So the myths and monsters mod is VERY poorly coded and takes up huge amount of ram resources, and it also conflicts with your mod.
I finally got my modpack working, but I have to enable a bunch of extra ram and use a "MaxPermSize" restriction with java to prevent my client from freezing. Using that your mod works, other than that it just takes too much ram and locks up with my modpack.
Wait, this mod locks up your modpack or myths and monsters does?
So the myths and monsters mod is VERY poorly coded and takes up huge amount of ram resources, and it also conflicts with your mod.
I finally got my modpack working, but I have to enable a bunch of extra ram and use a "MaxPermSize" restriction with java to prevent my client from freezing. Using that your mod works, other than that it just takes too much ram and locks up with my modpack.
Wait, this mod locks up your modpack or myths and monsters does?
Myths and Monsters has a small history of issues. For a while, some of it's monsters were set to not despawn (not even sure if that was changed, tbh, as the mod author was rather ambiguous about whether the change was made or not). Things like that can break your game, so I removed it a long time ago. I keep an eye on it, hoping for changes as I like a lot of the content...
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The config files are your friends! Get to know them, and shape your world!
I'm not exactly sure. I believe Cave spiders will spawn like regular spiders - possibly the same for witches? I'm pretty sure Pigmen can spawn in any light level. The easiest way to test this is to to make a new super flat world and use the master settings to enable one monster at a time.
Not sure if squids are lagging your game - they might be. Try it?
And yes, Magic Launcher currently cannot detect Forge mods, but it should work fine.
Thanks for the help guys. So witches and cave spider spawn with light lvl of 7 or less. Silverfish spawn according to the wiki. Magmacubes spawn at any light level. You may want to incl this info on the front page in a faq or something...
Is there anyway to increase spider jockey (someone asked in msc1, but at the time the answer was no) or charged creeper spawn? What about getting wither skeletons to spawn in the overworld?
Any way to allow snow golems to spawn in warm environments and live? (/do you know a mod that allows that to happen?)
Another Q, this one isn't important or anything, so if neither of you feel like replying, that's fine.
What settings do you guys use personally? I'm still messing around with mine, so idk what my final one is going to be. I use squid off evywhere (I don't like it when they spawn in my water fountain lol).
Overworld: Cave spiders and witches on low. Slightly more endermen than default.
Nether: low blazes/skeleton/iron golem evywhere.
End: unchanged.
Thanks for the help guys. So witches and cave spider spawn with light lvl of 7 or less. Silverfish spawn according to the wiki. Magmacubes spawn at any light level. You may want to incl this info on the front page in a faq or something...
Is there anyway to increase spider jockey (someone asked in msc1, but at the time the answer was no) or charged creeper spawn? What about getting wither skeletons to spawn in the overworld?
Any way to allow snow golems to spawn in warm environments and live? (/do you know a mod that allows that to happen?)
Another Q, this one isn't important or anything, so if neither of you feel like replying, that's fine.
What settings do you guys use personally? I'm still messing around with mine, so idk what my final one is going to be. I use squid off evywhere (I don't like it when they spawn in my water fountain lol).
Overworld: Cave spiders and witches on low. Slightly more endermen than default.
Nether: low blazes/skeleton/iron golem evywhere.
End: unchanged.
If you want to increase charged creepers or make all ghasts invisible Davidee could add the ability to add NBT tags to mobs!
Thanks for the help guys. So witches and cave spider spawn with light lvl of 7 or less. Silverfish spawn according to the wiki. Magmacubes spawn at any light level. You may want to incl this info on the front page in a faq or something...
Is there anyway to increase spider jockey (someone asked in msc1, but at the time the answer was no) or charged creeper spawn? What about getting wither skeletons to spawn in the overworld?
Any way to allow snow golems to spawn in warm environments and live? (/do you know a mod that allows that to happen?)
Another Q, this one isn't important or anything, so if neither of you feel like replying, that's fine.
What settings do you guys use personally? I'm still messing around with mine, so idk what my final one is going to be. I use squid off evywhere (I don't like it when they spawn in my water fountain lol).
Overworld: Cave spiders and witches on low. Slightly more endermen than default.
Nether: low blazes/skeleton/iron golem evywhere.
End: unchanged.
I tend to keep track of any mobs with unusual spawning habits (once discovered, that is). Comes in handy when trying to understand spawn issues. Perhaps I can squeeze in some room in the Observations & Tests OP for that kind of info.
There are two mods I know of that can increase the spider jockey spawn chance, but I've never used either of them and cannot vouch for their reliability. Improved Mob Spawns by wuppy makes them 5x more likely to spawn, and adds some other changes as well - look into it before trying it. Special Mobs by Father Toast is similar, adding in some variations on the original monsters and allows changing spider jockey rates - it also clearly mentions configuration options (where wuppy's does not).
Setosorceror has a mini mod called , which gives skeletons a chance to become wither skeletons if they burn to death. Again, haven't tried it, but it's such a minor mod I can't see where it would cause any issues.
My personal settings: Squid only spawn in ocean and beach biomes. I have mods that add fish, so no need to have squid in every pool of water!
Witches can spawn in biomes that just look dangerous (using BoP, so a big mix of biomes to choose from).
Endermen: spawn in pairs (I read that somewhere, perhaps in the wiki talk section, and it sounded neat), are rarer in wet biomes and less rare in very dry biomes.
Nether: Using BoP, there's more than one biome in the nether now. Inferno has natural blaze spawns, boneyard has more skeleton spawns, other biomes feature some modded mob spawn increases.
End: Same except for the added Grimoire of Gaia ender mobs.
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The config files are your friends! Get to know them, and shape your world!
If you want to increase charged creepers or make all ghasts invisible Davidee could add the ability to add NBT tags to mobs!
This really isn't possible to do without rewritting the vanilla spawning system, sorry I believe Just Another Spawner has that functionality (it uses its own spawner instead of the vanilla one).
I tend to keep track of any mobs with unusual spawning habits (once discovered, that is). Comes in handy when trying to understand spawn issues. Perhaps I can squeeze in some room in the Observations & Tests OP for that kind of info.
There are two mods I know of that can increase the spider jockey spawn chance, but I've never used either of them and cannot vouch for their reliability. Improved Mob Spawns by wuppy makes them 5x more likely to spawn, and adds some other changes as well - look into it before trying it. Special Mobs by Father Toast is similar, adding in some variations on the original monsters and allows changing spider jockey rates - it also clearly mentions configuration options (where wuppy's does not).
Setosorceror has a mini mod called , which gives skeletons a chance to become wither skeletons if they burn to death. Again, haven't tried it, but it's such a minor mod I can't see where it would cause any issues.
My personal settings: Squid only spawn in ocean and beach biomes. I have mods that add fish, so no need to have squid in every pool of water!
Witches can spawn in biomes that just look dangerous (using BoP, so a big mix of biomes to choose from).
Endermen: spawn in pairs (I read that somewhere, perhaps in the wiki talk section, and it sounded neat), are rarer in wet biomes and less rare in very dry biomes.
Nether: Using BoP, there's more than one biome in the nether now. Inferno has natural blaze spawns, boneyard has more skeleton spawns, other biomes feature some modded mob spawn increases.
End: Same except for the added Grimoire of Gaia ender mobs.
Nice.
I basically checked out all the mods you talked about here lol. They seem pretty interesting!
I read a bit of wuppy’s work, he didn’t mention configuration options, so I think a safe bet is too assume there are no-noob friendly configs. Link:
Haha, i was looking at father toast’s mod sometime ago. I like them, but waiting for them to be upgraded to 1.6.2.
Never knew about burning skellys, I think i’ll give that one a go!... oh wait, not 1.6.2 lol, never mind, i’ll put it on my mods to try eventually list lol.
Cool settings. Grimoire of gaia seems pretty wicked too. I'll put it on my list. If you’re willing to entertain my tomfoolery further, what fish mod are you using?
I basically checked out all the mods you talked about here lol. They seem pretty interesting!
I read a bit of wuppy’s work, he didn’t mention configuration options, so I think a safe bet is too assume there are no-noob friendly configs. Link:
Haha, i was looking at father toast’s mod sometime ago. I like them, but waiting for them to be upgraded to 1.6.2.
Never knew about burning skellys, I think i’ll give that one a go!... oh wait, not 1.6.2 lol, never mind, i’ll put it on my mods to try eventually list lol.
Cool settings. Grimoire of gaia seems pretty wicked too. I'll put it on my list. If you’re willing to entertain my tomfoolery further, what fish mod are you using?
Just Mo' Creatures for the time being. I always liked their small fish, dolphins and sharks, and their newer medium fish are great for spawning in rivers and non-tropical pools/lakes. I've seen a few other mods that add actual fish mobs, but they had other creatures I already had or wasn't too keen on and I frankly didn't feel like working on even more spawn configs just for a few fish variants. I'll gladly re-add Atmosmobs when it updates - it had a whale (yes, a whale!), some extra toothy-looking piranha, a pufferfish (or blowfish?), and some other neat stuff.
I know there's also a few mods that deal with enhancing the fishing mechanic, but sadly most of these do not add visual entities to your waters. The reason is probably so you don't just go in and attack them to get their loot, making it so you must fish, which is understandable.
Be careful with Grimoire of Gaia, those mobs are not to be trifled with! Even their weakest ones have the health of two average vanilla mobs, and most of them come with debuffs and special attacks. They're tough customers!
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The config files are your friends! Get to know them, and shape your world!
Just Mo' Creatures for the time being. I always liked their small fish, dolphins and sharks, and their newer medium fish are great for spawning in rivers and non-tropical pools/lakes. I've seen a few other mods that add actual fish mobs, but they had other creatures I already had or wasn't too keen on and I frankly didn't feel like working on even more spawn configs just for a few fish variants. I'll gladly re-add Atmosmobs when it updates - it had a whale (yes, a whale!), some extra toothy-looking piranha, a pufferfish (or blowfish?), and some other neat stuff.
I know there's also a few mods that deal with enhancing the fishing mechanic, but sadly most of these do not add visual entities to your waters. The reason is probably so you don't just go in and attack them to get their loot, making it so you must fish, which is understandable.
Be careful with Grimoire of Gaia, those mobs are not to be trifled with! Even their weakest ones have the health of two average vanilla mobs, and most of them come with debuffs and special attacks. They're tough customers!
Interesting, i'll try to keep all of this in mind! Thanks!
I actually tried finding like a better fishing mod a few weeks ago, like you said, no luck finding a good fishing mod with entities.
This really isn't possible to do without rewritting the vanilla spawning system, sorry I believe Just Another Spawner has that functionality (it uses its own spawner instead of the vanilla one).
would it be possible to add an option so monsters can only spawn under certain conditions other than biome? for example only from spawners, based on y-coord, or depending on lighting conditions?
would it be possible to add an option so monsters can only spawn under certain conditions other than biome? for example only from spawners, based on y-coord, or depending on lighting conditions?
MSC (or any spawn system mod) does not control spawner cages - this is intentional. If you only wanted monsters to spawn from spawners, just disable monsters from spawning everywhere in MSC. The spawners will still function fine.
If you really need the other conditions, you might have to try a different mod (unless Davidee decides to implement them). Just Another Spawner (JAS) has implemented these conditions, but you'll have to change the configs manually as there's no GUI (yet). If you're using 1.4.7 (doubtful but I'll mention it just in case), Spawn Rules by Budd has these features and a GUI.
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The config files are your friends! Get to know them, and shape your world!
MSC (or any spawn system mod) does not control spawner cages - this is intentional. If you only wanted monsters to spawn from spawners, just disable monsters from spawning everywhere in MSC. The spawners will still function fine.
If you really need the other conditions, you might have to try a different mod (unless Davidee decides to implement them). Just Another Spawner (JAS) has implemented these conditions, but you'll have to change the configs manually as there's no GUI (yet). If you're using 1.4.7 (doubtful but I'll mention it just in case), Spawn Rules by Budd has these features and a GUI.
i didnt realize spawners would still work. but i dont need those features, it was just an idea. thanks for the info though
Trying to find a way to play without monsters but with hunger and damage is proving to be a real problem.
On the subject of fish entities, how hard would it be to make a slime with a school of fish as its skin? Have it spawn and swim in water and then simply each time it splits apart the 'school' gets smaller and drops a fish.
What problems are you having playing without monsters?
You'd need a separate mob for that school of fish idea because slimes cannot swim, and if the water is deep enough they sit in one place and drown to death. Basically a new mob that looks like a fish but has the characteristics of slimes and is a water mob like squid.
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The config files are your friends! Get to know them, and shape your world!
This really isn't possible to do without rewritting the vanilla spawning system, sorry I believe Just Another Spawner has that functionality (it uses its own spawner instead of the vanilla one).
ok that's ok. it would be a very usefull feature though!
Wait, this mod locks up your modpack or myths and monsters does?
So i have to run my modpack with a batch file to increase RAM, but even with 8 gigs of RAM dedicated, myths and monsters combined with your mod locked it up, i think there is a memory leak being created between your code and his. I add the -XX:Maxpermsize=512m JVM command to my batch file and it worked (after removing myths and monsters). This limits any individual function from taking up toomuch memory. Without it your mod still locked up the game (freeze, no crash log).
Now I am thinking mo creatures may have something to do with it, since people on my server have pointed out some monsters being completely invisible, or undetectable, but they were still able to be killed by them.
I tested this out, and found that some of the mo'creatures spawn eggs were malfunctioning. When i try to spawn a turtle, it has the model of a turtle, but the sounds, speed, health, and drops of an elephant. So the model must be getting mixed up. As well as bunny's doing the same thing with ostrich stats. When i summoned a shark, nothing appeared by i heard the sounds from a beholder mob from "Dungeon Mobs" mod and was killed by its eye ray attack. So basically, a bunch of the entities are all cross wired and malfunctioning and i don't know how to go about fixing it.
apparently theres an option to use global entity registration. the very thing gurrok is warning about
Bloodshot says making useGlobalEntityRegistration to false should fix the issue, and followed up in that thread about a new 5.2.4 DEV version that should have the bugs fixed. If there was better documentation on CMS in general, it would be easier to diagnose problems and provide solutions.
As I understand (though I may be wrong, again good documentation goes a long way), setting it to false will give MoC entities mod-specific IDs, which is the best practise for Forge mods so as not to conflict with anyone else's IDs, including vanilla. A user posts success by using that method, shown here.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Bloodshot says making useGlobalEntityRegistration to false should fix the issue, and followed up in that thread about a new 5.2.4 DEV version that should have the bugs fixed. If there was better documentation on CMS in general, it would be easier to diagnose problems and provide solutions.
As I understand (though I may be wrong, again good documentation goes a long way), setting it to false will give MoC entities mod-specific IDs, which is the best practise for Forge mods so as not to conflict with anyone else's IDs, including vanilla. A user posts success by using that method, shown here.
Sounds like you should use the DEV version. Hopefully it doesn't have any game breaking bugs in it
What happens if I move something from the Monsters to Creatures type? Does that remove its aggressiveness, or just unnecessarily add confusion to the mob spawning?
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
Wait, this mod locks up your modpack or myths and monsters does?
Myths and Monsters has a small history of issues. For a while, some of it's monsters were set to not despawn (not even sure if that was changed, tbh, as the mod author was rather ambiguous about whether the change was made or not). Things like that can break your game, so I removed it a long time ago. I keep an eye on it, hoping for changes as I like a lot of the content...
Thanks for the help guys. So witches and cave spider spawn with light lvl of 7 or less. Silverfish spawn according to the wiki. Magmacubes spawn at any light level. You may want to incl this info on the front page in a faq or something...
Is there anyway to increase spider jockey (someone asked in msc1, but at the time the answer was no) or charged creeper spawn? What about getting wither skeletons to spawn in the overworld?
Any way to allow snow golems to spawn in warm environments and live? (/do you know a mod that allows that to happen?)
Another Q, this one isn't important or anything, so if neither of you feel like replying, that's fine.
What settings do you guys use personally? I'm still messing around with mine, so idk what my final one is going to be. I use squid off evywhere (I don't like it when they spawn in my water fountain lol).
Overworld: Cave spiders and witches on low. Slightly more endermen than default.
Nether: low blazes/skeleton/iron golem evywhere.
End: unchanged.
I tend to keep track of any mobs with unusual spawning habits (once discovered, that is). Comes in handy when trying to understand spawn issues. Perhaps I can squeeze in some room in the Observations & Tests OP for that kind of info.
There are two mods I know of that can increase the spider jockey spawn chance, but I've never used either of them and cannot vouch for their reliability. Improved Mob Spawns by wuppy makes them 5x more likely to spawn, and adds some other changes as well - look into it before trying it. Special Mobs by Father Toast is similar, adding in some variations on the original monsters and allows changing spider jockey rates - it also clearly mentions configuration options (where wuppy's does not).
Setosorceror has a mini mod called , which gives skeletons a chance to become wither skeletons if they burn to death. Again, haven't tried it, but it's such a minor mod I can't see where it would cause any issues.
My personal settings: Squid only spawn in ocean and beach biomes. I have mods that add fish, so no need to have squid in every pool of water!
Witches can spawn in biomes that just look dangerous (using BoP, so a big mix of biomes to choose from).
Endermen: spawn in pairs (I read that somewhere, perhaps in the wiki talk section, and it sounded neat), are rarer in wet biomes and less rare in very dry biomes.
Nether: Using BoP, there's more than one biome in the nether now. Inferno has natural blaze spawns, boneyard has more skeleton spawns, other biomes feature some modded mob spawn increases.
End: Same except for the added Grimoire of Gaia ender mobs.
This really isn't possible to do without rewritting the vanilla spawning system, sorry I believe Just Another Spawner has that functionality (it uses its own spawner instead of the vanilla one).
Nice.
I basically checked out all the mods you talked about here lol. They seem pretty interesting!
I read a bit of wuppy’s work, he didn’t mention configuration options, so I think a safe bet is too assume there are no-noob friendly configs. Link:
Haha, i was looking at father toast’s mod sometime ago. I like them, but waiting for them to be upgraded to 1.6.2.
Never knew about burning skellys, I think i’ll give that one a go!... oh wait, not 1.6.2 lol, never mind, i’ll put it on my mods to try eventually list lol.
Cool settings. Grimoire of gaia seems pretty wicked too. I'll put it on my list. If you’re willing to entertain my tomfoolery further, what fish mod are you using?
Just Mo' Creatures for the time being. I always liked their small fish, dolphins and sharks, and their newer medium fish are great for spawning in rivers and non-tropical pools/lakes. I've seen a few other mods that add actual fish mobs, but they had other creatures I already had or wasn't too keen on and I frankly didn't feel like working on even more spawn configs just for a few fish variants. I'll gladly re-add Atmosmobs when it updates - it had a whale (yes, a whale!), some extra toothy-looking piranha, a pufferfish (or blowfish?), and some other neat stuff.
I know there's also a few mods that deal with enhancing the fishing mechanic, but sadly most of these do not add visual entities to your waters. The reason is probably so you don't just go in and attack them to get their loot, making it so you must fish, which is understandable.
Be careful with Grimoire of Gaia, those mobs are not to be trifled with! Even their weakest ones have the health of two average vanilla mobs, and most of them come with debuffs and special attacks. They're tough customers!
Interesting, i'll try to keep all of this in mind! Thanks!
I actually tried finding like a better fishing mod a few weeks ago, like you said, no luck finding a good fishing mod with entities.
Thanks, i'll check that one eventually.
MSC (or any spawn system mod) does not control spawner cages - this is intentional. If you only wanted monsters to spawn from spawners, just disable monsters from spawning everywhere in MSC. The spawners will still function fine.
If you really need the other conditions, you might have to try a different mod (unless Davidee decides to implement them). Just Another Spawner (JAS) has implemented these conditions, but you'll have to change the configs manually as there's no GUI (yet). If you're using 1.4.7 (doubtful but I'll mention it just in case), Spawn Rules by Budd has these features and a GUI.
What problems are you having playing without monsters?
You'd need a separate mob for that school of fish idea because slimes cannot swim, and if the water is deep enough they sit in one place and drown to death. Basically a new mob that looks like a fish but has the characteristics of slimes and is a water mob like squid.
So i have to run my modpack with a batch file to increase RAM, but even with 8 gigs of RAM dedicated, myths and monsters combined with your mod locked it up, i think there is a memory leak being created between your code and his. I add the -XX:Maxpermsize=512m JVM command to my batch file and it worked (after removing myths and monsters). This limits any individual function from taking up toomuch memory. Without it your mod still locked up the game (freeze, no crash log).
Now I am thinking mo creatures may have something to do with it, since people on my server have pointed out some monsters being completely invisible, or undetectable, but they were still able to be killed by them.
I tested this out, and found that some of the mo'creatures spawn eggs were malfunctioning. When i try to spawn a turtle, it has the model of a turtle, but the sounds, speed, health, and drops of an elephant. So the model must be getting mixed up. As well as bunny's doing the same thing with ostrich stats. When i summoned a shark, nothing appeared by i heard the sounds from a beholder mob from "Dungeon Mobs" mod and was killed by its eye ray attack. So basically, a bunch of the entities are all cross wired and malfunctioning and i don't know how to go about fixing it.
apparently theres an option to use global entity registration. the very thing gurrok is warning about
Bloodshot says making useGlobalEntityRegistration to false should fix the issue, and followed up in that thread about a new 5.2.4 DEV version that should have the bugs fixed. If there was better documentation on CMS in general, it would be easier to diagnose problems and provide solutions.
As I understand (though I may be wrong, again good documentation goes a long way), setting it to false will give MoC entities mod-specific IDs, which is the best practise for Forge mods so as not to conflict with anyone else's IDs, including vanilla. A user posts success by using that method, shown here.
Sounds like you should use the DEV version. Hopefully it doesn't have any game breaking bugs in it