hm I'm seeing that too. It's as if the squid are spawning in before the world is decorated. What confuses me is that the water chunk spawns are turned off.
obj.countEntitiesInRange is the solution, but it previously did not accept wildcard '*'. count.getLocalEntityTypeCount would be counting all the entities in loaded chunks; I don't think it fulfills your requirement.
You have awesomeness in your very being. =D
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/28/2014
Posts:
50
Member Details
Hello,
This post is to present some clarity on using spawn tags for the block type upon creatures spawn.
For those that use biomes that have top blocks other than minecraft:grass and want to spawn mobs like chickens that can only spawn on grass
blocks, as set by vanilla behavior, you may notice that these chickens won't spawn. Even setting block() function the Creature Type.cfg spawn
tag doesn't help. This must be provided in a spawn tag in the Entity Handler.
For a glacier in Biomes O'Plenty, the primary top block is BiomesOPlenty:hardIce. Normally chickens, for instance, will not spawn here even if given a weight.
In the Entity Handler folder and in the file, vanilla.cfg,
This allows the chickens to spawn on the hardice on the glacier as well as the vanilla grass block.
Alternatively, one could use blockfoot() but I didn't test this function.
Also, the spawn tag can be placed in the spawn list entry but care should be taken when chaining these kinds of tags in both entity handler and spawn
list.
It seems that many of the MoCreatures' mobs have block conditions that need to be overwritten in the entity handler or spawnlist entry.
Long story short, these block() functions must not be placed in the CreatureType spawn tags but rather in the creature specific.
Crudedragos mentioned in a past reply that "lava" as a spawn medium is not implemented yet.
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
If you read the later parts of discussion someone made a working version for 1.7.10
Thanks for practical examples! I will be trying these when getting back to home.
[UPDATE]: Yess! It works!
Yep I use NBTEdit as well, I posted the Ogres because it still took me some time to edit/note the values, may as well save someone else 10 minutes...
Mo'Creatures Bear TypeInts:
1-Grizzly
2-Black bear
3-Panda
4-Polar bear
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
The Meaning of Life, the Universe, and Everything.
Location:
Friendship, NY
Join Date:
12/26/2010
Posts:
639
Minecraft:
LunariusH
Member Details
Silly question, is it possible to set a time that certain creatures despawn? Say for instance I wanted most birds to despawn at night (Since I can't have them alight on trees and 'nest'), can that be done?
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
Silly question, is it possible to set a time that certain creatures despawn? Say for instance I wanted most birds to despawn at night (Since I can't have them alight on trees and 'nest'), can that be done?
Yes, you can do this using light levels. In the /WorldSettings/DEFAULT/EntityHandlers, in the appropriate config file for whatever mod you're using, set a despawn tag. Here is an example using a vanilla cow:
With the above example, cows will despawn if the light level is 7 or less. This should work similarly for birds. I tested it with Cow since I'm not sure which mod bird you're using, but it will work the same for any JAS-spawnable entity.
Note that with this example, the cows won't despawn if you're right on top of them. I believe you have to be outside the despawn range in order for them to despawn. Also, they don't seem to despawn right away. They are despawnable, however, and should despawn eventually.
Crudedragos mentioned in a past reply that "lava" as a spawn medium is not implemented yet.
That's the problem I mentioned with the mod; you have to look to an entire 96 pages thread to -maybe- find how some thing works.
[...]
The mod is great, the possibilities are even better, it's not that things are difficult to configure once you get how it works but the lack of info about how to configure it.
You're more than welcome to help write the documentation with your findings.
Personally I think it's enough to code the mod and write basic docs as has been done. Nobody's getting paid to do any more, it's a collaborative effort; if your forté is writing docs, I'd just go ahead and update the wiki.
(I don't feel I know enough about what I'm doing to jump in just yet--it's a matter of time for me.)
LunariusH
Have seen in previous post an example about using despawn tags to force it with some condition.
Mayebe there is another way related to time, but you can use the light level as condition. low light --> despawn.
lgcy.light(int minLight, int maxLight)
Use this info to set the range you want:
minecraft.gamepedia.com/Light
Yes, you can do this using light levels. In the /WorldSettings/DEFAULT/EntityHandlers, in the appropriate config file for whatever mod you're using, set a despawn tag. Here is an example using a vanilla cow:
With the above example, cows will despawn if the light level is 7 or less. This should work similarly for birds. I tested it with Cow since I'm not sure which mod bird you're using, but it will work the same for any JAS-spawnable entity.
Regarding the above, can it be confirmed if the Despawn Tags are used to force despawning of an entity, or do they just enable it? My understanding is they work like the Spawn Tag, e.g. "Spawn the mob unless this condition is true"
So "Despawn Tags" --> "Despawn the mob when it's eligible unless this condition is true"
As far as I understand the current settings, the despawn cycle runs every X ticks and entities are checked for eligibility to despawn based on age and range from the player.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Hey, I'd just like to say thank you for making this. It's made my life so much easier and i just cant describe how much I love it. How ive got my game would have been impossible without this.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
50
Member Details
Hello,
The use of the "Despawn Tags" make the mob available for despawning. It doesn't force them to despawn and they may hang around for quite a while if the player stays within the range of them. This is what the "InstantDespawn Tags" are for. For the same Cow that is mentioned in Lavaslayer's example, (in the Entity Handler folder in vanilla.cfg)
This was tested in JAS v0.16.18. The results were spawned cattle would be set to despawnable when the time was set to night, as evidenced by a /jas composition. A moment or so later, the cattle would disappear altogether. During the night, this would even cause summoned cattle to despawn in a moment or two regardless of distance to the player.
I hope this helps anyone having troubles getting this to work.
This covers a wide gambit of the blocks but not all of them. The (longish) integer array is the meta data value for the biome string array in respective order.
In the CreatureType.cfg, replacing !sky() in favor of !ground() in the "Spawn Tags" for CREATURES will allow them to spawn under trees (possibly in other surprising places...) The above was in JAS v0.16.18 tested and found generally working, but not tested exhaustively.
The use of the "Despawn Tags" make the mob available for despawning. It doesn't force them to despawn and they may hang around for quite a while if the player stays within the range of them. This is what the "InstantDespawn Tags" are for. For the same Cow that is mentioned in Lavaslayer's example, (in the Entity Handler folder in vanilla.cfg)
This was tested in JAS v0.16.18. The results were spawned cattle would be set to despawnable when the time was set to night, as evidenced by a /jas composition. A moment or so later, the cattle would disappear altogether. During the night, this would even cause summoned cattle to despawn in a moment or two regardless of distance to the player.
I hope this helps anyone having troubles getting this to work.
Thanks for that
**Edit, hate the forum editor
Personal experience, people who want to farm mobs (i.e. with fences) will want to check obj.torchlight as well or they might end up with an insta-despawning farm...
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
It was pretty obvious I was going to receive an answer like that.
The same is pretty obvious users and other authors will simply use the mod more if the mechanics are better explained. That's my statement.
I'm not requesting anything; just pointing to the most weak thing of this work.
Example:
Linux is great but don't tell me you can make a public release of linux and then expect the user has to learn how the code works without documentation because you have done enough creating a new SO... then it has no use.
Have already said I will gladly upload my own files once I get them working; have spent my time using this mod, learning the code and its flaws and then writing an honest critic about it AFTER using it. No one is being paid. Wheter the author wants to improve and read critics it's his problem.
I think the author is already somewhat aware that documentation is key or he wouldn't even have bothered updating the Tags page to reflect syntax for the new MVEL system.
Now since you mentioned you were going to pitch in, problem solved--just like with Linux, where a large community pitches in to write, update and translate all those docs...!
(You'd probably be the first person to contribute to the Wiki recently except for the dev, kudos on that!)
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Silly question, is it possible to set a time that certain creatures despawn? Say for instance I wanted most birds to despawn at night (Since I can't have them alight on trees and 'nest'), can that be done?
Not currently. It is slated for release in v0.17 and is inclluded in the DEV version.
According to the last post, maybe the mod forces spawning only in lava, but with JAS I can only spawn in air/water so...
The issue is likely the subtle difference in the exact block each condition is evaluated (spawn medium, creaturetype.spawnexpression, livinghandler.spawnexpression, etc.). This results in some edge cases where something that was barely legal in vanilla may have issues. The same can be seen with the recent snow block issue. On flat ground, JAS and vanilla behaved the same: entities do now spawn in snow blocks (no spawns will at all in a snow flatworld). Adding some height variation (but still snow covered) results in slow amounts of vanilla spawns (many failed checks but some happen to sneak through) but still no JAS spawns (for the record, fixed in ).
Also would like to note the wiki is not really helpful with the new tag system unless you already know what to do. There are no examples about the new tags system. I know the wiki points to some config files but those are for the old system, no matter what the wiki or the author says in the description (maybe he uploaded wrong files).
I didn't upload any files, example configuration files are a community contribution by several members. Its a group effort. I, and everyone else, would greatly appreciate any assistance you can provide. Very, very, much. Really.
Documentation can always be better and we need to work to improve it and keep it updated. It is an issue, but so is any number of issues you can see fixed in the change-log. Those issues cannot be fixed easily by the community. Documentation can be, and I put substantial effort into at least making sure the technical details are updated correctly (including some format examples) as well as answering questions in the thread regarding holes or misunderstanding.
Again: I, and everyone else, would greatly appreciate any assistance you can provide. Very, very, much. Really.
i just wish it gave me more information to go on, the only entity named while the dimension was attempting generation was a zombie pigman but i dont think i have any mods that would affect its properties. my only guess is that i have some client/server conflict somewhere but I have no idea where to start looking
Its an attribute value that is being set incorrectly. If you are not setting soem values with the writenbt tag. I can't see JAS being the issue.
What does obj.light return precisely--is it skylight (meaning, location-independent--a zombie under a tree at noon would receive 15)
Or is it the actual light at the block the entity is on--meaning a zombie under a tree would receive 8,9,10 etc.?
Thanks!
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
hm I'm seeing that too. It's as if the squid are spawning in before the world is decorated. What confuses me is that the water chunk spawns are turned off.
I don't think anyone has done that yet
Can I install this server side only, or is this required client-side as well?
You have awesomeness in your very being. =D
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Hello,
This post is to present some clarity on using spawn tags for the block type upon creatures spawn.
For those that use biomes that have top blocks other than minecraft:grass and want to spawn mobs like chickens that can only spawn on grass
blocks, as set by vanilla behavior, you may notice that these chickens won't spawn. Even setting block() function the Creature Type.cfg spawn
tag doesn't help. This must be provided in a spawn tag in the Entity Handler.
For a glacier in Biomes O'Plenty, the primary top block is BiomesOPlenty:hardIce. Normally chickens, for instance, will not spawn here even if given a weight.
In the Entity Handler folder and in the file, vanilla.cfg,
"Chicken": {
"Type-Enabled": "CREATURE-true",
"Spawn Operand": "OR",
"Spawn Tag":
"!block({'minecraft:grass','BiomesOPlenty:hardIce},{0,0,0},{0,-1,0})",
"Contents": [
"Chicken"
]
},
This allows the chickens to spawn on the hardice on the glacier as well as the vanilla grass block.
Alternatively, one could use blockfoot() but I didn't test this function.
Also, the spawn tag can be placed in the spawn list entry but care should be taken when chaining these kinds of tags in both entity handler and spawn
list.
It seems that many of the MoCreatures' mobs have block conditions that need to be overwritten in the entity handler or spawnlist entry.
Long story short, these block() functions must not be placed in the CreatureType spawn tags but rather in the creature specific.
Crudedragos mentioned in a past reply that "lava" as a spawn medium is not implemented yet.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Yep I use NBTEdit as well, I posted the Ogres because it still took me some time to edit/note the values, may as well save someone else 10 minutes...
Mo'Creatures Bear TypeInts:
1-Grizzly
2-Black bear
3-Panda
4-Polar bear
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Silly question, is it possible to set a time that certain creatures despawn? Say for instance I wanted most birds to despawn at night (Since I can't have them alight on trees and 'nest'), can that be done?
Yes, you can do this using light levels. In the /WorldSettings/DEFAULT/EntityHandlers, in the appropriate config file for whatever mod you're using, set a despawn tag. Here is an example using a vanilla cow:
"Cow": {
"Type-Enabled": "CREATURE-true",
"Despawn Tags": "obj.light>7",
"Contents": [
"Cow"
]
With the above example, cows will despawn if the light level is 7 or less. This should work similarly for birds. I tested it with Cow since I'm not sure which mod bird you're using, but it will work the same for any JAS-spawnable entity.
Note that with this example, the cows won't despawn if you're right on top of them. I believe you have to be outside the despawn range in order for them to despawn. Also, they don't seem to despawn right away. They are despawnable, however, and should despawn eventually.
You're more than welcome to help write the documentation with your findings.
Personally I think it's enough to code the mod and write basic docs as has been done. Nobody's getting paid to do any more, it's a collaborative effort; if your forté is writing docs, I'd just go ahead and update the wiki.
(I don't feel I know enough about what I'm doing to jump in just yet--it's a matter of time for me.)
Regarding the above, can it be confirmed if the Despawn Tags are used to force despawning of an entity, or do they just enable it? My understanding is they work like the Spawn Tag, e.g. "Spawn the mob unless this condition is true"
So "Despawn Tags" --> "Despawn the mob when it's eligible unless this condition is true"
As far as I understand the current settings, the despawn cycle runs every X ticks and entities are checked for eligibility to despawn based on age and range from the player.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Hey, I'd just like to say thank you for making this. It's made my life so much easier and i just cant describe how much I love it. How ive got my game would have been impossible without this.
Hello,
The use of the "Despawn Tags" make the mob available for despawning. It doesn't force them to despawn and they may hang around for quite a while if the player stays within the range of them. This is what the "InstantDespawn Tags" are for. For the same Cow that is mentioned in Lavaslayer's example, (in the Entity Handler folder in vanilla.cfg)
"Cow": {
"Type-Enabled": "CREATURE-true",
"Despawn Tags": "obj.light>7",
"InstantDespawn Tags": "obj.light>7",
"Contents": [
"Cow"
]
},
This was tested in JAS v0.16.18. The results were spawned cattle would be set to despawnable when the time was set to night, as evidenced by a /jas composition. A moment or so later, the cattle would disappear altogether. During the night, this would even cause summoned cattle to despawn in a moment or two regardless of distance to the player.
I hope this helps anyone having troubles getting this to work.
Hello again,
This is an example "Spawn Tag" for Cow in order to have it spawn on Biomes O' Plenty blocks, podzol and others.
"Cow": {
"Type-Enabled": "CREATURE-true",
"Spawn Operand": "OR",
"Spawn Tag": "!block({'minecraft:grass','minecraft:dirt','minecraft:dirt','minecraft:dirt','BiomesOPlenty:longGrass',
'BiomesOPlenty:originGrass','minecraft:sand','minecraft:sand',
'minecraft:gravel','minecraft:snow','BiomesOPlenty:hardDirt','BiomesOPlenty:cragRock'},
{0,0,1,2,0,0,0,1,0,0,0,0},
{0,0,0},{0,-1,0})",
"Contents": [
"Cow"
]
},
This covers a wide gambit of the blocks but not all of them. The (longish) integer array is the meta data value for the biome string array in respective order.
In the CreatureType.cfg, replacing !sky() in favor of !ground() in the "Spawn Tags" for CREATURES will allow them to spawn under trees (possibly in other surprising places...) The above was in JAS v0.16.18 tested and found generally working, but not tested exhaustively.
Every time I try to use Climate Control on my server (from new launch) this happens. Halp?
World Generation Mods in use:
Streams
BoP
RWG
Climate Control
27.03 01:22:06 [Server] INFO at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
27.03 01:22:06 [Server] INFO at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387) [MinecraftServer.class:?]
27.03 01:22:06 [Server] INFO at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:258) ~[lt.class:?]
27.03 01:22:06 [Server] INFO at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:230) ~[MinecraftServer.class:?]
27.03 01:22:06 [Server] INFO at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) ~[EventBus.class:?]
27.03 01:22:06 [Server] INFO at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) ~[ASMEventHandler.class:?]
27.03 01:22:06 [Server] INFO at cpw.mods.fml.common.eventhandler.ASMEventHandler_195_ClimateControl_onWorldLoad_Load.invoke(.dynamic) ~[?:?]
27.03 01:22:06 [Server] INFO at climateControl.ClimateControl.onWorldLoad(ClimateControl.java:159) ~[ClimateControl.class:?]
27.03 01:22:06 [Server] INFO java.lang.NoSuchMethodError: net.minecraft.world.storage.WorldInfo.func_76057_l()J
27.03 01:22:06 [Server] Server thread/ERROR Encountered an unexpected exception
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 13: ASM: twilightforest.TFEventListener@349d18dd worldLoaded(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 12: ASM: travellersgear.common.util.TGEventHandler@6f82c3aa onLoad(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 11: ASM: CoroUtil.forge.EventHandlerForge@5545f979 worldLoad(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 10: ASM: climateControl.ClimateControl@2a4bf8a9 onWorldLoad(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 9: ASM: codechicken.nei.ServerHandler@61912cf4 loadEvent(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 8: ASM: jas.common.JustAnotherSpawner@44d5ecc9 worldLoad(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 7: ASM: com.xcompwiz.mystcraft.core.MystcraftEventHandler@14b76391 handleWorldLoadEvent(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 6: ASM: thaumcraft.common.lib.events.EventHandlerWorld@3c141421 worldLoad(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 5: ASM: CustomOreGen.ForgeInterface@33b27635 onLoadWorld(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 4: ASM: forestry.core.EventHandlerCore@4b9f6d22 handleWorldLoad(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 3: ASM: com.fluffy2.amnesialights.handler.MCFEventHandler@3959b9e2 config(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 2: NORMAL
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 1: ASM: net.minecraftforge.common.ForgeInternalHandler@38aca36d onDimensionLoad(Lnet/minecraftforge/event/world/WorldEvent$Load;)V
27.03 01:22:06 [Server] Server thread/ERROR [FML]: 0: HIGHEST
27.03 01:22:06 [Server] Server thread/ERROR [FML]: Index: 10 Listeners:
27.03 01:22:06 [Server] INFO at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
27.03 01:22:06 [Server] INFO at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387) [MinecraftServer.class:?]
27.03 01:22:06 [Server] INFO at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:258) [lt.class:?]
27.03 01:22:06 [Server] INFO at net.minecraft.server.MinecraftServer.func_71247_a(MinecraftServer.java:230) [MinecraftServer.class:?]
27.03 01:22:06 [Server] INFO at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) [EventBus.class:?]
27.03 01:22:06 [Server] INFO at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) ~[ASMEventHandler.class:?]
27.03 01:22:06 [Server] 3 01:22:06 [Server] INFO at climateControl.ClimateControl.onWorldLoad(ClimateControl.java:159) ~[ClimateControl.class:?]
27.03 01:22:06 [Server] INFO java.lang.NoSuchMethodError: net.minecraft.world.storage.WorldInfo.func_76057_l()J
27.03 01:22:06 [Server] Server thread/ERROR [FML]: Exception caught during firing event net.minecraftforge.event.world.WorldEvent$Load@387eea30:
27.03 01:22:06 [Server] INFO INFO: exists
27.03 01:22:06 [Server] INFO Mar 27, 2015 1:22:06 AM climateControl.utils.ConfigManager setWorldConfigFile
27.03 01:22:06 [Server] INFO INFO: ./Mara Coinríocht/worldSpecificConfig/climatecontrol.cfg
27.03 01:22:06 [Server] INFO Mar 27, 2015 1:22:06 AM climateControl.utils.ConfigManager setWorldConfigFile
27.03 01:22:06 [Server] INFO INFO: Filename climatecontrol.cfg
27.03 01:22:06 [Server] INFO Mar 27, 2015 1:22:06 AM climateControl.utils.ConfigManager setWorldFile
27.03 01:22:06 [Server] INFO INFO: Managing configs
27.03 01:22:06 [Server] INFO Mar 27, 2015 1:22:06 AM climateControl.ClimateControl onWorldLoad
27.03 01:22:06 [Server] INFO INFO: Loading dimension 0 net.minecraft.world.WorldServer@1158dcff
27.03 01:22:06 [Server] INFO Mar 27, 2015 1:22:06 AM climateControl.ClimateControl onWorldLoad
27.03 01:22:06 [Server] INFO INFO: Loading dimension -1 net.minecraft.world.WorldServerMulti@6e19ce5f
27.03 01:22:06 [Server] INFO Mar 27, 2015 1:22:06 AM climateControl.ClimateControl onWorldLoad
i think problem in RWG alpha, but its not CC thread, its JAS thread
Thanks for that
**Edit, hate the forum editor
Personal experience, people who want to farm mobs (i.e. with fences) will want to check obj.torchlight as well or they might end up with an insta-despawning farm...
"Cow": {
"Type-Enabled": "CREATURE-true",
"Despawn Tags": "block({'fence','nether_brick_fence'},{6,0,6},{0,0,0})",
"InstantDespawn Tags": "(obj.light>7)||(obj.torchlight>6)",
"Contents": [
"Cow"
]
},
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I think the author is already somewhat aware that documentation is key or he wouldn't even have bothered updating the Tags page to reflect syntax for the new MVEL system.
Now since you mentioned you were going to pitch in, problem solved--just like with Linux, where a large community pitches in to write, update and translate all those docs...!
(You'd probably be the first person to contribute to the Wiki recently except for the dev, kudos on that!)
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Not currently. It is slated for release in v0.17 and is inclluded in the DEV version.
That is correct. Issue Tracker: https://github.com/ProjectZulu/JustAnotherSpawner/issues/92
The issue is likely the subtle difference in the exact block each condition is evaluated (spawn medium, creaturetype.spawnexpression, livinghandler.spawnexpression, etc.). This results in some edge cases where something that was barely legal in vanilla may have issues. The same can be seen with the recent snow block issue. On flat ground, JAS and vanilla behaved the same: entities do now spawn in snow blocks (no spawns will at all in a snow flatworld). Adding some height variation (but still snow covered) results in slow amounts of vanilla spawns (many failed checks but some happen to sneak through) but still no JAS spawns (for the record, fixed in ).
I didn't upload any files, example configuration files are a community contribution by several members. Its a group effort. I, and everyone else, would greatly appreciate any assistance you can provide. Very, very, much. Really.
Documentation can always be better and we need to work to improve it and keep it updated. It is an issue, but so is any number of issues you can see fixed in the change-log. Those issues cannot be fixed easily by the community. Documentation can be, and I put substantial effort into at least making sure the technical details are updated correctly (including some format examples) as well as answering questions in the thread regarding holes or misunderstanding.
Again: I, and everyone else, would greatly appreciate any assistance you can provide. Very, very, much. Really.
Its an attribute value that is being set incorrectly. If you are not setting soem values with the writenbt tag. I can't see JAS being the issue.
Question:
What does obj.light return precisely--is it skylight (meaning, location-independent--a zombie under a tree at noon would receive 15)
Or is it the actual light at the block the entity is on--meaning a zombie under a tree would receive 8,9,10 etc.?
Thanks!
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.