Terpo (and everyone else) - This can be a great place to discuss configuration of programs like this. Helps to communicate rapidly and with fellow configuration lovers.
Also - Is there any way you could get this mod to cooperate with Infernal Mods by AtomicStryker? I'd love to be able to hand pick and choose conditions that result in mobs spawning with those special abilities. Also, I missed if there was a way to have a set of randomly generated results instead of just a static modification?
Essentially I'd love to be able to set up multiple rules for a single mod.
When you said: "The first rule that matches will be used, the other will be ignored"
The second rule does not need a min value in your case. The first one does trigger for zombies lower than 20, and if a zombie is higher than 20 it will check the next rule if it matches. So if your zombie is on level 25 your second rule will be used.
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Is there a way to make the spawning of one mob immediately cause the spawning of another? Like if you want a bull to spawn with a group of cows, for instance?
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
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So, discovered something interesting. Using Animania, I am able to set where and under what conditions the critters will spawn. However the mobs from this mod will, under no circumstances, honor maxcount. At all.. Ever.
I tried it with Sheep, they will, but I don't seem to get any respect from Animania's mobs.
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
i suck @ Json but i tried to use the following to make a limit to the total of enemy hostile spawns overall. (or either Dim 0 and -1 and 1)
{
"hostile": true,
"maxcount": 40,
"mincount": 10,
"maxspawndist": 70,
"minspawndist": 21,
"onjoin": true,
"result": "allow"
},
But sadly for some reason it doenst work. What did i do wrong and how can i get a spawn limit on the server of Every type of hostile without having to name every one of them in Spawn.json or Potentialspawn.json?
P.S Want to do the same to Passive Mobs
Did you figure this out? I have been looking all over for a way to do this.
Is there a way to spawn a normally hostile mob as neutral? The angry tag will spawn a neutral mob as hostile, but I'd like to do the opposite. Will setting angry to false for a zombie, for example, make zombies ignore the player until attacked?
I'm loving this mod, definitely a huge help to server admins that want to change up anything related to mobs. The basics are pretty easy to get but I am having a few issues I'm hoping I could get help with. They aren't even issues really just trying to understand this mod and json better.
I would like to be able to declare either a variable or an array at the start of loot.json so that I won't have to type the mob names 50 times but I'm not sure if the mod can handle a variable in loot.json or maybe I am just writing the code wrong, I have very little experience with json but some familiarity with javascript and java.
The second part for the "Zombie" section is two different items with different drop parameters. Will that work like this? Will they both just inherit one of the parameters of the other or will neither work? Would I have to split it up into two "Zombie" sections?
Thank you very much for your time! I also posted the same question to the curseforge overview page so don't feel the need to respond to both should you come across both. Thanks again!
I can't seem to even make a simple example work on my 1.12 modpack. What I'm trying to do (amongst other things) is to stop cyberzombies spawning in dimension 0 and make no normal zombies spawn in dimension 111 as well as making more cyberzombies spawn in dimension 111. So I started on the additional spawn as that looked simple, but I can't make anything happen to the spawn at all. I switched to trying to spawn blazes as that seemed easier to see for testing. The code I have in potentialspawn.json is:
I'm just gonna post this here, it answers several of my questions. In Loot.Json this makes hard to find mobs from vanilla, quark, thaumcraft, thermal foundation drop different storage components from ae2 (which have different item ids) on death. Hopefully this helps someone!
Hello, I'm looking for some help. (I'm sure everyone is shocked.)
I've found that when I drop a "deny" argument into spawn.json I get a crash.
{
"dimension": 0,
"mob": ["minecraft:horse", "minecraft:polar_bear", "minecraft:blaze"]
"result": "deny"
}
or this
{
"dimension": 0,
"mob": "minecraft:blaze"
"result": "deny"
}
Both seem to cause a crash on my end.
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 5 column 6 path $[0].mob
That's the location where the "deny" is, and I don't understand. Does anyone have any advice?
And now for the praise. Thank you for making this mod, I've been wanting a way to control creature spawns to specific biomes and dimensions for a long time, ever since "just another spawner" went kaput in 1.7. I want to have pegasus in the aether darn it! I want unicorns in my flying sky islands!
Will this disable endermen from spawning? I also have two more questions, will I still be able to spawn endermen through spawn eggs and a monster spawner, and will they still spawn in the End?
Hello, I'm looking for some help. (I'm sure everyone is shocked.)
I've found that when I drop a "deny" argument into spawn.json I get a crash.
{
"dimension": 0,
"mob": ["minecraft:horse", "minecraft:polar_bear", "minecraft:blaze"]
"result": "deny"
}
or this
{
"dimension": 0,
"mob": "minecraft:blaze"
"result": "deny"
}
Both seem to cause a crash on my end.
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 5 column 6 path $[0].mob
That's the location where the "deny" is, and I don't understand. Does anyone have any advice?
And now for the praise. Thank you for making this mod, I've been wanting a way to control creature spawns to specific biomes and dimensions for a long time, ever since "just another spawner" went kaput in 1.7. I want to have pegasus in the aether darn it! I want unicorns in my flying sky islands!
Add a comma after the ] in the mobs line and another comma after minecraft:blaze
https://discord.gg/N2ZEkMh
Terpo (and everyone else) - This can be a great place to discuss configuration of programs like this. Helps to communicate rapidly and with fellow configuration lovers.
Also - Is there any way you could get this mod to cooperate with Infernal Mods by AtomicStryker? I'd love to be able to hand pick and choose conditions that result in mobs spawning with those special abilities. Also, I missed if there was a way to have a set of randomly generated results instead of just a static modification?
Essentially I'd love to be able to set up multiple rules for a single mod.
When you said: "The first rule that matches will be used, the other will be ignored"
{
"mob": ["Zombie"],
"maxheight": 20,
"result": "allow",
"healthadd": 36
}
{
"mob": ["Zombie"],
"maxheight": 50,
"minheight": 20,
"result": "allow",
"healthadd": 24
}
What if the first rule related to Zombies it found didn't match? (IE , the zombie was over height 20, but under height 50?)
The second rule does not need a min value in your case. The first one does trigger for zombies lower than 20, and if a zombie is higher than 20 it will check the next rule if it matches. So if your zombie is on level 25 your second rule will be used.
I think its time to publish my set of rules ^^
spawn.json: https://gist.github.com/Terpo/44143958cac6e05378d79e4b042a2f0e
potentialspawn.json https://gist.github.com/Terpo/1d609b8b9d051b6e7856a19e67eac355
summonaid.json https://gist.github.com/Terpo/8c42f110daae48fb83646540425027a4
loot.json https://gist.github.com/Terpo/095f6a906e1d0acda7b9d62bde2380ff
I joined your discord if you have questions
As written before I'm not able to get the top biome restrictions to work properly
Awesome set of reference material! It's a shame you can't get biomes working properly, we'll have to see what can be done.
As written here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2785031-in-control?comment=20 it seems abyssal biomes do not trigger correctly. Vanila biomes like beached worked.
Is there a way to make the spawning of one mob immediately cause the spawning of another? Like if you want a bull to spawn with a group of cows, for instance?
So, discovered something interesting. Using Animania, I am able to set where and under what conditions the critters will spawn. However the mobs from this mod will, under no circumstances, honor maxcount. At all.. Ever.
I tried it with Sheep, they will, but I don't seem to get any respect from Animania's mobs.
Did you figure this out? I have been looking all over for a way to do this.
Is there a way to spawn a normally hostile mob as neutral? The angry tag will spawn a neutral mob as hostile, but I'd like to do the opposite. Will setting angry to false for a zombie, for example, make zombies ignore the player until attacked?
I'd really like some help with this:
[
{
"mob": ["iceandfire:cyclops"],
"dimension": 0,
"biome": ["minecraft:mesa","minecraft:extreme_hills"],
"result": "allow"
}
]
For some reason I can't get it to work. Anyone know or have had success with Ice and Fire mobs?
.
I'm loving this mod, definitely a huge help to server admins that want to change up anything related to mobs. The basics are pretty easy to get but I am having a few issues I'm hoping I could get help with. They aren't even issues really just trying to understand this mod and json better.
Here is a pastebin link that contains two examples I have questions about.
I would like to be able to declare either a variable or an array at the start of loot.json so that I won't have to type the mob names 50 times but I'm not sure if the mod can handle a variable in loot.json or maybe I am just writing the code wrong, I have very little experience with json but some familiarity with javascript and java.
The second part for the "Zombie" section is two different items with different drop parameters. Will that work like this? Will they both just inherit one of the parameters of the other or will neither work? Would I have to split it up into two "Zombie" sections?
Thank you very much for your time! I also posted the same question to the curseforge overview page so don't feel the need to respond to both should you come across both. Thanks again!
I can't seem to even make a simple example work on my 1.12 modpack. What I'm trying to do (amongst other things) is to stop cyberzombies spawning in dimension 0 and make no normal zombies spawn in dimension 111 as well as making more cyberzombies spawn in dimension 111. So I started on the additional spawn as that looked simple, but I can't make anything happen to the spawn at all. I switched to trying to spawn blazes as that seemed easier to see for testing. The code I have in potentialspawn.json is:
[
{
"dimension": 111,
"mobs": [
{
"mob": "minecraft.blaze",
"weight": 20,
"minlight": 8,
"groupcountmin": 4,
"groupmax": 8
}
]
}
]
Hoping someone can point out my mistake. I've also tried Blaze instead of minecraft.blaze.
Just noticed should be groupcountmax not groupmax. Tried it, made no difference.
So, tried Blaze, minecraft.blaze, minecraft_blaze, minecraft:blaze & net.minecraft.entity.monster.EntityBlaze.
This is the only one that doesn't crash or throw an error in the log file:
[
{
"dimension": 111,
"mobs": [
{
"mob": "Blaze",
"weight": 20,
"minlight": 8,
"groupcountmin": 4,
"groupcountmax": 8
}
]
}
]
But still no spawning of Blazes in dimension 111.
Just wanted to make sure I can get this to work. I'm on 1.12.2, and trying to set rules for multiple mobs. Do I need them in separate sections?
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
I'm just gonna post this here, it answers several of my questions. In Loot.Json this makes hard to find mobs from vanilla, quark, thaumcraft, thermal foundation drop different storage components from ae2 (which have different item ids) on death. Hopefully this helps someone!
Hello, I'm looking for some help. (I'm sure everyone is shocked.)
I've found that when I drop a "deny" argument into spawn.json I get a crash.
Both seem to cause a crash on my end.
Caused by: com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Unterminated object at line 5 column 6 path $[0].mob
That's the location where the "deny" is, and I don't understand. Does anyone have any advice?
And now for the praise. Thank you for making this mod, I've been wanting a way to control creature spawns to specific biomes and dimensions for a long time, ever since "just another spawner" went kaput in 1.7. I want to have pegasus in the aether darn it! I want unicorns in my flying sky islands!
I don't think I'm gonna get an answer for this but...
I have a really big fear of endermen!! So I decided to download this mod and I edited the file (spawn.json) to remove endermen.
I said this...
[
{
"mob" ["minecraft:enderman"],
"result": "deny"
}
]
Will this disable endermen from spawning? I also have two more questions, will I still be able to spawn endermen through spawn eggs and a monster spawner, and will they still spawn in the End?
drink orange juice
.
I tried to change these spawn rates but it seems not to work correctly. Can anyone help? Btw, this is spawner.json (1.16.5 potentialspawn.json).
You need to add a comma after the ] on the mob line and another comma after "minecraft:blaze"
Add a comma after the ] in the mobs line and another comma after minecraft:blaze