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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from oInward»

    So I can make my own custom Creature types?
    What file do I open?
    And whats the Format?

    In the config folder for Just Another Spawner, there's a folder called DEFAULT. You'll find all of your config files in there(read more about them here: https://github.com/ProjectZulu/JustAnotherSpawner/wiki/Configuration-Breakdown). It's a lot of moving parts, but you can let JAS do the heavy lifting if you don't want to manually change a lot of files.

    To make a custom creature type, open up CreatureType.cfg in a simple text editor. Notepad or Notepad++ is fine. You'll see the four basic creature types along with some custom ones created by JAS. to make your own, just copy the MONSTER type and rename it. Voila, you've got a new type of creature with its own spawn cap and conditions(that you can edit).

    Here's what your new entry would look like if all you did was change the name and lower the spawn cap:


    "CREEPER": {

    "Spawn Rate": 1,

    "Spawn Cap": 15,

    "Chunk Spawn Chance": 0.0,

    "Spawn Medium": "air",

    "Tags": "{spawn:!solidside,1,0,[0/-1/0]:liquid,0:normal,0:normal,0,[0/1/0]:!opaque,0,[0/-1/0]}",

    "Default Biome Cap": -1,

    "Biome Caps": {}

    },
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    [Duplicate Post]
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from oInward»
    I have Mo Creatues, Lycanite Mobs, and Primitive mobs installed.

    The Problem I'm having is trying to find the right balance for each of these mobs with spawn settings.

    Anybody care to help me?

    I'm having the same issue myself. The first thing you should do is decide how to sort your biomes and mobs so you can change multiple settings across many biomes and mobs at once. I've noticed that all three mods comes with their own default spawn weights, and these are probably okay for the most part, but that depends on the sort of balance you're looking for. If you want to start simple and just guarantee you see mobs from all three groups equally, adding some new CreatureTypes is the way to go. Say your monster cap is 50, reduce it to 20 and give each of the new monster groups a cap of 10(don't forget to change the creature types in EntityHandlers). I'll post a link to my config files if you want. I haven't finished setting up, but I gave Creepers, Zombies, and Chickens their own types and Living Groups.
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    What's the best config to use Twilight Forest and Just Another Spawner? I haven't been back to the dimension in a while, but I'm pretty sure I'm not supposed to be assault by Skeleton Druids at night in the Flower Forest. Then again, I hadn't seen Skeleton Druids until they actually attacked me.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    This is more of a general realization than a question, but feedback is always helpful. That idea I had about consolidating all kinds of Creepers and Zombies? It's a work in progress. I used both CreatureTypes and LivingGroups to consolidate, but all I've achieved is that the ZOMBIE and CREEPER caps are filled by Friendly Creepers and Survivors, on account of both spawning as Creatures during daylight hours. The spawn parameters were copied from the MONSTER CreatureType, so it must be something hard coded into the mobs themselves. Clearly it's not a good idea to group creatures and monsters together even if JAS can.

    I think it's possible to tag the LivingGroup or CreatureType so that the default spawning behavior is unified between the monsters and creatures, but I'm not sure. For the moment, removing non-monsters has been successful in restricting Zombie spawns to things actually trying to kill me, which is all I ever wanted. :) On the other hand, I'm seeing as many Farlander spawns as zombies, and that's likely because I'm terrible at math and wasn't sure if disabling the Farlander spawns in their cfg would leave the structures spawned by that mod empty.

    There are a lot of variables when it comes to fiddling with spawn rates and mods, and I'm seriously considering making a chart for someone's wiki with the results of exhaustive testing on which mobs spawn when according to what settings. I'm sure I'm not alone in having no earthly clue what a given spawn weight looks like in solid numbers of creatures spawned(on average).
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Well, I have had no luck figuring out Living Groups. I can't even find where AttibuteGroups show up in the Spawn Lists, but things I add there don't delete or get moved around by JAS at least. I ended up making a bunch of CreatureTypes, with all Creepers set to "CREEPER-true". That's worked, but man is it going to be a pain to go through and change the spawn settings for each BiomeGroup. LivingGroups would have been a sweet way to save some time, but my JSON skills are just not up to the challenge.

    EDIT: Spoke too soon. By setting the spawn lists to Universal, I finally had some success finding where and when a group I added was actually generated. Below is how I formatted the custom group I added to EntityGroups for posterity. It was the second JSON object that kept tripping me up. I think it's possible to leave the first object blank as "", but that might conflict with the vanilla spawn list. (EDIT: It totally does, it deletes the Vanilla lists entirely unless you name the LivingGroup in both JSON objects)

    [quote] "TESTGROUP": {
    "TESTGROUP": {
    "contents": [
    "Creeper"
    ]
    }
    },
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Corvias»
    Here's a link to that JSON editor. I think Rad posted it first.

    http://jsoneditoronline.org/

    That's the one I've been using, yep. It lets you view the cfg text as trees with dependencies and move/duplicate them before importing back to the JSON text. I'm just getting the hang of JSON thanks to that site... learning how MVEL works is going to be a whole new category of madness and obsession. <g>
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Dulciphi»

    Try this. It's just the same file you linked to earlier, except I put in the comma and indented it. Haven't tested it yet myself but it looks good. With the error, there will be a line and column referenced in the log. Then if you open the file in Notepad++, you can just go to the referenced line and you'll usually see it straight away. Saves a good deal of time. :)

    I think i have that licked, and I really appreciate your help in this. What's been kicking my brain in is these LivingGroup configs. After trying a bunch of different things EntityGroups is clearly the right way to go, but I just don't know JSON well enough to add a new group without it being deleted by JAS. At one point, I copied some of the Creepers into a Creeper EntityGroup and found that the elemental creepers physically moved from their section in LivingGroups(as in JAS deleted them from their mod section so they were exclusively in the section I made), but the regular creeper was deleted from my custom group at the same time. I have no idea how it works. The wiki has a huge section about overlapping groups, but I can't seem to get an entity to show in more than one group, and not all entities I put there stay there. I can achieve everything I want with Biome Groups, and probably CreatureTypes for consolidation, but I've just got to figure out the riddle that is LivingGroups. It wouldn't exist if it didn't have a unique purpose and utility.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from MCTalen»
    Ok, just a strange idea here. And it is entirely possible this is not possible. Would it be possible for JAS to be adapted to handle NPC's created by the Custom NPC mod?

    Since the values for the custom npc's are stored as NBT data wouldn't it be plausible to have JAS generate configuration data to allow that NPC to be injected into natural world spawning?

    One of the spawning tags is "writenbt," so what you're saying sounds feasible.
    Posted in: Minecraft Mods
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    posted a message on Primitive Mobs - Update Progress + Suggestions thread - Test version for 1.10.2 available! 10 mobs to try out!
    I added this mod along with a handful of others, and so many of those had ID conflict crashes that I had completely forgotten I added this mod, let alone what was in it. So when a chest turned into a creature and tried to kill me(I wondered as I was clicking on it why it had a Damage Indicator), I actually screamed. Well done.

    (Does anyone know if it's possible to disable the Damage Indicator for Mimics? Probably a better question for that thread.)
    Posted in: WIP Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from krwminer»
    What is the best way to prevent JAS from spawning anything in a certain dimension? LOTR does all of it's own spawning and I want to shut down JAS for just that dimension.

    If LOTR generates its own biomes, the BiomeBlacklist might be all you need.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    I've been trying all morning to create my BiomeGroups and I have no idea why it keeps throwing an error. I let JAS generate a fresh set of config files, then I replaced BiomeGroups.cfg with this one:

    https://www.dropbox.com/s/ccti8abomr1uqsa/BiomeGroups.cfg?dl=0

    At first, I thought I had the problem tracked to a string I forgot to close, but I've fixed that and JAS still keeps throwing me back to the main menu when I try to open the world save(its status in Mods at that point becomes "Errored," but I have no idea where to find more information on the nature of the error).

    I'm going to start clean from a newly generated config and make only a minor change or two, just to see if the issue was with biome mapping a that no longer exist. They didn't give me problems before, but I'm sure that's just because nothing tried to reference them.

    EDIT: By the by, can anyone recommend a better program for editing cfg files than notepad? I used gedit on my Ubuntu laptop, which has a useful Java bracket highlighting feature, but I'm starting to think that's part of the problem. Saving a cfg from Windows in Linux and sending it back to Windows may be adding some unwanted encoding.

    UPDATE: Using a site called jsoneditoronline.org, I grouped my beaches and Nether biomes together successfully. I'm still not sure if the issue was that I used gedit before or the biome mappings that were out of date. Important tip for other beginners like me: you must delete the cfg files in SpawnListEntries if you want them to repopulate with the new BiomeGroups. Otherwise it will simply delete the groups you've deleted and you'll wonder what you did wrong THIS time.

    Sidenote: it might be useful to add an article to the wiki that lists the parts of JAS config files that will auto-update and which need to be changed manually(or left alone) to avoid issues.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Corvias»

    1. Could someone show me an example of using tags in the context of a SpawnListEntry sorted by entity (rather than by biome). For example, say I have a mob that is allowed to spawn in a particular BiomeGroup, BUT I only want it to spawn if that biome is in a specific dimension, say DIM7... where do I put the Tag? After the mob is declared, or after the BiomeGroup is declared? I grasp the concept and formatting of tags, I just need to see where it's supposed to go.

    The wiki has a few, but none sorted by entity(though the cfg files have much smaller lists of entities). Tags for spawning go into EntityHandler, and look something like this:
    https://www.dropbox.com/sh/5k46qdra3m2w9gl/AABxNZVAQsAsTSA_2CwntahDa/WorldSettings/DEFAULT/EntityHandlers/desertmobs.cfg?dl=0
    2. Can I exclude a single biome in a biomegroup just for a particular mob?

    Not as such, you'll have to remove that biome from the group and list it separately. It's an all-or-nothing thing when you start grouping Biomes and Entities together. For example, I grouped all of my woodland biomes together and considered having certain mobs not spawn in Ominous Woods, but since I hadn't made a decision yet, I left it in my WOODLANDS group for now. If I decide later to do something special with it, I have to remove it from WOODLANDS and give it a separate BiomeGroup by itself.
    3. JAS does a lot of stuff to the configs automatically, like listing all of my BiomeGroups under each entity in the SpawnLists... This is usually helpful, but for some entities its overkill. What happens if I remove the BiomeGroups for a mob so only the relevant groups are there. Will the mod put the entries back upon loading the config, or will it just not spawn the mob in those biomes?

    To the best of my knowledge, BiomeGroups are automatically generated into the SpawnList and EntityHandler configs. You won't hurt anything by deleting unused ones, but they will keep coming back if they're listed in the BiomeGroups cfg
    4. When sorted by entity, can I just put a biome mapping name in instead of a BiomeGroup, or do I have to go and create a new group with just that biome in it?

    This is something that MAY be possible, but it gets wonky if you have the same Biome in multiple groups. Essentially, what the BiomeGroups cfg does by default is assign a group of one to each mapping. No reason why you can't do that again, but it's going to mean whenever you add a mob to GroupWithOminousWoods, it's going to spawn in Ominous Woods biomes, regardless of whether you adjusted the spawn for OminousWoodsByItselfGroup.

    Hopefully that helped. I'm still learning myself, but it's starting to make sense.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Dulciphi»

    There's a few great questions there for Crudedragos when he gets back. I really wish I knew the answer to the LivingGroups question. I do think it would work as you're suggesting. For example, if you go into SaveConfigGson.cfg, set "Sort_Creature_By_Biome": false so that your spawn list entries are sorted by entity, you'll see that you can have their eligible spawning biomes listed individually or by BiomeGroups.

    So, if we change "Sort_Creature_By_Biome" back to true and reload the world, the spawnlist entries will be back to being sorted by biome. It seems very doable to me that you would then be able add LivingGroups instead of listing each entity individually - even if your biomes are already grouped.

    I want to test this by creating an UNDEAD LivingGroup, adding just vanilla skeleton and zombie. What's confusing me though is that there is an "AttributeGroups" section inside LivingGroups.cfg but there is no "Living Groups" section (equivalent to the "Biome Groups" section in BiomeGroups.cfg). I know that any edits made to the "AttributeGroups" in BiomeGroups.cfg will be overwritten - the edits NEED to be made in the "Biome Groups" section. So, by copying the format of BiomeGroups.cfg, I'm thinking I could make a "Living Groups" section under the "AttributeGroups" section. Then I'd copy the entries from the "AttributeGroups" section to the new section below. From there, I'd edit the Skeleton entry

    from


    "Skeleton": {
    "contents": [
    "Skeleton"
    ]
    },

    to

    "UNDEAD": {
    "contents": [
    "Skeleton",
    "Zombie"
    ]
    },

    Then I would find the entry for Zombie in the newly created "Living Groups" section and delete it. Save, test.

    If it works, I should be able to add the new UNDEAD Living Group to any existing Biome Group in the SpawnListEntries. As for how weights would be divided between Skeletons and Zombies, I have no idea. When I do get around to testing this though, I'll definitely let you know.

    Am I crazy, or is LivingGroups called "EntityGroups" in the auto-generated cfg? My LivingGroup cfg has nothing listed for attribute groups, and then after it lists an EntityGroup for each mob, similar to what BiomeGroups does by default. According to the wiki, I can group by attributes OR create LivingGroups, but your readme file suggested that it wasn't possible to edit the Biome Attribute Groups directly... makes me wonder if LivingGroups are different somehow, since it didn't generate any groups by default except the individual ones.

    UPDATE: I've taken a crack at a LivingGroup with multiple Creepers, but I keep getting an error. It has something to do with how I'm referencing the strings. I'm probably making the mistake of trying to append all the Creepers to the Vanilla Creeper group. Going to try creating a separate group, which may or may not work as I'm not sure if I even can generate a new SpawnList cfg file. They seem tied to their mods, but that may just be the default generation.
    Posted in: Minecraft Mods
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    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Crudedragos»

    You can set whatever you want, but for those you need to write to the nbt data using the writeNBT tag. NBT data is entity specific and you'll need to use some external program/mod to explore the entities nbt structure.

    I think the relevant NBT tags are listed in the main Minecraft Wiki. Does this mean multiple entities with different tags can be added to the spawn groups? If tags aren't used to specify which kind of zombie, I assume it selects a type at random. Will it do the same with horses, including types not normally on the vanilla spawn lists but preserved as NBT tags(zombie horse, skeleton horse, etc)?
    Posted in: Minecraft Mods
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