Would it be possible to add a setting the allows you to set Biome Groups to override individual settings? For example, setup a set of mobs to a biome group and then set their configurations within that group and then have that group override the other settings instead of needing to disable non-group settings. This would make using the gui very efficient and quick. If not something like this, something as simple as a "Disable ALL" and "Enable ALL" buttons would be extremely helpful.
I like your mod a lot for the customizable settings it brings to the modpack makers.
Today a great modpack maker, JadedCat, made a thread on ideas she would like to see implemented as mods for she to use on making modpacks and maps. Some of them MSC2 is able to cover, and some of them look like they could eventually be part of the mod!
The specific features she found in need (that I see room in your mod for it) are:
An everything config mod: mobs, ores, loot drops, all configurable by biome and dimension. So if you are in dimension 2 biome: desert and kill a skeleton it drops cactus, dimension 9 biome: meadows skeleton drops a flower.... ore gen changes based on biome and dimension. Basically a config file where I can insert any number of in this biome/dimension this ore spawns and this mob drops "x" . (or basically, a custom mob drop configuration according to the biome the mob spawned/was killed and/or dimension)
Mob spawn based on map height... sheep should be climbing mountains ...
Thanks for hearing me out and excuse me for barging in your mod thread like this. It is just that I love the work Jaded already've done (Agrarian Skies, MagicFarm2 and other mod pack making and balancing) and I can't wait for the things she will bring us in the future. And I've seen a possibility so that your mod could fullfill even more of the needs of the map and modpack making community!
Thanks for hearing me out!
And keep it up the good work!
Rollback Post to RevisionRollBack
[Idea] Forging and Tool Quality - realistic forging and using tool damage as quality measurement
I used MSC 1 and had an issue that caused everything to spawn in the overworld such as pigmen, ghasts, etc. In this mod is there a way for me to just enable it so that animals spawn at all times in the overworld, and not change anything in other dimensions?
Alright, I see you have a new version...and I'm about to start setting up a new server after a six month hiatus! Not that I'm using a new version, 1.6.4 still has twice the mods 1.7.2 does and most of the mods I want to use aren't ready for 1.7.2yet. So...knowing that I had some issue with your spawn controls and mo' creatures before, I thought I'd ask before just diving into your mod once again to find out some specifics and save myself possible headaches.
Is there by chance any way to turn off your mod on a mod by mod basis? Or possibly does the new version generate configs based on the way mods originally set up the spawn rates? I'd love it if things like twilight forest and erebus (I guess any mod that creates another dimension) could spawn their mobs the way they intended them to without requiring me to go in and create an entire config for it. A certain other mob spawner that's required by a certain other mod *cough custom mob spawner cough* mucked up mob spawning in an earlier test for dimensional doors. Can't have that at all. I need those monoliths to spawn where they are meant to, so I scare the begeezus out of my players! I have other mob mods I'd like to take control of for the surface world though, and to a lesser extent the nether. It'd be nice to be able to do so but only if it isn't going to screw up everything else.
Edit: Did a quick test with More Nature and Erebus installed. It looks like it generates what spawns where based on default mod mob spawn settings? That's awesome!
Hello and thank you for the mod. I think the mod "Custom Mob Spawner" for MoCreatures had the absolute best system for configuring spawns and that you should look into that type of config format. Essentially:
Biomes should be formed into groups by default. Beach, Forest, Mountains, Snow, Water, etc.
Mobs should be formed into groups by default. Ambient, Creatures, Monsters, etc.
These groups should have default configurations for spawn weight and rate, that set the defaults for all mobs and biomes in their group.
We should be able to make manual adjustments for each mob/biome pair, that work on top of the group settings.
All of these settings should be separated by dimension.
This is the system that Customer Mob Spawner uses, and it was by far the best system. Simple and elegant. Very fast to setup.
Hi Davidee! First, thank you for the great mod! I have a question about how to use the biome grouping system in MSC2. So when I create a group of biomes and turn the mobs on in the biome group, the biomes I "ADD" into the group means the mobs WILL spawn in that biome, and the biomes I "SUBSTRACT" into the group means the mobs will NOT spawn in that biome, currect?? And when I activate mobs using biome group system, do the activations for the "per biome system" automatically become invalid? I mean, does the "biome group system" completely override the "per biome system", or it just add on top of the "per biome system"?? Also, I have Mo' creatures installed but did not install the Custom Mob Spwaner (Surprisingly, Mo' Creatures is now not CMS dependable, I remember back in 1.4.7, I HAD to install CMS in order to even launch the game with Mo' Creatures on.) Anyway, I have Mo' Creatures installed without CMS. In this case, do I still need to turn all the spawn rates down to 1 in Mo' Creatures config? One last question is that, do I need to turn off the vanilla spawn system by using the "doMobSpawning false" command, in order for MSC2 to run properly?
Hello! Um, I am so sorry to trouble you with this, but I have downloaded and redownloaded and started from scratch so many times. I can't seem to be able to find or access the Mob Spawn options even though Mo Creatures is running fine? I am so sorry to bother, is there anything or way I can open this?? I can't find "Global settins" or pressing any hotkeys or anything :((((((((((((
It says all mods are loaded and active...
Hello! Um, I am so sorry to trouble you with this, but I have downloaded and redownloaded and started from scratch so many times. I can't seem to be able to find or access the Mob Spawn options even though Mo Creatures is running fine? I am so sorry to bother, is there anything or way I can open this?? I can't find "Global settins" or pressing any hotkeys or anything (((((((((((
It says all mods are loaded and active...
Hey, does anyone know if there's a way to disable mobs spawning with new chunks with this mod? I want it to work so that mobs only spawn on the regular ticks defined by this mod. Is there a way? I'm using Biomes O'Plenty, Mo Creatures, and Mob Spawn Controls.
That says nothing about whether or not guilib is required for the 1.6.4 version, I know it wasnt required for mob spawn controls 1, but by your comment I assume the answer is yes it needs guilib
So I cant figure out how I completely disable mobs spawning. I need this to make a custom map and no matter what I do all of the mobs are already red and even if I set everything to 1 they still spawn.
The mod works, I'm just confused as to how the "item weight" exactly works?
The higher the number, the more likely (right?), but how big is the difference between 1 and 4?
I put 100 on something just to see what would happen and despite having the Master Setting on the cap of monsters on 25, there were 1800 entities (checked by pressing F3) in the world. I'm afraid to touch anything else because it nearly froze everything.
I'm using the version for minecaft 1.6.4, and I crashed. Can someone help me?
java.lang.RuntimeException: java.lang.ClassCastException: java.lang.Boolean cannot be cast to java.util.List
at com.mcf.davidee.msc.reflect.BiomeReflector.reflectList(BiomeReflector.java:24)
at com.mcf.davidee.msc.spawning.MobHelper.populateDefaultMap(MobHelper.java:33)
at com.mcf.davidee.msc.MobSpawnControls.modsLoaded(MobSpawnControls.java:102)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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)
Caused by: java.lang.ClassCastException: java.lang.Boolean cannot be cast to java.util.List
at com.mcf.davidee.msc.reflect.BiomeReflector.reflect(BiomeReflector.java:31)
at com.mcf.davidee.msc.reflect.BiomeReflector.reflectList(BiomeReflector.java:19)
... 38 more
I like your mod a lot for the customizable settings it brings to the modpack makers.
Today a great modpack maker, JadedCat, made a thread on ideas she would like to see implemented as mods for she to use on making modpacks and maps. Some of them MSC2 is able to cover, and some of them look like they could eventually be part of the mod!
Here's a link to the thread, in the Feed The Beast forums: http://forum.feed-the-beast.com/threads/mod-ideas-for-maps-packs.46198/
The specific features she found in need (that I see room in your mod for it) are:
Thanks for hearing me out!
And keep it up the good work!
Is there by chance any way to turn off your mod on a mod by mod basis? Or possibly does the new version generate configs based on the way mods originally set up the spawn rates? I'd love it if things like twilight forest and erebus (I guess any mod that creates another dimension) could spawn their mobs the way they intended them to without requiring me to go in and create an entire config for it. A certain other mob spawner that's required by a certain other mod *cough custom mob spawner cough* mucked up mob spawning in an earlier test for dimensional doors. Can't have that at all. I need those monoliths to spawn where they are meant to, so I scare the begeezus out of my players! I have other mob mods I'd like to take control of for the surface world though, and to a lesser extent the nether. It'd be nice to be able to do so but only if it isn't going to screw up everything else.
Edit: Did a quick test with More Nature and Erebus installed. It looks like it generates what spawns where based on default mod mob spawn settings? That's awesome!
2nd this
It says all mods are loaded and active...
That says nothing about whether or not guilib is required for the 1.6.4 version, I know it wasnt required for mob spawn controls 1, but by your comment I assume the answer is yes it needs guilib
There's a good share of biomes that BoP has that the biome option is not noticing.
F6
The higher the number, the more likely (right?), but how big is the difference between 1 and 4?
I put 100 on something just to see what would happen and despite having the Master Setting on the cap of monsters on 25, there were 1800 entities (checked by pressing F3) in the world. I'm afraid to touch anything else because it nearly froze everything.
Many thanks.
java.lang.RuntimeException: java.lang.ClassCastException: java.lang.Boolean cannot be cast to java.util.List
at com.mcf.davidee.msc.reflect.BiomeReflector.reflectList(BiomeReflector.java:24)
at com.mcf.davidee.msc.spawning.MobHelper.populateDefaultMap(MobHelper.java:33)
at com.mcf.davidee.msc.MobSpawnControls.modsLoaded(MobSpawnControls.java:102)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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 com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
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)
Caused by: java.lang.ClassCastException: java.lang.Boolean cannot be cast to java.util.List
at com.mcf.davidee.msc.reflect.BiomeReflector.reflect(BiomeReflector.java:31)
at com.mcf.davidee.msc.reflect.BiomeReflector.reflectList(BiomeReflector.java:19)
... 38 more
Game designer, forum stalker.