Could someone please verify that I haven't lost my mind? I *thought* I pretty much had my JAS config nailed down, until I was wandering around my test world, and saw a BigHorn Sheep traipsing through an overworld meadow. BigHorn Sheep are only supposed to spawn in Twilight Forest (default is Dim 7). So I went into the EntitlyHandler config for TF, and entered the following line under each mob's entry:
Tags": "{!spawn:dim,7}"
Which I intemperate as "Don't spawn unless you're in dimension ID 7". Yet I'm still seeing TF mobs spawning in my overworld, even after a /jas killall. JAS MUST be reading it, since it's not deleting the tags from the config, right? Couldn't see anything in the logs mentioning it, but then again, it's late and I really should go to bed. Note , I did try several variations, like {spawn:!dim,7} and "dimension" instead of "dim"
I could just further splinter my Biome Groups by giving the TF biomes their own group, but I really don't want to deal with fixing every Spawnlist file after that.
Note that I have the JAS Compatability Addon installed. Could it be part of the issue? I installed it because it allowed compatability between TF and JAS... is it still used?
That would be in the SpawnListEntries folder. There's a separate config file for each mod that adds mobs.
If you've got a lot of Biomes and have not already grouped your biomes, you will have a lot of Spawnlist entries. 1 for each biome.
The way to condense your SpawnListEntries so that only Biome Groups are listed is to edit your BiomeGroups.cfg file. Open the document in a text editor like Notepad++, scroll to the bottom section of the document under Biome Groups. By default each Biome will be in it's own group. You can edit those groups to your liking. Then let your SpawnListEntries regenerate (I do this by renamind the SpawnListEntries folder to something like SpawnListEntiresOld). Also note that the JAS configs are generated at the point of loading a world so if you've already got your game loaded, you don't have to exit and reload Minecraft. Just your world
If you want a kickstart with grouping Biomes, there's a link to working configs in the first link of this message.
Should I zero out all the spawns for Twilight Forest? Monsters and other mobs spawn there using the hidden structures, right? Or does Twilight Forest use the Vanilla Spawning for some of its mobs?
Should I zero out all the spawns for Twilight Forest? Monsters and other mobs spawn there using the hidden structures, right? Or does Twilight Forest use the Vanilla Spawning for some of its mobs?
Wait, are we having the same issue? TF mobs spawning in the overworld? I thought I could fix it with custom tags, but they don't appear to be working/I'm not doing it right (see above). I might try this later.
Wait, are we having the same issue? TF mobs spawning in the overworld? I thought I could fix it with custom tags, but they don't appear to be working/I'm not doing it right (see above). I might try this later.
Actually it's the reverse. I have to manually keep new mobs from spawning in TF, and that's left me wondering if the TF mobs will spawn at all if I just zero them out in JAS. Some of them are spawning in far greater numbers than I think they're supposed to(three ravens together when I could hardly find one before? Something isn't quite right). Dulciphi said there are hidden "structures" that spawn mobs in TF, and that explains why I sometimes see skeletons spawn from the ceiling in treasure caves. I just wonder if all the passive mobs spawn the same way in TF.
Do you have the JAS-TF compatibility addon installed? I'll see if I can find it again. I asked if it's old and isn't needed anymore, but haven't gotten a response yet.
Do you use a personal "scale" for setting your spawn weights? I've seen JAS set values between 1-15 based on an entity's internal settings. However, I found using that scale results in very few mobs spawning, except hostiles. I've found setting things on a 0-100 scale works nicely. And it also makes it a bit more intuitive, because you can think of it in terms of a percent probability a particular mod will spawn (10% chance, 50% chance, etc). Even though that's not quite accurate, it helps when deciding what value to use. The most important thing, though, is that you keep your preferred scale CONSISTENT across all SpawnLists. Otherwise you end up with all the "weight" being on the mobs set to the higher values on the higher scale.
Do you have the JAS-TF compatibility addon installed? I'll see if I can find it again. I asked if it's old and isn't needed anymore, but haven't gotten a response yet.
Do you use a personal "scale" for setting your spawn weights? I've seen JAS set values between 1-15 based on an entity's internal settings. However, I found using that scale results in very few mobs spawning, except hostiles. I've found setting things on a 0-100 scale works nicely. And it also makes it a bit more intuitive, because you can think of it in terms of a percent probability a particular mod will spawn (10% chance, 50% chance, etc). Even though that's not quite accurate, it helps when deciding what value to use. The most important thing, though, is that you keep your preferred scale CONSISTENT across all SpawnLists. Otherwise you end up with all the "weight" being on the mobs set to the higher values on the higher scale.
I don't think I have the compatibility mod, but I might. My scale for spawn weights is a work in progress. I have so many different mobs set to spawn in a dozen different biome groups, so I generally try to keep everything to 10 or under unless it's a special mob I want to always spawn in higher numbers, then I usually add some multipliers. I've found that the weights matter less if there aren't many mobs that CAN spawn.
For example, my experimental settings for TF accidentally neglected to zero out Enderman spawns. The result? They've completely overrun the Flower Forest to the point where a Druid Skeleton spawner couldn't spawn anything. This and the lack of Bighorn Sheep tells me that TF does use Vanilla spawning for passive mobs at least, but I have no idea how to tweak the monster settings. A Naga spawned when I got close enough to its area, so maybe I don't need to. Will have to find the Ur-Ghast and see.
Do you have the JAS-TF compatibility addon installed? I'll see if I can find it again. I asked if it's old and isn't needed anymore, but haven't gotten a response yet.
Do you use a personal "scale" for setting your spawn weights? I've seen JAS set values between 1-15 based on an entity's internal settings. However, I found using that scale results in very few mobs spawning, except hostiles. I've found setting things on a 0-100 scale works nicely. And it also makes it a bit more intuitive, because you can think of it in terms of a percent probability a particular mod will spawn (10% chance, 50% chance, etc). Even though that's not quite accurate, it helps when deciding what value to use. The most important thing, though, is that you keep your preferred scale CONSISTENT across all SpawnLists. Otherwise you end up with all the "weight" being on the mobs set to the higher values on the higher scale.
I could be way wrong here but it sounds like you'd benefit from bumping up the CREATURE type spawn caps in CreatureType.cfg. By default it's set to 10 which I find very low. For my SSP world, I've got it at 40 but that's a personal preference thing.
As for the TF compat addon, I really don't know sorry. I know it's not old but I can't be certain if it's just for enabling JAS to customise the TF structure spawns? Or.. I'm sorry that all I can offer is best guesses until Crudedragos can get back online again. I've just been 100% using biome groups to customise my spawns. I use some TF mobs in certain biomes (or biome groups) in my overworld but for the TF dimension, I've been so happy with the way it's set up by default so I left it. I considered adding the TF biomes to the blacklist (in BiomeBlacklist.cfg) so that JAS would ignore the Twilight Forest completely and leave it all default but decided I wanted to be able to tweak it.
Would the blacklist accommodate a biome group? I have all my Twilight Forest Biomes grouped together and I wouldn't mind letting it go back to default. When I'm ready to tweak it, I can always remove it from the list.
No, it uses the Biome name mappings with a simple true/false ("true" places the biome on the blacklist) but there's not many biomes in Twilight Forest so it should be very easy. Just have your TF config open with its list of biomes at the top, then open the BiomesBlacklist.cfg and search for those biome names you see in the TF config (ctrl+F - copy/paste) and then change those biomes to "true". You can always change it back again later.
Okay. I'm done. My configs are working close enough. I'm finished screwing with this and going back to ACTUALLY PLAYING.
Fun fact for posterity: The Wiki is wrong regarding invertible tags. Remember my issue with TF mobs showing up in the overworld? Well, I removed my TF biomes from their respective groups and put them in their own group. When I went to test, I realized NOTHING was spawning in TF except monsters. Previously, I had thought everything was okay, but I think I was just MoC mobs I was seeing. I was tired. Gimme a break. Anyway, turns out "{!spawn:dim,7}" does NOT mean "Don't spawn UNLESS you're in dimension 7" (the convention used in the wiki). It means "Don't spawn IN dimension 7". So I removed all of those tags and wham: Everything spawns relatively where it should. Later I might go back and put the TF biomes back in the climate/humidity groups I had them in before and insert {spawn:dim,7} into their EntityHandlers, but for now, it's fine.
Configs for MoCreatures, Twilight Forest, Thaumacraft, and of course, vanilla. Couple other mods, too.
Fixes spawning of squids and water mobs from MoC. Vanilla squids heavily nerfed. They no longer appear EVERYWHERE.
TF mobs only show up in the TF dimension (with the exception of penguins. I wanted penguins in my overworld glaciers. And a couple squirrels here and there, too.)
Vanilla and BoP Biomes grouped into temperature/humidity groups with a few "special" categories (Thaumacraft Taint, Nether, End, etc).
MoC mobs appear roughly in the places you would expect to see them in the real world. Sorta.
These configs come with no promise of quality or support. Use them at your own risk, edit them as you see fit, distribute them while crediting me (I don't know who'd want to, though. They aren't that good)
Its difficult to have a config with biomes o plenty?
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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 a bit confused on the whole biome attributes thing;. I get they don't appear in biome groups, but I am curious on how to modify mob spawns with them; can you tag mobs with the biome attributes?
I ask since I find having to go through 80+ mobs and 75+ biomes incredibly tedious. I tried simplifying things with biome groups, but it still manages to be tedious. Maybe I have too many biome groups, but whatever rain forests and jungle shouldn't have the same entity pools and cold taigas are just more qualified for blizz spawns than normal taigas.
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One day, there will be someone who looks at my signature and wonders "who gives a damn?"
Living Groups AKA EntityGroups may simplify things for you. I don't think Attiribute Groups can be used in that way, at least not without a tutorial. By default, they don't affect settings as far as I can tell.
Form Corvias
Okay. I'm done. My configs are working close enough. I'm finished screwing with this and going back to ACTUALLY PLAYING.
Fun fact for posterity: The Wiki is wrong regarding invertible tags. Remember my issue with TF mobs showing up in the overworld? Well, I removed my TF biomes from their respective groups and put them in their own group. When I went to test, I realized NOTHING was spawning in TF except monsters. Previously, I had thought everything was okay, but I think I was just MoC mobs I was seeing. I was tired. Gimme a break. Anyway, turns out "{!spawn:dim,7}" does NOT mean "Don't spawn UNLESS you're in dimension 7" (the convention used in the wiki). It means "Don't spawn IN dimension 7". So I removed all of those tags and wham: Everything spawns relatively where it should. Later I might go back and put the TF biomes back in the climate/humidity groups I had them in before and insert {spawn:dim,7} into their EntityHandlers, but for now, it's fine.
Configs for MoCreatures, Twilight Forest, Thaumacraft, and of course, vanilla. Couple other mods, too.
Fixes spawning of squids and water mobs from MoC. Vanilla squids heavily nerfed. They no longer appear EVERYWHERE.
TF mobs only show up in the TF dimension (with the exception of penguins. I wanted penguins in my overworld glaciers. And a couple squirrels here and there, too.)
Vanilla and BoP Biomes grouped into temperature/humidity groups with a few "special" categories (Thaumacraft Taint, Nether, End, etc).
MoC mobs appear roughly in the places you would expect to see them in the real world. Sorta.
These configs come with no promise of quality or support. Use them at your own risk, edit them as you see fit, distribute them while crediting me (I don't know who'd want to, though. They aren't that good)
Hopefully they'll save someone a weekend or two.
Do you mind if I link that on the JAS Wiki, please? I like your Biome Groups. Gives much more variety and a more realistic range of habitats than mine. Good job
And thank you for catching that issue regarding Dimension spawns. That should go up on the wiki somewhere as well.
Sure! Link away. I was also thinking about starting a new thread for them for more visibility, since there's apparently a lot of people having issues with MoC's spawning. I don't want to step on anyone's toes, though, in case there are plans to include a "default" or "example" set of configs with JAS.
Sure! Link away. I was also thinking about starting a new thread for them for more visibility, since there's apparently a lot of people having issues with MoC's spawning. I don't want to step on anyone's toes, though, in case there are plans to include a "default" or "example" set of configs with JAS.
Nah, I seriously doubt you're stepping on anyone's toes but you have done a lot to help. I think the more configs, the better, really. And from what Crudedragos said, I was thinking the example configs would just be a very simple, one or two line visual example of what's possible and how to achieve it, rather than a complete set of edited configs that come with the mod. Either way, there's still going to be a demand for different set ups so I think it's a great idea.
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I've currently been having issues with the NetherBridge structure. I've adjust alot of the settings trying to figure just why it's spawning a ridiculous amount of blazes and nether skellies in the fortress. I've gone so far as to even remove the blaze from the spawn list on the structure and set their ability to even spawn to false, yet the blazes keep on spawning as they will. The attached picture shows one of the armies of blazes. I've also set the monster cap to 5 and that still has no impact on the structure.
I've currently been having issues with the NetherBridge structure. I've adjust alot of the settings trying to figure just why it's spawning a ridiculous amount of blazes and nether skellies in the fortress. I've gone so far as to even remove the blaze from the spawn list on the structure and set their ability to even spawn to false, yet the blazes keep on spawning as they will. The attached picture shows one of the armies of blazes. I've also set the monster cap to 5 and that still has no impact on the structure.
If you're not using the most recent-ish version, make sure the gamerule doMobSpawing (can't remember the name) is set to false. Otherwise vanilla spawns.
Also, I believe there are monster spawners which are not subject to JAS.
Which I intemperate as "Don't spawn unless you're in dimension ID 7". Yet I'm still seeing TF mobs spawning in my overworld, even after a /jas killall. JAS MUST be reading it, since it's not deleting the tags from the config, right? Couldn't see anything in the logs mentioning it, but then again, it's late and I really should go to bed. Note , I did try several variations, like {spawn:!dim,7} and "dimension" instead of "dim"
I could just further splinter my Biome Groups by giving the TF biomes their own group, but I really don't want to deal with fixing every Spawnlist file after that.
Note that I have the JAS Compatability Addon installed. Could it be part of the issue? I installed it because it allowed compatability between TF and JAS... is it still used?
That would be in the SpawnListEntries folder. There's a separate config file for each mod that adds mobs.
If you've got a lot of Biomes and have not already grouped your biomes, you will have a lot of Spawnlist entries. 1 for each biome.
The way to condense your SpawnListEntries so that only Biome Groups are listed is to edit your BiomeGroups.cfg file. Open the document in a text editor like Notepad++, scroll to the bottom section of the document under Biome Groups. By default each Biome will be in it's own group. You can edit those groups to your liking. Then let your SpawnListEntries regenerate (I do this by renamind the SpawnListEntries folder to something like SpawnListEntiresOld). Also note that the JAS configs are generated at the point of loading a world so if you've already got your game loaded, you don't have to exit and reload Minecraft. Just your world
If you want a kickstart with grouping Biomes, there's a link to working configs in the first link of this message.
Wait, are we having the same issue? TF mobs spawning in the overworld? I thought I could fix it with custom tags, but they don't appear to be working/I'm not doing it right (see above). I might try this later.
Actually it's the reverse. I have to manually keep new mobs from spawning in TF, and that's left me wondering if the TF mobs will spawn at all if I just zero them out in JAS. Some of them are spawning in far greater numbers than I think they're supposed to(three ravens together when I could hardly find one before? Something isn't quite right). Dulciphi said there are hidden "structures" that spawn mobs in TF, and that explains why I sometimes see skeletons spawn from the ceiling in treasure caves. I just wonder if all the passive mobs spawn the same way in TF.
Do you use a personal "scale" for setting your spawn weights? I've seen JAS set values between 1-15 based on an entity's internal settings. However, I found using that scale results in very few mobs spawning, except hostiles. I've found setting things on a 0-100 scale works nicely. And it also makes it a bit more intuitive, because you can think of it in terms of a percent probability a particular mod will spawn (10% chance, 50% chance, etc). Even though that's not quite accurate, it helps when deciding what value to use. The most important thing, though, is that you keep your preferred scale CONSISTENT across all SpawnLists. Otherwise you end up with all the "weight" being on the mobs set to the higher values on the higher scale.
I don't think I have the compatibility mod, but I might. My scale for spawn weights is a work in progress. I have so many different mobs set to spawn in a dozen different biome groups, so I generally try to keep everything to 10 or under unless it's a special mob I want to always spawn in higher numbers, then I usually add some multipliers. I've found that the weights matter less if there aren't many mobs that CAN spawn.
For example, my experimental settings for TF accidentally neglected to zero out Enderman spawns. The result? They've completely overrun the Flower Forest to the point where a Druid Skeleton spawner couldn't spawn anything. This and the lack of Bighorn Sheep tells me that TF does use Vanilla spawning for passive mobs at least, but I have no idea how to tweak the monster settings. A Naga spawned when I got close enough to its area, so maybe I don't need to. Will have to find the Ur-Ghast and see.
I could be way wrong here but it sounds like you'd benefit from bumping up the CREATURE type spawn caps in CreatureType.cfg. By default it's set to 10 which I find very low. For my SSP world, I've got it at 40 but that's a personal preference thing.
As for the TF compat addon, I really don't know sorry. I know it's not old but I can't be certain if it's just for enabling JAS to customise the TF structure spawns? Or.. I'm sorry that all I can offer is best guesses until Crudedragos can get back online again. I've just been 100% using biome groups to customise my spawns. I use some TF mobs in certain biomes (or biome groups) in my overworld but for the TF dimension, I've been so happy with the way it's set up by default so I left it. I considered adding the TF biomes to the blacklist (in BiomeBlacklist.cfg) so that JAS would ignore the Twilight Forest completely and leave it all default but decided I wanted to be able to tweak it.
Okay. I'm done. My configs are working close enough. I'm finished screwing with this and going back to ACTUALLY PLAYING.
Fun fact for posterity: The Wiki is wrong regarding invertible tags. Remember my issue with TF mobs showing up in the overworld? Well, I removed my TF biomes from their respective groups and put them in their own group. When I went to test, I realized NOTHING was spawning in TF except monsters. Previously, I had thought everything was okay, but I think I was just MoC mobs I was seeing. I was tired. Gimme a break. Anyway, turns out "{!spawn:dim,7}" does NOT mean "Don't spawn UNLESS you're in dimension 7" (the convention used in the wiki). It means "Don't spawn IN dimension 7". So I removed all of those tags and wham: Everything spawns relatively where it should. Later I might go back and put the TF biomes back in the climate/humidity groups I had them in before and insert {spawn:dim,7} into their EntityHandlers, but for now, it's fine.
As promised, here's my good-enough set of configs. Highlights Include:
No, but it does multiply your work a great deal. definitely worth creating Biome Groups to simplify edits.
I ask since I find having to go through 80+ mobs and 75+ biomes incredibly tedious. I tried simplifying things with biome groups, but it still manages to be tedious. Maybe I have too many biome groups, but whatever rain forests and jungle shouldn't have the same entity pools and cold taigas are just more qualified for blizz spawns than normal taigas.
And thank you for catching that issue regarding Dimension spawns. That should go up on the wiki somewhere as well.
Nah, I seriously doubt you're stepping on anyone's toes but you have done a lot to help. I think the more configs, the better, really. And from what Crudedragos said, I was thinking the example configs would just be a very simple, one or two line visual example of what's possible and how to achieve it, rather than a complete set of edited configs that come with the mod. Either way, there's still going to be a demand for different set ups so I think it's a great idea.
If you're not using the most recent-ish version, make sure the gamerule doMobSpawing (can't remember the name) is set to false. Otherwise vanilla spawns.
Also, I believe there are monster spawners which are not subject to JAS.