Is it better to post issues here or on the github page? (I am also assuming since zulu is a part of that repo same for that). Just in case that does not get checked anymore here is the issue I am having. The crosslink to my modpack github contains more info (logs, troubleshooting done, configs, etc).
edit:
Does anyone know if it is safe to remove this mod from a existing server or if there is special steps to do so?
Can you guys think of a way to make a MoCreatures Wild Horse type instantly despawn (specifically types 21 & 22… the Ghost Horses that appear occasionally when you kill a tamed horse)?
Oddly, I've concluded that the Ghost Horses that appear after killing a Tamed Wild Horse… are not in fact Horse Mobs, but rather Wild Horses with a different Type number.
Is it better to post issues here or on the github page? (I am also assuming since zulu is a part of that repo same for that). Just in case that does not get checked anymore here is the issue I am having. The crosslink to my modpack github contains more info (logs, troubleshooting done, configs, etc).
MCF for discussion with others, github or I'll probably miss it when I find time to work on issues.
EDIT: Project Zulu is no longer developed by myself. I arranged the repo so the developer would have access but he does not seem to be using it. He has responded to issues there before but I don't know what he prefers / the best way to reach him.
Does anyone know if it is safe to remove this mod from a existing server or if there is special steps to do so?
Shouldn't be any issues. Older versions used to set the requiredPersistance NBT flag to true which may cause issues, but this is no longer used. (Sorry, I cannot recall the version number.
Otherwise ensure the gamerule doMobSpawning is set appropriately once uninstalled. There is an optional property in JAS to disable it automatically . I is disabled by default so it shouldn't be an issue.
##########################
Just Another Spawner Changelog version 0.17.2
##########################
* 2015-07-21: Calculate CountInfo for despawning once per tick instead of for every entity's 60 ticks.
More evenly distributes calculation load, improves consistency in performance cost, and scales significantly better with larger number of entities.
Dang man. Since most of this was taken care of on git (I'll repost if issue persists) but wanted to make sure and say thank you for this! Once again you come through
someone on Grimoire of Gaia Thread suggested that i should use this mod to solve conflicting mods of Mo's Creature and Grimoire of Gaia.
anyone knows how to make this mods works with Mo's Creature and Grimoire of Gaia 3
my problem is that mob from Mo's doesn't spawn
i'm a complete newbie on this thing
can someone with the config??
2. How can I enable mobs to spawn on blocks added by mods? For instance, those added by Biomes O' Plenty (e.g., Long Grass Block, Loamy Grass Block). Biomes that are made out of these blocks (e.g., moor) end up having little to no spawns. Is there something I can do under the Spawn Tag in the CreatureType config to fix it?
Go to your configs: JustAnotherSpawner>WorldSettings>BASIC>DEFAULT>SpawnListEntries. Look inside for files for MOC and GoG. Make sure that the weights for MOC mobs are enough for each biome.
For example under the Plains biome for MoCreatures.Ant it looks like:
Is it a new or old world? If it's an old world, you may have loaded the chunk the temple was in before you made the change and when it was unloaded the witch was saved in the unloaded chunk. Thus when you (after you made the change) reloaded the chunk, bam witches. Try making a flat test world and see if witches still spawn.
Is it a new or old world? If it's an old world, you may have loaded the chunk the temple was in before you made the change and when it was unloaded the witch was saved in the unloaded chunk. Thus when you (after you made the change) reloaded the chunk, bam witches. Try making a flat test world and see if witches still spawn.
It's definitely an old temple. Dating back 3 years probably. Does that mean I'm stuck with witches spawning there indefinitely?
Actually the weird thing is… I don't remember witches ever spawning in there, before we updated to 1.7.10 (from 1.4.7) and started using JAS.
A little story if you will, as your problems seems very similar to the one I had with Oceancraft Seagulls. Like you, I thought I tried everything I could in the JAS configs but they just. wouldn't. stop. spawning! Or at least they seemed to as I flew around in creative mode (on a copy of my world) and looked for them. I used worldedit and various butcher commands to try to kill them all (well everything). Realized after many hours maybe I should do a test in a defined area instead of flying aimlessly around. Cleared out an area in a specific biome and set the weight for gulls to 1000 in that biome. Within seconds, 1000s of gulls. Set the weight to 0, cleared the area again, 0 gulls. So the only explanation I can come up with is the unloaded chunk theory.
You said "we" so maybe one of your friends loaded the area in previously. IIRC witches were made to spawn anywhere in early 1.7. So if you were expecting them only to spawn in their huts, that might be the disconnect. That being said, you could have witches in any area that was loaded by a player before you edited JAS but after you moved to 1.7.10. If you really want to see if they'll still spawn there, you could create a mob grinder-esque dark area and check.
A little story if you will, as your problems seems very similar to the one I had with Oceancraft Seagulls. Like you, I thought I tried everything I could in the JAS configs but they just. wouldn't. stop. spawning! Or at least they seemed to as I flew around in creative mode (on a copy of my world) and looked for them. I used worldedit and various butcher commands to try to kill them all (well everything). Realized after many hours maybe I should do a test in a defined area instead of flying aimlessly around. Cleared out an area in a specific biome and set the weight for gulls to 1000 in that biome. Within seconds, 1000s of gulls. Set the weight to 0, cleared the area again, 0 gulls. So the only explanation I can come up with is the unloaded chunk theory.
You said "we" so maybe one of your friends loaded the area in previously. IIRC witches were made to spawn anywhere in early 1.7. So if you were expecting them only to spawn in their huts, that might be the disconnect. That being said, you could have witches in any area that was loaded by a player before you edited JAS but after you moved to 1.7.10. If you really want to see if they'll still spawn there, you could create a mob grinder-esque dark area and check.
Well the thing is, I've killed all the witches that spawn in that temple already… and then they've since respawned. To your point, I was expecting them to only spawn in Huts, so the fact that they came out of a Temple was a surprise, but the bigger concern to me was "why are they spawning, anywhere, at all?".
I highly doubt that the witches were hiding in the Temple before I added JAS (two months ago)… it's worth noting that the Temple is in a chunk that gets loaded quite frequently by players passing by it on our tracks enroute to another destination. It IS possible that those witches I encountered the other day might be from before I added JAS, but I only say that because I can't remember for sure if that's the second time I've seen (and killed) witches out of that temple since adding JAS.
I'll make a point of paying attention to it, now that I've killed the witches off in the Temple… to see if any new ones appear there, and report my findings back to you, here. It may be several days though before I encounter them again.
No problem! "why are they spawning, anywhere, at all?", looked up witches on the wiki (http://minecraft.gamepedia.com/Witch), version 1.7.2 - 13w42a - Witches now spawn anywhere where the light level is 7 or less, including any biome at night and in caves. So it is just a mechanic that was added. Another thing to think about if they still spawn, is to check your GlobalProperties.cfg on your server. There is some vanilla spawn cfgs there that may have been messed up for you. Might consider doing a fresh config reset if it's not too much of an issue.
@Crudedragos or other knowledgeable folks
Shameless self-bump because my last post got cut off on the previous page and not sure if anyone saw...
2. How can I enable mobs to spawn on blocks added by mods? For instance, those added by Biomes O' Plenty (e.g., Long Grass Block, Loamy Grass Block). Biomes that are made out of these blocks (e.g., moor) end up having little to no spawns. Is there something I can do under the Spawn Tag in the CreatureType config to fix it?
No problem! "why are they spawning, anywhere, at all?", looked up witches on the wiki (http://minecraft.gamepedia.com/Witch), version 1.7.2 - 13w42a - Witches now spawn anywhere where the light level is 7 or less, including any biome at night and in caves. So it is just a mechanic that was added. !
What I meant there was, why... If I have them set to false and 0-0-0-0 (Regardless of where Mojang set them to spawn).
Oh my bad, I thought we were still talking about the why they spawned around the world and not just in huts thing. As I mentioned, if you find during your tests they still spawn, a config flush might be worthwhile if it's not too much trouble.
Has anyone been able to get JAS working with Factorization's colossus? My game becomes unresponsive when I try to awaken one.
It spawns as blocks rather than an entity, and isn't a "traditional" entity even then, so I wouldn't expect JAS to be able to do anything with it.
But I'm pretty sure you can disabled it, and probably the "Hammer dimension" it uses (since you say it makes your game unresponsive), in the FZ config file.
It spawns as blocks rather than an entity, and isn't a "traditional" entity even then, so I wouldn't expect JAS to be able to do anything with it.
But I'm pretty sure you can disabled it, and probably the "Hammer dimension" it uses (since you say it makes your game unresponsive), in the FZ config file.
Weird. I've used JAS alongside Factorization with the colossus before, no problem. I posted on Factorization's thread, too, to see if Neptunepink has a possible resolution.
Is it better to post issues here or on the github page? (I am also assuming since zulu is a part of that repo same for that). Just in case that does not get checked anymore here is the issue I am having. The crosslink to my modpack github contains more info (logs, troubleshooting done, configs, etc).
edit:
Does anyone know if it is safe to remove this mod from a existing server or if there is special steps to do so?
Can you guys think of a way to make a MoCreatures Wild Horse type instantly despawn (specifically types 21 & 22… the Ghost Horses that appear occasionally when you kill a tamed horse)?
Oddly, I've concluded that the Ghost Horses that appear after killing a Tamed Wild Horse… are not in fact Horse Mobs, but rather Wild Horses with a different Type number.
MCF for discussion with others, github or I'll probably miss it when I find time to work on issues.
EDIT: Project Zulu is no longer developed by myself. I arranged the repo so the developer would have access but he does not seem to be using it. He has responded to issues there before but I don't know what he prefers / the best way to reach him.
Shouldn't be any issues. Older versions used to set the requiredPersistance NBT flag to true which may cause issues, but this is no longer used. (Sorry, I cannot recall the version number.
Otherwise ensure the gamerule doMobSpawning is set appropriately once uninstalled. There is an optional property in JAS to disable it automatically . I is disabled by default so it shouldn't be an issue.
##########################
Just Another Spawner Changelog version 0.17.2
##########################
* 2015-07-21: Calculate CountInfo for despawning once per tick instead of for every entity's 60 ticks.
More evenly distributes calculation load, improves consistency in performance cost, and scales significantly better with larger number of entities.
Should fix #140
Dang man. Since most of this was taken care of on git (I'll repost if issue persists) but wanted to make sure and say thank you for this! Once again you come through
someone on Grimoire of Gaia Thread suggested that i should use this mod to solve conflicting mods of Mo's Creature and Grimoire of Gaia.

anyone knows how to make this mods works with Mo's Creature and Grimoire of Gaia 3
my problem is that mob from Mo's doesn't spawn
i'm a complete newbie on this thing
can someone with the config??
I've been trying to figure out a couple problems but I can't seem to figure out a way to go about it.
1. Is there a way to make a mob count as multiple types? For instance, if I wanted a crab from MOC as both Ambient and WaterCreature.
Is the below correct or is there another way?
},
"MoCreatures.Crab": {
"Type-Enabled": "AMBIENT-true","WATERCREATURE-true",
"Contents": [
"MoCreatures.Crab"
]
},
2. How can I enable mobs to spawn on blocks added by mods? For instance, those added by Biomes O' Plenty (e.g., Long Grass Block, Loamy Grass Block). Biomes that are made out of these blocks (e.g., moor) end up having little to no spawns. Is there something I can do under the Spawn Tag in the CreatureType config to fix it?
},
"CREATURE": {
"Spawn Rate": 400,
"Spawn Cap": 30,
"Chunk Spawn Chance": 0.1,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})||!sky()",
"Default Biome Cap": -1,
"Biome Caps": {}
},
Thank you!
Go to your configs: JustAnotherSpawner>WorldSettings>BASIC>DEFAULT>SpawnListEntries. Look inside for files for MOC and GoG. Make sure that the weights for MOC mobs are enough for each biome.
For example under the Plains biome for MoCreatures.Ant it looks like:
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax":"6-4-2-4"
and not:
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax":"0-4-0-4"
Tip: Download Notepad++ and use Ctrl+f to quickly replace sections instead of doing it by hand.
I've got Witches set to 0-0-0-0 in both the Vanilla.cfg and in the StructureSpawns.cfg… and this in my EntityHandler config:
},
"Witch": {
"Type-Enabled": "MONSTER-false",
"Contents": [
"Witch"
]
},
but they are appearing in Jungles Temples. Anybody have any idea why?
@PitchBright
Is it a new or old world? If it's an old world, you may have loaded the chunk the temple was in before you made the change and when it was unloaded the witch was saved in the unloaded chunk. Thus when you (after you made the change) reloaded the chunk, bam witches. Try making a flat test world and see if witches still spawn.
It's definitely an old temple. Dating back 3 years probably. Does that mean I'm stuck with witches spawning there indefinitely?
Actually the weird thing is… I don't remember witches ever spawning in there, before we updated to 1.7.10 (from 1.4.7) and started using JAS.
thank you!
@PitchBright
A little story if you will, as your problems seems very similar to the one I had with Oceancraft Seagulls. Like you, I thought I tried everything I could in the JAS configs but they just. wouldn't. stop. spawning! Or at least they seemed to as I flew around in creative mode (on a copy of my world) and looked for them. I used worldedit and various butcher commands to try to kill them all (well everything). Realized after many hours maybe I should do a test in a defined area instead of flying aimlessly around. Cleared out an area in a specific biome and set the weight for gulls to 1000 in that biome. Within seconds, 1000s of gulls. Set the weight to 0, cleared the area again, 0 gulls. So the only explanation I can come up with is the unloaded chunk theory.
You said "we" so maybe one of your friends loaded the area in previously. IIRC witches were made to spawn anywhere in early 1.7. So if you were expecting them only to spawn in their huts, that might be the disconnect. That being said, you could have witches in any area that was loaded by a player before you edited JAS but after you moved to 1.7.10. If you really want to see if they'll still spawn there, you could create a mob grinder-esque dark area and check.
Well the thing is, I've killed all the witches that spawn in that temple already… and then they've since respawned. To your point, I was expecting them to only spawn in Huts, so the fact that they came out of a Temple was a surprise, but the bigger concern to me was "why are they spawning, anywhere, at all?".
I highly doubt that the witches were hiding in the Temple before I added JAS (two months ago)… it's worth noting that the Temple is in a chunk that gets loaded quite frequently by players passing by it on our tracks enroute to another destination. It IS possible that those witches I encountered the other day might be from before I added JAS, but I only say that because I can't remember for sure if that's the second time I've seen (and killed) witches out of that temple since adding JAS.
I'll make a point of paying attention to it, now that I've killed the witches off in the Temple… to see if any new ones appear there, and report my findings back to you, here. It may be several days though before I encounter them again.
Thanks for your insights and input, GM!
@PitchBright
No problem! "why are they spawning, anywhere, at all?", looked up witches on the wiki (http://minecraft.gamepedia.com/Witch), version 1.7.2 - 13w42a - Witches now spawn anywhere where the light level is 7 or less, including any biome at night and in caves. So it is just a mechanic that was added. Another thing to think about if they still spawn, is to check your GlobalProperties.cfg on your server. There is some vanilla spawn cfgs there that may have been messed up for you. Might consider doing a fresh config reset if it's not too much of an issue.
@Crudedragos or other knowledgeable folks
Shameless self-bump because my last post got cut off on the previous page and not sure if anyone saw...
________________________________________________________________
I've been trying to figure out a couple problems but I can't seem to figure out a way to go about it.
1. Is there a way to make a mob count as multiple types? For instance, if I wanted a crab from MOC as both Ambient and WaterCreature.
Is the below correct or is there another way?
},
"MoCreatures.Crab": {
"Type-Enabled": "AMBIENT-true","WATERCREATURE-true",
"Contents": [
"MoCreatures.Crab"
]
},
2. How can I enable mobs to spawn on blocks added by mods? For instance, those added by Biomes O' Plenty (e.g., Long Grass Block, Loamy Grass Block). Biomes that are made out of these blocks (e.g., moor) end up having little to no spawns. Is there something I can do under the Spawn Tag in the CreatureType config to fix it?
},
"CREATURE": {
"Spawn Rate": 400,
"Spawn Cap": 30,
"Chunk Spawn Chance": 0.1,
"Spawn Medium": "air",
"Iterations Per Chunk": 3,
"Iterations Per Pack": 4,
"Spawn Tag": "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})||!sky()",
"Default Biome Cap": -1,
"Biome Caps": {}
},
Thank you!
What I meant there was, why... If I have them set to false and 0-0-0-0 (Regardless of where Mojang set them to spawn).
Oh my bad, I thought we were still talking about the why they spawned around the world and not just in huts thing. As I mentioned, if you find during your tests they still spawn, a config flush might be worthwhile if it's not too much trouble.
Has anyone been able to get JAS working with Factorization's colossus? My game becomes unresponsive when I try to awaken one.
It spawns as blocks rather than an entity, and isn't a "traditional" entity even then, so I wouldn't expect JAS to be able to do anything with it.
But I'm pretty sure you can disabled it, and probably the "Hammer dimension" it uses (since you say it makes your game unresponsive), in the FZ config file.
Weird. I've used JAS alongside Factorization with the colossus before, no problem. I posted on Factorization's thread, too, to see if Neptunepink has a possible resolution.