The only other thing I can think of would be Ender Zoo, because it comes with a spawn control config which can be used for all mobs, not just the Ender Zoo mobs. If you don't want the mod's mobs, just disable them in the config. I personally haven't used it, so I don't know how well it actually works or how easy it is to use, but it's a possible alternative.
Hi, do you have any plans to backport the new amazing models to 1.7.10 (for bigcats) and maybe some options like making them aggressive. It will be great if you do it because many mods are still not updating
Your mod is Great, thank you
yes, all changes are being backported....well most of them. models are getting backported.
unfort I can't see anything off hand that would indicate what it is conflicting with, looks more like despawn issues.
does it do this on a new map or just your old one?
if it does it on a new map it is a pure conflict, if it doesn't it is an artifact from putting in CMS after starting the map.
if it does crash with any map, you can try the half at a time conflict resolution. simply put you remove half your mods each time until you find the culprit. though if you suspect davincies airships you can start there. however, I'm not sure
oh, next time, if you did, don't spread out the crash log, it actually makes it harder to read
I have been looking in forums seeing if anyone else has had this issue, but i have not found it anywhere.
I have created a personal modpack with many mobs and all function just
fine, including mo'creatures (with mo creatures not having water
creatures spawn or vanilla horses and weird mo creatures mob spawns)
Whenever i add Custom mob spawner to this and load in the world, as soon
as i do any action besides press escape to access options or setting
(probably inventory as well, have not checked) it crashes game.
this includes movement or attempting to look around.
Now if i just load mo creatures and custom mob spawner alone they work just fine.
I understand it is likely a conflict between custom mob spawner and a
mod besides mo creatures that spawns mobs (like tinkers construct)
If anyone knows of a simple fix besides testing each and every individual mod (and all their required mods) for conflicts?
also should i post my crash report?
Btw when it crashes screen turns to background and says "shutting
down internal servers". not sure if that matters.
And merry Christmas all and thanks for the great mod.
edit: i made the same post in the mo'creatures forums along with a neatened up crash report
In addition to Kye_Duo point, I would advise to remove ChickenChunks.
The following notable mods were not tested recently with WarpDrive: BigReactors, Draconic Evolution, DragonAPI, MatterOverdrive, NuclearCraft, PortalGun, ReactorCraft, Sync, TardisMod.
I have portalgun, tardismod, and bigreactors and have no problems with them....though I should try jumping my main ship again, but it worked fine before. I just haven't jumped with anything from the portalgun and tardis mods, still looking for my tardis key.
I have come across a few bugs, but I think it comes from several mod interactions:
if I jump with active/used BC power pipes I crash but the stack race indicates fastcraft as well.
If I jump and at the same time have a malisis door open/close due to obsidiplates pressure plates it will not delete the old ship and leave behind a corrupted malisis door. It will jump just fine if the door is either open or closed.
edit: tested and the turbines work fine, just haven't tired rotating them yet. Can't really test today in space due to the game continually spawning in piglets riding chickens that explode when they touch something.....they don't fall in space and stack up eventually lagging my comp out. thankfully I can still play on the ground.
It just says the max ship limit is 147 blocks regardless of what I set it to in the config. I ended up just shaving ten blocks off of either end so it would fit.
Also, how far can one increase the chunk limit before killing the game?
Another note: I finally got my massive ship to jump and it doesn't seem like the game updated any lighting... Is that due to size or does it just not do that? Reloading chunks with F3+A isn't fixing it either...
And another: How do you translate shields? The tutorial doesn't actually say.
you mean in the main program? you may have to edit the default program to do that.
I don't suppose there's any way to go beyond the 147 block limit for ship dimensions? Increasing the number in the config file doesn't seem to work... I'm assuming that's a hard limit which would be unfortunate for my 156 block ship.
Hmpf.. I don't know what I did. Maybe I used Smart Moving of my old Minecraft folder and never downloaded the mod from here. I was very confused reading something about a zip file ^^. I never downloaded a zip. It is working now, I downloaded the zip and I added Smart Render to the mods folder.
Is it correct that I only have to add PlayerAPI to the mods folder of my Server and that all other requirements and the mod itself is only needed on client side?
no, render player is the client side only part of SM. the rest is still needed server side to get everything working properly.
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remember mojang was sold to microsoft. the king of needles code changing.
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next time spoiler tags
try using the recommended version of NEI not the latest.
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1.10.2 needs JEI and CCC.
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Dr. Z said so himself in this thread.
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then it is a mod conflict so you'll have to find out what it is
yes, all changes are being backported....well most of them. models are getting backported.
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unfort I can't see anything off hand that would indicate what it is conflicting with, looks more like despawn issues.
does it do this on a new map or just your old one?
if it does it on a new map it is a pure conflict, if it doesn't it is an artifact from putting in CMS after starting the map.
if it does crash with any map, you can try the half at a time conflict resolution. simply put you remove half your mods each time until you find the culprit. though if you suspect davincies airships you can start there. however, I'm not sure
oh, next time, if you did, don't spread out the crash log, it actually makes it harder to read
and thank you for the spoiler tags.
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need crash report to help, if you paste here put inside spoiler tags. the ! button in the toolbar is your spoiler button.
I can't get the crash report from the other forums.
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I have portalgun, tardismod, and bigreactors and have no problems with them....though I should try jumping my main ship again, but it worked fine before. I just haven't jumped with anything from the portalgun and tardis mods, still looking for my tardis key.
I have come across a few bugs, but I think it comes from several mod interactions:
if I jump with active/used BC power pipes I crash but the stack race indicates fastcraft as well.
If I jump and at the same time have a malisis door open/close due to obsidiplates pressure plates it will not delete the old ship and leave behind a corrupted malisis door. It will jump just fine if the door is either open or closed.
edit: tested and the turbines work fine, just haven't tired rotating them yet. Can't really test today in space due to the game continually spawning in piglets riding chickens that explode when they touch something.....they don't fall in space and stack up eventually lagging my comp out. thankfully I can still play on the ground.
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what item was it?
btw, that crash report says you are using CCC 1.0.4.29 and your NEI is 1.0.3.74
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yeah, and no craft in here have thrust reversers.
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well, for one you aren't using the absolute latest version of warp drive.
You have a few other mods that you should update. And no BC compat? that add-on adds a bit of cross mod support, including NEI
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you mean in the main program? you may have to edit the default program to do that.
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may have to increase chunk limits
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cool. never looked in the biome group list as there wasn't a specific mob section for it in the spawn settings.
edit: only in 1.10.x and up....unless those changes all get ported back to 1.7.10
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no, render player is the client side only part of SM. the rest is still needed server side to get everything working properly.