One, I've noticed more loading lag with JAS installed.
As its almost entirely world specific, almost all of the settings and setup are done on world start. On a newly created world this'd be at its worst, considering the rest of your post you probably also have multiple spawning algorithms processing, which would't help any.
Two things concern me, though - One, I've noticed more loading lag with JAS installed. I've disabled CustomSpawner, but as you know, it's still required for MoCreatures to work. Still, I'm hoping it's not causing a conflict. Also, JAS doesn't seem to have registered any MoCreatures mobs in it's configs, yet they are still spawning in what seems like appropriate numbers and places. - That's odd, unless turning off CustomerSpawner doesn't actually turn it off or JAS is reading CustomSpawner's configs.
As Gurrok said, Mo'Creatures show up in the Vanilla.cfg since they are not "mod-spoecific entities". Since you couldn't find them in the Config, I'll assume you didn't set them to spawn, JAS is not spawning them. JAS doesn't turn the vanilla system off by default (I'm looking into a way that I might be able to make it default on newly created worlds, but doens't seem possible atm. Turning it off by default could cause other serious problems; see recent Mo'Creatures issue). You could turn it off vanilla by setting "/gamerule doMobSpawning false". If you've already done that, perphaps CMS isn't turning off, which you'd need to report to them.
Unless you specifically tell it to spawn something, JAS will not spawn anything. It'll import settings where possible, but won't actually spawn anything.
CrudeDragos, would I be completely wrong in thinking JAS is "overriding some mods default settings for its mobs" ?? Can you guess what I want to ask next ?
Functionally? yes. Actually? no. I essentially have my own data files, which copy the regular settings, then I apply my own changes to these new files. If you're only using JAS, then they are effectively overriden. Otherwise, Vanilla or CMS will see the regular unaltered values. They only times I don't call a copy is when despawning or the locaiton check. Though, if you enable forceDespawn or disable moLocationCheck via the config, they also access copies. Assuming those are triggered, the only thing I need from Minecraft is the entity.class file to spawn the entity.
You can delete them and see. (Ones that don't need it like Pig or Zombie don't have it, but look at ProjectZuluCore.cfg)
Yes, I wrote them in myself due to them not wanting to generate correctly when I attempted adding them to the first part of the cfg (which I did incorrectly in the first place).
Copy/pasting your cfg as mine, I still have 2 issues.
The PZ Minotaur is being skipped for adding to structure spawn. It doesn't appear in the console log that anything is happening, as if it's not there. In the PZ configs, I have "Should Despawn" and "shouldExist" both set to true.
Haunted Armor is being added to the structure spawn, but isn't spawning. It also has "shouldExist" set true in PZ.
I removed the other entities from the stronghold list just to make sure there were no other choices for spawns, and I had an empty stronghold.
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Yes, I wrote them in myself due to them not wanting to generate correctly when I attempted adding them to the first part of the cfg (which I did incorrectly in the first place).
The PZ Minotaur is being skipped for adding to structure spawn. It doesn't appear in the console log that anything is happening, as if it's not there. In the PZ configs, I have "Should Despawn" and "shouldExist" both set to true.
Does it have a creature type? (i.e. anything but NONE). For now, I've been forbidding anything wiht NONE as it won't count towards a cap. Its a trade-off in the past I've been against but think it's a worthwhile restriction.
Haunted Armor is being added to the structure spawn, but isn't spawning. It also has "shouldExist" set true in PZ.
The structure spawns do still respect the regular caps (what cap limits each indiciudal spawn depends on its type as specified in the mod-specific configs).
They are both MONSTER type. I found that the minotaur was set to false in the PZ config for JAS, and setting to true allowed it to join the structure spawn, so I'm making progress.
I went around the area and lit up all non-stronghold spots, including a nearby mine shaft and removing the cave spider spawners. I set the game to peaceful to wipe the monsters, then back on. No spawns in stronghold.
Added alligator to the list, made it MONSTER, force despawn true, got it all setup AFAIK correctly. No gators. I can get things from TF and vanilla to spawn, haven't tried anything else yet.
I'm stumped.
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FIrst off, thanks for making this... looks very promising. I had a question though.
If I understand correctly this will supplement vanilla spawns. However, I want to run AtmosMobs and Mo Creatures but have JAS handle all spawning (including vanilla). How would I go about that without having to do the /modspawnrule false (or whatever it is) every time I load my world (I play mostly in singleplayer)?
In short, how would I set it so mo creatures, atmosmobs and vanilla spawns do not occur in all worlds created? So I can then control it all with JAS.
JAS can supplement vanilla spawns, or replace vanilla spawns entirely.
From my testing so far, it seems that once you turn off vanilla spawning and enable JAS spawning it stays like that even when you quit and restart MC. I don't think there's an easy way to set that for new worlds atm though. Thankfully you only have to type in two lines:
They are both MONSTER type. I found that the minotaur was set to false in the PZ config for JAS, and setting to true allowed it to join the structure spawn, so I'm making progress. I went around the area and lit up all non-stronghold spots, including a nearby mine shaft and removing the cave spider spawners. I set the game to peaceful to wipe the monsters, then back on. No spawns in stronghold. Added alligator to the list, made it MONSTER, force despawn true, got it all setup AFAIK correctly. No gators. I can get things from TF and vanilla to spawn, haven't tried anything else yet. I'm stumped.
I forgot to mention that to get alligators to spawn I needed to set useModLocationCheck to false becuase PZ alligators of the LOS check to only spawn on the surface. Minotaur and HA don't have this limitation (which I just tested and worked, my PZ settings are whatever the defaults are) and should work fine. How I'm testing is disabling them from spawning anywhere but the stronghold, then when they spawn (should show in LOG, love MultiMC for this ) I TP to them and make sure they are part of the structure, which they inadvertedly are.
This is actually leaning me towards making implementing custom categories a priority.
In short, how would I set it so mo creatures, atmosmobs and vanilla spawns do not occur in all worlds created? So I can then control it all with JAS.
In short, you can't. Its been suggested before and I've been looking into making it an option to set it on newly created worlds. There doesn't seem to be a hook at the moment that allows it. The solution I think I'm going to implement, as an optional turn on feature, will probably to turn it off when world starts and turn it on when world stops. For the record this is Github Issue #1. Making it auto-turn off is undersireable, as it would effectively forbid using JAS in conjunction with the vanilla systems; such as MSC. Mo'creatures was recently setting it to false causing all manner of user confusion. Admittedly, that was not advertised, but the point still stands.
Technically, doCustomMobSpawning already defaults to true so you don't need to set it.
Awesome, I didn't realize this.
I'll take a closer look at structure spawning again soon. I'm interested in getting 1.5.1 setup for my friend's SMP, of course going bigger and better than the last version. Once I get the kinks worked out (structure/terrain gen, more mob mods to add to biome spawn lists, all that), I'll want to try customizing the things what lurk inside.
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Thanks Gurrok, your posts here and on 'Mob Spawning Observations and Tests' have been really helpful to me.
You currently use JAS with Biomes O' Plenty, is that correct? Would you be willing to share your configs?
What I have is Biomes O' Plenty, AtmosMobs and Project Zulu. MSC is giving me problems and JAS sounds better all round but I already spent ages on MSC configs and if you could share yours I would at least have a base, even if it is not usable 'out of the box'.
I use ExtrabiomesXL, but if you're still interested I'd be happy to share configs. My 1.4.7 setup uses a combination of vanilla, Primitive Mobs, Atmosmobs, Project Zulu, Mo'Creatures, and Twilight Forest (though that mod isn't really configured right yet). 1.5.1 (which I'm working on now) drops Twilight Forest and adds Grimoire of Gaia. I don't use all the creatures from each mod - for example I like Mo'C horses and rabbits, Atmos dragonflies and fireflies, and PZ boars and bears.
Just reply to the post saying you want the configs and I'll happily share (that's an open offer to anyone btw).
Thanks, much appreciated. What is interesting to me is how you have set the livinghandler settings for each mod. What is your criteria for separating between 'creature' and 'opensky'? For example, I noticed you have despawners like rabbits and lizards as 'creature', mixed in with non-despawners like sheep and so on. Will that not cause problems in the long run?
Here's my plan; Keep vanilla animals alone in 'creature', all hostile mobs in 'monster', and water mobs in 'watercreature'. Split up the rest into three categories; mobs I want to spawn in caves (set to underground), mobs I only want on the surface (set to opensky) and mobs I don't mind being above ground or underground (set to ambient). The last bit is a bit of a workaround but means I can put mobs like rats and flies in ambient and have them show in caves and outdoors.
After that I set everything, except those in the 'creature' category, to have the 'forcedespawn' setting to true. So, if it is not a creature it should now be a despawnable. Even stuff like AtmosMobs' Bison (which is in opensky).
This is all theoretical as I haven't implemented or tested any of this. Advice / criticism is welcomed!
Edit: I wonder, does having a mob in opensky mean I am not going to be able to spawn them in the Nether? It would make sense. I was hoping to have salamanders that spawned on the desert surface as well as around the Nether.
The rabbits are marked creature, but are also set to false for spawning, as I'm using Mo'Creatures bunnies (which are set to opensky). The Atmos lizard should be opensky, thanks for finding that - it's changed now. But yes, the idea is that despawners go into opensky and non-despawners are creatures.
Your setup sounds completely workable, except for the salamanders. I would think that the Nether doesn't have a sky (it's one big cave technically), so opensky mobs wouldn't spawn. Note that salamanders by default do not despawn (supposedly but this seems to be the case), so possibly adding them to 'creatures' could work.
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OK, just tried installing JAS on my friend's server. The server loaded with no crashes. I disabled vanilla spawning, then tried to enable JAS spawning, but the command wasn't available. Does JAS work on servers?
It didn't seem to generate any configs either. My friend should have the logs if you need them I'll request them.
Setting doMobSpawning to false does not stop chunk spawning. I realise that this is known and not an issue with JAS but with the vanilla mechanics. I just thought that possibly JAS could have an option for 'fixing' this. Perhaps it would be possible to clear the vanillaspawnlist(?) during the onWorldLoad(?) event I heard mentioned somewhere. Then the chuck spawning will run but have nothing to spawn. Just a thought, I am a .NET programmer, my Java is not so hot and I've not looked at Minecraft's code much, so I understand if it is not possible. This issue wouldn't be too bad but...
This is possible, trivial, considering the spawnlists are public. I'll implement it as an option along with the auto-disable gamerule in the next version.
I set the 'forcedespawn' to true for all vanilla animals, yet in a small test I did they were not despawning. I loaded the world, set doMobSpawning to false, flew about 500 blocks and found some sheep. I put fence around 1 and dyed it pink, then ran 500 blocks and came back. Unfortunately, Mr Pink was still there.
I was actually rewriting some of that code earlier and noticed some irregularities. It does work, but the time in ticks is noticeably longer than is normal on average. The issue is that in the check to see if a spawn cycle is running less often that I initially wanted, such that it takes longer to despawn than usual. It's fixed in dev at this point, and will be even be pseduo configurable rate in the next version, but I just want to do up a few extra options such as the gamerule (and the clearspawnlist you mentioned above).
For fun the format will be (Don't worry, your current configs will auto-convert over):
Bat=AMBIENT-false{spawn:light,0,8:block,1>3-0>8}{despawn:light,0,8:block,1>3-0>8} where "{}" and ":" segments will be optional.
Don't worry I'll not let Mr.Pinky try to take over the world.
OK, just tried installing JAS on my friend's server. The server loaded with no crashes. I disabled vanilla spawning, then tried to enable JAS spawning, but the command wasn't available. Does JAS work on servers?
It didn't seem to generate any configs either. My friend should have the logs if you need them I'll request them.
Just installed on both a 1.4.7 and 1.5.1 server and configs generated (and command worked). Sounds like its not being installed at all. Logs would be appreciated.
Just installed on both a 1.4.7 and 1.5.1 server and configs generated (and command worked). Sounds like its not being installed at all. Logs would be appreciated.
Sorry for the hold up. Looks like he did something wrong on the initial install of either forge or the mods. Once he ironed that out, JAS loaded.
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I think my friend is derping on the the JAS configs, so I could use some assistance. I looked at the directory structure on the JAS wiki and noticed that the Master settings support the same files as the World saves (down to even the <mod.cfg>).
JAS and all our other mods seem correctly installed, but JAS isn't spawning anything. I'm certain that it's an issue with my configs not being in the correct place because I get JAS to work fine myself. (I hate "flying blind" because I can't access my friend's server files directly to see if everything's setup right).
Anyway, for server setups, would it be advised to customize the configs in the Master directory? Also, what's the priority between Master and World files (especially when they are different)?
Sorry for all the questions. I just need as much info as I can get to help get his server running right.
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Edit1: I wonder, does having a mob in opensky mean I am not going to be able to spawn them in the Nether? It would make sense. I was hoping to have salamanders that spawned on the desert surface as well as around the Nether.
Eventually, you'll be able to specify a that creature requires a LOS check. I'm not sure I'll ever allow multiple creatureTypes.
Edit2: Crudedragos, what do you think about the idea of splitting up mobs by category (watercreature, monster, etc) in the 'spawnlistentry' part of each mob cfg? Similar to the way MSC has each biome split into four categories. Since the spawn weight of a mob only applies to the category it is in, it would make it easier to modify the config files.
JAS and all our other mods seem correctly installed, but JAS isn't spawning anything. I'm certain that it's an issue with my configs not being in the correct place because I get JAS to work fine myself. (I hate "flying blind" because I can't access my friend's server files directly to see if everything's setup right).
The flow is basically "ModderDefultValue" overridden by "MasterConfigValue" overriden by "WorldConfigValue". Whenever a value needs to be fetched from config, it takes a defaultValue which is only used if the config value cannot be parsed or if its not present.
Thus, we start without configs, we have a manually set a property with a default value for example "0".
I then to get the value from the master config. If the value is present and readable we take the master value and discard the previous "0". If it wasn't there or unreadable, we place "0" into the master config. Lets say we read a value of "1".
I then to get the value from the world config. If the value is present and readable we take the world value and discard the previous "1". If ir wasn't there or unreadable, we place "1" into the world config. Lets say we read a value of "2".
The property value will now be "2".
Anyway, for server setups, would it be advised to customize the configs in the Master directory? Also, what's the priority between Master and World files (especiaally when they are different)?
You could, but then you'd need to delete the worldConfig folder anytime you wanted changes. You could create your own config in a "SSP" world on your computer, rename it master (instead of the world name) and have him replace his master and delete (backup elsewhere if you've worked on it) his world folder (which will cause it to be regenerated with the master config values when he restarts the server).
Ofcrouse, you could just rename the folder the same as the server world name and replace that.
Quick question: how does this mod handle conflicting biomes of the same name?
For example: Twilight Forest and ExtraBiomesXL both add a biome called "Glacier" to the game. In MSC you would only be able to set spawns for one 'glacier' biome and those settings would apply to all biomes of the same name regardless of where they came from; this can cause some problems.
Does this mod support setting different spawn rates for different biomes with the same name? If not there is the workaround of just disabling all but one of the conflicting biomes to prevent weirdness (what I have done with MSC), just wondering if this is currently supported or will be in the future? I believe that the beta for MSC2 uses a more full-featured naming system for the biomes allowing you to set different spawn rates for biomes with the same name.
Hope that makes sense; feeling a bit groggy at the moment and hope I am accurately describing the issue.
Quick question: how does this mod handle conflicting biomes of the same name?
For example: Twilight Forest and ExtraBiomesXL both add a biome called "Glacier" to the game. In MSC you would only be able to set spawns for one 'glacier' biome and those settings would apply to all biomes of the same name regardless of where they came from; this can cause some problems.
Does this mod support setting different spawn rates for different biomes with the same name? If not there is the workaround of just disabling all but one of the conflicting biomes to prevent weirdness (what I have done with MSC), just wondering if this is currently supported or will be in the future? I believe that the beta for MSC2 uses a more full-featured naming system for the biomes allowing you to set different spawn rates for biomes with the same name.
1 biome name --> 1 Setting.
I'm aware of the issue. There will be no 'solution' until I get around to doing biome groupings. It does surprise me TF doesn't use Twilight Glacier. Several of their other biomes alread contain twilight: twilight clearing, twilight stream, twilight swamp, dense twilight forest, twilight forest, twilight lake. It's too bad that Minecraft doesn't enforce unique names.
If by chance you haven't already read Gurrok's experience post.
As its almost entirely world specific, almost all of the settings and setup are done on world start. On a newly created world this'd be at its worst, considering the rest of your post you probably also have multiple spawning algorithms processing, which would't help any.
As Gurrok said, Mo'Creatures show up in the Vanilla.cfg since they are not "mod-spoecific entities". Since you couldn't find them in the Config, I'll assume you didn't set them to spawn, JAS is not spawning them. JAS doesn't turn the vanilla system off by default (I'm looking into a way that I might be able to make it default on newly created worlds, but doens't seem possible atm. Turning it off by default could cause other serious problems; see recent Mo'Creatures issue). You could turn it off vanilla by setting "/gamerule doMobSpawning false". If you've already done that, perphaps CMS isn't turning off, which you'd need to report to them.
Unless you specifically tell it to spawn something, JAS will not spawn anything. It'll import settings where possible, but won't actually spawn anything.
I supposed I can forgive you.
Might as well reply here while I'm at it.
Functionally? yes. Actually? no. I essentially have my own data files, which copy the regular settings, then I apply my own changes to these new files. If you're only using JAS, then they are effectively overriden. Otherwise, Vanilla or CMS will see the regular unaltered values. They only times I don't call a copy is when despawning or the locaiton check. Though, if you enable forceDespawn or disable moLocationCheck via the config, they also access copies. Assuming those are triggered, the only thing I need from Minecraft is the entity.class file to spawn the entity.
Not sure, but its probably possible.
This was a tricky one indeed. When I copied your cfg it wasn't working. But when placing the entities in my own it seemed fine.
As they say, the Devils in the details:
I assume you wrote these in here yourself? If auto-generated, they have "" around them like this:
You can delete them and see. (Ones that don't need it like Pig or Zombie don't have it, but look at ProjectZuluCore.cfg)
Such that cfg looks like
Yes, I wrote them in myself due to them not wanting to generate correctly when I attempted adding them to the first part of the cfg (which I did incorrectly in the first place).
Copy/pasting your cfg as mine, I still have 2 issues.
The PZ Minotaur is being skipped for adding to structure spawn. It doesn't appear in the console log that anything is happening, as if it's not there. In the PZ configs, I have "Should Despawn" and "shouldExist" both set to true.
Haunted Armor is being added to the structure spawn, but isn't spawning. It also has "shouldExist" set true in PZ.
I removed the other entities from the stronghold list just to make sure there were no other choices for spawns, and I had an empty stronghold.
That makes sense.
Does it have a creature type? (i.e. anything but NONE). For now, I've been forbidding anything wiht NONE as it won't count towards a cap. Its a trade-off in the past I've been against but think it's a worthwhile restriction.
The structure spawns do still respect the regular caps (what cap limits each indiciudal spawn depends on its type as specified in the mod-specific configs).
I went around the area and lit up all non-stronghold spots, including a nearby mine shaft and removing the cave spider spawners. I set the game to peaceful to wipe the monsters, then back on. No spawns in stronghold.
Added alligator to the list, made it MONSTER, force despawn true, got it all setup AFAIK correctly. No gators. I can get things from TF and vanilla to spawn, haven't tried anything else yet.
I'm stumped.
JAS can supplement vanilla spawns, or replace vanilla spawns entirely.
From my testing so far, it seems that once you turn off vanilla spawning and enable JAS spawning it stays like that even when you quit and restart MC. I don't think there's an easy way to set that for new worlds atm though. Thankfully you only have to type in two lines:
I forgot to mention that to get alligators to spawn I needed to set useModLocationCheck to false becuase PZ alligators of the LOS check to only spawn on the surface. Minotaur and HA don't have this limitation (which I just tested and worked, my PZ settings are whatever the defaults are) and should work fine. How I'm testing is disabling them from spawning anywhere but the stronghold, then when they spawn (should show in LOG, love MultiMC for this
This is actually leaning me towards making implementing custom categories a priority.
The gamerule perists between world loads, you should only have to do it once. If its not, then some other mod is manually setting it to true.
In short, you can't. Its been suggested before and I've been looking into making it an option to set it on newly created worlds. There doesn't seem to be a hook at the moment that allows it. The solution I think I'm going to implement, as an optional turn on feature, will probably to turn it off when world starts and turn it on when world stops. For the record this is Github Issue #1. Making it auto-turn off is undersireable, as it would effectively forbid using JAS in conjunction with the vanilla systems; such as MSC. Mo'creatures was recently setting it to false causing all manner of user confusion. Admittedly, that was not advertised, but the point still stands.
Technically, doCustomMobSpawning already defaults to true so you don't need to set it.
Awesome, I didn't realize this.
I'll take a closer look at structure spawning again soon. I'm interested in getting 1.5.1 setup for my friend's SMP, of course going bigger and better than the last version. Once I get the kinks worked out (structure/terrain gen, more mob mods to add to biome spawn lists, all that), I'll want to try customizing the things what lurk inside.
I use ExtrabiomesXL, but if you're still interested I'd be happy to share configs. My 1.4.7 setup uses a combination of vanilla, Primitive Mobs, Atmosmobs, Project Zulu, Mo'Creatures, and Twilight Forest (though that mod isn't really configured right yet). 1.5.1 (which I'm working on now) drops Twilight Forest and adds Grimoire of Gaia. I don't use all the creatures from each mod - for example I like Mo'C horses and rabbits, Atmos dragonflies and fireflies, and PZ boars and bears.
Just reply to the post saying you want the configs and I'll happily share (that's an open offer to anyone btw).
Here you go!
AtmosMobs: http://pastebin.com/K9xM0wiQ
Project Zulu: http://pastebin.com/fKJZhsna
Vanilla + Mo' Creatures: http://pastebin.com/2BPwJUh2
The rabbits are marked creature, but are also set to false for spawning, as I'm using Mo'Creatures bunnies (which are set to opensky). The Atmos lizard should be opensky, thanks for finding that - it's changed now. But yes, the idea is that despawners go into opensky and non-despawners are creatures.
Your setup sounds completely workable, except for the salamanders. I would think that the Nether doesn't have a sky (it's one big cave technically), so opensky mobs wouldn't spawn. Note that salamanders by default do not despawn (supposedly but this seems to be the case), so possibly adding them to 'creatures' could work.
It didn't seem to generate any configs either. My friend should have the logs if you need them I'll request them.
This is possible, trivial, considering the spawnlists are public. I'll implement it as an option along with the auto-disable gamerule in the next version.
I was actually rewriting some of that code earlier and noticed some irregularities. It does work, but the time in ticks is noticeably longer than is normal on average. The issue is that in the check to see if a spawn cycle is running less often that I initially wanted, such that it takes longer to despawn than usual. It's fixed in dev at this point, and will be even be pseduo configurable rate in the next version, but I just want to do up a few extra options such as the gamerule (and the clearspawnlist you mentioned above).
For fun the format will be (Don't worry, your current configs will auto-convert over):
Bat=AMBIENT-false{spawn:light,0,8:block,1>3-0>8}{despawn:light,0,8:block,1>3-0>8} where "{}" and ":" segments will be optional.
Don't worry I'll not let Mr.Pinky try to take over the world.
Did you notice any of them spawning in the log? Could I see you relevant .cfg files.
Just installed on both a 1.4.7 and 1.5.1 server and configs generated (and command worked). Sounds like its not being installed at all. Logs would be appreciated.
Sorry for the hold up. Looks like he did something wrong on the initial install of either forge or the mods. Once he ironed that out, JAS loaded.
JAS and all our other mods seem correctly installed, but JAS isn't spawning anything. I'm certain that it's an issue with my configs not being in the correct place because I get JAS to work fine myself. (I hate "flying blind" because I can't access my friend's server files directly to see if everything's setup right).
Anyway, for server setups, would it be advised to customize the configs in the Master directory? Also, what's the priority between Master and World files (especially when they are different)?
Sorry for all the questions. I just need as much info as I can get to help get his server running right.
Eventually, you'll be able to specify a that creature requires a LOS check. I'm not sure I'll ever allow multiple creatureTypes.
I think its a good addition.
The flow is basically "ModderDefultValue" overridden by "MasterConfigValue" overriden by "WorldConfigValue". Whenever a value needs to be fetched from config, it takes a defaultValue which is only used if the config value cannot be parsed or if its not present.
Thus, we start without configs, we have a manually set a property with a default value for example "0".
I then to get the value from the master config. If the value is present and readable we take the master value and discard the previous "0". If it wasn't there or unreadable, we place "0" into the master config. Lets say we read a value of "1".
I then to get the value from the world config. If the value is present and readable we take the world value and discard the previous "1". If ir wasn't there or unreadable, we place "1" into the world config. Lets say we read a value of "2".
The property value will now be "2".
You could, but then you'd need to delete the worldConfig folder anytime you wanted changes. You could create your own config in a "SSP" world on your computer, rename it master (instead of the world name) and have him replace his master and delete (backup elsewhere if you've worked on it) his world folder (which will cause it to be regenerated with the master config values when he restarts the server).
Ofcrouse, you could just rename the folder the same as the server world name and replace that.
For example: Twilight Forest and ExtraBiomesXL both add a biome called "Glacier" to the game. In MSC you would only be able to set spawns for one 'glacier' biome and those settings would apply to all biomes of the same name regardless of where they came from; this can cause some problems.
Does this mod support setting different spawn rates for different biomes with the same name? If not there is the workaround of just disabling all but one of the conflicting biomes to prevent weirdness (what I have done with MSC), just wondering if this is currently supported or will be in the future? I believe that the beta for MSC2 uses a more full-featured naming system for the biomes allowing you to set different spawn rates for biomes with the same name.
Hope that makes sense; feeling a bit groggy at the moment and hope I am accurately describing the issue.
1 biome name --> 1 Setting.
I'm aware of the issue. There will be no 'solution' until I get around to doing biome groupings. It does surprise me TF doesn't use Twilight Glacier. Several of their other biomes alread contain twilight: twilight clearing, twilight stream, twilight swamp, dense twilight forest, twilight forest, twilight lake. It's too bad that Minecraft doesn't enforce unique names.
Understood. Thanks for the information!