I just downloaded JAS, I have primitive mobs, MOC and dungeon mobs. At night everything spawns as it should. but during the day its a barren wasteland. ive messed with the config files (I have an idea of what im doing) but I cant get anything to spawn in the day to save my life.
I just downloaded JAS, I have primitive mobs, MOC and dungeon mobs. At night everything spawns as it should. but during the day its a barren wasteland. ive messed with the config files (I have an idea of what im doing) but I cant get anything to spawn in the day to save my life.
One thing I'd try is to disable vanilla spawning. This lets JAS do its thing. So into the GlobalProperties.cfg file and make sure "Disable Vanilla Chunk Spawning": is set to true. "Empty Vanilla spawnlists": is true. "Turn gamerule spawning off on start": false. It sounds like vanilla's spawning is conflicting with JAS's spawning.
So I think I'm starting to narrow down the problem. First, it seems that adding or removing Mo' Creatures mobs from biomes makes the worlds not load. Second, changing the spawn weights and caps for Mo' Creatures seems to do the same thing. This one may be due to Mo' Creatures having its own config file for setting spawn weights and caps.
After more fiddling, I finally ended up with a crash report.
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 2/17/18 11:16 AM
Description: Exception in server tick loop
java.lang.ArithmeticException: / by zero
at jas.spawner.modern.spawner.creature.type.CreatureType.isReady(CreatureType.java:77)
at jas.spawner.modern.spawner.SpawnerTicker.performSpawningInWorld(SpawnerTicker.java:58)
at jas.spawner.modern.spawner.SpawnerTicker.serverTick(SpawnerTicker.java:42)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_115_SpawnerTicker_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 533944640 bytes (509 MB) / 1685585920 bytes (1607 MB) up to 2863661056 bytes (2731 MB)
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3072m -Xms256m -XX:PermSize=256m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 9 mods loaded, 9 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJAAAA NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
UCHIJAAAA MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1.zip)
UCHIJAAAA Highlands{2.2.3} [Highlands] (Highlands-1.7.2-v-2.2.3.jar)
UCHIJAAAA lotr{Beta v33.4 for Minecraft 1.7.10} [The Lord of the Rings Mod] (The-Lord-of-the-Rings-Mod-1.7.10.jar)
UCHIJAAAA JustAnotherSpawner{0.17.8} [Just Another Spawner] (JustAnotherSpawner-0.17.8.jar)
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I have no idea what this crash report means, but at least it's something.
So I think I'm starting to narrow down the problem. First, it seems that adding or removing Mo' Creatures mobs from biomes makes the worlds not load. Second, changing the spawn weights and caps for Mo' Creatures seems to do the same thing. This one may be due to Mo' Creatures having its own config file for setting spawn weights and caps.
After more fiddling, I finally ended up with a crash report.
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 2/17/18 11:16 AM
Description: Exception in server tick loop
java.lang.ArithmeticException: / by zero
at jas.spawner.modern.spawner.creature.type.CreatureType.isReady(CreatureType.java:77)
at jas.spawner.modern.spawner.SpawnerTicker.performSpawningInWorld(SpawnerTicker.java:58)
at jas.spawner.modern.spawner.SpawnerTicker.serverTick(SpawnerTicker.java:42)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_115_SpawnerTicker_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 533944640 bytes (509 MB) / 1685585920 bytes (1607 MB) up to 2863661056 bytes (2731 MB)
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3072m -Xms256m -XX:PermSize=256m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 9 mods loaded, 9 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJAAAA NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
UCHIJAAAA MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1.zip)
UCHIJAAAA Highlands{2.2.3} [Highlands] (Highlands-1.7.2-v-2.2.3.jar)
UCHIJAAAA lotr{Beta v33.4 for Minecraft 1.7.10} [The Lord of the Rings Mod] (The-Lord-of-the-Rings-Mod-1.7.10.jar)
UCHIJAAAA JustAnotherSpawner{0.17.8} [Just Another Spawner] (JustAnotherSpawner-0.17.8.jar)
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I have no idea what this crash report means, but at least it's something.
I'm not certain about the report myself either unfortunately, but.. did you copy the contents of the Mo Creatures JAS SpawnListEntries file and paste it into an online json validator? If it comes back invalid, that's probably the issue.
If it comes back invalid, paste some bits from the validator that it didn't like so we can help you correct the formatting.
Yeah, tried that. Turns out most of the relevant config files are too big for pastebin's free service and I'm not paying for a place to upload text documents.
... hmmm... Okay, this is going to be kind of a long list of links.
Note that I'd been doing some fiddling between then and now with other creature mods (which also don't work), so these are actually reconstructions of the configs. I still can't load a world with them, but I don't get a crash report, either.
Yeah, tried that. Turns out most of the relevant config files are too big for pastebin's free service and I'm not paying for a place to upload text documents.
... hmmm... Okay, this is going to be kind of a long list of links.
Note that I'd been doing some fiddling between then and now with other creature mods (which also don't work), so these are actually reconstructions of the configs. I still can't load a world with them, but I don't get a crash report, either.
Tried to request permission to access the documents, but doesn't seem to even let me do that.
This snippet is found on line 1250 of the SpawnListEntries file. You can attempt to fix it yourself if you want to get a better understanding, or you can download copy and paste from the fixed version I have provided.
How do i make biomes groups and set mobs to them so they spawn sorted by those groups(For example i want to make MOC foxes and Bears to appear on BOP forests) the wiki doesnt seem to explain that.
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Dur. Thanks, Syndicate25. I think I've got it working now. And sorry it took so long to respond. Access to my computer has been somewhat sporadic of late.
I managed to make it work too,i took quite a bit to make a response.
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
I'm ba~ack. And I've got another problem. So I have this large cavern that I'm turning into an underground city. It's well lit, but slimes keep spawning all over the place. They've also been giving me a lot of trouble on the surface.
I tried setting the "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax" to 0-4-0-4 for all but swamps, since I'm not in a swamp, but they still keep spawning.
I tried messing with spawn tags in the entity handler config, like so:
They *keep spawning.* What the heck? Am I supposed to set the Spawn Tags to "AND"?
Edit: I think I made a mistake with the despawn tags. Keep getting mixed up whether these things are 'if' or 'unless.' Anyway, this is what my spawn tags currently look like. They're *still* spawning.
This should mean that they only spawn if the block directly below them is gravel, if the block below and two to the south-east is lava, and if it can't see the sky, right? But they've been spawning well away from lava on *dirt.* What gives?
Edit 2: How did part of a spreadsheet end up as an attachment? Whatever, just another crazy thing to add to the list.
I got so frustrated at the slimes continuing to spawn in my base no matter what I did with the spawn tags, I set:
Hello all. I have a question regarding spawn weights. Take for example Jungle Hills; I have that as part of 3 biome groups: Jungle, Hills, and Dense. Does JAS take the mobs spawning from all 3 collectively to figure out the weights, or does it handle each group individually? Like, if I have a mob set to weight 1 for Jungle, another set to 1 in Hills, and a common mob set to 100 in dense, do the two 1's each have a 1 in 102 chance to spawn? Or do they have a 1 in 1 chance, because they are not weighted against the other groups?
Where does JAS hide the spawn weights for the individual biomes? The SpawnListEntries Universal.cfg only shows weights for my biome groups, not the biomes themselves. I've poked all over these configs and can't find any settings for the biomes anywhere, yet ImportedSpawnlists shows settings for every biome in the game, even ones I have blacklisted. So I have blue slime and Dungeon Mobs spawning in pocket dimensions, and squid in my freshwater lakes - that one really bothers me. It doesn't seem to matter if a biome is blacklisted or not.
I remember previous versions the biome weights were in the same config as the weights for the biome groups, so I'm guessing they are supposed to be there and just aren't populating for some reason.
Id even consider paying to have it done, maybe we should start a subscription pool.
I'd be willing to put $10 towards a pool of donations/bounty. I love all of the mob-adding mods, but without spawning working properly between them all, I feel like they do a fraction of what they could be doing. I really miss JAS.
Has anyone been able to get into contact with Crudedragos lately? I know they had shown interest in updating a while back, but they seem to have disappeared since then.
Trying to figure out why Monsters and Creatures alike are spawning in the water/ocean. Seems to only be near the shoreline, give or take about 100 blocks away from the first shore block. When I go into the Deep Ocean, I don't encounter any Monsters or Creatures unless they're meant to spawn in the water.
Also, for the most part, water creatures are following the spawn cap, but every now and then I'll still find a "patch" of 50+ dolphins or some other such water creature. I don't play with this file much, mostly just the SpawnListEntries, so I'm not super familiar with how these tags work and what I need to change.
If someone sees what I've done wrong and can help me correct it, that'd be greatly appreciated.
You could try to change that Biome Cap from -1 to 1 and lowering CREATURE Spawn Cap to a little bit, like 10 or so.
Also, be sure that the mob "Type-Enabled" in the Entity Handler is the one you want them with
That unfortunately seemed to have made the problem worse. I don't want to turn down creature spawns, either. I shouldn't have to lower their cap. Is there a flag I can put in that should stop them from spawning out in the ocean? Same is happening with mobs now that I've done a little more exploring.
I am also using BiomeTweaker, and I think there's a way to use that, but I realize this isn't the thread for that mod. If anyone has any knowledge on that, it wouldn't hurt to share. Otherwise I'll head over to the BT thread for other options.
I created a very simple program called JAS Editor to make editing the config files easier for myself. It's not for advanced editing/configurations, it just assumes a "config\JustAnotherSpawner\WorldSettings\BASIC\DEFAULT\" directory for files to be edited, and not all files or all values are taken into consideration.
It's primarily for setting spawn rate/cap/chunk-chance (CreatureType.cfg), enabling/disabling creatures (EntityHandlers), and setting Weight/PassivePackMax/ChunkPackMin/ChunkPackMax (SpawnListEntries).
I've been trying to get creepers to spawn as both a CREATURE and a MONSTER (basically making them spawn anywhere), but I've been having trouble making them spawn on the overworld during the day. As a test, I assigned creepers under the default creatureType setting, "CREATURE", and bumped their spawn rates super high to see if they spawn on land during the day but they don't. As soon as I turn it to night though, they spawn everywhere on the overworld. Maybe creepers are hardcoded to only spawn in the dark?
Never mind, got it down by going into EntityHandlers.
I just downloaded JAS, I have primitive mobs, MOC and dungeon mobs. At night everything spawns as it should. but during the day its a barren wasteland. ive messed with the config files (I have an idea of what im doing) but I cant get anything to spawn in the day to save my life.
One thing I'd try is to disable vanilla spawning. This lets JAS do its thing. So into the GlobalProperties.cfg file and make sure "Disable Vanilla Chunk Spawning": is set to true. "Empty Vanilla spawnlists": is true. "Turn gamerule spawning off on start": false. It sounds like vanilla's spawning is conflicting with JAS's spawning.
So I think I'm starting to narrow down the problem. First, it seems that adding or removing Mo' Creatures mobs from biomes makes the worlds not load. Second, changing the spawn weights and caps for Mo' Creatures seems to do the same thing. This one may be due to Mo' Creatures having its own config file for setting spawn weights and caps.
After more fiddling, I finally ended up with a crash report.
---- Minecraft Crash Report ----
// Who set us up the TNT?
Time: 2/17/18 11:16 AM
Description: Exception in server tick loop
java.lang.ArithmeticException: / by zero
at jas.spawner.modern.spawner.creature.type.CreatureType.isReady(CreatureType.java:77)
at jas.spawner.modern.spawner.SpawnerTicker.performSpawningInWorld(SpawnerTicker.java:58)
at jas.spawner.modern.spawner.SpawnerTicker.serverTick(SpawnerTicker.java:42)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_115_SpawnerTicker_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:111)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 533944640 bytes (509 MB) / 1685585920 bytes (1607 MB) up to 2863661056 bytes (2731 MB)
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3072m -Xms256m -XX:PermSize=256m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 9 mods loaded, 9 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJAAAA NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)
UCHIJAAAA MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1.zip)
UCHIJAAAA Highlands{2.2.3} [Highlands] (Highlands-1.7.2-v-2.2.3.jar)
UCHIJAAAA lotr{Beta v33.4 for Minecraft 1.7.10} [The Lord of the Rings Mod] (The-Lord-of-the-Rings-Mod-1.7.10.jar)
UCHIJAAAA JustAnotherSpawner{0.17.8} [Just Another Spawner] (JustAnotherSpawner-0.17.8.jar)
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I have no idea what this crash report means, but at least it's something.
I'm not certain about the report myself either unfortunately, but.. did you copy the contents of the Mo Creatures JAS SpawnListEntries file and paste it into an online json validator? If it comes back invalid, that's probably the issue.
If it comes back invalid, paste some bits from the validator that it didn't like so we can help you correct the formatting.
Yeah, tried that. Turns out most of the relevant config files are too big for pastebin's free service and I'm not paying for a place to upload text documents.
... hmmm... Okay, this is going to be kind of a long list of links.
Mo' Creatures Config
BiomeGroups
CreatureType
EntityHandler Mo' Creatures
EntityHandler Vanilla
SpawnListEntries Mo' Creatures
SpawnListEntries Vanilla
Note that I'd been doing some fiddling between then and now with other creature mods (which also don't work), so these are actually reconstructions of the configs. I still can't load a world with them, but I don't get a crash report, either.
Tried to request permission to access the documents, but doesn't seem to even let me do that.
Okay... I was not expecting that. How do I grant permission to see a document? My sister and I have always just sent each other links.
Edit: I think this should work. The whole folder.
I have one. He needed to provide access to the files.
Looks like I can see them now, thank you.
Okay, I found the problem.
"MoCreatures.Raccoon": {
"Arctic": {
"MontaneForest": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "8-4-1-2"
The line in bold needs to be removed so that it looks like this:
"MoCreatures.Raccoon": {
"MontaneForest": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "8-4-1-2"
This snippet is found on line 1250 of the SpawnListEntries file. You can attempt to fix it yourself if you want to get a better understanding, or you can
downloadcopy and paste from the fixed version I have provided.MoCreatures.cfg
How do i make biomes groups and set mobs to them so they spawn sorted by those groups(For example i want to make MOC foxes and Bears to appear on BOP forests) the wiki doesnt seem to explain that.
Dur. Thanks, Syndicate25. I think I've got it working now. And sorry it took so long to respond. Access to my computer has been somewhat sporadic of late.
I managed to make it work too,i took quite a bit to make a response.
I'm ba~ack. And I've got another problem. So I have this large cavern that I'm turning into an underground city. It's well lit, but slimes keep spawning all over the place. They've also been giving me a lot of trouble on the surface.
I tried setting the "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax" to 0-4-0-4 for all but swamps, since I'm not in a swamp, but they still keep spawning.
I tried messing with spawn tags in the entity handler config, like so:
They *keep spawning.* What the heck? Am I supposed to set the Spawn Tags to "AND"?
Edit: I think I made a mistake with the despawn tags. Keep getting mixed up whether these things are 'if' or 'unless.' Anyway, this is what my spawn tags currently look like. They're *still* spawning.
This should mean that they only spawn if the block directly below them is gravel, if the block below and two to the south-east is lava, and if it can't see the sky, right? But they've been spawning well away from lava on *dirt.* What gives?
Edit 2: How did part of a spreadsheet end up as an attachment? Whatever, just another crazy thing to add to the list.
I got so frustrated at the slimes continuing to spawn in my base no matter what I did with the spawn tags, I set:
They're *still spawning.*
Something's broken.
Hello all. I have a question regarding spawn weights. Take for example Jungle Hills; I have that as part of 3 biome groups: Jungle, Hills, and Dense. Does JAS take the mobs spawning from all 3 collectively to figure out the weights, or does it handle each group individually? Like, if I have a mob set to weight 1 for Jungle, another set to 1 in Hills, and a common mob set to 100 in dense, do the two 1's each have a 1 in 102 chance to spawn? Or do they have a 1 in 1 chance, because they are not weighted against the other groups?
Where does JAS hide the spawn weights for the individual biomes? The SpawnListEntries Universal.cfg only shows weights for my biome groups, not the biomes themselves. I've poked all over these configs and can't find any settings for the biomes anywhere, yet ImportedSpawnlists shows settings for every biome in the game, even ones I have blacklisted. So I have blue slime and Dungeon Mobs spawning in pocket dimensions, and squid in my freshwater lakes - that one really bothers me. It doesn't seem to matter if a biome is blacklisted or not.
I remember previous versions the biome weights were in the same config as the weights for the biome groups, so I'm guessing they are supposed to be there and just aren't populating for some reason.
I'd be willing to put $10 towards a pool of donations/bounty. I love all of the mob-adding mods, but without spawning working properly between them all, I feel like they do a fraction of what they could be doing. I really miss JAS.
Has anyone been able to get into contact with Crudedragos lately? I know they had shown interest in updating a while back, but they seem to have disappeared since then.
Hopefully a simple silly problem here.
Trying to figure out why Monsters and Creatures alike are spawning in the water/ocean. Seems to only be near the shoreline, give or take about 100 blocks away from the first shore block. When I go into the Deep Ocean, I don't encounter any Monsters or Creatures unless they're meant to spawn in the water.
Also, for the most part, water creatures are following the spawn cap, but every now and then I'll still find a "patch" of 50+ dolphins or some other such water creature. I don't play with this file much, mostly just the SpawnListEntries, so I'm not super familiar with how these tags work and what I need to change.
If someone sees what I've done wrong and can help me correct it, that'd be greatly appreciated.
Here's my CreatureType.cfg.
{
"FILE_VERSION": "2.0",
"TYPES": {
"AMBIENT": {
"Spawn Rate": 100,
"Spawn Cap": 5,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})",
"Default Biome Cap": -1,
"Biome Caps": {}
},
"CREATURE": {
"Spawn Rate": 110,
"Spawn Cap": 25,
"Chunk Spawn Chance": 0.1,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})",
"Default Biome Cap": -1,
"Biome Caps": {}
},
"MONSTER": {
"Spawn Rate": 1,
"Spawn Cap": 70,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "obj.difficulty()==0||!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})",
"Default Biome Cap": -1,
"Biome Caps": {}
},
"OPENSKY": {
"Spawn Rate": 1,
"Spawn Cap": 10,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})||!sky()",
"Default Biome Cap": -1,
"Biome Caps": {}
},
"UNDERGROUND": {
"Spawn Rate": 1,
"Spawn Cap": 10,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})||sky()",
"Default Biome Cap": -1,
"Biome Caps": {}
},
"WATERCREATURE": {
"Spawn Rate": 75,
"Spawn Cap": 8,
"Chunk Spawn Chance": 0.0,
"Spawn Medium": "water",
"Iterations Per Chunk": 1,
"Iterations Per Pack": 3,
"Spawn Tag": "!liquid({0,0,0},{0,0,0})||!liquid({0,0,0},{0,-1,0})||normal({0,0,0},{0,1,0})",
"Default Biome Cap": -1,
"Biome Caps": {}
}
}
}
That unfortunately seemed to have made the problem worse. I don't want to turn down creature spawns, either. I shouldn't have to lower their cap. Is there a flag I can put in that should stop them from spawning out in the ocean? Same is happening with mobs now that I've done a little more exploring.
I am also using BiomeTweaker, and I think there's a way to use that, but I realize this isn't the thread for that mod. If anyone has any knowledge on that, it wouldn't hurt to share. Otherwise I'll head over to the BT thread for other options.
For those interested:
I created a very simple program called JAS Editor to make editing the config files easier for myself. It's not for advanced editing/configurations, it just assumes a "config\JustAnotherSpawner\WorldSettings\BASIC\DEFAULT\" directory for files to be edited, and not all files or all values are taken into consideration.
It's primarily for setting spawn rate/cap/chunk-chance (CreatureType.cfg), enabling/disabling creatures (EntityHandlers), and setting Weight/PassivePackMax/ChunkPackMin/ChunkPackMax (SpawnListEntries).
I've been trying to get creepers to spawn as both a CREATURE and a MONSTER (basically making them spawn anywhere), but I've been having trouble making them spawn on the overworld during the day. As a test, I assigned creepers under the default creatureType setting, "CREATURE", and bumped their spawn rates super high to see if they spawn on land during the day but they don't. As soon as I turn it to night though, they spawn everywhere on the overworld. Maybe creepers are hardcoded to only spawn in the dark?
Never mind, got it down by going into EntityHandlers.