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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I was wondering about your ideas for moving into the future for this mod?

    It seems that a new version hits almost once a month so far; and doesnt seem like that will slow down as there are a lot of "minor" details being added to the game ( i say minor but i imagine the actual programming is a major effort ).

    With that said I imagine as long as you can spare the time and energy you will continue to update. My question though is if minecraft version updates plateau (i.e. basically no more major released content every month) do you see yourself "finalizing" the mod and making it compatible with SMP or Bukkit?

    and on that note seeing as how the individual trying to make it available for SMP has stopped; what could a person with basic programming knowledge do to perhaps make this mod available for SMP or through bukkit?
    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 ashbash211

    drzhark should get a installer for this


    why? you dont know how to copy / paste?


    Quote from Minifig

    I have added, ModLoader, AudioMod, GUI Api, and CustomMobSpawner to my Minecraft MagicLauncher, and this.

    Everything says "OKAY", yet, this isn't working. :sad.gif:

    Any reason why?


    probably shouldnt use magic launcher.

    use the read me in the mo creatures zip

    i have no idea why so many people have problems modding minecraft. There are a million videos and its just copy / paste; then play.
    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 kilboys

    bloodshot45 are you the maker of this mod? or something like that? because now i am confused i thought this mod was from DrZhark or something.

    learn to read
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!
    With 1.9 pre release and 1.9 on the way; and already word of 1.10 coming soon after and the official release set for Mid November. Do not be surprised if mods are not updated until november.

    Options. Play 1.7 til then

    play current versions with no mods.

    I know you all will die without these mods but it will be ok
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!
    Quote from WaterPixl

    Update this mod to 1.8.1 as it is a very good mod (MCP for 1.8.1 is out)

    you think he doesnt know?

    idiots
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!
    Quote from Jabaljjjkr20

    I don't like the aether it BROKE my map and I couldn't go back in, but the weird thing is that I could go in on mcedit. But anyways its gone due to this mod.


    Lessons you need to learn

    1) Back Up Your Files before modding in anyway. So if something happens you dont lose it permanently.

    2) the Mod did not break your map, you did by doing it wrong.

    3) Learn how to install mod properly. If your map became corrupted I assume one; you installed it wrong or two; you tried installing it with an incompatible mod causing errors.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I hate the new spawning mechanics. Here's my two cents.|

    Old maps installing new version of this mod. No new passive mobs spawn in current areas, hostiles will spawn at night or in dark. Traveling to new areas and generating new chunks allow for a chance for a new type of mob to spawn.

    Spawning a fresh map after installing the mod; chance for passive mobs available as you are generating new chunks.

    "Invisible Passive Mob Spawners" ????

    It seems that generating a new chunk with this mod enabled creates a passive mob spawner of sorts. What I mean to say is on a new chunk generation the equation comes up with a mob to spawn; and that chunk or area essentially will spawn that mob only.

    ex. I created a new map to my north were foxes and south were the malards upon killing several only more foxes or malrds spawned. Traveling around and exploring the map I found that there were pockets of large areas that mimiced this. Found a Horse area and bear; though minecraft passive mobs (duck, cow, pig, sheep) seems to squeak in every once and awhile in these areas. I would see 6 horses and 1 pig.

    Never saw and water mobs.

    It seems that you just have to remember and/or mark and area and remember what it spawns; meaning you may have to travel great distances before you find a chunk that finally spawns a mob you want and havent found yet.

    Anyone else want to extrapolate?
    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 magazine2

    Same here, I found 3 mice and nothing else... the mod has just been released on 1.8, it's bound to have errors.


    This is not a mod error; it's a Minecraft bug. They are changing the spawning algorithms and mob spawning/despawning behavior. It appears this has caused terrible spawning conditions.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I hate the new spawning mechanics. Here's my two cents.|

    Old maps installing new version of this mod. No new passive mobs spawn in current areas, hostiles will spawn at night or in dark. Traveling to new areas and generating new chunks allow for a chance for a new type of mob to spawn.

    Spawning a fresh map after installing the mod; chance for passive mobs available as you are generating new chunks.

    "Invisible Passive Mob Spawners" ????

    It seems that generating a new chunk with this mod enabled creates a passive mob spawner of sorts. What I mean to say is on a new chunk generation the equation comes up with a mob to spawn; and that chunk or area essentially will spawn that mob only.

    ex. I created a new map to my north were foxes and south were the malards upon killing several only more foxes or malrds spawned. Traveling around and exploring the map I found that there were pockets of large areas that mimiced this. Found a Horse area and bear; though minecraft passive mobs (duck, cow, pig, sheep) seems to squeak in every once and awhile in these areas. I would see 6 horses and 1 pig.

    Never saw and water mobs.

    It seems that you just have to remember and/or mark and area and remember what it spawns; meaning you may have to travel great distances before you find a chunk that finally spawns a mob you want and havent found yet.

    Anyone else want to extrapolate?
    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 TSAMP1924

    I heard that there might be a pre-release of 1.9 tomorrow...


    highly doubtful; as earlier comments point to 1.9 utilizing the exp orbs. The only thing mentioned about tomorrows possible update are nether mobs and bug fixes; it's probably 1.8.2.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    OK, I'm fairly savvy to lingo and issues, but I am thoroughly confused over this whole new spawn thing. I created a new world last night and didn't travel more than 100 block from the spawn. Today loaded the mod. I have not seen any of the mod creatures. Anyone able to provide insight or suggestions.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    1.8.2 might be tomorrow. wonder how bad that will screw with things
    Posted in: Minecraft Mods
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    posted a message on Shift + Click Crafting? Confused about changes....?
    Quote from Avaruusmurkku

    I liked to old system. Shift + left click made only 4 torches but moved them in the inventory, and shift + right click crafted all the materials to torches. Now, no matter if you click left or right, it crafts all of the resources and moves them to inventory.


    This should be the mechanics; I dont judge but if this is how Notch wants it. I find it terribly inconvenient and not user friendly at all. It makes for a less seemless gameplay. Sometimes when you are on the move and run out of crfated torches you dont have time to click 1 stick and 1 coal; seperating them, etc I dont want 256 torches instantly..... who would!
    Posted in: 1.8 Update Discussion
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    posted a message on Shift + Click Crafting? Confused about changes....?
    WHY?!@#$%Y So every time I craft something I have to put exactly what I want in place : / shift + left (64 torches) should be everything Shift + right should be one set (ie 4 torches)
    Posted in: 1.8 Update Discussion
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    posted a message on Shift + Click Crafting? Confused about changes....?
    So you used to shift+click an item from the crafting window to you inventory and it used to do this one at a time (or 4 for torches obviously) Shift+clicking Auto Crafts all possible items now; is there a way to shift click just one item? or do I always have to be wary of what materials I put in place if I dont want to use them all?

    ex. I put 4 sticks and 4 coal in for torches. Click = 4 in hand Shift+click (left or right) = 16 in inventory.

    Any way to click or shift+click to get just 4 torches to inventory without using all the mats? or only putting one stick and coal in the crafting table?
    Posted in: 1.8 Update Discussion
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