Does this mean with the {despawn:light,7,16} tag, the entity will despawn by distance even if it's exposed to a light level 7 or above? So, I'd need another tag preventing despawning regardless of max block distance when the proper light level exists?
No, when in appropriate light level the entity cannot despawn and thus the distance doesn't matter.
Just wanted to confirm, thanks. Still trying to test everything.
is "torchLight" a better option than "light," since "torchLight" ignores time of the day? Not sure if one tag is better than the other when it comes to trying to prevent despawning in a given light level range.
is "torchLight" a better option than "light," since "torchLight" ignores time of the day? Not sure if one tag is better than the other when it comes to trying to prevent despawning in a given light level range.
In your case, if you use torchlight light will drop to 0 at night time (unless near a torch, ofc), despawning animals. This could improve animal diversity over a period of time, but may have issues with the default slow spawn rate of creatures if not compensated for.
With light, the animals will effectively never despawn unless underground, under some large cliff, or sneaking into a structure of some kind that doens't have torches.
Tip: You can see light levels on F3 screen bl: X sl: Y rl: Z
I am having the same issue. I cannot get squid to spawn..?
I had a lot of problems getting enough squid to spawn as well. I think a lot has to do with the mods you run. I increased "creature spawn cap" under "watercreature" in CreatureType.cfg. I think the default was something like 5, which was way too low for me. If you run other mods that add watercreature mobs, you may also want to up the spawnweight of squid in vanilla.cfg to compensate. I also run Mo Creatures, so their water mobs diluted the chance squid would spawn. I think I also made all the Mo Creatures water creatures despawnable, so they wouldn't block the spawning of squid once they hit the cap.
Squid can be tough to see in the ocean. When you're testing, I recommend using the command line "/jas composition" so you can tell exactly how many are out there - you may not see them all. A potion of night vision is handy if want to easily see beneath the water. To test spawn densities, I also temporarily lower "spawn rate" to 1, under creaturetype.cfg. It's a fast way to get a feel for how dense the spawns will be in a typical area, since you will hit your cap very fast. This is helpful when you are changing the spawn caps and weights, and want to see how it impacts things.
I've noticed a strange issue with JAS and NEI mob spawn overlay- with JAS installed, the NEI mob spawn overlay doesn't work...
Also, I set some mobs to {despawn:light,4,16} instead of {despawn:light,7,16} and I notice when I use the "/jas composition" command a lot of those creatures are listed as "not despawnable" but sometimes one or two of them do. I noticed when I used NEI to set the time to midnight and I'm was in an open biome like a plains, the light levels showed:
bl: 0 sl: 15 rl: 15
So does that mean I need to change how I want these mobs to despawn if they're wild and they spawn in a place like plains where it apparently won't get dark enough for them to ever despawn?
I've noticed a strange issue with JAS and NEI mob spawn overlay- with JAS installed, the NEI mob spawn overlay doesn't work...
I'm not sure what the NEI mob spawn overlay is, but it doesn't likely because its uses the vanilla spawner and not JAS. This is to be expected. It also isn't NEI 'fault' as the spawner system isn't a single object somewhere that can be delegated to.
Also, I set some mobs to {despawn:light,4,16} instead of {despawn:light,7,16} and I notice when I use the "/jas composition" command a lot of those creatures are listed as "not despawnable" but sometimes one or two of them do. I noticed when I used NEI to set the time to midnight and I'm was in an open biome like a plains, the light levels showed:
bl: 0 sl: 15 rl: 15
So does that mean I need to change how I want these mobs to despawn if they're wild and they spawn in a place like plains where it apparently won't get dark enough for them to ever despawn?
No, apparently I misunderstood its meanings: it is not the current sky light level. It is the maximum possible sky light level; always 15 even when sky light is less. Foolish IMO but apparently working as intended: SourcE:https://bugs.mojang.com/browse/MC-10410 .
There isn't a canDespawn command yet, but you can test light tag using /jas canspawnhere by attaching to a spawn tag i.e. {!spawn:light,7,16}. My own tests indicate light does in fact still change, at least in 1.6.
Cmae a really useful mod for viewing data that could be helpful in this case, OPIS. Marketed for servers but seems to function fine on a SP integrated sever. http://www.minecraft...entity-support/ . Shows loaded chunks as well as an entities in each chunk (and of what type). http://imgur.com/MG6QBi1
Its a little odd to use, M opens gui map where you can hover over options in [] and scroll wheel to change them. Chunk are interacted with by clicking scroll wheel. I don't know if there is an option to change that if you don't have a scroll wheel.
Caveat, it is till in alpha, I've noticed it doesn't show spawn chunks in loaded chunk overlay. Has a heat map of entities in each chunk.
Anyway, the problem I face, is that JAS is going apesheit with watercreatures and monsters. I explored a decent sized chunk of the map, and went back to my base. I'd guess if 0,0 were the coordinates i'd explored about 10000,10000, so 10000 blocks in each direction or more.
Now here's the problem: Once I returned back to my base my FPS took a massive hit. Before I left I had a constant nice 120fps (capped), when I got back I was fluctuating between 30-50fps. I didn't know what was up, so I did the /jas killall WATERCREATURE and MONSTER command. And guess what? The kill command killed 3000 monsters and 600 watercreatures. And my FPS recovered back to 120fps.
Mechanics Check:
JAS will spawn around the player a fixed, configurable, number of chunks irrelevant to the number of loaded chunks (though still proportional to number of players). This change was made because the server keeps a decent chunk radius around spawn open at all times. This also circumvented issues with other mods that mistakenly or intentionally would keep chunks loaded indefinitely. The jas commands composition, countcap, and locate are limited in scope to function only within this area.
JAS killall, however, will kill any entity matching its criteria in all loaded chunks. This would include the chunks kept loaded by the server as well as any mod loaded chunks.
JAS doesn't keep those other chunks loaded itself. So while I would expect more kills from kill, I wouldn't guess more than 3-4x in a worst case scenario. Unless using tile entities or other objects that are keeping chunks loaded.
Anyway, the problem I face, is that JAS is going apesheit with watercreatures and monsters. I explored a decent sized chunk of the map, and went back to my base. I'd guess if 0,0 were the coordinates i'd explored about 10000,10000, so 10000 blocks in each direction or more.
Now here's the problem: Once I returned back to my base my FPS took a massive hit. Before I left I had a constant nice 120fps (capped), when I got back I was fluctuating between 30-50fps. I didn't know what was up, so I did the /jas killall WATERCREATURE and MONSTER command. And guess what? The kill command killed 3000 monsters and 600 watercreatures. And my FPS recovered back to 120fps.
But according to the WorldGlobalProperties.cfg, they
What am I doing wrong? I have to constantly do the killall command for monsters and creatures now to have a decent FPS.
Instant despawn only functions on despawnable entities. Are you sure all your entities are capable of despawning?
Are any entities appearing more often as you fly around via /jas composition? Or how many can despawn via /jas countcaps?
Chunloaders could contribute to this issue as well as otehr mods that migth keep them loaded. IIRC Dimensional doors, for example, used to cause the area around to remain loaded.
My tests with OPIS appear to demonstrate that it can show all loaded entities, even if it isn't capable of showing if the chunk is loaded.
I'm not sure what the NEI mob spawn overlay is, but it doesn't likely because its uses the vanilla spawner and not JAS. This is to be expected. It also isn't NEI 'fault' as the spawner system isn't a single object somewhere that can be delegated to.
No, apparently I misunderstood its meanings: it is not the current sky light level. It is the maximum possible sky light level; always 15 even when sky light is less. Foolish IMO but apparently working as intended: SourcE:https://bugs.mojang.com/browse/MC-10410 .
There isn't a canDespawn command yet, but you can test light tag using /jas canspawnhere by attaching to a spawn tag i.e. {!spawn:light,7,16}. My own tests indicate light does in fact still change, at least in 1.6.
does "!spawn" function like despawn? My impression is that it would make sure a mob did not spawn unless the criteria was met. I would like the mobs to spawn, just to despawn when it's night, basically, but despawn "unless they're tamed." The last part is the tricky part in regards to vanilla farm animals and horses.
I see an "isTamed" tag available, but how does that work? Does this detect tamed mobs from other mods as well? Mo' Creatures horses, tigers, etc., chocobos from Chococraft, hounds from MineFantasy...
I see an "isTamed" tag available, but how does that work? Does this detect tamed mobs from other mods as well? Mo' Creatures horses, tigers, etc., chocobos from Chococraft, hounds from MineFantasy...
It detects the traditional EntityTameable which most/many tameable entities use. Other custom entities, such as the Fox from Project Zulu must implements the JAS API ITameable interface[1]. You'll just need to test to see if they are covered by the traditional usage.
As an FYI, I haven't got around to adding the api interface to Project Zulu yet.
Well, I think that rules out the issue being loaded chunks/chunk loaders.
Those water entities do not despawn. If you want the settings you mentioned earlier to apply:
spawning {
I:"Instant Despawn Distance"=64
I:"Min Despawn Distance"=32
}
you'll need to attach {despawn} to those entities.
8000 Watercreatures, now that's a new record right there. No wonder my FPS is taking a dive at "random" locations when I explore.
The creature over-limit is because I'm mass breeding chickens and sheep for eggs+exp and wool. So that's expected.
Seeing as it's only the watercratures with the issues, specifically almost always MoC[watercreature], I'd go and assume it's a Mo Creature's issue. But I'm not sure, I don't know the JAS internal mechanics that well.
Hmmm, my own testing don't seem to be helping a whole lot. I'm not able to significantly break anything to the degree you seem to be seeing.
In a WaterWorld flatland, Entities are spawning till hitting the cap-ish. Sometimes going slightly over if spawning provides with a high concentration chunk.
In a real over-world, the cap goes over a fair bit more, particular near a coast or lake. So long as a portion of water is within valid range when on land, all entities will spawn there, creating a high density. With a creature-cap of 75, I was able to get to 215/84 (this is the aforementioned 'worst case' I mentioned in previous post). I couldn't find a lake to test, but hypothetically if its a decent size (~4-5 chunks width/length) this could be increased significantly (but to 8000? It doesn't seem likely). I don't know what the geography in your world is like.
A previous user had reported issues with the chunk spawn RNG when their game was under heavy load - large numbers of entities of a single type would spawn. It may be worth while attempting to disable chunk spawns. From your posts it sounded like you were /killall then immediately have massive entity spawns such that chunk spawns would be irrelevant,but I though I should mention it.
I can even see all the hundreds of entities around me. Which brings me to my next point. I've completely forgotten to include the geography of my world. http://i.imgur.com/2zhUGpd.jpg. This is it, the island surrounded by water is my base. Plenty of water to go around everywhere, but even then I wouldn't think 8000+ watercreatures should be there.
I wouldn't think it either. On the other hand, it appears to be happening.
I must apologize, even though I use JAS for a long time now, I haven't really dabbled with the tag system. Could you give me an example how to do it in the MoC.cfg. For example for Shark and Dolphins.
You add "{despawn}" to the mob's entry in the "livinghandler" section of MoC.cfg.
For example:
S:MoCreatures.Dolphin=WATERCREATURE-true
Just to clarify that statement, "!spawn" does NOT function like "despawn."
Yes, sorry. Not sure how I misread that so badly. Somehow I read it as 'does spawn function for entity spawning similarly to how despawn functions for entity disappearing' when it clearly doesn't say anything like it.
Yes, sorry. Not sure how I misread that so badly. Somehow I read it as 'does spawn function for entity spawning similarly to how despawn functions for entity disappearing' when it clearly doesn't say anything like it.
I hope I didn't waste to much of your time.
No worries.
Thanks for the help, I'll see what I can do with the tags and balance out server spawning.
Mr. CrudeDragos,
You sir are an admirable human-being(assuming you are human). You are a SUPERB mod-coder. I have spent a honest couple hours reading through these posts on the forum and it has been quite interesting watching it grow through all the updates.(yes I actually started on the OP and read/skimmed all the way to the end). I am extremely impressed with the amount of attention you pay to your users. I have downloaded JAS, Zulu Core, and your mobs.
I am happy to say I dropped everything in a new profile with 17 other mods(listed below) all at the same time and fired it up with no issues/errors. I logged in just to see what would happen and although nothing spawned at world build(as they should not have) everything slowly started coming around. I could tell I will need to employ a few of your available "tweaks", but hopefully it will go smoothly considering so many people have asked the questions before me and I have a lot of places to garner my solutions from.
I cannot afford to donate to you, so I feel the LEAST I can do is see if there is any way I can improve upon your documentation or maybe type up a simple "from download to tweaking" install and set-up guide for beginners. It may take a few days but I'll try and do a decent job.
Mods installed with MC-1.6.4 - forge 1.965
I feel the LEAST I can do is see if there is any way I can improve upon your documentation or maybe type up a simple "from download to tweaking" install and set-up guide for beginners. It may take a few days but I'll try and do a decent job.
Well, I gave it a shot. Let me know what you think. I am terrible at formatting on the wiki. This is only a "beginners guide" for setting up a new world with JAS stressing on not messing up any setups you already have without it. Someone may be able to format it better. https://github.com/Crudedragos/JustAnotherSpawner/wiki/Getting-Started-With-JAS
Well, I gave it a shot. Let me know what you think. I am terrible at formatting on the wiki. This is only a "beginners guide" for setting up a new world with JAS stressing on not messing up any setups you already have without it. Someone may be able to format it better. https://github.com/C...tarted-With-JAS
Wow thank you! I wanted so badly to do this myself a while ago. I can write and I even had the time to spare. The tiny problem was that I never figured out how to use JAS. :| Really. I completely overestimated my ability to figure it out on my own. I've pretty much memorised the wiki by now and it was helpful in a lot of areas but there are others that could benefit greatly from your help. The getting started guide you've added is a great start.
If I could make a request, it would be that you try and tackle the page on Biome Groups, please. Successfully grouping biomes is the most fundamentally important step in setting up JAS and I still don't know how to do it.
If anyone has an up-to-date BiomeGroups.cfg showing an example of biome groups that they don't mind sharing, that would be a huge help.
Or someone may still be able to help if they don't have a config if they know how to set one out. For example, if I wanted to set up a group called MySavanna which included
Or someone may still be able to help if they don't have a config if they know how to set one out. For example, if I wanted to set up a group called MySavanna which included
I'm no expert, but I'll try and help. For your example above, you pulled those 2 biomes from your BiomeGroups.cfg file under the heading for packagenamemappings correct? Well, directly under the list you pulled them from is another list called "attributebiomelists" and directly below that is another list called "biomelists". You need to look in the "packagenamemappings" for your Savanna and Savanna Plateau to see how they are shown AFTER the "=" . The part after the "=" is what you are going to put in your line in the "attributebiomelists" list.
So if your going to make it look like this.
Actually, I have tried this several times now. I must be mistaken as to how this is handled. I cannot seem to get a Biome attribute to be added into the ModEntitySettings cfgs at all. Mayhaps we can get someone to clarify how this is accomplished?
No, when in appropriate light level the entity cannot despawn and thus the distance doesn't matter.
is "torchLight" a better option than "light," since "torchLight" ignores time of the day? Not sure if one tag is better than the other when it comes to trying to prevent despawning in a given light level range.
In your case, if you use torchlight light will drop to 0 at night time (unless near a torch, ofc), despawning animals. This could improve animal diversity over a period of time, but may have issues with the default slow spawn rate of creatures if not compensated for.
With light, the animals will effectively never despawn unless underground, under some large cliff, or sneaking into a structure of some kind that doens't have torches.
Tip: You can see light levels on F3 screen bl: X sl: Y rl: Z
I had a lot of problems getting enough squid to spawn as well. I think a lot has to do with the mods you run. I increased "creature spawn cap" under "watercreature" in CreatureType.cfg. I think the default was something like 5, which was way too low for me. If you run other mods that add watercreature mobs, you may also want to up the spawnweight of squid in vanilla.cfg to compensate. I also run Mo Creatures, so their water mobs diluted the chance squid would spawn. I think I also made all the Mo Creatures water creatures despawnable, so they wouldn't block the spawning of squid once they hit the cap.
Squid can be tough to see in the ocean. When you're testing, I recommend using the command line "/jas composition" so you can tell exactly how many are out there - you may not see them all. A potion of night vision is handy if want to easily see beneath the water. To test spawn densities, I also temporarily lower "spawn rate" to 1, under creaturetype.cfg. It's a fast way to get a feel for how dense the spawns will be in a typical area, since you will hit your cap very fast. This is helpful when you are changing the spawn caps and weights, and want to see how it impacts things.
Good luck!
Also, I set some mobs to {despawn:light,4,16} instead of {despawn:light,7,16} and I notice when I use the "/jas composition" command a lot of those creatures are listed as "not despawnable" but sometimes one or two of them do. I noticed when I used NEI to set the time to midnight and I'm was in an open biome like a plains, the light levels showed:
bl: 0 sl: 15 rl: 15
So does that mean I need to change how I want these mobs to despawn if they're wild and they spawn in a place like plains where it apparently won't get dark enough for them to ever despawn?
I'm not sure what the NEI mob spawn overlay is, but it doesn't likely because its uses the vanilla spawner and not JAS. This is to be expected. It also isn't NEI 'fault' as the spawner system isn't a single object somewhere that can be delegated to.
No, apparently I misunderstood its meanings: it is not the current sky light level. It is the maximum possible sky light level; always 15 even when sky light is less. Foolish IMO but apparently working as intended: SourcE:https://bugs.mojang.com/browse/MC-10410 .
There isn't a canDespawn command yet, but you can test light tag using /jas canspawnhere by attaching to a spawn tag i.e. {!spawn:light,7,16}. My own tests indicate light does in fact still change, at least in 1.6.
Cmae a really useful mod for viewing data that could be helpful in this case, OPIS. Marketed for servers but seems to function fine on a SP integrated sever. http://www.minecraft...entity-support/ . Shows loaded chunks as well as an entities in each chunk (and of what type).
http://imgur.com/MG6QBi1
Its a little odd to use, M opens gui map where you can hover over options in [] and scroll wheel to change them. Chunk are interacted with by clicking scroll wheel. I don't know if there is an option to change that if you don't have a scroll wheel.
Caveat, it is till in alpha, I've noticed it doesn't show spawn chunks in loaded chunk overlay. Has a heat map of entities in each chunk.
Mechanics Check:
JAS will spawn around the player a fixed, configurable, number of chunks irrelevant to the number of loaded chunks (though still proportional to number of players). This change was made because the server keeps a decent chunk radius around spawn open at all times. This also circumvented issues with other mods that mistakenly or intentionally would keep chunks loaded indefinitely. The jas commands composition, countcap, and locate are limited in scope to function only within this area.
JAS killall, however, will kill any entity matching its criteria in all loaded chunks. This would include the chunks kept loaded by the server as well as any mod loaded chunks.
JAS doesn't keep those other chunks loaded itself. So while I would expect more kills from kill, I wouldn't guess more than 3-4x in a worst case scenario. Unless using tile entities or other objects that are keeping chunks loaded.
Instant despawn only functions on despawnable entities. Are you sure all your entities are capable of despawning?
Are any entities appearing more often as you fly around via /jas composition? Or how many can despawn via /jas countcaps?
Chunloaders could contribute to this issue as well as otehr mods that migth keep them loaded. IIRC Dimensional doors, for example, used to cause the area around to remain loaded.
My tests with OPIS appear to demonstrate that it can show all loaded entities, even if it isn't capable of showing if the chunk is loaded.
does "!spawn" function like despawn? My impression is that it would make sure a mob did not spawn unless the criteria was met. I would like the mobs to spawn, just to despawn when it's night, basically, but despawn "unless they're tamed." The last part is the tricky part in regards to vanilla farm animals and horses.
I see an "isTamed" tag available, but how does that work? Does this detect tamed mobs from other mods as well? Mo' Creatures horses, tigers, etc., chocobos from Chococraft, hounds from MineFantasy...
Your thinking is correct.
It detects the traditional EntityTameable which most/many tameable entities use. Other custom entities, such as the Fox from Project Zulu must implements the JAS API ITameable interface[1]. You'll just need to test to see if they are covered by the traditional usage.
As an FYI, I haven't got around to adding the api interface to Project Zulu yet.
[1]: https://github.com/Crudedragos/JustAnotherSpawner/blob/master/src/jas/api/ITameable.java
Well, I think that rules out the issue being loaded chunks/chunk loaders.
Those water entities do not despawn. If you want the settings you mentioned earlier to apply:
spawning {
I:"Instant Despawn Distance"=64
I:"Min Despawn Distance"=32
}
you'll need to attach {despawn} to those entities.
Hmmm, my own testing don't seem to be helping a whole lot. I'm not able to significantly break anything to the degree you seem to be seeing.
In a WaterWorld flatland, Entities are spawning till hitting the cap-ish. Sometimes going slightly over if spawning provides with a high concentration chunk.
In a real over-world, the cap goes over a fair bit more, particular near a coast or lake. So long as a portion of water is within valid range when on land, all entities will spawn there, creating a high density. With a creature-cap of 75, I was able to get to 215/84 (this is the aforementioned 'worst case' I mentioned in previous post). I couldn't find a lake to test, but hypothetically if its a decent size (~4-5 chunks width/length) this could be increased significantly (but to 8000? It doesn't seem likely). I don't know what the geography in your world is like.
A previous user had reported issues with the chunk spawn RNG when their game was under heavy load - large numbers of entities of a single type would spawn. It may be worth while attempting to disable chunk spawns. From your posts it sounded like you were /killall then immediately have massive entity spawns such that chunk spawns would be irrelevant,but I though I should mention it.
I wouldn't think it either. On the other hand, it appears to be happening.
You can only do it per mob. Not for type, i.e. watercreature, or for spawnlist entries.
Just to clarify that statement, "!spawn" does NOT function like "despawn."
You add "{despawn}" to the mob's entry in the "livinghandler" section of MoC.cfg.
For example:
S:MoCreatures.Dolphin=WATERCREATURE-true
Becomes:
S:MoCreatures.Dolphin=WATERCREATURE-true{despawn}
Do for each mob you want to make despawnable.
Yes, sorry. Not sure how I misread that so badly. Somehow I read it as 'does spawn function for entity spawning similarly to how despawn functions for entity disappearing' when it clearly doesn't say anything like it.
I hope I didn't waste to much of your time.
No worries.
Thanks for the help, I'll see what I can do with the tags and balance out server spawning.
You sir are an admirable human-being(assuming you are human). You are a SUPERB mod-coder. I have spent a honest couple hours reading through these posts on the forum and it has been quite interesting watching it grow through all the updates.(yes I actually started on the OP and read/skimmed all the way to the end). I am extremely impressed with the amount of attention you pay to your users. I have downloaded JAS, Zulu Core, and your mobs.
I am happy to say I dropped everything in a new profile with 17 other mods(listed below) all at the same time and fired it up with no issues/errors. I logged in just to see what would happen and although nothing spawned at world build(as they should not have) everything slowly started coming around. I could tell I will need to employ a few of your available "tweaks", but hopefully it will go smoothly considering so many people have asked the questions before me and I have a lot of places to garner my solutions from.
I cannot afford to donate to you, so I feel the LEAST I can do is see if there is any way I can improve upon your documentation or maybe type up a simple "from download to tweaking" install and set-up guide for beginners. It may take a few days but I'll try and do a decent job.
Mods installed with MC-1.6.4 - forge 1.965
ArchimedesShips - 1.4.4
Optifine - 1.6.4 HD U D1
CodeChicken Core - 0.9.0.9
NEI - 1.6.1.9
REIMinimap - 1.0
BiblioCraft - 1.4.1
Dimensional Doors - R2.1.2RC1
DrZhark's Mo'Creatures - 6.1.0
In-Game NBTEdit - 1.6.4.0
JAS Compatability - 0.1.0
Keithy Utils - 1.2.16
Metallurgy - 3.3.2
MineColonies - 1.6.4.5 - Beta
Project Zulu Core - 1.1.7.3
Project Zulu Mobs - 1.1.7.3
Steves Factory Manager - A75
Thaumcraft - 4.1.0e
Twilight Forest - 1.20.3
Utility Mobs - 2.1
Just Another Spawner - 0.13.5
Well, I am off to set this puppy up! Thank you VERY much for all your hard work sir!!!
Both JAS & PZ have wikis that (almost) always need work, anything you can contribute would be greatly appreciated as its significantly less I have to do eventually.
JAS: https://github.com/Crudedragos/JustAnotherSpawner/wiki
PZ: https://github.com/ProjectZulu/Project-Zulu/wiki
And if its a setup guide your interested in their is already a page started (though essentially empty) https://github.com/Crudedragos/JustAnotherSpawner/wiki/UserGuide
Good luck.
Well, I gave it a shot. Let me know what you think. I am terrible at formatting on the wiki. This is only a "beginners guide" for setting up a new world with JAS stressing on not messing up any setups you already have without it. Someone may be able to format it better.
https://github.com/Crudedragos/JustAnotherSpawner/wiki/Getting-Started-With-JAS
Wow thank you! I wanted so badly to do this myself a while ago. I can write and I even had the time to spare. The tiny problem was that I never figured out how to use JAS. :| Really. I completely overestimated my ability to figure it out on my own. I've pretty much memorised the wiki by now and it was helpful in a lot of areas but there are others that could benefit greatly from your help. The getting started guide you've added is a great start.
If I could make a request, it would be that you try and tackle the page on Biome Groups, please. Successfully grouping biomes is the most fundamentally important step in setting up JAS and I still don't know how to do it.
If anyone has an up-to-date BiomeGroups.cfg showing an example of biome groups that they don't mind sharing, that would be a huge help.
Or someone may still be able to help if they don't have a config if they know how to set one out. For example, if I wanted to set up a group called MySavanna which included
S:biomesoplenty.biomes.BiomeGenSavanna.Savanna=Savanna
S:"biomesoplenty.biomes.BiomeGenSavannaPlateau.Savanna Plateau"=Savanna Plateau
how exactly would I write that (and where)?
Thanks again
I'm no expert, but I'll try and help. For your example above, you pulled those 2 biomes from your BiomeGroups.cfg file under the heading for packagenamemappings correct? Well, directly under the list you pulled them from is another list called "attributebiomelists" and directly below that is another list called "biomelists". You need to look in the "packagenamemappings" for your Savanna and Savanna Plateau to see how they are shown AFTER the "=" . The part after the "=" is what you are going to put in your line in the "attributebiomelists" list.
So if your going to make it look like this.
####################
# attributebiomelists
####################
attributebiomelists {
S:BEACH=Beach,MushroomIslandShore
S:DESERT=Desert,DesertHills,Flatland
S:END=Sky
S:MYSAVANNA=A|Savanna,-Savanna Plateau
Hope that helps and works for you.