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    posted a message on Minecraft Mods Breaking Infringement Laws Of Other Companies?
    What's to stop someone from using a mod in their modpack? Aren't mods piggy backing on Mojang's trademarked material? So, for a modder to say someone can or can't use their mod... that's like a saying minecraft should pay them for making the mod. Amiright? For if a modder was paid for their mod, instead of using the "donation" loophole... they, in turn, would be infringing upon Minecraft. Yes? No? Maybe?
    Posted in: Mods Discussion
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    posted a message on Just Another Spawner (JAS) v0.14
    Just got your mod... trying to get away from the Mo Creatures silliness... so much easier to understand. I notice that I can't seem to find Wither Skeletons in any of the lists though...
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!!
    Quote from bloodshot45

    As promised, I have started work on a CustomSpawner USERGUIDE created in Google Docs which can be found here

    https://docs.google....dit?usp=sharing

    This information should help solve most questions will spawning using CMS 3.0.0+. It will be moved to a wiki when I get our mocreatures site launched.


    So... this is SMP Server Compatible? I assume... as there's nothing telling me otherwise.

    The only one I see is for 1.6.2... does this work for 1.6.4 as well? As... there's nothing telling me otherwise. And 1.6.0+ isn't sufficiently clear for people new to the mod scene if that's what that is supposed to indicate.

    Just looked in my mods folder... I have CMS 2.3.1 in there already... So, does this mean my question is still valid and has not been addressed since the USERGUIDE tells me to look in .config/CustomSpawner/ which isn't there and I had this CustomSpawner mod in there at the same time as MoCreatures... or should I have run it once with CustomSpawner first before MoCreatures as... as I've said... there was nothing telling me otherwise.

    I was going to download CMS 3.0.0 but there's a good many comments talking about how it broke their servers and the spawns are worse than before and people are, instead, using Just Another Spawner.

    Text is terrible at conveying emotion and what-not... I'm not trying to sound crass, I'm just confused and felt like I was blown off by lumping my inquiries in with everyone else's... especially considering that the comments other people are making about the latest CMS have similar problems that also weren't addressed.

    Long and short though... with this new thing, can I just tell it not to spawn horses in the Magical Forest from Thaumcraft since that's the biggest problem?

    I just removed AvP and it seemed to help, but I'm sure, given enough time, the current spawner will break on its own.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!!
    It would appear, at some point, AvP and Thaumcraft's Magical Forest overdid it.

    Aliens, bursters, and facehuggers were everywhere in the caverns, and the Magical Forest just craps horses like it was going to a pony convention.

    I disabled AvP which helped, but there's still SO MANY HORSES in the Magical Forest. How do I disable horse spawns vanilla/wild in the Magical Forest so I can return their NORMAL spawn rates to the Plains?
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!!
    Quote from alexsun84

    I withdraw my statement. The spawnrate for my new micecraft 1.7.2 world, seems to work.


    I second his request and negating the withdrawal... For those of us with several mods that aren't past 1.6.4, could you give us one more little stability boost before ditching 1.6.4? It'd be great if the horses didn't overwhelm our world AND not have to give up, literally, a dozen mods to upgrade.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!!
    Deleting my config and letting it restore on its own didn't help. Spawns are still whack.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!!
    Quote from april_kitty

    im trying to breed the horses to make a cow horse but the vanilla horse and the wild horse wont breed... what am i doing wrong? im giving golden apple to the medium brown horse (vanilla) and pumpkin to the wild grey and white horse... please help


    They never mentioned that you only give a pumpkin to the Mo' Creatures horse, but give nothing to the Vanilla horse, and in time... babies. Written instructions are a thing of the past, you have to sit through 20 minute mod spotlights these days.

    In any case... I have a problem with horses overrunning my world. There are so many horses now that all other mobs seem to cease spawning, probably because I reached a spawn cap.

    I'm running 1.6.4, with the .965 forge.
    I also have Lycanite's, AvP, Thaum 4, and Twilight Forest (the ones that add mobs, at least). When the server first started, everything was peachy, but over time, the Mo' Creatures stuff just totally took over and now it's only horses.

    I tried manipulating the config files, despawn vanilla=true and lowered the spawn rates of other things while increasing the spawn rates of the beasts I wanted to see, but it doesn't seem to be having any effect whatsoever.

    Is there any way I can just extract horses for the Pegasus and what-not, and Wyverns... and ditch everything else? Or would that just be going through and turning off all the mobs except for horses and Wyverns?

    I really like things like the Werewolves, wraiths, and some of the ambient stuff but... In the end, I mostly want cool flying mounts. The Wyvern mother is an epic flying mount.
    Posted in: Minecraft Mods
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    posted a message on [1.6.2][WIP] Mob Spawn Controls 2!
    Some mods work forward a version, things meant for 1.6.2 also work for 1.6.4.... is such the case with this mod? I have a 1.6.4 server and need to get Lycanites and Mo' Creatures to play well together... Vanilla Horses are just obliterating my MoB caps.
    Posted in: WIP Mods
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    posted a message on Need an Explanation for Mo Creatures Config
    I'm running a server with Lycansites, AvP, and MoCreatures... when we first started out, there really wasn't any problems but now horses are out of control! For no real reason! They keep spawning, they don't despawn, and it's, virtually, the only mob left on the server (apart from some Aliens and Jousts). Soooo many friggen horses. Nothing else spawns at all. I am going to try turning down the spawnrates and increasing spawn possibility for other creatures but... if Horses never despawn, and we need them for breeding pegasus, how do we find a balance? Information on how to configure such things are virtually non-existent.
    Posted in: Mods Discussion
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    posted a message on [1.12.2] AliensVsPredator (Alien Covenant, The Predator, Prometheus)
    The most recent update doesn't seem to want to play well with other mods on our private server. We ditched the AvP guns for Flan's as they were pretty testy about reloading...

    Are you gonna keep it compatible with ICBM? It may have been mentioned before but... sometimes you just have to nuke the site from orbit... it's the only way to be sure.
    Posted in: Minecraft Mods
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    posted a message on MUST READ: An important message and Title Formatting
    For the love of all things good, PLEASE let us know SMP... I see a crap ton of mods and almost NONE of them are SMP. Some of us are social creatures! :SSSS: *huggaBOOM!*
    Posted in: Minecraft Mods
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    posted a message on [1.1.0][SMP] Dawn of the Modern World (thethirdmike's Mods)
    *sadface* It was the awesomest mod EVER until I noticed it didn't work with SMP. As a social creature, I share a server with friends... we don't play if we build alone.

    Sorry to PM you earlier about that, I was just really short on time and can't always read the whole thread.

    Anyway, definitely on my list if it is ever SMP.
    Posted in: Minecraft Mods
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    posted a message on [16x] [1.7!] Gvzbgul's Warhammer 40k Pack
    Ah. I'm a SMP purist myself. Our server has a close knit group on it and our mods are pretty limited for multiplayer. Gonna try to get another server so builders can have a place... otherwise we'll have to split the world which kinda sux.

    I wish Mo' Creatures worked. That'd be freakin' awesome.

    But hey man, I have no right to throw anything at ya. We're lucky if a modder mods at all. When we want something that caters to our needs? We learn to do it ourselves. It's just the nature of things. Keep up the good work and best of fortune to you in your endeavors.

    Me? I need to figure out how the skins work. I don't know what part affects what and the thought of trial-n-error blows for armor and for skins. Sucks no one else has posted something more useful yet, but who knows, that may be up to me. So seldom do people fill the niches in the "need" department as opposed to the "want" department lol.
    Posted in: Resource Packs
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    posted a message on [16x] [1.7!] Gvzbgul's Warhammer 40k Pack
    What if you kept the flowers and what not... or make it some other plant.

    Make the barbed wire cactus and make the tank barricades fences? Or barbed wire fences and the tank barricades... something else? I think making the flowers the other stuff makes it hard for people to know where to get their dyes haha.

    Don't forget... pumpkins gotta be something cool for that sweet helmet overlay you made for it. I was running around with a pumkin, just because. I'm thinking a white or red SM helmet. Or... make it an optic. It's not any weirder wearing a pumpkin than it is to find equipment laying on a battlefield.

    Also...

    If Leather stayed Imperial Guard. Then Iron could be Space Marines making Diamond a Space Marine Chaplain or Apothecary... or some sort of Veteran. To me, for some reason, the scout doesn't make much sense as Iron.

    That way people would see more Imperial Guard and Space Marines running about and then a few bad ass armors that would be reserved for Diamond and Gold. You wouldn't see a ton of scouts.

    Surely you can incorporate Gun SDK mod into this stuff for Bolters and what-not. But that'd involve coding I'm sure.

    Throwing out more 2-cents, sorry.
    Posted in: Resource Packs
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    posted a message on [16x] [1.7!] Gvzbgul's Warhammer 40k Pack
    Here's the finished thing I was working on. It just makes the items look appropriate. Still needs work... there's little graphical issues in it that kinda urk me, but is 99% effective for the task. Just cut out the part you want.



    Suggestion... if I may: Gold Armor -- Emperor of Man armor.

    http://wh40k.lexicanum.com/mediawiki/im ... mperor.jpg

    Please make the pumpkin into like... a Captain's helmet or something. That way I can justify wearing it and use that sweet overlay. Besides, it is more honorable to take the sacrifice in armor as a Veteran. I've JUST started doing this as I was inspired by your texture pack. Literally... today. I'm not saying you have to incorporate the pumpkin in, but if you have any clever suggestions as I'm worried that I'd be stuck with just a literal block. Which may better lend itself as goggles for the scout to wear. I dunno. I wish it was easier to add items without coding.

    For you sir... :Diamond: :Diamond: :Diamond:

    Alas, I am using someone's Space Marine skin texture as the armor.



    It causes minor hiccups, but not really enough to bother us. Mostly the chest plate and either/or of the shoulder pauldron thingies clipping through one another.



    And we made good use of the crate texture. Put our little "clan" letters on there.

    Overall, I think this will really make it better for us as our structures are all future-cathedral (WH40K Imperial) themed.
    Posted in: Resource Packs
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