The Meaning of Life, the Universe, and Everything.
Location:
Madison
Join Date:
7/6/2013
Posts:
57
Minecraft:
Nicholas_Manuel
Member Details
Great mod, but if I set the difficulty to Easy, I fear the hostile mobs will spawn to a point where I can't handle the fight, and end up dead. Could someone be willing to teach me how to tweak the configs to technically acceptable levels, or scale up at higher levels?
Great mod, but if I set the difficulty to Easy, I fear the hostile mobs will spawn to a point where I can't handle the fight, and end up dead. Could someone be willing to teach me how to tweak the configs to technically acceptable levels, or scale up at higher levels?
The default configs use the same spawn caps as regular Minecraft. You can change those to your liking. Go into your .minecraft folder, then navigate to configs\JustAnotherSpawner\WorldSettings\*YOURWORLDNAME* and open 'CreatureType.cfg' with a text editor (notepad, etc.). The most important one for you will likely be under "monster". Change its "Creature Spawn Cap" as desired.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
So instead of 70, half of that, and poomph! I've evened the odds in my favor!
Yup. That would cut the number of monsters in the area down to half the norm. If it feels "too easy" (especially once you start getting better gear), you can always go back in and change the number.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000007fef1e46220, pid=26124, tid=31544
#
# JRE version: 7.0_21-b11
# Java VM: Java HotSpotâ„¢ 64-Bit Server VM (23.21-b01 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [OpenAL64.dll+0x6220] alSourcei+0x144
#
The game just exits when this comes up. No crash report, nothing. I haven't seen this until I started using JAS, so I'm thinking maybe I have some jacked-up setting somewhere. Some research did show that having OpenGL enabled can cause something similar, but now I have that shut off...
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000007fef1e46220, pid=26124, tid=31544
#
# JRE version: 7.0_21-b11
# Java VM: Java HotSpotâ„¢ 64-Bit Server VM (23.21-b01 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [OpenAL64.dll+0x6220] alSourcei+0x144
#
The game just exits when this comes up. No crash report, nothing. I haven't seen this until I started using JAS, so I'm thinking maybe I have some jacked-up setting somewhere. Some research did show that having OpenGL enabled can cause something similar, but now I have that shut off...
My understanding is this is a bug in the JVM itself as I do not use any native code. This has nothing to do with my mod.
Did some searching and it seems there are a myriad of potential causes ranging from hardware to outdated VM. Below is what I came across when searching, which is the best I can do. Take any of these with a grain of salt.
I wish I had kept a log of the changes I made after using JAS, b/c at the same time I also put in a few other mods as well as updated quite a few others. I don't think the ones I added are causing it, but the ones I updated may well be. Unfortunately, I have a *lot* of mods installed and don't remember which ones I updated last :/
Think Java will be the place to start. Thanks again!
I wish I had kept a log of the changes I made after using JAS, b/c at the same time I also put in a few other mods as well as updated quite a few others. I don't think the ones I added are causing it, but the ones I updated may well be. Unfortunately, I have a *lot* of mods installed and don't remember which ones I updated last :/
Think Java will be the place to start. Thanks again!
I had the exact same kind of error today. I noticed that Java updated on my machine recently, and the Help section of Java's site had a Minecraft link. The page was quite sparse, but mentioned updating video card drivers and LWJGL. I updated my video card, and the game is running again. It seems a lot laggier than before, so I'm trying to fix that; at least it's not crashing right away!
I think I fixed mine, but can't be 100% sure yet. I removed Java from the pc and reinstalled (same version), and so far haven't seen the crash again yet. I did reinstall Java once already, so we'll see if this time it works.
On a topic-related note, I finished configuring JAS for my MC loadout, and my spawning failed miserably :/ I started on the Ice Plains, and noticed only 2 monster mobs spawning at night: endermen and water elementals from Ars Magica. Went back into the configs, and noticed I didn't clear out the default settings for those two mobs. So apparently my custom biome groupings aren't working. I notice in the configs you uploaded, you use all the actual biome settings. I have mine either cleared out or set to 0, and only the custom groups are set to spawn anything. If I have my customs working, it makes sense that I wouldn't see anything at all. I was about to come post the biomegroups.cfg, but going through it I notice I have some errors that I want to fix first.
Here's a question. Ice Plains is part of the Arctic and ColdWasteland custom groups. If I have a mob set to spawn in either of those custom groups, but is set to 0 in the "Ice Plains" biome, which setting takes effect? It's my understanding that all settings containing that biome would be combined, so if I had a mob set to 30-4-1-1 in a custom group, and set to 5-4-3-6 in "Ice Plains" itself, then it would have a higher chance of spawning 1 mob, or a lower chance of spawning in a group of 3-6, correct? So a setting of 0 in Ice Plains wouldn't keep it from spawning if it was set to spawn in a custom group the biome is a part of. If that's not right then I have my configs all jacked up....
I think I fixed mine, but can't be 100% sure yet. I removed Java from the pc and reinstalled (same version), and so far haven't seen the crash again yet. I did reinstall Java once already, so we'll see if this time it works.
On a topic-related note, I finished configuring JAS for my MC loadout, and my spawning failed miserably :/ I started on the Ice Plains, and noticed only 2 monster mobs spawning at night: endermen and water elementals from Ars Magica. Went back into the configs, and noticed I didn't clear out the default settings for those two mobs. So apparently my custom biome groupings aren't working. I notice in the configs you uploaded, you use all the actual biome settings. I have mine either cleared out or set to 0, and only the custom groups are set to spawn anything. If I have my customs working, it makes sense that I wouldn't see anything at all. I was about to come post the biomegroups.cfg, but going through it I notice I have some errors that I want to fix first.
Here's a question. Ice Plains is part of the Arctic and ColdWasteland custom groups. If I have a mob set to spawn in either of those custom groups, but is set to 0 in the "Ice Plains" biome, which setting takes effect? It's my understanding that all settings containing that biome would be combined, so if I had a mob set to 30-4-1-1 in a custom group, and set to 5-4-3-6 in "Ice Plains" itself, then it would have a higher chance of spawning 1 mob, or a lower chance of spawning in a group of 3-6, correct? So a setting of 0 in Ice Plains wouldn't keep it from spawning if it was set to spawn in a custom group the biome is a part of. If that's not right then I have my configs all jacked up....
My lag was attributed to another mod that I was previously suspicious of and have now removed - things are running smoothly again.
As for your configs, you're partially right. The theory of having a combined list is correct (AFAIK - unless a zero for the biome itself cancels everything out, which sounds doubtful), but your spawn settings are not. For example, the 30-4-1-1 entry: The '4' means that up to 4 of them can spawn passively (the main type of spawning) at a time. The last 1-1 part is for chunk spawning, which means if you have monsters set to spawn with new chunk generation (not a default setting, btw), then it would spawn in a group of 1-1. What you're looking for is 30-1-1-1 if you want a single monster to spawn each time from this entry.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
I didn't know the second # was passive chunk spawnig. Tbh, I was just ignoring that and using the min & max.
edit... man, just fixed up my config (took a while), reloaded the game, and now it says that BiomeGroups.cfg is corrupt. I went back & forth so many times making changes, it's prob best just to start the file over.... *sigh*
Also, I notice in your Biome config you don't list any of the attribute groups you are using under 'CustomAttributes'; aren't you supposed to list all attribute groups there, or am I not understanding what that line is for?
I didn't know the second # was passive chunk spawnig. Tbh, I was just ignoring that and using the min & max.
edit... man, just fixed up my config (took a while), reloaded the game, and now it says that BiomeGroups.cfg is corrupt. I went back & forth so many times making changes, it's prob best just to start the file over.... *sigh*
Also, I notice in your Biome config you don't list any of the attribute groups you are using under 'CustomAttributes'; aren't you supposed to list all attribute groups there, or am I not understanding what that line is for?
Quick FYI, passive spawning and chunk spawning are two different things. Chunk spawning only has a chance to happen once, as each new chunk is generated. After that, chunk spawning does nothing to an area. Passive spawning happens pretty much all the time though, as long as caps aren't filled.
My 'CustomAttribues' section is blank because 1) I didn't really know what it was for/how to use it properly, so left it alone, and 2) I was going to have separate settings for each biome anyway and figured attributes were part of a grouping system I wasn't going to use right now. I've been playing a game with these configs for about 2 weeks now and all seems to be running as expected.
Rollback Post to RevisionRollBack
The config files are your friends! Get to know them, and shape your world!
Man my spawning just ain't working. Spent a whole night in the Ice Plains and didn't see one single mob. I think I see what's going wrong, but I don't know what to do about it. It looks like JAS is duplicating my attribute & biome groups and setting them to blank.
Edit: Got it figured out. Custom attribute & biome groups need to go after the predefined groups that JAS loads in. Now I just have to go clean up the entity configs and I'll be all set I'll post the configs when I'm done, in case someone out there is interested in using them.
I must be doing something wrong with my tags... I'm seeing mobs from 'dungeon mobs' on the overworld, even though they are defined as underground, and are tagged to spawn under level 40, direwolves from Goblins spawning on their own when have them set to spawn only with goblin rangers (attempting to create hunting parties), valkyries from Grimoire of Gaia spawning in plains, yet they are set to spawn only in mountains at level 96 and above....
S:Troll=UNDERGROUND-true{spawn:light,0,3:&maxSpawnHeight,40} (should spawn only in darkness below level 40)
S:LavaMonsters.LavaMonster=MONSTER-true{spawn:BlockFoot,10:&block,10:blockrange,0,2,0} (should spawn only if standing on lava source block, and only if the lava is 2 blocks deep. Idk if this is checking to see if there is lava within 2 blocks below him instead, but I see lava monsters walking around)
S:Goblins_mod.Direwolf=MONSTER-true{spawn:entities,Goblins_mod.GoblinRanger,1,3,1,3} (trying to get direwolves to spawn only if there are goblin rangers nearby, to create hunting parties)
The configs. Most of them are too big for pastebin, so I'm posting a download from dropbox instead.
I must be doing something wrong with my tags... I'm seeing mobs from 'dungeon mobs' on the overworld, even though they are defined as underground, and are tagged to spawn under level 40, direwolves from Goblins spawning on their own when have them set to spawn only with goblin rangers (attempting to create hunting parties), valkyries from Grimoire of Gaia spawning in plains, yet they are set to spawn only in mountains at level 96 and above....
1) Just ZIP your entire Just Another Spawner config folder. 2) Entities does not do what you think it does. From the wiki, (https://github.com/C...awner/wiki/Tags): Checks if the specified number of entities with provided name are withing the specified distance. A tag to spawn entities is palnned but is not implemented yet.
I misunderstood how you were using it. Disregard.
3) Whenever you get unexecpected spawns, your first to step should be checking the JAS log to be sure JAS is spawning them and not some other mod.
4) You mention letting other mods control their spawns. Do you have the "Empty Vanilla SpawnLists on Start" in GlobalProperties enabled or disabled?
A common theme I'm seeing in your examples is they seem to read possibly backwards. The tag spawn:condition,value is always read as SPAWN unless CONDITION. You seem to reading it as SPAWN if CONDITION.
Wiki Source: https://github.com/C...invertible-tags
I find the 'unless' format makes more sense once you're thinking about it. Consider black {spawn}. With 'unless' it would mean to always spawn, which is intuitive. If we used the 'if' style {spawn} would in actually mean to never spawn. But I'm rambling, lets look at some tags.
So the above would read: spawn unless height is greater than or equal to 96. (i.e. Entity will spawn below 96). (Valkyrie sounds like flying so I assumed you wanted them in high hills?)
Same as above. Not sure if intentional. Beholders would be spawning underground, but above height 45.
S:Troll=UNDERGROUND-true{spawn:light,0,3:&maxSpawnHeight,40} (should spawn only in darkness below level 40)
I'm glad you put what you though it did in parenthesis or I would have probably glossed over these. This will spawn anywhere unless light is 0->3 and height is below 40. So they will spawn at any light level above 40 and spawn at any height if light is above 3.
Generally, I think what you want is to invert he spawn tag (!spawn). Inverting the spawn tag above into:
would cause it to read the intended "Do NOT spawn unless light is 0->3 AND height is less than 40.
Hope that helps, I've tried to source the wiki where relevant. Not to say "you should have read the wiki" but more to provide resources and to assure myself the information it out there (and I didn't write it wrong ). I recognize it can be a lot to read through and I'm happy to answer questions.
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.
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.
I'm going to fix my configs, then zip'em up and edit my other post with the corrected files, in case anyone wants to use them as is or as examples...
thanks a bunch for your help! I *really* appreciate it!
...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)?
Or, in similar light, to prevent spawning thoqquas, should I have:
S:Thoqqua=NONE-true
...to have JAS do the spawning but in a no-spawn group, or...
S:Thoqqua=NONE-false
...or would the second put them and default and defeat the whole point?
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?
Perfect! I have some good news to share with some folks then!
The default configs use the same spawn caps as regular Minecraft. You can change those to your liking. Go into your .minecraft folder, then navigate to configs\JustAnotherSpawner\WorldSettings\*YOURWORLDNAME* and open 'CreatureType.cfg' with a text editor (notepad, etc.). The most important one for you will likely be under "monster". Change its "Creature Spawn Cap" as desired.
Yup. That would cut the number of monsters in the area down to half the norm. If it feels "too easy" (especially once you start getting better gear), you can always go back in and change the number.
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000007fef1e46220, pid=26124, tid=31544
#
# JRE version: 7.0_21-b11
# Java VM: Java HotSpotâ„¢ 64-Bit Server VM (23.21-b01 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [OpenAL64.dll+0x6220] alSourcei+0x144
#
The game just exits when this comes up. No crash report, nothing. I haven't seen this until I started using JAS, so I'm thinking maybe I have some jacked-up setting somewhere. Some research did show that having OpenGL enabled can cause something similar, but now I have that shut off...
My understanding is this is a bug in the JVM itself as I do not use any native code. This has nothing to do with my mod.
Did some searching and it seems there are a myriad of potential causes ranging from hardware to outdated VM. Below is what I came across when searching, which is the best I can do. Take any of these with a grain of salt.
http://www.minecraftforum.net/topic/1883128-kinda-solved-exception-access-violation-0xc0000005-wait-what/
http://www.minecraftforum.net/topic/1821173-exception-access-violation-0xc0000005/
Suggests corrupted Java
http://stackoverflow.com/questions/140030/possible-causes-of-java-vm-exception-access-violation
Reinstall JVM / Make Sure JVM is up to date. Someone also suggests it can be caused by hardware issues.
http://www.java-forums.org/eclipse/312-exception_access_violation-0xc0000005.html
Suggested less likely to happen on low ram. So while possible not cause somehow increases chance?
http://www.worldofminecraft.com/content/java-error-exceptionaccessviolation-locked
Generic make sure updated advice.
http://www.java.com/en/download/help/exception_access.xml
Possible UAC compatibility.
http://www.tomshardware.com/answers/id-1704855/java-exception-access-violation-0xc0000005.html
Suggests registry error.
I wish I had kept a log of the changes I made after using JAS, b/c at the same time I also put in a few other mods as well as updated quite a few others. I don't think the ones I added are causing it, but the ones I updated may well be. Unfortunately, I have a *lot* of mods installed and don't remember which ones I updated last :/
Think Java will be the place to start. Thanks again!
I had the exact same kind of error today. I noticed that Java updated on my machine recently, and the Help section of Java's site had a Minecraft link. The page was quite sparse, but mentioned updating video card drivers and LWJGL. I updated my video card, and the game is running again. It seems a lot laggier than before, so I'm trying to fix that; at least it's not crashing right away!
On a topic-related note, I finished configuring JAS for my MC loadout, and my spawning failed miserably :/ I started on the Ice Plains, and noticed only 2 monster mobs spawning at night: endermen and water elementals from Ars Magica. Went back into the configs, and noticed I didn't clear out the default settings for those two mobs. So apparently my custom biome groupings aren't working. I notice in the configs you uploaded, you use all the actual biome settings. I have mine either cleared out or set to 0, and only the custom groups are set to spawn anything. If I have my customs working, it makes sense that I wouldn't see anything at all. I was about to come post the biomegroups.cfg, but going through it I notice I have some errors that I want to fix first.
Here's a question. Ice Plains is part of the Arctic and ColdWasteland custom groups. If I have a mob set to spawn in either of those custom groups, but is set to 0 in the "Ice Plains" biome, which setting takes effect? It's my understanding that all settings containing that biome would be combined, so if I had a mob set to 30-4-1-1 in a custom group, and set to 5-4-3-6 in "Ice Plains" itself, then it would have a higher chance of spawning 1 mob, or a lower chance of spawning in a group of 3-6, correct? So a setting of 0 in Ice Plains wouldn't keep it from spawning if it was set to spawn in a custom group the biome is a part of. If that's not right then I have my configs all jacked up....
My lag was attributed to another mod that I was previously suspicious of and have now removed - things are running smoothly again.
As for your configs, you're partially right. The theory of having a combined list is correct (AFAIK - unless a zero for the biome itself cancels everything out, which sounds doubtful), but your spawn settings are not. For example, the 30-4-1-1 entry: The '4' means that up to 4 of them can spawn passively (the main type of spawning) at a time. The last 1-1 part is for chunk spawning, which means if you have monsters set to spawn with new chunk generation (not a default setting, btw), then it would spawn in a group of 1-1. What you're looking for is 30-1-1-1 if you want a single monster to spawn each time from this entry.
edit... man, just fixed up my config (took a while), reloaded the game, and now it says that BiomeGroups.cfg is corrupt. I went back & forth so many times making changes, it's prob best just to start the file over.... *sigh*
Also, I notice in your Biome config you don't list any of the attribute groups you are using under 'CustomAttributes'; aren't you supposed to list all attribute groups there, or am I not understanding what that line is for?
Quick FYI, passive spawning and chunk spawning are two different things. Chunk spawning only has a chance to happen once, as each new chunk is generated. After that, chunk spawning does nothing to an area. Passive spawning happens pretty much all the time though, as long as caps aren't filled.
My 'CustomAttribues' section is blank because 1) I didn't really know what it was for/how to use it properly, so left it alone, and 2) I was going to have separate settings for each biome anyway and figured attributes were part of a grouping system I wasn't going to use right now. I've been playing a game with these configs for about 2 weeks now and all seems to be running as expected.
Edit: Got it figured out. Custom attribute & biome groups need to go after the predefined groups that JAS loads in. Now I just have to go clean up the entity configs and I'll be all set I'll post the configs when I'm done, in case someone out there is interested in using them.
Yes.
Here are some lines from the various configs:
S:GrimoireGaia2.Valkyrie=OPENSKY-true{spawn:minSpawnHeight,96}
S:Beholder=UNDERGROUND-true{spawn:maxSpawnHeight,45}
S:Troll=UNDERGROUND-true{spawn:light,0,3:&maxSpawnHeight,40} (should spawn only in darkness below level 40)
S:LavaMonsters.LavaMonster=MONSTER-true{spawn:BlockFoot,10:&block,10:blockrange,0,2,0} (should spawn only if standing on lava source block, and only if the lava is 2 blocks deep. Idk if this is checking to see if there is lava within 2 blocks below him instead, but I see lava monsters walking around)
S:Goblins_mod.Direwolf=MONSTER-true{spawn:entities,Goblins_mod.GoblinRanger,1,3,1,3} (trying to get direwolves to spawn only if there are goblin rangers nearby, to create hunting parties)
The configs. Most of them are too big for pastebin, so I'm posting a download from dropbox instead.
https://www.dropbox.com/s/4i5fa6snykxzsp3/JustAnotherSpawner.zip
1) Just ZIP your entire Just Another Spawner config folder.
2) Entities does not do what you think it does. From the wiki, (https://github.com/C...awner/wiki/Tags): Checks if the specified number of entities with provided name are withing the specified distance. A tag to spawn entities is palnned but is not implemented yet.I misunderstood how you were using it. Disregard.
3) Whenever you get unexecpected spawns, your first to step should be checking the JAS log to be sure JAS is spawning them and not some other mod.
4) You mention letting other mods control their spawns. Do you have the "Empty Vanilla SpawnLists on Start" in GlobalProperties enabled or disabled?
A common theme I'm seeing in your examples is they seem to read possibly backwards. The tag spawn:condition,value is always read as SPAWN unless CONDITION. You seem to reading it as SPAWN if CONDITION.
Wiki Source: https://github.com/C...invertible-tags
I find the 'unless' format makes more sense once you're thinking about it. Consider black {spawn}. With 'unless' it would mean to always spawn, which is intuitive. If we used the 'if' style {spawn} would in actually mean to never spawn. But I'm rambling, lets look at some tags.
So the above would read: spawn unless height is greater than or equal to 96. (i.e. Entity will spawn below 96). (Valkyrie sounds like flying so I assumed you wanted them in high hills?)
Same as above. Not sure if intentional. Beholders would be spawning underground, but above height 45.
I'm glad you put what you though it did in parenthesis or I would have probably glossed over these. This will spawn anywhere unless light is 0->3 and height is below 40. So they will spawn at any light level above 40 and spawn at any height if light is above 3.
Generally, I think what you want is to invert he spawn tag (!spawn). Inverting the spawn tag above into:
would cause it to read the intended "Do NOT spawn unless light is 0->3 AND height is less than 40.
Hope that helps, I've tried to source the wiki where relevant. Not to say "you should have read the wiki" but more to provide resources and to assure myself the information it out there (and I didn't write it wrong ). I recognize it can be a lot to read through and I'm happy to answer questions.
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.
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.
I'm going to fix my configs, then zip'em up and edit my other post with the corrected files, in case anyone wants to use them as is or as examples...
thanks a bunch for your help! I *really* appreciate it!
...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)?
Or, in similar light, to prevent spawning thoqquas, should I have:
...to have JAS do the spawning but in a no-spawn group, or...
...or would the second put them and default and defeat the whole point?
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?