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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    I wonder if Benimatic may play around with adding alternate progression modes after making the final boss and TF 3.0 (which I assume is a complete TF dimension with final boss and complete final castle). For instance making it so you can go to any of the 'midgame' dungeons (Ice castle, Goblins, Eldritch Tower and Fireswamp) in any order.

    For now though, I eagerly await to see the finalization of the final castle and hopefully the apocalypse cube will not sound like a pig in the final version.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from Robijnvogel»

    What purpose do the Biome tags have, outside of determining mob spawning behaviour? I mean, what else does the tag "Jungle" do to the Untergarten biome that is functional (except maybe Forestry bees)? I'd actually find it kinda cool for Ocelots for instance to spawn there, chasing them off the ledge, watching them drown in lava. :D
    About the skeletons in Boneyard biomes. I can not find any information that backs up your statement that they may be meant to spawn there. However, it would be cool if that were the case. I think you are right in the aspect that, no matter where in the Nether a Skeleton spawns, it has a (high) chance to become a Wither Skeleton.

    Eh. I'm too OCD for kitties in hell myself. Giant wasps and demons is all I want in my nether. Some skeles are fine though, since the boneyard's a appropriate place for them to me.

    I think it's like a 4/5 chance the skele is wither, don't source me on that however.

    The biome tags help with structure/entity spawns as well I believe. They also may be used for features like determining if the water is salty or cold (as is the case with enviromine). Dungeons may spawn based on biome type, hence why you also get tags that categorize on the tree density or how hilly the biome is because flat, plain-type biomes are best for giant castle dungeons.

    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14

    MohawkyMagoo is god.

    Worship him because he did it.

    He made MoCritters editable done to the species! Now no more weird things like cougars in the jungle or snow leapords in the mountain. My OCD is saved thanks to him.

    Now I probably will get a funny look from him for this, but Mahawky,any way to get a couple individual horse breeds? For instance being able to selectively spawn stuff like the zebras or unicorns? I ask since with zebras in a savanna I keep getting other horse breeds alongside them and I wanna put unicorns in the magical grove biomes BoP adds.

    Posted in: Minecraft Mods
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    posted a message on I have an idea: Why not make all the minecraft 1.8+ Features for 1.7.10?

    Hello modders of minecraft! I have a idea for a mod/modpack that may save hundreds of thousands of lives, if not at the very least precious time.

    Sick of having to waste your time having to remake your whole entire mod just because someone wants his stupid squidcubes and spectators while mojang wants to change everything for no good reason other than to ruin your day?

    1.7.10 is where so many mods are at currently (and it only took the better part of a year for this to be so), with mod made patches like fastcraft fixing problems that still occur with 1.8... Why move forward? Is there any real reason to update?

    With 1.9 promising to add jack all (Nothing mine & Blade can't do and I already have loads of end content with hardcore end, not really anything to write home about). I do wonder, to any mod makers who have toiled away on their personal projects just to have to throw it all away on a biyearly basis for some lame update that adds nothing (because if you don't you'll get whined at to oblivion) while being denied at every turn any means to effectively update without destroying all progress, is it possible to simply make all content from later minecraft versions for minecraft 1.7.10? Has this already been done?

    So far i've seen jump potions from bunnies with Project Zulu (a mod no one uses, but that's beyond the point) and more than one mod that adds strata. Stuff like armor stands and colored fences i'm fairly certain biblocraft has. Not really revolutionary features there. Iron trap door? Doesn't seem like anything that can't just be modded in. Endermites? Bah who needs them, but they'd probably be easier to make than having to not only recode, but remodel your whole mod.

    However, there's three key features I haven't seen as mods here, although they might exist.

    -Spectator mode

    -Slime blocks Yep. A modder brought slime blocks to 1.7, and improved on it!

    -The underwater temples with the water walking potion and mobs. (Not really a *must have*, but still)

    I am not sure how hard it would be to code these features, but I am not convinced that it would be harder than having to totally remake a large mod from ground up that contains many features/systems unique to it like what some mod authors are having to do lately. Imagine, having all the content mojang has and more, not having to live in fear of the update. To any modder out there, please consider the possibility- or if it is already reality, do show me where I can find the mods that add this content!


    Posted in: Requests / Ideas For Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!

    Well, I know that the polar chasm is meant to spawn blizzes (basically ice blazes) if you have the right mod, but other than that I think it's because the tagging is based on stuff like density or the existence of certain blocks.

    All in all I'm someone who looks his nether free of earthly critters and I don't like plants in the nether (the default fungi even, I believe should probably be replaced by some variant that thrives off souls, but that's just me). so I normally just disable the undergarden.

    Biome tags are also used for structure spawns. The artifact mod for example uses biome tags to spawn the wizard towers in mountain biomes.

    As for skeles in the boneyard I don't know, I just have them spawn there myself. Just because.

    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from tuttuttut»

    Probably already addressed but I went cross-eyed after less than half of the 500 previous pages. Is BoP responsible for overworld hostile mobs spawning in the nether (and wither skeletons spawning outside fortresses)? And can this be turned off?

    Overworld mobs in the nether? It's likely due to forge biome dictionary. For instance with some critter mods you'll get Gorrilas and Parrots showing up in hell because the under garden is tagged as a "jungle" biome atop of being a "nether" biome. The mods who don't do shid to blacklist mob spawns in hell or the end such as Project Zulu or Mo Creatures tend to have mobs appear in places they should NEVER BE ABLE TO SURVIVE IN (like a herd of deer in the middle of a desert) because of the poor spawning mechanics forge and vanilla uses.

    Like, last I check the mobs seem to think that having one qualifying tag = spawn at full capacity! This means that if a mob spawner looks for "wet", "thick" and "Jungle" biomes you can expect that mob to appear in any biome that is deemed "wet", "thick" or "jungle". So you can get ducks in the middle of a shrub land sometimes. I think if they just make it so a mob has to require all the tags assigned to them to spawn you would stop getting horribly out of place mobs. For now a spawn program might work, but even than it doesn't work because forgebiomedictionary is a jerk who overrides your spawn program.

    BoP's nether biomes get additional tags like "Frozen" for the chasm, "Jungle" for the under garden atop of the default "Nether" tag.

    Sorry about the tangent, anyhow I haven't used 1.8 BoP and if you're using that maybe they made it so skeles spawn in the bone yard biomes. Skeletons that spawn based on biome instead of structure sometimes become wither skeletons.

    I think a mod like biome tweaker (I used this mod to replace glacial ice with default ice in the polar chasm) can fix it by simply removing the useless biome tags outside "nether" in terms of label.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from JJBjotex»

    and I have one suggestion new bime: acient forest

    but the forest is already ancient.

    Posted in: Minecraft Mods
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    posted a message on WildCraft Mod - Better Animals and More! [We just Moved into Jurassicraft!]
    Don't you guys think this mod would be super awesome if it added some now gameplay to the game as well instead of just being a way to show off your cool models that bloats the game?

    I don't mean to say it to be mean, but will this mod add the gameplay or will it just have some stuff in it?
    Posted in: WIP Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Can JAS make it so that specific sub-species in mocritters can be customized somehow?

    For instance making it so that if I say panda spawn only in bamboo-type biomes [of which amount to grand total of two, if you have growth craft that is] or telling the spawner to make anacondas spawn in jungles while pythons spawn in deserts.

    Probably would be tedious as all hell, but I wanna know if anyone's tried that or if it's even possible.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from sirdave79»
    The thing with mob adding mods is, that at heart they are writing their mod for vanilla biomes. Id go as far as to say that most of them have been written for the non 1.7 vanilla biomes too (not very many biomes).

    I feel your frustration. Ive sort of been there.

    There is/are the default biome group/attribute groups that JAS implements that can sort of place mobs in the right places but because they(mob mods) are not written with ebxl bop or highlands in mind it takes a lot of manual work, as youve discovered.

    The default groups place a lot of biomes in many different groups. May be due to their use of a computer to organize things. I went manual.

    Though to fix the MoCritters placing pandas in the desert I went into MoC's creature config and turned all the spawns to false while keeping JAS MoC spawns enabled, which I think makes it work.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Eldritch guardians scary mobs.

    They make it all foggy and shoot magic that kill you in a few shots. Better yet they have anergy shields making them kinda like elites from halo. I wonder what kinda wand is best to kill them nice and good.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Okay I have just given up on this whole deranged dream of mine.

    I tried to make a complex biome mob spawning system with some degree of flexibility, in that I decided to make a mix of "theme" and "envrionment" type biome groups that layer atop of each other to make more interesting spawn pools.

    Look at the attachments and learn why DrZhark got a F in ecology along with the peoples who make BiomeDictionary.

    I tried to fix it, spent a whole day trying. Yet they just keep spawning in places where they'd die pretty easy anyways. Like, I am pretty sure panda wouldn't last a day in the damn desert and bambi over there will find it pretty hard to forage in the BLOODY OUTBACK.

    Stupid wild life mods never getting their biomes right. No, god forbid we even look at a wiki article for 2 minutes after spending days on end designing a mob! Gotta just latch it to the forest since well it have a tree so it must be the perfect woodland for my deer mob to breed in. What you mean the biome has throny bushes all over? It has shrubs, so is a forest!

    Now that's why stuff like JAS exist to save us from people who forget that immersion relies on mobs appearing where they make sense and not in every place they can jam them. But no! How dare you alter my half-assed mob spawning! I'll override your JAS and spawn them in every other biome anyways!

    At least I made a pretty config for everyone to see. Maybe I screwed it up, I dunno I don't want to spend any more of my life working on this. I spent more than enough.

    One may note that I got a good amount of mods working in this. Well it's because I like to make it so that the world is all full of different areas with different creatures so that when you install one of the big biome adding mods you have variation between the biomes still. I recommend installing ender zoo so you can fight undead horses in the steppes. Lots of them.

    So to anyone who wants to show how much a dumb dumb I am, have at it!
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from AnvilPuncher»

    Thank you for the suggestion. Unfortunately, I get a crash when the creature tries to spawn. I used the following in the SpawnListEntries config:

    "MoCreatures.Bear": {
    "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "600-4-1-2",
    "PostSpawn Tags": "writenbt('TypeInt/3/4')"

    The following crash resulted:

    ---- Minecraft Crash Report ----
    // Quite honestly, I wouldn't worry myself about that.

    Time: 1/16/15 7:01 PM
    Description: Exception in server tick loop

    java.lang.ClassCastException: com.google.common.base.Present cannot be cast to org.mvel2.compiler.ExecutableStatement
    at org.mvel2.MVEL.executeExpression(MVEL.java:954)
    at jas.common.helper.MVELHelper.typedExecuteExpression(MVELHelper.java:17)
    at jas.common.helper.MVELHelper.executeExpression(MVELHelper.java:11)
    at jas.spawner.modern.spawner.creature.handler.LivingHandler.postSpawnEntity(LivingHandler.java:276)
    at jas.spawner.modern.spawner.CustomSpawner.spawnCreaturesInChunks(CustomSpawner.java:172)
    at jas.spawner.modern.spawner.SpawnerTicker.performSpawningInWorld(SpawnerTicker.java:77)
    at jas.spawner.modern.spawner.SpawnerTicker.serverTick(SpawnerTicker.java:46)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler_19_SpawnerTicker_serverTick_ServerTickEvent.invoke(.dynamic)
    at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
    at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
    at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
    at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)

    A detailed walkthrough of the error, its code path and all known details is as follows:

    -- System Details --
    Minecraft Version: 1.7.10
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 645835704 bytes (615 MB) / 1065353216 bytes (1016 MB) up to 3821010944 bytes (3644 MB)
    JVM Flags: 5 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseLargePages -XX:LargePageSizeInBytes=4M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 5, tcache: 0, allocated: 13, tallocated: 95
    FML: MCP v9.05 FML v7.10.85.1277 Minecraft Forge Optifine OptiFine_1.7.10_HD_B4 5 mods loaded, 5 mods active
    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{} [Forge Mod Loader] (forge-1.7.10- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{} [Minecraft Forge] (forge-1.7.10- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1-modified.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    JustAnotherSpawner{0.16.12} [Just Another Spawner] (JustAnotherSpawner-0.16.12.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available

    To be sure, I removed the new entry and there wasn't a crash.

    I got a crash when I placed that entry into the Entity Handlers configuration as well. Could this be a bug or are others successfully writing NBT tags?


    Dude it's that spawn weight you have with the 600.

    It only go up to 100.

    What I do is that I make the default mob weight 80 by using command F on the text edit which makes all the mobs 80 because mojang and microsoft decided all mobs should spawn the same everywhere in the universe with sheep in the jungle and cows in the forest.

    I don't like that this take forever and ever to make spawner list though. I wish that like, I could tag biomes with traits and assign tags to the mobs or something instead of spending all afternoon tediously making groups and micromanaging like three hundred mobs across like two hundred biomes. That's 60000 perimeters to change.

    Sure groups of biomes cut this down to like, 12000, but it still takes forever and I always fear my list will break every time I try to update a mod. For instance I try adding a new update for that thaumcraft mod where you get to be a wizard and kill the bad guys with magic wands and the spawnlist break.

    Your list need more flexibility with updates I think. At least some conversions wouldn't kill, maybe find some way to like make it so that the lists don't ruin 5 hours of work in 1 minute every time you want to add a couple new mobs to your build.
    Posted in: Minecraft Mods
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    posted a message on Official Chat Thread VIII: Royal Soap Opera Edition
    Prove it than.

    Gotta go, need to get ready for bed and stuff you better have evidence tommarrow.
    Posted in: General Off Topic
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    posted a message on Half Moon academy
    I am not trolling. This is serious stuff, please understand.
    Posted in: Forum Roleplaying
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