@Sinistralis777 I did some heavy experimentation and I think I have an answer for you now.
-Mob Spawn Controls cannot adjust Mo' Creatures mob type. If you reregister an entity as a different type (ie move crickets/flies from creatures to ambient) they will not spawn. Ever. Water mobs in Mo' Creatures are registered as ambient entities, not water. When MSC reregisters them as water mobs, they will not spawn in.
-You cannot use MSC to make a Mo' Creatures mob spawn in a biome that it originally did not spawn in.
-The Spawn Freq of Mo' Creatures CustomMobSpawner and MSC play poorly with each other. Even if you disable CustomMobSpawner its settings are still used.
*CustomMobSpawner (on or off) mob freq == 0 while adding them to MSC gives you some around your spawn point when creating a new world. Then nothing. It took forever to get enough emperical evidence to post this here. Nighttime is perfectly safe with these settings (only cows spawn):
*Having CustomMobSpawner (on or off) + creature freq > 0 while adding them to MSC gives you endless spawns (till out of memory). This is not so for monsters. Don't know why.
-Disabling UseCustomSpawner gives a horrible amount of log spam (two messages ~1.5 minutes) WITH verboselogging off.
So the classification of Monster/Creature/Water/Ambient isn't arbitrary?
If I can't have complete control over mob spawn locations then this mod seems kind of pointless :/ (I realize it isn't this mods fault, just saying)
The only thing that spawns during the day are Hill Giants. At night I get 1 or 2 zombies, a creeper/spider/enderman/Cyclops maybe, and the rest are still Hill Giants. No sign of anything else.
EDIT2: Found another Alpine biome. This one only spawns Polar Bears.
Found another incompatibility With Infernal mobs, some of your creatures, namely Hill Giants, do not gain the special abilities. He said that the mob must extend the EntityMob class. Would this be possible?
If you really need to distribute a mobpack for your server, here is what I do.
1) Compile a basic list of all mods used on your server.
2) Tell all your server population to go to each modder's post and give them an adf.ly cllick and download the mod.
3) Have them send you a screenshot of all the mods and their dependancies sitting in their harddrive. (This ensures that they gave each mod author that says no to mod packs their adf.ly click)
People who know how to install mods just need a config (which you are free to distribute as you want)
People who don't know how to install mods can just be given a modpack upon sending in that above mentioned screenshot.
It's a lot simpler than it sounds, and both parties win. It's also a nice filtering process, as if you can't take the time to give mod authors their due rewards, then you probably aren't worth having in the community to begin with.
Also, whats up with the "custom spawner deactivated" spam in the console? It produces two entries every 1.5 minutes in the log. This would destroy an actual 24/7 server making MSC inpractical for mo' creatures. I know this is probably CustomSpawner, not MSC. Was hoping someone here might know more. Zharks thread moves too fast to have a realistic chance at an answer.
You want to have the custom spawner ON when using this in conjunction with mo'creatures.
A cow can spawn in an ocean biome on an island. This only changes what biome a mob can spawn in. Not the spawn parameters. A cow will only spawn on grass blocks.
I actually meant with Water creatures. I can't seem to get hardly any water mobs to spawn in large bodies of water.
Also, my spawn caps are NOT working. I am getting upwards of 1000 to 2000 mobs. They don't stop spawning.
import Ozelot as Creature
exclude Ozelot as Monster
exclude Creeper as Creature
exclude Skeleton as Creature
exclude SpawnedBlaze as Monster
#Mo' Creatures
import Scorpion as Creature
import Rat as Creature
exclude Rat as Monster
exclude Scorpion as Monster
#I keep bugs as creatures as well so I can swarm some biomes with more of them to create a better ecosystem feel
import Bee as Ambient
import ButterFly as Ambient
import DragonFly as Ambient
import Cricket as Ambient
import Fly as Ambient
#not meant to spawn by themselves
exclude PetScorpion
#Twilight Forest
import TwilightForest.Twilight Wraith as Monster
import TwilightForest.Bunny as Ambient
exclude TwilightForest.Bunny as Creature
import TwilightForest.Tiny Bird as Ambient
exclude TwilightForest.Tiny Bird as Creature
import TwilightForest.Forest Squirrel as Ambient
exclude TwilightForest.Forest Squirrel as Creature
import TwilightForest.Minoshroom as Monster
exclude TwilightForest.Minoshroom as Creature
#Either not finished mobs/bosses or specific mobs that should not be spawned
exclude TwilightForest.Mist Wolf as Creature
exclude TwilightForest.King Spider as Monster
exclude TwilightForest.Boggard as Monster
exclude TwilightForest.Questing Ram as Creature
#Witches and More
import Hill Giant as Monster
import JaxxOlantern as Monster
exclude JaxxOlantern as Creature
exclude Hill Giant as Creature
import Airfish as Ambient
exclude Airfish as Creature
import Flowerman as Ambient
exclude Flowerman as Creature
import Scavenger as Ambient
exclude Scavenger as Creature
exclude Witch as Creature
#Zulu
import ProjectZulu|Core.Blue Finch as Ambient
exclude ProjectZulu|Core.Blue Finch as Monster
import ProjectZulu|Core.Green Finch as Ambient
exclude ProjectZulu|Core.Green Finch as Monster
import ProjectZulu|Core.Red Finch as Ambient
exclude ProjectZulu|Core.Red Finch as Monster
import ProjectZulu|Core.Eagle as Creature
exclude ProjectZulu|Core.Eagle as Monster
import ProjectZulu|Core.Horn Bill as Creature
exclude ProjectZulu|Core.Horn Bill as Monster
import ProjectZulu|Core.Pelican as Creature
exclude ProjectZulu|Core.Pelican as Monster
import ProjectZulu|Core.Vulture as Creature
exclude ProjectZulu|Core.Vuture as Monster
exclude ProjectZulu|Core.Sandworm as Creature
#If using Mo'Creatures, remove horses since it has better ones.
exclude ProjectZulu|Core.Horse Beige as Creature
exclude ProjectZulu|Core.Horse Black as Creature
exclude ProjectZulu|Core.Horse Brown as Creature
exclude ProjectZulu|Core.Horse Dark Black as Creature
exclude ProjectZulu|Core.Horse Dark Brown as Creature
exclude ProjectZulu|Core.Horse Grey as Creature
exclude ProjectZulu|Core.Horse White as Creature
#These mobs have weird spawning conditions or something and don't seem to be listed by default
import ProjectZulu|Core.Haunted Armor as Monster
import ProjectZulu|Core.Minotaur as Monster
import ProjectZulu|Core.Polar Bear as Creature
import ProjectZulu|Core.Black Bear as Creature
import ProjectZulu|Core.Brown Bear as Creature
import ProjectZulu|Core.Alligator as Creature
import ProjectZulu|Core.Armadillo as Creature
import ProjectZulu|Core.Beaver as Creature
import ProjectZulu|Core.Centipede as Monster
import ProjectZulu|Core.Elephant as Creature
import ProjectZulu|Core.Fox as Creature
import ProjectZulu|Core.Frog as Creature
import ProjectZulu|Core.Giraffe as Creature
import ProjectZulu|Core.Gorilla as Creature
import ProjectZulu|Core.Lizard as Creature
import ProjectZulu|Core.Mammoth as Creature
import ProjectZulu|Core.Ostrich as Creature
import ProjectZulu|Core.Penguin as Creature
import ProjectZulu|Core.Rabbit as Creature
import ProjectZulu|Core.Rhino as Creature
import ProjectZulu|Core.TreeEnt as Monster
Alright, you can't do it based on time or Z-level.
Quick question regarding valid targets. Is there another criterion besides if they are listed in the permittedentities list? I am trying to add a few mobs from Witches and More, Hill Giant specifically, and it doesn't seem to recognize them as valid, even if I explicitly state it. I was curious what the other criteria might be, if it exists, so I can inform the Witches and More mod owner to see if it can be remedied.
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Awesome thinking. I wish more mods were this thorough.
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These mobs are conflicting with it due to having biome restrictions built in.
Also the water creatures are flagged as ambient instead of water.
If there could be a way to fix this without breaking your mod, it would be pretty fantastic.
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So the classification of Monster/Creature/Water/Ambient isn't arbitrary?
If I can't have complete control over mob spawn locations then this mod seems kind of pointless :/ (I realize it isn't this mods fault, just saying)
Is there anything we can do to fix this issue?
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Well this explains a lot.
And the vanilla overrides are because it's listing things as both monster and creature.
EDIT: Using the following mob mods:
Project Zulu
Mo' Creatures
Twilight Forest
Witches and More
(Ars Magicka and Tropicraft will be added as well once they update)
and the following configuration file for the Alpine biome:
Alpine.monster:CaveOgre{5/1/3},BigGolem{5/1/1},CaveSpider{5/1/3},Creeper{5/1/4},Cyclops{5/1/3},Hill Giant{5/1/3},Ogre{20/1/3},WWolf{5/2/5},Werewolf{5/1/2},Zombie{5/2/6},entBrainyZombie{5/1/5},TwilightForest.Twilight Kobold{5/1/1}
Alpine.creature:BigCat{5/1/3},Bunny{5/1/3},Boar{5/1/3},Deer{5/1/3},Goat{5/2/4},ProjectZulu|Core.Eagle{5/1/2},ProjectZulu|Core.Mammoth{5/2/5},ProjectZulu|Core.Penguin{5/1/3},TwilightForest.Penguin{5/1/3},ProjectZulu|Core.Polar Bear{5/1/2},Fox{5/1/1},ProjectZulu|Core.Fox{5/1/1},SnowMan{5/1/1},TwilightForest.Hostile Wolf{5/1/5},Wolf{5/1/5}
Alpine.water:
Alpine.ambient:Bat{10/1/1},Scavenger{10/1/1}
The only thing that spawns during the day are Hill Giants. At night I get 1 or 2 zombies, a creeper/spider/enderman/Cyclops maybe, and the rest are still Hill Giants. No sign of anything else.
EDIT2: Found another Alpine biome. This one only spawns Polar Bears.
Any ideas?
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And you are welcome!
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1) Compile a basic list of all mods used on your server.
2) Tell all your server population to go to each modder's post and give them an adf.ly cllick and download the mod.
3) Have them send you a screenshot of all the mods and their dependancies sitting in their harddrive. (This ensures that they gave each mod author that says no to mod packs their adf.ly click)
People who know how to install mods just need a config (which you are free to distribute as you want)
People who don't know how to install mods can just be given a modpack upon sending in that above mentioned screenshot.
It's a lot simpler than it sounds, and both parties win. It's also a nice filtering process, as if you can't take the time to give mod authors their due rewards, then you probably aren't worth having in the community to begin with.
Just my two cents.
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You want to have the custom spawner ON when using this in conjunction with mo'creatures.
I actually meant with Water creatures. I can't seem to get hardly any water mobs to spawn in large bodies of water.
Also, my spawn caps are NOT working. I am getting upwards of 1000 to 2000 mobs. They don't stop spawning.
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#Vanilla
import Ozelot as Creature
exclude Ozelot as Monster
exclude Creeper as Creature
exclude Skeleton as Creature
exclude SpawnedBlaze as Monster
#Mo' Creatures
import Scorpion as Creature
import Rat as Creature
exclude Rat as Monster
exclude Scorpion as Monster
#I keep bugs as creatures as well so I can swarm some biomes with more of them to create a better ecosystem feel
import Bee as Ambient
import ButterFly as Ambient
import DragonFly as Ambient
import Cricket as Ambient
import Fly as Ambient
#not meant to spawn by themselves
exclude PetScorpion
#Twilight Forest
import TwilightForest.Twilight Wraith as Monster
import TwilightForest.Bunny as Ambient
exclude TwilightForest.Bunny as Creature
import TwilightForest.Tiny Bird as Ambient
exclude TwilightForest.Tiny Bird as Creature
import TwilightForest.Forest Squirrel as Ambient
exclude TwilightForest.Forest Squirrel as Creature
import TwilightForest.Minoshroom as Monster
exclude TwilightForest.Minoshroom as Creature
#Either not finished mobs/bosses or specific mobs that should not be spawned
exclude TwilightForest.Mist Wolf as Creature
exclude TwilightForest.King Spider as Monster
exclude TwilightForest.Boggard as Monster
exclude TwilightForest.Questing Ram as Creature
#Witches and More
import Hill Giant as Monster
import JaxxOlantern as Monster
exclude JaxxOlantern as Creature
exclude Hill Giant as Creature
import Airfish as Ambient
exclude Airfish as Creature
import Flowerman as Ambient
exclude Flowerman as Creature
import Scavenger as Ambient
exclude Scavenger as Creature
exclude Witch as Creature
#Zulu
import ProjectZulu|Core.Blue Finch as Ambient
exclude ProjectZulu|Core.Blue Finch as Monster
import ProjectZulu|Core.Green Finch as Ambient
exclude ProjectZulu|Core.Green Finch as Monster
import ProjectZulu|Core.Red Finch as Ambient
exclude ProjectZulu|Core.Red Finch as Monster
import ProjectZulu|Core.Eagle as Creature
exclude ProjectZulu|Core.Eagle as Monster
import ProjectZulu|Core.Horn Bill as Creature
exclude ProjectZulu|Core.Horn Bill as Monster
import ProjectZulu|Core.Pelican as Creature
exclude ProjectZulu|Core.Pelican as Monster
import ProjectZulu|Core.Vulture as Creature
exclude ProjectZulu|Core.Vuture as Monster
exclude ProjectZulu|Core.Sandworm as Creature
#If using Mo'Creatures, remove horses since it has better ones.
exclude ProjectZulu|Core.Horse Beige as Creature
exclude ProjectZulu|Core.Horse Black as Creature
exclude ProjectZulu|Core.Horse Brown as Creature
exclude ProjectZulu|Core.Horse Dark Black as Creature
exclude ProjectZulu|Core.Horse Dark Brown as Creature
exclude ProjectZulu|Core.Horse Grey as Creature
exclude ProjectZulu|Core.Horse White as Creature
#These mobs have weird spawning conditions or something and don't seem to be listed by default
import ProjectZulu|Core.Haunted Armor as Monster
import ProjectZulu|Core.Minotaur as Monster
import ProjectZulu|Core.Polar Bear as Creature
import ProjectZulu|Core.Black Bear as Creature
import ProjectZulu|Core.Brown Bear as Creature
import ProjectZulu|Core.Alligator as Creature
import ProjectZulu|Core.Armadillo as Creature
import ProjectZulu|Core.Beaver as Creature
import ProjectZulu|Core.Centipede as Monster
import ProjectZulu|Core.Elephant as Creature
import ProjectZulu|Core.Fox as Creature
import ProjectZulu|Core.Frog as Creature
import ProjectZulu|Core.Giraffe as Creature
import ProjectZulu|Core.Gorilla as Creature
import ProjectZulu|Core.Lizard as Creature
import ProjectZulu|Core.Mammoth as Creature
import ProjectZulu|Core.Ostrich as Creature
import ProjectZulu|Core.Penguin as Creature
import ProjectZulu|Core.Rabbit as Creature
import ProjectZulu|Core.Rhino as Creature
import ProjectZulu|Core.TreeEnt as Monster
Alright, you can't do it based on time or Z-level.
What about structures?
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What exactly is missing from your GUI?