Shinoow said he's working on it for his next release. In the meanwhile, you can try backing up to two versions ago for Abyssalcraft, assuming that's a possibility. I didn't have issues until I installed 1.8, which is when the ID conflict was introduced due to a fix for an older conflict.
It looks like Thaumcraft.cfg provides configuration for the enchantment IDs it uses, I changed those and was able to successfully start the server with no more exceptions being thrown. Now to see if everything works.
It looks like Thaumcraft.cfg provides configuration for the enchantment IDs it uses, I changed those and was able to successfully start the server with no more exceptions being thrown. Now to see if everything works.
Sweet! Make sure and post in Abyssalcraft's thread. I don't think Shinoow knows that's an easy workaround.
Okay, this is a thing I've been noticing as I've delved deeper into custom configurations... changing a mob that normally spawns as a creature to a monster results in insane overpopulation. Take the Joust and Joust Alpha from Lycanites' Mobs: the Alpha is aggressive, so I changed it to a monster in the hopes of spawning less of them, and somehow all I spawn now is Alphas, with nary a regular Joust to be found. Likewise, I can override a creature's spawn conditions using JAS, but if I don't, strange things will happen. Slimes will spawn uncontrollably during the day in a Flat world, filling up the monster cap until they despawn.
So, there's a learning curve when adding creatures that have native spawning behavior. Skeletons don't spawn in light unless you make them do so, and even a spawn weight of 1 is going to spawn out of control if there's nothing else to compete with it during the day(when monsters typically don't spawn due to high light levels).
These are mostly just observations, no real question involved... but if anyone wants to suggest some spawning tags to keep the teleporting Wizrobes of Zelda Sword Skills from slaughtering me in my house regularly, I wouldn't turn down the suggestion.
It seems you've noticed this is mostly because Jousts and Joust alphas can spawn in daylight. There will still be other monsters underground but if you're often sleeping at night, you'll find that the cap gets hogged by them on the surface. Of course JAS gives all the tools to deal with this in other ways - whether that's putting the Joust Alphas in their own creature type, changing them to spawn only at night, using a biome cap or other spawn restrictions.
Edit - sorry I'm not familiar with the Wizrobes but I wonder if maybe you could restrict their spawn based on the floor material? Ie. let them only spawn on stone or grass? There's a distance to spawn setting as well that I'm using for Lycanite's Phantoms. I'm also using a height restriction on the Lycanite's grue. All of them are linked on my journal page. I need to update the configs that are linked in the wiki
It seems you've noticed this is mostly because Jousts and Joust alphas can spawn in daylight. There will still be other monsters underground but if you're often sleeping at night, you'll find that the cap gets hogged by them on the surface. Of course JAS gives all the tools to deal with this in other ways - whether that's putting the Joust Alphas in their own creature type, changing them to spawn only at night, using a biome cap or other spawn restrictions.
Edit - sorry I'm not familiar with the Wizrobes but I wonder if maybe you could restrict their spawn based on the floor material? Ie. let them only spawn on stone or grass? There's a distance to spawn setting as well that I'm using for Lycanite's Phantoms. I'm also using a height restriction on the Lycanite's grue. All of them are linked on my journal page. I need to update the configs that are linked in the wiki
Good idea on the floor material, but their teleporting makes it possible for them to ignore that if they're close enough to my home. Usually they appear on ky roof and find their way inside, and once they know I'm there, they make it their mission to kill me. (I eliminated them from my biome, lame solution but it worked)
Since you also work with Lycanites', what is the "fear" mob that shows up in the lists? It's the only thing that isn't part of a group.
My solution for the alpha jousts was to give them a spawn cap of 1, since that's appropriate for the alpha mobs. I could probably increase that, but it's nice to finally have Makas show up rather than Alpha Makas, and their constant brawling with each other.
Since you also work with Lycanites', what is the "fear" mob that shows up in the lists? It's the only thing that isn't part of a group.
I *think* that's that's related to the Phantom. Something to do with his ranged attack but I can't be sure. I've got my Phantoms spawning thousands of blocks from spawn and I haven't encountered them yet in survival mode - yeah, I'm a chicken lol
I grabbed Dulcified's configuration files as a starting point and have spent a few hours adapting some other mods to the model that he used, organizing by biome groups, and finally have the configs the way I want them but there's a problem. Every time I start my server JAS overwrites the config files with default ones where they are grouped by biome, not biome group.
I tried changing the sorting order in both GlobalProperties and SaveConfigGson but it continues to happen. I can't see any difference in my temporarySaveSettings.cfg between runs either.
Is there some setting that I need to put into a file that will tell the mod that the configs are setup, leave them alone?
EDIT: Figured it out. I was only restructuring the "attribute group" entry of BiomeGroups and not the "Biome Groups" field so when the code loaded/resaved the configs it was writing using the default Biome Group structure.
Okay, I have no idea why but since installing Zelda Sword Skills, skeletons are spawning like crazy in the Nether, usually without bows, and I've checked my JAS settings. There is no reason why skeletons should be spawning anywhere but Nether Fortresses. Before I go through all my config files with a comb, anyone have a similar issue that could shed light on this weirdness?
EDIT: the skeletons seem to be spawning near gravestones left by OpenBlocks. Might not be Zelda Sword Skills so much as changing the keepInventory rule this playthrough.
I *think* that's that's related to the Phantom. Something to do with his ranged attack but I can't be sure. I've got my Phantoms spawning thousands of blocks from spawn and I haven't encountered them yet in survival mode - yeah, I'm a chicken lol
Are they anything like the Biomes O Plenty Phantom? I had to hobble their spawning immensely because I was sick of being thrown in the air and dropped. Now I just need to figure out exactly how to manage the Nether mobs so it's not impossible to do anything without being fireballed by Belphs or worse.
It seems you've noticed this is mostly because Jousts and Joust alphas can spawn in daylight. There will still be other monsters underground but if you're often sleeping at night, you'll find that the cap gets hogged by them on the surface. Of course JAS gives all the tools to deal with this in other ways - whether that's putting the Joust Alphas in their own creature type, changing them to spawn only at night, using a biome cap or other spawn restrictions.
Edit - sorry I'm not familiar with the Wizrobes but I wonder if maybe you could restrict their spawn based on the floor material? Ie. let them only spawn on stone or grass? There's a distance to spawn setting as well that I'm using for Lycanite's Phantoms. I'm also using a height restriction on the Lycanite's grue. All of them are linked on my journal page. I need to update the configs that are linked in the wiki
Actually I'm noticing a number of mobs spawning inside my home lately. Frostreivers show up a lot, and right outside, I keep getting Ents and Trent's with some annoying regen buff. I can probably fix the buffs in the Lycanites configs, but what's the spawn tag you're using to keep things from spawning so close? (I ended up removing the Wizrobes altogether. Teleporting enemies are just too much of a hassle without Enderman rules to minimize harassment)
Actually I'm noticing a number of mobs spawning inside my home lately. Frostreivers show up a lot, and right outside, I keep getting Ents and Trent's with some annoying regen buff. I can probably fix the buffs in the Lycanites configs, but what's the spawn tag you're using to keep things from spawning so close? (I ended up removing the Wizrobes altogether. Teleporting enemies are just too much of a hassle without Enderman rules to minimize harassment)
Frostreivers.. are they spawning through JAS? Or through Lycanites? I noticed in one of the recent lycanites updates, reivers and arix started spawning in the air in biomes where they shouldn't have even been. This was even though I'd disabled global spawning in Lycanite's config. The issue for me was further down in the special spawners section.
My problem was the new SKY Spawn. Each one of those special spawners has to be disabled as well (unless you want the death spawns, rock spawns, etc) but If that's not what's causing your issue - AND your base is in a biome that rievers can spawn in, I'd try something like
"Tags": "{!spawn:sky:&light,0,6}"
For the ents and trents, they're able to spawn during the day so you could try the same tags for them. They should really only spawn on grass, though, right? So maybe
"Tags": "{!spawn:block,grass:sky:&light,0,6}" ..?
Frostreivers.. are they spawning through JAS? Or through Lycanites? I noticed in one of the recent lycanites updates, reivers and arix started spawning in the air in biomes where they shouldn't have even been. This was even though I'd disabled global spawning in Lycanite's config. The issue for me was further down in the special spawners section.
My problem was the new SKY Spawn. Each one of those special spawners has to be disabled as well (unless you want the death spawns, rock spawns, etc) but If that's not what's causing your issue - AND your base is in a biome that rievers can spawn in, I'd try something like
"Tags": "{!spawn:sky:&light,0,6}"
For the ents and trents, they're able to spawn during the day so you could try the same tags for them. They should really only spawn on grass, though, right? So maybe
"Tags": "{!spawn:block,grass:sky:&light,0,6}" ..?
Thanks! The Ents seem to be spawning in water(my base is a modified fort I found, so it's surrounded by water and straddles several biomes), and I'll definitely check to make sure the custom spawners are all off. They sneak back on sometimes(could that be why skeletons were spawning like crazy where I died in the Nether? Will have to investigate.)
Thanks! The Ents seem to be spawning in water(my base is a modified fort I found, so it's surrounded by water and straddles several biomes), and I'll definitely check to make sure the custom spawners are all off. They sneak back on sometimes(could that be why skeletons were spawning like crazy where I died in the Nether? Will have to investigate.)
lol well that explains their buff. Water gives them regen. No idea why they're spawning in water, though. That "{!spawn:block,grass:sky:&light,0,6}" tag should fix it
I've been looking at the tags, and it seems like it should be possible to restrict mob spawning to a set distance away from the player(Vanilla seems to do this by default), but I'm having trouble parsing the variables. Has anyone successfully used the "player" spawn tag?
How do I set a global max spawncap to a specific mob?
hey Bob, I've never used this one myself but "cap" is a valid spawn tag for the LivingHandler. I'm confused reading the wiki as to whether it should be "cap" or "entitycap" but I'd try the latter first. Barring that, it should work to just go into your EntityHandlers folder, open up the right config and (say it was zombies)
"zombie": {
"Type-Enabled": "MONSTER-true",
"Tags": "{spawn:entitycap,10}"
},
(in the above, 10=maxNumber)
Lets say you have an entity cap on cows. If one player has a cow farm and goes a bit crazy (like i always do - intensively farmed tastes good!) you may very well find 1 single player/chunk loader consuming the whole cap of cows not allowing for cows to spawn in other players loaded chunks.
Obviously thats a special case but its something to be aware of. I spoke with crudedragos about it. Hence ive never used an entity cap either.
Good point. There should be a way to use the "isTamed" tag there. I'm trying to think of a good way to combine entityCap and isTamed together.. anyone else got one?
Does the mod have the ability to stop spawning of specific mobs in a specific world?
I assume I may have to use tags, but I am unsure if it would be able to do what i need it to.
Say I have Thaumcraft installed, I want the world TEST1 to spawn thaumcraft mobs on the plains biome, but on the TEST2 world, I don't want thaumcraft mobs to spawn in the plains biome.
I'll keep trying till someone gives a straight answer.
Does the mod have the ability to stop spawning of specific mobs in a specific world?
I assume I may have to use tags, but I am unsure if it would be able to do what i need it to.
Say I have Thaumcraft installed, I want the world TEST1 to spawn thaumcraft mobs on the plains biome, but on the TEST2 world, I don't want thaumcraft mobs to spawn in the plains biome.
I'll keep trying till someone gives a straight answer.
This is probably gonna require Crudedragos's help. I tried this myself but got it wrong. It used to work very well in earlier versions.
In SaveConfigGson.cfg there is a section for "WorldProfiles":
{
"IMPORTANT": "# Folder names are case sensitive if OS allows it. Beware invalid OS characters.",
"FILE_VERSION": "1.0",
"DefaultProfile": {
"Save_Folder_Name": "DEFAULT",
"Use_Universal_Entity_CFG": false,
"Sort_Creature_By_Biome": true
},
"WorldProfiles": {}
}
It follows that the WorldProfiles section would have the same format as the DefaultProfile section, except it would be named (case sensitively) whatever your world is named. This should then give you a new folder, set up the same as the DEFAULT folder, and this new folder would enable you to configure world specific spawn settings. Due to the fact that I couldn't get that working though, there must be something else. I'd really like to know what that is.
JAS is way too inflexible, add any mod that adds a biome and your config breaks! Say you wanna add build craft... Oh look, now you gotta go through every config tediously and spend half a day just trying to work it out.
I really don't want to spend entire days just trying to make biomes function properly anymore.
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One day, there will be someone who looks at my signature and wonders "who gives a damn?"
JAS is way too inflexible, add any mod that adds a biome and your config breaks! Say you wanna add build craft... Oh look, now you gotta go through every config tediously and spend half a day just trying to work it out.
I really don't want to spend entire days just trying to make biomes function properly anymore.
It "broke" your config? How so? And maybe you could tell us what would you like to see changed.
Iv been messing around like crazy using world profiles trying it to build a profile just for my Test1 world, but it just doesn't seem do do anything. Its weird as it is not even throwing out any errors. Debugging shows that it just uses the default config.
It looks like Thaumcraft.cfg provides configuration for the enchantment IDs it uses, I changed those and was able to successfully start the server with no more exceptions being thrown. Now to see if everything works.
Sweet! Make sure and post in Abyssalcraft's thread. I don't think Shinoow knows that's an easy workaround.
It seems you've noticed this is mostly because Jousts and Joust alphas can spawn in daylight. There will still be other monsters underground but if you're often sleeping at night, you'll find that the cap gets hogged by them on the surface. Of course JAS gives all the tools to deal with this in other ways - whether that's putting the Joust Alphas in their own creature type, changing them to spawn only at night, using a biome cap or other spawn restrictions.
Edit - sorry I'm not familiar with the Wizrobes but I wonder if maybe you could restrict their spawn based on the floor material? Ie. let them only spawn on stone or grass? There's a distance to spawn setting as well that I'm using for Lycanite's Phantoms. I'm also using a height restriction on the Lycanite's grue. All of them are linked on my journal page. I need to update the configs that are linked in the wiki
Good idea on the floor material, but their teleporting makes it possible for them to ignore that if they're close enough to my home. Usually they appear on ky roof and find their way inside, and once they know I'm there, they make it their mission to kill me. (I eliminated them from my biome, lame solution but it worked)
Since you also work with Lycanites', what is the "fear" mob that shows up in the lists? It's the only thing that isn't part of a group.
My solution for the alpha jousts was to give them a spawn cap of 1, since that's appropriate for the alpha mobs. I could probably increase that, but it's nice to finally have Makas show up rather than Alpha Makas, and their constant brawling with each other.
I *think* that's that's related to the Phantom. Something to do with his ranged attack but I can't be sure. I've got my Phantoms spawning thousands of blocks from spawn and I haven't encountered them yet in survival mode - yeah, I'm a chicken lol
I tried changing the sorting order in both GlobalProperties and SaveConfigGson but it continues to happen. I can't see any difference in my temporarySaveSettings.cfg between runs either.
Is there some setting that I need to put into a file that will tell the mod that the configs are setup, leave them alone?
EDIT: Figured it out. I was only restructuring the "attribute group" entry of BiomeGroups and not the "Biome Groups" field so when the code loaded/resaved the configs it was writing using the default Biome Group structure.
EDIT: the skeletons seem to be spawning near gravestones left by OpenBlocks. Might not be Zelda Sword Skills so much as changing the keepInventory rule this playthrough.
Are they anything like the Biomes O Plenty Phantom? I had to hobble their spawning immensely because I was sick of being thrown in the air and dropped. Now I just need to figure out exactly how to manage the Nether mobs so it's not impossible to do anything without being fireballed by Belphs or worse.
Actually I'm noticing a number of mobs spawning inside my home lately. Frostreivers show up a lot, and right outside, I keep getting Ents and Trent's with some annoying regen buff. I can probably fix the buffs in the Lycanites configs, but what's the spawn tag you're using to keep things from spawning so close? (I ended up removing the Wizrobes altogether. Teleporting enemies are just too much of a hassle without Enderman rules to minimize harassment)
Frostreivers.. are they spawning through JAS? Or through Lycanites? I noticed in one of the recent lycanites updates, reivers and arix started spawning in the air in biomes where they shouldn't have even been. This was even though I'd disabled global spawning in Lycanite's config. The issue for me was further down in the special spawners section.
"spawners enabled" {
B:"CROP Spawn Enabled"=false
B:"DEATH Spawn Enabled"=true
B:"FIRE Spawn Enabled"=true
B:"FROSTFIRE Spawn Enabled"=false
B:"LAVA Spawn Enabled"=true
B:"LUNAR Spawn Enabled"=true
B:"PORTAL Spawn Enabled"=true
B:"ROCK Spawn Enabled"=true
B:"SHADOW Spawn Enabled"=false
B:"SKY Spawn Enabled"=false
B:"SLEEP Spawn Enabled"=false
B:"STORM Spawn Enabled"=false
B:"TREE Spawn Enabled"=false
B:"WATER Spawn Enabled"=false
My problem was the new SKY Spawn. Each one of those special spawners has to be disabled as well (unless you want the death spawns, rock spawns, etc) but If that's not what's causing your issue - AND your base is in a biome that rievers can spawn in, I'd try something like
"Tags": "{!spawn:sky:&light,0,6}"
For the ents and trents, they're able to spawn during the day so you could try the same tags for them. They should really only spawn on grass, though, right? So maybe
"Tags": "{!spawn:block,grass:sky:&light,0,6}" ..?
Thanks! The Ents seem to be spawning in water(my base is a modified fort I found, so it's surrounded by water and straddles several biomes), and I'll definitely check to make sure the custom spawners are all off. They sneak back on sometimes(could that be why skeletons were spawning like crazy where I died in the Nether? Will have to investigate.)
lol well that explains their buff. Water gives them regen. No idea why they're spawning in water, though. That "{!spawn:block,grass:sky:&light,0,6}" tag should fix it
hey Bob, I've never used this one myself but "cap" is a valid spawn tag for the LivingHandler. I'm confused reading the wiki as to whether it should be "cap" or "entitycap" but I'd try the latter first. Barring that, it should work to just go into your EntityHandlers folder, open up the right config and (say it was zombies)
"zombie": {
"Type-Enabled": "MONSTER-true",
"Tags": "{spawn:entitycap,10}"
},
(in the above, 10=maxNumber)
let me know how you go?
Good point. There should be a way to use the "isTamed" tag there. I'm trying to think of a good way to combine entityCap and isTamed together.. anyone else got one?
I assume I may have to use tags, but I am unsure if it would be able to do what i need it to.
Say I have Thaumcraft installed, I want the world TEST1 to spawn thaumcraft mobs on the plains biome, but on the TEST2 world, I don't want thaumcraft mobs to spawn in the plains biome.
I'll keep trying till someone gives a straight answer.
This is probably gonna require Crudedragos's help. I tried this myself but got it wrong. It used to work very well in earlier versions.
In SaveConfigGson.cfg there is a section for "WorldProfiles":
{
"IMPORTANT": "# Folder names are case sensitive if OS allows it. Beware invalid OS characters.",
"FILE_VERSION": "1.0",
"DefaultProfile": {
"Save_Folder_Name": "DEFAULT",
"Use_Universal_Entity_CFG": false,
"Sort_Creature_By_Biome": true
},
"WorldProfiles": {}
}
It follows that the WorldProfiles section would have the same format as the DefaultProfile section, except it would be named (case sensitively) whatever your world is named. This should then give you a new folder, set up the same as the DEFAULT folder, and this new folder would enable you to configure world specific spawn settings. Due to the fact that I couldn't get that working though, there must be something else. I'd really like to know what that is.
I really don't want to spend entire days just trying to make biomes function properly anymore.
It "broke" your config? How so? And maybe you could tell us what would you like to see changed.