Thanks! Try doing this so it'll work: 1. Go to .minecraft folder 2. Go to config folder 3. Open "JinRyuu_DragonBlockC.cfg" with Notepad 4. Change the ID of "BlockDBCStairs" to =851
Can I get some help with the config? I can't find the answer anywhere. I feel that some mobs spawn WAY too much, such as werewolves. Running into a dozen a night isn't even fun or interesting at all. And I really dislike the Biggolem and Minigolem mobs. I want to lower the spawn for the werewolf, and completely disable the golem types so I'll never see them again. So, I have something like this for werewolves:
I lowered the frequency from like 6 or 8 to 1 because I feel they should be ultra rare. Plus they're annoying so I don't want many of them. INSTEAD, I still see an average of 3-4 in view when I'm at the surface and always see them underground. The config system is truly broken.
I first just figured "false" would do it. Sadly, no. I was still seeing them, so, I changed their frequency to zero thinking that will help. Well, it's not uncommon, despite maxspawn being 1, to see 2 or 3 of the big golems outside my house. It's ridiculous, seriously. I know there are 18 MoCreatures configs strewn across the CustomSpawner config folders, am I really expected to tweak every one of them to fix this broken config issue? The MoCreatures config should be the master config, if I tell the mobs to spawn more, less, or not at all...it should do it right? :/
Also, even when a default frequency is pretty low, I'm still seeing a lot of everything. What's up with this mod? haha
EDIT: One other thing - aggressive MoCreatures mobs' attack range. Why is it that any normal enemy such as a pigmen or a wolf or zombie can only attack me if I get in their attack range, but most MoCreatures mobs such as wwolves or werewolves can attack me well before even my sword range? It's not fun at all when they can hit me no matter what I do, and often. Is there a fix for this, or a decision by the mod creator to "make it a challenge"?
1. do you have CMS? if so you are modifying the wrong file. You have to modify the CMS config files if you have CMS installed as MOC (as of 6.1.0) will use the default spawner if CMS is not installed and the MOC config files only work if CMS is not installed
2. you didn't change the max spawn from 4 to 1, so every time they spawn they can have more than 1 each time
3. max spawn is NOT the limit for the number in the area, just how many can spawn every time they get selected to spawn
4. see 1.
5. CMS split the config files up so that each dimension has options so you can get finer controls over different dimensions that share biomes with the main one. if you want to adjust the spawn rates you only have to go into the MOC mob file for each dimension you want to adjust the rates of those mobs
6. freq is relative and if you have a high overall mob count you will still see a lot of the lower freq mobs due to the sheer number of mobs
So I have quite a few mods, similar to direwolf20, but not as much, and I added MoCreatures 6.1.0 and CustomMobSpawner 3.0.0, and I have never seen a wither skeleton. I've done some searching on this thread and the CustomMobSpawner thread, and the issue seems to be known, but I can't seem to figure out the solution. There's just a bit of back and forth about how, "it works fine for me," and, "it doesn't work for me."
Can someone narrow it all down for me? I'm at the point where I could sure use some wither skeletons heads, but every fortress in the nether is pigmen only, and "/cms countentities" lists no skeletons in the dimension. I'm not sure what to do from here. Thanks.
you have to adjust the skelly settings for the nether to get them to spawn, also make sure they are in the structures so they only spawn in the nether forts, unless you also want them to spawn everywhere then you remove them
make sure you are modifying the nether dimension settings
Several mobs that were in the unidentified spawn type after I changed the spans type to monster and set there can spawn to true still will not spawn help please
Several mobs that were in the unidentified spawn type after I changed the spans type to monster and set there can spawn to true still will not spawn help please
did you give them a proper Biome list? no biome list, no spawning.
no they are not structure oriented
they are also in the right dimension if surface bop and overworld count
yeah, overworld would be right....show me the config setup you have for those mobs....maybe it is one of the other options isn't right
just those three, I don't need the others.
you have to adjust the skelly settings for the nether to get them to spawn, also make sure they are in the structures so they only spawn in the nether forts, unless you also want them to spawn everywhere then you remove them
make sure you are modifying the nether dimension settings
Yeah, I read from your previous posts that the wither skeletons were controlled by the skeleton settings. That's what I tried to change, but I couldn't get it to work, until I started killing pigmen and mobs in the nether. I guess I needed to make room for the skeletons.
So moral of the story is that the Custom Mob Spawner needs to properly fill out the biome groups for skeletons in the nether.
Also, I have no clue what you mean by this, "also make sure they are in the structures so they only spawn in the nether forts." I didn't see anything in the configuration files for that.
Are there any plans to add a config option to enable/disable spawning in certain dimensions?
While the mo' creature mobs are nice in the over world they tend to break mods that add new dimensions such as twilight forest where it is always dark or witchery where you tend to enter the spirit world in a nightmare causing an over abundance of night mobs to spawn.
yeah, overworld would be right....show me the config setup you have for those mobs....maybe it is one of the other options isn't right
just those three, I don't need the others.
there is your problem, max light level on all is -1
should be 15 if you want them to spawn all the time
wait...hmmm...there are other mobs that spawn properly with max light level -1...hmmm
are they aggressive? cause you have them in the monster type which will not spawn if the game type is peaceful
also, double check your mod mappings in the environment.cfg file. make sure the default name matches what you have in the biome list. If they don't you'll have to adjust the biome group header to match (the first word in the biome group name)
Yeah, I read from your previous posts that the wither skeletons were controlled by the skeleton settings. That's what I tried to change, but I couldn't get it to work, until I started killing pigmen and mobs in the nether. I guess I needed to make room for the skeletons.
So moral of the story is that the Custom Mob Spawner needs to properly fill out the biome groups for skeletons in the nether.
Also, I have no clue what you mean by this, "also make sure they are in the structures so they only spawn in the nether forts." I didn't see anything in the configuration files for that.
Are there any plans to add a config option to enable/disable spawning in certain dimensions?
While the mo' creature mobs are nice in the over world they tend to break mods that add new dimensions such as twilight forest where it is always dark or witchery where you tend to enter the spirit world in a nightmare causing an over abundance of night mobs to spawn.
Thank you for helping.
1. do you have CMS? if so you are modifying the wrong file. You have to modify the CMS config files if you have CMS installed as MOC (as of 6.1.0) will use the default spawner if CMS is not installed and the MOC config files only work if CMS is not installed
2. you didn't change the max spawn from 4 to 1, so every time they spawn they can have more than 1 each time
3. max spawn is NOT the limit for the number in the area, just how many can spawn every time they get selected to spawn
4. see 1.
5. CMS split the config files up so that each dimension has options so you can get finer controls over different dimensions that share biomes with the main one. if you want to adjust the spawn rates you only have to go into the MOC mob file for each dimension you want to adjust the rates of those mobs
6. freq is relative and if you have a high overall mob count you will still see a lot of the lower freq mobs due to the sheer number of mobs
you have to adjust the skelly settings for the nether to get them to spawn, also make sure they are in the structures so they only spawn in the nether forts, unless you also want them to spawn everywhere then you remove them
make sure you are modifying the nether dimension settings
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Several mobs that were in the unidentified spawn type after I changed the spans type to monster and set there can spawn to true still will not spawn help please
no, but ents are in MOC 6.1.0 which is for 1.6.4
did you give them a proper Biome list? no biome list, no spawning.
yes i did they just wont spawn i even set there spawn frequency to 20 to make sure
what are you trying to get to spawn?
THfairy cirno and rumia
just to be sure, are you modifying the right dimensions config files? they are dimension specific
and are they structure restricted mobs?
no they are not structure oriented
they are also in the right dimension if surface bop and overworld count
yeah, overworld would be right....show me the config setup you have for those mobs....maybe it is one of the other options isn't right
just those three, I don't need the others.
Yeah, I read from your previous posts that the wither skeletons were controlled by the skeleton settings. That's what I tried to change, but I couldn't get it to work, until I started killing pigmen and mobs in the nether. I guess I needed to make room for the skeletons.
So moral of the story is that the Custom Mob Spawner needs to properly fill out the biome groups for skeletons in the nether.
Also, I have no clue what you mean by this, "also make sure they are in the structures so they only spawn in the nether forts." I didn't see anything in the configuration files for that.
While the mo' creature mobs are nice in the over world they tend to break mods that add new dimensions such as twilight forest where it is always dark or witchery where you tend to enter the spirit world in a nightmare causing an over abundance of night mobs to spawn.
biome group for mobs
S:THKAGUYAMOD_CIRNO_DEFAULT <BOP|Alps:BOP|Arctic:BOP|Frost Forest:BOP|Tundra:BOP|Snowy Coniferous Forest:MC|Ice Plains:MC|Cold Taiga>
S:THKAGUYAMOD_RUMIA_DEFAULT <BOP|Sludgepit:BOP|Moor:BOP|Ominous Woods:BOP|Bamboo Forest:BOP|Mystic Grove:BOP|Cherry Blossom Grove:MC|Plains:MC|Forest:MC|Roofed Forest>
S:THKAGUYAMOD_THFAIRY_DEFAULT <MC|Ocean:MC|Plains:MC|Desert:MC|Extreme Hills:MC|Forest:MC|Taiga:MC|Swampland:MC|River:MC|FrozenOcean:MC|FrozenRiver:MC|Ice Plains:MC|Ice Mountains:MC|Beach:MC|DesertHills:MC|ForestHills:MC|TaigaHills:MC|Extreme Hills Edge:MC|Jungle:MC|JungleHills:MC|JungleEdge:MC|Deep Ocean:MC|Stone Beach:MC|Cold Beach:MC|Birch Forest:MC|Birch Forest Hills:MC|Roofed Forest:MC|Cold Taiga:MC|Cold Taiga Hills:MC|Mega Taiga:MC|Mega Taiga Hills:MC|Extreme Hills+:MC|Savanna:MC|Savanna Plateau:MC|Mesa:MC|Mesa Plateau F:MC|Mesa Plateau:BOP|Lavender Fields:BOP|Silkglades:MC|Sunflower Plains:MC|Desert M:MC|Extreme Hills M:MC|Flower Forest:MC|Taiga M:MC|Swampland M:MC|Ice Plains Spikes:MC|Jungle M:MC|JungleEdge M:MC|Birch Forest M:MC|Birch Forest Hills M:MC|Roofed Forest M:MC|Cold Taiga M:MC|Mega Spruce Taiga:MC|Extreme Hills+ M:MC|Savanna M:MC|Savanna Plateau M:MC|Mesa (Bryce):MC|Mesa Plateau F M:MC|Mesa Plateau M:BOP|Alps:BOP|Arctic:BOP|Bamboo Forest:BOP|Bayou:BOP|Bog:BOP|Boreal Forest:BOP|Brushland:BOP|Canyon:BOP|Chaparral:BOP|Cherry Blossom Grove:BOP|Coniferous Forest:BOP|Snowy Coniferous Forest:BOP|Crag:BOP|Dead Forest:BOP|Dead Swamp:BOP|Deciduous Forest:BOP|Dunes:BOP|Fen:BOP|Flower Field:BOP|Frost Forest:BOP|Grassland:BOP|Grove:BOP|Heathland:BOP|Highland:BOP|Jade Cliffs:BOP|Lush Desert:BOP|Lush Swamp:BOP|Maple Woods:BOP|Marsh:BOP|Meadow:BOP|Moor:BOP|Mountain:BOP|Origin Valley:BOP|Outback:BOP|Pasture:BOP|Prairie:BOP|Quagmire:BOP|Rainforest:BOP|Redwood Forest:BOP|Sacred Springs:BOP|Seasonal Forest:BOP|Shield:BOP|Shrubland:BOP|Sludgepit:BOP|Spruce Woods:BOP|Temperate Rainforest:BOP|Thicket:BOP|Timber:BOP|Tropical Rainforest:BOP|Tropics:BOP|Tundra:BOP|Volcano:BOP|Wasteland:BOP|Wetland:BOP|Woodland>
# Configuration file
####################
# cirno
####################
cirno {
S:biomegroups <CIRNO_DEFAULT>
B:canSpawn=true
I:frequency=6
I:maxChunk=1
I:maxLightlevel=-1
I:maxSpawn=1
I:maxSpawnHeight=256
I:minLightlevel=-1
I:minSpawn=1
I:minSpawnHeight=0
S:opaqueBlock=all
S:spawnBlockBlacklist <>
S:type=MONSTER
}
####################
# hanabeeper
####################
hanabeeper {
S:biomegroups <HANABEEPER_DEFAULT>
B:canSpawn=true
I:frequency=8
I:maxChunk=4
I:maxLightlevel=-1
I:maxSpawn=3
I:maxSpawnHeight=256
I:minLightlevel=-1
I:minSpawn=2
I:minSpawnHeight=0
S:opaqueBlock=all
S:spawnBlockBlacklist <>
S:type=MONSTER
}
####################
# rumia
####################
rumia {
S:biomegroups <RUMIA_DEFAULT>
B:canSpawn=true
I:frequency=6
I:maxChunk=1
I:maxLightlevel=-1
I:maxSpawn=1
I:maxSpawnHeight=256
I:minLightlevel=-1
I:minSpawn=1
I:minSpawnHeight=0
S:opaqueBlock=all
S:spawnBlockBlacklist <>
S:type=MONSTER
}
####################
# thfairy
####################
thfairy {
S:biomegroups <THFAIRY_DEFAULT>
B:canSpawn=true
I:frequency=20
I:maxChunk=10
I:maxLightlevel=-1
I:maxSpawn=10
I:maxSpawnHeight=256
I:minLightlevel=-1
I:minSpawn=3
I:minSpawnHeight=0
S:opaqueBlock=all
S:spawnBlockBlacklist <>
S:type=MONSTER
}
should be 15 if you want them to spawn all the time
wait...hmmm...there are other mobs that spawn properly with max light level -1...hmmm
are they aggressive? cause you have them in the monster type which will not spawn if the game type is peaceful
also, double check your mod mappings in the environment.cfg file. make sure the default name matches what you have in the biome list. If they don't you'll have to adjust the biome group header to match (the first word in the biome group name)
structures are a sep config file
CMS 3.0.0+ uses config files for each dimension
Use the Ring Luke, he who controls the Ring controls the raptors~ Dumbledore
v Scroll down for great GIFs! V
Thanks dude
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