not the sky scraper sized mechs more like the vital suits form lost planets.
mini mechs? basically balanced enough that your not obliterating mountains in a single shot, but with lots of utilities to be a useful transport/ battle suit.
give them functions that allow them to carry inventory and equipped various different weapons/tools, but need resources to power (probably something like the T energy from the game series.)
say chainsaw to cut down trees drills for mining cannons and lasers for battle.
Me when the minotaur spawns with a group of minotarus right outside your house and they have Morock back up dancers from lycanitesmobs and i only have bone weapons.
keep up the good work.
also any future plans to make the Assist type monsters actually help you? or hire them as guards?
Alright so it looks like all of Grimoire's mobs do indeed spawn even with Mo' Creatures running. It's just that a lot of them have weird spawn rates(some really high, some really low) and they can't be configured because CMS overrides them. The only two mobs I couldn't find were Minotaurs and Mermaids. But it looks like you got Mermaids to spawn? They probably just had low spawn rates and were hard to find due to the areas they spawn in(underground and underground/ocean). But besides that everything else seemed fine using ATotalGits custom jar so I'd label Mo' Creatures as being semi-compatible.
And yea the Wither Skeleton thing is a known issue with CMS. I didn't know about ocean spawning being broken though. Unfortunately CMS doesn't have the ability to detect buildings, so Nether Fortresses don't work correctly and the only way to get Wither Skeletons in is to make them spawn everywhere in the Nether. In case you didn't know but just to warn you, if you're using any mods that alter existing biomes, adds new biomes, or adds new dimensions then CMS will completely break them. Unfortunately until another mod like Just Another Spawner comes out for newer versions of MC there's no way to solve these issues. Man I really miss JAS.
Did you have any luck with editing the config files?
CMS is a buggy mess i usually Run Mo creatures without it. sadly that meens less Mo creatures non hostile mobs spawning but it also means less lag and crashes. also CMS does not seem to let me change the Grimore of Gaia spawns for example moving ninetails into the Bamboo forest and Chearyblossom biomes. or Banshee, Dampyr and vampire into the Ominous woods
speaking of mobs
what ever happened to jang-shi and Chochin-Obake from long ago? also i've not seen Cyan Flowers as of late does that mean Mandragora is gone? or does Cyan Flower have a spawning issue with BOP?
also regarding Antworkers perhaps you could make them have a Ant hill they spawn with in the future and they only attack you when you get to close and have them take leaves and other objects to the nest for example say one kills you steals your stuff and you have to go into the Ant hill to get them back
ok.....two things
1. with BOP, at least in 1.7.10, CMS will not use the overworld folder but a new folder along the lines of surface BOP, be sure to edit those files if it still does this in 1.10.2
2. CMS in 1.7.10 didn't like mods that add in very weird mob spawning rules like lycanthropy, dunno if this still happens in 1.10.2
BOP no longer has a CMS folder so it's probably the overworld folder now.
the mobs im trying to edit are Mo creatures primitive mobs and GG
with the exception of GG's mandrakes. all these mods use the same spawn type
i can't disable certian mobs from Primitve mobs or change there spawn rate
nor can i reduce the spawn rate of Orges i was trying to set fire Orges to 1 but they are still more common then BigGolems
and with GG's i can't edit the spawn locations
If you want to add additional biomes to CC/GC on your own, use the external biomes config. Set
S:externalBiomeNames=IceSpikes,GravelBeach,Oasis
(the exact names aren't important, it's only internal to GC)
Start Minecraft and then quit. CC/GC will create configs for three biomes with those names, which you can set to the appropriate IDs and whatever incidences/climates/etc you want. This will make them show up as full-sized biomes.
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not the sky scraper sized mechs more like the vital suits form lost planets.
mini mechs? basically balanced enough that your not obliterating mountains in a single shot, but with lots of utilities to be a useful transport/ battle suit.
give them functions that allow them to carry inventory and equipped various different weapons/tools, but need resources to power (probably something like the T energy from the game series.)
say chainsaw to cut down trees drills for mining cannons and lasers for battle.
0
Me when the minotaur spawns with a group of minotarus right outside your house and they have Morock back up dancers from lycanitesmobs and i only have bone weapons.
keep up the good work.
also any future plans to make the Assist type monsters actually help you? or hire them as guards?
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curse forge download doesn't appear to be updated with 1.12.2
edit nvm its just the link that shows it at 1.10.2
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the configs missing a lot of options
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we getting a 1.11.2 or skipping to 1.12?
just curious
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i have several questions/problems
i can't seem to acquire eggs in survival.
and the Dragons fly away and never come back to there nests when they are agroed
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CMS is a buggy mess i usually Run Mo creatures without it. sadly that meens less Mo creatures non hostile mobs spawning but it also means less lag and crashes. also CMS does not seem to let me change the Grimore of Gaia spawns for example moving ninetails into the Bamboo forest and Chearyblossom biomes. or Banshee, Dampyr and vampire into the Ominous woods
speaking of mobs
what ever happened to jang-shi and Chochin-Obake from long ago? also i've not seen Cyan Flowers as of late does that mean Mandragora is gone? or does Cyan Flower have a spawning issue with BOP?
also regarding Antworkers perhaps you could make them have a Ant hill they spawn with in the future and they only attack you when you get to close and have them take leaves and other objects to the nest for example say one kills you steals your stuff and you have to go into the Ant hill to get them back
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managed to fix that problem i had before after installing RTG
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any chance of hostile mobs?
i have some ideas for hostile mobs biomes
Jaga and kane-ra Desert biomes
kopen and rama and jungle biomes
tarakava Beach BIomes
muaka snow Biomes
manas underground/night
Borhak: at night or underground
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BOP no longer has a CMS folder so it's probably the overworld folder now.
the mobs im trying to edit are Mo creatures primitive mobs and GG
with the exception of GG's mandrakes. all these mods use the same spawn type
i can't disable certian mobs from Primitve mobs or change there spawn rate
nor can i reduce the spawn rate of Orges i was trying to set fire Orges to 1 but they are still more common then BigGolems
and with GG's i can't edit the spawn locations
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1.10.2
ars magica 2
Botanica
Ather legacy
Betweenlands
rougelike dungeons
Grimore of Gaia 3
pimitive mobs
Lythcantie mobs
infernal mobs
Geograpcraft
RTG
BOP
Embers
Tconstruct
Blood Magic
WTF Expiditions
Ice and fire Dragons
Astrial sorceries
pam Harvest
passthrough leaves
Gravestone
Natural Absorption
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i can't seem to edit mobs in the custom spawner even after setting them to certain biomes they default to there vanilla
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well i did find what caused it if you want it just get the astral sorcery mod
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does AbyssalCraft Biomes not spawn in this mod?
where can i find this external biome config?
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what mobs are in 1.10.2?