Crudedragos, could you add the function to output a .txt files with all possible mobs in game?
Like the entries in the entityhandler files, but every entry in one neat .txt file for every mod.
Hey Bob. Have you tried setting "Use_Universal_Entity_CFG": true in your SaveConfigGson.cfg file? Or is that not what you after?
I've got a bit of a question of my own, please. I'm trying to fiddle with new Phantom mob from Lycanite's. I'd really love it if they would not spawn unless they're at least 3000 blocks from spawn and light level is below 5. I can get the light level working. It's just the distance from spawn part I'm still having trouble with. I've tried a fair few things already.
I've got a bit of a question of my own, please. I'm trying to fiddle with new Phantom mob from Lycanite's. I'd really love it if they would not spawn unless they're at least 3000 blocks from spawn and light level is below 5. I can get the light level working. It's just the distance from spawn part I'm still having trouble with. I've tried a fair few things already.
Cheers
What have you tried? The Origin tag should do what you need. i.e. {spawn:origin,-1,3000:light,5,15}
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I've noticed my server has been producing a crap-ton of lines which read as the attached picture. I do not know how to avoid the error being thrown or if its even a serious issue.
Using highlands and Biomes O Plenty. I should note I took out some highlands biomes thinking they were redundant and by the time I wanted to re-add them I found myself too deep into the config to do anything about it.
I made a spawn-pack that makes every biome unique; be warned however this spawn pack comes packaged with a few modifiers to project zulu mobs and some name overrides for some of the mods I made use of.
-Project Zulu
-Primitive Mobs
-MoCreatures
-Twilight Forest
-Thaumcraft
-Animals+
-Biomes O Plenty
-Thermal Expansion
The mods I should warn are rather interconnected, for instance the project zulu deer will spawn in colder biomes and are called "caribou" since they all spawn with horns which is a trait seen with caribou; normally only bucks get the horns. You probably should install every mod I listed for best effect.
I also named PZ ostriches emus and had them spawn in outbacks.
As well I made PZ penguins spawn in the nether for being too ugly.
However I will admit that in some areas I didn't know what to do; for instance how to reconcile the difference between animals+ sharks and mocreatures sharks.
Not to mention some mobs were tooo redundant for me like having three duck mobs.
I *tried* to be somewhat realistic with where natural mobs spawn, but chances are I messed up at parts.
Fantasy mobs I made spawn in variou areas, trying to place them in palces I figured had the best "vibe" for them. Same with fantasy biomes; for instance expect to fight wraiths, draugr and zombies in the wastelands. Oh, and pools in the wastelands might have a chance of piranhas.
I could go on a while about each biome, but it may take a eternity and honestly I haven't seen every biome and a lot of this is not tested beyond making sure it works. I also may have made it so mo creatures horses replace entity horses entirely.
-Why arent Villages, Desert temples, Jungle Temples,, and desert wells in the config?
They are not really structures in vanilla, IIRC. They draw from the vanilla spawnlist. So does the Mineshaft, but I felt like adding it.
Feel free to make an issue on github requesting them and I'll look into when I get back in the swing of things.
[quote=wolfschlitzen;/members/wolfschlitzen;/forums/mapping-and-modding/minecraft-mods/1288431-just-another-spawner-jas-v0-14?comment=1460]
I've noticed my server has been producing a crap-ton of lines which read as the attached picture. I do not know how to avoid the error being thrown or if its even a serious issue.
You're using BiomeGroups that do not exist. Most likely because you removed the biome mod and they no longer exist or renamed a component.
'Fix' issue with entities that use client side classes (NoClassDefFound). They will ('should') now print an error log when detected. They will still be unuseable, but so long as unuseable the game should continue to function
I use a mod called hardcore ender expansion (HEE) and do not know what it would take to balance spawns with JAS. I use Jas for all other mods like mo creatures and such. Is it possible to still use JAS let HEE take care of its own spawns in the end?
How do I inactivate HEE spawns in JAS? In the entityHandlers folder, in the mod CFG files I can see the line
"Type-Enabled": "MONSTER-true" ...should I try Type-Disabled, Monster-false, or both?
Thanks in advance...
It would be "Type-Enabled": "MONSTER-false". "Type-Enabled" is just a guide letting us know what the values to the right of the ":" are for.
Does HEE have it's own spawn system, though? I know some mods definitely do - MoCreatures and Lycanites, for example, but I'm not familiar with HEE, sorry. If it doesn't have its own spawner and you do disable its spawns in JAS, nothing will spawn from that mod at all.
If it does have it's own spawner then disabling the HEE spawns in JAS should work the way you're wanting
I use a mod called hardcore ender expansion (HEE) and do not know what it would take to balance spawns with JAS. I use Jas for all other mods like mo creatures and such. Is it possible to still use JAS let HEE take care of its own spawns in the end?
How do I inactivate HEE spawns in JAS? In the entityHandlers folder, in the mod CFG files I can see the line
"Type-Enabled": "MONSTER-true" ...should I try Type-Disabled, Monster-false, or both?
Dulciphi answer is correct.
Usually, If they have a custom spawner JAS cannot pick up settings from them and if they don't JAS should automatically disable them. With few exceptions.
'Fix' issue with entities that use client side classes (NoClassDefFound). They will ('should') now print an error log when detected. They will still be unuseable, but so long as unuseable the game should continue to function
I'm thinking/praying that this "fixes" the Ars Magica incompatibility, and would totally make my day if so. I have not gotten around to testing it as I am not at home right now, so would anyone be so kind as to tinker with it briefly?
Edited in: It does indeed appear to work perfectly on the server now. Your work is very much appreciated, Crudedragos, and I'm extremely happy to be able to once again use a working mob spawner. Totally made my day.
I'm hoping some of the more experienced people on this thread can help me out: what's the easiest way to get JAS to correctly repopulate its spawn lists with new information? A while back, I added a few mods and haven't been able to get their mobs or biomes to show up correctly in SpawnListEntries. I've fiddled with SaveConfigGson a few times, switching to Universal List and back, sorting by biome, then creature, then back. The entries created by Thaumcraft, Witchery, and the new Mo Chickens update only show up in their individual SpawnLists when I turn off Universal List, but only in the new biomes created by those mods, and no other creatures are listed. I've checked BiomeGroups, and that updated properly to show the new biomes. LivingGroups has all the new creatures listed as groups... I'm not sure what else to do before I try manually entering the information, but I'm worried it would just get erased the next time I load Minecraft.
I'm hoping some of the more experienced people on this thread can help me out: what's the easiest way to get JAS to correctly repopulate its spawn lists with new information? A while back, I added a few mods and haven't been able to get their mobs or biomes to show up correctly in SpawnListEntries. I've fiddled with SaveConfigGson a few times, switching to Universal List and back, sorting by biome, then creature, then back. The entries created by Thaumcraft, Witchery, and the new Mo Chickens update only show up in their individual SpawnLists when I turn off Universal List, but only in the new biomes created by those mods, and no other creatures are listed. I've checked BiomeGroups, and that updated properly to show the new biomes. LivingGroups has all the new creatures listed as groups... I'm not sure what else to do before I try manually entering the information, but I'm worried it would just get erased the next time I load Minecraft.
Yeah it can be a bit annoying. The new entries won't be erased if you manually enter them but the risk of errors is much higher. Your best bet would be to copy the biome list over from a different entity's section. That works well if the entities are listed but the biome groups are not. If the entities aren't listed, the easiest way I've found to do it might not be the easiest, but.. you could try creating a new save folder in the SaveConfigGson.cfg.
So.. back up your configs first. Then:
Set sort by biome to False. Exit to main menu and reopen world so that your configs are resorted. Then change "Save_Folder_Name": "NEW",
That will get you a new list - but it won't have your adjusted spawn rates. Make sure both DEFAULT and NEW are sorted by entity, and have your desired biomegroups, then copy the sections containing the new entities (and the biome groups below them) from the NEW configs. Paste them into your (eg) thaumcraft.cfg Spawnlist file in the DEFAULT configs folder. Then change the sort by biome back to false - and finally change the Save_Folder_Name back to DEFAULT, adjust spawn rates and test.
So, what's the favored spawn preferences by people who use JAS? Biome based or entity based?
Personally, I find it easier to work with entity centered spawnlists than biome ones, I just find it easier to use overall since "where would this mob spawn" is easier to work with as opposed to "what would spawn in this biome".
Especially since I really don't like the rigidity of biome categories. I don't see why for instance, a sandworm needs to only spawn in desert biomes when you'd think any sandy biome would do. Like mangroves or beaches.
Although while I haven't checked i'm starting to fear the mangroves may have sand worms spawning on the trees...
Yeah it can be a bit annoying. The new entries won't be erased if you manually enter them but the risk of errors is much higher. Your best bet would be to copy the biome list over from a different entity's section. That works well if the entities are listed but the biome groups are not. If the entities aren't listed, the easiest way I've found to do it might not be the easiest, but.. you could try creating a new save folder in the SaveConfigGson.cfg.
So.. back up your configs first. Then:
Set sort by biome to False. Exit to main menu and reopen world so that your configs are resorted. Then change "Save_Folder_Name": "NEW",
That will get you a new list - but it won't have your adjusted spawn rates. Make sure both DEFAULT and NEW are sorted by entity, and have your desired biomegroups, then copy the sections containing the new entities (and the biome groups below them) from the NEW configs. Paste them into your (eg) thaumcraft.cfg Spawnlist file in the DEFAULT configs folder. Then change the sort by biome back to false - and finally change the Save_Folder_Name back to DEFAULT, adjust spawn rates and test.
I got back logged and haven't had a chance to look through your configs. I'm wary of using one that doesn't match my mods exactly, though. I've noticed that. JAS sometimes errors back to the main menu if theres something in the config files from a mod that's missing or recently added via update. Abyssalcraft added a bunch of new stuff, caused a crash, and after going back to an earlier version, JAS errors now even if I try to generate a new default set of configs(I've taken to naming them so I have a record of older configurations I might want to borrow from).
For anyone who uses massive numbers of mobs like me, have any of you tried creating unique creature types for essential vanilla creatures you don't want lost in the shuffle, like squids and sheep, etc? I'm thinking of trying it, since I hardly ever see squid spawn anymore no matter how high I set their weight. There are just too many other mobs and not enough despawning due to chunks unloading when I leave(unless I build my shelter underwater or something).
Okay, weird recurring error that may or may not be related to another mod. When I try to update to the latest version of Abyssalcraft, JAS throws an error and sends me back to the main menu. It doesn't generate a crash report, but I was able to get this from Game Output by forcing Java to quit: http://pastebin.com/ufnmMMPY
I'm going to try deleting some of my configs and starting from scratch. Seems darned weird that these configs work fine whether I add more mods or not, but if I try to update Abyssalcraft, the same error every time.
Here are the JAS configs I was using in case the issue is here.
Okay, weird recurring error that may or may not be related to another mod. When I try to update to the latest version of Abyssalcraft, JAS throws an error and sends me back to the main menu. It doesn't generate a crash report, but I was able to get this from Game Output by forcing Java to quit: http://pastebin.com/ufnmMMPY
I'm going to try deleting some of my configs and starting from scratch. Seems darned weird that these configs work fine whether I add more mods or not, but if I try to update Abyssalcraft, the same error every time.
Here are the JAS configs I was using in case the issue is here.
I don't have time to look into it this weekend but it doesn't look like a config issue. The error seems to be a compatibility issue caused by an entity registered on the server to not be able to be instantiated during server start. not spawing, but JAS creates an instance of the entity to inspect its type/spawn properties.
I don't have time to look into it this weekend but it doesn't look like a config issue. The error seems to be a compatibility issue caused by an entity registered on the server to not be able to be instantiated during server start. not spawing, but JAS creates an instance of the entity to inspect its type/spawn properties.
Shinoow has confirmed that it's an ID conflict between Abyssalcraft and Thaumcraft, which he's going to sort out in a later version of Abyssalcraft. Can't tell you how relieved I was that I didn't have to redo all my configs for JAS.
Okay, how do you use one BiomeGroup as the component in another BIomeGroup? The inconsistent documentation on the Wiki (one spot says "B|" prefix, another spot says "G|" prefix), is not working for me. Not either case. Sadly, neither of the example config downloads have BiomeGroups composed of other BiomeGroups, so that didn't help.
Please, could someone post a working example of the correct syntax?
Okay, how do you use one BiomeGroup as the component in another BIomeGroup? The inconsistent documentation on the Wiki (one spot says "B|" prefix, another spot says "G|" prefix), is not working for me. Not either case. Sadly, neither of the example config downloads have BiomeGroups composed of other BiomeGroups, so that didn't help.
Please, could someone post a working example of the correct syntax?
I'm not quite sure you can do it, and yes, the wiki is a little untidy in some areas. I had a similar question about living groups a while back and don't recall the answer to nested living groups being a yes. Prefixes are, I THINK, only a component in the spawning and entity handling files.
But if it IS possible, posting the syntax you've tried may enable CrudeDragos or Dulciphi to tell quick where you went wrong. Just make sure you use pastebin, as a spoiler tag probably won't fit BiomeGroups.cfg.
Hey Bob. Have you tried setting "Use_Universal_Entity_CFG": true in your SaveConfigGson.cfg file? Or is that not what you after?
I've got a bit of a question of my own, please. I'm trying to fiddle with new Phantom mob from Lycanite's. I'd really love it if they would not spawn unless they're at least 3000 blocks from spawn and light level is below 5. I can get the light level working. It's just the distance from spawn part I'm still having trouble with. I've tried a fair few things already.
Cheers
Why do you need this? Seems kinda niche and redundant as LivingGroups.cfg already lists all of the entity names.
What have you tried? The Origin tag should do what you need. i.e. {spawn:origin,-1,3000:light,5,15}
lol.. I hadn't tried that. I was trying all the dumb things, like
{!spawn:origin,3000:light,0,6:}, {!pants:block,head}, etc.
Seriously, thank you for the help.
-How Do I add mobs to the file (I'm afraid of messing up). Whats the Format for adding more mobs?
-Can I add Custom Structures? or do they have to be existing ones from vanilla or Mods?
-Why arent Villages, Desert temples, Jungle Temples,, and desert wells in the config?
Using highlands and Biomes O Plenty. I should note I took out some highlands biomes thinking they were redundant and by the time I wanted to re-add them I found myself too deep into the config to do anything about it.
I made a spawn-pack that makes every biome unique; be warned however this spawn pack comes packaged with a few modifiers to project zulu mobs and some name overrides for some of the mods I made use of.
-Project Zulu
-Primitive Mobs
-MoCreatures
-Twilight Forest
-Thaumcraft
-Animals+
-Biomes O Plenty
-Thermal Expansion
The mods I should warn are rather interconnected, for instance the project zulu deer will spawn in colder biomes and are called "caribou" since they all spawn with horns which is a trait seen with caribou; normally only bucks get the horns. You probably should install every mod I listed for best effect.
I also named PZ ostriches emus and had them spawn in outbacks.
As well I made PZ penguins spawn in the nether for being too ugly.
However I will admit that in some areas I didn't know what to do; for instance how to reconcile the difference between animals+ sharks and mocreatures sharks.
Not to mention some mobs were tooo redundant for me like having three duck mobs.
I *tried* to be somewhat realistic with where natural mobs spawn, but chances are I messed up at parts.
Fantasy mobs I made spawn in variou areas, trying to place them in palces I figured had the best "vibe" for them. Same with fantasy biomes; for instance expect to fight wraiths, draugr and zombies in the wastelands. Oh, and pools in the wastelands might have a chance of piranhas.
I could go on a while about each biome, but it may take a eternity and honestly I haven't seen every biome and a lot of this is not tested beyond making sure it works. I also may have made it so mo creatures horses replace entity horses entirely.
http://www.mediafire.com/download/gzi193yofmsdbx3/Spawnpack.zip
What version are you using?
i.e. adding Bat to NetherBridge
to
"NetherBridge": {
"MONSTER": {
"Blaze": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "10-4-2-2",
"Tags": ""
},
"Bat": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "10-4-2-2",
"Tags": ""
}
}
}
Nope.
They are not really structures in vanilla, IIRC. They draw from the vanilla spawnlist. So does the Mineshaft, but I felt like adding it.
Feel free to make an issue on github requesting them and I'll look into when I get back in the swing of things.
[quote=wolfschlitzen;/members/wolfschlitzen;/forums/mapping-and-modding/minecraft-mods/1288431-just-another-spawner-jas-v0-14?comment=1460]
I've noticed my server has been producing a crap-ton of lines which read as the attached picture. I do not know how to avoid the error being thrown or if its even a serious issue.
You're using BiomeGroups that do not exist. Most likely because you removed the biome mod and they no longer exist or renamed a component.
Changelog: https://github.com/ProjectZulu/JustAnotherSpawner/wiki/Changelog#just-another-spawner-v014
Download: http://projectzulu.blogspot.ca/p/just-another-spawner-jas.html
'Fix' issue with entities that use client side classes (NoClassDefFound). They will ('should') now print an error log when detected. They will still be unuseable, but so long as unuseable the game should continue to function
It would be "Type-Enabled": "MONSTER-false". "Type-Enabled" is just a guide letting us know what the values to the right of the ":" are for.
Does HEE have it's own spawn system, though? I know some mods definitely do - MoCreatures and Lycanites, for example, but I'm not familiar with HEE, sorry. If it doesn't have its own spawner and you do disable its spawns in JAS, nothing will spawn from that mod at all.
If it does have it's own spawner then disabling the HEE spawns in JAS should work the way you're wanting
Dulciphi answer is correct.
Usually, If they have a custom spawner JAS cannot pick up settings from them and if they don't JAS should automatically disable them. With few exceptions.
I'm thinking/praying that this "fixes" the Ars Magica incompatibility, and would totally make my day if so. I have not gotten around to testing it as I am not at home right now, so would anyone be so kind as to tinker with it briefly?
Edited in: It does indeed appear to work perfectly on the server now. Your work is very much appreciated, Crudedragos, and I'm extremely happy to be able to once again use a working mob spawner. Totally made my day.
Yeah it can be a bit annoying. The new entries won't be erased if you manually enter them but the risk of errors is much higher. Your best bet would be to copy the biome list over from a different entity's section. That works well if the entities are listed but the biome groups are not. If the entities aren't listed, the easiest way I've found to do it might not be the easiest, but.. you could try creating a new save folder in the SaveConfigGson.cfg.
So.. back up your configs first. Then:
Set sort by biome to False. Exit to main menu and reopen world so that your configs are resorted. Then change "Save_Folder_Name": "NEW",
That will get you a new list - but it won't have your adjusted spawn rates. Make sure both DEFAULT and NEW are sorted by entity, and have your desired biomegroups, then copy the sections containing the new entities (and the biome groups below them) from the NEW configs. Paste them into your (eg) thaumcraft.cfg Spawnlist file in the DEFAULT configs folder. Then change the sort by biome back to false - and finally change the Save_Folder_Name back to DEFAULT, adjust spawn rates and test.
..or you could just grab my configs
Personally, I find it easier to work with entity centered spawnlists than biome ones, I just find it easier to use overall since "where would this mob spawn" is easier to work with as opposed to "what would spawn in this biome".
Especially since I really don't like the rigidity of biome categories. I don't see why for instance, a sandworm needs to only spawn in desert biomes when you'd think any sandy biome would do. Like mangroves or beaches.
Although while I haven't checked i'm starting to fear the mangroves may have sand worms spawning on the trees...
I got back logged and haven't had a chance to look through your configs. I'm wary of using one that doesn't match my mods exactly, though. I've noticed that. JAS sometimes errors back to the main menu if theres something in the config files from a mod that's missing or recently added via update. Abyssalcraft added a bunch of new stuff, caused a crash, and after going back to an earlier version, JAS errors now even if I try to generate a new default set of configs(I've taken to naming them so I have a record of older configurations I might want to borrow from).
For anyone who uses massive numbers of mobs like me, have any of you tried creating unique creature types for essential vanilla creatures you don't want lost in the shuffle, like squids and sheep, etc? I'm thinking of trying it, since I hardly ever see squid spawn anymore no matter how high I set their weight. There are just too many other mobs and not enough despawning due to chunks unloading when I leave(unless I build my shelter underwater or something).
I'm going to try deleting some of my configs and starting from scratch. Seems darned weird that these configs work fine whether I add more mods or not, but if I try to update Abyssalcraft, the same error every time.
Here are the JAS configs I was using in case the issue is here.
I don't have time to look into it this weekend but it doesn't look like a config issue. The error seems to be a compatibility issue caused by an entity registered on the server to not be able to be instantiated during server start. not spawing, but JAS creates an instance of the entity to inspect its type/spawn properties.
Shinoow has confirmed that it's an ID conflict between Abyssalcraft and Thaumcraft, which he's going to sort out in a later version of Abyssalcraft. Can't tell you how relieved I was that I didn't have to redo all my configs for JAS.
Please, could someone post a working example of the correct syntax?
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I'm not quite sure you can do it, and yes, the wiki is a little untidy in some areas. I had a similar question about living groups a while back and don't recall the answer to nested living groups being a yes. Prefixes are, I THINK, only a component in the spawning and entity handling files.
But if it IS possible, posting the syntax you've tried may enable CrudeDragos or Dulciphi to tell quick where you went wrong. Just make sure you use pastebin, as a spoiler tag probably won't fit BiomeGroups.cfg.