Oh I've been using the wiki, it's been like a bible in getting JAS configured. And you're right, I've been doing it backwards. Makes perfect sense in what I've been seeing. Almost had it right, so close.
Zipping would've been easier wouldn't it? Should've thought of that.... And to answer your question, I have both 'empty vanilla spawnlists' and 'Gamerule dospawning off on start' both set to true.
To allow the vanilla spawner to function you should not have Gamerule dospawning off enabled, as that automatically sets the gamerule doMobSpawning to false: disabling the vanilla spawner. Gamerules are saved in data so once that setting is disabled you'll still need to manually set gamerule doMobSpawning to true.
(I assume you are on 1.5). This still leaves 'empty vanilla spawnlists', which is good. But for those biomes that require vanilla spawning, you'll not want those biome spawnlists cleared. Use the BiomeBlacklist to tell JAS to not clear those biomes and not spawn entities in them.
S:Troll=UNDERGROUND-true{!spawn:light,0,3:&maxSpawnHeight,40}
would cause it to read the intended "Do NOT spawn unless light is 0->3 AND height is less than 40.
I thought the '&' added that condition to the previous. So I need to remove the '&' sign to make it spawn trolls only in levels below 40 with light levels 0-3.
& does join them. All I changed was adding the '!' in front of spawn. The '&' sign is still there.
...cause these mobs not to spawn at all, or cause JAS not to spawn them (i.e., leave them to the defalt spawner, to spawn by MineFantasy rules)?
JAS will not spawn any entity that does not have a creature type (i.e is NONE), is set to 'false', or has a spawn weight <= 0. Setting 'false' is likely the best option as it preserves the entities properties should you ever wish to enable it.
JAS by default, automatically clears are vanilla spawnlists via the configuration option 'empty vanilla spawnlists'. On the 1.5 version, specific biomes can be blacklisted via configuration file and JAS will not spawn any entities in those biomes and will not clear the spawns in those files.
Intended spawning in a biome is relative to other entities that will spawn, if you remove all the other entities it is no longer 'as the mod author intended'. Multiple spawners in a single biomes can have unexpected consequences.
Do you have some reason to believe MineFantasy entity settings are not importing properly?
Do you have some reason to believe MineFantasy entity settings are not importing properly?
Well, I've had a lot of trouble with them in the past with other spawners (CMS spawn them in absurdly excessive number, MSC often leads to none or the wrong time/place, as drakes are day/surface spawning creature). Also, it uses distance from player spawn to control part of it, and I'm not sure if it can be done outside of its native spawner.
EDIT: Also, some mobs are being imported with no chance to spawn anywhere! ("S:MineFantasy.SkeletalKnight=0-4-0-4" in every biome) I've wondered if it keeping to special spawning logic unrelated to the main spawner, anyway, though dragons and drakes do get imported with spawn possibilities (in the correct biomes, too).
EDIT2: Also, I just got a huge number of skeletal knights (6+) spawning on the same night pretty close (within a couple hundred blocks) to each other (not as bad as the dozens of dragon CMS gives me though). Further, drakes are spawning in places they should not, very close to spawn (should be 500+ blocks away at least).
To allow the vanilla spawner to function you should not have Gamerule dospawning off enabled, as that automatically sets the gamerule doMobSpawning to false: disabling the vanilla spawner. Gamerules are saved in data so once that setting is disabled you'll still need to manually set gamerule doMobSpawning to true.
(I assume you are on 1.5). This still leaves 'empty vanilla spawnlists', which is good. But for those biomes that require vanilla spawning, you'll not want those biome spawnlists cleared. Use the BiomeBlacklist to tell JAS to not clear those biomes and not spawn entities in them.
I'm assuming the gamerule doMobSpawning is set from in-game, since I don't see any option for that in the configs. I'll try it.
Long answer: All creature mods I've ever used, it's worked with. There may be others that spawn their mobs differently, and could cause for oddities. Sounds rare though.
A list of mob-adding mods I've gotten to work under JAS so far:
Atmosmobs
Atum
Biomes O' Plenty (currently adds 3 mobs actually)
Dungeon Mobs
Grimoire of Gaia 2
Mo' Creatures
Mutant Creatures
Myths and Monsters
Primitive Mobs
Project Zulu
Twilight Forest
Witches and More
Also, note that I haven't had a mod NOT work with JAS.
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Also, note that I haven't had a mod NOT work with JAS.
I've had trouble with Mo'Creature, so much I stopped using it -- couldn't keep CMS from coming on and taking over.
EDIT: RIght now, I'm not seeing it working with anything, but I am trying to use it with MCPC+, and not all mods work witth that. Also, I'm not sure I have this right, "&origin,768:", but I'm not sure how to make the max limit unlimited so I took a guess and left it blank. But I have trouble with Mo'Creatures in SSP, too.
It does seem to be blocking the mobs I don't want, but I don't see the origin setting doing anything, and am not sure the if entityCap is working.
I'm assuming the gamerule doMobSpawning is set from in-game, since I don't see any option for that in the configs. I'll try it.
It can be. If you enable the 'Gamerule dospawning off on start' JAS will set the option to false on start-up automatically for you. DO the persistent nature of the gamerule, it is disabled by default. Its also usually redundant when 'empty vanilla spawnlists' is enabled.
EDIT: Does "origin" refer to a minimum distance from the cartesian map origin x=z=0, or to the player spawn? That would be very useful, since MineFantasy uses a similar idea (distance from initial spawn) to determine if something can spawn (and I might extend it to other mobs, too)? Since I didn't know of any other mod that did that it didn't occur to me too look for a way to do it here. And can the max be set to infinity somehow?
I missed this edit. You do edit a lot.
origin uses the world spawn. I believe this is the place a fresh player would spawn, not the players bed. I'm not sure how players spawn would work in SMP as the question of 'which player' would be impossible to answer.
Well, I've had a lot of trouble with them in the past with other spawners (CMS spawn them in absurdly excessive number, MSC often leads to none or the wrong time/place, as drakes are day/surface spawning creature). Also, it uses distance from player spawn to control part of it, and I'm not sure if it can be done outside of its native spawner.
Does it use its own internal custom spawner, or does the entity's getCanSpawnHere() method do that?
EDIT: Also, some mobs are being imported with no chance to spawn anywhere! ("S:MineFantasy.SkeletalKnight=0-4-0-4" in every biome) I've wondered if it keeping to special spawning logic unrelated to the main spawner, anyway, though dragons and drakes do get imported with spawn possibilities (in the correct biomes, too).
I'd count that as evidence it has its own internal spawner. Or its adding spawns after the world starts loading. On the up side, if it has its own internal spawner, clearing the vanilla spawn lists should have no effect on its spawning.
EDIT2: Also, I just got a huge number of skeletal knights (6+) spawning on the same night pretty close (within a couple hundred blocks) to each other (not as bad as the dozens of dragon CMS gives me though).
You'll need to explain how 6 of an entity within a couple hundred blocks is broken. Note that as soon as you add a {spawn} tag the default getCanSpawnHere of the entity is not called. If you want to call that you'll need to add the 'modSpawn' tag: i.e. {spawn:modspawn}.
I've had trouble with Mo'Creature, so much I stopped using it -- couldn't keep CMS from coming on and taking over.
EDIT: RIght now, I'm not seeing it working with anything, but I am trying to use it with MCPC+, and not all mods work witth that. Also, I'm not sure I have this right, "&origin,768:", but I'm not sure how to make the max limit unlimited so I took a guess and left it blank. But I have trouble with Mo'Creatures in SSP, too.
It does seem to be blocking the mobs I don't want, but I don't see the origin setting doing anything, and am not sure the if entityCap is working.
There are users who have used it on MCPC. So that shouldn't be an issue. Of course, those are cursed words if ever there were any.
It is not optional to leave it blank. You should have somewhere in your log where it says "Error Parsing Origin Parameter. Invalid Argument Length". You should set the max to -1 (or any number less than 0). The reason is arguably intuitive. All values from min --> max are valid. So if max is actually < min the valid range is min --> +Infinity -(loops around)-> -infinity --> max. So if origin,789,-1 the valid number are 789 -> + infinity and - infinty to -1.
The entityCap is across all loaded chunks. If you need something in a more limited area I'd look at the entities tag.
If MineFantasy has some spawning conditions that are not possible with the current set of tags let me know. I'm always interested in new useful tags.
You'll need to explain how 6 of an entity within a couple hundred blocks is broken.
There not technically "bosses" but they're pretty close and usually rare, and have entourages of specially armored skellies -- they and there minions were the only thing that seemed to spawn that night. Don't know if it was my setting, or if this is a MineFantasy version of a zombie siege, though. Didn't happen away from a village.
You don't mention why they wouldn't be able to spawn near origin but I'm going to assume it has to do with this later post.
The default spawning behavior in MineFantasy forces them to spawn further from initial player spawn / origin, since they're very tough and intended for later in the game. I also tried to duplicated the effect using the origin option. Dragons should spawn even further out.
I was going to add this to dungeon mobs, too -- going deep enough to get tin for progression to bronze having nothing but a copper spear is more frustrating than fun with those guys on the loose!
It is not optional to leave it blank. You should have somewhere in your log where it says "Error Parsing Origin Parameter. Invalid Argument Length". You should set the max to -1 (or any number less than 0). The reason is arguably intuitive. All values from min --> max are valid. So if max is actually < min the valid range is min --> +Infinity -(loops around)-> -infinity --> max. So if origin,789,-1 the valid number are 789 -> + infinity and - infinty to -1.
That's what I need to know, big thanks! It explains why things weren't working, and how to fix them. I'll add the -1 values ASAP.
If MineFantasy has some spawning conditions that are not possible with the current set of tags let me know. I'm always interested in new useful tags.
The main thing is the origin spawn hierarchy with progessive difficulty. I think timing after start was considered but abandoned since it wouldn't work with SMP where some players might join a server later than other. If there's anything beyond the origin thing I don't know about it. For the technical stuff about that mod you'd have to ask its author, AnonymousProductions -- I'm just a player and unofficial tester / video maker.
Thanks again, I think I know how to fix the problem. I'll edit one more time to tell if it works!
EDIT: Sorry about all the "EDIT"s, but one last one -- I think this worked. Thank!
If I understand correctly, this will tell mobs to spawn unless they are within 50 blocks (not counting elevation) of one of the blocks listed, which are all the blocks in the Millenaire mod.
My question is this: how do I add that tag to this: {!spawn:minSpawnHeight,96} ?
If I just add the second tag afterwards, am I adding in a second spawn condition, where the mob will spawn if either is true, or are they joined and need to *both* be true to spawn (which is what I'm after).
My question is this: how do I add that tag to this: {!spawn:minSpawnHeight,96} ?
If I just add the second tag afterwards, am I adding in a second spawn condition, where the mob will spawn if either is true, or are they joined and need to *both* be true to spawn (which is what I'm after).
Entities tag? Didn't think of that. I'm just trying to keep Grimoire of Gaia mobs out of Millenaire towns, and my first thought was to keep them from spawning near the blocks the mod uses, which I guess would work. Entities tag would probably work better, since the townies tend to move around on the outskirts of the village...
Just looked into that, and found that I can't use the entities tag b/c I don't know what Millenaire names its entities. I think the block & blockrange would work though.
Entities tag? Didn't think of that. I'm just trying to keep Grimoire of Gaia mobs out of Millenaire towns, and my first thought was to keep them from spawning near the blocks the mod uses, which I guess would work. Entities tag would probably work better, since the townies tend to move around on the outskirts of the village...
Just looked into that, and found that I can't use the entities tag b/c I don't know what Millenaire names its entities. I think the block & blockrange would work though.
Wouldn't the entities be listed in the "Millenaire.cfg" file for JAS? Perhaps not, depending on how Millenaire spawns its townies but it's worth a shot.
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I'm trying to use JAS 1.5.2 (Just another Spawner) to handle all mob spawns in my mods including Mo'C
However if you disable CMS (Custom Mob Spawner) no mo'creatue mobs will spawn, at all. :x
I should probably mention mods I am using that might effect things?
Biomes O Plenty, Grimore of Gaia2, Infernal Mobs
I'm trying to use JAS 1.5.2 (Just another Spawner) to handle all mob spawns in my mods including Mo'C
However if you disable CMS (Custom Mob Spawner) no mo'creatue mobs will spawn, at all. :x
I should probably mention mods I am using that might effect things?
Biomes O Plenty, Grimore of Gaia2, Infernal Mobs
Unless that's a bug in a newer version of CMS, that shouldn't be happening. I'm currently running MoC 5.2.3 and CMS 2.2.2 with JAS 0.10.0. I was using BOP (recently switched back to EBXL), and use Grimoire of Gaia 2. Infernal Mobs also works fine with JAS.
What versions of MoC/CMS are you using? Have you changed any settings other than disabling CMS? After that, you may have to post your MoCreatures and Vanilla cfgs from JAS to see if there's some settings that need changed.
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I'm trying to use JAS 1.5.2 (Just another Spawner) to handle all mob spawns in my mods including Mo'C
However if you disable CMS (Custom Mob Spawner) no mo'creatue mobs will spawn, at all. :x
I should probably mention mods I am using that might effect things?
Biomes O Plenty, Grimore of Gaia2, Infernal Mobs
My first thought is that if Mo'Creatures are not spawning via JAS after disabling CMS, they likely weren't spawning before.
There are many point of failure.
CMS despawns tends to (last I checked) prefer to despawn pretty much everything. So its possible that the caps are reached and CMS, as its disabled, isn't despawning them anymore. Also worth mentioning would be if you set your CMS caps higher than default. Even if they despawn, it may take longer than one waits when testing fall below caps.
The most likely issue, disregarding the above, is that the JAS configs do not have any Mo'Creatures set to spawn. It may have, for some reason failed to import MoC entities during its initial configuration.
One such hypothetical situation, depending on how CMS works internally, it may clear the vanilla spawnlist during its setup. If so, if JAS generates its configs after CMS clears MoC, JAS would import an empty list. I would typically expect all spawn entries to be cleared (which is what JAS does) but its not impossible to fathom only clearing certain entities (or simply not registering them) entities the spawner is meant to spawn.
Wouldn't the entities be listed in the "Millenaire.cfg" file for JAS? Perhaps not, depending on how Millenaire spawns its townies but it's worth a shot.
That was the first place I checked Unfortunately, there is no config for Millenaire there. Using the block ids seems to be working though.
That was the first place I checked Unfortunately, there is no config for Millenaire there. Using the block ids seems to be working though.
Then the entities are in the Millenaire Vanilla.cfg. The "vanilla.cfg" is where all "global" entities end up. Global entities use the finite number of Minecraft entity IDs.
Alright SO taking a look at things, it didn't really occur to me to check the vanilla.cfg modEntitySettings
What I found within was all the mo creatures entities registered to spawn. You can see the vanilla.cfg below in the spoiler.
(it also includes the thaumcraft entities and the forestry butterfly)
custom-id-settings {
# Basic block for terrain generation, needs to be less than 256
I:DirtBlockID=199
# Basic block for terrain generation, needs to be less than 256
I:GrassBlockID=198
# The starting ID used for MoCreatures items. Each item will increment this number by 1 for its ID.
I:ItemID=6122
I:LeafBlockID=1027
I:LogBlockID=1026
I:PlanksBlockID=1025
# Basic block for terrain generation, needs to be less than 256
I:StoneBlockID=197
I:TallGrassBlockID=1028
I:WyvernLairBiomeID=207
I:WyvernLairDimensionID=-17
}
customspawner-settings {
# Allows Custom Spawner to despawn vanilla every despawnTickRate. This helps prevent vanilla from overwhelming custom spawns.
B:DespawnVanilla=false
# Forces Custom Spawner to handle vanilla spawns otherwise the default vanilla spawner is used.
B:ModifyVanillaSpawns=false
# The amount of ticks it takes to spawn ambients. A tick rate of 100 would cause Custom Spawner to spawn ambients every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:ambientSpawnTickRate=60
# Turns on check for lightLevel for Ambient creature spawns.
B:checkAmbientLightLevel=false
# The amount of ticks it takes to spawn animals. A tick rate of 100 would cause Custom Spawner to spawn animals every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:creatureSpawnTickRate=50
# Turns on CustomMobSpawner debug logging.
B:debugCMS=true
# The light level threshold used to determine whether or not to despawn a creature.
I:despawnLightLevel=7
# The amount of ticks it takes to despawn vanilla creatures. Requires despawnVanilla to be enabled. Note: 20 ticks takes about 1 second.
I:despawnTickRate=111
# Prevents monsters from spawning anywhere during the day. Note: this will affect underground spawns as well.
B:disallowMonsterSpawningDuringDay=false
B:enforceMaxSpawnLimits=false
# The light level threshold used to determine whether or not to spawn a creature.
I:lightLevel=7
# Max amount of ambients.
I:maxAmbients=100
# Max amount of animals.
I:maxCreatures=250
# Max amount of monster.
I:maxMonsters=215
# Max amount of watercreatures.
I:maxWaterCreatures=60
# The amount of ticks it takes to spawn mobs. A tick rate of 100 would cause Custom Spawner to spawn mobs every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:monsterSpawnTickRate=50
# Allow ambients to spawn. Turn off to disable all ambient entity types.
B:spawnAmbients=true
# Allow creatures to spawn. Turn off to disable all creature entity types.
B:spawnCreatures=true
# Allow monsters to spawn. Turn off to disable all monster entity types.
B:spawnMonsters=true
# Allow watercreatures to spawn. Turn off to disable all watercreature entity types.
B:spawnWaterCreatures=true
# If enabled, Custom Spawner will be activated and process all entities in MoCProperties.cfg. Any entity not configured with a biome group will be ignored and used by Vanilla's spawner instead.
B:useCustomSpawner=false
# The amount of ticks it takes to spawn water creatures. A tick rate of 100 would cause Custom Spawner to spawn water creatures every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:waterSpawnTickRate=60
# Allows spawns during world chunk generation.
B:worldGenCreatureSpawning=false
}
global-settings {
# Allows you to instantly spawn MoCreatures from GUI.
B:allowInstaSpawn=false
# Animate Textures
B:animateTextures=true
# Turns on verbose logging
B:debugLogging=true
# Shows Pet Health
B:displayPetHealth=true
# Shows Pet Emotes
B:displayPetIcons=true
# Shows Pet Name
B:displayPetName=true
I:particleFX=3
B:useGlobalEntityRegistration=true
}
####################
# mod-mappings
#===================
# Mod Biome Mappings
# You may change tag values but do NOT change the default keys since they are used to generate our defaults.
# For example, 'twilightforest=TL:TwilightForest.cfg' may be changed to 'twilightforest=TWL:TWL.cfg' but may NOT be changed to 'twilight=TWL:TWL.cfg'
####################
ownership-settings {
# Assigns player as owner for each creature they tame. Only the owner can interact with the tamed creature.
B:enableOwnership=false
# Allows players to remove a tamed creatures owner essentially untaming it.
B:enableResetOwnerScroll=false
# Max tamed creatures an op can have. Requires enableOwnership to be set to true.
I:maxTamedPerOP=20
# Max tamed creatures a player can have. Requires enableOwnership to be set to true.
I:maxTamedPerPlayer=10
}
water-mob-general-settings {
# Allows water creatures to attack dolphins.
B:AttackDolphins=false
}
Any help you can give would be amazing.
Edit:
soooo after playing about and setting the non vanilla mobs in the vanilla.cfg to false I have some strange behavior going on. SO I have chunk spawning on, but from the moment of making a new world and loading in, chunk spawning doesn't seem to be working. If I fly around for a while one of two things will happen.
The first is that vanilla mobs will stop spawning at all (so the grimore of gaia 2 mobs continue to behave correctly (strangely they always have behaved when using JAS))
The second is that chunk spawning will go NUTS and start spawning many many many groups of vanilla CREATURE types in all new chunks being generated. But only one type.
So per world, if the second piece of weird behavior occurs then it will be all pigs, or all chickens or all sheep.
in the following spoilered image is a world where it spazzed out with all chickens.
I should also mention that while this stuff is happening mo creatures stuff is still not spawning.
Alright SO taking a look at things, it didn't really occur to me to check the vanilla.cfg modEntitySettings
What I found within was all the mo creatures entities registered to spawn. You can see the vanilla.cfg below in the spoiler.
(it also includes the thaumcraft entities and the forestry butterfly)
custom-id-settings {
# Basic block for terrain generation, needs to be less than 256
I:DirtBlockID=199
# Basic block for terrain generation, needs to be less than 256
I:GrassBlockID=198
# The starting ID used for MoCreatures items. Each item will increment this number by 1 for its ID.
I:ItemID=6122
I:LeafBlockID=1027
I:LogBlockID=1026
I:PlanksBlockID=1025
# Basic block for terrain generation, needs to be less than 256
I:StoneBlockID=197
I:TallGrassBlockID=1028
I:WyvernLairBiomeID=207
I:WyvernLairDimensionID=-17
}
customspawner-settings {
# Allows Custom Spawner to despawn vanilla every despawnTickRate. This helps prevent vanilla from overwhelming custom spawns.
B:DespawnVanilla=false
# Forces Custom Spawner to handle vanilla spawns otherwise the default vanilla spawner is used.
B:ModifyVanillaSpawns=false
# The amount of ticks it takes to spawn ambients. A tick rate of 100 would cause Custom Spawner to spawn ambients every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:ambientSpawnTickRate=60
# Turns on check for lightLevel for Ambient creature spawns.
B:checkAmbientLightLevel=false
# The amount of ticks it takes to spawn animals. A tick rate of 100 would cause Custom Spawner to spawn animals every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:creatureSpawnTickRate=50
# Turns on CustomMobSpawner debug logging.
B:debugCMS=true
# The light level threshold used to determine whether or not to despawn a creature.
I:despawnLightLevel=7
# The amount of ticks it takes to despawn vanilla creatures. Requires despawnVanilla to be enabled. Note: 20 ticks takes about 1 second.
I:despawnTickRate=111
# Prevents monsters from spawning anywhere during the day. Note: this will affect underground spawns as well.
B:disallowMonsterSpawningDuringDay=false
B:enforceMaxSpawnLimits=false
# The light level threshold used to determine whether or not to spawn a creature.
I:lightLevel=7
# Max amount of ambients.
I:maxAmbients=100
# Max amount of animals.
I:maxCreatures=250
# Max amount of monster.
I:maxMonsters=215
# Max amount of watercreatures.
I:maxWaterCreatures=60
# The amount of ticks it takes to spawn mobs. A tick rate of 100 would cause Custom Spawner to spawn mobs every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:monsterSpawnTickRate=50
# Allow ambients to spawn. Turn off to disable all ambient entity types.
B:spawnAmbients=true
# Allow creatures to spawn. Turn off to disable all creature entity types.
B:spawnCreatures=true
# Allow monsters to spawn. Turn off to disable all monster entity types.
B:spawnMonsters=true
# Allow watercreatures to spawn. Turn off to disable all watercreature entity types.
B:spawnWaterCreatures=true
# If enabled, Custom Spawner will be activated and process all entities in MoCProperties.cfg. Any entity not configured with a biome group will be ignored and used by Vanilla's spawner instead.
B:useCustomSpawner=false
# The amount of ticks it takes to spawn water creatures. A tick rate of 100 would cause Custom Spawner to spawn water creatures every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:waterSpawnTickRate=60
# Allows spawns during world chunk generation.
B:worldGenCreatureSpawning=false
}
global-settings {
# Allows you to instantly spawn MoCreatures from GUI.
B:allowInstaSpawn=false
# Animate Textures
B:animateTextures=true
# Turns on verbose logging
B:debugLogging=true
# Shows Pet Health
B:displayPetHealth=true
# Shows Pet Emotes
B:displayPetIcons=true
# Shows Pet Name
B:displayPetName=true
I:particleFX=3
B:useGlobalEntityRegistration=true
}
####################
# mod-mappings
#===================
# Mod Biome Mappings
# You may change tag values but do NOT change the default keys since they are used to generate our defaults.
# For example, 'twilightforest=TL:TwilightForest.cfg' may be changed to 'twilightforest=TWL:TWL.cfg' but may NOT be changed to 'twilight=TWL:TWL.cfg'
####################
ownership-settings {
# Assigns player as owner for each creature they tame. Only the owner can interact with the tamed creature.
B:enableOwnership=false
# Allows players to remove a tamed creatures owner essentially untaming it.
B:enableResetOwnerScroll=false
# Max tamed creatures an op can have. Requires enableOwnership to be set to true.
I:maxTamedPerOP=20
# Max tamed creatures a player can have. Requires enableOwnership to be set to true.
I:maxTamedPerPlayer=10
}
water-mob-general-settings {
# Allows water creatures to attack dolphins.
B:AttackDolphins=false
}
Any help you can give would be amazing.
Those look good so far, but do the entities have spawn settings for each biome/group configuration? Here's an example - my biome settings for the plains in Vanilla.cfg
Then the entities are in the Millenaire Vanilla.cfg. The "vanilla.cfg" is where all "global" entities end up. Global entities use the finite number of Minecraft entity IDs.
If the Millenaire townies are listed in Vanilla.cfg, please be sure to leave a post saying that. I'm trying to keep track of mods using global entity IDs, as it's the source of a number of mob mishaps.
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The config files are your friends! Get to know them, and shape your world!
To allow the vanilla spawner to function you should not have Gamerule dospawning off enabled, as that automatically sets the gamerule doMobSpawning to false: disabling the vanilla spawner. Gamerules are saved in data so once that setting is disabled you'll still need to manually set gamerule doMobSpawning to true.
(I assume you are on 1.5). This still leaves 'empty vanilla spawnlists', which is good. But for those biomes that require vanilla spawning, you'll not want those biome spawnlists cleared. Use the BiomeBlacklist to tell JAS to not clear those biomes and not spawn entities in them.
& does join them. All I changed was adding the '!' in front of spawn. The '&' sign is still there.
JAS will not spawn any entity that does not have a creature type (i.e is NONE), is set to 'false', or has a spawn weight <= 0. Setting 'false' is likely the best option as it preserves the entities properties should you ever wish to enable it.
JAS by default, automatically clears are vanilla spawnlists via the configuration option 'empty vanilla spawnlists'. On the 1.5 version, specific biomes can be blacklisted via configuration file and JAS will not spawn any entities in those biomes and will not clear the spawns in those files.
Intended spawning in a biome is relative to other entities that will spawn, if you remove all the other entities it is no longer 'as the mod author intended'. Multiple spawners in a single biomes can have unexpected consequences.
Do you have some reason to believe MineFantasy entity settings are not importing properly?
Well, I've had a lot of trouble with them in the past with other spawners (CMS spawn them in absurdly excessive number, MSC often leads to none or the wrong time/place, as drakes are day/surface spawning creature). Also, it uses distance from player spawn to control part of it, and I'm not sure if it can be done outside of its native spawner.
EDIT: Also, some mobs are being imported with no chance to spawn anywhere! ("S:MineFantasy.SkeletalKnight=0-4-0-4" in every biome) I've wondered if it keeping to special spawning logic unrelated to the main spawner, anyway, though dragons and drakes do get imported with spawn possibilities (in the correct biomes, too).
EDIT2: Also, I just got a huge number of skeletal knights (6+) spawning on the same night pretty close (within a couple hundred blocks) to each other (not as bad as the dozens of dragon CMS gives me though). Further, drakes are spawning in places they should not, very close to spawn (should be 500+ blocks away at least).
I'm assuming the gamerule doMobSpawning is set from in-game, since I don't see any option for that in the configs. I'll try it.
Got it. Not sure how I was looking at that before, but I got it.
Thanks!
Short answer: Yes.
Long answer: All creature mods I've ever used, it's worked with. There may be others that spawn their mobs differently, and could cause for oddities. Sounds rare though.
A list of mob-adding mods I've gotten to work under JAS so far:
Atmosmobs
Atum
Biomes O' Plenty (currently adds 3 mobs actually)
Dungeon Mobs
Grimoire of Gaia 2
Mo' Creatures
Mutant Creatures
Myths and Monsters
Primitive Mobs
Project Zulu
Twilight Forest
Witches and More
Also, note that I haven't had a mod NOT work with JAS.
I've had trouble with Mo'Creature, so much I stopped using it -- couldn't keep CMS from coming on and taking over.
EDIT: RIght now, I'm not seeing it working with anything, but I am trying to use it with MCPC+, and not all mods work witth that. Also, I'm not sure I have this right, "&origin,768:", but I'm not sure how to make the max limit unlimited so I took a guess and left it blank. But I have trouble with Mo'Creatures in SSP, too.
It does seem to be blocking the mobs I don't want, but I don't see the origin setting doing anything, and am not sure the if entityCap is working.
It can be. If you enable the 'Gamerule dospawning off on start' JAS will set the option to false on start-up automatically for you. DO the persistent nature of the gamerule, it is disabled by default. Its also usually redundant when 'empty vanilla spawnlists' is enabled.
I missed this edit. You do edit a lot.
origin uses the world spawn. I believe this is the place a fresh player would spawn, not the players bed. I'm not sure how players spawn would work in SMP as the question of 'which player' would be impossible to answer.
Does it use its own internal custom spawner, or does the entity's getCanSpawnHere() method do that?
I'd count that as evidence it has its own internal spawner. Or its adding spawns after the world starts loading. On the up side, if it has its own internal spawner, clearing the vanilla spawn lists should have no effect on its spawning.
You'll need to explain how 6 of an entity within a couple hundred blocks is broken. Note that as soon as you add a {spawn} tag the default getCanSpawnHere of the entity is not called. If you want to call that you'll need to add the 'modSpawn' tag: i.e. {spawn:modspawn}.
You don't mention why they wouldn't be able to spawn near origin but I'm going to assume it has to do with this later post.
There are users who have used it on MCPC. So that shouldn't be an issue. Of course, those are cursed words if ever there were any.
It is not optional to leave it blank. You should have somewhere in your log where it says "Error Parsing Origin Parameter. Invalid Argument Length". You should set the max to -1 (or any number less than 0). The reason is arguably intuitive. All values from min --> max are valid. So if max is actually < min the valid range is min --> +Infinity -(loops around)-> -infinity --> max. So if origin,789,-1 the valid number are 789 -> + infinity and - infinty to -1.
The entityCap is across all loaded chunks. If you need something in a more limited area I'd look at the entities tag.
If MineFantasy has some spawning conditions that are not possible with the current set of tags let me know. I'm always interested in new useful tags.
Yeah, I forget some things I realize are important, or else make a discovery while testing further. It seems better then lots of multi-posting.
There not technically "bosses" but they're pretty close and usually rare, and have entourages of specially armored skellies -- they and there minions were the only thing that seemed to spawn that night. Don't know if it was my setting, or if this is a MineFantasy version of a zombie siege, though. Didn't happen away from a village.
The default spawning behavior in MineFantasy forces them to spawn further from initial player spawn / origin, since they're very tough and intended for later in the game. I also tried to duplicated the effect using the origin option. Dragons should spawn even further out.
I was going to add this to dungeon mobs, too -- going deep enough to get tin for progression to bronze having nothing but a copper spear is more frustrating than fun with those guys on the loose!
That's what I need to know, big thanks! It explains why things weren't working, and how to fix them. I'll add the -1 values ASAP.
The main thing is the origin spawn hierarchy with progessive difficulty. I think timing after start was considered but abandoned since it wouldn't work with SMP where some players might join a server later than other. If there's anything beyond the origin thing I don't know about it. For the technical stuff about that mod you'd have to ask its author, AnonymousProductions -- I'm just a player and unofficial tester / video maker.
Thanks again, I think I know how to fix the problem. I'll edit one more time to tell if it works!
EDIT: Sorry about all the "EDIT"s, but one last one -- I think this worked. Thank!
{spawn:block,1515>1516,1517-1>4,1518-1,1519-1>3,1520>1524,1525>1526-1>13:blockrange,50,0,50}
If I understand correctly, this will tell mobs to spawn unless they are within 50 blocks (not counting elevation) of one of the blocks listed, which are all the blocks in the Millenaire mod.
My question is this: how do I add that tag to this: {!spawn:minSpawnHeight,96} ?
If I just add the second tag afterwards, am I adding in a second spawn condition, where the mob will spawn if either is true, or are they joined and need to *both* be true to spawn (which is what I'm after).
Thanks!
Subsequent chain-able tags are by default parsed as OR ('|'). https://github.com/Crudedragos/JustAnotherSpawner/wiki/Tags#chainable-tags
Curious, is there a reason you decided to use the block tag instead of the entities tag?
I noticed that TF updated yesterday. JAS support will come in a small update later today.
Just looked into that, and found that I can't use the entities tag b/c I don't know what Millenaire names its entities. I think the block & blockrange would work though.
Wouldn't the entities be listed in the "Millenaire.cfg" file for JAS? Perhaps not, depending on how Millenaire spawns its townies but it's worth a shot.
However if you disable CMS (Custom Mob Spawner) no mo'creatue mobs will spawn, at all. :x
I should probably mention mods I am using that might effect things?
Biomes O Plenty, Grimore of Gaia2, Infernal Mobs
Unless that's a bug in a newer version of CMS, that shouldn't be happening. I'm currently running MoC 5.2.3 and CMS 2.2.2 with JAS 0.10.0. I was using BOP (recently switched back to EBXL), and use Grimoire of Gaia 2. Infernal Mobs also works fine with JAS.
What versions of MoC/CMS are you using? Have you changed any settings other than disabling CMS? After that, you may have to post your MoCreatures and Vanilla cfgs from JAS to see if there's some settings that need changed.
My first thought is that if Mo'Creatures are not spawning via JAS after disabling CMS, they likely weren't spawning before.
There are many point of failure.
CMS despawns tends to (last I checked) prefer to despawn pretty much everything. So its possible that the caps are reached and CMS, as its disabled, isn't despawning them anymore. Also worth mentioning would be if you set your CMS caps higher than default. Even if they despawn, it may take longer than one waits when testing fall below caps.
The most likely issue, disregarding the above, is that the JAS configs do not have any Mo'Creatures set to spawn. It may have, for some reason failed to import MoC entities during its initial configuration.
One such hypothetical situation, depending on how CMS works internally, it may clear the vanilla spawnlist during its setup. If so, if JAS generates its configs after CMS clears MoC, JAS would import an empty list. I would typically expect all spawn entries to be cleared (which is what JAS does) but its not impossible to fathom only clearing certain entities (or simply not registering them) entities the spawner is meant to spawn.
That was the first place I checked Unfortunately, there is no config for Millenaire there. Using the block ids seems to be working though.
Then the entities are in the Millenaire Vanilla.cfg. The "vanilla.cfg" is where all "global" entities end up. Global entities use the finite number of Minecraft entity IDs.
What I found within was all the mo creatures entities registered to spawn. You can see the vanilla.cfg below in the spoiler.
(it also includes the thaumcraft entities and the forestry butterfly)
# Configuration file
####################
# creaturesettings
####################
creaturesettings {
####################
# livinghandler
#===================
# Editable Format: CreatureType-ShouldSpawn{TAG1:PARAM1,value:PARAM2,value}{TAG2:PARAM1,value:PARAM2,value}
####################
livinghandler {
S:Bat=AMBIENT-true
S:Bear=CREATURE-true
S:BigCat=CREATURE-true
S:Bird=CREATURE-true
S:Blaze=MONSTER-true
S:Bunny=CREATURE-true
S:CaveSpider=MONSTER-true
S:Chicken=CREATURE-true
S:Cow=CREATURE-true
S:Creeper=MONSTER-true
S:Dolphin=WATERCREATURE-true
S:Egg=NONE-true
S:Elephant=CREATURE-true
S:EnderDragon=NONE-true
S:Enderman=MONSTER-true
S:FishBowl=NONE-true
S:Fox=CREATURE-true
S:Ghast=MONSTER-true
S:Giant=MONSTER-true
S:Goat=CREATURE-true
S:Horse=CREATURE-true
S:Kitty=CREATURE-true
S:KittyBed=NONE-true
S:KomodoDragon=CREATURE-true
S:LavaSlime=MONSTER-true
S:LitterBox=NONE-true
S:Mouse=CREATURE-true
S:MushroomCow=CREATURE-true
S:Ostrich=CREATURE-true
S:Ozelot=CREATURE-true
S:PetScorpion=CREATURE-true
S:Pig=CREATURE-true
S:PigZombie=MONSTER-true
S:Shark=WATERCREATURE-true
S:Sheep=CREATURE-true
S:Silverfish=MONSTER-true
S:Skeleton=MONSTER-true
S:Slime=MONSTER-true
S:Snake=CREATURE-true
S:SnowMan=NONE-true
S:Spider=MONSTER-true
S:Squid=WATERCREATURE-true
S:Turkey=CREATURE-true
S:Turtle=CREATURE-true
S:Villager=NONE-true
S:VillagerGolem=NONE-true
S:Witch=MONSTER-true
S:WitherBoss=MONSTER-true
S:Wolf=CREATURE-true
S:Wyvern=CREATURE-true
S:Zombie=MONSTER-true
S:butterflyGE=NONE-true
S:entBrainyZombie=MONSTER-true
S:entFirebat=MONSTER-true
S:entGiantBrainyZombie=MONSTER-true
S:entGolemClay=NONE-true
S:entGolemClayAdv=NONE-true
S:entGolemIron=NONE-true
S:entGolemStone=NONE-true
S:entGolemStoneAdv=NONE-true
S:entGolemStraw=NONE-true
S:entGolemTallow=NONE-true
S:entGolemTallowAdv=NONE-true
S:entGolemWood=NONE-true
S:entWisp=MONSTER-true
}
all the respective other entity configs seem accurate with MONSTER/CREATURE e.t.c set correctly and "true"
here is the global config for reference:
####################
# properties
####################
properties {
####################
# vanilla controls
####################
"vanilla controls" {
B:"Empty Vanilla SpawnLists on Start"=true
B:"Gamerule doSpawning Off on Start"=false
}
####################
# spawning
####################
spawning {
B:"Sort Creature By Biome"=true
I:"Spawner Tick Spacing"=0
}
####################
# logging
####################
logging {
B:"DEBUG Logging"=false
B:"SPAWNING Logging"=true
}
And here is my mo'creatures Global for reference
# Configuration file
####################
# creature-general-settings
####################
creature-general-settings {
# Allows creatures to attack horses.
B:AttackHorses=false
# Allows creatures to attack wolves.
B:AttackWolves=false
B:DestroyDrops=false
# Makes horse breeding simpler.
B:EasyBreeding=true
B:ElephantBulldozer=true
B:StaticBed=true
B:StaticLitter=true
# The percent for spawning a zebra.
I:ZebraChance=10
B:useDefaultBiomeGroups=true
}
####################
# custom-id-settings
####################
custom-id-settings {
# Basic block for terrain generation, needs to be less than 256
I:DirtBlockID=199
# Basic block for terrain generation, needs to be less than 256
I:GrassBlockID=198
# The starting ID used for MoCreatures items. Each item will increment this number by 1 for its ID.
I:ItemID=6122
I:LeafBlockID=1027
I:LogBlockID=1026
I:PlanksBlockID=1025
# Basic block for terrain generation, needs to be less than 256
I:StoneBlockID=197
I:TallGrassBlockID=1028
I:WyvernLairBiomeID=207
I:WyvernLairDimensionID=-17
}
####################
# customspawner-settings
####################
customspawner-settings {
# Allows Custom Spawner to despawn vanilla every despawnTickRate. This helps prevent vanilla from overwhelming custom spawns.
B:DespawnVanilla=false
# Forces Custom Spawner to handle vanilla spawns otherwise the default vanilla spawner is used.
B:ModifyVanillaSpawns=false
# The amount of ticks it takes to spawn ambients. A tick rate of 100 would cause Custom Spawner to spawn ambients every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:ambientSpawnTickRate=60
# Turns on check for lightLevel for Ambient creature spawns.
B:checkAmbientLightLevel=false
# The amount of ticks it takes to spawn animals. A tick rate of 100 would cause Custom Spawner to spawn animals every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:creatureSpawnTickRate=50
# Turns on CustomMobSpawner debug logging.
B:debugCMS=true
# The light level threshold used to determine whether or not to despawn a creature.
I:despawnLightLevel=7
# The amount of ticks it takes to despawn vanilla creatures. Requires despawnVanilla to be enabled. Note: 20 ticks takes about 1 second.
I:despawnTickRate=111
# Prevents monsters from spawning anywhere during the day. Note: this will affect underground spawns as well.
B:disallowMonsterSpawningDuringDay=false
B:enforceMaxSpawnLimits=false
# The light level threshold used to determine whether or not to spawn a creature.
I:lightLevel=7
# Max amount of ambients.
I:maxAmbients=100
# Max amount of animals.
I:maxCreatures=250
# Max amount of monster.
I:maxMonsters=215
# Max amount of watercreatures.
I:maxWaterCreatures=60
# Mob limit radius to spawn distance (chunks aren't loaded)
I:monsterSpawnRange=8
# The amount of ticks it takes to spawn mobs. A tick rate of 100 would cause Custom Spawner to spawn mobs every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:monsterSpawnTickRate=50
# Allow ambients to spawn. Turn off to disable all ambient entity types.
B:spawnAmbients=true
# Allow creatures to spawn. Turn off to disable all creature entity types.
B:spawnCreatures=true
# Allow monsters to spawn. Turn off to disable all monster entity types.
B:spawnMonsters=true
# Allow watercreatures to spawn. Turn off to disable all watercreature entity types.
B:spawnWaterCreatures=true
# If enabled, Custom Spawner will be activated and process all entities in MoCProperties.cfg. Any entity not configured with a biome group will be ignored and used by Vanilla's spawner instead.
B:useCustomSpawner=false
# The amount of ticks it takes to spawn water creatures. A tick rate of 100 would cause Custom Spawner to spawn water creatures every 5 seconds. Raise this value if you want spawning to occur less. Note: 20 ticks takes about 1 second.
I:waterSpawnTickRate=60
# Allows spawns during world chunk generation.
B:worldGenCreatureSpawning=false
}
####################
# global-settings
####################
global-settings {
# Allows you to instantly spawn MoCreatures from GUI.
B:allowInstaSpawn=false
# Animate Textures
B:animateTextures=true
# Turns on verbose logging
B:debugLogging=true
# Shows Pet Health
B:displayPetHealth=true
# Shows Pet Emotes
B:displayPetIcons=true
# Shows Pet Name
B:displayPetName=true
I:particleFX=3
B:useGlobalEntityRegistration=true
}
####################
# mod-mappings
#===================
# Mod Biome Mappings
# You may change tag values but do NOT change the default keys since they are used to generate our defaults.
# For example, 'twilightforest=TL:TwilightForest.cfg' may be changed to 'twilightforest=TWL:TWL.cfg' but may NOT be changed to 'twilight=TWL:TWL.cfg'
####################
mod-mappings {
S:arsmagica <ARS:ArsMagica.cfg>
S:atomicstryker <ATOM:InfernalMobs.cfg>
S:biomesop <BOP:BiomesOPlenty.cfg>
S:drzhark <MOC:MoCreatures.cfg>
S:extrabiomes <XL:ExtraBiomesXL.cfg>
S:forestry <FORESTRY:forestry.cfg>
S:gaia <GAI:GrimoireOfGaia.cfg>
S:highlands <HI:Highlands.cfg>
S:mcft <MCFT:mcft.cfg>
S:natura <NATURA:natura.cfg>
S:powercrystals <POWERCRYSTALS:powercrystals.cfg>
S:projectzulu <ZULU:ProjectZulu.cfg>
S:ted80 <BWG:BWG.cfg>
S:thaumcraft <TC:Thaumcraft.cfg>
S:tinker <TINKER:tinker.cfg>
S:twilightforest <TL:TwilightForest.cfg>
S:undefined <U:Undefined.cfg>
S:vanilla <MC:Vanilla.cfg>
}
####################
# monster-general-settings
####################
monster-general-settings {
# The chance percentage of spawning Cave ogres at depth of 50 in the Overworld
I:CaveOgreChance=50
# The block destruction radius of Cave Ogres
D:CaveOgreStrength=3.0
# The chance percentage of spawning Fire ogres in the Overworld
I:FireOgreChance=25
# The block destruction radius of Fire Ogres
D:FireOgreStrength=2.0
# The block radius where ogres 'smell' players
I:OgreAttackRange=12
# The block destruction radius of green Ogres
D:OgreStrength=2.5
# Allows Big Golems to break blocks.
B:golemDestroyBlocks=true
}
####################
# ownership-settings
####################
ownership-settings {
# Assigns player as owner for each creature they tame. Only the owner can interact with the tamed creature.
B:enableOwnership=false
# Allows players to remove a tamed creatures owner essentially untaming it.
B:enableResetOwnerScroll=false
# Max tamed creatures an op can have. Requires enableOwnership to be set to true.
I:maxTamedPerOP=20
# Max tamed creatures a player can have. Requires enableOwnership to be set to true.
I:maxTamedPerPlayer=10
}
####################
# water-mob-general-settings
####################
water-mob-general-settings {
# Allows water creatures to attack dolphins.
B:AttackDolphins=false
}
Any help you can give would be amazing.
Edit:
soooo after playing about and setting the non vanilla mobs in the vanilla.cfg to false I have some strange behavior going on. SO I have chunk spawning on, but from the moment of making a new world and loading in, chunk spawning doesn't seem to be working. If I fly around for a while one of two things will happen.
The first is that vanilla mobs will stop spawning at all (so the grimore of gaia 2 mobs continue to behave correctly (strangely they always have behaved when using JAS))
The second is that chunk spawning will go NUTS and start spawning many many many groups of vanilla CREATURE types in all new chunks being generated. But only one type.
So per world, if the second piece of weird behavior occurs then it will be all pigs, or all chickens or all sheep.
in the following spoilered image is a world where it spazzed out with all chickens.
I should also mention that while this stuff is happening mo creatures stuff is still not spawning.
Those look good so far, but do the entities have spawn settings for each biome/group configuration? Here's an example - my biome settings for the plains in Vanilla.cfg
####################
# plains
#===================
# Editable Format: SpawnWeight-SpawnPackSize-MinChunkPackSize-MaxChunkPackSize
####################
plains {
S:AtumBanditArcher=0-4-0-4
S:AtumBanditWarlord=0-4-0-4
S:AtumBanditWarrior=0-4-0-4
S:AtumBarbarian=0-4-0-4
S:AtumDesertGhost=0-4-0-4
S:AtumDesertWolf=0-4-0-4
S:AtumDustySkeleton=0-4-0-4
S:AtumMummy=0-4-0-4
S:AtumPharaoh=0-4-0-4
S:AtumStoneSoldier=0-4-0-4
S:Bat=10-4-8-8
S:Bear=0-4-0-4
S:BigCat=20-2-1-2
S:Bird=30-3-1-3
S:Blaze=0-4-0-4
S:BoarPet=0-4-0-4
S:BullPet=0-4-0-4
S:Bunny=70-3-1-3
S:CaveSpider=0-4-0-4
S:Chicken=70-4-2-4
S:Cow=50-4-2-4
S:Creeper=70-4-1-4
S:Dolphin=0-4-0-4
S:Elephant=20-2-1-2
S:Enderman=10-2-2-2
S:Fox=0-4-0-4
S:GSSkeletonCat=0-4-0-4
S:GSSkeletonDog=0-4-0-4
S:GSZombieCat=0-4-0-4
S:GSZombieDog=0-4-0-4
S:Ghast=0-4-0-4
S:Giant=0-4-0-4
S:Goat=40-3-1-3
S:Horse=50-4-1-4
S:Kitty=0-4-0-4
S:KomodoDragon=0-4-0-4
S:LavaSlime=0-4-0-4
S:Mouse=60-3-1-3
S:MushroomCow=0-4-0-4
S:Ostrich=20-4-1-4
S:Ozelot=0-4-0-4
S:PetScorpion=0-4-0-4
S:Pig=70-4-2-4
S:PigZombie=0-4-0-4
S:Shark=0-4-0-4
S:Sheep=80-4-2-4
S:Silverfish=0-4-0-4
S:Skeleton=70-4-1-4
S:Slime=20-4-1-4
S:Snake=30-2-1-2
S:SnowMan=0-4-0-4
S:Spider=70-4-1-4
S:SpiderPet=0-4-0-4
S:Squid=0-4-0-4
S:Turkey=50-3-1-3
S:Turtle=0-4-0-4
S:Witch=0-4-0-4
S:WitherBoss=0-4-0-4
S:Wolf=0-4-0-4
S:Wyvern=0-4-0-4
S:Zombie=70-4-1-4
S:skeletonMinion=0-4-0-4
S:zombieMinion=0-4-0-4
}
If the Millenaire townies are listed in Vanilla.cfg, please be sure to leave a post saying that. I'm trying to keep track of mods using global entity IDs, as it's the source of a number of mob mishaps.