How is it that the entire mine craft community is so despicably lame that they've accepted adfly and similar trash download services as the cost of using these mods? This entire situation has gotten out of hand and totally unacceptable. When people have to wait like this to download and are stuck in situations where they are duped into installing garbage ware and even malware on their computers constantly it's bad for the whole internet and it makes the fantastic things that you people are trying to create look like garbage also.
Okay, i just installed this mod and it seems to be working properly, but i can't get to the mod options. when i do it just has the text
"test 1"
"test 2"
"DISABLED"
did i install something wrong? I wanted to tweak spawnrates and i thought that was how to do it? i did some searching but i didn't find answers, only people with the same issue x_x
Okay, i just installed this mod and it seems to be working properly, but i can't get to the mod options. when i do it just has the text
"test 1"
"test 2"
"DISABLED"
did i install something wrong? I wanted to tweak spawnrates and i thought that was how to do it? i did some searching but i didn't find answers, only people with the same issue x_x
nope, GUI in 1.7.2 is WIP
you have to either use commands to adjust spawn rates or go into the config files. You have to use the right ones depending on whether or not you also grabbed CMS
nope, GUI in 1.7.2 is WIP
you have to either use commands to adjust spawn rates or go into the config files. You have to use the right ones depending on whether or not you also grabbed CMS
NLA (no longer available)
Ah.. okay. guess i'm stuck with whatever the default rates are until the GUI is done because i'm too dumb to really get how to edit the files otherwise, lol. Thanks for answering, though! :>
Ah.. okay. guess i'm stuck with whatever the default rates are until the GUI is done because i'm too dumb to really get how to edit the files otherwise, lol. Thanks for answering, though! :>
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 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.
How is it that the entire mine craft community is so despicably lame that they've accepted adfly and similar trash download services as the cost of using these mods? This entire situation has gotten out of hand and totally unacceptable. When people have to wait like this to download and are stuck in situations where they are duped into installing garbage ware and even malware on their computers constantly it's bad for the whole internet and it makes the fantastic things that you people are trying to create look like garbage also.
Basically because, lacking any kind of a micropayment system built into Minecraft itself, there has been no better way for mod authors to get paid in any way for the huge amount of work that they put into their mods.
That said, there is now Patreon. Azanor, the author of Thaumcraft, has signed up on Patreon, and I for one have signed up as a patron to sponsor his work every month. I would gladly do the same for any other Minecraft mod author whose mod(s) I use. I'd be prepared to bet Azanor is making more via Patreon than any mod author is making off adf.ly. But I'd still prefer to see some kind of micropayment system built directly into Minecraft.
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.
After 6 hours of searching i found a 1.6.2 version ill put the address down, but for some reason it wont work with dragon block c. I'm not sure how slyfox got it to work with dragon block c. http://download1714....s-Mod-1.6.2.zip
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
hay after editing some mob information they wont show up no mater how high the frequency i set them to i think its something to do with them being unidentified group even though i set them to true and changed them to monster i cant find them still
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"?
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.
I have other mods that are still 1.6.2 and wont work for 1.6.4. That is why we need 1.6.2 instead of 1.6.4.
which mods? I don't like it when people say "we have mods" and not name them.
firefox + adblock FTW!!!!
For me, Dragon Block C, as the newest update sucks. So continue to argue and waste everybody's time, or tell us where the damn 1.6.2 version is
"test 1"
"test 2"
"DISABLED"
did i install something wrong? I wanted to tweak spawnrates and i thought that was how to do it? i did some searching but i didn't find answers, only people with the same issue x_x
nope, GUI in 1.7.2 is WIP
you have to either use commands to adjust spawn rates or go into the config files. You have to use the right ones depending on whether or not you also grabbed CMS
NLA (no longer available)
Ah.. okay. guess i'm stuck with whatever the default rates are until the GUI is done because i'm too dumb to really get how to edit the files otherwise, lol. Thanks for answering, though! :>
see this
That said, there is now Patreon. Azanor, the author of Thaumcraft, has signed up on Patreon, and I for one have signed up as a patron to sponsor his work every month. I would gladly do the same for any other Minecraft mod author whose mod(s) I use. I'd be prepared to bet Azanor is making more via Patreon than any mod author is making off adf.ly. But I'd still prefer to see some kind of micropayment system built directly into Minecraft.
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.
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
Thank
EDIT: Also, here is a link to the custom mob spawner for 1.6.2: http://download725.m...awner 2.3.1.zip
EDIT2: It didn't work for me until I downloaded the GUI. Leave the 851 alone for the crystals
API:
http://download1136.....15.7-1.6.2.jar
####################
# werewolf
####################
werewolf {
B:canspawn=true
I:frequency=1
I:maxchunk=3
I:maxspawn=4
I:minspawn=1
}
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 did this for the golems:
####################
# biggolem
####################
biggolem {
B:canspawn=false
I:frequency=0
I:maxchunk=1
I:maxspawn=1
I:minspawn=1
}
and
####################
# minigolem
####################
minigolem {
B:canspawn=false
I:frequency=0
I:maxchunk=2
I:maxspawn=1
I:minspawn=1
}
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"?
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
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?