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    posted a message on Tinkers' Construct 2
    Quote from Synchross»

    Hi, I'm kinda new to all this and was wondering if bows and crossbows have been disabled in 1.10.2 or if something went wrong because they don't actually show up as a craftable weapon in the game. I've searched online, but haven't found any info about this, so I decided to post here for help


    not yet in in 1.10.2
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from WolfRaptor»

    The models look amazing!! Could they possibly be back-ported to 1.7.10 version, please? Im stuck on it since my other favourite mods are stuck on it too.


    he plans on it.
    Posted in: Minecraft Mods
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    posted a message on ChickenBones Mods
    Quote from SharpWingMCG»

    Ok, I figured out which one it was. For some reason, NEI doesn't like the Deconstruction Table mod. Oh well, guess I'll just have to find an alternative.

    Twilight forest does have an uncrafting table, but it doesn't get everything and takes xp to uncraft stuff.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Platinum_Fox»

    i never touched the cms file (will mo creatures run with out it? i never really understood what that mod did)
    so just to be clear i need to go through the cms file and disable all the mobs i dont want? also if i changed the frequency in the moc config do i have to change those in the cms file? thanks for your help.

    MOC will run without CMS, but in 1.7.10 you couldn't disable mobs without CMS.
    yes, you have to mod the CMS config files to adjust mob spawn settings, even if you have them disabled in the MOC files as CMS overrides those.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from AllenWL»

    Is it possible to give an elephant tusks without having it break blocks?


    MocSettings config file, turn off elephant bulldoze.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Platinum_Fox»

    im using the 1.7.10 version and for some reason mobs i have disabled (i both disabled their spawning and set the frequency to 0) keep spawning when i make new worlds or load new chunks in current worlds. i am planning on making a server soon for me and some friends but i do not want certain mobs spawning (ex: most bugs) am i doing something wrong? please help.thank you.


    do you have CMS installed? if you do are you modifying the CMS config files or MOC's? the MOC spawn config files will do nothing if CMS is installed.
    in 1.7.10 disabling mobs doesn't like to work without CMS, the MOC config files don't seem to work in 1.7.10
    if you do have CMS installed and are modifying the CMS config files make sure you are using the right dimension folder. Some mods that add in more biomes, BOP comes to mind, causes CMS to use a different folder than overworld.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    you can use any mob spawn control mod that you want. however, IDK which ones have been updated to 1.10.2.

    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from L0K3»

    I'm not sure which question your answer is for.


    Could functionality be added to CMS to be able to manually add custom blocks that mobs should be able to spawn on?

    (Can we manually add blocks into the config to allow creatures to spawn on them?)

    I wouldn't know which config file to add the block types for (ex. biomesoplenty:dirt, biomesoplenty:grass).


    What can be done to fix biomes not being generated in CMS config file?

    I tried manually retrieving the names from the jar and adding them into both the EntityBiomeGroups.cfg and SHINOOW.cfg in overworld/Biomes, but without creatures being able to spawn on custom blocks I can't test whether adding those values in the config works..


    if those blocks are not transparent, they should work fine. IDK why they don't. there is a blacklist option, but no whitelist option unfort.
    i've had mobs spawn on custom blocks form other mods before, but i'm in 1.7.10 still.
    of course if you don't need the customization from CMS you don't have to use it. CMS hasn't been required since 1.6.4.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from L0K3»

    Hey DrZhark,


    I'm having some compatibility issues with Custom Mob Spawner and two other mods Biomes O' Plenty & AbyssalCraft.

    Currently running 1.10.2 latest release on all 3 mods.


    Biomes O' Plenty - Mobs don't spawn on non-vanilla dirt/grass biomesoplenty:dirt. (Loamy, Sandy, and Silty Dirt/Grass)

    With the help of some people from BOP the fix below works to allow mobs to spawn in biomes with custom dirt like marshes and such.


    It's a problem with the grass/dirt type spawned underneath the log. To fix this for Biomes O' Plenty I created /config/biomesoplenty/world.json like so: http://pastebin.com/B30hMBzu and set generateBopSoils & generateBopGrasses to false.

    Also, you need to disable Quagmire biome or the server will continue to crash with "A generator with name grass_splatter_new already exists!".

    To disable the biome find your biome_ids.json file and set the ID to "quagmire": -1


    Could functionality be added to CMS to be able to manually add custom blocks that mobs should be able to spawn on?

    AbyssalCraft - No mobs spawning in any of the overworld biomes nor any of the 3 dimensions. The biomes for this mod use custom stone and grass blocks in the overworld which could be a problem similar to the Biomes O' Plenty issue.

    In addition, CMS only lists one biome from the mod in the generated file SHINOOW.cfg S:DEAD <Dark Realm>. In the overworld I have identified these biomes that should have been generated in that file as well: Coralium Infested Swamp, Darklands, Darklands Plains, Darklands Forest, Darklands Mountains, Darklands Highland

    What can be done to fix biomes not being generated in CMS config file?


    add them. they are easy once you find the names. also look in the biome group list config file for each dimension as that is the file that CMS looks at for which biomes that a mob can spawn in.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from gurujive»




    So far what I'm experiencing is that mo' creatures removes the functionality of a vanilla command and offers no valid replacement.

    If you have to go through your config to adjust everything 1 thing at a time, there's no way I could share the map reasonably.
    Now if I could be like, ok, this just has mobspawning set to false in the config. Then I could. I don't feel like dropping and raising values and all that other crap. I feel like playing a video game.


    Actually, an in game command such as:

    /mocreatures spawn false/true


    Is what I would prefer. As of right now, there's not a way to build a map with this mod. Bothers me.


    "Laslo! It appears that ents have spawned in the lower levels of the dungeon where the fire ogres slumber!"

    "What are they doing there!?"

    "I don't know man, I couldn't get them to stop spawning with a gamerule, so I don't know what to do."


    the game rule is for vanilla spawning only. it does not affect CMS spawning, if you have only MOC, IDK if that would be affected.
    if you have CMS you have to adjust the config files.
    there are commands to do this, but there is no general command to disable spawning in CMS, at least not in 1.7.10. I have not played with 1.10.2 as I am still in 1.7.10 myself. The in game GUI is planed on being restored so be patient.
    you can create server maps, you only have to adjust the server's config file. you do not have to distribute that config file unless you want to share a map without creating a server. and these config files are small compared to the map. I've seen maps distribute config/resource packs before.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from gurujive»


    I am looking to get it to disable all the creatures from spawning on their own without having to alter the config a whole bunch.
    I would just like to summon them in myself and not worry about any other creatures spawning in without having to change true to false like a hundred times.


    summon via spawners or command? if it is via command you can drop the max spawn limits to 1 and up the spawn tick rate to 1000 or higher to radically lower the spawn rate so you don't see those 1 of each type.
    or you can open the config in wordpad and use the find and replace command to do what you want. though in 1.7.10 the success rate of the can spawn command wasn't 100% which was annoying. the more likely to succeed option was to set the frequency to 0
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    For some reason I just cant get NEI to work. Even if I have a fresh instance with only MoC and NEI installed, it just auto crashes. I use JEI but it doesn't look like it has a dump option that I can find.

    NEI in 1.10+ requires JEI to work. JEI took over development of NEI.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from gurujive»

    I'm using the 1.10.2 version of Mo' Creatures and I would like to know how I can disable mobs spawning if /gamerule doMobSpawning false

    doesn't work....


    Can anyone answer this with anything other than, "You can change the config."?


    That's just entirely too many trues to falses....


    that just disables the vanilla spawning rule, it doesn't touch CMS.
    just what are you trying to disable?
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!

    a config setting to allow more items to hurt the different mobs would prob be the easiest way to do this.

    Posted in: Minecraft Mods
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    posted a message on Converting Block IDs in save file.

    I would look at buildcraft. the builder can be used to make schematics that can be used across worlds even with some modded blocks, it gets a lot more if you use the creative mode. you will prob have to make some conversion script or something to move maps between saves if you have a lot of stuff.

    Posted in: Modification Development
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