Is there any way to easily increase the spawn rate of pigs, chickens, cows and sheep in all biomes that they spawn in? Thanks a ton. I was looking at the configs and it seems like a lot of work and I feel like I hardly find any of these creatures. Occasionally every maybe 30-50 chunks I find two or three.
Is there any way to easily increase the spawn rate of pigs, chickens, cows and sheep in all biomes that they spawn in? Thanks a ton. I was looking at the configs and it seems like a lot of work and I feel like I hardly find any of these creatures. Occasionally every maybe 30-50 chunks I find two or three.
That would be done in the Spawnlist entry, Vanilla.cfg and, yeah it can be a lot of work if you have a lot of biomes listed. The easiest way I've found to do this is to group biomes. Info on how to do that and example configs can be found on the JAS wiki.
Another way to do what you want is to combine the 'find' function with copy/paste in your config file. Find the first entry for "chicken" in Vanilla.cfg, Change the weight to something like 20, select the whole line and copy it. Then hit Ctrl+F, enter "chicken" into the search field and, using that method, go through and replace each entry for chicken with one you've got copied. Well.. you want to replace almost every entry for chicken. Beware of the entries for The Nether and The End, for example, unless you want chickens there too :P. After doing that a few times for different entities, you'll start to think that grouping biomes is a good idea. Example configs can be found on the wiki
Hey there,
Thanks for your reply.
I finally got around to trying out your solution (changing HellfishEnable from true to false) and played around a bit in the nether.
That did not seem to work for me. I am still not getting any blazes or skeletons on Nether Bridges or actually anywhere in the Nether (other than beside spawners of course). It seems structure spawns are still not working correctly. Any other thoughts / suggestions?
Any help is appreciated.
Hmm I missed your comment again. This time from an overload of notifications :|
I'm confused as to why this didn't work for you and can only wonder if something else other than Hellfish interferes in the same way they do. Maybe you could try backing up your configs and seeing if mine work for you?
..or. Try a killall command while in the nether. Make sure that the Hellfish aren't still there. They are a big problem
The vanilla behaviour is 16 blocks for min despawn distance. So even if its not working a creeper should not despawn a couple of blocks in front of you. That suggests something else is going on to me.
I remember fiddling with that setting in the past and asking crudedragos about it. I cant remember what the upshoot of the conversation was.
The problem hasn't repeated itself so I'm guessing it was just a one time fluke.
huge fps decrease (! x0.2 fps , non -playable fps) near dungeons because i have 3 custom spawn-things
1) common spawn by passive minecraft (jas) with custom mob cap x2 ( i want have more challengeable mobs in outdor world because vanilla setting small)
2) invasion horde of zombies spawn by Zombie Awareness mod (its right ,its good, its fun )
3) spawn by dungeon spawner-boxes ( vanilla mob-boxes)
so
- how i can edit global cap selectively for dungeons with JAS?
- how i can edit vanilla spawn-boxes rate/cap with JAS
thx!
I think what you're looking for is the Limited Mob Spawners in Crudedragos' other major mod, Project Zulu. That lets you configure the dungeon spawners.
Hmm I missed your comment again. This time from an overload of notifications :|
I'm confused as to why this didn't work for you and can only wonder if something else other than Hellfish interferes in the same way they do. Maybe you could try backing up your configs and seeing if mine work for you?
..or. Try a killall command while in the nether. Make sure that the Hellfish aren't still there. They are a big problem
Hello again,
Thanks for responding. I first tried a killall command ("/jas killall MONSTER" in my case). Although it did not indicate any hellfish dying, I did see one blaze spawn and a group of wither skeletons, so that's cool. Not as many as I would like, but perhaps I just need to play with the spawn settings now.
One worry I have after reading the thread you linked to re: hellfish being a big problem is that the hellfish have burrowed back into blocks and are not killed by the killall command since they would be considered blocks instead of entities. Is there any way to search for the blocks and eliminate them?
If I still can't get things to work as intended, I will try your config. Thank you for supplying that!
I think what you're looking for is the Limited Mob Spawners in Crudedragos' other major mod, Project Zulu. That lets you configure the dungeon spawners.
oh i think its bad idea:
we can safely use PJ 1.2.8.3 with minecraft 1.7.10 ?
because PJ 1.2.8.3 was cause of Java JVM global crash in function PotionHelper() on my 1.7.2 pack ok i will try to use
UPDATE to my post above... For some reason I can't edit it.
I used MCEdit to load up each of the Nethers and selected the entire level and used the Find & Replace feature, replacing Hellfish-infested netherrack (id 1441) with plain netherrack (87 I believe). This should then stop any more spreading or spawning of the Hellfish.
I also increased the spawn rate of Skeletons and Blazes, and even went as far as removing Pigmen and LavaSlime from the Structure spawn of Nether Bridges. I am starting to see some Wither Skeletons and Blazes finally, however I still believe that structure spawning is not working as intended, as I am still getting Pigmen on the Nether Bridges... even after doing a wipe (/jas killall MONSTER), immediately some Pigmen spawn (along with other entities) on the Nether Bridges.
We'll see how this fares over time and if I need to adjust spawn rates more.
UPDATE to my post above... For some reason I can't edit it.
I used MCEdit to load up each of the Nethers and selected the entire level and used the Find & Replace feature, replacing Hellfish-infested netherrack (id 1441) with plain netherrack (87 I believe). This should then stop any more spreading or spawning of the Hellfish.
I also increased the spawn rate of Skeletons and Blazes, and even went as far as removing Pigmen and LavaSlime from the Structure spawn of Nether Bridges. I am starting to see some Wither Skeletons and Blazes finally, however I still believe that structure spawning is not working as intended, as I am still getting Pigmen on the Nether Bridges... even after doing a wipe (/jas killall MONSTER), immediately some Pigmen spawn (along with other entities) on the Nether Bridges.
We'll see how this fares over time and if I need to adjust spawn rates more.
Thanks for the help! So long Hellfish!
You're very welcome. I'd love to be able to code so I could take on the mod myself. That would be helping. I can't quite believe that no one has picked JAS up yet.
div>Quote from pakos2835»
oh i think its bad idea:
we can safely use PJ 1.2.8.3 with minecraft 1.7.10 ?
because PJ 1.2.8.3 was cause of Java JVM global crash in function PotionHelper() on my 1.7.2 pack
ok i will try to use
That's a good point. Damn. I'm going to try asking around. There must be a modder out there willing to update at least sections of Project Zulu like the Limited Mob Spawners and JAS.
Toggling between peaceful and normal, without JAS: adds about 55 entities (from 25 to 80-85, while standing still).
With JAS, same spot, same test: adds 200 entities.
===
I still cannot figure out why Reika's Legacy Craft causes so much trouble, and I don't know how to fix it. I do know that it gives different versions of the vanilla mobs to change their behavior.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Toggling between peaceful and normal, without JAS: adds about 55 entities (from 25 to 80-85, while standing still).
With JAS, same spot, same test: adds 200 entities.
===
I still cannot figure out why Reika's Legacy Craft causes so much trouble, and I don't know how to fix it. I do know that it gives different versions of the vanilla mobs to change their behavior.
That really shouldn't affect the caps, though - specifically for CreatureType.cfg. I've not used Legacy Craft myself so and I haven't really got a clue but I'm wondering if Reika's included some sort of spawn control? Either that or the entire issue is related to the duplicate entity mapping.. is JAS spawning one of each type every time it goes to spawn one? All of this is just me guessing, of course, and possibly being annoyingly unhelpful. I really need to find a modder who knows this stuff and can take it on.
I do know that I think I managed to adjust LegacyCraft's configs to use stock 164 mobs/mob behavior (I need the old fire spread system for a Jampack map challenge ... maybe I should re-think that, it kinda makes that age a "only once" challenge ...). In doing so, mob spawn rates went back to normal.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is there a way to get something to spawn in a village? Grimoire of gaia 2 has few peaceful creatures that are not tied to any biomes, like the merchant and maid. I thought about using spawning by structures but village doesn't seem to be one of the structures.
Does anyone know if there is a way to make the NEI mob spawn overlay work while using JAS? I am on 1.6.4 though. Maybe it was fixed in 1.7..
Unfortunately NEI uses the vanilla method for it's mob spawn overlay so, no. It can't work. JAS does have canspawnhere command, though, if you wanted to find out if a specific mob can spawn on a specific block in game. It's not as convenient as the mob spawn overlay but it helps
Unfortunately NEI uses the vanilla method for it's mob spawn overlay so, no. It can't work. JAS does have canspawnhere command, though, if you wanted to find out if a specific mob can spawn on a specific block in game. It's not as convenient as the mob spawn overlay but it helps
Hmmm, thanks for that! I will test it out, I wonder if there is a way to get NEI if JAS is present to be able to use JAS code to do the overlay, maybe i will suggest it to chickenbones.
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Is there a way to dynamically adjust spawn caps based on server TPS?
I'm working on an ATLauncher Madpack modpack, which is a really heavy spawning pack, 4000 entities with about 8 people on the server. As more people join beyond about 12 players and more chunks are loaded, the server slows down.
I would be willing to have the mob density automatically gradually decrease to keep the game playable as the TPS drops from more people joining, and then gradually increase again when TPS rises, but I can not figure out how to do that.
Madpack is using MC 1.6.4 and JustAnotherSpawnerv0.13.5.zip
I'm using it with Cauldron (MCPC) to enable plugins.
Is there a way to dynamically adjust spawn caps based on server TPS?
I'm working on an ATLauncher Madpack modpack, which is a really heavy spawning pack, 4000 entities with about 8 people on the server. As more people join beyond about 12 players and more chunks are loaded, the server slows down.
I would be willing to have the mob density automatically gradually decrease to keep the game playable as the TPS drops from more people joining, and then gradually increase again when TPS rises, but I can not figure out how to do that.
Madpack is using MC 1.6.4 and JustAnotherSpawnerv0.13.5.zip
I'm using it with Cauldron (MCPC) to enable plugins.
That'd be a nice feature, yeah. Maybe someone could figure out how to automate the process of changing the entity caps in CreatureType.cfg (according to number of people on the server at the time), then executing the command /jas loadconfig
Is there any way to easily increase the spawn rate of pigs, chickens, cows and sheep in all biomes that they spawn in? Thanks a ton. I was looking at the configs and it seems like a lot of work and I feel like I hardly find any of these creatures. Occasionally every maybe 30-50 chunks I find two or three.
That would be done in the Spawnlist entry, Vanilla.cfg and, yeah it can be a lot of work if you have a lot of biomes listed. The easiest way I've found to do this is to group biomes. Info on how to do that and example configs can be found on the JAS wiki.
Another way to do what you want is to combine the 'find' function with copy/paste in your config file. Find the first entry for "chicken" in Vanilla.cfg, Change the weight to something like 20, select the whole line and copy it. Then hit Ctrl+F, enter "chicken" into the search field and, using that method, go through and replace each entry for chicken with one you've got copied. Well.. you want to replace almost every entry for chicken. Beware of the entries for The Nether and The End, for example, unless you want chickens there too :P. After doing that a few times for different entities, you'll start to think that grouping biomes is a good idea. Example configs can be found on the wiki
Good luck
Hmm I missed your comment again. This time from an overload of notifications :|
I'm confused as to why this didn't work for you and can only wonder if something else other than Hellfish interferes in the same way they do. Maybe you could try backing up your configs and seeing if mine work for you?
..or. Try a killall command while in the nether. Make sure that the Hellfish aren't still there. They are a big problem
The problem hasn't repeated itself so I'm guessing it was just a one time fluke.
help me plz
huge fps decrease (! x0.2 fps , non -playable fps) near dungeons because i have 3 custom spawn-things
1) common spawn by passive minecraft (jas) with custom mob cap x2 ( i want have more challengeable mobs in outdor world because vanilla setting small)
2) invasion horde of zombies spawn by Zombie Awareness mod (its right ,its good, its fun )
3) spawn by dungeon spawner-boxes ( vanilla mob-boxes)
so
- how i can edit global cap selectively for dungeons with JAS?
- how i can edit vanilla spawn-boxes rate/cap with JAS
thx!
I think what you're looking for is the Limited Mob Spawners in Crudedragos' other major mod, Project Zulu. That lets you configure the dungeon spawners.
Hello again,
Thanks for responding. I first tried a killall command ("/jas killall MONSTER" in my case). Although it did not indicate any hellfish dying, I did see one blaze spawn and a group of wither skeletons, so that's cool. Not as many as I would like, but perhaps I just need to play with the spawn settings now.
One worry I have after reading the thread you linked to re: hellfish being a big problem is that the hellfish have burrowed back into blocks and are not killed by the killall command since they would be considered blocks instead of entities. Is there any way to search for the blocks and eliminate them?
If I still can't get things to work as intended, I will try your config. Thank you for supplying that!
oh i think its bad idea:
we can safely use PJ 1.2.8.3 with minecraft 1.7.10 ?
because PJ 1.2.8.3 was cause of Java JVM global crash in function PotionHelper() on my 1.7.2 pack
ok i will try to use
I used MCEdit to load up each of the Nethers and selected the entire level and used the Find & Replace feature, replacing Hellfish-infested netherrack (id 1441) with plain netherrack (87 I believe). This should then stop any more spreading or spawning of the Hellfish.
I also increased the spawn rate of Skeletons and Blazes, and even went as far as removing Pigmen and LavaSlime from the Structure spawn of Nether Bridges. I am starting to see some Wither Skeletons and Blazes finally, however I still believe that structure spawning is not working as intended, as I am still getting Pigmen on the Nether Bridges... even after doing a wipe (/jas killall MONSTER), immediately some Pigmen spawn (along with other entities) on the Nether Bridges.
We'll see how this fares over time and if I need to adjust spawn rates more.
Thanks for the help! So long Hellfish!
You're very welcome. I'd love to be able to code so I could take on the mod myself. That would be helping. I can't quite believe that no one has picked JAS up yet.
That's a good point. Damn. I'm going to try asking around. There must be a modder out there willing to update at least sections of Project Zulu like the Limited Mob Spawners and JAS.
Toggling between peaceful and normal, without JAS: adds about 55 entities (from 25 to 80-85, while standing still).
With JAS, same spot, same test: adds 200 entities.
===
I still cannot figure out why Reika's Legacy Craft causes so much trouble, and I don't know how to fix it. I do know that it gives different versions of the vanilla mobs to change their behavior.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That really shouldn't affect the caps, though - specifically for CreatureType.cfg. I've not used Legacy Craft myself
soand I haven't really got a clue but I'm wondering if Reika's included some sort of spawn control? Either that or the entire issue is related to the duplicate entity mapping.. is JAS spawning one of each type every time it goes to spawn one? All of this is just me guessing, of course, and possibly being annoyingly unhelpful. I really need to find a modder who knows this stuff and can take it on.I do know that I think I managed to adjust LegacyCraft's configs to use stock 164 mobs/mob behavior (I need the old fire spread system for a Jampack map challenge ... maybe I should re-think that, it kinda makes that age a "only once" challenge ...). In doing so, mob spawn rates went back to normal.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
there is
"Stronghold": {},
"Mineshaft": {}
Join us at our website: AIM Gaming
Unfortunately NEI uses the vanilla method for it's mob spawn overlay so, no. It can't work. JAS does have canspawnhere command, though, if you wanted to find out if a specific mob can spawn on a specific block in game. It's not as convenient as the mob spawn overlay but it helps
Hmmm, thanks for that! I will test it out, I wonder if there is a way to get NEI if JAS is present to be able to use JAS code to do the overlay, maybe i will suggest it to chickenbones.
Join us at our website: AIM Gaming
I'm working on an ATLauncher Madpack modpack, which is a really heavy spawning pack, 4000 entities with about 8 people on the server. As more people join beyond about 12 players and more chunks are loaded, the server slows down.
I would be willing to have the mob density automatically gradually decrease to keep the game playable as the TPS drops from more people joining, and then gradually increase again when TPS rises, but I can not figure out how to do that.
Madpack is using MC 1.6.4 and JustAnotherSpawnerv0.13.5.zip
I'm using it with Cauldron (MCPC) to enable plugins.
That'd be a nice feature, yeah. Maybe someone could figure out how to automate the process of changing the entity caps in CreatureType.cfg (according to number of people on the server at the time), then executing the command /jas loadconfig