Is there something currently broken with UBified ores? First of all, when I mine an UB ore, I get the UB stone version of that ore, e.g. "Chert Iron Ore" rather than just the generic MC Iron Ore. I've been away from MC for awhile, but I don't remember this being the original behavior. It's a problem because the ores don't get recognized by anything other than the vanilla furnace. What am I missing?
EDIT: I've come up with a workaround for now using CraftTweaker for anyone with the same issue. It just adds a bunch of recipes for converting ores 1:1.
EDIT 2: Because I'm having fun, added Ore Dictionary entries, too.
Am I missing something? I've found a wizard tower, but I die from one trap or another. The plates and things can't be broken, and you can't break an alternate route... so how are you supposed to get anywhere? What am I missing? Am I supposed to just have enough gear and stuff to take the damage?
I'm not sure if anyone else has experienced this, but with "Vibrant 1.07 High" it is way too easy to see at night and full dark. Everything looks glorious during the day or in lighted spaces, but things in caves and places with no light sources are just dimmed. I got lost in a cave yesterday because I forgot to lay torches since I could see just fine. I don't think it's monitor, since daytime and other games look fine. I tried adjusting the brightness slider in MC, but that doesn't seem to do anything with shaders running. I have an NVidia GTX 660 Ti and the 346.72 binary linux drivers. I'm fully comfortable tweaking values in the shader files, so if you can reference something to change, please do! Thank you.
(If needed, I'll post a pic a bit later when I have more time)
YAWN *Rubs Eyes after a 3 month long nap and looks at all the changes* 0_0
Woah! a lot has changed! MVEL! I'm a bit nervous to see what happens to my spawn configs when I load this bad boy up!
I think what a lot of people who are posting here don't understand is that JAS is NOT a quick fix-all for all of your spawning issues. It won't magically work out of the box because it wasn't meant to. It's more of a toolkit for those who are willing to put in the time an effort to get the balance they want. JAS is VERY powerful, to the point where you can even insert NBT tags into spawned mobs depending on certain conditions.
I started to so some pre-configured mod profiles for the pre-MVEL version (see link below), but I ran out of free time. I might come back to it soon. No promises, though. I'll be honest, I think the amount of time I was spending tweaking configs directly contributed to the "break" I took from modded minecraft.
Crudedragos, does the switch to MVEL offer any simplification or streamlining in setting up just a basic balance of mobs, or is it purely for the potential configurability?
When JAS pulls a mob's default spawn values, does it make any attempt to do a comparison with the values of the other mobs in its lists? In the past, when I would have over/under spawning, it was because some mob in that entity group had a weight value that was WAY under/over the other mobs' weights, throwing the whole system out of whack. Maybe this could be a way to get a better "out of box" experience for new people. Just curious. It might be strictly out of scope for your plans, and that is fine. :-)
Yes. I'm pretty sure the source LTC had on Github was for an old version (which seems to have been taken down), but I managed to fix it up to the level of functionality of the compiled one he/she has posted here. It did seem like my original theory in #54 was the cause. They released it under a creative commons license, so I guess it should be ok if I distribute it.
LogicTechCorp: If you aren't cool with this, let me know and I'll take it down and/or share the source with you if you plan on taking this up again. I changed the server proxy calls and re-wrote the logic that determines whether scaffolds are overextended. Its a lot more "cheaty" than the original, since you aren't limited in the number of blocks a scaffold can overhang. This older version also had a bug that would cause you to always take fall damage no matter how careful you climbed down. Fixed that, too. Enabled and added a recipe for the Advanced Scaffolds in the source. I don't think I updated the logic for those, though.
Here it is, good luck. Don't consider me the maintainer of this mod, though. I mostly did this to fix my own need.
I had to play with the spawn-weights in the cfg files in the SpawnListEntry folder a lot to get them to appear. JAS sets the defaults for MoC mobs very low - between 1 -10, while it sets vanilla mobs at 10-150. Vanilla mobs end up "outweighing" MoC mobs, and thus they don't spawn. You'd think setting vanilla mobs to a 1-10 scale would fix it, but it doesn't. It just makes vanilla mobs even more rare. seems like spawn-weight doesn't just determine WHICH mod spawns, but also whether a mob spawns at all. YMMV.
Yeah, there's got to be something overriding JAS. Unless anyone else has some ideas, I think your only recourse is process of elimination. I noticed your screenshot from earlier was in the nether... you're doing these tests in the overworld, right?
I need to see your log file to have any hope of helping you. It's in the "logs" folder of your minecraft profile folder. The filename is "fml-client-latest.log"
Humor me and try changing a few of the MoC mobs to 100. Leave everything else as it is. My experience was that the 1-10 scale technically works, but it results in very few mods actually spawning. Spawn-weight seems to me to not just determine which type of mob spawns, but also whether one spawns at all.
Confirmed. I can see that. This is very weird. It was just snakes and bugs with the default JAS configs too, correct? It's almost like there's another spawner completely overriding JAS. Bugs are actually set very low, since their AI is very...buggy (couldn't resist). That number should be well over 200.
I don't know how to help you at this point. You have a number of mods I have no experience with. Could one of those have a spawning system conflicting with JAS? Or maybe it's a bug with JAS. Maybe make a copy of your current minecraft folder, then remove everything from the mods folder except MoC and JAS. Then create a test world and see what pops up.
Yeah I was using one I edited
and Like I said I'm basically using spawn weights between 1-10 for all of the mobs from each mod
Unless you changed them, vanilla.cfg has them up in the 100's, greatly "out-weighing" everything else. When I had this same problem, I had all of mine on a 1-10 scale. MoC mobs were very rare. Once I started using the same scale as the vanilla.cfg (0-150), those problems went away.
@olnard I looked at the log you posted in my thread. You are using the default JAS-generated configs, not my custom ones. The issue is for some reason, JAS generates a SpawnList config for MoC with spawn weights that are far lower than vanilla and other mods. They all have to be adjusted to be much higher before they start to appear.
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Is there something currently broken with UBified ores? First of all, when I mine an UB ore, I get the UB stone version of that ore, e.g. "Chert Iron Ore" rather than just the generic MC Iron Ore. I've been away from MC for awhile, but I don't remember this being the original behavior. It's a problem because the ores don't get recognized by anything other than the vanilla furnace. What am I missing?
EDIT: I've come up with a workaround for now using CraftTweaker for anyone with the same issue. It just adds a bunch of recipes for converting ores 1:1.
EDIT 2: Because I'm having fun, added Ore Dictionary entries, too.
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Ahh. that answers my other question. thanks!
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Am I missing something? I've found a wizard tower, but I die from one trap or another. The plates and things can't be broken, and you can't break an alternate route... so how are you supposed to get anywhere? What am I missing? Am I supposed to just have enough gear and stuff to take the damage?
0
Oh, awesome. Glad to know it's not just me. Thanks for the info!!
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I'm not sure if anyone else has experienced this, but with "Vibrant 1.07 High" it is way too easy to see at night and full dark. Everything looks glorious during the day or in lighted spaces, but things in caves and places with no light sources are just dimmed. I got lost in a cave yesterday because I forgot to lay torches since I could see just fine. I don't think it's monitor, since daytime and other games look fine. I tried adjusting the brightness slider in MC, but that doesn't seem to do anything with shaders running. I have an NVidia GTX 660 Ti and the 346.72 binary linux drivers. I'm fully comfortable tweaking values in the shader files, so if you can reference something to change, please do! Thank you.
(If needed, I'll post a pic a bit later when I have more time)
0
Woah! a lot has changed! MVEL! I'm a bit nervous to see what happens to my spawn configs when I load this bad boy up!
I think what a lot of people who are posting here don't understand is that JAS is NOT a quick fix-all for all of your spawning issues. It won't magically work out of the box because it wasn't meant to. It's more of a toolkit for those who are willing to put in the time an effort to get the balance they want. JAS is VERY powerful, to the point where you can even insert NBT tags into spawned mobs depending on certain conditions.
I started to so some pre-configured mod profiles for the pre-MVEL version (see link below), but I ran out of free time. I might come back to it soon. No promises, though. I'll be honest, I think the amount of time I was spending tweaking configs directly contributed to the "break" I took from modded minecraft.
Crudedragos, does the switch to MVEL offer any simplification or streamlining in setting up just a basic balance of mobs, or is it purely for the potential configurability?
When JAS pulls a mob's default spawn values, does it make any attempt to do a comparison with the values of the other mobs in its lists? In the past, when I would have over/under spawning, it was because some mob in that entity group had a weight value that was WAY under/over the other mobs' weights, throwing the whole system out of whack. Maybe this could be a way to get a better "out of box" experience for new people. Just curious. It might be strictly out of scope for your plans, and that is fine. :-)
1
LogicTechCorp: If you aren't cool with this, let me know and I'll take it down and/or share the source with you if you plan on taking this up again. I changed the server proxy calls and re-wrote the logic that determines whether scaffolds are overextended. Its a lot more "cheaty" than the original, since you aren't limited in the number of blocks a scaffold can overhang. This older version also had a bug that would cause you to always take fall damage no matter how careful you climbed down. Fixed that, too. Enabled and added a recipe for the Advanced Scaffolds in the source. I don't think I updated the logic for those, though.
Here it is, good luck. Don't consider me the maintainer of this mod, though. I mostly did this to fix my own need.
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I don't know how to help you at this point. You have a number of mods I have no experience with. Could one of those have a spawning system conflicting with JAS? Or maybe it's a bug with JAS. Maybe make a copy of your current minecraft folder, then remove everything from the mods folder except MoC and JAS. Then create a test world and see what pops up.
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Unless you changed them, vanilla.cfg has them up in the 100's, greatly "out-weighing" everything else. When I had this same problem, I had all of mine on a 1-10 scale. MoC mobs were very rare. Once I started using the same scale as the vanilla.cfg (0-150), those problems went away.
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