I have downloaded all three and copied the CustomMobSpawner Zip file into Mods folder in the .minecraft folder.
I also installed -1.7.2 Forge and ran minecraft to make it work. deleted all META-INF files, in minecraft-1.5.2.jar and in minecraft.jar. started minecraft and all ran smoothly. it shows forge is working and the customspawner is showing up in the mods setting in game with forge and forge loader. there is also minecraft coder pack... no idea what that is but okay.
end the game...
Last part is where I get confused... I Copy MoCreatures 6.2.0 DEV R1 Zip file into mod folder. Start up Minecraft and ... it doesn't read that the mod is in the folder.. so tried unzipping instead and it crashed XD .
tried multiple of things all to fail :/ all with backups of originals of course.
obviously im not good at this so please someone help anyone at all !
DrZhark, could you remove the maggots please? They are disguisting
EDIT: I looked in the F6 menu and no mention of maggots. Maybe they are from an other mod?! Still disguisting though.
You can turn them off yourself in the customspawner config files. I don't like them either, but it's kind of silly and selfish to ask for a mob to be totally removed from the mod, I think. DrZhark put them in there for a reason.
Though this turning mobs off thing I just mentioned still works, ever since updated from the dev to the official 1.6.4, vanilla mobs don't despawn. I've altered the settings in the mo creatures config AND the customspawner config so that they 100% SHOULD despawn, but they don't, making my world very lacking mo creatures mobs even with the mob installed and technically working.
I have downloaded all three and copied the CustomMobSpawner Zip file into Mods folder in the .minecraft folder.
I also installed -1.7.2 Forge and ran minecraft to make it work. deleted all META-INF files, in minecraft-1.5.2.jar and in minecraft.jar. started minecraft and all ran smoothly. it shows forge is working and the customspawner is showing up in the mods setting in game with forge and forge loader. there is also minecraft coder pack... no idea what that is but okay.
end the game...
Last part is where I get confused... I Copy MoCreatures 6.2.0 DEV R1 Zip file into mod folder. Start up Minecraft and ... it doesn't read that the mod is in the folder.. so tried unzipping instead and it crashed XD .
tried multiple of things all to fail :/ all with backups of originals of course.
obviously im not good at this so please someone help anyone at all !
Thank you in advance .
it is your installation of forge
all you need to do is run the installer, it does the rest for you
then all you need to do is run the forge profile in your launcher
(why are you messing with a 1.5.2 version of the jar file when this is for 1.7.2)
you might as well get the latest version of forge for 1.7.2 anyway
don't forget the CMS as well in your mods folder
We're having a growing issue on our server, though (mcpc-plus-1.6.4-R2.1-forget965-B245 and DrZharks MoCreatures Mod v6.1.0). There seem to be an absurd amount of creatures spawning around the first chunk in the server (spawn location). In most other biomes, the rates seem normal, but when we return to spawn, we have more creatures than there is breathing room. We usually have to once over it with ICBM rocket launchers every few days at this point.
I'm not quite sure how this got out of hand. We don't have any chunk loaders in the area, has anyone else seen a similar issue? Does DynMap force a loaded chunk at spawn or something maybe? Does anyone have any ideas how to curb this spawn infestation?
Thanks
Hmmm...so, after investigating further, this seems to be a straight, exact diagonal line from NE to SW right through spawn. This video that someone else uploaded shows the problem exactly:
Long-term makes the diagonal grow on it's own, even if the chunks have not been rendered or generated yet. We deleted the sections on MC Edit (just to even delete the obscene number of animals) and it's now starting to grow again.
I am running the current version, and I am wondering about ducks. Seeds do not work on them nor anything else but wheat, and when I do use the wheat on them they get little hearts over their head but not little babies?
Another issue I am having is that they are despawnining in the pond area I setup for them, there is a big area for them to sit about on. I have put dirt blocks throughout the entire area but they are still disappearing. Do they just despawn in water no matter what the light level? I was thinking about changing the despawning light value but am unsure as to what to set it to.
I am having trouble getting mobs to naturally spawn on Galacticraft's moon. I am pretty sure I have properly added the mobs in the config files for them to do so. Before I added them they wouldn't spawn from the spawners in the moon dungeon, but now they do. They just don't spawn naturally anywhere else.
Does anyone have any insight/suggestions/fixes for this? I have read that people had a problem where Mo Creature mobs spawn on the moon, but I haven't found anything on my problem. Please help and thanks ahead of time!
it is your installation of forge
all you need to do is run the installer, it does the rest for you
then all you need to do is run the forge profile in your launcher
(why are you messing with a 1.5.2 version of the jar file when this is for 1.7.2)
you might as well get the latest version of forge for 1.7.2 anyway
don't forget the CMS as well in your mods folder
Its the only .jar files in my .minecraft folder?? no idea why they are 1.5.2 when im playing 1.7.2 lol is minecraft in a different place now or something ? so lost but thanks for the heads up downloading installer now
Its the only .jar files in my .minecraft folder?? no idea why they are 1.5.2 when im playing 1.7.2 lol is minecraft in a different place now or something ? so lost but thanks for the heads up downloading installer now
the installer puts the jar files in sep version folders so you can run more than one at a time
Kye, I believe you have the patience of a saint. You should save yourself some pain and put that CMS Doc on the OP with BIG RED LETTERS.
Your work and time spent here on the forums is much appreciated. Just for ease of use and is case anyone hasn't seen it, here is a copy and paste version of your CMS doc.
CustomSpawner USER GUIDE v0.2
If you install MoC without CMS, it will use the default Vanilla Spawner and ONLY allow you to alter
canspawn, frequency, minspawn, maxspawn settings. You will NOT be able to adjust other spawn settings
such as spawn rates since MoCreatures by itself is not a Custom Spawner and will not affect Vanilla
Spawner core functionality in any way.
If you install CMS, the MoC GUI option for Spawn settings will disappear since everything will
now be controlled by CMS(which has no GUI currently).
IMPORTANT: CMS will use the default Vanilla settings for Vanilla entities
(Sheep, Cow,Zombie, Creeper, etc.).
It is important you adjust the config settings through the /cms commands or configs directly as some
of these default vanilla settings are high. One such setting is frequency, be sure to lower all vanilla
default frequencies or they will spawn much more than any other mod entity.
Environments
The big feature in CMS 3.0.0+ is the ability to configure world environments. Every world in minecraft
is created using an environment. Environments get created in ./config/CustomSpawner/.
For example, there are 3 main environments in Vanilla which are : Overworld, Nether, and End.
When you navigate to ./config/CustomSpawner/ you should see the following 4 folders :
overworld, nether, end, and logs. The ‘logs’ folder contains all relevant logs for all environments.
Each environment generates its own log file. Turning on debug in EnvironmentSettings.cfg will output
much more information to these logs.
All spawning settings in CMS are isolated to the specific environment. So what this means is, if you
alter spawn tick rates for overworld, it will not affect any other environment such as Nether and End.
If you install dimension mods, you may get extra environments that were made by the author of the mod.
One such mod is TwilightForest which adds one dimension using the environment "Twilight". A new folder
./config/CustomSpawner/Twilight will be created for all environment settings.
Now what happens when you install a mod that allows you to add multiple dimensions with the same
environment? Well one such mod is Mystcraft and this would use the environment "Myst". Every single
dimension that myst creates will be controlled by the same myst environment config. So you could have
100 dimensions in your world based off Myst and all would use the same Myst environment settings. If you
run a server using MCPC+, you may be using a multiworld plugin such as MultiVerse, MyWorlds, or MultiWorld.
These plugins allow you to create new worlds based on a specific environment. So if you created a second
overworld for mining, this new world would use the same overworld environment settings as the main one.
Note: I plan to add dimension overrides soon which will allow you to create sub dimension configs in an
environment if needed.
EntityBiomeGroups
This config is practically the same as the old BiomeGroups.cfg but has been renamed to EntityBiomeGroups.cfg.
As CMS scans vanilla biome spawn lists, it will create a biomegroup for each entity that it finds and add
every biome it sees with it. So as an example :
S:MC_WOLF_DEFAULT
<MC|Forest:MC|Taiga:MC|ForestHills:MC|TaigaHills:BOP|Wasteland>
The format of this line is as follows :
S is the type of input this line takes, in this case S = String.
: is the seperator(delimiter).
<> is an array of type, in this case array of Strings
| is the seperator between a tag and biome name.
So if we continue with the previous example :
MC_WOLF_DEFAULT represents the name of the biome group
MC|Forest represents the Forest biome of Vanilla(Minecraft)
BOP|Wasteland represents the Wasteland biome of Biomes O' Plenty.
and so on...
The entire line shows that Vanilla's Wolf was found in vanilla biome's Forest, Taiga, ForestHills, TaigaHills,
and BOP's Wasteland. 'MC' is the default tag used to signify Vanilla while 'BOP' is the default tag used to
signify Biomes O' Plenty. For CMS, this line basically tells it that any entity using the group "MC_WOLF_DEFAULT"
will be added to biomes Forest, ForestHills, Taiga, and TaigaHills. By default, MC's Wolf would already have
this as its group in ./config/CustomSpawner/[environment]/Creatures/Vanilla.cfg. The group name would show up as
“WOLF_DEFAULT” as it doesn’t need to include the Mod tag. The reason for using Mod tags before the group name is
to prevent duplicate group names from multiple mods. If you change the group name of any entity in Creature configs,
be sure to leave out the mod tag and only add it in EntityBiomeGroups.cfg. So for example, if you wanted to change
MC’s Wolf default biome group from “WOLF_DEFAULT” to “MYWOLFGROUP”, you would add “MC_MYWOLFGROUP” to
EntityBiomeGroups.cfg.
Mod Creature Configs
Another config that gets generated is each mod's creature config. When an entity is found in a specific biome spawn
list, CMS determines what mod it came from and either generates a fresh creatures config for it or adds to an existing
one. So as an example, all MoCreature entities would be found in
./config/CustomSpawner/[environment]/Creatures/MoCreatures.cfg.
As for the config use itself, before an environment is loaded, all biomes that are part of the environment get populated
with spawns. The way this is done is first CMS reads each mod's creature config in the environment. So if overworld is
being populated, CMS would be reading from the folder ./config/CustomSpawner/overworld/Creatures/*.cfg. Here is how
the layout would be for each entity :
Lets go over each property, the first
S:biomegroups - Contains a list seperated by ':' of all biome groups that this entity should spawn in.
B:canSpawn - Toggles whether or not this entity should be allowed to spawn
I:frequency - Sets the frequency for the spawn list entry. The higher this is, the greater chance it has to be picked
during spawning.
I:maxChunk - Sets the max pack size for this entity in a specific chunk.
I:maxLightLevel - Sets the max light level this entity should spawn in.
I:minSpawn - Used during world gen spawning to determine the minimum amount of spawns for this entity in a chunk.
I:maxSpawn - Used during world gen spawning to determine the maximum amount of spawns for this entity in a chunk.
I:minSpawnHeight - determines how low this entity can spawn. Height = Y
I:maxSpawnHeight - determins how high this entity can spawn.
S:opaqueBlock - *Not currently working* Basically determines if this entity can spawn on an opaque block or not.
S:spawnBlockBlacklist <> - *Not currently working* Basically determines what blocks this entity should NOT be allowed to
spawn on. The format is ID-meta, if only ID is used the it assumes all meta.
S:type - the Entity Spawn Type used for the entity. Vanilla default types are AMBIENT, WATERCREATURE, CREATURE, MONSTER.
CMS allows you to create your own types in EntitySpawnTypes.cfg. Types have their own spawn settings such as tick rates etc.
EntitySpawnTypes
Another config generated in each environment is the EntitySpawnTypes config. This config by default will contain 4 vanilla
types, and 1 custom added type. The types are as follows :
AMBIENT, CREATURE, WATERCREATURE, MONSTER, UNDERGROUND.
The default spawncaps are as follows :
Creature - 35
WaterCreature - 5
Ambient - 15
Monster - 70
Underground - 15
The default spawn tickrates are as follows:
Creature - 400
WaterCreature - 100
Ambient - 100
Monster - 1
Underground - 400
Lets look over the config for one
D:chunkgenspawnchance - The chance that a worldgen spawn can occur in a biome. Default is 0.1 which is 10%.
I:maxspawnheight - The max spawn height allowed for ALL entities tied to this spawn type. Default is 256.
I:minspawnheight - The mininum spawn height allowed for ALL entities tied to this spawn type. Default is 0.
S:shouldseesky - Toggles whether or not this entities of this spawn type require sky to be seen in order to spawn.
Default true for all types except undeground.
I:spawncap - The spawn cap for the type. The higher the spawn cap, the more spawns.
I:spawntickrate - The spawn tick rate for type. The higher the tick rate, the less spawning. Lower tick rate if you
want more frequent spawns.
Commands
CMS adds a new command '/cms' which allows you to control many spawner configuration options in game. An important thing
to know about this command is, it will only affect the environment that you are in. So if you enter commands in overworld
to alter zombie settings, these settings will not change in any other environment such as nether.
Here are some examples of command usage :
/cms frequency TAG|EntityName intvalue
This would alter the frequency of a specific entity, you need to know the mod tag it belongs to and the name. So if you want
to adjust the frequency of Vanilla Zombies, the spawn tag is ‘MC’ and the name is ‘Zombie’, the command would look like this
/cms frequency MC|Zombie 8
This adjusts the zombie frequency to 8 which takes effect immediately.
/cms canspawn TAG|EntityName [true/false]
This allows you to disable a specific entity. To disable spawning of zombies, you would enter
/cms canspawn MC|Zombie false
/cms killall TAG|EntityName
The killall command allows you to wipe out a specific entity in all dimensions. This command includes logic to prevent killing
tamed entities but it is not guaranteed that it will prevent all custom tamed mod entities. To wipe out all Ogres in the mod
MoCreatures, you would type the following
/cms killall MOC|Ogre
If you want to wipe out ALL entities including tamed from all dimensions, you would enter the following
/cms killall TAG|EntityName force
/cms countentities
The countentities command counts all entities in current dimension and displays them in a paged list. In order to access a specific
page you would type
/cms countentities page#
/cms spawncap EntitySpawnType intvalue
The spawncap command allows you to adjusts the total weight amount of a given entity type.
If you are experiencing low amount of creatures, you could raise the cap by entering the following
/cms spawncap CREATURE 150
/cms spawntickrate EntitySpawnType intvalue
The spawntickrate command allows you to adjust the tick rate of a specific spawn type. For example, if you are experiencing a slow amount
of creature spawning and wanted to increase the frequency of their spawns, you could raise the tick rate by entering the following
/cms spawntickrate CREATURE 100
The lower the amount, the faster they will spawn.
/cms forcedespawns [true/false]
To turn on despawning for all passives, you would set the value to true. While this can provide a more dynamic environment, it can also lead
to issues with certain mods that don’t expect their entities to be despawned.
/cms min TAG|EntityName intvalue
The min command is used during world gen spawning to determine the minimum amount of spawns for this entity in a chunk.
/cms max TAG|EntityName intvalue
The max command is used during world gen spawning to determine the maximum amount of spawns for this entity in a chunk.
/cms frequency TAG|EntityName intvalue
The frequency command sets the frequency for the spawn list entry. The higher this is, the greater chance it has to be picked during spawning.
To check the current value of a specific command, you would leave out the value.
For example, to check the current value of canspawn for Zombies it would be
/cms canspawn MC|Zombie
##Min/Max Spawn & Min/Max Chunk
They are not used together, minSpawn, maxSpawn is only used during world gen while maxChunk is not.
Use maxChunk to control how many of a specific entity should spawn in any given chunk.
##Tickrate for Monsters
The default tickrate for Monsters in Vanilla is 1 which is why CMS is configured with 1 as the default.
The reason why it is set to 1 is because monsters despawn by default so there needs to be a constant flow of them or players won't see many.
Feel free to raise this limit if you please but i wouldn't raise it that high.
Kye, I believe you have the patience of a saint. You should save yourself some pain and put that CMS Doc on the OP with BIG RED LETTERS.
Your work and time spent here on the forums is much appreciated. Just for ease of use and is case anyone hasn't seen it, here is a copy and paste version of your CMS doc.
CustomSpawner USER GUIDE v0.2
If you install MoC without CMS, it will use the default Vanilla Spawner and ONLY allow you to alter
canspawn, frequency, minspawn, maxspawn settings. You will NOT be able to adjust other spawn settings
such as spawn rates since MoCreatures by itself is not a Custom Spawner and will not affect Vanilla
Spawner core functionality in any way.
If you install CMS, the MoC GUI option for Spawn settings will disappear since everything will
now be controlled by CMS(which has no GUI currently).
IMPORTANT: CMS will use the default Vanilla settings for Vanilla entities
(Sheep, Cow,Zombie, Creeper, etc.).
It is important you adjust the config settings through the /cms commands or configs directly as some
of these default vanilla settings are high. One such setting is frequency, be sure to lower all vanilla
default frequencies or they will spawn much more than any other mod entity.
Environments
The big feature in CMS 3.0.0+ is the ability to configure world environments. Every world in minecraft
is created using an environment. Environments get created in ./config/CustomSpawner/.
For example, there are 3 main environments in Vanilla which are : Overworld, Nether, and End.
When you navigate to ./config/CustomSpawner/ you should see the following 4 folders :
overworld, nether, end, and logs. The ‘logs’ folder contains all relevant logs for all environments.
Each environment generates its own log file. Turning on debug in EnvironmentSettings.cfg will output
much more information to these logs.
All spawning settings in CMS are isolated to the specific environment. So what this means is, if you
alter spawn tick rates for overworld, it will not affect any other environment such as Nether and End.
If you install dimension mods, you may get extra environments that were made by the author of the mod.
One such mod is TwilightForest which adds one dimension using the environment "Twilight". A new folder
./config/CustomSpawner/Twilight will be created for all environment settings.
Now what happens when you install a mod that allows you to add multiple dimensions with the same
environment? Well one such mod is Mystcraft and this would use the environment "Myst". Every single
dimension that myst creates will be controlled by the same myst environment config. So you could have
100 dimensions in your world based off Myst and all would use the same Myst environment settings. If you
run a server using MCPC+, you may be using a multiworld plugin such as MultiVerse, MyWorlds, or MultiWorld.
These plugins allow you to create new worlds based on a specific environment. So if you created a second
overworld for mining, this new world would use the same overworld environment settings as the main one.
Note: I plan to add dimension overrides soon which will allow you to create sub dimension configs in an
environment if needed.
EntityBiomeGroups
This config is practically the same as the old BiomeGroups.cfg but has been renamed to EntityBiomeGroups.cfg.
As CMS scans vanilla biome spawn lists, it will create a biomegroup for each entity that it finds and add
every biome it sees with it. So as an example :
S:MC_WOLF_DEFAULT
<MC|Forest:MC|Taiga:MC|ForestHills:MC|TaigaHills:BOP|Wasteland>
The format of this line is as follows :
S is the type of input this line takes, in this case S = String.
: is the seperator(delimiter).
<> is an array of type, in this case array of Strings
| is the seperator between a tag and biome name.
So if we continue with the previous example :
MC_WOLF_DEFAULT represents the name of the biome group
MC|Forest represents the Forest biome of Vanilla(Minecraft)
BOP|Wasteland represents the Wasteland biome of Biomes O' Plenty.
and so on...
The entire line shows that Vanilla's Wolf was found in vanilla biome's Forest, Taiga, ForestHills, TaigaHills,
and BOP's Wasteland. 'MC' is the default tag used to signify Vanilla while 'BOP' is the default tag used to
signify Biomes O' Plenty. For CMS, this line basically tells it that any entity using the group "MC_WOLF_DEFAULT"
will be added to biomes Forest, ForestHills, Taiga, and TaigaHills. By default, MC's Wolf would already have
this as its group in ./config/CustomSpawner/[environment]/Creatures/Vanilla.cfg. The group name would show up as
“WOLF_DEFAULT” as it doesn’t need to include the Mod tag. The reason for using Mod tags before the group name is
to prevent duplicate group names from multiple mods. If you change the group name of any entity in Creature configs,
be sure to leave out the mod tag and only add it in EntityBiomeGroups.cfg. So for example, if you wanted to change
MC’s Wolf default biome group from “WOLF_DEFAULT” to “MYWOLFGROUP”, you would add “MC_MYWOLFGROUP” to
EntityBiomeGroups.cfg.
Mod Creature Configs
Another config that gets generated is each mod's creature config. When an entity is found in a specific biome spawn
list, CMS determines what mod it came from and either generates a fresh creatures config for it or adds to an existing
one. So as an example, all MoCreature entities would be found in
./config/CustomSpawner/[environment]/Creatures/MoCreatures.cfg.
As for the config use itself, before an environment is loaded, all biomes that are part of the environment get populated
with spawns. The way this is done is first CMS reads each mod's creature config in the environment. So if overworld is
being populated, CMS would be reading from the folder ./config/CustomSpawner/overworld/Creatures/*.cfg. Here is how
the layout would be for each entity :
Lets go over each property, the first
S:biomegroups - Contains a list seperated by ':' of all biome groups that this entity should spawn in.
B:canSpawn - Toggles whether or not this entity should be allowed to spawn
I:frequency - Sets the frequency for the spawn list entry. The higher this is, the greater chance it has to be picked
during spawning.
I:maxChunk - Sets the max pack size for this entity in a specific chunk.
I:maxLightLevel - Sets the max light level this entity should spawn in.
I:minSpawn - Used during world gen spawning to determine the minimum amount of spawns for this entity in a chunk.
I:maxSpawn - Used during world gen spawning to determine the maximum amount of spawns for this entity in a chunk.
I:minSpawnHeight - determines how low this entity can spawn. Height = Y
I:maxSpawnHeight - determins how high this entity can spawn.
S:opaqueBlock - *Not currently working* Basically determines if this entity can spawn on an opaque block or not.
S:spawnBlockBlacklist <> - *Not currently working* Basically determines what blocks this entity should NOT be allowed to
spawn on. The format is ID-meta, if only ID is used the it assumes all meta.
S:type - the Entity Spawn Type used for the entity. Vanilla default types are AMBIENT, WATERCREATURE, CREATURE, MONSTER.
CMS allows you to create your own types in EntitySpawnTypes.cfg. Types have their own spawn settings such as tick rates etc.
EntitySpawnTypes
Another config generated in each environment is the EntitySpawnTypes config. This config by default will contain 4 vanilla
types, and 1 custom added type. The types are as follows :
AMBIENT, CREATURE, WATERCREATURE, MONSTER, UNDERGROUND.
The default spawncaps are as follows :
Creature - 35
WaterCreature - 5
Ambient - 15
Monster - 70
Underground - 15
The default spawn tickrates are as follows:
Creature - 400
WaterCreature - 100
Ambient - 100
Monster - 1
Underground - 400
Lets look over the config for one
D:chunkgenspawnchance - The chance that a worldgen spawn can occur in a biome. Default is 0.1 which is 10%.
I:maxspawnheight - The max spawn height allowed for ALL entities tied to this spawn type. Default is 256.
I:minspawnheight - The mininum spawn height allowed for ALL entities tied to this spawn type. Default is 0.
S:shouldseesky - Toggles whether or not this entities of this spawn type require sky to be seen in order to spawn.
Default true for all types except undeground.
I:spawncap - The spawn cap for the type. The higher the spawn cap, the more spawns.
I:spawntickrate - The spawn tick rate for type. The higher the tick rate, the less spawning. Lower tick rate if you
want more frequent spawns.
Commands
CMS adds a new command '/cms' which allows you to control many spawner configuration options in game. An important thing
to know about this command is, it will only affect the environment that you are in. So if you enter commands in overworld
to alter zombie settings, these settings will not change in any other environment such as nether.
Here are some examples of command usage :
/cms frequency TAG|EntityName intvalue
This would alter the frequency of a specific entity, you need to know the mod tag it belongs to and the name. So if you want
to adjust the frequency of Vanilla Zombies, the spawn tag is ‘MC’ and the name is ‘Zombie’, the command would look like this
/cms frequency MC|Zombie 8
This adjusts the zombie frequency to 8 which takes effect immediately.
/cms canspawn TAG|EntityName [true/false]
This allows you to disable a specific entity. To disable spawning of zombies, you would enter
/cms canspawn MC|Zombie false
/cms killall TAG|EntityName
The killall command allows you to wipe out a specific entity in all dimensions. This command includes logic to prevent killing
tamed entities but it is not guaranteed that it will prevent all custom tamed mod entities. To wipe out all Ogres in the mod
MoCreatures, you would type the following
/cms killall MOC|Ogre
If you want to wipe out ALL entities including tamed from all dimensions, you would enter the following
/cms killall TAG|EntityName force
/cms countentities
The countentities command counts all entities in current dimension and displays them in a paged list. In order to access a specific
page you would type
/cms countentities page#
/cms spawncap EntitySpawnType intvalue
The spawncap command allows you to adjusts the total weight amount of a given entity type.
If you are experiencing low amount of creatures, you could raise the cap by entering the following
/cms spawncap CREATURE 150
/cms spawntickrate EntitySpawnType intvalue
The spawntickrate command allows you to adjust the tick rate of a specific spawn type. For example, if you are experiencing a slow amount
of creature spawning and wanted to increase the frequency of their spawns, you could raise the tick rate by entering the following
/cms spawntickrate CREATURE 100
The lower the amount, the faster they will spawn.
/cms forcedespawns [true/false]
To turn on despawning for all passives, you would set the value to true. While this can provide a more dynamic environment, it can also lead
to issues with certain mods that don’t expect their entities to be despawned.
/cms min TAG|EntityName intvalue
The min command is used during world gen spawning to determine the minimum amount of spawns for this entity in a chunk.
/cms max TAG|EntityName intvalue
The max command is used during world gen spawning to determine the maximum amount of spawns for this entity in a chunk.
/cms frequency TAG|EntityName intvalue
The frequency command sets the frequency for the spawn list entry. The higher this is, the greater chance it has to be picked during spawning.
To check the current value of a specific command, you would leave out the value.
For example, to check the current value of canspawn for Zombies it would be
/cms canspawn MC|Zombie
##Min/Max Spawn & Min/Max Chunk
They are not used together, minSpawn, maxSpawn is only used during world gen while maxChunk is not.
Use maxChunk to control how many of a specific entity should spawn in any given chunk.
##Tickrate for Monsters
The default tickrate for Monsters in Vanilla is 1 which is why CMS is configured with 1 as the default.
The reason why it is set to 1 is because monsters despawn by default so there needs to be a constant flow of them or players won't see many.
Feel free to raise this limit if you please but i wouldn't raise it that high.
If you are referring to me, I have read this document. I am very familiar with using config files, (I have been running a private server for years). I do not post asking for help unless I have read all I can find and have tried to fix it myself. I have spent hours on this. I have even tried to use the in game commands in the moon biome to see if they override my added config settings. But it tells me I do not have permission to use any /cms commands (this is in a client SSP, not on a server).
If you are referring to me, I have read this document. I am very familiar with using config files, (I have been running a private server for years). I do not post asking for help unless I have read all I can find and have tried to fix it myself. I have spent hours on this. I have even tried to use the in game commands in the moon biome to see if they override my added config settings. But it tells me I do not have permission to use any /cms commands (this is in a client SSP, not on a server).
you have to be in creative mode to mess with the CMS commands or have cheats enabled (not sure about the cheats, I know about the creative mode)
If you are referring to me, I have read this document. I am very familiar with using config files, (I have been running a private server for years). I do not post asking for help unless I have read all I can find and have tried to fix it myself. I have spent hours on this. I have even tried to use the in game commands in the moon biome to see if they override my added config settings. But it tells me I do not have permission to use any /cms commands (this is in a client SSP, not on a server).
No, I was referring to myself and one of my earlier posts, lol.
Just curious if anyone knows the reason for this guys but why is DrZhark so against allowing people to use his mod, He didn't list a reason so i am just curious if anyone knows why.
I have a bit of a problem with Twilight Forest spawning. I'm playing with only Mo' Creatures and Twilight Forest. The problem is that when I use CMS, the Twilight Forest structures are barren except for the mobs that come from spawners (including bosses), bats, and some things on the outside. However, when I do not use CMS, the Overworld lacks Mo' Creatures mobs. I forced a crash and there was about one werewolf and one silver skeleton (presumably underground), and all the other mobs were birds, raccoons, some bears I'd ran into earlier, and vanilla mobs. How do I get more Mo' Creatures mobs in the Overworld without emptying the Twilight Forest structures?
I am using Minecraft 1.7.2, Mo' Creatures 6.2.0 (the dev version), and Twilight Forest 2.0.1.
update the config file for the TF dimension so that more mobs can spawn
it doesn't work straight out of the box, you have to adjust the settings to get everything right
it was changed to this method to prevent mobs from spawning where they shouldn't
Just curious if anyone knows the reason for this guys but why is DrZhark so against allowing people to use his mod, He didn't list a reason so i am just curious if anyone knows why.
mod packs don't get updated as often as some mods do and you get people constantly reporting bugs from old versions that have been fixed
Dr. Z doesn't like this
But how do I update it to fix the structures? The CMS file should (by default) include structures, since certain mobs (like minotaurs and creepers) don't spawn outside of them. However, my Twilight Forest config file has an empty "structures" file.
Either way, should disabling CMS inside TF and enabling it everywhere else work?
uh....can you disable CMS by dimension? I can't find that in the options
the structures file can be added on to by you. All you need to do is find the names of the structures and look at the overworld's structure file to help you create it
also, unless it has changed, leaving a mob's biome group list empty will cause CMS to ignore it and allow the normal spawner to control it
you have to be in creative mode to mess with the CMS commands or have cheats enabled (not sure about the cheats, I know about the creative mode)
I just tried the commands again while both in creative mode and cheats enabled. I still get a message saying that I do not have permission to use these commands. Any thoughts?
Running MoCreatures 6.1.0 for Minecraft 1.6.4. No CMS.
I would like to report an incompatibility with Thaumcraft 4. The minigolem mob can bypass the protection placed by the wand focus of warding, which is supposed to make the block equilivant to the indestrubility of bedrock.
DrZhark, my best guess it that the golem is not properly checking any kind of protection flags a block may have.
Additionaly your config file does not disable the spawning of mobs, even when a mob is set to spawn = false and all parameters are set to 0.
For Refrence, I'm running:
Rei's Minimap
Damage Indicators
Advanced Machines
Ars Magica 2
Advanced Power Management
Back Tools
Bibliocraft
Binnie's mod
Biomes O Plenty
Buildcraft
Chicken Chunks
Compact Solars
Computercraft
Ender Storage
Mo Creatures
Extra Utilities
Factorization
Forestry
Greg Tech
Hats
Nuclear Control
IC2
Iron Chests
Logistic pipes
Magic Bees
Morph
Mystcraft
Natura
Modular Powersuits
Thaumic Tinkerer
Thermal Expansion
Witchery
Names Jonty. from New Zealand.
okay probably the wrong place to be asking but I have trouble with forums and locating the right places for help :/
NEED HELP !!! LOVE THE MOD BTW !!!
so I followed the install video and I must be doing something wrong because I see we don't need the Api anymore so its only the ...
Latest developers' version is available here:
MoCreatures 6.2.0 DEV R1 mirror (for Minecraft 1.7.2)
Requires
-1.7.2 Forge 10.12.0.1012 +
-CustomMobSpawner 3.2.0 DEV R1
I have downloaded all three and copied the CustomMobSpawner Zip file into Mods folder in the .minecraft folder.
I also installed -1.7.2 Forge and ran minecraft to make it work. deleted all META-INF files, in minecraft-1.5.2.jar and in minecraft.jar. started minecraft and all ran smoothly. it shows forge is working and the customspawner is showing up in the mods setting in game with forge and forge loader. there is also minecraft coder pack... no idea what that is but okay.
end the game...
Last part is where I get confused... I Copy MoCreatures 6.2.0 DEV R1 Zip file into mod folder.
Start up Minecraft and ... it doesn't read that the mod is in the folder.. so tried unzipping instead and it crashed XD .
tried multiple of things all to fail :/ all with backups of originals of course.
obviously im not good at this so please someone help anyone at all !
Thank you in advance .
You can turn them off yourself in the customspawner config files. I don't like them either, but it's kind of silly and selfish to ask for a mob to be totally removed from the mod, I think. DrZhark put them in there for a reason.
Though this turning mobs off thing I just mentioned still works, ever since updated from the dev to the official 1.6.4, vanilla mobs don't despawn. I've altered the settings in the mo creatures config AND the customspawner config so that they 100% SHOULD despawn, but they don't, making my world very lacking mo creatures mobs even with the mob installed and technically working.
Anyone still have the old download?
it is your installation of forge
all you need to do is run the installer, it does the rest for you
then all you need to do is run the forge profile in your launcher
(why are you messing with a 1.5.2 version of the jar file when this is for 1.7.2)
you might as well get the latest version of forge for 1.7.2 anyway
don't forget the CMS as well in your mods folder
Hmmm...so, after investigating further, this seems to be a straight, exact diagonal line from NE to SW right through spawn. This video that someone else uploaded shows the problem exactly:
Long-term makes the diagonal grow on it's own, even if the chunks have not been rendered or generated yet. We deleted the sections on MC Edit (just to even delete the obscene number of animals) and it's now starting to grow again.
Our map: http://thefailtrain.net:8123/#
Note the jut of land showing in the SE that is maybe only a few blocks thick. If left unchecked, it will continue to grow in both directions.
Anyone have any suggestions to this?
Another issue I am having is that they are despawnining in the pond area I setup for them, there is a big area for them to sit about on. I have put dirt blocks throughout the entire area but they are still disappearing. Do they just despawn in water no matter what the light level? I was thinking about changing the despawning light value but am unsure as to what to set it to.
Come over and check out Wulf Hollow Server!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mod-packs/2723091-wulf-hollow-v1-0-1-custom-recipes-friendly-players
Does anyone have any insight/suggestions/fixes for this? I have read that people had a problem where Mo Creature mobs spawn on the moon, but I haven't found anything on my problem. Please help and thanks ahead of time!
Its the only .jar files in my .minecraft folder?? no idea why they are 1.5.2 when im playing 1.7.2 lol is minecraft in a different place now or something ? so lost but thanks for the heads up downloading installer now
", cursive">Call me Izanami, Izanamix, IZANATRAILMIX!
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the installer puts the jar files in sep version folders so you can run more than one at a time
Your work and time spent here on the forums is much appreciated. Just for ease of use and is case anyone hasn't seen it, here is a copy and paste version of your CMS doc.
CustomSpawner USER GUIDE v0.2
If you install MoC without CMS, it will use the default Vanilla Spawner and ONLY allow you to alter
canspawn, frequency, minspawn, maxspawn settings. You will NOT be able to adjust other spawn settings
such as spawn rates since MoCreatures by itself is not a Custom Spawner and will not affect Vanilla
Spawner core functionality in any way.
If you install CMS, the MoC GUI option for Spawn settings will disappear since everything will
now be controlled by CMS(which has no GUI currently).
IMPORTANT: CMS will use the default Vanilla settings for Vanilla entities
(Sheep, Cow,Zombie, Creeper, etc.).
It is important you adjust the config settings through the /cms commands or configs directly as some
of these default vanilla settings are high. One such setting is frequency, be sure to lower all vanilla
default frequencies or they will spawn much more than any other mod entity.
Environments
The big feature in CMS 3.0.0+ is the ability to configure world environments. Every world in minecraft
is created using an environment. Environments get created in ./config/CustomSpawner/.
For example, there are 3 main environments in Vanilla which are : Overworld, Nether, and End.
When you navigate to ./config/CustomSpawner/ you should see the following 4 folders :
overworld, nether, end, and logs. The ‘logs’ folder contains all relevant logs for all environments.
Each environment generates its own log file. Turning on debug in EnvironmentSettings.cfg will output
much more information to these logs.
All spawning settings in CMS are isolated to the specific environment. So what this means is, if you
alter spawn tick rates for overworld, it will not affect any other environment such as Nether and End.
If you install dimension mods, you may get extra environments that were made by the author of the mod.
One such mod is TwilightForest which adds one dimension using the environment "Twilight". A new folder
./config/CustomSpawner/Twilight will be created for all environment settings.
Now what happens when you install a mod that allows you to add multiple dimensions with the same
environment? Well one such mod is Mystcraft and this would use the environment "Myst". Every single
dimension that myst creates will be controlled by the same myst environment config. So you could have
100 dimensions in your world based off Myst and all would use the same Myst environment settings. If you
run a server using MCPC+, you may be using a multiworld plugin such as MultiVerse, MyWorlds, or MultiWorld.
These plugins allow you to create new worlds based on a specific environment. So if you created a second
overworld for mining, this new world would use the same overworld environment settings as the main one.
Note: I plan to add dimension overrides soon which will allow you to create sub dimension configs in an
environment if needed.
EntityBiomeGroups
This config is practically the same as the old BiomeGroups.cfg but has been renamed to EntityBiomeGroups.cfg.
As CMS scans vanilla biome spawn lists, it will create a biomegroup for each entity that it finds and add
every biome it sees with it. So as an example :
S:MC_WOLF_DEFAULT
<MC|Forest:MC|Taiga:MC|ForestHills:MC|TaigaHills:BOP|Wasteland>
The format of this line is as follows :
S is the type of input this line takes, in this case S = String.
: is the seperator(delimiter).
<> is an array of type, in this case array of Strings
| is the seperator between a tag and biome name.
So if we continue with the previous example :
MC_WOLF_DEFAULT represents the name of the biome group
MC|Forest represents the Forest biome of Vanilla(Minecraft)
BOP|Wasteland represents the Wasteland biome of Biomes O' Plenty.
and so on...
The entire line shows that Vanilla's Wolf was found in vanilla biome's Forest, Taiga, ForestHills, TaigaHills,
and BOP's Wasteland. 'MC' is the default tag used to signify Vanilla while 'BOP' is the default tag used to
signify Biomes O' Plenty. For CMS, this line basically tells it that any entity using the group "MC_WOLF_DEFAULT"
will be added to biomes Forest, ForestHills, Taiga, and TaigaHills. By default, MC's Wolf would already have
this as its group in ./config/CustomSpawner/[environment]/Creatures/Vanilla.cfg. The group name would show up as
“WOLF_DEFAULT” as it doesn’t need to include the Mod tag. The reason for using Mod tags before the group name is
to prevent duplicate group names from multiple mods. If you change the group name of any entity in Creature configs,
be sure to leave out the mod tag and only add it in EntityBiomeGroups.cfg. So for example, if you wanted to change
MC’s Wolf default biome group from “WOLF_DEFAULT” to “MYWOLFGROUP”, you would add “MC_MYWOLFGROUP” to
EntityBiomeGroups.cfg.
Mod Creature Configs
Another config that gets generated is each mod's creature config. When an entity is found in a specific biome spawn
list, CMS determines what mod it came from and either generates a fresh creatures config for it or adds to an existing
one. So as an example, all MoCreature entities would be found in
./config/CustomSpawner/[environment]/Creatures/MoCreatures.cfg.
As for the config use itself, before an environment is loaded, all biomes that are part of the environment get populated
with spawns. The way this is done is first CMS reads each mod's creature config in the environment. So if overworld is
being populated, CMS would be reading from the folder ./config/CustomSpawner/overworld/Creatures/*.cfg. Here is how
the layout would be for each entity :
Lets go over each property, the first
S:biomegroups - Contains a list seperated by ':' of all biome groups that this entity should spawn in.
B:canSpawn - Toggles whether or not this entity should be allowed to spawn
I:frequency - Sets the frequency for the spawn list entry. The higher this is, the greater chance it has to be picked
during spawning.
I:maxChunk - Sets the max pack size for this entity in a specific chunk.
I:maxLightLevel - Sets the max light level this entity should spawn in.
I:minSpawn - Used during world gen spawning to determine the minimum amount of spawns for this entity in a chunk.
I:maxSpawn - Used during world gen spawning to determine the maximum amount of spawns for this entity in a chunk.
I:minSpawnHeight - determines how low this entity can spawn. Height = Y
I:maxSpawnHeight - determins how high this entity can spawn.
S:opaqueBlock - *Not currently working* Basically determines if this entity can spawn on an opaque block or not.
S:spawnBlockBlacklist <> - *Not currently working* Basically determines what blocks this entity should NOT be allowed to
spawn on. The format is ID-meta, if only ID is used the it assumes all meta.
S:type - the Entity Spawn Type used for the entity. Vanilla default types are AMBIENT, WATERCREATURE, CREATURE, MONSTER.
CMS allows you to create your own types in EntitySpawnTypes.cfg. Types have their own spawn settings such as tick rates etc.
EntitySpawnTypes
Another config generated in each environment is the EntitySpawnTypes config. This config by default will contain 4 vanilla
types, and 1 custom added type. The types are as follows :
AMBIENT, CREATURE, WATERCREATURE, MONSTER, UNDERGROUND.
The default spawncaps are as follows :
Creature - 35
WaterCreature - 5
Ambient - 15
Monster - 70
Underground - 15
The default spawn tickrates are as follows:
Creature - 400
WaterCreature - 100
Ambient - 100
Monster - 1
Underground - 400
Lets look over the config for one
D:chunkgenspawnchance - The chance that a worldgen spawn can occur in a biome. Default is 0.1 which is 10%.
I:maxspawnheight - The max spawn height allowed for ALL entities tied to this spawn type. Default is 256.
I:minspawnheight - The mininum spawn height allowed for ALL entities tied to this spawn type. Default is 0.
S:shouldseesky - Toggles whether or not this entities of this spawn type require sky to be seen in order to spawn.
Default true for all types except undeground.
I:spawncap - The spawn cap for the type. The higher the spawn cap, the more spawns.
I:spawntickrate - The spawn tick rate for type. The higher the tick rate, the less spawning. Lower tick rate if you
want more frequent spawns.
Commands
CMS adds a new command '/cms' which allows you to control many spawner configuration options in game. An important thing
to know about this command is, it will only affect the environment that you are in. So if you enter commands in overworld
to alter zombie settings, these settings will not change in any other environment such as nether.
Here are some examples of command usage :
/cms frequency TAG|EntityName intvalue
This would alter the frequency of a specific entity, you need to know the mod tag it belongs to and the name. So if you want
to adjust the frequency of Vanilla Zombies, the spawn tag is ‘MC’ and the name is ‘Zombie’, the command would look like this
/cms frequency MC|Zombie 8
This adjusts the zombie frequency to 8 which takes effect immediately.
/cms canspawn TAG|EntityName [true/false]
This allows you to disable a specific entity. To disable spawning of zombies, you would enter
/cms canspawn MC|Zombie false
/cms killall TAG|EntityName
The killall command allows you to wipe out a specific entity in all dimensions. This command includes logic to prevent killing
tamed entities but it is not guaranteed that it will prevent all custom tamed mod entities. To wipe out all Ogres in the mod
MoCreatures, you would type the following
/cms killall MOC|Ogre
If you want to wipe out ALL entities including tamed from all dimensions, you would enter the following
/cms killall TAG|EntityName force
/cms countentities
The countentities command counts all entities in current dimension and displays them in a paged list. In order to access a specific
page you would type
/cms countentities page#
/cms spawncap EntitySpawnType intvalue
The spawncap command allows you to adjusts the total weight amount of a given entity type.
If you are experiencing low amount of creatures, you could raise the cap by entering the following
/cms spawncap CREATURE 150
/cms spawntickrate EntitySpawnType intvalue
The spawntickrate command allows you to adjust the tick rate of a specific spawn type. For example, if you are experiencing a slow amount
of creature spawning and wanted to increase the frequency of their spawns, you could raise the tick rate by entering the following
/cms spawntickrate CREATURE 100
The lower the amount, the faster they will spawn.
/cms forcedespawns [true/false]
To turn on despawning for all passives, you would set the value to true. While this can provide a more dynamic environment, it can also lead
to issues with certain mods that don’t expect their entities to be despawned.
/cms min TAG|EntityName intvalue
The min command is used during world gen spawning to determine the minimum amount of spawns for this entity in a chunk.
/cms max TAG|EntityName intvalue
The max command is used during world gen spawning to determine the maximum amount of spawns for this entity in a chunk.
/cms frequency TAG|EntityName intvalue
The frequency command sets the frequency for the spawn list entry. The higher this is, the greater chance it has to be picked during spawning.
To check the current value of a specific command, you would leave out the value.
For example, to check the current value of canspawn for Zombies it would be
/cms canspawn MC|Zombie
##Min/Max Spawn & Min/Max Chunk
They are not used together, minSpawn, maxSpawn is only used during world gen while maxChunk is not.
Use maxChunk to control how many of a specific entity should spawn in any given chunk.
##Tickrate for Monsters
The default tickrate for Monsters in Vanilla is 1 which is why CMS is configured with 1 as the default.
The reason why it is set to 1 is because monsters despawn by default so there needs to be a constant flow of them or players won't see many.
Feel free to raise this limit if you please but i wouldn't raise it that high.
If you are referring to me, I have read this document. I am very familiar with using config files, (I have been running a private server for years). I do not post asking for help unless I have read all I can find and have tried to fix it myself. I have spent hours on this. I have even tried to use the in game commands in the moon biome to see if they override my added config settings. But it tells me I do not have permission to use any /cms commands (this is in a client SSP, not on a server).
you have to be in creative mode to mess with the CMS commands or have cheats enabled (not sure about the cheats, I know about the creative mode)
No, I was referring to myself and one of my earlier posts, lol.
update the config file for the TF dimension so that more mobs can spawn
it doesn't work straight out of the box, you have to adjust the settings to get everything right
it was changed to this method to prevent mobs from spawning where they shouldn't
mod packs don't get updated as often as some mods do and you get people constantly reporting bugs from old versions that have been fixed
Dr. Z doesn't like this
uh....can you disable CMS by dimension? I can't find that in the options
the structures file can be added on to by you. All you need to do is find the names of the structures and look at the overworld's structure file to help you create it
also, unless it has changed, leaving a mob's biome group list empty will cause CMS to ignore it and allow the normal spawner to control it
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I just tried the commands again while both in creative mode and cheats enabled. I still get a message saying that I do not have permission to use these commands. Any thoughts?
I would like to report an incompatibility with Thaumcraft 4. The minigolem mob can bypass the protection placed by the wand focus of warding, which is supposed to make the block equilivant to the indestrubility of bedrock.
DrZhark, my best guess it that the golem is not properly checking any kind of protection flags a block may have.
Additionaly your config file does not disable the spawning of mobs, even when a mob is set to spawn = false and all parameters are set to 0.
For Refrence, I'm running:
Damage Indicators
Advanced Machines
Ars Magica 2
Advanced Power Management
Back Tools
Bibliocraft
Binnie's mod
Biomes O Plenty
Buildcraft
Chicken Chunks
Compact Solars
Computercraft
Ender Storage
Mo Creatures
Extra Utilities
Factorization
Forestry
Greg Tech
Hats
Nuclear Control
IC2
Iron Chests
Logistic pipes
Magic Bees
Morph
Mystcraft
Natura
Modular Powersuits
Thaumic Tinkerer
Thermal Expansion
Witchery
Are you making that change in the MoCreatures cfg file, or CMS cfg files? The CMS ones seem to work for me once set to false.