What happens if I move something from the Monsters to Creatures type? Does that remove it's aggressiveness, or just unnecessarily add confusion to the mob spawning?
Changing types will NOT change it's behavior, that is coded in the mob itself. In MSC1, there was an issue with mob types being changed not respecting spawn caps. Not sure if that has been fixed in MSC2 (actually it's more of a Forge issue, not an MSC issue - Davidee can only work with the tools available). You can read the details of category changes in my signature link.
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The config files are your friends! Get to know them, and shape your world!
Changing types will NOT change it's behavior, that is coded in the mob itself. In MSC1, there was an issue with mob types being changed not respecting spawn caps. Not sure if that has been fixed in MSC2 (actually it's more of a Forge issue, not an MSC issue - Davidee can only work with the tools available). You can read the details of category changes in my signature link.
No, it has not been fixed yet. Currently:
Changing a creature type WILL NOT modify what spawn list the entity is in. Such changes will take effect when the world is reloaded - the entity will no longer spawn (it will ignore the old spawn biomes because they are of the wrong creature type). I may or may not fix this (why change creature type? It's meant to fix MSC2 detection bugs)
Creature Types are interpreted in an awkward manner - this will be fixed in the next update (currently, the system will not work correctly if a mod you've already generated a config for adds a new mob into the game)
Changing a creature type does not respect spawn caps. This will be hopefully fixed by turning MSC2 into a coremod
Having a problem with the twilight forest dimension. Mobs don't seem to be despawning in TF when noone is there, its like its constantly generating mobs, so when someone goes there finally its absolutely inundated with mobs and lags out the server. i deleted 41, 037 mobs with the worldguard /butcher command, and those were only the hostile mobs.
Having a problem with the twilight forest dimension. Mobs don't seem to be despawning in TF when noone is there, its like its constantly generating mobs, so when someone goes there finally its absolutely inundated with mobs and lags out the server. i deleted 41, 037 mobs with the worldguard /butcher command, and those were only the hostile mobs.
Do you have any other mods installed? What are the spawn rates and caps set at?
Do you have any other mods installed? What are the spawn rates and caps set at?
All other spawn rates are set to 1 and the spawn caps are the same for mob spawn controls. Im getting more bugs, where mobs from mo' creatures and dungeon mobs don't spawn in through msc, ever. Even when their spawn rates are set really high. I changed the "useGlobalEntityRegistration" option in mo' creatures, and that helped with the bug of the wrong things being spawned in with spawn eggs and through your mod, a little bit. But now alot of stuff just isnt in the game at all! Wondering if I have to regenerate the config files.
Pardon me. But, how do i get this to work with mo creatures? They seem to have their own version of this built into it, and it's confusing me. =P
It's a little bit of a hassle, but it can be done. First, go into your minecraft folder, then config folder, then MoCreatures folder. Open MoCGlobal.cfg and look for this:
B:useCustomSpawner=true
Change true to false then save and close the file. This disables the Mo Creatures spawner so you can use MSC2.
Now, in MSC1 you had to do the extra part below. I'm not sure if you still have to do this for MSC2, but in case you do, here's how.
Open the Creatures folder (it's in the same place you found MocGlobal.cfg), then open MoCreatures.cfg
Look for the part labeled entity-spawn-settings and you'll find a list of every mob from Mo Creatures with some numbers after them. Change the first number on each mob to 1. If you want to disable a mob entirely, you could change the number to 0. MSC2 should allow you to disable mobs by itself anyway, but if it's not working for some reason you can do this.
After changing the numbers, save and close the file. Now, MSC2 should be able to handle spawns for all mobs.
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The config files are your friends! Get to know them, and shape your world!
Anyone got a Mo'Creatures config going yet?
<------------ Laaaaaaaaaazyyyyyyyyyy.
Just thought I'd ask.
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Having a problem
i bring up the Gui and set the mobs to the spawn rates that i want, i turned off nitro creepers then go to the nether and i see 5 of them standing near my portal. So after trying a few times i went into the default msc config and changed them in there, i saved the config and started minecraft only to see the mobs still in the biomes. I looked in the config and saw the mobs settings were back to the way they were before i set them.
I then did a test and in the config i deleted a couple mobs from an Oasis biome, so they were not even listed to spawn in that biome, before in the config i just changed the settings, this time i removed the mobs from that biome. I started the game and saw the mobs still in that biome, i looked at the config and it didnt change this time, they were not even listed to spawn there.
Hey Davidee, when you add a new BiomeGroup how can I share that group with different mods that mobs in the GUI without having to recreate like a five times? If its not possible, do you think you could add the option in a later update?
MC1.5.2
please tell me. I installed
Forge_GuiLibv0.9.2.zip
Forge_MSC2v0.9.0.zip
CustomMobSpawner 2.2.5.zip
DrZharks MoCreatures Mod v5.2.5.zip
if I change in the config
B: useCustomSpawner = false
then the server is a mistake. http://pastebin.com/DCQ5Ne0j
What to do? client like working with the option turned off(the client does not work.)
I'm going to set another mode and set spawn.
ArsMagica_5.52.014.zip
Biomes-O-Plenty-0.5.9.4-1.5.2.jar
ExtrabiomesXL-universal-1.5.2-3.14.1.jar
Highlands2.1.0_MC1.5.2.zip
Fossil-Archaeology 1.5.2 Build 5.3.zip
I can use something else for this purpose?
or disable the CMS is not necessary?
PS
can here (or in another thread) has already written about it, but I do not quite understand English, for the reason asked the question
I'd love to see an option to group sets by the biome temperature/humidity variables used in/for Forestry or at least something to make those values visible next to biomes as extra data in order to simplify groupping of same-type biomes outside of the mod they came from.
Im sorry if this has been posted already. im playing with biomes O plenty and i cant edit the monster i want to spawn. The only monster i see is the jungle spider. thanks in advance
The Meaning of Life, the Universe, and Everything.
Join Date:
12/18/2012
Posts:
126
Minecraft:
lightning3105
Member Details
Hello!
After playing for a while, I suddenly realized that skeletons were not spawning.Skeletons were not appearing in the MSC gui. removing MSC and re installing fixed the problem. I looked in the MSC config folder, and found that skeletons were not listed as 'hostile', but as 'unknown'. After changing this everything was fine.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/18/2012
Posts:
126
Minecraft:
lightning3105
Member Details
For some reason, skeletons don't spawn for me when this mod is installed. Then I realized that they are not selected as a hostile mob! I changed this and nothing happened....
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Changing types will NOT change it's behavior, that is coded in the mob itself. In MSC1, there was an issue with mob types being changed not respecting spawn caps. Not sure if that has been fixed in MSC2 (actually it's more of a Forge issue, not an MSC issue - Davidee can only work with the tools available). You can read the details of category changes in my signature link.
No, it has not been fixed yet. Currently:
Didn't 1.6 get rid of the coremod? Even Chickenbones' coremods have been changed to mods in 1.6.
They still exist, but now they just go into the mods folder (even easier!). In fact, the new minecraft Launcher is a "coremod" in some ways
Do you have any other mods installed? What are the spawn rates and caps set at?
All other spawn rates are set to 1 and the spawn caps are the same for mob spawn controls. Im getting more bugs, where mobs from mo' creatures and dungeon mobs don't spawn in through msc, ever. Even when their spawn rates are set really high. I changed the "useGlobalEntityRegistration" option in mo' creatures, and that helped with the bug of the wrong things being spawned in with spawn eggs and through your mod, a little bit. But now alot of stuff just isnt in the game at all! Wondering if I have to regenerate the config files.
It's a little bit of a hassle, but it can be done. First, go into your minecraft folder, then config folder, then MoCreatures folder. Open MoCGlobal.cfg and look for this:
Change true to false then save and close the file. This disables the Mo Creatures spawner so you can use MSC2.
Now, in MSC1 you had to do the extra part below. I'm not sure if you still have to do this for MSC2, but in case you do, here's how.
Open the Creatures folder (it's in the same place you found MocGlobal.cfg), then open MoCreatures.cfg
Look for the part labeled entity-spawn-settings and you'll find a list of every mob from Mo Creatures with some numbers after them. Change the first number on each mob to 1. If you want to disable a mob entirely, you could change the number to 0. MSC2 should allow you to disable mobs by itself anyway, but if it's not working for some reason you can do this.
After changing the numbers, save and close the file. Now, MSC2 should be able to handle spawns for all mobs.
<------------ Laaaaaaaaaazyyyyyyyyyy.
Just thought I'd ask.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Correct.
i bring up the Gui and set the mobs to the spawn rates that i want, i turned off nitro creepers then go to the nether and i see 5 of them standing near my portal. So after trying a few times i went into the default msc config and changed them in there, i saved the config and started minecraft only to see the mobs still in the biomes. I looked in the config and saw the mobs settings were back to the way they were before i set them.
I then did a test and in the config i deleted a couple mobs from an Oasis biome, so they were not even listed to spawn in that biome, before in the config i just changed the settings, this time i removed the mobs from that biome. I started the game and saw the mobs still in that biome, i looked at the config and it didnt change this time, they were not even listed to spawn there.
PixelPond - Wicked Fast Servers in OCE
please tell me. I installed
Forge_GuiLibv0.9.2.zip
Forge_MSC2v0.9.0.zip
CustomMobSpawner 2.2.5.zip
DrZharks MoCreatures Mod v5.2.5.zip
if I change in the config
B: useCustomSpawner = false
then the server is a mistake.
http://pastebin.com/DCQ5Ne0j
What to do? client like working with the option turned off(the client does not work.)
I'm going to set another mode and set spawn.
ArsMagica_5.52.014.zip
Biomes-O-Plenty-0.5.9.4-1.5.2.jar
ExtrabiomesXL-universal-1.5.2-3.14.1.jar
Highlands2.1.0_MC1.5.2.zip
Fossil-Archaeology 1.5.2 Build 5.3.zip
I can use something else for this purpose?
or disable the CMS is not necessary?
PS
can here (or in another thread) has already written about it, but I do not quite understand English, for the reason asked the question
Sorry for bad English
After playing for a while, I suddenly realized that skeletons were not spawning.Skeletons were not appearing in the MSC gui. removing MSC and re installing fixed the problem. I looked in the MSC config folder, and found that skeletons were not listed as 'hostile', but as 'unknown'. After changing this everything was fine.
Just wanted to point that out, not sure how the config changed!