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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from hazerddex»


    CMS is a buggy mess i usually Run Mo creatures without it. sadly that meens less Mo creatures non hostile mobs spawning but it also means less lag and crashes. also CMS does not seem to let me change the Grimore of Gaia spawns for example moving ninetails into the Bamboo forest and Chearyblossom biomes. or Banshee, Dampyr and vampire into the Ominous woods



    It really is. CMS is trash. Not only does it break native mechanics but every other mob mod as well. Mo' Creatures works fine without it anyways; you just can't adjust spawn rates.

    Quote from Silentine»

    Thanks! I have been rather busy with another non-Minecraft project. I will definitely get around to work on this mod around December.


    Glad to see you back in action Silentine! I've said it before but this is the best mob mod out there. I'm still having a blast on 1.10 so I'm in no rush for a patch but it's exciting news nonetheless.

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from lolmetimbers»

    I just found the config files in custommobspawner which probably overrides spawns when using grimoire. Going to test if editing the gaia.cfg can control mob spawning.


    Edit: How frustrating...the culprit is CustomMobSpawner. It also breaks wither skeleton spawning in nether fortresses ocean mob spawns are also def broken...it is known as issue. Trying to fix now but looks like it does not detect nether fortress as other random mobs are spawning inside of it. I can get it to spawn wither skeletons all around the nether but ofc that is not desirable.


    edit2: Well that worked a bit too well


    Alright so it looks like all of Grimoire's mobs do indeed spawn even with Mo' Creatures running. It's just that a lot of them have weird spawn rates(some really high, some really low) and they can't be configured because CMS overrides them. The only two mobs I couldn't find were Minotaurs and Mermaids. But it looks like you got Mermaids to spawn? They probably just had low spawn rates and were hard to find due to the areas they spawn in(underground and underground/ocean). But besides that everything else seemed fine using ATotalGits custom jar so I'd label Mo' Creatures as being semi-compatible.


    And yea the Wither Skeleton thing is a known issue with CMS. I didn't know about ocean spawning being broken though. Unfortunately CMS doesn't have the ability to detect buildings, so Nether Fortresses don't work correctly and the only way to get Wither Skeletons in is to make them spawn everywhere in the Nether. In case you didn't know but just to warn you, if you're using any mods that alter existing biomes, adds new biomes, or adds new dimensions then CMS will completely break them. Unfortunately until another mod like Just Another Spawner comes out for newer versions of MC there's no way to solve these issues. Man I really miss JAS.


    Did you have any luck with editing the config files?

    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from lolmetimbers»

    I will try the edited jar now (did and centuars are removed yay) and don't really mind the ant mobs too much as they do make the lonely desert more challenging. I really want to use mo'creatures as it does add a lot of different mobs which makes the world more alive imo. It's almost a must have for me.


    Through your testing it would be interesting to know which grim mobs spawn...as this means that some loot may not be available. Will try fill out the list for reference as well. Tier 3 mobs should just spawn from the tier 2 if they exist! Note I am also using Enderzoo and deadly mobs which adds even more monsters.


    Spawn regardless (spawn set to 0 but appears)=Witch, Ant, Centaur, Satyress, Ender Eye, Dryad, Siren, Mummy, Anubis, banshee, Dwarf, Gryphon


    Cannot Spawn=


    Can be switched off/adjusted=


    Unsure but seen in game before= Baphomet, Kobold, Selkie, Ender Dragon girl, Flesh Lich, Creep, Bone Knight, Cobble Golem, Harpy, Hunter, Wither Cow, Minotaurus


    Nice. So that's one issue resolved thanks to ATotalGit's custom jar. And ya I like Mo' Creatures almost as much as I like this mod and want to use it. But like you said the problem is we may be missing out on some critical loot from Grimoire if certain mobs aren't spawning. Off the top of my head, I think what really matters in terms of loot from Grimoire is making sure that at least the mobs to build the various rings spawn, and also that the various "villager" mobs with the ability to trade spawn. Or at least one of them, since I think they have the same trade list but just use a different currency? Definitely needs to be tested more so I'll give it a shot tonight and tomorrow. I notice you haven't found any mermaids. I haven't either with Mo' Creatures installed and it was one of the mobs I was trying to get to spawn, since they also have some loot specific to them.

    Oh and just to double check is that reference list you're making based off of running both Grimoire and Mo' Creatures at the same time? And as to Enderzoo and Deadly Mobs I don't think they'll be a problem. I was playing Grimoire with Enderzoo and Abyssalcraft and didn't have any issues until I installed Mo' Creatures, which then caused issues with all 3 mods
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from lolmetimbers»

    I'm also using mo' creatures and have heaps of centaurs spawning. One more thing is that I have tried reducing the spawn rates for all grimoire mobs to be 1/10th of their original value but still see a lot spawning. Is this because of mo'creatures or something? I see heaps of ant packs of 3-4 in the desert when the value is set to 2 in the config. Mo creatures uses a frequency integer that is between 1-12 usually so reducing grimoires mob spawn chance to lower numbers might still result in lots?


    Ya so I mentioned this in my last post but I'll elaborate a bit further. It looks like you and I are in the same boat, so we can probably safely conclude Mo' Creatures is the cause. I tested this pretty thoroughly over the course of 4 or so hours by running both mods and setting all of Grimoire's spawn rates to 0 and then flying around for a few in-game days, observing the spawn rates of Grimoire mobs, adjusting them in the configuration, and then starting a new world to make sure the effect takes place and then repeating the process over again.

    Basically the conclusion I came to was that Mo' Creatures custom mob spawner completely breaks the spawning for certain Grimoire mobs, but not all of them. It's pretty easy to tell which ones by setting all of the Grimoire spawn rates to 0 and then just waiting to see if that mob still spawns. Like you said, Centaurs and the Ant mobs were the worst so I focused on them. Not only do they ignore the spawn rate being set to 0, but I'm pretty sure there's no change between 0 and 100 with those two mobs in particular. Their spawn rates at 0 with Mo' Creatures installed seemed identical to their spawn rates at 100 without it installed. As in, somehow Mo' Creatures is forcing them to spawn at their max rate and it's overriding Grimoire's configuration. It's worth noting that the Anubis mob was almost as bad as those two in deserts at night. Just like them it ignored the 0 spawn rate and seemed to spawn at 100 no matter what it was set to. On the other hand I did notice some other Grimoire mobs still spawning with their spawn set to 0, but they weren't nearly as bad as those three and most mobs seemed to function correctly. In addition after setting all of Grimoire's spawns to 100 and Mo' Creatures to 0, I absolutely couldn't get some Grimoire mobs to spawn, no matter how long I waited or how much I adjusted spawn rates. This leads me to believe it's actually fully preventing certain mobs from spawning as well.

    In my opinion the Ants and Anubis aren't a big deal since deserts are so empty anyways that they're not really preventing anything else from spawning. The Centaurs on the other hand are a problem. I won't be able to try the custom jar ATotalGit made for the Centaurs until later tonight but it seems that would solve that issue so I'll test it when I can and post the results. I think the big issue here though is that Mo' Creatures seems to be preventing certain mobs from spawning at all so semi compatibility is probably the best we can hope for. Personally I don't want to miss any Grimoire mobs so I'm gonna pass on Mo' Creatures once I'm done testing this. But at least there's some compatibility there between the two. If you think this is bad just try running Mo' Creatures with any other mod that either alters biomes, adds new biomes, or adds new dimensions and watch the incompatibility train wreck that causes.
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls
    Quote from ATotalGit»

    Here is a custom jar for the main branch of GoG (not the taming branch), which I edited so that Centaurs will die the moment the game updates their living state. I haven't actually tested it, but I only added one line of code.
    Hopefully, this will let you use both mods without any centaurs.
    Just download the zip and unzip it to get a the jar file.


    About the mounts thing, I don't think Silentine is planning to add them. I may eventually add them to the taming branch, but they are definitely not a priority for me either.


    Wow! Thank you so much! I'll test it asap and let you know how it works.
    Quote from Silentine»

    I had a feeling Mo' Creatures may have been the problem. Based on my past experience with Mo' Creatures it uses a custom spawning system that overrides the vanilla one. It makes the spawns from Mo' Creatures have the possibility of customization but in turn affects most mob adding mods.

    Perhaps because GoG is tied to the vanilla spawning system it is also affected by any changes made to it. I do not understand why the Centaurs alone are affected by it though :/.

    Yes I think you're right. I tested it a bit further, by setting all of Grimoire's spawns to 0 while Mo' Creatures was installed and it looks like Centaurs weren't the only mob that was ignoring the spawn rate change, they were just the most prevalent. Ant workers/archers seem to be the same as Centaurs, although this isn't really a big deal since desert biomes are so empty to begin with.

    On the bright side I've now realized I love it when deserts are overflowing with dozens of Ant mobs and I play with their spawn rate at 100%. I feel like a real adventurer when I have to constantly watch my back traversing through deserts, fighting off hordes of Ant people to raid some tombs! :D

    Regardless I'll check out the custom jar ATotalGit made and hope for the best. Even if it doesn't work I'll just stick with Grimoire. I can't play without it now that I've experienced the delightful challenge that is Grimoire of Gaia! Thanks for the fast replies and thanks even more for the awesome mod!!

    P.S I love how compatible this mod is with Infernal Mobs. Infernal Ant Workers ftw B)
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from DMNR»

    I'm on singleplayer. Also, that's probably a bug. My villagers are fine.

    Ya I figured out what the problem was on my end. I was building a starting village in creative mode and was using the egg to spawn villagers. When they spawn naturally they don't have that issue.

    If you're on single player you should have started with a crystal ball. When you use it it takes you to a room where you answer some questions, including typing in a name for the villagers to call you. Did you not type in a name here? Or did the villagers forget your name and start calling you none?
    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from DMNR»

    Is there any way to fix the word "none" when a person talks to you so it's not "none"?


    I sometimes have this issue when playing on a server with this mod. Other times it uses my username but it seems to switch back and forth randomly. Are you on multiplayer or singleplayer?


    Does anyone know if trades are suppossed to match the villagers profession in MCA? For example, I have an armorer MCA villager but his trades are that of a farmer from the base game. Likewise, I have a librarian villager who has the trades of a fisherman. Is this a bug on my end or just how the mod is? I also can't find any villagers that have the blacksmith or librarian trades. Is this a bug as well or have I just been getting unlucky?
    Posted in: Minecraft Mods
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    posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster Girls

    Could anyone possibly give me a hand? I have a strange issue where I can't get Centaurs to not spawn, even when their spawn rate is set to 0, and their spawning in huge hoards. Admittedly I'm running this with Mo' Creatures so the problem probably lies there somewhere, but besides this one thing both mods seem to be running fine together in every other aspect.


    EDIT: Nvm I gave up and uninstalled Mo' Creatures. Ugh I swear that mod isn't compatible with anything. All I really wanted was some more mounts tbh. On that note, are there any plans to implement new mounts in this mod? I'd love to see that. Regardless this mod is definitely a must have for me now, I can't wait to see where it goes in the future.

    Posted in: Minecraft Mods
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    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Just trying out ruins for the first time on 1.10.2 and It's awesome! However, I noticed previous versions had way more structures. Are those ruins no longer compatible? If I downloaded a previous version could I drop the .tml files into my current 1.10.2 server?

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Got it. And thanks for the awesome mod, I decided to jump on Minecraft again just because of it.

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Reinstalled the mod and everything is functioning correctly now, It was an installation issue on our end but thanks for the fast reply.


    I just have a couple questions left, you say villagers of a certain profession, so I'm assuming that not all professions are hireable? And can I increase the spawn rates for a specific profession, like warriors/archers?

    Posted in: Minecraft Mods
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    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)

    Can someone detail the hiring and special ability mechanics or direct me where to find that info? I looked all over but besides a few brief mentions in the changelog I couldn't find any info on the official website, faq, or guide where they discuss this.


    What are all of the different special abilities? What types of villagers can be hired, and what are their functions? What are the requirements to hire villagers or use their special abilities? What causes different types to spawn? Is it possible to adjust the spawn rates for different types of villagers, if for example, I want a lot of warriors/archers in a specific village?


    I've also seen mention of a taxation system. Is this still implemented?


    Sorry for the wall of text but I really like this mod and want to get the most out of it.

    Posted in: Minecraft Mods
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    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Let me first say that this mod is amazing, it's by far the best mod for minecraft and I would never play without it.

    But I've come across a problem while playing. After I had gotten my reputation high enough to start the alchemy quest I was travelling across the map to try to get the building to spawn when I found an Indian village. I decided to increase the relations between the two villages and when I got back to the original Norman village my reputation had gone back to 0 and I was no longer doing the alchemy quest.

    Was this caused by my diplomacy or is this a glitch?
    Posted in: Minecraft Mods
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