Well, I guess its not so complicated after all, just tedious..mostly just a matter of copy pasting data into a very, very long list. But even if you set the list to not sort by biome, it just sorts it by creature which doesnt make it any easier.
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Nov 27, 2016Posted in: Minecraft Mods
I was in the same boat, and have spent some time trying to familiarize myself with it. Here's what I know, and hopefully is in a somewhat simplified fashion/explanation:
The part you want to focus the most on, is located here:
That will have a folder full of configs populated with all the mods you have installed (at least, from ones that add some kind of entity to the game). There are exceptions to this rule, but that's going into another part of the config entirely (do some reading on the EntityHandlers for more info about that). For the most part, the EntityHandlers are automatically detected and configured properly. If not, or if you want to make a change to what spawns "naturally" using JAS, you'll need to modify those configs.
Since I'm not sure what part you're having trouble with, I'll try explaining a few things, but will save the great detail for the wiki to help you with. I've learned everything by trial/error, and by reading through the wiki, quite a few times I might add, until it finally stuck. Here's a small example from one of my configs from Mo' Creatures (MoCreatures.cfg):
That's broken down into 4 pieces:
Weight - The chance you want this mob to spawn
(I'm not a pro at this either by any means, but the way I understand weight is, add up the total weight of all creatures)
Total Weight: 33
Then, divide the creatures weight by the total weight, to get a percentage of how often they'll spawn. So in this case, foxes should have an 18% chance to spawn, vs. elephants which have a 45% chance. So, you should see more elephants than foxes.
PassivePackMax - The maximum number of mobs that will spawn together, when they do spawn
ChunkPackMin - The minimum number of packs of this mob that you want to spawn per chunk
ChunkPackMax - The maximum number of packs of this mob that are allowed to spawn per chunk
So, in the case of the above example, I want Foxes to spawn in packs of 2, a minimum of 1 pack per chunk, up to 4. Hopefully that makes more sense now.
You'll need to edit each of these configs for each mod you have that adds creatures, if you want to get it perfect. You can alternatively check how to spawn by climate type instead of by each individual biome, so that you're not configuring say, a Lion, for each individual biome, but instead for all biomes that would qualify as a Jungle, for example. I chose the longer route myself because I didn't find this option until I was already over halfway done doing it the long way, but I understand that when you configure by "climate" (there's another name for it, I think, but they mean the same thing) that it's much easier, and much faster.
The only other file I've really played with to get things right is CreatureType.cfg, which is at:
For me, the only things I changed were Spawn Rate, Spawn Cap, and in the case of the 0"Creatures" Group, Chunk Spawn Chance.
Spawn Rate - How often the spawn cycle is processed for the given group, which is displayed in Minecraft Ticks
Spawn Cap - Controls the maximum number of mobs allowed to spawn from any given "GROUP"
Chunk Spawn Chance - Only done the first time a chunk is generated. When you FIRST enter a new area and cause chunks to be generated for the FIRST time, entities are "chunk spawned" with whatever chance you've entered.
Let me know if this helps or if there's something I can try to explain better. Also, anyone feel free to correct me if any of this is wrong, but to the best of my knowledge, this is correct.
Thanks for taking the time to post that, and yeah it helps a lot. I am a bit burned out from trying to figure it all out myself but i will work on it again tomorrow using your advice. Will post my results.
Nov 27, 2016Posted in: Minecraft Mods
I know 1.7.10 is outdated now but i want to finally make my game perfect before i move on. That entails adding a few new passive mobs from mocreatures and have them actually show up with some regularity. But JAS is ridiculously complicated for someone with no actual coding experience and the example configs dont help at all. When i try them, hardly anything spawns in my world at all. I am almost ready to give up. If someone out there can help me I would appreciate it. Why are there so many config files, which ones do i edit and does anyone have some actual working configs to share?
Mar 27, 2015Posted in: Minecraft Mods
Yes I also added the hammers. I set it up exactly as shown in the book, four anvils and all that. But is there something I need to do to get it to start working? Flip a lever or something? Does it work with Open Blocks liquidXP?
Mar 26, 2015Posted in: Minecraft Mods
Hey joshie, Im not super familiar with everything from Mariculture but the blacksmith's anvil is so cool especially with some modtweaking so you can do more with it. But I cant get the blacksmith's apprentice to work. I put a tank of liquid XP underneath like the book says and the items on the anvils but nothing. Id appreciate some advice.
Dec 28, 2014Aw, its a real shame that joshie is quitting this mod and apparently Modtweaker as well. Its funny because I just started getting into Modtweaker recently and I really liked the possibilities inherent with adding new recipes to Mariculture's blacksmith anvil. Thats one element missing from Tinker's construct metal working but the Anvil is bugged and doesnt always work.Posted in: Minecraft Mods
Nov 13, 2014Epidemia78 posted a message on RemoteIO v2.1 - It's Time to Think Outside the BlocksHi, I keep having this issue where I try to pump cobble from my inventory using the remote IO with extra utilities transfer nodes, it always eats my remote even if I blacklist it from being pulled and it just disappears. Using EnderIO conduits for the extraction works though.Posted in: Minecraft Mods
Nov 5, 2014Posted in: Minecraft Mods
I cant wait for more progress in Chromaticraft, i think it will be a creativ alternative for all "major" magicmods. I hope reika will explain how to build these awesome crafting multistructures. I wonder if it will be possible to craft the pylons or move their location like auranodes in Thaumcraft!?
Yes I have a lot of questions as well. I was hoping there would be some kind of book, a Chromaticrafticon if you will. I am expecting this mod to be a lot more "logical" than some of the other magic mods on the market but it really didnt look too complicated in the preview video. Hopefully theres at least some kind of NEI integration.
Nov 5, 2014I managed to fix the problem. First I had to get rid of the .zip extension on all the files and then I had to install Rotarycraft. Chromiaticraft wont load without it. The two really extend the load times by quite a bit but Chromaticraft is 26 megs in size so thats not surprising. I really like the fancy particle effects and the trippy weirdness of it in general.Posted in: Minecraft Mods
Nov 5, 2014I keep getting a crash on startup due to some kind of potion conflict with Dragon API. I am trying to get Chromaticraft to work because it looks spiffy. The funny thing is theres no potion listed in the dragon api config, Chromaticraft never makes a config and I only have those mods and NEI installed while I try to figure this out. Help please? Do I still have to change the Thaumcraft taint potion ID even though its not installed?Posted in: Minecraft Mods
Oct 29, 2014Hey Noppes, I used this mod in my single player world just to add npcs to my builds for flavor which is something lacking from modded minecraft. But its obviously not meant to be used that way since you can easily duplicate items and stuff. I think it would be extremely popular if you made a version of this mod for people who arent server admins, but just players who want NPCs in their base.Posted in: Minecraft Mods
Oct 25, 2014Epidemia78 posted a message on Craftable Animals v18.104.22.168 - see last post for 1.10 and 1.11 versionsPosted in: Minecraft Mods
Hey thanks for the mod. Building a zoo with mocreatures is something I have always wanted to do, but the mobs spawning all over the place makes my game lag and also sort of ruins the point of a zoo in the first place since they are everywhere. This will allow me to disable them from spawning naturally. But I am guessing the recipes will require some of their drops. Would it be too much to ask for some vanilla styled recipes that require stuff like soul sand?
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