1. What is the syntax for adding a cap for specific biomes in the CreatureType.cfg?
For example, if I wanted to add a biome cap of 2 for Forest biomes, how would I include that in "Biome Caps": {}
2. What is the valid number range for Spawn Weight in the SpawnListEntries cfg files? I found a previous post that gave me the impression it might be 0 - 100, but it is hard to tell if the original poster was talking about JAS or some other spawn control mod.
1. What is the syntax for adding a cap for specific biomes in the CreatureType.cfg?
For example, if I wanted to add a biome cap of 2 for Forest biomes, how would I include that in "Biome Caps": {}
2. What is the valid number range for Spawn Weight in the SpawnListEntries cfg files? I found a previous post that gave me the impression it might be 0 - 100, but it is hard to tell if the original poster was talking about JAS or some other spawn control mod.
Your total weight for MONSTER will be: 10+50+100 = 160.
This means your entities will spawn, on average (spawning is not a perfect science):
CaveSpider: 6.25% of the time (10/160)
Creeper: 31.25% of the time (50/160)
Skeleton: 62.5% of the time (100/160)
If you change the weight for Creeper to 100, your total weight for MONSTER becomes 210 (10+100+100)
And your average spawn chances become:
CaveSpider: 4.76% (10/210)
Creeper: 47.62% (100/210)
Skeleton: 47.62% (100/210)
If you set CaveSpider to 400, with Creeper and Skeleton at 100 each, your CaveSpider chance becomes 66.67% (400/600) and the other two go down to 16.67% each.
When you change the weight of one mob, you also affect every other mob's chances if they're in the same group, because you alter the total weight of the group.
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 haven't used JAS since the new syntax, and I'd like to know I'm using it the right way and/or I'm correctly using it for my purposes. I'm trying to get SpecialMob's Ghast mobs to spawn only during the night in the overworld, when the light level is below 7, and where they can see sky. Because there are many Ghast types I've put them in their own CreatureType, and because I still want them to spawn in the Nether I've added an OR tag to let them spawn.
I haven't used JAS since the new syntax, and I'd like to know I'm using it the right way and/or I'm correctly using it for my purposes. I'm trying to get SpecialMob's Ghast mobs to spawn only during the night in the overworld, when the light level is below 7, and where they can see sky. Because there are many Ghast types I've put them in their own CreatureType, and because I still want them to spawn in the Nether I've added an OR tag to let them spawn.
Having gazillions of config files, I'm pretty sure I dun goof'd somewhere, because I'm getting crashes with my config files, but none with regenerated ones.
Is there an easy way to check for syntax mistakes?
I've not seen that error before in relation to a configuration problem. Actual Syntax errors appear with a line number and the configuration file.
A ConcurrentModificationException occurs in Java when you try to edit a list of items while iterating over that list (i.e. you are reading a list aloud and someone comes in and starts scratching items off -- you stop reading).
Also that its occuring with the EntityTracker is leading me towards the JAS is unrelated side of the issue. But more investigation will be conducted as I find time.
Could the JAS Compat Addon please include a bypass for Lycanite mobs to use vanilla spawning? I have my JAS very finely tuned with my playstyle, and it involves vanilla spawning system completely turned off.
However, this in turn means that these cool mob events from Lycanite Mobs don't work anymore because nothing spawns.
Doesn't Lycanites use its own spawner? I thought the current playstyle (to get their special spawns) was to disable the their entities in JAS and just let lycanites do its own thing.
And just allowing a single mod / group of entities to continue as normal isn't practical because mob quantities are balanced against other entities on the spawnlist. Without anything to compete against they would spawn in greater quantities than normal.
How are NONE entitys handled/spawned? I'm asking because I have vanilla spawning off and some mob added by mods are classified as NONE instead of CREATURE/WATERCREATURE/AMBIENT/MONSTER.
They don't spawn otherwise.
NONE entities are forbidden from spawning. Also IIRC, spawnlistentries are not generated for them. NONE is typical if they don't have a type AND don't spawn in a biome by the vanilla spawner.
CrudeDragos, could you comment directly on my ever present horse despawning issue? I've fiddled slowly with my settings but my tamed horses are still despawning, mostly when I'm away from them. I suspect it's the instant despawn tags derping somewhere, because I literally had a horse despawn WHILE I was riding it... That was a mind boggling first...
Your total weight for MONSTER will be: 10+50+100 = 160.
This means your entities will spawn, on average (spawning is not a perfect science):
CaveSpider: 6.25% of the time (10/160)
Creeper: 31.25% of the time (50/160)
Skeleton: 62.5% of the time (100/160)
If you change the weight for Creeper to 100, your total weight for MONSTER becomes 210 (10+100+100)
And your average spawn chances become:
CaveSpider: 4.76% (10/210)
Creeper: 47.62% (100/210)
Skeleton: 47.62% (100/210)
If you set CaveSpider to 400, with Creeper and Skeleton at 100 each, your CaveSpider chance becomes 66.67% (400/600) and the other two go down to 16.67% each.
When you change the weight of one mob, you also affect every other mob's chances if they're in the same group, because you alter the total weight of the group.
Let me know if this helps!
Are total "weight" for spawn chance pooled across vanilla and all available mob mods? For example:
- a MONSTER-type from vanilla has a spawn weight of 10, out of total weight of 200 for MONSTER-type for vanilla.
- "MOD A" has a total weight of 200 for MONSTER-types.
- "MOD B" has a total weight of 600 for MONSTER-types.
So, does that particular vanilla monster has a spawn chance of 10/200, or 10/1000?
CrudeDragos, could you comment directly on my ever present horse despawning issue? I've fiddled slowly with my settings but my tamed horses are still despawning, mostly when I'm away from them. I suspect it's the instant despawn tags derping somewhere, because I literally had a horse despawn WHILE I was riding it... That was a mind boggling first...
Doesn't Lycanites use its own spawner? I thought the current playstyle (to get their special spawns) was to disable the their entities in JAS and just let lycanites do its own thing.
And just allowing a single mod / group of entities to continue as normal isn't practical because mob quantities are balanced against other entities on the spawnlist. Without anything to compete against they would spawn in greater quantities than normal.
-----------------------------------
Hmm so [JAS] is setting the doMobSpawning gamerule to false? If so I might have added a config option to ignore that gamerule somewhere if not I'll add one.
JAS has the ability disabled by default. What is the reasoning behind enabling it (and thus why not just turn it off)? *
* Note that once the option to automatically disable it is disabled it will need to be manually enabled in world
Are total "weight" for spawn chance pooled across vanilla and all available mob mods? For example:
- a MONSTER-type from vanilla has a spawn weight of 10, out of total weight of 200 for MONSTER-type for vanilla.
- "MOD A" has a total weight of 200 for MONSTER-types.
- "MOD B" has a total weight of 600 for MONSTER-types.
So, does that particular vanilla monster has a spawn chance of 10/200, or 10/1000?
The total "weight" is the sum of all spawn entries of the creaturetype (i..e MONSTER) that are in the spawnlist for the current biome OR structure. Spawn entries for other biomes are not included.
If the same entity belongs to mulitple biomegroups that contain the same biome it will be counted twice.
1) in random places 1000's of fish will spawn in small ocean biome areas despite fish spawning normally everywhere else, I just had to turn off all fish spawning and fill in those chunks so fish could not spawn. It was in an ice biome if that makes a difference.
2) I am using the !liquid tag for squids and fish and stuff. The problem is that this lets squids spawn in ANY liquid, including liquid ender in Reika's ender forests. While it is HILARIOUS. It is causing significant amounts of server lag, is there another, more specific, tag I can use to exclude liquid ender, or should I just refrain from using the tag all together?
I'm using JAS to manage most of my world that includes Project Zulu mobs and Twilight Forest. I currently have the configs set so that Twilight Forest biomes are blacklisted which should mean that JAS does not manage those. The problem I'm having though is PZ mobs are spawning in TF and I want to stop that.
If JAS is not managing TF biomes does that mean I need to modify the PZ configs to prevent them spawning in TF?
Followup: Going into the PZ conifgs for mob settings and removing TF biomes seems to have solved the problem.
Can I get away with only having this serverside, or is it required on the client as well? Also when it autogens the configs, is it setting them up so they are basically vanilla? I want to know what the baseline is that I'm starting from.
Hi all! I'm building a modpack for my private server, with many mods which add biomes and mobs; so I tryed JAS to manage the spawn. It was a long and hard work but I could config almost every biome and creature. I have problems only with the LOTR dimension. "The Lord Of The Rings" doesn't add custom biomes, but uses and changes them from Vanilla; and so, all Overworld mobs can spawn there too. I searched for a solution but couldn't find any. The best would be to blacklist the entire dimension, not just the biomes; but I didn't find an option for that.
Is it possible to set JAS for checking the spawn dimension, and prevent a specific mob from spawning when it's in the LOTR world?
Been working hard on getting MoCreatures and Lycanites Mobs to work together, so I decided to give this mod a try. I was using the Custom Mob Spawner that is suggested by MoCreatures, but that does not seem to work in tandem with Lycanites.
I have a few questions, and then I should be able to get the configs and rates sorted out by myself.
1) I don't want regular horses to spawn, ever... should I set the "Turn gamerule spawning off on start" to True or leave it at False?
2) I don't want large clusters of mobs all in one place, should I set the Pack Min and Max to 1-2? Will that give me more variety or just less mobs?
3) Lycanites has it's own spawner, allowing for special spawning. Should I just set the weight for those mobs to 0 in JAS and let Lycanites Mod do the work for those?
I found out about this mod, and I want to test it with my modpack [private one]. Are some of these mods [shown in the link] having trouble with it? [Like Advent of Ascension, Farlanders, Mo Creatures]?
I am using the !liquid tag for squids and fish and stuff. The problem is that this lets squids spawn in ANY liquid, including liquid ender in Reika's ender forests. While it is HILARIOUS. It is causing significant amounts of server lag, is there another, more specific, tag I can use to exclude liquid ender, or should I just refrain from using the tag all together?
What traditionally limits it to water is the WATERCREATURE type is sets the "Spawn Medium": "water".
You could use to material tag and check if its water as an alternate to liquid if desired.
Coming back to this, I had a notion. Could it be that ConcurrentModificationException occur more often with so called Chunkloaders active? Like the Worldanchor or Chickenbones Chunkthingy?
I'm asking because I've got 2 anchors set up at 2 different bases, each about 2000 blocks apart. The anchor supposedly keeps a 9x9x9 area always loaded. Seeing how you explained what ConcurrentModificationException is, I don't think it's so far out to assume chunk loaders could be an or the issue.
Now, I like to go out and explore, like way, way, way, way out of my way 10+k blocks away from the anchored chunks. Might this be what causes these crashes?
Its possible, but without knowing what is the cause its hard to say. ConcurrentModificationException is an exceptionally difficult issue to debug because it only shows you half the problem (and usually not the useful half). Looking further at it I'm confident I'm not the culprit but Im still not sure what is the problem. https://github.com/ProjectZulu/JustAnotherSpawner/issues/128
Can I get away with only having this serverside, or is it required on the client as well? Also when it autogens the configs, is it setting them up so they are basically vanilla? I want to know what the baseline is that I'm starting from.
It only functions on the server. Configuration data is imported from vanilla. Slight difference in how JAS functions compared to vanilla result in a not completely vanilla experience upon installation, but near to it.
Does JAS cope with this, or is it something we should bear in mind?
Shouldn't effect spawning as I call the chunks directly. Despawning it may be effect, if the entity isn't ticking/being processed then the despawn logic will not run and they will not despawn.
Hi all! I'm building a modpack for my private server, with many mods which add biomes and mobs; so I tryed JAS to manage the spawn. It was a long and hard work but I could config almost every biome and creature. I have problems only with the LOTR dimension. "The Lord Of The Rings" doesn't add custom biomes, but uses and changes them from Vanilla; and so, all Overworld mobs can spawn there too. I searched for a solution but couldn't find any. The best would be to blacklist the entire dimension, not just the biomes; but I didn't find an option for that.
Is it possible to set JAS for checking the spawn dimension, and prevent a specific mob from spawning when it's in the LOTR world?
2) I don't want large clusters of mobs all in one place, should I set the Pack Min and Max to 1-2? Will that give me more variety or just less mobs?
Yes. Note the #-#-#-# format is Weight-PassivePackSize-MinChunkSpawn-MaxChunkSpawn. Passive packsize is the most important to decrease as thats where most mobs come from.
3) Lycanites has it's own spawner, allowing for special spawning. Should I just set the weight for those mobs to 0 in JAS and let Lycanites Mod do the work for those?
If JAS is importing a non-zero weight that means its part of the vanilla spawner and NOT part of lycanites own spawner.
Otherwise I cannot advise how to use lycanites as I don't have that experience. Different people have taken a myriad of different approaches.
What traditionally limits it to water is the WATERCREATURE type is sets the "Spawn Medium": "water".
You could use to material tag and check if its water as an alternate to liquid if desired.
Its possible, but without knowing what is the cause its hard to say. ConcurrentModificationException is an exceptionally difficult issue to debug because it only shows you half the problem (and usually not the useful half). Looking further at it I'm confident I'm not the culprit but Im still not sure what is the problem. https://github.com/ProjectZulu/JustAnotherSpawner/issues/128
It only functions on the server. Configuration data is imported from vanilla. Slight difference in how JAS functions compared to vanilla result in a not completely vanilla experience upon installation, but near to it.
Shouldn't effect spawning as I call the chunks directly. Despawning it may be effect, if the entity isn't ticking/being processed then the despawn logic will not run and they will not despawn.
Gamerule will only effect vanilla (and lycanites IIRC) spawning. If JAS has imported spawn data for horses, it will continue to spawn them.
Yes. Note the #-#-#-# format is Weight-PassivePackSize-MinChunkSpawn-MaxChunkSpawn. Passive packsize is the most important to decrease as thats where most mobs come from.
If JAS is importing a non-zero weight that means its part of the vanilla spawner and NOT part of lycanites own spawner.
Otherwise I cannot advise how to use lycanites as I don't have that experience. Different people have taken a myriad of different approaches.
I found out about this mod, and I want to test it with my modpack [private one]. Are some of these mods [shown in the link] having trouble with it? [Like Advent of Ascension, Farlanders, Mo Creatures]?
None of these mention JAS. They mention FML packets, which I don't send: I exist only server side. They also mention radixcore.core.RadixEvents which is apparently an API / LIbrary, which again I do not use and am not familiar with. It can apparently do client/server syncing (i.e. packets) so it is likely someone is using it incorrectly.
But I do not use, nor do I know which one of your mods does.
Re: Biome Caps Syntax and Spawn Weight Range
1. What is the syntax for adding a cap for specific biomes in the CreatureType.cfg?
2. What is the valid number range for Spawn Weight in the SpawnListEntries cfg files? I found a previous post that gave me the impression it might be 0 - 100, but it is hard to tell if the original poster was talking about JAS or some other spawn control mod.
For #1, here's an example:
"Biome Caps": {
"Sky": 0,
"Cold Taiga": 2,
"Cold Taiga Hills": 2,
"Moor": 6,
"Dead Swamp": 0,
"Shield": 4,
"Highlands_Badlands": 2,
"Birch Forest": 4,
"Prairie": 4
}
For #2:
You can have your weights as high as you want. An entity with a higher weight will count more, and all weights inside a group are totaled up.
An example I gave was that if you have 3 mobs in the MONSTER group:
"CaveSpider": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "10-4-0-4"
},
"Creeper": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "50-4-4-4"
},
"Skeleton": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "100-4-4-4"
}
Your total weight for MONSTER will be: 10+50+100 = 160.
This means your entities will spawn, on average (spawning is not a perfect science):
CaveSpider: 6.25% of the time (10/160)
Creeper: 31.25% of the time (50/160)
Skeleton: 62.5% of the time (100/160)
If you change the weight for Creeper to 100, your total weight for MONSTER becomes 210 (10+100+100)
And your average spawn chances become:
CaveSpider: 4.76% (10/210)
Creeper: 47.62% (100/210)
Skeleton: 47.62% (100/210)
If you set CaveSpider to 400, with Creeper and Skeleton at 100 each, your CaveSpider chance becomes 66.67% (400/600) and the other two go down to 16.67% each.
When you change the weight of one mob, you also affect every other mob's chances if they're in the same group, because you alter the total weight of the group.
Let me know if this helps!
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 haven't used JAS since the new syntax, and I'd like to know I'm using it the right way and/or I'm correctly using it for my purposes. I'm trying to get SpecialMob's Ghast mobs to spawn only during the night in the overworld, when the light level is below 7, and where they can see sky. Because there are many Ghast types I've put them in their own CreatureType, and because I still want them to spawn in the Nether I've added an OR tag to let them spawn.
Here's the config: http://pastebin.com/SMeVHHRZ
Hopefully I'm correctly using the syntax.
The Spawn Tag represents restrictions, so you have SPWAWN unless CONDITION: 'Spawn unless dimension is 1'.
You'll also need to ensure it to spawn in the desired biomes with a weight, packsize, etc under the SpawnListEntries folder.
I've not seen that error before in relation to a configuration problem. Actual Syntax errors appear with a line number and the configuration file.
A ConcurrentModificationException occurs in Java when you try to edit a list of items while iterating over that list (i.e. you are reading a list aloud and someone comes in and starts scratching items off -- you stop reading).
Also that its occuring with the EntityTracker is leading me towards the JAS is unrelated side of the issue. But more investigation will be conducted as I find time.
Created Issue: https://github.com/ProjectZulu/JustAnotherSpawner/issues/128
Doesn't Lycanites use its own spawner? I thought the current playstyle (to get their special spawns) was to disable the their entities in JAS and just let lycanites do its own thing.
And just allowing a single mod / group of entities to continue as normal isn't practical because mob quantities are balanced against other entities on the spawnlist. Without anything to compete against they would spawn in greater quantities than normal.
NONE entities are forbidden from spawning. Also IIRC, spawnlistentries are not generated for them. NONE is typical if they don't have a type AND don't spawn in a biome by the vanilla spawner.
Created Feature Issue: https://github.com/ProjectZulu/JustAnotherSpawner/issues/129
Created Feature Issue: https://github.com/ProjectZulu/JustAnotherSpawner/issues/130
CrudeDragos, could you comment directly on my ever present horse despawning issue? I've fiddled slowly with my settings but my tamed horses are still despawning, mostly when I'm away from them. I suspect it's the instant despawn tags derping somewhere, because I literally had a horse despawn WHILE I was riding it... That was a mind boggling first...
This is my horse tag for now:
},
"EntityHorse": {
"Type-Enabled": "CREATURE-true",
"Spawn Operand": "OR",
"Spawn Tag": "obj.light<7",
"Despawn Tags": "isTamed()",
"InstantDespawn Tags": "isTamed()||(obj.light>7)||(obj.torchlight>6)||(obj.playersInRange(1,6)>0)",
"Contents": [
"EntityHorse"
]
},
Does anyone know where the 1.7.10 release is?
Until someone ports this legendary mod I am leaving the minecraft scene. http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/ArchitectureCraft/#mozTocId598776 I have watched too many legendary mods die and carpenters blocks sudden fallout out of mainstream made me cry. I realize the source is messy but some of the best mods from 1.6.4 and 1.7.10 were.
Hey I'm using Corvia's config (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2236883-corvconfig-v0-4-fix-your-mob-spawning-woes-updated) and get arctic mobs spawning on beaches. Does anyone know how to fix this?
Are total "weight" for spawn chance pooled across vanilla and all available mob mods? For example:
- a MONSTER-type from vanilla has a spawn weight of 10, out of total weight of 200 for MONSTER-type for vanilla.
- "MOD A" has a total weight of 200 for MONSTER-types.
- "MOD B" has a total weight of 600 for MONSTER-types.
So, does that particular vanilla monster has a spawn chance of 10/200, or 10/1000?
It appears horsing have their own tame function different from the one shared by Ocelet and Wolf. I did not realize (also I assume we mean vanilla horses)
Created Issue https://github.com/ProjectZulu/JustAnotherSpawner/issues/131
Edit: To be clear it is NOT currently detecting that the horse is tamed
JAS has the ability disabled by default. What is the reasoning behind enabling it (and thus why not just turn it off)? *
* Note that once the option to automatically disable it is disabled it will need to be manually enabled in world
The total "weight" is the sum of all spawn entries of the creaturetype (i..e MONSTER) that are in the spawnlist for the current biome OR structure. Spawn entries for other biomes are not included.
If the same entity belongs to mulitple biomegroups that contain the same biome it will be counted twice.
So, having a couple odd and unexpected issues.
1) in random places 1000's of fish will spawn in small ocean biome areas despite fish spawning normally everywhere else, I just had to turn off all fish spawning and fill in those chunks so fish could not spawn. It was in an ice biome if that makes a difference.
2) I am using the !liquid tag for squids and fish and stuff. The problem is that this lets squids spawn in ANY liquid, including liquid ender in Reika's ender forests. While it is HILARIOUS. It is causing significant amounts of server lag, is there another, more specific, tag I can use to exclude liquid ender, or should I just refrain from using the tag all together?
I'm using JAS to manage most of my world that includes Project Zulu mobs and Twilight Forest. I currently have the configs set so that Twilight Forest biomes are blacklisted which should mean that JAS does not manage those. The problem I'm having though is PZ mobs are spawning in TF and I want to stop that.
If JAS is not managing TF biomes does that mean I need to modify the PZ configs to prevent them spawning in TF?
Followup: Going into the PZ conifgs for mob settings and removing TF biomes seems to have solved the problem.
Can I get away with only having this serverside, or is it required on the client as well? Also when it autogens the configs, is it setting them up so they are basically vanilla? I want to know what the baseline is that I'm starting from.
Double Post.
Hi all! I'm building a modpack for my private server, with many mods which add biomes and mobs; so I tryed JAS to manage the spawn. It was a long and hard work but I could config almost every biome and creature. I have problems only with the LOTR dimension. "The Lord Of The Rings" doesn't add custom biomes, but uses and changes them from Vanilla; and so, all Overworld mobs can spawn there too. I searched for a solution but couldn't find any. The best would be to blacklist the entire dimension, not just the biomes; but I didn't find an option for that.
Is it possible to set JAS for checking the spawn dimension, and prevent a specific mob from spawning when it's in the LOTR world?
Been working hard on getting MoCreatures and Lycanites Mobs to work together, so I decided to give this mod a try. I was using the Custom Mob Spawner that is suggested by MoCreatures, but that does not seem to work in tandem with Lycanites.
I have a few questions, and then I should be able to get the configs and rates sorted out by myself.
1) I don't want regular horses to spawn, ever... should I set the "Turn gamerule spawning off on start" to True or leave it at False?
2) I don't want large clusters of mobs all in one place, should I set the Pack Min and Max to 1-2? Will that give me more variety or just less mobs?
3) Lycanites has it's own spawner, allowing for special spawning. Should I just set the weight for those mobs to 0 in JAS and let Lycanites Mod do the work for those?
Thanks in advance!
Hello!
I found out about this mod, and I want to test it with my modpack [private one]. Are some of these mods [shown in the link] having trouble with it? [Like Advent of Ascension, Farlanders, Mo Creatures]?
> http://s28.postimg.org/4jf5s4g31/Modpack_I.jpg
Minecraft Fan! And modder wanna be!
I installed the 1.7.2 and 1.7.10 add on into my modpack. Now every time I go into a village this happens
>http://pastebin.com/mM4rfKwU
>http://pastebin.com/k4LQBfqh
Minecraft Fan! And modder wanna be!
What traditionally limits it to water is the WATERCREATURE type is sets the "Spawn Medium": "water".
You could use to material tag and check if its water as an alternate to liquid if desired.
Its possible, but without knowing what is the cause its hard to say. ConcurrentModificationException is an exceptionally difficult issue to debug because it only shows you half the problem (and usually not the useful half). Looking further at it I'm confident I'm not the culprit but Im still not sure what is the problem. https://github.com/ProjectZulu/JustAnotherSpawner/issues/128
It only functions on the server. Configuration data is imported from vanilla. Slight difference in how JAS functions compared to vanilla result in a not completely vanilla experience upon installation, but near to it.
https://github.com/ProjectZulu/JustAnotherSpawner/wiki/FAQ#are-there-any-major-deviations-from-how-the-vanilla-system-functions
Shouldn't effect spawning as I call the chunks directly. Despawning it may be effect, if the entity isn't ticking/being processed then the despawn logic will not run and they will not despawn.
There is a dimension tag to restrict an entity from spawning or only spawning in a specific dimension ID.
boolean lgcy.dimension(int dimension)
https://github.com/ProjectZulu/JustAnotherSpawner/wiki/Tags-(New-System,-Post-1.7.10)#legacy-tag-functions
Gamerule will only effect vanilla (and lycanites IIRC) spawning. If JAS has imported spawn data for horses, it will continue to spawn them.
Yes. Note the #-#-#-# format is Weight-PassivePackSize-MinChunkSpawn-MaxChunkSpawn. Passive packsize is the most important to decrease as thats where most mobs come from.
If JAS is importing a non-zero weight that means its part of the vanilla spawner and NOT part of lycanites own spawner.
Otherwise I cannot advise how to use lycanites as I don't have that experience. Different people have taken a myriad of different approaches.
Bro, what about the issue that I showed you?
Minecraft Fan! And modder wanna be!
None of these mention JAS. They mention FML packets, which I don't send: I exist only server side. They also mention radixcore.core.RadixEvents which is apparently an API / LIbrary, which again I do not use and am not familiar with. It can apparently do client/server syncing (i.e. packets) so it is likely someone is using it incorrectly.
But I do not use, nor do I know which one of your mods does.
http://www.curse.com/mc-mods/minecraft/radixcore