Source is available on Github.
Primary Source of Mod Functionaluty is the JAS Wiki.
Do not PM me for support, use this thread or github issue page. If you have an issue others can benefit from seeing any assistance I can provide. Its also probable another user already knows about the issue and will assist you sooner. You could also try joining EsperNet-IRC channel #minecraftspawning.
For Most detailed explanation of mod functionality; please use the wiki (Home Page). Good intro pages include, but are not limited to: Spawning 101, Jas Spawner, and Configuration Breakdown.
Just Another Spawner (JAS) is a Minecraft Mod aimed at providing an alternative entity spawning system for Minecraft.
JAS adds an entity spawning system that runs in parallel with the vanilla system. By design, it fundamentally works the same as its vanilla counterpart, but allows for greater customization by exposing and consolidating many of the properties that are involved. Since it runs in parallel, by default, JAS will disable the vanilla entity system by emptying all biome spawnlists. It will import settings from entities that are declared in minecraft, including those added by mods, and set them to spawn within the JAS spawner.
Q. Why is this neccesary I've never had any issues with the normal spawner?
A. For detailed discussion on limitation or quirks in the spawner please see the Mob Spawning Observations and Tests.
F.A.Q
Q. What License is your mod under cause I want to ?
A. Apache License 2.0
Q. Can I use any of your mods in my Mod Pack?
A. Yes.
Q. Should I post issues/suggestions here or on Github?
A. Preferably both. Github guarantees I will not forget. posting in the thread allows others who may be experiencing the same or have a solution to contribute.
Are the configs auto generated or do they have to be built? I see the GlobalProperties.cfg but not the others.
They should generate once you join a world; with a separate config for each world you join.
Also, as the world specific settings on done on world join. You don't need to close Minecraft to reload changes. You can just exit and rejoin the world.
I don't think I asked this specifically, but just to be sure...
If you change an entity's category in configs, it now spawns (or has a chance to spawn) during the new category's spawn cycle. Does the altered entity count towards the new mob type cap? For example, if Creeper was changed to Ambient, would they now count towards the Ambient cap? As you know, this is not the case with pretty much all other spawners out there right now.
Also, according to what I can tell, mobs can only be set to one category, correct?
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
If you change an entity's category in configs, it now spawns (or has a chance to spawn) during the new category's spawn cycle. Does the altered entity count towards the new mob type cap? For example, if Creeper was changed to Ambient, would they now count towards the Ambient cap? As you know, this is not the case with pretty much all other spawners out there right now.
Yes, it will count to the spawncap of whatever category you change it to. Though only to JAS. Regular minecraft and other spawners will still see it as whatever it was before.
Should Despawn {Defaults to false} - Sets if Spawnlist entries, to set biomes for it to spawn in, should be generated in the config for this entity. If this is false it will not spawn through JAS.
Just thought I should point out the above on the "Configuration Breakdown" page of the wiki. Should be "Should Spawn" instead, as it is now it might be a little confusing.
Just thought I should point out the above on the "Configuration Breakdown" page of the wiki. Should be "Should Spawn" instead, as it is now it might be a little confusing.
Is there a limit to the "weighted spawn chance" for each entity? I noticed that most commonly found mobs are 10, yet sheep can sometimes be 12 and zombie pigmen go to 100. I thought I read that ten was max, but sheep and pigmen obviously disagree.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Is there a limit to the "weighted spawn chance" for each entity? I noticed that most commonly found mobs are 10, yet sheep can sometimes be 12 and zombie pigmen go to 100. I thought I read that ten was max, but sheep and pigmen obviously disagree.
Its not limited that I know of. Its stored as an int, which would mean the max value is 2^31 - 1. Internally, at worse it could be passed as a byte through a packet and limited to 256. Though I'm pretty sure spawn list entries are only used server side (and declared there) so I highly doubt it'd need to be sent somewhere via packet.
Its not limited that I know of. Its stored as an int, which would mean the max value is 2^31 - 1. Internally, at worse it could be passed as a byte through a packet and limited to 256. Though I'm pretty sure spawn list entries are only used server side (and declared there) so I highly doubt it'd need to be sent somewhere via packet.
Even 256 is over twice what I hoped for. I got spoiled by MSC's 100 weight cap and allowing me to use the same numbers it will take a lot less time converting spawn lists! Thanks!
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Changelog v0.2.0
- Structure spawning is now supported for vanilla structures; Swamp - Witch, Nether - NetherFortress.
- Additional options are present for users to add Structure Spawns to Mineshafts and Strongholds.
- Fixed bug where setting UseModLocationCheck to false did nothing
I'm hoping to play with Twilight Forest and get compatibility within the next few days with a minor update. This update was most thoroughly tested on 1.5.1, but porting JAS involves such incredibly minor changes it shouldn't be a problem - and I did try to run it and jump around, didn't scream angrily at me.
Changelog v0.2.0
- Structure spawning is now supported for vanilla structures; Swamp - Witch, Nether - NetherFortress.
- Additional options are present for users to add Structure Spawns to Mineshafts and Strongholds.
- Fixed bug where setting UseModLocationCheck to false did nothing
I'm hoping to play with Twilight Forest and get compatibility within the next few days with a minor update. This update was most thoroughly tested on 1.5.1, but porting JAS involves such incredibly minor changes it shouldn't be a problem - and I did try to run it and jump around, didn't scream angrily at me.
I just read the Structure Spawning wiki page... OMGRUKIDDING?!? But seriously, this is flippin' amazing. I will most certainly be trying this out ASAP.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Changelog v0.2.0
- Structure spawning is now supported for vanilla structures; Swamp - Witch, Nether - NetherFortress.
- Additional options are present for users to add Structure Spawns to Mineshafts and Strongholds.
- Fixed bug where setting UseModLocationCheck to false did nothing
I'm hoping to play with Twilight Forest and get compatibility within the next few days with a minor update. This update was most thoroughly tested on 1.5.1, but porting JAS involves such incredibly minor changes it shouldn't be a problem - and I did try to run it and jump around, didn't scream angrily at me.
Started up a new world with JAS 0.2.0 (no configs so it could rebuild them). I have no cfg for Structure Spawns, even after enabling mobs. for 1.4.7 btw...
Started up a new world with JAS 0.2.0 (no configs so it could rebuild them). I have no cfg for Structure Spawns, even after enabling mobs. for 1.4.7 btw...
Its not generating at all or is empty? It should be in the same place as creatureType.cfg. Make sure the spawns are enabled in the world entry and not just in master.
I just tried with Forge 6.6.2.534 and it seems to be working. Is your log throwing any obvious errors?
Its not generating at all or is empty? It should be in the same place as creatureType.cfg. Make sure the spawns are enabled in the world entry and not just in master.
I just tried with Forge 6.6.2.534 and it seems to be working. Is your log throwing any obvious errors?
Nevermind. I totally derped. I downloaded it, opened the "edit mods" in MultiMC, removed JAS1.3, then added.... JAS1.3 again by mistake. Changing it to the correct version, it worked like a charm!
Sorry for not double checking. Didn't figure it out until I couldn't find any errors in the log and decided to look at my mods again.
Nevermind. I totally derped. I downloaded it, opened the "edit mods" in MultiMC, removed JAS1.3, then added.... JAS1.3 again by mistake. Changing it to the correct version, it worked like a charm!
Just did some testing with the Structure Spawn. Works well!
Got one problem though. The "pipe" character | doesn't seem to like being parsed correctly. Trying to add any PZ mobs (which use the | character) was unsuccessful. The MultiMC console spat out an error saying JAS couldn't parse them correctly because of the | character and ignored the entry. I tried various combinations of adding quotes around the entities, and got either the mentioned error, or no mention at all as if it was skipped entirely.
Out of curiosity I tried mod entities with spaces in their names. They worked just fine as written, meaning no quotes (ex: TwilightForest.Skeleton Druid). It seems like just the | character is causing it.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Just did some testing with the Structure Spawn. Works well!
Got one problem though. The "pipe" character | doesn't seem to like being parsed correctly. Trying to add any PZ mobs (which use the | character) was unsuccessful. The MultiMC console spat out an error saying JAS couldn't parse them correctly because of the | character and ignored the entry. I tried various combinations of adding quotes around the entities, and got either the mentioned error, or no mention at all as if it was skipped entirely.
Out of curiosity I tried mod entities with spaces in their names. They worked just fine as written, meaning no quotes (ex: TwilightForest.Skeleton Druid). It seems like just the | character is causing it.
It should work. Make sure there are no leading or trailing spaces before or after commas.Everything between commas is considered part of the name.
Edit: I added alligators to the Stronghold List and it worked: End portal guarded by visious creatrues. 1.4.7 version.
I don't know what kind of voodoo magic you've worked here, but it looks like you've saved me a whole mess of time. Thanks!
I've been trying to get MoCreatures, ProjectZulu, and Biomes O'Plenty to play nice for days now, to no avail. Everything spawned alright, but I'd get what I'd call 'spawn-gasms' from the MoCreatures CustomSpawner, especially along the edges of biomes. Basically I'd enter the new biome and be surrounded by 30 pelicans, or 100 butterflies. And then I wouldn't see any more spawns anywhere else for some time after. Seems it was worst with the ambient type mobs.
Two things concern me, though - One, I've noticed more loading lag with JAS installed. I've disabled CustomSpawner, but as you know, it's still required for MoCreatures to work. Still, I'm hoping it's not causing a conflict. Also, JAS doesn't seem to have registered any MoCreatures mobs in it's configs, yet they are still spawning in what seems like appropriate numbers and places. - That's odd, unless turning off CustomerSpawner doesn't actually turn it off or JAS is reading CustomSpawner's configs.
Also, JAS doesn't seem to have registered any MoCreatures mobs in it's configs, yet they are still spawning in what seems like appropriate numbers and places. - That's odd, unless turning off CustomerSpawner doesn't actually turn it off or JAS is reading CustomSpawner's configs.
Look in Vanilla.cfg they're all there. Any mods that don't add a prefix (Mo'C and older DivineRPG mobs for example) land in Vanilla.cfg
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Just Another Spawner
Source is available on Github.
Primary Source of Mod Functionaluty is the JAS Wiki.
Do not PM me for support, use this thread or github issue page. If you have an issue others can benefit from seeing any assistance I can provide. Its also probable another user already knows about the issue and will assist you sooner. You could also try joining EsperNet-IRC channel #minecraftspawning.
For Most detailed explanation of mod functionality; please use the wiki (Home Page). Good intro pages include, but are not limited to: Spawning 101, Jas Spawner, and Configuration Breakdown.
Just Another Spawner (JAS) is a Minecraft Mod aimed at providing an alternative entity spawning system for Minecraft.
JAS adds an entity spawning system that runs in parallel with the vanilla system. By design, it fundamentally works the same as its vanilla counterpart, but allows for greater customization by exposing and consolidating many of the properties that are involved. Since it runs in parallel, by default, JAS will disable the vanilla entity system by emptying all biome spawnlists. It will import settings from entities that are declared in minecraft, including those added by mods, and set them to spawn within the JAS spawner.
Q. Why is this neccesary I've never had any issues with the normal spawner?
A. For detailed discussion on limitation or quirks in the spawner please see the Mob Spawning Observations and Tests.
F.A.Q
A. Apache License 2.0
Q. Can I use any of your mods in my Mod Pack?
A. Yes.
Q. Should I post issues/suggestions here or on Github?
A. Preferably both. Github guarantees I will not forget. posting in the thread allows others who may be experiencing the same or have a solution to contribute.
Recent Updates: Changelog
Downloads
Download Page
or
They should generate once you join a world; with a separate config for each world you join.
Also, as the world specific settings on done on world join. You don't need to close Minecraft to reload changes. You can just exit and rejoin the world.
If you change an entity's category in configs, it now spawns (or has a chance to spawn) during the new category's spawn cycle. Does the altered entity count towards the new mob type cap? For example, if Creeper was changed to Ambient, would they now count towards the Ambient cap? As you know, this is not the case with pretty much all other spawners out there right now.
Also, according to what I can tell, mobs can only be set to one category, correct?
Yes, it will count to the spawncap of whatever category you change it to. Though only to JAS. Regular minecraft and other spawners will still see it as whatever it was before.
Correct.
Just thought I should point out the above on the "Configuration Breakdown" page of the wiki. Should be "Should Spawn" instead, as it is now it might be a little confusing.
Fixed. Thank you.
Its not limited that I know of. Its stored as an int, which would mean the max value is 2^31 - 1. Internally, at worse it could be passed as a byte through a packet and limited to 256. Though I'm pretty sure spawn list entries are only used server side (and declared there) so I highly doubt it'd need to be sent somewhere via packet.
Even 256 is over twice what I hoped for. I got spoiled by MSC's 100 weight cap and allowing me to use the same numbers it will take a lot less time converting spawn lists! Thanks!
- Structure spawning is now supported for vanilla structures; Swamp - Witch, Nether - NetherFortress.
- Additional options are present for users to add Structure Spawns to Mineshafts and Strongholds.
- Fixed bug where setting UseModLocationCheck to false did nothing
I'm hoping to play with Twilight Forest and get compatibility within the next few days with a minor update. This update was most thoroughly tested on 1.5.1, but porting JAS involves such incredibly minor changes it shouldn't be a problem - and I did try to run it and jump around, didn't scream angrily at me.
Page on the Wiki to explain details of Structure Spawning.
I just read the Structure Spawning wiki page... OMGRUKIDDING?!? But seriously, this is flippin' amazing. I will most certainly be trying this out ASAP.
Started up a new world with JAS 0.2.0 (no configs so it could rebuild them). I have no cfg for Structure Spawns, even after enabling mobs. for 1.4.7 btw...
Its not generating at all or is empty? It should be in the same place as creatureType.cfg. Make sure the spawns are enabled in the world entry and not just in master.
I just tried with Forge 6.6.2.534 and it seems to be working. Is your log throwing any obvious errors?
Nevermind. I totally derped. I downloaded it, opened the "edit mods" in MultiMC, removed JAS1.3, then added.... JAS1.3 again by mistake. Changing it to the correct version, it worked like a charm!
Sorry for not double checking. Didn't figure it out until I couldn't find any errors in the log and decided to look at my mods again.
Got one problem though. The "pipe" character | doesn't seem to like being parsed correctly. Trying to add any PZ mobs (which use the | character) was unsuccessful. The MultiMC console spat out an error saying JAS couldn't parse them correctly because of the | character and ignored the entry. I tried various combinations of adding quotes around the entities, and got either the mentioned error, or no mention at all as if it was skipped entirely.
Out of curiosity I tried mod entities with spaces in their names. They worked just fine as written, meaning no quotes (ex: TwilightForest.Skeleton Druid). It seems like just the | character is causing it.
It should work. Make sure there are no leading or trailing spaces before or after commas.Everything between commas is considered part of the name.
Edit: I added alligators to the Stronghold List and it worked: End portal guarded by visious creatrues. 1.4.7 version.
I've been trying to get MoCreatures, ProjectZulu, and Biomes O'Plenty to play nice for days now, to no avail. Everything spawned alright, but I'd get what I'd call 'spawn-gasms' from the MoCreatures CustomSpawner, especially along the edges of biomes. Basically I'd enter the new biome and be surrounded by 30 pelicans, or 100 butterflies. And then I wouldn't see any more spawns anywhere else for some time after. Seems it was worst with the ambient type mobs.
Two things concern me, though - One, I've noticed more loading lag with JAS installed. I've disabled CustomSpawner, but as you know, it's still required for MoCreatures to work. Still, I'm hoping it's not causing a conflict. Also, JAS doesn't seem to have registered any MoCreatures mobs in it's configs, yet they are still spawning in what seems like appropriate numbers and places. - That's odd, unless turning off CustomerSpawner doesn't actually turn it off or JAS is reading CustomSpawner's configs.
# Configuration file
# Generated on 4/7/13 4:53 AM
####################
# creaturesettings
####################
creaturesettings {
####################
# spawnlist
####################
spawnlist {
S:Mineshaft=
S:NetherBridge=Blaze,PigZombie,Skeleton,LavaSlime
S:Stronghold=Blaze,PigZombie,ProjectZulu|Core.Minotaur,ProjectZulu|Core.Haunted Armor
S:WitchHut=Witch
}
####################
# spawnlistentry
####################
spawnlistentry {
####################
# witchhut
####################
witchhut {
S:Witch=1-4-1-1
}
####################
# netherbridge
####################
netherbridge {
S:Blaze=10-4-2-3
S:LavaSlime=3-4-4-4
S:PigZombie=5-4-4-4
S:Skeleton=10-4-4-4
}
####################
# stronghold
#===================
# Editable Format: SpawnWeight-SpawnPackSize-MinChunkPackSize-MaxChunkPackSize
####################
stronghold {
S:Blaze=1-4-2-3
S:PigZombie=1-4-4-4
S:ProjectZulu|Core.Minotaur=10-3-2-4
S:ProjectZulu|Core.Haunted Armor=10-2-1-2
}
}
}
and the relevant report snippet (starts right after JAS adds all the mobs to other spawn lists correctly)
http://pastebin.com/fzY8RPsn
Hope this helps.
Look in Vanilla.cfg they're all there. Any mods that don't add a prefix (Mo'C and older DivineRPG mobs for example) land in Vanilla.cfg