From what I can tell, in previous versions it used light level to determine despawning. This made creatures persistent while the sun was up, but most of them despawned throughout the night. This effectively gave you a new loadout of creatures every morning. That was how I remember it working before, and it worked fine.
Now it seems to have been changed so that they despawn during the day as well, making the creature cycle even more dynamic. I've noticed this while playing, that creatures right in front of me will suddenly disappear in the middle of the day. But the problem with this is that it has entirely broken farming. That, and it's a little annoying for creatures to suddenly poof out of existence while you're poking at them. My best guess is that the MoC forceDespawns is enforcing the day-despawning, and this one setting overrides the other configs. CMS' forceDespawns may or may not do this as well, it's impossible for me to tell. This also leads to the strange behaviour of light making things despawn (MoC forceDespawns=true,) and darkness making them persistent (CMS forceDespawns=false,) when the configs are set to contradict each other.
What all of this means is that forceDespawns is essentially unusable now. Unless you never want to farm ever, which I feel like is a core part of Minecraft. But that also means that you're stuck with the exact same bear outside your window for the rest of eternity, until you finally get annoyed enough with it to murder it. And I hope you enjoy the view of the exact same group of pigs on that hill in the distance for the next week, until you decide to forcibly change the scenery. Point is, I also feel like mob despawning really OUGHT to be a core part of the game as well, because when you have as many mobs in the game as Mo' Creatures adds, you really need them to cycle around to see them all.
But now you have to choose one or the other, and lose out either way. It really sucks.
Mobs like shark, etc. should spawn, but no enemy mobs at night. In caves is it ok.
Is this possible?
Erm, in [configs>CustomSpawner>overworld>Creatures], Vanilla and DRZHARK, you should try setting the "maxSpawnHeight" for all overworld monsters to about 56~58. That is slightly below sea-level (62,) meaning that monsters shouldn't be able to spawn above ground with that setting. You should get monsters underground only. That is, given that the setting works like it's supposed to.
ok.....two things
1. with BOP, at least in 1.7.10, CMS will not use the overworld folder but a new folder along the lines of surface BOP, be sure to edit those files if it still does this in 1.10.2
2. CMS in 1.7.10 didn't like mods that add in very weird mob spawning rules like lycanthropy, dunno if this still happens in 1.10.2
ok.....two things
1. with BOP, at least in 1.7.10, CMS will not use the overworld folder but a new folder along the lines of surface BOP, be sure to edit those files if it still does this in 1.10.2
2. CMS in 1.7.10 didn't like mods that add in very weird mob spawning rules like lycanthropy, dunno if this still happens in 1.10.2
BOP no longer has a CMS folder so it's probably the overworld folder now.
the mobs im trying to edit are Mo creatures primitive mobs and GG
with the exception of GG's mandrakes. all these mods use the same spawn type
i can't disable certian mobs from Primitve mobs or change there spawn rate
nor can i reduce the spawn rate of Orges i was trying to set fire Orges to 1 but they are still more common then BigGolems
and with GG's i can't edit the spawn locations
BOP no longer has a CMS folder so it's probably the overworld folder now.
the mobs im trying to edit are Mo creatures primitive mobs and GG
with the exception of GG's mandrakes. all these mods use the same spawn type
i can't disable certian mobs from Primitve mobs or change there spawn rate
nor can i reduce the spawn rate of Orges i was trying to set fire Orges to 1 but they are still more common then BigGolems
and with GG's i can't edit the spawn locations
primitive mobs? are you talking about ambient mobs or the hostile mobs?
I'm still stuck in 1.7.10 so IDK all the details about 1.10.x. in 1.7.10 there was a fire ogre chance in the MOC config file that you had to mess with.
Freq is relative, you have to look at all the mobs of a spawn type freq to determine how likely they are to spawn.
I've recently started playing again and I noticed my game would hang for a long time while loading. It seems that Just Enough Items is catching some broken recipes from Mo Creatures, notably the recipes that use the fire block like the Essence of Fire recipe, the Fairy Amulet (both recipes) and the Sky Amulet.
Could you make it so the bears, lions, tigers, and another animals don't hit like a truck? I find it unfair when a normal mob hits like a boss (4 or more hearts/8 HP or higher).
It's not dead the main developer for it also works on Minecraft Sponge and Grief Prevention and I work for him on the official Mo Creatures server. He's making a list of all the bugs like server wise mounts keep disappearing and there are a lot of amulet glitches and fish glitches. Also since this mod mostly operates for the server now it's probably go to be a 1.10 update again or both a 1.11 and 1.10 update since we won't be able to update the server plugins since most of them are just getting made to 1.10 for sponge.
well, looking at his profile it says he was Last active: Wed, Dec, 7 2016 20:57:38
as for the working on the server, isnt that Kratos job?
Zharks the one in charge of developing the mod, Kratos mostly fixes it for the server, as far as i know. so even tho the server is being fixed with bugs etc, that doesnt mean much for the players wanting the mod to live on...
The Meaning of Life, the Universe, and Everything.
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Okay, the first page says 'No, you can't include this in your modpack'. Next it shows you how to download it. There are lists on this thread of mods it works with. Is Dr.Zhark saying 'no commercial modpacks', 'no public modpacks' or 'no, not even on your private server'? I've been looking everywhere for an answer to this.
Okay, the first page says 'No, you can't include this in your modpack'. Next it shows you how to download it. There are lists on this thread of mods it works with. Is Dr.Zhark saying 'no commercial modpacks', 'no public modpacks' or 'no, not even on your private server'? I've been looking everywhere for an answer to this.
no public mod packs
you can however use it on a public server if you simply provide links to the threads for the mods
From what I can tell, in previous versions it used light level to determine despawning. This made creatures persistent while the sun was up, but most of them despawned throughout the night. This effectively gave you a new loadout of creatures every morning. That was how I remember it working before, and it worked fine.
Now it seems to have been changed so that they despawn during the day as well, making the creature cycle even more dynamic. I've noticed this while playing, that creatures right in front of me will suddenly disappear in the middle of the day. But the problem with this is that it has entirely broken farming. That, and it's a little annoying for creatures to suddenly poof out of existence while you're poking at them. My best guess is that the MoC forceDespawns is enforcing the day-despawning, and this one setting overrides the other configs. CMS' forceDespawns may or may not do this as well, it's impossible for me to tell. This also leads to the strange behaviour of light making things despawn (MoC forceDespawns=true,) and darkness making them persistent (CMS forceDespawns=false,) when the configs are set to contradict each other.
What all of this means is that forceDespawns is essentially unusable now. Unless you never want to farm ever, which I feel like is a core part of Minecraft. But that also means that you're stuck with the exact same bear outside your window for the rest of eternity, until you finally get annoyed enough with it to murder it. And I hope you enjoy the view of the exact same group of pigs on that hill in the distance for the next week, until you decide to forcibly change the scenery. Point is, I also feel like mob despawning really OUGHT to be a core part of the game as well, because when you have as many mobs in the game as Mo' Creatures adds, you really need them to cycle around to see them all.
But now you have to choose one or the other, and lose out either way. It really sucks.
Erm, in [configs>CustomSpawner>overworld>Creatures], Vanilla and DRZHARK, you should try setting the "maxSpawnHeight" for all overworld monsters to about 56~58. That is slightly below sea-level (62,) meaning that monsters shouldn't be able to spawn above ground with that setting. You should get monsters underground only. That is, given that the setting works like it's supposed to.
Well, that's kind of a nobrainer. XD It definitely should. I'm just suggesting what works for now.
OH OH OH OH! Add them- add them! It'd be nice to FINALLY have a finished mod that includes falconry!
Dude, I think they were always looking for a falconry mod and just happened upon that post recently. Therefore, for them, it'd finally be here.
More Reptiles/Lizards?
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1.10.2
ars magica 2
Botanica
Ather legacy
Betweenlands
rougelike dungeons
Grimore of Gaia 3
pimitive mobs
Lythcantie mobs
infernal mobs
Geograpcraft
RTG
BOP
Embers
Tconstruct
Blood Magic
WTF Expiditions
Ice and fire Dragons
Astrial sorceries
pam Harvest
passthrough leaves
Gravestone
Natural Absorption
ok.....two things
1. with BOP, at least in 1.7.10, CMS will not use the overworld folder but a new folder along the lines of surface BOP, be sure to edit those files if it still does this in 1.10.2
2. CMS in 1.7.10 didn't like mods that add in very weird mob spawning rules like lycanthropy, dunno if this still happens in 1.10.2
BOP no longer has a CMS folder so it's probably the overworld folder now.
the mobs im trying to edit are Mo creatures primitive mobs and GG
with the exception of GG's mandrakes. all these mods use the same spawn type
i can't disable certian mobs from Primitve mobs or change there spawn rate
nor can i reduce the spawn rate of Orges i was trying to set fire Orges to 1 but they are still more common then BigGolems
and with GG's i can't edit the spawn locations
primitive mobs? are you talking about ambient mobs or the hostile mobs?
I'm still stuck in 1.7.10 so IDK all the details about 1.10.x. in 1.7.10 there was a fire ogre chance in the MOC config file that you had to mess with.
Freq is relative, you have to look at all the mobs of a spawn type freq to determine how likely they are to spawn.
i wonder why there isn't a dark unicorn in this mod?
and maybe desert variants of manticores and scorpions that cause blindness when they sting you?
Is this mod dead, if not will it come to 1.11
negative nancy here....
.
Hellos!
I've recently started playing again and I noticed my game would hang for a long time while loading. It seems that Just Enough Items is catching some broken recipes from Mo Creatures, notably the recipes that use the fire block like the Essence of Fire recipe, the Fairy Amulet (both recipes) and the Sky Amulet.
I'm not sure exactly how to go about fixing this.
Any help would be greatly appreciated.
Could you make it so the bears, lions, tigers, and another animals don't hit like a truck? I find it unfair when a normal mob hits like a boss (4 or more hearts/8 HP or higher).
well, looking at his profile it says he was Last active: Wed, Dec, 7 2016 20:57:38
as for the working on the server, isnt that Kratos job?
Zharks the one in charge of developing the mod, Kratos mostly fixes it for the server, as far as i know. so even tho the server is being fixed with bugs etc, that doesnt mean much for the players wanting the mod to live on...
.
Okay, the first page says 'No, you can't include this in your modpack'. Next it shows you how to download it. There are lists on this thread of mods it works with. Is Dr.Zhark saying 'no commercial modpacks', 'no public modpacks' or 'no, not even on your private server'? I've been looking everywhere for an answer to this.
no public mod packs
you can however use it on a public server if you simply provide links to the threads for the mods