Not sure if this is the right place to ask this but, I am having issues with the current Dev versions of both MoC and CMS in terms of config editing. In my 1.6.2 configs I had set spawns of my creatures to be more realistic. Creatures spawning in biomes inline with more realistic places using BoP.
However with the new DEV versions the config files seem far more confusing to me. The old MoC had configs that were very straightforward, at least to me. The new CMS configs that are divided by dimension are just very confusing. If someone could please break it down a little for me that would be amazing. I'd use the F6 menu but it is missing several options in this DEV version.
thanks for the info... they are updating to 1.8 and forge isn't even 1.7 yet
Not sure if sarcasm or just lazy and didn't read me... -.-
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I droped Guiapi.jar on mod folder but i cant see global mod options. on 164
If using the latest version (v6.1.0-DEV-R2), you should no longer be using GUIAPI. It is unmaintained by its author, very out of date, and no longer needed by Mo'Creatures. As of v6.1.0 that functionality is now built into MoCreatures itself.
If using the latest version (v6.1.0-DEV-R2), you should no longer be using GUIAPI. It is unmaintained by its author, very out of date, and no longer needed by Mo'Creatures. As of v6.1.0 that functionality is now built into MoCreatures itself.
I'm still using GUIAPI with my Mo' Creatures 6.1.0 DEV R2 and not having any problems
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Have you tried removing it? It may be working without any problems because it's not needed any more.
(Disclaimer: I haven't actually tried to bring up the GUI on 6.1.0 myself; I play on a dedicated server and never need the GUI.)
Even when playing on a server, you needed the GUI for the client to access a menu, or even for it to run I believe, but if you've got it working without it I would think it'd be fine. Not sure though, but I may give it a shot
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Even when playing on a server, you needed the GUI for the client to access a menu, or even for it to run I believe, but if you've got it working without it I would think it'd be fine. Not sure though, but I may give it a shot
As CaerMaster said, as of 6.1.0.dev.R1, Mo'Creaturesno longer needs GUIAPI. To quote the Changelog itself:
-GuiAPI has been integrated into MoCreatures and has been modified to support Forge configuration.
Note: If you have GuiAPI installed, remove it as this may cause issues
... but if you've got it working without it I would think it'd be fine. Not sure though, but I may give it a shot
Which I'm sure when I "gave it a shot" I'd have figured it out for myself first hand, don't you? Then I'm sure I'd have checked the thread's OP for what was up...
Also, I haven't had any issues, so why bother to point it out to me again that it wasn't needed? Did I not just read this from Caer? I'm pretty sure I'm capable of reading and don't need to be told twice.
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Which I'm sure when I "gave it a shot" I'd have figured it out for myself first hand, don't you? Then I'm sure I'd have checked the thread's OP for what was up...
Also, I haven't had any issues, so why bother to point it out to me again that it wasn't needed? Did I not just read this from Caer? I'm pretty sure I'm capable of reading and don't need to be told twice.
What's with the attitude, here? I was just letting you know that Caer was correct and that GUIAPI is in fact no longer needed, and provided the source for it, since the OP actually doesn't inform you that it's no longer needed for the DEV version.
What's with the attitude, here? I was just letting you know that Caer was correct and that GUIAPI is in fact no longer needed, and provided the source for it, since the OP actually doesn't inform you that it's no longer needed for the DEV version.
Considering that quote of yours, isn't actually a referable quote, it's just put into a quote, I can't exactly see that as a "provided source" for one...
Secondly, you've obviously forgotten you and I have butted heads once before, and that's probably for the better..
Thirdly, once again, I don't need to be told something twice, certainly not within the same 30 minutes of reading Cear's post about it. Certainly a way to make it seem like "Just take it out already! It's not needed you noob!" even if that wasn't the intent, it's how it came off. Especially after I had stated I was going to try it without it next time I ran it, which is apparent that wasn't good enough and needed an extra two cents.
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Considering that quote of yours, isn't actually a referable quote, it's just put into a quote, I can't exactly see that as a "provided source" for one...
... I snipped out the relevant part to shorten the post. If you're that insistent on it being a full quote, here:
[6.1.0.dev.R1b]
- fixed ogre explosion NPE with TNT
- added item ids to config.
[6.1.0.dev.R1a]
- fixed mocreatures invading other biome dimensions such as TF. MoCreatures will now dynamically be added to biomes from ONLY BiomesOPlenty, BWG, Highlands, ExtraBiomesXL, and Vanilla.
Wipe configs so the new changes take effect.
- fixed canspawn not functioning.
[6.1.0.dev.R1]
-added new creature 'Mole'
-added new creature 'Ent'
-added BiomeDictionary compatibility.
-added BlockBreakEvent compatibility.
-added en_US lang file support. Should fix name issues on servers.
-added new personal command '/moctp <petid>' used for teleporting your own pets.
-added new personal command '/mocpets <page>' used for listing all pets you own.
-added new canspawn command to help assist with enable/disable of entity spawns
-added enableHunters option to control whether or not Hunters attack other creatures or not.
-added new wyvern textures.
-fixed dupe exploit with Big Golems.
-fixed pet amulets on servers.
-fixed pet amulets not working with kittens.
-fixed fairy horse breeding.
-fixed client-side heart animation lasting longer than normal when taming a creature.
-fixed debug logging showing up during startup.
-fixed chunk command not being set properly in configs
-fixed canspawn not functioning properly.
-fixed ducks taking fall damage.
-fixed various bugs with commands.
-fixed golems picking up bedrock.
-fixed scorpion poison crash with non-living entities.
-fixed tp command not teleporting pets in unloaded chunks.
-fixed shuffling sound with juke boxes.
-fixed ray taming with fishnet.
-fixed inability to stay mounted on water creatures when tamed.
-changed taming requirements by forcing a name to be set for pet.
-removed all CMS reliant code from MoCreatures which means it can now be run without CMS
-GuiAPI has been integrated into MoCreatures and has been modified to support Forge configuration.
Note: If you have GuiAPI installed, remove it as this may cause issues
-mocreatures will no longer despawn by default to be more compatible with vanilla.
-if despawner is enabled, it will force despawns on all creatures including vanilla for a more dynamic experience while exploring world.
Note: if you experience issues with farm animals despawning, adjust despawn min/max lightlevels.
-if despawner if disabled, all passive mocreatures will not despawn to prevent other creatures from taking over.
Note: If CMS is installed and you want mocreatures to despawn, make sure despawner is enabled.
[3.0.0.dev.R1]
-added new World Environment configurations. Defaults are (OVERWORLD, NETHER, END).
-added BiomeDictionary support
-added ability to create custom Entity spawn types. Defaults are (CREATURE, MONSTER, WATERCREATURE, AMBIENT, UNDERGROUND).
-added canSeeSky(NOT COMPLETE)
-added spawn block blacklist(NOT COMPLETE)
-added ability to control lightlevel spawning for each entity.
-added opaque block entity option(NOT COMPLETE)
-added blacklist for banning spawn blocks of a certain id-meta(NOT COMPLETE)
-added default underground entity type. Uses 0-62 spawn height range.
-added min/max Y control for entities.
-added new /cms command to control all config options.
-added '/cms killall force' command which kills all entities, excluding players, in current world
-added '/cms countentities' command to display sorted list of counts for all types in current world.
-added '/cms countentities chunk' command which counts all entities in current chunk and displays them in a sorted list.
-added indepedent environment logging.
-fixed Structure configs not working properly when adding/removing entities to spawnlists.
-fixed tamed ocelots despawning when despawner was active.
-fixed mushrooms not spawning properly.
-fixed mod configs being generated without having the mod installed.
-fixed config sub categories appending extra quotes each time it was saved.
-fixed entity registration occuring again if single player rejoined game.
-default configs will now be generated using all settings found in vanilla spawnlists.
-each entity will get a default biome group created with all biomes found from spawnlists.
-despawner will now be disabled by default and can be reactivated by setting forceDespawns to true.
-removed all MoCreatures dependent code to allow CMS to run indepdently.
Secondly, you've obviously forgotten you and I have butted heads once before, and that's probably for the better..
I haven't forgotten, no. I just don't hold grudges about that sort of thing and don't let it stop me from trying to help out.
Thirdly, once again, I don't need to be told something twice, certainly not within the same 30 minutes of reading Cear's post about it. Certainly a way to make it seem like "Just take it out already! It's not needed you noob!" even if that wasn't the intent, it's how it came off. Especially after I had stated I was going to try it without it next time I ran it, which is apparent that wasn't good enough and needed an extra two cents.
Okay, so you didn't need to be told. When Caer mentioned it, you retorted with "It's always been needed", and mentioned that you were unsure about trying it without GUI API, and that you may do so, not that you absolutely definitely would, so I simply reaffirmed that it wasn't needed, and attempted to provide more information by providing the relevant part of the changelog, so that you would know.
Arguing about this is completely pointless, and honestly I have no desire to do so. I was just trying to help out, and you clearly took it in the wrong way for whatever reason.
Has anyone else experienced mild block lag with mo creatures installed? I'm trying to track down this issue for my SMP server and it seem like when mo creatures and custom mob spawner R2 is removed blocks break fine but with mo creatures installed I'm getting block breaking lag about every 4 or 5 block. Admittedly this might be a conflict with other mods but before I updated this and a few others everything was working alright.
... I snipped out the relevant part to shorten the post. If you're that insistent on it being a full quote, here:
I haven't forgotten, no. I just don't hold grudges about that sort of thing and don't let it stop me from trying to help out.
Okay, so you didn't need to be told. When Caer mentioned it, you retorted with "It's always been needed", and mentioned that you were unsure about trying it without GUI API, and that you may do so, not that you absolutely definitely would, so I simply reaffirmed that it wasn't needed, and attempted to provide more information by providing the relevant part of the changelog, so that you would know.
Arguing about this is completely pointless, and honestly I have no desire to do so. I was just trying to help out, and you clearly took it in the wrong way for whatever reason.
Well see, that is where you're wrong..
When Caer mentioned it, you retorted with "It's always been needed"
I was pointing out it had been needed in the past, nothing more.
So by assuming it was a reply in any fashion of anger or sharp response, you were in the wrong there. Not to mention to take anything in a literal sense when I said "I may have to try it" and assuming that was a "will or will not" is again on your wrong.
Now, if I had come back with "It's working fine for me! I don't need to take out GUIAPI, it's always needed it before! BLAH BLAH BLAH!" sure, I could answer your "affirmation" then, but I still don't think it was necessary and I found it offensive that you thought/assumed these above things.
There was a reason I didn't bother coming back to this thread, and silly me had forgotten or just shrugged it off. It's no wonder I don't bother attempting comment anywhere, with people always assuming things all the time. Drives me mad.
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I wrote this hastily, so sorry if I missed something..
Anything for bees except being useless? They don't even have hives!
It would be so nice to make honey treats.
Like honey candies, cookies, cakes, each with potion effects, and to raise bees!
I don't really want something as complicated as forestry.
It would be nice to breed better bees, just not as confusing, and requiring ALOT of resources and time.
Also, your bees fly around
Is there a way to have them spawn like vanilla mobs?
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So you wake up on a beach one day, and remember NOTHING. (Except your degree teachings in Engineering, Wilderness Survival, Metal work, Physics, Tech, Psychology, History, Dynamics, and Blocks.) You mine and build and survive for years and years.
Hey, can you please tell me the names of classes that contains names of creatures , blocks and items?
I just want to translate whole mod into russian for my server.
I've been trying to config the mod so wyverns spawn naturally in the Overworld, to no avail. I just add an overworld biome (like Normal or Mountain) to the wyvern spawn config, am I doing it right?
I use version 6.0.1 and CMS 2.3.1, no dev versions.
That is always how I did it. Try increasing the spawn settings of Wyverns to see if they are actually appearing. Since their isnt much that spawns in wyvern lair their settings didnt need to be very high.
I have tried turning off golem spawning for my server, in both config files for mob spawning the frequencty, min, max and chunk have all been set to 0, as well as the canspawn=false.
However, every night I am finding mini and large golems in groups of 2 or more and they appear to be worse off spawn rates than if I had not touched the configs at all.
I'm also having trouble getting any of the mo' creatures mobs to really spawn into the extrabiomesXL biomes as well. I have edited the biome file to include the biomes I wanted the mobs to spawn into but they don't appear to be following anything I set on my server.
I am getting quite annoyed with nothing I try seeming to work.
Anyone know what's going on?
There are no errors or alerts in console on start-up or any other time concerning Mo' Creatures or Custom Spawner, and I haven't changed much if anything else as far as the files go.
I am running Mo' Creatures 6.1.0 DEV-R2 and it's Custom Spawner counter part..
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However with the new DEV versions the config files seem far more confusing to me. The old MoC had configs that were very straightforward, at least to me. The new CMS configs that are divided by dimension are just very confusing. If someone could please break it down a little for me that would be amazing. I'd use the F6 menu but it is missing several options in this DEV version.
Not sure if sarcasm or just lazy and didn't read me... -.-
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I'm still using GUIAPI with my Mo' Creatures 6.1.0 DEV R2 and not having any problems
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(Disclaimer: I haven't actually tried to bring up the GUI on 6.1.0 myself; I play on a dedicated server and never need the GUI.)
no, prob didn't understand the numbers. He prob didn't realize you were talking alpha/beta 1.8 not the release 1.8 (which is in testing right now)
Even when playing on a server, you needed the GUI for the client to access a menu, or even for it to run I believe, but if you've got it working without it I would think it'd be fine. Not sure though, but I may give it a shot
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As CaerMaster said, as of 6.1.0.dev.R1, Mo'Creaturesno longer needs GUIAPI. To quote the Changelog itself:
And as I just said...
Which I'm sure when I "gave it a shot" I'd have figured it out for myself first hand, don't you? Then I'm sure I'd have checked the thread's OP for what was up...
Also, I haven't had any issues, so why bother to point it out to me again that it wasn't needed? Did I not just read this from Caer? I'm pretty sure I'm capable of reading and don't need to be told twice.
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What's with the attitude, here? I was just letting you know that Caer was correct and that GUIAPI is in fact no longer needed, and provided the source for it, since the OP actually doesn't inform you that it's no longer needed for the DEV version.
Considering that quote of yours, isn't actually a referable quote, it's just put into a quote, I can't exactly see that as a "provided source" for one...
Secondly, you've obviously forgotten you and I have butted heads once before, and that's probably for the better..
Thirdly, once again, I don't need to be told something twice, certainly not within the same 30 minutes of reading Cear's post about it. Certainly a way to make it seem like "Just take it out already! It's not needed you noob!" even if that wasn't the intent, it's how it came off. Especially after I had stated I was going to try it without it next time I ran it, which is apparent that wasn't good enough and needed an extra two cents.
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... I snipped out the relevant part to shorten the post. If you're that insistent on it being a full quote, here:
I haven't forgotten, no. I just don't hold grudges about that sort of thing and don't let it stop me from trying to help out.
Okay, so you didn't need to be told. When Caer mentioned it, you retorted with "It's always been needed", and mentioned that you were unsure about trying it without GUI API, and that you may do so, not that you absolutely definitely would, so I simply reaffirmed that it wasn't needed, and attempted to provide more information by providing the relevant part of the changelog, so that you would know.
Arguing about this is completely pointless, and honestly I have no desire to do so. I was just trying to help out, and you clearly took it in the wrong way for whatever reason.
Well see, that is where you're wrong..
I was pointing out it had been needed in the past, nothing more.
So by assuming it was a reply in any fashion of anger or sharp response, you were in the wrong there. Not to mention to take anything in a literal sense when I said "I may have to try it" and assuming that was a "will or will not" is again on your wrong.
Now, if I had come back with "It's working fine for me! I don't need to take out GUIAPI, it's always needed it before! BLAH BLAH BLAH!" sure, I could answer your "affirmation" then, but I still don't think it was necessary and I found it offensive that you thought/assumed these above things.
There was a reason I didn't bother coming back to this thread, and silly me had forgotten or just shrugged it off. It's no wonder I don't bother attempting comment anywhere, with people always assuming things all the time. Drives me mad.
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Anything for bees except being useless? They don't even have hives!
It would be so nice to make honey treats.
Like honey candies, cookies, cakes, each with potion effects, and to raise bees!
I don't really want something as complicated as forestry.
It would be nice to breed better bees, just not as confusing, and requiring ALOT of resources and time.
Also, your bees fly around
I just want to translate whole mod into russian for my server.
That is always how I did it. Try increasing the spawn settings of Wyverns to see if they are actually appearing. Since their isnt much that spawns in wyvern lair their settings didnt need to be very high.
However, every night I am finding mini and large golems in groups of 2 or more and they appear to be worse off spawn rates than if I had not touched the configs at all.
I'm also having trouble getting any of the mo' creatures mobs to really spawn into the extrabiomesXL biomes as well. I have edited the biome file to include the biomes I wanted the mobs to spawn into but they don't appear to be following anything I set on my server.
I am getting quite annoyed with nothing I try seeming to work.
Anyone know what's going on?
There are no errors or alerts in console on start-up or any other time concerning Mo' Creatures or Custom Spawner, and I haven't changed much if anything else as far as the files go.
I am running Mo' Creatures 6.1.0 DEV-R2 and it's Custom Spawner counter part..
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