Okay, I updated Render Player to 1.3 (I'm not sure how I ended up having 1.0 in the first place...), and have gotten successful game loads both with and without Enhanced Player API, but neither way fixes my armor from facing South. It seems that Enhanced also might have introduced an oddity where an armor stand equipped with armor has the armor spinning with the helmet still looking straight ahead.
I think there may be some config options to try, but I have no idea how to use the config files for the enhanced render player.
As far as I can see, I have the correct version. It was not the usual error I get with mod and game version mismatch, it just closed out. Was there some other version designed for 1.7.10 that I was suppose to use other then 1.3?
Enhanced Player API requires Render Player 1.3. You have Render Player 1.0.
I apologize if this was already asked\answered but here's a thing:
Back in a days (Minecraft 1.6.4) I was playing on my own server (2-4 players) and MoC was great and easy to set up.
Few days ago I decided to rebuild my server.
The problem is: In Minecraft 1.6.4 I could just drop MoC and CMS in mods folder and it's working.
But now (Minecraft 1.7.10) MoC creatures are not spawning in caves at all. I tried to change CMS config few times but nothing is working (I can spawn 250 of them on a surface but not a single werewolf in caves. (by caves - I mean caves in normal world under the surface).
Any suggestions \ tips ?
Maby someone can share adjusted config files with me ? Cause I'm lost now...
Mods that I'm using on my server are:
Biomes O'Plenty
Industrialcraft 2
Buildcraft
Railcraft
Glenn's gases
Not Enought Items
BOP used to cause CMS to create config folders for the overworld beyond the basic overworld folder and you had to modify those.
Right ok. So would that mean if I disabled lets say Mo'C "Piranhas" by setting them to "canspawn=false" in the CMS config, then the Piranhas from Animals Plus would spawn???
this shouldn't be happening, as there are both Vanilla horses and MOC horses and both spawn correctly.
I'm having an issue regarding most armors added from other mods like Tinkers' Construct and Thaumcraft where the armor always faces South, but I can't seem to locate a reliable fix for my game.
I'm running a mod heavy Resonant Rise 3 (v 3.2.6.3) pack (200+ mods) from ATLauncher (v 3.2.3.1) designed for Minecraft 1.7.10 which is my MC version.
I've only added in Smart Moving to the pack. Current files are:
PlayerAPI-1.7.10-1.3.jar
RenderPlayerAPI-1.7.10-1.0.jar
SmartMoving-1.7.10-15.5.jar
SmartRender-1.7.10-2.1.jar
I've tried removing RenderPlayerAPI, as it was suggested it was not needed and was causing the glitch, but the armors are still misbehaving, and I'm not seeing much else on the subject of getting custom equipment to properly animate with the player's avatar outside of updating to latest Smart Moving (which you can see that I have).
I really like your mod and how the avatar is animated. But it looks, asyour mod has some issues with simply jetpacks and ichun's sync mod. The jetpacks do not turn with the avatar as they should. And the sync mod does some spooky actions together with yours. Bodies start turning in the sync storage chamber and once in a while the avatars step out and stand ride in front of the storage chamber It's spooky awesome, but I guess, this is not supposed to be that way. I do not experience the spooky action with ichun's sync mod on singleplayer. It just happens on multiplayer servers, when more than one person is on the server. Simply jetpacks instead don't work properly on either one, Single- as well as multiplayer. The jetpacks never turn with your character. When your mod isn't installed, both mod work fine.
Don't know if I'm the problem or your awesome mod. But I think it has something to do with the animted player moddle.
im going to go out on a limb and assume that you go through the mods individually and apply the light values as you go within the coding of your mod or something close to that.
if so it would be nice if we could have the touhou items mod supported. english forum link posted at bottom.
blocks that emit light total: 18.... i think ill check again later when i get home. first the 2 crafting benches that come with the mod. they both emit light equal to a torch. the other 16 are all just different metadata for a single block. they emit light at roughly the same as a redstone torch and come in the basic wool colors.
hopefully you can get this up soon (for lights in a mod i think its small but idk how hard it is to add colored lights functionality to it). thank you in advance =D
When you say "There is a limit and only one per entity type", do you mean if 2 mods both add Sharks, only 1 type of Shark will spawn from one of the mods??
And thank you for the info, I'll have a play around with the configs and see if I can get any of them to spawn.
no, there are different entity types: MONSTER, WATER CREATURE, AMBIENT, CREATURE. All mobs are in one of these, unless they aren't meant to spawn naturally in the world but under certain conditions, then they get the UNDEFINED category, villagers are an example of this.
those types have independent spawn limits. so you can have 500 Water Creatures, but only 50 Monsters. and anything with the MONSTER tag will only spawn when the difficulty is higher than peaceful.
Oh right, so because Mo'C adds so many creatures, any other new creatures from any other mod basically can't spawn because there is a limit?!
So if I was to disable some of the creatures from Mo'C (Not sure how I would disable them) then would creatures from any other mods automatically start spawning, or do I have to edit them in the CMS configs as well???
Sorry for all the questions
yes there is a limit, but that is set in CMS, the entity spawn types config file. There is one per entity type.
disabling mobs is easy.
1. set freq to 0 of the mob you want to disable, the "can spawn" setting doesn't seem to work
2. if that doesn't work, empty the biome group list of that mob, or set it to a biome that doesn't exist in that dimension. IE setting a mob to only have the Hell biome in the overworld settings
you should check all the mob settings to make sure they can spawn, and make sure they have a biome group list that isn't empty. Not all mods get a default biome group list that is populated properly.
some mods that add mobs do have their own spawn system that will work along with CMS, Chococraft is one of them. I have the chocobo's biome groups empty and they will still spawn.
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I think there may be some config options to try, but I have no idea how to use the config files for the enhanced render player.
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Enhanced Player API requires Render Player 1.3. You have Render Player 1.0.
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known issue with MC texture handling.
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BOP used to cause CMS to create config folders for the overworld beyond the basic overworld folder and you had to modify those.
Dunno if that is still the case.
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please pay attention to the version requirements that Enhanced requires.
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this shouldn't be happening, as there are both Vanilla horses and MOC horses and both spawn correctly.
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try Enhanced Render Player API
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try the enhanced player API, that may fix some of the problems
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I think it has to be mods add support of CLC, not CLC adds support for other mods
look at project red, it has support for CLC.
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no, there are different entity types: MONSTER, WATER CREATURE, AMBIENT, CREATURE. All mobs are in one of these, unless they aren't meant to spawn naturally in the world but under certain conditions, then they get the UNDEFINED category, villagers are an example of this.
those types have independent spawn limits. so you can have 500 Water Creatures, but only 50 Monsters. and anything with the MONSTER tag will only spawn when the difficulty is higher than peaceful.
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yes there is a limit, but that is set in CMS, the entity spawn types config file. There is one per entity type.
disabling mobs is easy.
1. set freq to 0 of the mob you want to disable, the "can spawn" setting doesn't seem to work
2. if that doesn't work, empty the biome group list of that mob, or set it to a biome that doesn't exist in that dimension. IE setting a mob to only have the Hell biome in the overworld settings
you should check all the mob settings to make sure they can spawn, and make sure they have a biome group list that isn't empty. Not all mods get a default biome group list that is populated properly.
some mods that add mobs do have their own spawn system that will work along with CMS, Chococraft is one of them. I have the chocobo's biome groups empty and they will still spawn.
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it is because of optifine.
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and?
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what are you talking about?
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he's working on it. major MC versions take time to learn all the changes.