I truly love this mod. I hate playing MC without it. But the recent update with the "Ent" is crashing my game constantly. It only seemed to crash when an Ent came into view. So I figured I'd go into the config files and set canspawn to false on both MOC config files and CMS files, it is still crashing me. A big thing that leads me to think it is the Ent is the crash report
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 3/2/14 1:19 PM
Description: Ticking entity
java.lang.NoClassDefFoundError: net/minecraftforge/event/world/BlockEvent$BreakEvent
at drzhark.mocreatures.entity.passive.MoCEntityEnt.plantOnFertileGround(MoCEntityEnt.java:218)
at drzhark.mocreatures.entity.passive.MoCEntityEnt.func_70636_d(MoCEntityEnt.java:140)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1826)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:257)
at net.minecraft.world.World.func_72866_a(World.java:2350)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:719)
at net.minecraft.world.World.func_72870_g(World.java:2311)
at net.minecraft.world.World.func_72939_s(World.java:2157)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.event.world.BlockEvent$BreakEvent
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(ClassLoader.java:423)
at java.lang.ClassLoader.loadClass(ClassLoader.java:356)
... 14 more
Caused by: java.lang.NullPointerException
any help would be great as I know nothing about Java
Try checking out my tutorial to see if you did anything wrong with the installation. If you did everything that I showed in the video and it still doesn't work try disabling ents. To do this you must disable them in the config of the custom spawners mod.
I recently downloaded your mod yesterday and I noticed there seemed to be a spawn issue with the horses. Everything else works fine except for the horses only zebras spotted horses greyish horses Aka only tier 2 horses and I wanted to know if there was something I could do thank you. =) Also when I go to try and use mod options in says test 1 test 2 and then disabled please help.
I recently downloaded your mod yesterday and I noticed there seemed to be a spawn issue with the horses. Everything else works fine except for the horses only zebras spotted horses greyish horses Aka only tier 2 horses and I wanted to know if there was something I could do thank you. =) Also when I go to try and use mod options in says test 1 test 2 and then disabled please help.
both horses spawn, vanilla horses are T1 now and a sep entry in the config files
the GUI is WIP in 1.7.2
The Meaning of Life, the Universe, and Everything.
Join Date:
2/17/2013
Posts:
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Member Details
Bloodshot, would it be possible to allow for CMS to not be used for specified dimensions? The Lord of the Rings mod won't work with CMS as it has it's own spawning built in, and it appears that if a custom spawner is used that LOTR won't spawn anything, while spawns in other dimensions work fine.
Would it even be possible for CMS to handle overworld, the end, nether, twilight forest, etc., but leave vanilla (and then presumably the LOTR built in spawning) to handle the LOTR dimension?
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
the spawning of mobs in Ocean/Deep Ocean is dodgy on 1.7.2/MCPC/Biomes O Plenty
Everthing else works fine out of the box, but the only location water mobs are popping up is around the spawn. Any idea if its a setting i can change? Help would be appreciated!
Would Definitly download if it was for forge....:P maybe you could make it compatible with forge? im not willing to remove all my other mods for this one sorry
A Mini Golem was attacking me. It decided to throw Tall Grass. I was in Creative, so of course, I grabbed my Diamond Sword and defeated the little robot-thingy. However, the Tall Grass was left floating in the air...Are they even supposed to throw Tall Grass?
Also, on the main page, it says that Flame Wraiths only spawn on Hard. I was still in Creative and saw one on Normal difficulty. (I'm sure it was a Flame Wraith and that it dropped Redstone.) Is this supposed to happen?
EDIT: Also, where is the "Mo' Creatures GUI" that is supposed to come up when F6 is pressed?
also for some reason vanilla mobs aren't despawning, though i set that to true in the mo creatures config. could it be a mod conflict or something? i don't have any other mob mods though...
Ok, First things first- From what I can tell, this is what I need if I am running 1.6.4
Minecraft 1.6.4
Forge .965
Mocratures 6.1.0
CMS 3.0.0
Now, for the love of Buddha, Allah, Jesus, Shiva, or Zuess, would SOMEONE create a config guide for this mod?! Out of the box with just that, world spawn that looks normal(healthy mix of Mocreatures and vanilla), then I travel and all I see is vanilla farm animals. That's it, nothing else. Not even water creatures. I have messed with the configs several times and gotten different results, but nothing like I should. I wasn't able to make enough sense of what results I got to even keep track and try and troubleshoot. So, I will post a few questions here in hopes of answers that are HOPEFULLY more than guesses. Then I will actually go back and keep creating world after world until I can make some headway into what the configs "should" be changed to.
1.) With CMS installed should we change anything in the Mocreatures cfg folder at all or just leave it alone? In particular, the "forcedespawns" Boolean in MoCSettings.cfg.
"If true, it will force despawns on all creatures including vanilla for a more dynamic experience while exploring world"
that makes me think change it to true
"If false, all passive mocreatures will not despawn to prevent other creatures from taking over."
that makes me think leave it false
2.)In that same folder MoCreatures.cfg - if CMS is installed will changes to this file do anything at all?
3.)CMS cfg folder - overworld - Environment.cfg - B:enforceMaxSpawnLimits=false- defaults as false, does this mean all those "maxspawn" settings for every creature/mob mean nothing?
4.)CMS cfg folder - overworld - Environment.cfg - B:forceDespawns=false - Does this over-ride the same setting I mentioned from the MoCSettings.cfg? Which one should we change, or BOTH?
5.)CMS cfg folder - overworld - EntitySpawnTypes.cfg - D:chunkgenspawnchance=0.0 - All but Creatures comes set to 0.0, and Creatures is only set to 0.1. Mayhaps this is why as I travel I am not seeing anything but vanilla creatures as I travel?
6.)CMS cfg folder - creatures folder - Do the settings for the creatures in these cfg lists such as - I:maxLightlevel, I:maxSpawn, I:minLightlevel - Do these settings override any/all other places where these same settings are mentioned? Such as Mocreatures cfg's, or their original mods cfg's if they are from another mod?
Ok, that's enough for now. I will be researching for a while. I just didn't think I would be spending so much time trying to figure this out. I really just sat down to play..... *shrugs* I guess MoCreatures is REALLY important to me
Yes, it is. but you have to do some changes to the CMS config file
^^ I LOOOVE TCONSTRUCT! ^^
^^FIRST MOD I EVER INSTALLED^^
Does anybody know whether a resource pack exists that features the horse skins and armor?
If not: DrZhark, could you provide these textures in a resource pack? That would be so awesome!
you know you can yank the stuff from the mod file itself? (doing so for texture packs is totally fine)
both horses spawn, vanilla horses are T1 now and a sep entry in the config files
the GUI is WIP in 1.7.2
Level them up!
LOOK AT THE WINGS!!! CLICK TO LEVEL UP I WILL BE GREATFULL Mermaid Egg<3
I breed a T3 horse with a T1 and a T2.
But I can't breed a T4 horse.
Is the breeding table still working?
Is there a new breeding table?
Cuz I don't know how the vanilla horses correspond to the T1 horses.
Would it even be possible for CMS to handle overworld, the end, nether, twilight forest, etc., but leave vanilla (and then presumably the LOTR built in spawning) to handle the LOTR dimension?
Yes, I thought of that too, later.
I worked a bit with gimp to isolate the armor from the horses. It's a bit crude though.
I use an all black Minecraft horse and an all white one, those are the only 2 vanilla horses you need
Everthing else works fine out of the box, but the only location water mobs are popping up is around the spawn. Any idea if its a setting i can change? Help would be appreciated!
GUI is WIP right now due to rewrite
Minecraft 1.6.4
Forge .965
Mocratures 6.1.0
CMS 3.0.0
Now, for the love of Buddha, Allah, Jesus, Shiva, or Zuess, would SOMEONE create a config guide for this mod?! Out of the box with just that, world spawn that looks normal(healthy mix of Mocreatures and vanilla), then I travel and all I see is vanilla farm animals. That's it, nothing else. Not even water creatures. I have messed with the configs several times and gotten different results, but nothing like I should. I wasn't able to make enough sense of what results I got to even keep track and try and troubleshoot. So, I will post a few questions here in hopes of answers that are HOPEFULLY more than guesses. Then I will actually go back and keep creating world after world until I can make some headway into what the configs "should" be changed to.
1.) With CMS installed should we change anything in the Mocreatures cfg folder at all or just leave it alone? In particular, the "forcedespawns" Boolean in MoCSettings.cfg.
"If true, it will force despawns on all creatures including vanilla for a more dynamic experience while exploring world"
that makes me think change it to true
"If false, all passive mocreatures will not despawn to prevent other creatures from taking over."
that makes me think leave it false
2.)In that same folder MoCreatures.cfg - if CMS is installed will changes to this file do anything at all?
3.)CMS cfg folder - overworld - Environment.cfg - B:enforceMaxSpawnLimits=false- defaults as false, does this mean all those "maxspawn" settings for every creature/mob mean nothing?
4.)CMS cfg folder - overworld - Environment.cfg - B:forceDespawns=false - Does this over-ride the same setting I mentioned from the MoCSettings.cfg? Which one should we change, or BOTH?
5.)CMS cfg folder - overworld - EntitySpawnTypes.cfg - D:chunkgenspawnchance=0.0 - All but Creatures comes set to 0.0, and Creatures is only set to 0.1. Mayhaps this is why as I travel I am not seeing anything but vanilla creatures as I travel?
6.)CMS cfg folder - creatures folder - Do the settings for the creatures in these cfg lists such as - I:maxLightlevel, I:maxSpawn, I:minLightlevel - Do these settings override any/all other places where these same settings are mentioned? Such as Mocreatures cfg's, or their original mods cfg's if they are from another mod?
Ok, that's enough for now. I will be researching for a while. I just didn't think I would be spending so much time trying to figure this out. I really just sat down to play..... *shrugs* I guess MoCreatures is REALLY important to me