Like the mod. However, I'm sure a lot of your players have run into this problem:
I got up there, trying to fight him of course involves dodging around. Then, I dodge behind the chest unwittingly, he throws a firewall, things falls out and into the floor of fire the golem's created, all gone, all the time trying to get up there legit wasted. Can you make the golem not able to break the chest?
On a side note, can you code it for the golem to only wakes up if the player actually manages to reach the top floor or if the player breaks the chest? Otherwise I'm on the floor right below him trying to clear the mobs, he can't wait for how slow I am, stomps the floor, fire, items gone again.
And thanks for updating.
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Jan 2, 2014Reinhart posted a message on [1.6.4 Forge SSP, SMP, LAN] TuxWeapons 1.1d - Readded mod support!Posted in: Minecraft ModsQuote from TuxCraft
Just finished updating TuxWeapons. The rest of tomorrow I will be bug fixing and documenting, I will also be posting a more extensive change log. Once I do you will here from me again
For now some links:
DeltaCore 1.0a (REQUIRED)
and just for fun
Brief TuxWeapons change log of all interesting things content wise, yet again, more extensive change log in the works
- Added Whock
- Added Potion Bolts
Mod support is not in this version because currently a friend is rewriting DeltaCore to be a much better mod and I do not want to add anything big until he is done. This should be done very soon.
Talk to you guys more, tomorrow (which is in about an hour for me )
FYI, you might want to update the OP as well? They seem to still reflect the 1.0 links
Dec 30, 2013Reinhart posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!Does anyone have alternate links for Mekanism, its generators and tools?Posted in: Minecraft Mods
Aug 4, 2013Posted in: Minecraft Mods
Thanks. Will give this a go and see how it goes.
Jul 22, 2013Posted in: Minecraft Mods
As promised, here is an updated 1.5.2 version of MoCreatures/CMS with many bug fixes =). Links will be removed once DrZhark adds them to his own links.
[5.2.4] DEV Release 1 changelog
- Fixed BigGolem not being added to CMS after world load.
- Fixed CMS despawner not checking for EntityMooshroom.
- Fixed possible NPE with Birds.
- Fixed BOP nether biomes not being generated in MoCBiomeGroups.cfg.
- Fixed GL post render error with JellyFish. Note: this currently removes transparency.
- Fixed possible client/server sync issue with GlobalEntityRegistration. To enable fix, you will
need to enable the new config option "useGlobalEntityRegistration" in MoCGlobal.cfg.
Note: Enabling this option will remove all existing tamed animals for existing worlds. Only use
this if you are experiencing issues. This should fix issues such as invisible animals or
- Added new config option "enforceMaxSpawnLimits".
Note: enforceMaxSpawnLimits controls whether or not CMS should stop spawning when limits for
a specific entity type has been reached.
MoCreatures 5.2.4 DEV-R1
CustomSpawner 2.2.3 DEV-R1
Please test 5.2.4 DEV-R1 and see if it fixes your problem.
Seems to be working now. It took me a quite a few tries to finally get everything spawning, although it was a weird process and progression. Slowly went from still nothing, to only vanilla mobs, to all mobs. Yay!
One other thing I've noticed reading the changelog, is that some Nether biomes don't seem to be generated in MoCBiomeGroups.cfg. These are "corrupted sands", "phantasgoric inferno", and "undergarden". Don't know if that can be an issue.
We still plan on maintaining 1.5.2 until most mods update which will take awhile so don't worry.
Thanks for this! This is encouraging news after reading some mod author's attitude on backward compatibility.
Jul 21, 2013Posted in: Minecraft Mods
Turn on debugCMS then go to nether and run around for a bit. Send me the log after you have done this. Also are you testing this in Single or Multi? If multiplayer, what server? MCPC+? build?
Update: I just fixed a spawning issue on my server where CMS would reach max spawn limits and stop spawns. The limits were based on a patch from Spigot and was meant to allow players to limit max amount of mobs/animals etc. The workaround would be to just raise the max limits but many players wouldn't think to do this. Instead I have added any new config option "enforceSpawnLimits" which is set to false by default. I will upload a fixed version in a moment for you to test.
I've turned on debugging and CMS logging, and ran around for a few minutes in creative. Accidentally came upon a Nether dungeon, not sure if that matters (I can't see anything about it from the logs). It's a bit too large to paste, so I've uploaded it here
I'm doing all this on single player.
Jul 21, 2013Reinhart posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!Posted in: Minecraft ModsQuote from DefaultAsAwesome
Is anyone else having trouble downloading this mod? (With only the latest version) It won't download when I click the download button on Mediafire.
Works fine for me, try again a different time.
Jul 21, 2013Posted in: Minecraft Mods
Sounds like you altered our configs and broke something because BOP, Thaumcraft, and MoCreatures work perfectly fine. Our official server is currently running 50+ mods including Thaumcraft 3.05h and Biomes O Plenty 0.5.5. We have no issues with spawns so I suggest you wipe out your configs and let them regen fresh. Also make sure you are using the latest MoCreatures 5.2.3 with CMS 2.2.2.
If you still have issues, please post your exact setup with versions.
I've only turned off deer, goat spawn and turned off ogre/golem detroy blocks, and I've done it before; but I've tried your suggestion and deleted the entire MoCreature's config folder. Still no luck with mobs spawning in the Nether.
Weirdly, one thing I noticed before doing this (so this is not a result of wiping the configs), was that vanilla mobs still do spawn in Nether dungeons, because in F3 the biome is called Nether. This would suggest Biome O Plenty or Thaumcraft as the problem, but as I mentioned before, if I only use 2 out of 3 mods, things generate fine.
Anyway, I went ahead and tried wiping the config.
I am using MoCreatures 5.2.3 with CMS 2.2.2. Here's a list of mods I have, 1.5.2 DamageIndicators v22.214.171.124.zip
DrZharks MoCreatures Mod v5.2.3.zip
Lanterns 1.3.5 Universal.zip
mutant creatures 1.3.4 mc1.5.2.zip
Pam's Melon Spawn 1.5.1.zip
Thaumic Tinkerer [1.0.7].zip
[1.5] Doggy Talents - v1.3.0.zip
And here's the config of vanilla mobs (vanilla.cfg) that's generated after I wiped the configs:# Configuration file
Beyond that I'm not sure what to provide you with when you said "exact setup with versions". Thanks!
Jul 21, 2013Reinhart posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!Posted in: Minecraft ModsQuote from Riverblank
I have it working fine. But just in case, I recommend editting the Spawn Settings and adding the Nether to some mobs Biome Groups. It's work but, if you want to see them then it's work it.
And I have this mod running with ExtraBiomesXL, and Highlands, and a couple other Biome mods, it's fantastic, but EBXL has it's cool little perks lol
Thanks for the reply.
I looked at Ghast and Zombie Pigmen's biome settings and they both say Nether. I've also tried adding "corrupted sands" and "corrupted sands:bop", "undergarden"/:bop, etc to no effect.
Do you mind maybe uploading you config to a place like dropbox or something?
Jul 21, 2013Posted in: Minecraft ModsQuote from Gurrok
CMS and Thaumcraft are known to have some issues at times, particularly spawning lots of angry zombies or firebats (which sounds like your problem). I'll give you a link to a post that discusses it in more detail - the poster (Arkenor) may know more. I've not used Thaumcraft myself, so can I only direct you towards someone who has.
Thanks Gurrok, even just finding and then linking to a post you've read is kind enough. Much appreciated. I'll look into it.
Jul 21, 2013Reinhart posted a message on [1.6.4][Forge][ModLoader] Mob Spawn Controls! Control Spawning! Increase SpawnCaps + Spawn Attempts! Mo'Creatures+ExtraBiomes SPosted in: Minecraft ModsQuote from Supatilt
I just downloaded and installed this mod, it looks like it fixed my Mo Creatures/Thaumcraft/Biomes o Plenty issues! I do have a few questions/confirmations though before I start tweaking these configs.
I assume since the configs are empty other than thaumcraft and BOP mobs that there are some default spawn settings since all the other things (vanilla and mo creatures) are still spawning or possibly it's still pulling all that info from mo creatures custom spawner thing.
1 - If it is a default setting, I guess adding the spawns to the config files will change those defaults, right? If it is the mo creatures custom spawner settings will changing the spawn config files override those?
2 - Also, if I add a mob to the spawn config for a biome, it overrides whatever spawning that type of mob would normally do it that area. Not in addition to. Is that right?
I'm trying to do all this through the txt files since this is for a server.
Edit: I've pretty much answered my own questions and figured out how to use this with my setup, now it's down to tweaking main spawn numbers to mine and my friends likings
Another Edit: I've played with it and thought I had it the way I wanted, but now scorpions from mo creatures want to spawn EVERYWHERE I've set everything in mo creatures to 1/1/1/1, turned all the mo creatures caps down to 1, and turned the custom spawner off.
I'm having similar problem with all three mods together as well. If I use only 2 of them it's fine, but if I use 3 then nothing but firebats spawn in the Nether. Please do share your results when you sort it out. I'm just starting to look at MSC and it's a bit overwhelming.
Jul 21, 2013Update on my issue, it seems Thaumcraft doesn't work well with Biomes o Plenty AND Mo Creatures. If I have all 3 installed nothing but firebats spawn in the Nether, but if I use only 2 out of 3 then everything fine.Posted in: Minecraft Mods
Jul 21, 2013Reinhart posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!Anyone having issue getting this mod working together with Thaumcraft 3 AND Mo Creatures? When I have all three installed, nothing spawns in the Nether. But if I use only 2 of 3, it's all fine.Posted in: Minecraft Mods
By the way, loving this mod so far, even more than ExtraBiomes. The biomes added in this mod are so much more distinct, with their own features. With ExtraBiomes I have a hard time telling most biomes from the vanilla ones, but with this one a lot of the biomes just have their distinct look, features and flora.
Jul 21, 2013Posted in: Minecraft Mods
There is no reason to use that version. Use 5.2.3 like everyone else.
As for 1.6.2 update, we finished the initial port last night and managed to load it up in 1.6.2 fine. We are now working on fixing a few bugs that occured from all the 1.6 changes. We should have a release this week but don't quote me on that =).
The only reason was because I saw a post where someone recommended trying out the DEV version if they're experiencing spawn issues, so I thought there might be newer changes in there or maybe that's the "nightly/weekly" build thing. But I'll take your word for it since you're the DEV.
Thanks for the speedy response by the way.
Does anyone else have been having issues getting Mo Creatures, BIomes O Plenty and Thaumcraft 3 to work together? When I have all three installed, nothing spawns but firebats, but if I only use 2 of any 3 then it's fine. My apologies, in this situation I don't know which mod's thread to ask this in.
Jul 21, 2013Anyone having problems with Ghasts and Zombie PIgman not spawning in the Nether, with Biomes O Plenty and Mo Creatures?Posted in: Minecraft Mods
I've troubleshot this and adding only one mod at a time, Biomes O Plenty and Mo Creatures both work fine together, but right after I add Thaumcraft, no more Ghasts and Zombie Pigman in the Nether.
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