#2 if there is ways to alter mobs variables (damage, health, etc) and create 'alternate spawns' (zombie 1, zombie 2, etc with unique health, damage, all that) and if not, a mod that plays nicely with JAS that can do that.
Mob Properties is your best friend here.
Rollback Post to RevisionRollBack
"Compatability is King, but configuratiblity is Queen" - InfinityRaider
I think your problem is here:
[12:36:38] [Server thread/ERROR] [FML]: A fatal exception occurred during the server starting event
jas.common.helper.GsonHelper$JsonSyntaxExceptionPlus: Invalid JSON detected when processing file C:\Users\<PROFILE NAME>\Documents\minecraft\multimc\instances\BAVC 2.0\minecraft\config\JustAnotherSpawner\WorldSettings\BASIC\DEFAULT\SpawnListEntries\MoCreatures.cfg
That means your MoCreatures.cfg file, in your SpawnListEntries folder… is pooched. You're probably missing and end-bracket or something.
Try copying all of the contents of that file, and pasting them in this JSON checker… to see what you're missing. http://jsonlint.com
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So, why can't i get a post to post ?
either doesn't post or disappers a few minutes later.
I am certain this pointless tidbit will not disappear...lol
I am having issues making Lycancite spawn correctly.
I am testing it with BOP and Highlands, JAS (of course), journeymap and damage indicators..only mob mod is lycancites.
Every
cfg in lycancites folder has a list of entites that belong to that
genre in it that can be set to true or false for the mob to spawn.
Each
genre has multiple cfg's a general cfg, a spawn cfg, etc. BOTH general
and spawn cfgs have the same list of mobs to let or not let spawn.
I have set every single entry in all the cfgs that ask for spawn permission to false except one singe entity. IKA.
from
lycancite folder there is a cfg called lycancitesmobs-spawning.cfg
there is a line that if set to true NO mobs from entire mod spawn
(NOT)...does nothing (with JAS running anyway).
there
are two configs for saltwatermobs, one for general and one for
spawning. BOTH have a list to determine if mobs from that genre should
spawn. BOTH have to be set to true for the mobs to spawn (in this case
im working with just IKA since it is the day spawning mob). and the JAS
entries make no difference in whether they spawn or how much.
I find nothing in the lycancites mobs cfg's to adjust spawn numbers, weights do little if u don't have other mobs to offset.
In JAS there is no cfg's in the SPL folder, just the EH so I can't modify biomes.
when
I try to add "Spawn Operand": "OR", to IKA in EH and then add an
entity cap, the spawn operand line is gone after I enter then exit
minecraft ?
FOR EVERYONE WITH ISSUES WITH MOBS LIKE SQUID OVERSPAWING:
I have learned that In order to really remove Minecraft
vanilla spawner from controlling spawns you had to really remove every
avenue it has from even getting to your mobs. This means..
1)
you can't let it spawn zero weight entities (which if you think about
it, if it can spawn zero weight entities, why have weights and What The
Heck is it thinking to even ask you that?).
2) You have to put ALL of vanilla creature type groups spawn rates to 1, like this
"AMBIENT": {
"Spawn Rate": 1,
"Spawn Cap": 1, <----zero will give and error
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 0, <---don't make a pass
"Iterations Per Pack": 0, <----yeah, still don't make a pass
3)
You can't actually have a group called NONE...funny really, when I
first saw that I thought "oh, it is saying no, don't spawn" then I saw
the "true" after it and almost puked. I am not a programmer though I
would like to be, yet I understand some of the basics. In this case I
understand there are the kind of errors that cause a crash, then there
are errors like this which, which when calling another mod from another
mod through vanilla it ends up finding NONE, deciding that we must be
insane to call a group that doesn't exist and so it sends control back
the the original mod...really, why would you need to assign a mob to a
group that doesn't exist that not only has a command after it you could
put to false on a line asking if JAS should enable it ? wow
Oddly,
the NONE group is not a major issue depending on the mod, how many mods
are being controlled or mobs being called. but hey, don't use it and
the MAYBE goes away
4) Use Entity Caps
or Do your math for biome weights, or both it really makes the game. I
don't do servers, but I would still think entity caps and biome weights
would work if done right. In the real world, you aren't going to find 20
sharks in a group near every player. that is why I like having so many
different mobs, and that is what makes the weights work so well.
5)
Use groups, in fact; use custom groups when assigning mobs. I see so
many ppl trying to get 1000 mobs in their worlds and the SLE gets so
huge it becomes a hindrance. Remember you are trying to override
vanilla, using groups makes calling and assigning easy. I started
working on an excel spreadsheet (remember I want to be a programmer but
im not one ) that lets me toss a cfg file in and it dissects the
actual mob names, biome names, etc. and when it is done I will be able
to make groups, assign mobs to groups, count them sort biomes by
climates, temp etc.
6) support the darn modders so they can afford to make a standard system to work with mobs
This is LOM my way
With and without mobs, and I'm using the sea mobs as they are the ones I had issues with before.
As u can see "E: 0/1" which is as I understand it "0 mobs spawned out of 1 mob in spawnlist"
Then here is "E: 7/41" and I had 45 max spawns assigned.
10 angler max
15 fish max
5 rays max
2 sharks max
I think I flew around and found 4 sharks :*( lol
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Lycan does not produce a saltwatermobs.cfg in SpawnListEntries so I cannot alter biome weights, etc...how do I resolve ?
JAS 17.6
Lycan 1.13.0.5
Well, I manually added the CFG and it works. Would like to know why it and the freshwater.cfg do not auto populate?
Can I use Caps in SpawnListEntries or Just in EntityHandlers? and I mean for creatures not for a particular BIOME. I will make groups of course but I want to cap based on entity not biome and it appears to me that SpawnListEntries has the "final say".
Would you mind checking if the "solidside" tag is working properly? It does not work for slabs, glass or leaves, but at least slabs do have at least 1 solid side, dont they? In my understanding even glass blocks got 6 solid sides.
I will eventually, I'll try to squeeze it in this weekend.
Another thing that is confusing me is the "Spawn Operand":
Referring to the documentation, using "OR" for an Entity Handler is overriding standard/vanilla behavior, but is NOT overriding the CreatureType spawn tags.
On the other hand, using "OR" for a SpawnListEntry overrides both CreatureType and EntityHandler spawn tags.
So how can I both override standard behavior and for some single mobs override the CreatureType behavior without having to use a SpawnListEntry operand for every biome?
Using "OR" for a SpawnListEntry only overrides the EntityHandler spawn tags. The creaturetype check is done much earlier in the spawn loop before the SLE and LH have even been identified.
Anyone knows how to rebuild the JAS source from GitHub? When I try "gradlew build" I get the following error:
* What went wrong:
A problem occurred evaluating root project 'JustAnotherSpawner-master'.
> Could not find property 'curseForgeApiKey' on root project 'JustAnotherSpawner
-master'.
Haven't done that in a year, but thje key is storred in a file 'gradle.properties' with simply curseForgeApiKey=SOMETHING_THAT_IS_NOT_THE_ACTUALLY_KEY in it. So create a gradle.properties file with curseForgeApiKey=SOMETHING_THAT_IS_NOT_THE_ACTUALLY_KEY and it should work (obviously you cannot upload to Curse).
I tried entering a custom key and after that I got an error about the changelog.md file missing, after that changelog_most_recent.md. Not having Python installed, just copied the changelogs from the original 0.17.6 version and let Gradle do its magic. Something was build, but in the build folder I had to collect all the files and rearrange them in their proper locations so they match the original folder structure. I was expecting that Gradle is building a ready to use jar mod file, but I couldnt find it. So when I put the rebuilt and zipped project in the mod folder, Minecraft crashes.
The reason I went through all this efforts is that the function util.material() is crashing Minecraft when it checks a block of unknown material, e.g. the mod block redstone paste. I thought I could simply change the source file to
else {
return "Unknown";
}
and do a quick recompile. Well, most likely I did some noob mistake and it crashed Minecraft too.
Do you have the original crash report for the material tag crashing?
salt- and freshwatermobs.cfg files in SpawnListEntries are generated as soon as their EntityHandlers are set to "MONSTER-true". Make sure that "Generate Zero-Weight Spawn Entries" is set to true also.
Thanks a million and one. I experiment so much with mobs, mods and the configs i forget what i have or haven't done.
FYI , it takes 3 days to read the entire 128 pages of this forum lol
#1
I have 1 questions (*133 but we can start with one).
when chunk spawning occurs, the wiki states those are done only when the chunk is first created, not reloaded, so when I wander away and return and the chunk is RELOADED, no chunk spawning occurs...this is different from wandering back, the chunk reloading and i get spawns because other entities have despawned as a result of other chunks unloading, etc. is this correct ?
I ask because I was correcting the wiki's verbage, structure, etc and want to provide accurate explanations AKA dum-it-down so it don't read like a tech manual and more like a course in how to use JAS. I say that because once the wiki is readable, the errors in code will be easily spotted and corrected by those of you who know how but procrastinate about modifying the wiki, possibly for lack of words so it reads more like "JAS FOR DUMMIES"
Its the curse of programmers, they most know too much and can't explain it to the masses (FYI scientists hang out with other scientists for a reason), and they can't understand the masses explanations of things and want to see the actual file lol.. I see so many posts of ppl explaining this and that in 1000 words and a response of "just post the file"....ten seconds after seeing it you have an answer 1000 words long. why is that ? :)~
You may or may not be surprised how many times 4 of you have repeated the same examples
I have enough examples and data to plausibly correct every page there, double the length of them and add 10 more pages. not that I would want to keep you from adding another 128 pages to this forum but the data is of value to me finishing a spreadsheet that makes the config files for me.
I will keep adjusting them until the make better sense (being tired and
writing don't mix too well), or until someone tells me to stop.
Once I have what was there sounding better in my tiny little mind I can
start putting some of the 30 pages of juicy stuff I gleaned off the 2500
posts. And I don't aim to put names to examples unless told otherwise
outside of a contributer list unless told otherwise.
CD
Dulciphi
PitchBright
AnvilPuncher
LanriusH
Zothen
others I can't recall due to sleep depravation...my name intentionally left out haha
In my point of view, it doesnt make sense to let util.Material() throw an exception if it encounters an unknown material type, since it only returns a string for comparison, not a value that needs further computing. So my quick and dirty fix was to just return 'unknown' as a string.
Agreed, changed in .17.7 that's up on Curse. It'll now use the class name of the material for unknown materials.
By the way, can you confirm that tags like "block" / "obj.PlayerInRange()" or any other function with a range modifier can cause considerable lag if the area searched is more than just a few blocks? For example, I tried searching for a block in a 16 block radius before a monster is permitted to spawn and that caused all entities to move stalled. After I removed that tag, everything was normal again.
Block scales with the volume of area being searched (each block must be checked). i.e. searching a 2x2x2=8 checks, 3x3x3=27 checks, 4x4x4, 64 checks. Increasingly larger areas lead to significantly increasing resource requirements. Also, larger areas are likely to check blocks outside the set of currently loaded chunks requiring minecraft to load them from memory.
PlayerInRange scales with number of players in the current dimension. Range doesn't matter.
Some additional notes on how solidSide works. This is set by the block itself. Default properties in all blocks until overrides:
A block side is solid if:
BlockSlab: All sides if DoubleSlab OR TopSide if Upside Down slab (top half of voxel occupied)
BlockFarmLand: The top and bottom are not solid
BlockStairs: If flipped, upside is always solid. East/West/North/South are solid if the solid side of the stair is on that side of the voxel. Otherwise not solid.
BlockSnow: All sides if the block is a full Snow Block, otherwise none
BlockHopper: Always Side Up is solid, otherwise see isNormalCube below.
BlockCompressedPowered: All sides solid
Otherwise it is a call to isNormalCube which by default means(material IS Opaque*) && (renderAsNormal**) && (does NOT provide power***)
* Obviously can be set by material. Generally though, False if translucent, is True if NOT Translucent & material blocks movement (So if you cannot see through it and it blocks movements, note TNT is considered translucent and thus not Normal)
**renderAsNormal=If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
***Can this block provide power. Only wire currently seems to have this change based on its state.
Im about to set out making all my Grimoire of Gaia mobs spawn after a certain number of minecraft days. So for example, Vampires would only spawn after 16 game days, and so on, to give a little more progression to the game and make the use of these high level mobs not such a killer for the early game period.
Usually I would do a lot of experimentation with JAS to get to a point where it works. But at the moment I have no time at all. So, can I ask if anyone has a pre-done example what tag to use, and how it looks when applied to a mob? That I can copy and adapt? Any help would be great.
Three or four or maybe 5 pages back, there's someone sharing their config.
You can start from there.
Rollback Post to RevisionRollBack
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
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I saw something about a calendar api, would like to know more.
Is it possible to make it rain/snow in one biome only ?
I know there are mods for hunger, not sure if JAS gives access to any of those possibilities so as to make a person say, run out faster in the desert. ?
Is it possible to make it rain/snow in one biome only ?
I know there are mods for hunger, not sure if JAS gives access to any of those possibilities so as to make a person say, run out faster in the desert. ?
I saw something about a calendar api, would like to know more.
Is it possible to make it rain/snow in one biome only ?
I know there are mods for hunger, not sure if JAS gives access to any of those possibilities so as to make a person say, run out faster in the desert. ?
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That looks vaguely similar to an issue I was having where a mob spawner wasn't actually rendering certain mobs inside of it, causing massive amounts of log spam (In my case, the most recent occurrence was when a spawner was somehow set to spawn Horses). Does the spam continue if you move away from the area? And did you add or update any mods recently?
Im getting reams and reams of this "Couldn't render entity" stuff from JAS in the logs suddenly. Anybody know whats wrong?
MultiMC stopped watching the game log because the log length surpassed 100000 lines.
You may have to fix your mods because the game is still loggging to files and likely wasting harddrive space at an alarming rate!
Just my two cents here but I have noticed considerable amounts of strange behavior coming from modded minecraft. One thing to note is that I think some java flags have been deprecated. I had to change MaxPerm to MetaspaceSize. So maybe some garbage collection flags need to be checked.
The hostile/passive/territorial system for animals from PZ?
Edit:That moment where you realize dude doesn't even do PZ anymore... and to all appearances no one does.
Hey, there is a mod by Father Toast named Special AI. I believe it allows for passive mobs to become neutral or even hostile. Furthermore, I think these settings are based on NBT data he adds to the mobs, thus possibly making it alterable by JAS via its writenbt ability. Whether or not it needs to be in Spawn Tag or Postspawn tag, I do not know. It's just an idea but may bear fruit.
Mob Properties is your best friend here.
Thank you, I found the culprits and it works now.
So, why can't i get a post to post ?
either doesn't post or disappers a few minutes later.
I am certain this pointless tidbit will not disappear...lol
I am having issues making Lycancite spawn correctly.
I am testing it with BOP and Highlands, JAS (of course), journeymap and damage indicators..only mob mod is lycancites.
Every
cfg in lycancites folder has a list of entites that belong to that
genre in it that can be set to true or false for the mob to spawn.
Each
genre has multiple cfg's a general cfg, a spawn cfg, etc. BOTH general
and spawn cfgs have the same list of mobs to let or not let spawn.
I have set every single entry in all the cfgs that ask for spawn permission to false except one singe entity. IKA.
from
lycancite folder there is a cfg called lycancitesmobs-spawning.cfg
there is a line that if set to true NO mobs from entire mod spawn
(NOT)...does nothing (with JAS running anyway).
there
are two configs for saltwatermobs, one for general and one for
spawning. BOTH have a list to determine if mobs from that genre should
spawn. BOTH have to be set to true for the mobs to spawn (in this case
im working with just IKA since it is the day spawning mob). and the JAS
entries make no difference in whether they spawn or how much.
I find nothing in the lycancites mobs cfg's to adjust spawn numbers, weights do little if u don't have other mobs to offset.
In JAS there is no cfg's in the SPL folder, just the EH so I can't modify biomes.
when
I try to add "Spawn Operand": "OR", to IKA in EH and then add an
entity cap, the spawn operand line is gone after I enter then exit
minecraft ?
FOR EVERYONE WITH ISSUES WITH MOBS LIKE SQUID OVERSPAWING:
I have learned that In order to really remove Minecraft
vanilla spawner from controlling spawns you had to really remove every
avenue it has from even getting to your mobs. This means..
1)
you can't let it spawn zero weight entities (which if you think about
it, if it can spawn zero weight entities, why have weights and What The
Heck is it thinking to even ask you that?).
2) You have to put ALL of vanilla creature type groups spawn rates to 1, like this
"AMBIENT": {
"Spawn Rate": 1,
"Spawn Cap": 1, <----zero will give and error
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 0, <---don't make a pass
"Iterations Per Pack": 0, <----yeah, still don't make a pass
"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})",
"Default Biome Cap": -1,
"Biome Caps": {}
},
3)
You can't actually have a group called NONE...funny really, when I
first saw that I thought "oh, it is saying no, don't spawn" then I saw
the "true" after it and almost puked. I am not a programmer though I
would like to be, yet I understand some of the basics. In this case I
understand there are the kind of errors that cause a crash, then there
are errors like this which, which when calling another mod from another
mod through vanilla it ends up finding NONE, deciding that we must be
insane to call a group that doesn't exist and so it sends control back
the the original mod...really, why would you need to assign a mob to a
group that doesn't exist that not only has a command after it you could
put to false on a line asking if JAS should enable it ? wow
Oddly,
the NONE group is not a major issue depending on the mod, how many mods
are being controlled or mobs being called. but hey, don't use it and
the MAYBE goes away
4) Use Entity Caps
or Do your math for biome weights, or both it really makes the game. I
don't do servers, but I would still think entity caps and biome weights
would work if done right. In the real world, you aren't going to find 20
sharks in a group near every player. that is why I like having so many
different mobs, and that is what makes the weights work so well.
5)
Use groups, in fact; use custom groups when assigning mobs. I see so
many ppl trying to get 1000 mobs in their worlds and the SLE gets so
huge it becomes a hindrance. Remember you are trying to override
vanilla, using groups makes calling and assigning easy. I started
working on an excel spreadsheet (remember I want to be a programmer but
im not one ) that lets me toss a cfg file in and it dissects the
actual mob names, biome names, etc. and when it is done I will be able
to make groups, assign mobs to groups, count them sort biomes by
climates, temp etc.
6) support the darn modders so they can afford to make a standard system to work with mobs
This is LOM my way
With and without mobs, and I'm using the sea mobs as they are the ones I had issues with before.
As u can see "E: 0/1" which is as I understand it "0 mobs spawned out of 1 mob in spawnlist"
Then here is "E: 7/41" and I had 45 max spawns assigned.
10 angler max
15 fish max
5 rays max
2 sharks max
I think I flew around and found 4 sharks :*( lol
what were we talking about ?
Literally running out the door, sorry for short response.
util.material(wrld.materialAt(posX,posY+2,posZ))=='air'
or
util.material(wrld.materialAt(posX,posY+2,posZ)).equals('air') EDIT nvm = is good.
https://en.m.wikisource.org/wiki/MVEL_Language_Guide
I'm not sure if MVEl has the same restriction on string comparisons as JAVA (which prefers equals) Source: http://stackoverflow.com/questions/513832/how-do-i-compare-strings-in-java
Lycan does not produce a saltwatermobs.cfg in SpawnListEntries so I cannot alter biome weights, etc...how do I resolve ?
JAS 17.6
Lycan 1.13.0.5
Well, I manually added the CFG and it works. Would like to know why it and the freshwater.cfg do not auto populate?
Can I use Caps in SpawnListEntries or Just in EntityHandlers? and I mean for creatures not for a particular BIOME. I will make groups of course but I want to cap based on entity not biome and it appears to me that SpawnListEntries has the "final say".
what were we talking about ?
No, there are no empty blocks in the world, Air is a block as well.
I will eventually, I'll try to squeeze it in this weekend.
Using "OR" for a SpawnListEntry only overrides the EntityHandler spawn tags. The creaturetype check is done much earlier in the spawn loop before the SLE and LH have even been identified.
Haven't done that in a year, but thje key is storred in a file 'gradle.properties' with simply curseForgeApiKey=SOMETHING_THAT_IS_NOT_THE_ACTUALLY_KEY in it. So create a gradle.properties file with curseForgeApiKey=SOMETHING_THAT_IS_NOT_THE_ACTUALLY_KEY and it should work (obviously you cannot upload to Curse).
Do you have the original crash report for the material tag crashing?
Thanks a million and one. I experiment so much with mobs, mods and the configs i forget what i have or haven't done.
FYI , it takes 3 days to read the entire 128 pages of this forum lol
#1
I have 1 questions (*133 but we can start with one).
when chunk spawning occurs, the wiki states those are done only when the chunk is first created, not reloaded, so when I wander away and return and the chunk is RELOADED, no chunk spawning occurs...this is different from wandering back, the chunk reloading and i get spawns because other entities have despawned as a result of other chunks unloading, etc. is this correct ?
I ask because I was correcting the wiki's verbage, structure, etc and want to provide accurate explanations AKA dum-it-down so it don't read like a tech manual and more like a course in how to use JAS. I say that because once the wiki is readable, the errors in code will be easily spotted and corrected by those of you who know how but procrastinate about modifying the wiki, possibly for lack of words so it reads more like "JAS FOR DUMMIES"
Its the curse of programmers, they most know too much and can't explain it to the masses (FYI scientists hang out with other scientists for a reason), and they can't understand the masses explanations of things and want to see the actual file lol.. I see so many posts of ppl explaining this and that in 1000 words and a response of "just post the file"....ten seconds after seeing it you have an answer 1000 words long. why is that ? :)~
You may or may not be surprised how many times 4 of you have repeated the same examples
I have enough examples and data to plausibly correct every page there, double the length of them and add 10 more pages. not that I would want to keep you from adding another 128 pages to this forum but the data is of value to me finishing a spreadsheet that makes the config files for me.
what were we talking about ?
Outside of now being brain-dead...could someone be so kind as to peruse the wiki...specifically
Home
JAS Intro
FAQ's
Spawning 101
JAS 101
I will keep adjusting them until the make better sense (being tired and
writing don't mix too well), or until someone tells me to stop.
Once I have what was there sounding better in my tiny little mind I can
start putting some of the 30 pages of juicy stuff I gleaned off the 2500
posts. And I don't aim to put names to examples unless told otherwise
outside of a contributer list unless told otherwise.
CD
Dulciphi
PitchBright
AnvilPuncher
LanriusH
Zothen
others I can't recall due to sleep depravation...my name intentionally left out haha
what were we talking about ?
Definitely don't stop, haven't read it all, but looks good.
Agreed, changed in .17.7 that's up on Curse. It'll now use the class name of the material for unknown materials.
Block scales with the volume of area being searched (each block must be checked). i.e. searching a 2x2x2=8 checks, 3x3x3=27 checks, 4x4x4, 64 checks. Increasingly larger areas lead to significantly increasing resource requirements. Also, larger areas are likely to check blocks outside the set of currently loaded chunks requiring minecraft to load them from memory.
PlayerInRange scales with number of players in the current dimension. Range doesn't matter.
Tag seems to be working for me.
Some additional notes on how solidSide works. This is set by the block itself. Default properties in all blocks until overrides:
Three or four or maybe 5 pages back, there's someone sharing their config.
You can start from there.
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
I saw something about a calendar api, would like to know more.
Is it possible to make it rain/snow in one biome only ?
I know there are mods for hunger, not sure if JAS gives access to any of those possibilities so as to make a person say, run out faster in the desert. ?
what were we talking about ?
Feature request atm, not implemented yet. https://github.com/ProjectZulu/JustAnotherSpawner/issues/153
Not via JAS.
What you're looking for is: Weather 2 Mod
Is there any chance we'll be seeing AFF able to be applied to non-PZ mobs?
AFF?
The hostile/passive/territorial system for animals from PZ?
Edit:That moment where you realize dude doesn't even do PZ anymore... and to all appearances no one does.
That looks vaguely similar to an issue I was having where a mob spawner wasn't actually rendering certain mobs inside of it, causing massive amounts of log spam (In my case, the most recent occurrence was when a spawner was somehow set to spawn Horses). Does the spam continue if you move away from the area? And did you add or update any mods recently?
Just my two cents here but I have noticed considerable amounts of strange behavior coming from modded minecraft. One thing to note is that I think some java flags have been deprecated. I had to change MaxPerm to MetaspaceSize. So maybe some garbage collection flags need to be checked.
Hey, there is a mod by Father Toast named Special AI. I believe it allows for passive mobs to become neutral or even hostile. Furthermore, I think these settings are based on NBT data he adds to the mobs, thus possibly making it alterable by JAS via its writenbt ability. Whether or not it needs to be in Spawn Tag or Postspawn tag, I do not know. It's just an idea but may bear fruit.