mine encapsulate my feelings quite well. The CMS is wreaking so much havoc on spawns it has no business modifying (anything that isn't Mo'Creatures) that it down right ruins my playing experience. When it gets fixed (if it ever gets fixed), I may and I stress MAY attempt to use this mod again. Here's to hoping it doesn't bork my world entirely when I remove it.
Just to clear up any potential descrepencies that may or may not arise.
Thanks
It seems like this is loading properly because a comment header was added for the group. Then in overworld/MoCreatures.cfg:
Same for all of the water mobs. Only squid are spawning, even if I kill them with the console. I also tried specifying MOC_JELLYFISH_CUSTOM, which didn't work either. In the log:
What am I doing wrong? Also, what is the format for creating a biome group that includes other groups? Finally, is it possible to have multiple entries for a mob type, so I can specify different frequencies for different biomes or depths?
Thanks
Then I'd have a surface spawn type for y>50 and an underground type for y<30. This would desert/cold/fire scorpion variants to spawn in appropriate biomes while allowing cave scorpions to spawn underground anywhere.
Yep.
does anyone have a working config that fixes the spawn rates that they're willing to upload so that I may download it?
// Who set us up the TNT?
Time: 2/7/14 12:29 PM
Description: Rendering screen
java.lang.NullPointerException
at net.minecraft.client.gui.FontRenderer.func_78262_a(FontRenderer.java:805)
at net.minecraft.client.gui.FontRenderer.func_78269_a(FontRenderer.java:789)
at cpw.mods.fml.client.GuiSlotModList.drawSlot(GuiSlotModList.java:82)
at cpw.mods.fml.client.GuiScrollingList.drawScreen(GuiScrollingList.java:316)
at cpw.mods.fml.client.GuiModList.func_73863_a(GuiModList.java:135)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1153)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.gui.FontRenderer.func_78262_a(FontRenderer.java:805)
at net.minecraft.client.gui.FontRenderer.func_78269_a(FontRenderer.java:789)
at cpw.mods.fml.client.GuiSlotModList.drawSlot(GuiSlotModList.java:82)
at cpw.mods.fml.client.GuiScrollingList.drawScreen(GuiScrollingList.java:316)
at cpw.mods.fml.client.GuiModList.func_73863_a(GuiModList.java:135)
-- Screen render details --
Details:
Screen name: cpw.mods.fml.client.GuiModList
Mouse location: Scaled: (144, 84). Absolute: (288, 311)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
Stacktrace:
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1153)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:946)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:838)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 541491112 bytes (516 MB) / 1139933184 bytes (1087 MB) up to 1908932608 bytes (1820 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_C8 63 mods loaded, 63 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{0.9.0.7} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughItems{1.6.1.8} [Not Enough Items] (NotEnoughItems 1.6.1.8.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PowerCrystalsCore{1.1.8} [PowerCrystals Core] (PowerCrystalsCore-1.1.8-9.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DamageIndicatorsMod{2.9.2.3} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
SC0_SpaceCore{0.6.2} [SpaceCore] ([1.6.4] SpaceCore 0.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
SC0_UsefulPets{1.1.6} [Useful Pets] ([1.6.4] Useful Pets 1.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AnimationAPI{1.1.1} [AnimationAPI] (AnimationAPI v1.1.2 mc1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Backpack{1.12.15} [Backpack] (backpack-1.12.15-1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BattleTowers{1.4.2} [Battle Towers] (BattleTowers_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BetterDungeons{2.4} [Chocolate quest] (BetterDungeons207.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHCore{2.0.0.2} [CoFH Core] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHLoot{2.0.0.2} [CoFH Loot] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHMasquerade{2.0.0.2} [CoFH Masquerade] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHSocial{2.0.0.2} [CoFH Social] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHWorld{2.0.0.2} [CoFH World] (CoFHCore-2.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
zeldaswordskills{0.5.8} [Zelda Sword Skills] (coolaliasZSSbeta0.5.8.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CustomSpawner{3.0.0} [DrZhark's CustomSpawner] (CustomMobSpawner 3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
customnpcs{1.6.4} [CustomNpcs] (CustomNPCs_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NetherOres{1.6.2R2.2.1} [Nether Ores] (NetherOres-2.2.1-14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForgeMultipart{1.0.0.227} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion{3.0.0.2} [Thermal Expansion] (ThermalExpansion-3.0.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EnhancedPortals3{1.6.4-3.0.0b4c} [EnhancedPortals] (EnhancedPortals-1.6.4-3.0.0b4d.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
eternalfrost{1.5b1} [Eternal Frost] (EternalFrost.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL{3.15.1} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.6.4-3.15.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DeathCounter{2.0.0} [DeathCounter] (files^DeathCounter2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
iChunUtil{2.4.0} [iChunUtil] (util^iChunUtil2.4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MobDismemberment{2.0.0} [MobDismemberment] (files^MobDismemberment2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
HardcoreEnderExpansion{1.3.3} [Hardcore Ender Expansion] (HardcoreEnderExpansion.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IronChest{5.4.1.614} [Iron Chest] (Iron-Chests-Mod-1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Lambchops{1.4.3} [Lambchops] (Lambchops-1.4.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
lucky{4.2.1} [Lucky Block] (LuckyBlock_v4.2.1_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
millenaire{5.1.11} [Millénaire] (millenaire-jar-5.1.11) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1.4.4_mc1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Core{4.2.2.19} [ProjectRed] (ProjectRedBase-1.6.4-4.2.2.19.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Compatibility{1.0} [ProjRed|Compatibility] (ProjectRedCompat-1.6.4-4.2.2.19.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Integration{1.0} [ProjRed|Integration] (ProjectRedIntegration-1.6.4-4.2.2.19.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Transmission{1.0} [ProjRed|Transmission] (ProjectRedIntegration-1.6.4-4.2.2.19.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Illumination{1.0} [ProjRed|Illumination] (ProjectRedLighting-1.6.4-4.2.2.19.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Expansion{1.0} [ProjRed|Expansion] (ProjectRedMechanical-1.6.4-4.2.2.19.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Transportation{1.0} [ProjRed|Transportation] (ProjectRedMechanical-1.6.4-4.2.2.19.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ProjRed|Exploration{1.0} [ProjRed|Exploration] (ProjectRedWorld-1.6.4-4.2.2.19.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Thaumcraft{4.0.5b} [Thaumcraft] (Thaumcraft4.0.5b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Railcraft{8.3.2.0} [Railcraft] (Railcraft_1.6.4-8.3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Redstone Arsenal{1.0.0.0} [Redstone Arsenal] (RedstoneArsenal-1.0.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
shipwreck_winslow{1.6.1} [Shipwrecks!] (Shipwrecks_v1.6.1_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Sync{2.1.1} [Sync] (Sync2.1.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThaumicTinkerer{2.1-73} [Thaumic Tinkerer] (ThaumicTinkerer-2.1-73.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
taverns{2.1.6-2} [Village Taverns] (VillageTaverns-2.1.6-2.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
McMultipart{1.0.0.227} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThaumcraftMobAspects{1.6.X-1d} [Thaumcraft Mob Aspects] (thaumcraftmobaspects-1.6.X-1e-build2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForgeMicroblock{1.0.0.227} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.227.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Launched Version: 1.6.4-Forge9.11.1.965
LWJGL: 2.9.0
OpenGL: GeForce GT 430/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
EDIT: Never mind, just had to change some stuff... It works now!
I installed MCPC+ for our server, and CMS didn't seem to be as processor hungry as it was with just Forge, so I attempted using it again. The config files for CMS are much more complicated than they used to be, and, without any documentation, I couldn't find a way to have CMS NOT take control of spawning from other mods. As a result, with CMS installed, in our TropiCraft realm, there were no TropiCraft mobs spawning at all. I tried going thru the configs and adding the TropiCraft Biomes to their entitybiomegroups, but it seemed to have no affect.
We are resorting back to running without CMS. For players wanting to do single player though, the result is very little to no mob spawns.
Please go back to the old config system. I miss being able to define biome groups and have certain mobs spawn only there, like having komodo dragons spawn in the swamps of twilight forest.
Using MCPC+ (Forge 965) for MC 1.6.4, and all mods are 1.6.4 versions.
Hexxit Style High Adventure
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