So, this question may seem obvious, but how do I edit depth and light spawning requirements? I am having troubles with bats not spawning. I am thinking the main reason is that I have Mo' Creatures installed and all of it's ambient mobs are using up the cap. However, I would like to be able to tweak light level and depth for other mobs in the future, and I cannot seem to locate where in the config for bats I can tweak those values, I have read on the wiki quite a bit, but can't seem to find where it talks about these things.
So, this question may seem obvious, but how do I edit depth and light spawning requirements? I am having troubles with bats not spawning. I am thinking the main reason is that I have Mo' Creatures installed and all of it's ambient mobs are using up the cap. However, I would like to be able to tweak light level and depth for other mobs in the future, and I cannot seem to locate where in the config for bats I can tweak those values, I have read on the wiki quite a bit, but can't seem to find where it talks about these things.
Part of the problem is that by default there are no despawn rules attached to non-hostile mobs, and no tags at all.
If I understand the new JAS system right, you'll want to first enable JAS control over bats and all of the Mo'C ambients. Then make the Mo' C ones despawnable so the "ambients" grouping will repopulate.
Alternatively, if you only want bats spawning underground, you can probably add them to the "underground" creature type, then make sure their spawn conditions require no line of sight to the sky.
An example of how I think it could work, although I'm still learning too:
The "UNDERGROUND" part can easily be changed back to default "AMBIENT," I just changed it as an example. The "sky()" tag means bats will spawn if they cannot see sky, meaning underground. I left the despawn and instant despawn rules up for you to decide, if you want them to despawn at all.
If you really want depth and light requirements instead of just underground, then learn stuff like "obj.light" and "posY" from the Wiki.
EDIT: The lines in the example above should not have spaces between then, stupid new forums are derping.
The Despawn tag on glass blocks is useful to keep an aquarium.
Rollback Post to RevisionRollBack
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.
Ah sorry, forgot to remove that one. It just ensures entities become eligible to despawn at the 300-tick mark instead of the 600 I have it set in the general options.
Rollback Post to RevisionRollBack
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.
Speaking of Mo' C mobs, I am not seeing ANY mobs except the ambient mobs. I have several other mob-adding mods, and I see the stuff from those mods. Sure is strange. Best I can figure is the other mods are filling up the slots before Mo' C gets considered?
EDIT: And now my animals are despawning again, this time my horse was included and I made sure to add an "isTamed()" tag to horses to prevent tamed horses from despawning at all.
I wonder if its related to unloading the overworld? I can't recall exactly the first couple of times I noticed despawned farm animals, but I just got back from a nether trip and went straight to my pen and they're all gone, except the chickens and the baby cow.
I went to the Nether about 25 times in the last few days and my farm survived.
Except when a Mo'C grizzly bear spawned right inside and ate my sheep and pigs..... >_<; But my chickens stayed.
What tags do you have for your farmable critters?
And yeah it's possible other mods are spawning before Mo'C... try adjusting your weights, pack minimums and maximums? If you spawn in large packs, your caps will get filled up really fast.
One solution if it persists might be to have a CREATURE group with only vanilla + Mo'C, and a DIFFERENTCREATURE group for your other mobs?
Rollback Post to RevisionRollBack
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.
Thanks for being willing to help out Gee, it's really appreciated. I'm try not to turn to the community at every hiccup, but you and everyone else are so friendly and courteous that popping in with my issues while trying to troubleshoot on my own at the same time is too easy!
Figured it'd be easier to post the whole thing than indiviudal animals. So far I only have tags for cows, sheep, chickens, and horses. I'm guessing most of my despawning issues stem from not fully understanding the interplay between "despawn" and "instantdespawn" tags. I am currently operating on the assumption that if one tag does not meet the condition, the other will be ignored. I am more annoyed about the horse despawning- I really thought all I needed was the "isTamed()" tag for the despawn line and it'd be fine. The horse disappearing has me convinced my overall problem is a despawning tag issue and not mob-killing issue because there was no saddle on the ground. Even a horse killed by a mob should drop its saddle.
I have been wondering if a mob was getting into my pen like your bear fiasco, but I constantly check the "/jas composition" at my base and still have yet to see any Mo'C mobs in my area. It is baffling- I just tested by flying about 10000 blocks away to fresh chunks and I'm seeing Mo'C mobs there. Fly back to my base area, nothing. The world I'm testing was created before adding JAS and Mo'C, but I figured JAS would still do it's thing. I got confused because in the 200-300 chunks near by base while creatively flying away, all I saw was cows, cows, and more cows.
The only spawning of note is fish in the lake nearby, there are a ton of them. I checked every mod I have that adds fish and all of the fish are tagged as "WATERCREATURE" and not "CREATURE" so they shouldn't be affecting the creature spawning caps. At my base, it currently says there are 24 creatures. Before I adjusted to have cows and sheep despawn in the wild, it was closer to 50. I figured the freed up 25 slots would be repopulated, but nothing so far.
It sounds like you may be using other biome mods with specific terrain gens? You might need to specify that creatures are allowed to spawn on their blocks, or in their biomes...
Rollback Post to RevisionRollBack
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.
Any chance you can extend the logging options to include one to turn this....
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Zombie of type MONSTER to BiomeGroup SPOOKY
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry CaveSpider of type MONSTER to BiomeGroup SNOWY
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Giant of type MONSTER to BiomeGroup FOREST
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Chicken of type CREATURE to BiomeGroup PLAINS
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Creeper of type MONSTER to BiomeGroup END
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Giant of type MONSTER to BiomeGroup CONIFEROUS
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Chicken of type CREATURE to BiomeGroup SAVANNA
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Skeleton of type MONSTER to BiomeGroup FROZEN
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Giant of type MONSTER to BiomeGroup MUSHROOM
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Cow of type CREATURE to BiomeGroup CONIFEROUS
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry CaveSpider of type MONSTER to BiomeGroup FROZEN
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry CaveSpider of type MONSTER to BiomeGroup MUSHROOM
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Bat of type AMBIENT to BiomeGroup WET
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Chicken of type CREATURE to BiomeGroup FOREST
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Zombie of type MONSTER to BiomeGroup DEAD
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Adding SpawnListEntry Spider of type MONSTER to BiomeGroup MUSHROOM
[18:20:58] [Server thread/INFO] [JustAnotherSpawner]: Removing Netherbridge spawnlist
into something like this...
AS (Starting to add spawnlist entires)JAS (Completed spawnlist entries)
Would make my log files infinitely smaller and easier to peruse when looking for errors with other mods. I don't need all that info. XD
It sounds like you may be using other biome mods with specific terrain gens? You might need to specify that creatures are allowed to spawn on their blocks, or in their biomes...
My base is actually in a vanilla Forest biome, and the Mo'C mobs I saw spawning normally were in a BoP Mangrove.
EDIT:
Gee or anyone else who makes regular nether trips: Have you fixed the funky spawning with the nether forts and the disappearing ghasts? I slashed the spawning weight of pigmen to half of default and upped ghasts to 100 and I still don't see them around. I set blazes spawn weight to 0 in the structure config file and yet they pop up like rabbits everywhere on nether forts.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/22/2014
Posts:
91
Minecraft:
OneWhiteWolf
Member Details
When using the dimensional world by aroma1997 even with all mobs set to spawn at a high/normal rate no mob spawns at all is there something i can do to force mobs to spawn in there even though they are already allowed to spawn
My base is actually in a vanilla Forest biome, and the Mo'C mobs I saw spawning normally were in a BoP Mangrove.
EDIT:
Gee or anyone else who makes regular nether trips: Have you fixed the funky spawning with the nether forts and the disappearing ghasts? I slashed the spawning weight of pigmen to half of default and upped ghasts to 100 and I still don't see them around. I set blazes spawn weight to 0 in the structure config file and yet they pop up like rabbits everywhere on nether forts.
In your GlobalProperties.cfg, make sure that you have the following settings:
"Turn gamerule spawning off on start": true,
"Empty vanilla spawnlists": true,
"Disable Vanilla Chunk Spawning": true,
That should make it listen to your Nether Bridge spawn settings, as well as ensuring that other mods' (e.g. MoCreatures) native spawners won't push their own mobs into the nether in addition to your JAS specifications.
As for Ghasts, it's not really clear why you aren't getting them to spawn. Have you checked that the spawn weights are set appropriately in all of the Biomes O'Plenty added nether biomes as well as the Hell biome?
Thanks for the recommendations, I will keep them in mind.
I had to run around the nether using "/jas killall" for a while and then waiting for spawnlist to repopulate and now ghasts spawn rarely, even though their weight is twice as much as anything else. Working for my preferences for now. This new system sure has a steeper learning curve than the old one.
You can also try to change the Ghast's despawn settings, for example setting it to simply "true" would tell it "Despawn unless everything"=don't despawn. Then you could see if they're spawning correctly and just despawning too fast, or if they're not spawning at all meaning a weighting/cap issue is in play.
Rollback Post to RevisionRollBack
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.
I seem to be having a similar despawn issue with Squids. They will spawn alright for like a min, then they will de-spawn and everything else will take up the spawn caps and they won't be able to spawn again.
- Move squid to their own spawn group, along with any desirable Watercreatures that are getting overcrowded. Probably the best solution, make sure the tick rate for the new spawn group is set to an unused prime number (so cycles never compete with another group).
- Set other Watercreatures to a much lower Despawn Age and higher Despawn Rate so they cycle faster.
Rollback Post to RevisionRollBack
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.
Crudedragos: would it be possible to add a check for rain/weather?
I'm having trouble with Lycanite zephyrs popping everywhere there's water, instead of just outside during rain, and would like to override that...
Rollback Post to RevisionRollBack
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.
I got the Mocreatures, BoP(Biomes o' Plenty) and Just Another Spawner to despawn like the squid and monsters!
First off I did extensive testing in vanilla worlds to check to see if CMS(custom mob spawner) works and despwns correctly. I installed Rei's mini map to check for spawns. CMS works if you make edits to the EntitySpawnTypes.cfg and add a new entity type for all Mo'creatures animals. I called my entities MOCCREATURES, MOCWATERCREATUES, and MOCAMBIENT. I then changed all the creatures in the MoCreatures.cfg file to their corresponding entity type for instance big cat became
You then activate the B:forceDespawns=true in the Mo'creatures.cfg. Set your spawn caps, spawn weights, and done. Right? Nothing new there, but wait, where are my wraiths! That's right I can't get them to spawn either. So onto JAS in hopes of finding some wraith spawns.
First off I did extensive testing in vanilla biomes to check to see if JAS works and despwns correctly. It did not perform as I wanted. As we all know we have to fight the inactive spawn chunks from taking over the world and filling it with all sorts of CPU crunching inactive mobs. It did not despawn inactive chunks like CMS does. So, I made new creature types in the CreatureType.cfg I called them MOCCREATURE, MOCEWATERCRATURE, and MOCAMBIENT(big surprise). Here is an example of my MOCCREATURE creature type.
(Make sure you get the commas and spacing correct)(Seriously correct spacing is necessary in some places)
I then adjusted my entity handlers->mocreatures.cfg to reflect this change and added the line "Despawn Tags": "false" in hopes of having a successful despawn. Here is my big cat again, this time for JAS.
ENTITY HANDLER (do not add this line to your entity handlers it is only for labeling)
In my spawn list entries-> mocreatures.cfg I changed the CREATUES to MOCCREATURE for every entry. (Thank goodness for edit->replace)
Well, it despawns but only when the chunk becomes active. I still had no despwaning of inactive chunks. And I tried a lot of different things to get it to work... a lot of things. (This included but was not limited to: despawn tags, instant despawn tags, limiting chunk generation, spawns to only near player)
So I enabled the B:forceDespawns=true in the Mo'creatures.cfg again to mimic CMS. And... it crashed hard on entity spawn in world creation. It was calling for some unknown utility class and functions and something about light levels.
So, I found a backup copy of my MoCreatures Mod v6.3.1, the one I had used when CMS was installed.... it was different from the original. =O There was a different file structure in the zip. There was a customspawner folder added with a utils folder inside. Hmmm
I then opened the my 'unmodified by custom spawner' Mocreatures Mod v6.3.1 mod.zip with WinRAR (im sure others work too), I created a new folder inside the drzhark folder called customspawner, I then clicked and dragged the utils folder from inside the 'modified by custom mob spawner' Mo Creatures Mod v6.3.1 .zip to this folder. So now my Mocreatures Mod v6.3.1.zip drzhark folder has a customspawner folder, iside that there is a utils folder with 3 files. And no crashes...
Install BoP, in the spawn list entries folder set spawn weights, set passive spawn rates, set all chunk spawning to 0, configure creature biome generation and bam.... the little spawn dots in Rei's jump around like confetti in time square on new years. (These are my wraith values (30-4-0-0, they spawn a lot now) Then in the entity handlers add whatever tags you want to keep some animals hanging around fences, lit torches, or glass blocks or something to prevent despawn. =)
I hope this works for others I spent my entire spring break and then some doing this so my daughter has elephants, dolphins, and wraiths etc. to play with, no guarantees of success I am still setting weights.
PS in my opinion Mo' Creatures is simply Awesome, a make or break for any minecraft game. It adds soooooo much to game play. Thank you Rei's mini map for your help, thank you all for your advice, posts, and suggestions. And thank you JAS! You rock! You made my Minecraft experience, and my daughter, happy again.
I have an odd situation, not sure if this is right. In my jungle biomes, I noticed a distinct lack of ocelots, so I decided to look up their rate in my configs. The configs had them pretty low, so I turned them up considerable, and still have not been able to find any. I have noticed that if I do /jas composition, it does not even list ocelots on the list. Is there something wrong?
I have an odd situation, not sure if this is right. In my jungle biomes, I noticed a distinct lack of ocelots, so I decided to look up their rate in my configs. The configs had them pretty low, so I turned them up considerable, and still have not been able to find any. I have noticed that if I do /jas composition, it does not even list ocelots on the list. Is there something wrong?
Edit: okay, it looks like they are spawning, but they aren't showing up on the composition list for some reason.
So, this question may seem obvious, but how do I edit depth and light spawning requirements? I am having troubles with bats not spawning. I am thinking the main reason is that I have Mo' Creatures installed and all of it's ambient mobs are using up the cap. However, I would like to be able to tweak light level and depth for other mobs in the future, and I cannot seem to locate where in the config for bats I can tweak those values, I have read on the wiki quite a bit, but can't seem to find where it talks about these things.
Part of the problem is that by default there are no despawn rules attached to non-hostile mobs, and no tags at all.
If I understand the new JAS system right, you'll want to first enable JAS control over bats and all of the Mo'C ambients. Then make the Mo' C ones despawnable so the "ambients" grouping will repopulate.
Alternatively, if you only want bats spawning underground, you can probably add them to the "underground" creature type, then make sure their spawn conditions require no line of sight to the sky.
An example of how I think it could work, although I'm still learning too:
The "UNDERGROUND" part can easily be changed back to default "AMBIENT," I just changed it as an example. The "sky()" tag means bats will spawn if they cannot see sky, meaning underground. I left the despawn and instant despawn rules up for you to decide, if you want them to despawn at all.
If you really want depth and light requirements instead of just underground, then learn stuff like "obj.light" and "posY" from the Wiki.
EDIT: The lines in the example above should not have spaces between then, stupid new forums are derping.
The EntityHandler tags I've had for a while that make water creatures work look like this:
"MoCreatures.Fishy": {
"Type-Enabled": "WATERCREATURE-true",
"Spawn Operand": "OR",
"Spawn Tag": "!liquid({0,0,0},{0,0,0})&&!sky()",
"Despawn Tags": "block({'glass'},{8,8,8},{0,0,0})",
"Despawn Age": 300,
"Contents": [
"MoCreatures.Fishy"
]
},
The Despawn tag on glass blocks is useful to keep an aquarium.
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.
Ah sorry, forgot to remove that one. It just ensures entities become eligible to despawn at the 300-tick mark instead of the 600 I have it set in the general options.
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.
Speaking of Mo' C mobs, I am not seeing ANY mobs except the ambient mobs. I have several other mob-adding mods, and I see the stuff from those mods. Sure is strange. Best I can figure is the other mods are filling up the slots before Mo' C gets considered?
EDIT: And now my animals are despawning again, this time my horse was included and I made sure to add an "isTamed()" tag to horses to prevent tamed horses from despawning at all.
I wonder if its related to unloading the overworld? I can't recall exactly the first couple of times I noticed despawned farm animals, but I just got back from a nether trip and went straight to my pen and they're all gone, except the chickens and the baby cow.
I went to the Nether about 25 times in the last few days and my farm survived.
Except when a Mo'C grizzly bear spawned right inside and ate my sheep and pigs..... >_<; But my chickens stayed.
What tags do you have for your farmable critters?
And yeah it's possible other mods are spawning before Mo'C... try adjusting your weights, pack minimums and maximums? If you spawn in large packs, your caps will get filled up really fast.
One solution if it persists might be to have a CREATURE group with only vanilla + Mo'C, and a DIFFERENTCREATURE group for your other mobs?
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.
Thanks for being willing to help out Gee, it's really appreciated. I'm try not to turn to the community at every hiccup, but you and everyone else are so friendly and courteous that popping in with my issues while trying to troubleshoot on my own at the same time is too easy!
Vanilla config.
Figured it'd be easier to post the whole thing than indiviudal animals. So far I only have tags for cows, sheep, chickens, and horses. I'm guessing most of my despawning issues stem from not fully understanding the interplay between "despawn" and "instantdespawn" tags. I am currently operating on the assumption that if one tag does not meet the condition, the other will be ignored. I am more annoyed about the horse despawning- I really thought all I needed was the "isTamed()" tag for the despawn line and it'd be fine. The horse disappearing has me convinced my overall problem is a despawning tag issue and not mob-killing issue because there was no saddle on the ground. Even a horse killed by a mob should drop its saddle.
I have been wondering if a mob was getting into my pen like your bear fiasco, but I constantly check the "/jas composition" at my base and still have yet to see any Mo'C mobs in my area. It is baffling- I just tested by flying about 10000 blocks away to fresh chunks and I'm seeing Mo'C mobs there. Fly back to my base area, nothing. The world I'm testing was created before adding JAS and Mo'C, but I figured JAS would still do it's thing. I got confused because in the 200-300 chunks near by base while creatively flying away, all I saw was cows, cows, and more cows.
The only spawning of note is fish in the lake nearby, there are a ton of them. I checked every mod I have that adds fish and all of the fish are tagged as "WATERCREATURE" and not "CREATURE" so they shouldn't be affecting the creature spawning caps. At my base, it currently says there are 24 creatures. Before I adjusted to have cows and sheep despawn in the wild, it was closer to 50. I figured the freed up 25 slots would be repopulated, but nothing so far.
It sounds like you may be using other biome mods with specific terrain gens? You might need to specify that creatures are allowed to spawn on their blocks, or in their biomes...
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.
into something like this...
Would make my log files infinitely smaller and easier to peruse when looking for errors with other mods. I don't need all that info. XD
My base is actually in a vanilla Forest biome, and the Mo'C mobs I saw spawning normally were in a BoP Mangrove.
EDIT:
Gee or anyone else who makes regular nether trips: Have you fixed the funky spawning with the nether forts and the disappearing ghasts? I slashed the spawning weight of pigmen to half of default and upped ghasts to 100 and I still don't see them around. I set blazes spawn weight to 0 in the structure config file and yet they pop up like rabbits everywhere on nether forts.
When using the dimensional world by aroma1997 even with all mobs set to spawn at a high/normal rate no mob spawns at all is there something i can do to force mobs to spawn in there even though they are already allowed to spawn
In your GlobalProperties.cfg, make sure that you have the following settings:
"Turn gamerule spawning off on start": true,
"Empty vanilla spawnlists": true,
"Disable Vanilla Chunk Spawning": true,
That should make it listen to your Nether Bridge spawn settings, as well as ensuring that other mods' (e.g. MoCreatures) native spawners won't push their own mobs into the nether in addition to your JAS specifications.
As for Ghasts, it's not really clear why you aren't getting them to spawn. Have you checked that the spawn weights are set appropriately in all of the Biomes O'Plenty added nether biomes as well as the Hell biome?
Thanks for the recommendations, I will keep them in mind.
I had to run around the nether using "/jas killall" for a while and then waiting for spawnlist to repopulate and now ghasts spawn rarely, even though their weight is twice as much as anything else. Working for my preferences for now. This new system sure has a steeper learning curve than the old one.
You can also try to change the Ghast's despawn settings, for example setting it to simply "true" would tell it "Despawn unless everything"=don't despawn. Then you could see if they're spawning correctly and just despawning too fast, or if they're not spawning at all meaning a weighting/cap issue is in play.
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.
I seem to be having a similar despawn issue with Squids. They will spawn alright for like a min, then they will de-spawn and everything else will take up the spawn caps and they won't be able to spawn again.
Two possible solutions/suggestions:
- Move squid to their own spawn group, along with any desirable Watercreatures that are getting overcrowded. Probably the best solution, make sure the tick rate for the new spawn group is set to an unused prime number (so cycles never compete with another group).
- Set other Watercreatures to a much lower Despawn Age and higher Despawn Rate so they cycle faster.
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.
Crudedragos: would it be possible to add a check for rain/weather?
I'm having trouble with Lycanite zephyrs popping everywhere there's water, instead of just outside during rain, and would like to override that...
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.
Hello,
I got the Mocreatures, BoP(Biomes o' Plenty) and Just Another Spawner to despawn like the squid and monsters!
First off I did extensive testing in vanilla worlds to check to see if CMS(custom mob spawner) works and despwns correctly. I installed Rei's mini map to check for spawns. CMS works if you make edits to the EntitySpawnTypes.cfg and add a new entity type for all Mo'creatures animals. I called my entities MOCCREATURES, MOCWATERCREATUES, and MOCAMBIENT. I then changed all the creatures in the MoCreatures.cfg file to their corresponding entity type for instance big cat became
bigcat {
S:biomegroups <BIGCAT_DEFAULT>
B:canSpawn=true
I:frequency=20
I:maxChunk=4
I:maxLightlevel=-1
I:maxSpawn=4
I:maxSpawnHeight=256
I:minLightlevel=-1
I:minSpawn=3
I:minSpawnHeight=0
S:opaqueBlock=all
S:spawnBlockBlacklist <>
S:type=MOCCREATURE
You then activate the B:forceDespawns=true in the Mo'creatures.cfg. Set your spawn caps, spawn weights, and done. Right? Nothing new there, but wait, where are my wraiths! That's right I can't get them to spawn either. So onto JAS in hopes of finding some wraith spawns.
First off I did extensive testing in vanilla biomes to check to see if JAS works and despwns correctly. It did not perform as I wanted. As we all know we have to fight the inactive spawn chunks from taking over the world and filling it with all sorts of CPU crunching inactive mobs. It did not despawn inactive chunks like CMS does. So, I made new creature types in the CreatureType.cfg I called them MOCCREATURE, MOCEWATERCRATURE, and MOCAMBIENT(big surprise). Here is an example of my MOCCREATURE creature type.
"MOCCREATURE": {
"Spawn Rate": 1,
"Spawn Cap": 5,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})||!sky()",
"Default Biome Cap": -1,
"Biome Caps": {}
}
(Make sure you get the commas and spacing correct)(Seriously correct spacing is necessary in some places)
I then adjusted my entity handlers->mocreatures.cfg to reflect this change and added the line "Despawn Tags": "false" in hopes of having a successful despawn. Here is my big cat again, this time for JAS.
ENTITY HANDLER (do not add this line to your entity handlers it is only for labeling)
"MoCreatures.BigCat": {
"Type-Enabled": "MOCCREATURE-true",
"Despawn Tags": "false",
"Contents": [
"MoCreatures.BigCat"
]
}
In my spawn list entries-> mocreatures.cfg I changed the CREATUES to MOCCREATURE for every entry. (Thank goodness for edit->replace)
Well, it despawns but only when the chunk becomes active. I still had no despwaning of inactive chunks. And I tried a lot of different things to get it to work... a lot of things. (This included but was not limited to: despawn tags, instant despawn tags, limiting chunk generation, spawns to only near player)
So I enabled the B:forceDespawns=true in the Mo'creatures.cfg again to mimic CMS. And... it crashed hard on entity spawn in world creation. It was calling for some unknown utility class and functions and something about light levels.
So, I found a backup copy of my MoCreatures Mod v6.3.1, the one I had used when CMS was installed.... it was different from the original. =O There was a different file structure in the zip. There was a customspawner folder added with a utils folder inside. Hmmm
I then opened the my 'unmodified by custom spawner' Mocreatures Mod v6.3.1 mod.zip with WinRAR (im sure others work too), I created a new folder inside the drzhark folder called customspawner, I then clicked and dragged the utils folder from inside the 'modified by custom mob spawner' Mo Creatures Mod v6.3.1 .zip to this folder. So now my Mocreatures Mod v6.3.1.zip drzhark folder has a customspawner folder, iside that there is a utils folder with 3 files. And no crashes...
Install BoP, in the spawn list entries folder set spawn weights, set passive spawn rates, set all chunk spawning to 0, configure creature biome generation and bam.... the little spawn dots in Rei's jump around like confetti in time square on new years. (These are my wraith values (30-4-0-0, they spawn a lot now) Then in the entity handlers add whatever tags you want to keep some animals hanging around fences, lit torches, or glass blocks or something to prevent despawn. =)
I hope this works for others I spent my entire spring break and then some doing this so my daughter has elephants, dolphins, and wraiths etc. to play with, no guarantees of success I am still setting weights.
PS in my opinion Mo' Creatures is simply Awesome, a make or break for any minecraft game. It adds soooooo much to game play. Thank you Rei's mini map for your help, thank you all for your advice, posts, and suggestions. And thank you JAS! You rock! You made my Minecraft experience, and my daughter, happy again.
Yeah that was a long one.
I have an odd situation, not sure if this is right. In my jungle biomes, I noticed a distinct lack of ocelots, so I decided to look up their rate in my configs. The configs had them pretty low, so I turned them up considerable, and still have not been able to find any. I have noticed that if I do /jas composition, it does not even list ocelots on the list. Is there something wrong?
I have an odd situation, not sure if this is right. In my jungle biomes, I noticed a distinct lack of ocelots, so I decided to look up their rate in my configs. The configs had them pretty low, so I turned them up considerable, and still have not been able to find any. I have noticed that if I do /jas composition, it does not even list ocelots on the list. Is there something wrong?
Edit: okay, it looks like they are spawning, but they aren't showing up on the composition list for some reason.