Am I correct in assuming this means that when using JAS for spawning, you won't get the room to spawn 1 more creature so vanilla goes through the whole spawn cycle and adds 50 weirdness?
Am I correct in assuming this means that when using JAS for spawning, you won't get the room to spawn 1 more creature so vanilla goes through the whole spawn cycle and adds 50 weirdness?
Unfortunately, the {!despawn} tag isn't working for me (v0.4.0 for 1.4.7). I deleted the settings folder, so it's not an issue with migrating old settings. I tested in a creative superflat with JAS handling all spawning and only zombies enabled - which were still despawning when out of range.
Confirmed. Some last minute tweak must have broken it, likely many of the other tags won't work either. I'll dig into it tommorow.
In your wiki you say "Note persistence entities do not despawn at any range.". Do entities out of range still count towards the spawn caps? That was a problem I was having when trying to force persistence with {despawn:light,0,15} in v0.3.0. They spawned fine and weren't despawning but when I moved around, nothing else was getting spawned due to the caps being full.
In vanilla, animals don't despawn but you still see more than the vanilla creature spawn cap (10/15?) in the world as a whole. Hope that makes sense. I can only think of this being because they don't count towards the cap if they aren't within range, or when they chunk spawn it doesn't respect the cap.
Entities are counted from all loaded chunks. Default is 10 chunk radius, so 160 blocks around the player. Compared 128 representing the non-persistent cutoff (cause they despawn). As you move more chunks are loaded and old ones are unloaded: those entities won't count anymore. The entities are counted identically to vanilla (with the exception that I now also count after the initial count from going over the cap, so you may want to increase a bit to compensate for that).
10 isn't the amount itself, its proportional to the number of loaded chunks:
On a positive note - is there anything we can do to help support the mod? If you have a banner like the one you have for ProjectZulu I'd be happy to put it in my sig.
I have not got around to making a banner yet unfortunately.
Again, thanks for the quick bugfixes and also for fixing the issue of biome name conflicts (didn't even notice that until I dug into the config files).
I am wondering what thoughts you have had about adding in GUI functionality. Personally I like the control of being able to dig straight into the config files, but GUIs can be nice and I am interested in what you might have planned / are thinking about. This isn't really a request or even a suggestion; just wondering what your current position is regarding a GUI in JAS.
EDIT: One thing I noticed is that the default biome-group entries for each individual biome consistently regenerate in the config file even if they are removed from the 'allgroups' list and the respective biomelists deleted. Is this intentional behavior? As it is now I can't seem to find a way to remove the default groups.
EDIT2: Odd. This issue seems to have corrected itself for now, the deleted biomegroups are not reappearing anymore. Not sure what went wrong there.
Again, thanks for the quick bugfixes and also for fixing the issue of biome name conflicts (didn't even notice that until I dug into the config files).
I am wondering what thoughts you have had about adding in GUI functionality. Personally I like the control of being able to dig straight into the config files, but GUIs can be nice and I am interested in what you might have planned / are thinking about. This isn't really a request or even a suggestion; just wondering what your current position is regarding a GUI in JAS.
A GUI is eventually planned. The most important use case I see is when the maintainer(s) do not (all) have direct access to the server. I'm not sure when I'll get to it. My first order of business is to get the actual mod feature complete sans GUI which we are near. I've got the basic framework for a gui in already with packets for syncing. If you've used project zulu, the GUI with likely be in the same style as the Limited Mob Spawner. With selectable fields featureing a pop-up sidebar. There'll need to a main menu of sorts. The GUI will be an optional install, such that you could Though I'd like to do tabs.
The GUI itself will remain an optional intall (same package, you just don't still won't need JAS on the Client for it operate). On a functional level, it is likely only one user will be able to edit the server at a time. I don't feel like fighting with multiple remote hosts editing and receiving updates.
After the base feature complete, I may be going to do some work on PZ before coming back and doing the GUI. Not sure yet. Though I do really like the idea "finishing" a mod for once.
EDIT: One thing I noticed is that the default biome-group entries for each individual biome consistently regenerate in the config file even if they are removed from the 'allgroups' list and the respective biomelists deleted. Is this intentional behavior? As it is now I can't seem to find a way to remove the default groups.
Could you clarify, what you seem to be describing doesn't seem to be happening with me (also if world or master). The only thing that should be persistent is the reference biome list.
EDIT2: Odd. This issue seems to have corrected itself for now, the deleted biomegroups are not reappearing anymore. Not sure what went wrong there.
Well, okey-doke then.
Edit: Sometimes certain categories will be able to propagate backwards from world to master (never the other way around). This can happen where a category that master doesn't use but world does. When world creates the group and it asks master for it even if master hasn't declared it, which creates the entry in master. Its not a problem, as master doesn't use it so if a world was created with the master settings it would just have a category in that never gets called. It still allows that category to be set as a default for a world that is set to read id. Just a useful little quirk with how configs are generated.
Edit: Sometimes certain categories will be able to propagate backwards from world to master (never the other way around). This can happen where a category that master doesn't use but world does. When world creates the group and it asks master for it even if master hasn't declared it, which creates the entry in master. Its not a problem, as master doesn't use it so if a world was created with the master settings it would just have a category in that never gets called. It still allows that category to be set as a default for a world that is set to read id. Just a useful little quirk with how configs are generated.
I believe this is what I was experiencing, as I edited the master file first, went in-game and then quit. After that, the master file had the edited biome groups in addition to the defaults. I had pre-generated the configs for the world I was testing with before editing the master so it must have pulled the defaults in from there. By removing the defaults from both the master and the world files they are both working as expected.
Also, because JAS now checks the entity cap after every spawn, after the cap has been hit entities only spawn alone rather than in packs. My best guess; you generally only have one entity despawning in a tick, right? So, with a default spawn rate of 1 tick, a spawn cycle will run immediately after an entity has despawned and therefore there is only space for one entity to spawn.
What do you think about the idea to check after every pack is spawned? It would mean going over the cap, though not by much but you will get groups of animals again and it is still an improvement over only the vanilla method of only checking the cap at the start of the cycle.
Well, more than can spawn in a tick, but of course only up till it reaches the cap; It may be improbable that entities despawn at the same time.
That does seem like a really good compromise between the hard and soft caps.
JASv0.5.0 Changelog
- Add MinDespawnAge as global paramaters with despawn property tag "despawnAge"
- Add MaxDespawnDist (for instant despawn) as global paramaters with despawn property tag "maxSpawnRange"
- Entity extended counting is now done at the pack level
- Fix Monster Spawn Lists triggering during peaceful
- Entity Specific Caps: Relevent Wiki
JASv0.5.0 Changelog
- Add MinDespawnAge as global paramaters with despawn property tag "despawnAge"
- Add MaxDespawnDist (for instant despawn) as global paramaters with despawn property tag "maxSpawnRange"
- Entity extended counting is now done at the pack level
- Fix Monster Spawn Lists triggering during peaceful
- Entity Specific Caps: Relevent Wiki
Goodness sakes - what doesn't this mod do now? It really boggles my mind. Congrats and thanks for making such an amazing mod!
FYI - I'm still using 0.2.0 for my friend's server, but will likely be adding/updating more mods soon. Will there be a lot of editing in configs when updating JAS? From what I read, it sounds like it will convert to the new format easily. Not that I have a problem with editing, but it would be nice to know what to look out for.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Goodness sakes - what doesn't this mod do now? It really boggles my mind. Congrats and thanks for making such an amazing mod!
FYI - I'm still using 0.2.0 for my friend's server, but will likely be adding/updating more mods soon. Will there be a lot of editing in configs when updating JAS? From what I read, it sounds like it will convert to the new format easily. Not that I have a problem with editing, but it would be nice to know what to look out for.
Obviously, back them up anyway.
The living handlers format should convert. The spawnlistentries are done by biome groups not biomes, but biome groups default to biome names and I believe are case-insensitive so should not be a problem. So should 'just work'.
Yay!c: I got it working. I'm pretty sure my earlier trouble was unrelated to JAS so I just went back to the beginning again and now it works. And I see you've added the entity specific cap which is awesome. Especially for me who hates endermen and creepies and wants them in 1s or 2s at most. Rarely in some biomes and never in others.
So, now for the config questions ..please? I have actually been reading the wiki but I've been having a hard time getting it to sink in. Apologies if I'm asking something that I should already know.
I noticed in the master/mod entity settings, every entity's spawn is set to "false". Do I have to set them to true in the master before I can set my world specific settings? Can I just set everything in master and know that it will apply when I enable JAS in a new world?
I also noticed that in the (non master) CreatureType.cfg, opensky and creature spawn caps are set to 10 each, while monster is set to 70. Is there a reason for this? Ie, is that just because a lot of people like playing in a world with heaps of monsters and not many animals? Or is there some other reason related to what I've read in spawning 101 with the way that different entities spawn?
I have a survival world and in the past, using Davidee's Mob Spawn Controls, I've set monsters at 40, animals at 60. Admittedly, I did see a lack of monsters underground and I'd like that to change, but with JAS's underground settings ... That really is a great feature by the way.
So, if I can get myself back on topic.. I have xbiomesXL, Tropicraft, Mo'Creatures, atmos mobs, Project Zulu (+ thaumcraft, millenaire, custom NPCs) but, just to give an idea, the animals play a big part in setting the atmosphere and I like having lots of them around. Is it safe to set it so that opensky and creatures together equal 50?
In case it's relevant, I hadn't planned on fiddling with the entity types (ie changing a chicken to a monster). The only entity I may want to change in the future is the firefly - to get it spawning underground with the bats as an ambient - but for now I'd like to keep it as simple as possible.
And on that note, I'd also like to thank Gurrok for posting his configs here. I'm thinking they'll be very handy. If anyone else feels like donating a config to my (or another reader's) cause, or a hint.. lol. I'll give you a smiley Big thanks to all of you who've contributed here, mob spawn controls and at the spawning observations topic. I've learned everything I think I know about spawning from reading your posts.
And of course, thanks Crudedragos for all the work you've done here and on the wiki and for this great mod.
I noticed in the master/mod entity settings, every entity's spawn is set to "false". Do I have to set them to true in the master before I can set my world specific settings? Can I just set everything in master and know that it will apply when I enable JAS in a new world?
Yes setting to master creating a new world will transfer settings. On already created worlds you must either change world or delete the relevant line. Master is used for default entries; when you create a new world, or delete a line from the world config.
I'll quote myself from earlier describing how "master" and "world" relate:
The flow is basically "ModderDefultValue" overridden by "MasterConfigValue" overriden by "WorldConfigValue". Whenever a value needs to be fetched from config, it takes a defaultValue which is only used if the config value cannot be parsed or if its not present.
Thus, we start without configs, we have a manually set a property with a default value for example "0".
I then to get the value from the master config. If the value is present and readable we take the master value and discard the previous "0". If it wasn't there or unreadable, we place "0" into the master config. Lets say we read a value of "1".
I then to get the value from the world config. If the value is present and readable we take the world value and discard the previous "1". If ir wasn't there or unreadable, we place "1" into the world config. Lets say we read a value of "2".
The property value will now be "2".
I also noticed that in the (non master) CreatureType.cfg, opensky and creature spawn caps are set to 10 each, while monster is set to 70. Is there a reason for this? Ie, is that just because a lot of people like playing in a world with heaps of monsters and not many animals? Or is there some other reason related to what I've read in spawning 101 with the way that different entities spawn?
I have a survival world and in the past, using Davidee's Mob Spawn Controls, I've set monsters at 40, animals at 60. Admittedly, I did see a lack of monsters underground and I'd like that to change, but with JAS's underground settings ... That really is a great feature by the way.
Opensky and Underground are arbitrary. The others are setup identically to their vanilla equivalents. There is no harm in changing it to your preference, many do.
So, if I can get myself back on topic.. I have xbiomesXL, Tropicraft, Mo'Creatures, atmos mobs, Project Zulu (+ thaumcraft, millenaire, custom NPCs) but, just to give an idea, the animals play a big part in setting the atmosphere and I like having lots of them around. Is it safe to set it so that opensky and creatures together equal 50?
In case it's relevant, I hadn't planned on fiddling with the entity types (ie changing a chicken to a monster). The only entity I may want to change in the future is the firefly - to get it spawning underground with the bats as an ambient - but for now I'd like to keep it as simple as possible.
"safe"? The only limitation is your computers ability to perform, obviously higher caps means more entities around. You can set them all crazy high or incredibly low.
Yes setting to master creating a new world will transfer settings. On already created worlds you must either change world or delete the relevant line. Master is used for default entries; when you create a new world, or delete a line from the world config.
I actually understood that. Thank you. I went and put it into action and it seems like I'm getting somewhere here. It's actually working really well so far.
Yes, I meant in relation to lagging from having crazy spawns like what happened with Gurrok putting finches into ambient My PC's not too bad but I doubt anything could hold up for long under that.
The flow is basically "ModderDefultValue" overridden by "MasterConfigValue" overriden by "WorldConfigValue". Whenever a value needs to be fetched from config, it takes a defaultValue which is only used if the config value cannot be parsed or if its not present.
..this means that I don't need to do anything for Millenaire other than setting their "should spawn" value to "true" in the master vanilla config, right? Same with Myst linkbooks, etc.
[edit] unless I've already created the world - in which case I'd have to check the Vanilla.cfg for that world and set "should spawn" to "true" there too.
Yes, I meant in relation to lagging from having crazy spawns like what happened with Gurrok putting finches into ambient My PC's not too bad but I doubt anything could hold up for long under that.
Ah. That won't happen as JAS doesn't allow anything to spawn without belonging to a valid creature type.
..this means that I don't need to do anything for Millenaire other than setting their "should spawn" value to "true" in the master vanilla config, right? Same with Myst linkbooks, etc.
[edit] unless I've already created the world - in which case I'd have to check the Vanilla.cfg for that world and set "should spawn" to "true" there too.
Yes. Though I don't use Millenaire or Mystcraft, so i know nothing of those examples. (I thought linkbooks were crafted?)
Yes. Though I don't use Millenaire or Mystcraft, so i know nothing of those examples. (I thought linkbooks were crafted?)
haha same.
"S:Linkbook=NONE-true" - taken from my Vanilla.cfg Master/ModEntitySettings
I got a bit of a shock to see it there. I can't think of any other reason why it'd be there. Never seen it in a spawn config before but, as long as it's minding it's own business, I'll just leave it be. It's in the list just above the litterbox so they can hang out and do nothing together
"S:Linkbook=NONE-true" - taken from my Vanilla.cfg Master/ModEntitySettings
I got a bit of a shock to see it there. I can't think of any other reason why it'd be there. Never seen it in a spawn config before but, as long as it's minding it's own business, I'll just leave it be. It's in the list just above the litterbox so they can hang out and do nothing together
Okay, thought you were implying they spawn through the vanilla spawner. JAS detects any Entity that extends EntityLiving and isn't abstract; whether or not it spawns is irrelevent.
The book would likely be an entity because IIRC it drops onto the ground when you go through a portal. Thus it has to be able to persist in the world.
Awesome, can't wait to try it out. Great job pumping out the new features so quickly!
EDIT:
Am I correct in assuming this means that when using JAS for spawning, you won't get the room to spawn 1 more creature so vanilla goes through the whole spawn cycle and adds 50 weirdness?
Correct.
Confirmed. Some last minute tweak must have broken it, likely many of the other tags won't work either. I'll dig into it tommorow.
Entities are counted from all loaded chunks. Default is 10 chunk radius, so 160 blocks around the player. Compared 128 representing the non-persistent cutoff (cause they despawn). As you move more chunks are loaded and old ones are unloaded: those entities won't count anymore. The entities are counted identically to vanilla (with the exception that I now also count after the initial count from going over the cap, so you may want to increase a bit to compensate for that).
10 isn't the amount itself, its proportional to the number of loaded chunks:
Keep in mind that chunk spawning doesn't repsect the cap. So new chunks may spawn additional ones as well. Not exactly common, but it'll add up.
Edit: there was a bug in v0.3.0 where despawning entities >128 were not being auto-despawned.
I have not got around to making a banner yet unfortunately.
I am wondering what thoughts you have had about adding in GUI functionality. Personally I like the control of being able to dig straight into the config files, but GUIs can be nice and I am interested in what you might have planned / are thinking about. This isn't really a request or even a suggestion; just wondering what your current position is regarding a GUI in JAS.
EDIT: One thing I noticed is that the default biome-group entries for each individual biome consistently regenerate in the config file even if they are removed from the 'allgroups' list and the respective biomelists deleted. Is this intentional behavior? As it is now I can't seem to find a way to remove the default groups.
EDIT2: Odd. This issue seems to have corrected itself for now, the deleted biomegroups are not reappearing anymore. Not sure what went wrong there.
A GUI is eventually planned. The most important use case I see is when the maintainer(s) do not (all) have direct access to the server. I'm not sure when I'll get to it. My first order of business is to get the actual mod feature complete sans GUI which we are near. I've got the basic framework for a gui in already with packets for syncing. If you've used project zulu, the GUI with likely be in the same style as the Limited Mob Spawner. With selectable fields featureing a pop-up sidebar. There'll need to a main menu of sorts. The GUI will be an optional install, such that you could Though I'd like to do tabs.
The GUI itself will remain an optional intall (same package, you just don't still won't need JAS on the Client for it operate). On a functional level, it is likely only one user will be able to edit the server at a time. I don't feel like fighting with multiple remote hosts editing and receiving updates.
After the base feature complete, I may be going to do some work on PZ before coming back and doing the GUI. Not sure yet. Though I do really like the idea "finishing" a mod for once.
Could you clarify, what you seem to be describing doesn't seem to be happening with me (also if world or master). The only thing that should be persistent is the reference biome list.
Well, okey-doke then.
Edit: Sometimes certain categories will be able to propagate backwards from world to master (never the other way around). This can happen where a category that master doesn't use but world does. When world creates the group and it asks master for it even if master hasn't declared it, which creates the entry in master. Its not a problem, as master doesn't use it so if a world was created with the master settings it would just have a category in that never gets called. It still allows that category to be set as a default for a world that is set to read id. Just a useful little quirk with how configs are generated.
I believe this is what I was experiencing, as I edited the master file first, went in-game and then quit. After that, the master file had the edited biome groups in addition to the defaults. I had pre-generated the configs for the world I was testing with before editing the master so it must have pulled the defaults in from there. By removing the defaults from both the master and the world files they are both working as expected.
Ah, good catch.
Well, more than can spawn in a tick, but of course only up till it reaches the cap; It may be improbable that entities despawn at the same time.
That does seem like a really good compromise between the hard and soft caps.
- Add MinDespawnAge as global paramaters with despawn property tag "despawnAge"
- Add MaxDespawnDist (for instant despawn) as global paramaters with despawn property tag "maxSpawnRange"
- Entity extended counting is now done at the pack level
- Fix Monster Spawn Lists triggering during peaceful
- Entity Specific Caps: Relevent Wiki
Very interesting feature, definitely going to have to play around with that.
Goodness sakes - what doesn't this mod do now? It really boggles my mind. Congrats and thanks for making such an amazing mod!
FYI - I'm still using 0.2.0 for my friend's server, but will likely be adding/updating more mods soon. Will there be a lot of editing in configs when updating JAS? From what I read, it sounds like it will convert to the new format easily. Not that I have a problem with editing, but it would be nice to know what to look out for.
Obviously, back them up anyway.
The living handlers format should convert. The spawnlistentries are done by biome groups not biomes, but biome groups default to biome names and I believe are case-insensitive so should not be a problem. So should 'just work'.
So, now for the config questions ..please? I have actually been reading the wiki but I've been having a hard time getting it to sink in. Apologies if I'm asking something that I should already know.
I noticed in the master/mod entity settings, every entity's spawn is set to "false". Do I have to set them to true in the master before I can set my world specific settings? Can I just set everything in master and know that it will apply when I enable JAS in a new world?
I also noticed that in the (non master) CreatureType.cfg, opensky and creature spawn caps are set to 10 each, while monster is set to 70. Is there a reason for this? Ie, is that just because a lot of people like playing in a world with heaps of monsters and not many animals? Or is there some other reason related to what I've read in spawning 101 with the way that different entities spawn?
I have a survival world and in the past, using Davidee's Mob Spawn Controls, I've set monsters at 40, animals at 60. Admittedly, I did see a lack of monsters underground and I'd like that to change, but with JAS's underground settings ... That really is a great feature by the way.
So, if I can get myself back on topic.. I have xbiomesXL, Tropicraft, Mo'Creatures, atmos mobs, Project Zulu (+ thaumcraft, millenaire, custom NPCs) but, just to give an idea, the animals play a big part in setting the atmosphere and I like having lots of them around. Is it safe to set it so that opensky and creatures together equal 50?
In case it's relevant, I hadn't planned on fiddling with the entity types (ie changing a chicken to a monster). The only entity I may want to change in the future is the firefly - to get it spawning underground with the bats as an ambient - but for now I'd like to keep it as simple as possible.
And on that note, I'd also like to thank Gurrok for posting his configs here. I'm thinking they'll be very handy. If anyone else feels like donating a config to my (or another reader's) cause, or a hint.. lol. I'll give you a smiley Big thanks to all of you who've contributed here, mob spawn controls and at the spawning observations topic. I've learned everything I think I know about spawning from reading your posts.
And of course, thanks Crudedragos for all the work you've done here and on the wiki and for this great mod.
Yes setting to master creating a new world will transfer settings. On already created worlds you must either change world or delete the relevant line. Master is used for default entries; when you create a new world, or delete a line from the world config.
I'll quote myself from earlier describing how "master" and "world" relate:
Opensky and Underground are arbitrary. The others are setup identically to their vanilla equivalents. There is no harm in changing it to your preference, many do.
"safe"? The only limitation is your computers ability to perform, obviously higher caps means more entities around. You can set them all crazy high or incredibly low.
I actually understood that. Thank you. I went and put it into action and it seems like I'm getting somewhere here. It's actually working really well so far.
Yes, I meant in relation to lagging from having crazy spawns like what happened with Gurrok putting finches into ambient My PC's not too bad but I doubt anything could hold up for long under that.
..this means that I don't need to do anything for Millenaire other than setting their "should spawn" value to "true" in the master vanilla config, right? Same with Myst linkbooks, etc.
[edit] unless I've already created the world - in which case I'd have to check the Vanilla.cfg for that world and set "should spawn" to "true" there too.
Ah. That won't happen as JAS doesn't allow anything to spawn without belonging to a valid creature type.
Yes. Though I don't use Millenaire or Mystcraft, so i know nothing of those examples. (I thought linkbooks were crafted?)
haha same.
"S:Linkbook=NONE-true" - taken from my Vanilla.cfg Master/ModEntitySettings
I got a bit of a shock to see it there. I can't think of any other reason why it'd be there. Never seen it in a spawn config before but, as long as it's minding it's own business, I'll just leave it be. It's in the list just above the litterbox so they can hang out and do nothing together
Okay, thought you were implying they spawn through the vanilla spawner. JAS detects any Entity that extends EntityLiving and isn't abstract; whether or not it spawns is irrelevent.
The book would likely be an entity because IIRC it drops onto the ground when you go through a portal. Thus it has to be able to persist in the world.
Leaving it along is likely a good choice.
Took me 2-3 days of editing configs, and that was in 0.2.0 before even more options were added. Time intensive? Definitely. Worth it? Absolutely!