He said that too about his working fine with yours, but yours still turns his off and overrides his. It sets those two types to none and won't let them spawn, i think. I didn't try to venture too far to see. I only went by what the configs said. I'll have to check that out in creative to see.
Adding those two types to yours shouldn't be too difficult, hopefully. I'll have to check out to see if they spawn w/o adding them first then try to add them if they don't. later... after work.
-- Quick check. I can spawn them. I'll have to find some lava pools to see if they spawn on their own. --
Glancing around his source it is 'impossible' for me to disable his. Be sure to enable Lycanites's CustomSpawner debug logging so that it will print when it spawns entities.
What does jas compatibility addon do?
I have never played with it before.
Pre-1.7 it was always bundled. It currently only provides the Twilight Forest structure support. If you have played early 1.6 builds you may have noticed some are marked with a NoTF which was used to indicate the Compatibility addon hadn't been updated. If you don't use TF or add it to the biome blacklist its unncessary at this time.
So I got some exciting news which while great (albeit much sooner than anticipated) for myself, is rather unpleasant news for everyone else. Unfortunately, I will no longer be able to continue developing my mods effective immediately. All of my mods are, and have been for some time, Open Source under Apache v2.0 such that any modder who may can be convinced to take up the responsibility may due so absent permission from or notification to myself. They are free to cut it to bits and pieces, maintain the project as closed or open source, or do any number of other unimaginable things to it.
Thank you everyone, for the times, they have been great.
Good luck to everyone's future modding: may your mods be many and your crash reports few.
P.S. To anyone who may be interested in using the codebase, I will be around for about another week in a sporadic capacity to answer any questions one may have. I will be idling in the recently created, and now unnecessary, EsperNet irc channel #minecraftspawns.
Just wanted to say thanks for all your hard work. I've been lurking these forums since Minecraft's humble beginnings, but never bothered to register here or post anything.
Your mod instantly fixed the no-spawning issue that's been plaguing my LAN sessions since I started using mob mods like Lycanite, Thaumcraft etc. No other mod has ever come close to fixing this issue, while yours simply worked straight outta the box.
Good luck with your future endeavours, and thank you again for your awesome contributions!
I'm just about to download JAS now, but I have a few mods installed already: Mo' Creatures, More Nature and Biomes O' Plenty.
So I was wondering if I need to do anything specific, like do I need the compatibility patch on the JAS download site for these mods?? Are there any "Must Change" settings in any of the configs, or Blacklist file???
I'm just about to download JAS now, but I have a few mods installed already: Mo' Creatures, More Nature and Biomes O' Plenty.
So I was wondering if I need to do anything specific, like do I need the compatibility patch on the JAS download site for these mods?? Are there any "Must Change" settings in any of the configs, or Blacklist file???
If you don't have Twilight Forest installed, the CompatabilityAddon won't do anything for you. Though your game would still function fine with it installed (so If you got both from a modpack no need to remove it).
The default configs should generate with identical defaults to what they would have with vanilla so you shouldn't need to change anything.
The blacklist isn't usually used in the overworld, its usually used for dimensions (that use custom biomes) and you don't want JAS interfering with it. The key here is blacklisting all biomes in a dimension, blacklisting only some in a dimension would cause indeterminate behaviour.
If you don't have Twilight Forest installed, the CompatabilityAddon won't do anything for you. Though your game would still function fine with it installed (so If you got both from a modpack no need to remove it).
The default configs should generate with identical defaults to what they would have with vanilla so you shouldn't need to change anything.
The blacklist isn't usually used in the overworld, its usually used for dimensions (that use custom biomes) and you don't want JAS interfering with it. The key here is blacklisting all biomes in a dimension, blacklisting only some in a dimension would cause indeterminate behaviour.
Well, so far so good, everything seems to be spawning ok =) Now I just need to learn how to increase the spawn rate of Monster mobs and I'm good to go.
ok im lost how do i set a mob to spawn in a biome group i have like 25 mobs in one cgf and a lot of biomes and its really hard to set them up for biome by biome
ok im lost how do i set a mob to spawn in a biome group i have like 25 mobs in one cgf and a lot of biomes and its really hard to set them up for biome by biome
All non-empty biomegroups in BiomeGroups.cfg should appear in
'/WorldSettings/<SaveName>/mobentitysettings/<modId>.cfg' (for pre-1.7)
or in
'/WorldSettings/<SaveName>/SpawnListEntries/<modId>.cfg' (1.7).
You should see some combination of nested categories <boimename> -> entityname -> spawnstats.
And then use it in a ModEntitySettings\<modID>,cfg file, correct?
-- Can I define a biomeGroup as a collection of other biomeGroups?
-- What is the effect of an an entity appearing in overlapping biomeGroups? For example, what if an entity was 10-4-0-4 in the Forest biomeGroup, but 2-1-0-2 in Taiga (a member of Forest)? Is there a hierarchy? Additive? Least? How does that work?
-- Examples? A few samples of working configs would be really helpful. I tried googling and searching within the topic and wiki for "sample" and "example" but didn't come up with anything. Anyone care to share?
-- What is the effect of an an entity appearing in overlapping biomeGroups? For example, what if an entity was 10-4-0-4 in the Forest biomeGroup, but 2-1-0-2 in Taiga (a member of Forest)? Is there a hierarchy? Additive? Least? How does that work?
Both entries exist together. Each entry has a chance of being selected (the 10 in '10-4-0-4' is the weight) and multiple entries. It works the same way you'd expect it to work with multiple entities in the same biome. If you had a Zombie:10-4-0-4 and Sheep:2-1-0-2 you'd expect the Sheep:2-1-0-2 to be selected 2 out of every 14 times*. If you had one Sheep:10-4-0-4 from Forest and another Sheep:2-1-0-2 from Taiga you'd get Sheep:2-1-0-2 selected 2 out of every 14 times*.
* Random selection, so amount is only guaranteed over many trials.
All non-empty biomegroups in BiomeGroups.cfg should appear in
'/WorldSettings/<SaveName>/mobentitysettings/<modId>.cfg' (for pre-1.7)
or in
'/WorldSettings/<SaveName>/SpawnListEntries/<modId>.cfg' (1.7).
You should see some combination of nested categories <boimename> -> entityname -> spawnstats.
i can't find any of the biomegroups like there a default group called FROZEN it only list the seprete biomes of FrozenRiver or FrozenOcean and if i try to add them in manually it ether removes them or stops me from making a world in minecraaft
i can't find any of the biomegroups like there a default group called FROZEN it only list the seprete biomes of FrozenRiver or FrozenOcean and if i try to add them in manually it ether removes them or stops me from making a world in minecraaft
I am having trouble getting spawns to work as intended, and I have a few questions which I hope can help me and others.
MCPC+ 1.6.4 b251
Just Another Spawner v0.13.6
1] Updated at end of this paragraph: Ozelots do not seem to be responded accordingly to SpawnWeight. I have this set really high (75), and a few other creatures in jungle set to lower than normal (few 6s, couple 10s), but I am hardly finding any ozelots (ocelots). I watch the log and only see 1 every once in a while, whereas the other creatures are spawning much more frequently.Update: This one may be okay. Really hard to tell. Do creatures naturally despawn? Do I have to kill other jungle creatures before seeing more ocelots, or will they despawn naturally over time and allow for more ocelots? 2nd Update: Ya... not seeing the amount of ocelots I would expect still. It's kinda random. Maybe I need to increase the spawncap on Creatures? Is there a way to have a higher spawn cap in jungles?
2] I am wondering if there is something wrong with automatic collection for Forestry.cfg. The spawnlistentry is empty, even though there is one entity (butterflyGE) in that mod. Is this going to cause problems? Will the entity just spawn out of control? Or is it controlled somewhere else?
3] Setting all the Twilight Forest (TF) biomes to true on the biomeblacklist should leave them alone and the mod will spawn things as the mod creator intended, correct?
4] Are these two default settings correct for what I am trying to accomplish?
B:"Empty Vanilla SpawnLists on Start"=true
B:"Gamerule doSpawning Off on Start"=false
5] In CreatureType.cfg, I have set my Creature "Spawn Rate"=15 and "Creature Spawn Cap"=60 in the hopes of having more creatures spawn throughout the world. Is this okay (taking the spawn rate from 400 to 15 seem drastic, but 400 to me seems really high)? Am I understanding this correctly?
6] The spawn cap in the CreatureType.cfg, are they counted around an individual, or total across the server for every player combined? Does this work across multiple dimensions and Multiverse worlds?
7] Finally (sorry so many), Structure spawns. I am not experiencing any blazes or skeletons on Nether Bridges even though they have the default weight of 10.
I've been so busy enjoying my game (that wouldn't even exist without thanks to PZ and JAS) that I've only just read the news.
Of course it's great news that Crudedragos has this great news, and we can't begrudge him his life, but I'm instantly concerned to know if anyone has shown interest in picking up these crucial mods yet.
I am having trouble getting spawns to work as intended, and I have a few questions which I hope can help me and others.
MCPC+ 1.6.4 b251
Just Another Spawner v0.13.6
1] Updated at end of this paragraph: Ozelots do not seem to be responded accordingly to SpawnWeight. I have this set really high (75), and a few other creatures in jungle set to lower than normal (few 6s, couple 10s), but I am hardly finding any ozelots (ocelots). I watch the log and only see 1 every once in a while, whereas the other creatures are spawning much more frequently.Update: This one may be okay. Really hard to tell. Do creatures naturally despawn? Do I have to kill other jungle creatures before seeing more ocelots, or will they despawn naturally over time and allow for more ocelots? 2nd Update: Ya... not seeing the amount of ocelots I would expect still. It's kinda random. Maybe I need to increase the spawncap on Creatures? Is there a way to have a higher spawn cap in jungles?
2] I am wondering if there is something wrong with automatic collection for Forestry.cfg. The spawnlistentry is empty, even though there is one entity (butterflyGE) in that mod. Is this going to cause problems? Will the entity just spawn out of control? Or is it controlled somewhere else?
3] Setting all the Twilight Forest (TF) biomes to true on the biomeblacklist should leave them alone and the mod will spawn things as the mod creator intended, correct?
4] Are these two default settings correct for what I am trying to accomplish?
B:"Empty Vanilla SpawnLists on Start"=true
B:"Gamerule doSpawning Off on Start"=false
5] In CreatureType.cfg, I have set my Creature "Spawn Rate"=15 and "Creature Spawn Cap"=60 in the hopes of having more creatures spawn throughout the world. Is this okay (taking the spawn rate from 400 to 15 seem drastic, but 400 to me seems really high)? Am I understanding this correctly?
6] The spawn cap in the CreatureType.cfg, are they counted around an individual, or total across the server for every player combined? Does this work across multiple dimensions and Multiverse worlds?
7] Finally (sorry so many), Structure spawns. I am not experiencing any blazes or skeletons on Nether Bridges even though they have the default weight of 10.
Thank you for your time
Unfortunately Crudedragos is no longer with us but I'll try to help where I can - sorry it took me ages to see your message.
1] Creatures don't naturally despawn but this is configurable. If you want tons more ocelots, one way would be to put them into the Opensky category. Just remember that jungles have a limited amount of open sky. You could also try bumping up their passive pack size and/or their min and max chunk spawn.
Further information on this (and everything) can be found on the JAS Wiki
2] Forestry butterflies are dependent on forestry trees so it's normal that the Forestry spawnlist is empty. The butterflies will start to appear once you start crossbreeding trees in Forestry.
3] that's correct.
4] that's right
5] Creature spawn rate is in ticks (20 ticks per second). That is how often JAS will attempt to spawn Creatures. It has no effect on the number of creatures overall.
6] I need help answering this one, sorry. With regards to the overworld only (and to the best of my knowledge) the cap is divided among the players currently online. I'm afraid I have no idea how this works across dimensional borders and especially with regard to multiverses, sorry.
7] again, I need help with this one. I was tempted to suggest that it may have something to do with the overall monster cap but after reading the wiki again, it sounds more like the entities aren't listed correctly and it's defaulting the biome spawnlist.
Unfortunately Crudedragos is no longer with us but I'll try to help where I can - sorry it took me ages to see your message.
1] Creatures don't naturally despawn but this is configurable. If you want tons more ocelots, one way would be to put them into the Opensky category. Just remember that jungles have a limited amount of open sky. You could also try bumping up their passive pack size and/or their min and max chunk spawn.
Further information on this (and everything) can be found on the JAS Wiki
2] Forestry butterflies are dependent on forestry trees so it's normal that the Forestry spawnlist is empty. The butterflies will start to appear once you start crossbreeding trees in Forestry.
3] that's correct.
4] that's right
5] Creature spawn rate is in ticks (20 ticks per second). That is how often JAS will attempt to spawn Creatures. It has no effect on the number of creatures overall.
6] I need help answering this one, sorry. With regards to the overworld only (and to the best of my knowledge) the cap is divided among the players currently online. I'm afraid I have no idea how this works across dimensional borders and especially with regard to multiverses, sorry.
7] again, I need help with this one. I was tempted to suggest that it may have something to do with the overall monster cap but after reading the wiki again, it sounds more like the entities aren't listed correctly and it's defaulting the biome spawnlist.
I really appreciate your response. Thanks!
No problem that you couldn't answer some of them right away. Please do let me know if you hear any more information about the queries.
I am pretty sure I understood all your answers, so that's awesome. I guess the main thing now is still the structure spawns, such as Blazes not spawning in Nether Fortresses or Bridges. Any help with that would be amazing.
Side question: Anyone know if there is a way to not have the logging of "Adding SpawnListEntry"... on server start? as well as "Registering EntityGroup" and "Registering BiomeGroup"...?
Side question: Anyone know if there is a way to not have the logging of "Adding SpawnListEntry"... on server start? as well as "Registering EntityGroup" and "Registering BiomeGroup"...?
Thanks again!
I hope I'm not stating the obvious here but the only way I know of is the logging section in GlobalProperties.cfg
Thanks for making this mod i love it
i was using mo creatures and its custom mobspawner, and to be honest that spawner don't work wery well, it crashed when i tried to get it to spawn slendermann and i could not get it to understand that i wanted it to spawn weeping angles, JAS was able to spawn boath and works wery well
Glancing around his source it is 'impossible' for me to disable his. Be sure to enable Lycanites's CustomSpawner debug logging so that it will print when it spawns entities.
Pre-1.7 it was always bundled. It currently only provides the Twilight Forest structure support. If you have played early 1.6 builds you may have noticed some are marked with a NoTF which was used to indicate the Compatibility addon hadn't been updated. If you don't use TF or add it to the biome blacklist its unncessary at this time.
The repositories including source and resources will be preserved on github at:
MOSI: https://github.com/Crudedragos/MOSI
JAS: https://github.com/Crudedragos/JustAnotherSpawner
PZ: https://github.com/ProjectZulu/Project-Zulu
Thank you everyone, for the times, they have been great.
Good luck to everyone's future modding: may your mods be many and your crash reports few.
P.S. To anyone who may be interested in using the codebase, I will be around for about another week in a sporadic capacity to answer any questions one may have. I will be idling in the recently created, and now unnecessary, EsperNet irc channel #minecraftspawns.
Your mod instantly fixed the no-spawning issue that's been plaguing my LAN sessions since I started using mob mods like Lycanite, Thaumcraft etc. No other mod has ever come close to fixing this issue, while yours simply worked straight outta the box.
Good luck with your future endeavours, and thank you again for your awesome contributions!
Thanks for all your work in making JAS pretty much the standard for mob spawning.
I'm just about to download JAS now, but I have a few mods installed already: Mo' Creatures, More Nature and Biomes O' Plenty.
So I was wondering if I need to do anything specific, like do I need the compatibility patch on the JAS download site for these mods?? Are there any "Must Change" settings in any of the configs, or Blacklist file???
Would appreciate your help,
Thanks everyone
If you don't have Twilight Forest installed, the CompatabilityAddon won't do anything for you. Though your game would still function fine with it installed (so If you got both from a modpack no need to remove it).
The default configs should generate with identical defaults to what they would have with vanilla so you shouldn't need to change anything.
The blacklist isn't usually used in the overworld, its usually used for dimensions (that use custom biomes) and you don't want JAS interfering with it. The key here is blacklisting all biomes in a dimension, blacklisting only some in a dimension would cause indeterminate behaviour.
Well, so far so good, everything seems to be spawning ok =) Now I just need to learn how to increase the spawn rate of Monster mobs and I'm good to go.
Thanks for your help Crudedragos, appreciate it.
All non-empty biomegroups in BiomeGroups.cfg should appear in
'/WorldSettings/<SaveName>/mobentitysettings/<modId>.cfg' (for pre-1.7)
or in
'/WorldSettings/<SaveName>/SpawnListEntries/<modId>.cfg' (1.7).
You should see some combination of nested categories <boimename> -> entityname -> spawnstats.
In 1.7 that would look like
-- BiomeGroups: I can declare a new BiomeGroup in BiomeGroups.cfg as a list of biomes like this: And then use it in a ModEntitySettings\<modID>,cfg file, correct?
-- Can I define a biomeGroup as a collection of other biomeGroups?
-- What is the effect of an an entity appearing in overlapping biomeGroups? For example, what if an entity was 10-4-0-4 in the Forest biomeGroup, but 2-1-0-2 in Taiga (a member of Forest)? Is there a hierarchy? Additive? Least? How does that work?
-- Examples? A few samples of working configs would be really helpful. I tried googling and searching within the topic and wiki for "sample" and "example" but didn't come up with anything. Anyone care to share?
Thanks!
Yes.
Yes. prefix the name with a G|. i.e. G|ForestAttributeNameHere. Also, attributes can be added prefixing A|.
Both entries exist together. Each entry has a chance of being selected (the 10 in '10-4-0-4' is the weight) and multiple entries. It works the same way you'd expect it to work with multiple entities in the same biome. If you had a Zombie:10-4-0-4 and Sheep:2-1-0-2 you'd expect the Sheep:2-1-0-2 to be selected 2 out of every 14 times*. If you had one Sheep:10-4-0-4 from Forest and another Sheep:2-1-0-2 from Taiga you'd get Sheep:2-1-0-2 selected 2 out of every 14 times*.
* Random selection, so amount is only guaranteed over many trials.
i can't find any of the biomegroups like there a default group called FROZEN it only list the seprete biomes of FrozenRiver or FrozenOcean and if i try to add them in manually it ether removes them or stops me from making a world in minecraaft
I'd recommend checking the log for anything that looks like a biomegroup issue. I'm reasonably sure I tested code by creating a new biome group so it should work. I cannot debug myself, sadly (see: http://www.minecraftforum.net/topic/1753435-17-just-another-spawner-jas-v014/page__st__1040#entry30793412), so I can do nothing but wish you luck.
I am having trouble getting spawns to work as intended, and I have a few questions which I hope can help me and others.
MCPC+ 1.6.4 b251
Just Another Spawner v0.13.6
1] Updated at end of this paragraph:
Ozelots do not seem to be responded accordingly to SpawnWeight. I have this set really high (75), and a few other creatures in jungle set to lower than normal (few 6s, couple 10s), but I am hardly finding any ozelots (ocelots). I watch the log and only see 1 every once in a while, whereas the other creatures are spawning much more frequently.Update: This one may be okay. Really hard to tell. Do creatures naturally despawn? Do I have to kill other jungle creatures before seeing more ocelots, or will they despawn naturally over time and allow for more ocelots? 2nd Update: Ya... not seeing the amount of ocelots I would expect still. It's kinda random. Maybe I need to increase the spawncap on Creatures? Is there a way to have a higher spawn cap in jungles?2] I am wondering if there is something wrong with automatic collection for Forestry.cfg. The spawnlistentry is empty, even though there is one entity (butterflyGE) in that mod. Is this going to cause problems? Will the entity just spawn out of control? Or is it controlled somewhere else?
3] Setting all the Twilight Forest (TF) biomes to true on the biomeblacklist should leave them alone and the mod will spawn things as the mod creator intended, correct?
4] Are these two default settings correct for what I am trying to accomplish?
B:"Empty Vanilla SpawnLists on Start"=true
B:"Gamerule doSpawning Off on Start"=false
5] In CreatureType.cfg, I have set my Creature "Spawn Rate"=15 and "Creature Spawn Cap"=60 in the hopes of having more creatures spawn throughout the world. Is this okay (taking the spawn rate from 400 to 15 seem drastic, but 400 to me seems really high)? Am I understanding this correctly?
6] The spawn cap in the CreatureType.cfg, are they counted around an individual, or total across the server for every player combined? Does this work across multiple dimensions and Multiverse worlds?
7] Finally (sorry so many), Structure spawns. I am not experiencing any blazes or skeletons on Nether Bridges even though they have the default weight of 10.
Thank you for your time
Of course it's great news that Crudedragos has this great news, and we can't begrudge him his life, but I'm instantly concerned to know if anyone has shown interest in picking up these crucial mods yet.
Unfortunately Crudedragos is no longer with us but I'll try to help where I can - sorry it took me ages to see your message.
1] Creatures don't naturally despawn but this is configurable. If you want tons more ocelots, one way would be to put them into the Opensky category. Just remember that jungles have a limited amount of open sky. You could also try bumping up their passive pack size and/or their min and max chunk spawn.
Further information on this (and everything) can be found on the JAS Wiki
2] Forestry butterflies are dependent on forestry trees so it's normal that the Forestry spawnlist is empty. The butterflies will start to appear once you start crossbreeding trees in Forestry.
3] that's correct.
4] that's right
5] Creature spawn rate is in ticks (20 ticks per second). That is how often JAS will attempt to spawn Creatures. It has no effect on the number of creatures overall.
6] I need help answering this one, sorry. With regards to the overworld only (and to the best of my knowledge) the cap is divided among the players currently online. I'm afraid I have no idea how this works across dimensional borders and especially with regard to multiverses, sorry.
7] again, I need help with this one. I was tempted to suggest that it may have something to do with the overall monster cap but after reading the wiki again, it sounds more like the entities aren't listed correctly and it's defaulting the biome spawnlist.
I really appreciate your response. Thanks!
No problem that you couldn't answer some of them right away. Please do let me know if you hear any more information about the queries.
I am pretty sure I understood all your answers, so that's awesome. I guess the main thing now is still the structure spawns, such as Blazes not spawning in Nether Fortresses or Bridges. Any help with that would be amazing.
Side question: Anyone know if there is a way to not have the logging of "Adding SpawnListEntry"... on server start? as well as "Registering EntityGroup" and "Registering BiomeGroup"...?
Thanks again!
I hope I'm not stating the obvious here but the only way I know of is the logging section in GlobalProperties.cfg
####################
# logging
####################
logging {
B:"DEBUG Logging"=false
B:"SPAWNING Logging"=false
I've not tried that on a server yet but can confirm it works on the client.
Again, sorry if that's stating the obvious and you've already tried it.
i was using mo creatures and its custom mobspawner, and to be honest that spawner don't work wery well, it crashed when i tried to get it to spawn slendermann and i could not get it to understand that i wanted it to spawn weeping angles, JAS was able to spawn boath and works wery well