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)
structures are a sep config file
CMS 3.0.0+ uses config files for each dimension
ya so i guess CMS does not spawn mod mobs that have undefined entity type even if you change them to monster and the can spawn to true it did this in 1.6.4 CMS as well that's why i had to use mob spawn control 2 before seeing as no one fixed this problem
That can't be done. Only Minecraft PC version is able to be modded.
Also, how is the progress on that "Chimera" mod, with the creatures that are generated, similar to the terrain? Is it even still being worked on?
Also, I think it would be cool if you could get the heads of the various mobs (mostly Wwolves, BigCats, Bears, Ogres, the hostile Horses, possibly Wyverns), as trophies or something.
ya so i guess CMS does not spawn mod mobs that have undefined entity type even if you change them to monster and the can spawn to true it did this in 1.6.4 CMS as well that's why i had to use mob spawn control 2 before seeing as no one fixed this problem
uh, sorta, Villagers are set to Undefined and they still spawn
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.
Ingame micropayment would ruin the game. We don't need more ingame payment systems, we need less. Think what you want about adf.ly but the work is free som deal with it or just don't run the mod.
I just donate where ever it's possible.
Btw. v6.1.0 has some probs with crocs. Can't seem to be able to hit them at all when they've grabbed you..
Gods alive, this mod IS awesome, but the number of hostile mobs at night is freakin' staggering, if you don't sleep at night and get caught out in the open in a desert or a plains, you're more or less omega level screwed as it's impossible to fight off the hordes of creatures trying to kill you.
I'd highly suggest making some mobs enemies of other mobs, like Ogres and Werewolves and what not, so they fight each other over you, also Ogre are more then a little annoying, either removing the block destruction in their slam or removing their ability to see through blocks, would be a great addition, also yet to see any Ents, how rare are they?
Gods alive, this mod IS awesome, but the number of hostile mobs at night is freakin' staggering, if you don't sleep at night and get caught out in the open in a desert or a plains, you're more or less omega level screwed as it's impossible to fight off the hordes of creatures trying to kill you.
I'd highly suggest making some mobs enemies of other mobs, like Ogres and Werewolves and what not, so they fight each other over you, also Ogre are more then a little annoying, either removing the block destruction in their slam or removing their ability to see through blocks, would be a great addition, also yet to see any Ents, how rare are they?
you can adjust all the numbers, even the overall number
also the block destruction level of the ogres. it's there strength option in the config files
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
Woah, you are seriously a champ with replying to everything here! Haha awesome. Well, thank you for answering my question... I was afraid that I was going to have to do that, go into each of CMS's configs and modify each one. But that's what I needed to know, perhaps it won't be too bad.
But can you explain the mining folder (in the same folder as overworld, bedrock, twilightforest, etc.)? I realize I could ask CMS's thread, but you've been great so far. Plus that thread is just about dead with little to no support. Sorry haha. It has the same MoCreatures config file as any other folder, is it a dimension added by a mod or something?
Gods alive, this mod IS awesome, but the number of hostile mobs at night is freakin' staggering, if you don't sleep at night and get caught out in the open in a desert or a plains, you're more or less omega level screwed as it's impossible to fight off the hordes of creatures trying to kill you.
I'd highly suggest making some mobs enemies of other mobs, like Ogres and Werewolves and what not, so they fight each other over you, also Ogre are more then a little annoying, either removing the block destruction in their slam or removing their ability to see through blocks, would be a great addition, also yet to see any Ents, how rare are they?
This is exactly how I've felt, you're straight up screwed at night. There's just way too much going on, and I insist that the DEFAULT config, the one generated by the mod at default, should perhaps cut the mob gen in half or something. It's just ridiculous. Right outside my home in the plain I can see three green ogres, two biggolems, three werewolves, 3 creepers, 4 zombies, 2 skeletons, a scorpion, and a flame wraith plus a few other things like the haunted horses and such. It's a freaking mob party haha. Werewolves are crazy fast, too, so I plan on making them ultra rare or turning them off entirely. Plus Biggolems are just about invincible or you'll die trying and they don't drop anything notable, nor do the obnoxious Minigolems.
Also, Ents seem to be set to a frequency of 4 in the config files, so kinda rare. Werewolves are 8, so are fireflies if that gives you an idea. I've only seen like two so far, but I haven't been in many forests.
Woah, you are seriously a champ with replying to everything here! Haha awesome. Well, thank you for answering my question... I was afraid that I was going to have to do that, go into each of CMS's configs and modify each one. But that's what I needed to know, perhaps it won't be too bad.
But can you explain the mining folder (in the same folder as overworld, bedrock, twilightforest, etc.)? I realize I could ask CMS's thread, but you've been great so far. Plus that thread is just about dead with little to no support. Sorry haha. It has the same MoCreatures config file as any other folder, is it a dimension added by a mod or something?
This is exactly how I've felt, you're straight up screwed at night. There's just way too much going on, and I insist that the DEFAULT config, the one generated by the mod at default, should perhaps cut the mob gen in half or something. It's just ridiculous. Right outside my home in the plain I can see three green ogres, two biggolems, three werewolves, 3 creepers, 4 zombies, 2 skeletons, a scorpion, and a flame wraith plus a few other things like the haunted horses and such. It's a freaking mob party haha. Werewolves are crazy fast, too, so I plan on making them ultra rare or turning them off entirely. Plus Biggolems are just about invincible or you'll die trying and they don't drop anything notable, nor do the obnoxious Minigolems.
Also, Ents seem to be set to a frequency of 4 in the config files, so kinda rare. Werewolves are 8, so are fireflies if that gives you an idea. I've only seen like two so far, but I haven't been in many forests.
uh, mining folder? has to be a dimension then.
you have another mod that adds worlds like Mystcraft? if you do, you will get a config folder for each dimension
oh, MOC doesn't invade dimensions with their own biomes anymore, you kinda have to set up dimensions that add new dimensions like TF
you may also have to add structures to the structure file (for some reason CMS didn't auto generate those for the TF dimension) to get everything just right
I do wish there was a way to disable CMS for dimensions
oh, I think the spawn tick rate for mobs is a bit high by default, you should change that from 1 as that will cause stuff to spawn every tick so you can get overwhelmed very quickly, creature is around 400 default so I'd do about 250-300 unless you want mobs to spawn faster or slower. (spawn tick rate is the number of ticks between spawner callings, lower = faster)
a few default settings are a bit off.
uh, mining folder? has to be a dimension then.
you have another mod that adds worlds like Mystcraft? if you do, you will get a config folder for each dimension
oh, MOC doesn't invade dimensions with their own biomes anymore, you kinda have to set up dimensions that add new dimensions like TF
you may also have to add structures to the structure file (for some reason CMS didn't auto generate those for the TF dimension) to get everything just right
I do wish there was a way to disable CMS for dimensions
oh, I think the spawn tick rate for mobs is a bit high by default, you should change that from 1 as that will cause stuff to spawn every tick so you can get overwhelmed very quickly, creature is around 400 default so I'd do about 250-300 unless you want mobs to spawn faster or slower. (spawn tick rate is the number of ticks between spawner callings, lower = faster)
a few default settings are a bit off.
Yes, I have MystCraft as well as Aroma1997's Dimensional World, which explains the "mining" dimension (it makes a dedicated dimension to mine in so you don't scar up your lovely spawn world). Anyway, I'll look at the configs and fix those things. You've been magnificent, seriously. Thank you.
So I tried searching and couldn't find any answers but does the latest 1.7.2 build not work on servers? Me and my friend have both tried setting one up and the mobs wont spawn naturally on the server. We're able to spawn mobs using creative mode with the eggs but that's about it. It works like normal in single player.
Have forge installed on the server (No mcpc+) and the only mods we're using is twilight forest, archimedes and mo' creatures + custom mob spawner.
So I tried searching and couldn't find any answers but does the latest 1.7.2 build not work on servers? Me and my friend have both tried setting one up and the mobs wont spawn naturally on the server. We're able to spawn mobs using creative mode with the eggs but that's about it. It works like normal in single player.
Have forge installed on the server (No mcpc+) and the only mods we're using is twilight forest, archimedes and mo' creatures + custom mob spawner.
what did you set the difficulty to for the server?
Hi! Love the mod, been using it for only a few worlds now. Just created one where i landed in the desert, seeing ostriches for the first time. After i built my house up i grabbed some eggs from them, and went to go hatch. Problem? They won't. I've tried near torches, on sand, on dirt, been staring at the freaking things for near 25 minutes and they still haven't hatched. Am i doing something stupidly wrong? I was able to hatch komodo eggs easily a week ago. All I have been getting is the message saying "Egg Hatching soon! KEEP WATCH! The hatched creature will be lost if you leave area
Hi! Love the mod, been using it for only a few worlds now. Just created one where i landed in the desert, seeing ostriches for the first time. After i built my house up i grabbed some eggs from them, and went to go hatch. Problem? They won't. I've tried near torches, on sand, on dirt, been staring at the freaking things for near 25 minutes and they still haven't hatched. Am i doing something stupidly wrong? I was able to hatch komodo eggs easily a week ago. All I have been getting is the message saying "Egg Hatching soon! KEEP WATCH! The hatched creature will be lost if you leave area
ya so i guess CMS does not spawn mod mobs that have undefined entity type even if you change them to monster and the can spawn to true it did this in 1.6.4 CMS as well that's why i had to use mob spawn control 2 before seeing as no one fixed this problem
That can't be done. Only Minecraft PC version is able to be modded.
Also, how is the progress on that "Chimera" mod, with the creatures that are generated, similar to the terrain? Is it even still being worked on?
Also, I think it would be cool if you could get the heads of the various mobs (mostly Wwolves, BigCats, Bears, Ogres, the hostile Horses, possibly Wyverns), as trophies or something.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
uh, sorta, Villagers are set to Undefined and they still spawn
Ingame micropayment would ruin the game. We don't need more ingame payment systems, we need less. Think what you want about adf.ly but the work is free som deal with it or just don't run the mod.
I just donate where ever it's possible.
Btw. v6.1.0 has some probs with crocs. Can't seem to be able to hit them at all when they've grabbed you..
I'd highly suggest making some mobs enemies of other mobs, like Ogres and Werewolves and what not, so they fight each other over you, also Ogre are more then a little annoying, either removing the block destruction in their slam or removing their ability to see through blocks, would be a great addition, also yet to see any Ents, how rare are they?
you can adjust all the numbers, even the overall number
also the block destruction level of the ogres. it's there strength option in the config files
Doing it by hand is a little tedious, I'd need to find one made by someone else and just copy and paste it myself.
not the overall levels, that is a single number
Woah, you are seriously a champ with replying to everything here! Haha awesome. Well, thank you for answering my question... I was afraid that I was going to have to do that, go into each of CMS's configs and modify each one. But that's what I needed to know, perhaps it won't be too bad.
But can you explain the mining folder (in the same folder as overworld, bedrock, twilightforest, etc.)? I realize I could ask CMS's thread, but you've been great so far. Plus that thread is just about dead with little to no support. Sorry haha. It has the same MoCreatures config file as any other folder, is it a dimension added by a mod or something?
This is exactly how I've felt, you're straight up screwed at night. There's just way too much going on, and I insist that the DEFAULT config, the one generated by the mod at default, should perhaps cut the mob gen in half or something. It's just ridiculous. Right outside my home in the plain I can see three green ogres, two biggolems, three werewolves, 3 creepers, 4 zombies, 2 skeletons, a scorpion, and a flame wraith plus a few other things like the haunted horses and such. It's a freaking mob party haha. Werewolves are crazy fast, too, so I plan on making them ultra rare or turning them off entirely. Plus Biggolems are just about invincible or you'll die trying and they don't drop anything notable, nor do the obnoxious Minigolems.
Also, Ents seem to be set to a frequency of 4 in the config files, so kinda rare. Werewolves are 8, so are fireflies if that gives you an idea. I've only seen like two so far, but I haven't been in many forests.
uh, mining folder? has to be a dimension then.
you have another mod that adds worlds like Mystcraft? if you do, you will get a config folder for each dimension
oh, MOC doesn't invade dimensions with their own biomes anymore, you kinda have to set up dimensions that add new dimensions like TF
you may also have to add structures to the structure file (for some reason CMS didn't auto generate those for the TF dimension) to get everything just right
I do wish there was a way to disable CMS for dimensions
oh, I think the spawn tick rate for mobs is a bit high by default, you should change that from 1 as that will cause stuff to spawn every tick so you can get overwhelmed very quickly, creature is around 400 default so I'd do about 250-300 unless you want mobs to spawn faster or slower. (spawn tick rate is the number of ticks between spawner callings, lower = faster)
a few default settings are a bit off.
Test 1
Test 2
DISABLED
I am playing on windows 7 and mo creatures 1.7.2 if anyone knows why its acting this way please let me know, Thank you
GUI for CMS is WIP
have to either mod the config files directly or use commands to adjust the rates
... yeah, the kid that posted that 4 years ago got a job and is married now
Yes, I have MystCraft as well as Aroma1997's Dimensional World, which explains the "mining" dimension (it makes a dedicated dimension to mine in so you don't scar up your lovely spawn world). Anyway, I'll look at the configs and fix those things. You've been magnificent, seriously. Thank you.
Have forge installed on the server (No mcpc+) and the only mods we're using is twilight forest, archimedes and mo' creatures + custom mob spawner.
what did you set the difficulty to for the server?
which version?