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.
In latest 1.11 versions I had some problems using non vanilla biomes but non vanilla drops and mobs work perfectly. An easy way to get a list of entities is the /summon command ingame
do /summon and hit Tab. Then you have all spawnable entities in your current log.
To test them, simply use /summon MOB ~+3 ~ ~
this will spawn the entity at your position +3 in the x direction
I tried adding specific mob types to Recurrent Complex with the InControl Mod in 1.11.
I'm not sure how I can specify the structure name.
With /locate the structures aren't detected. For a spawn json I already tried:
VillageChurch and reccomplex:VillageChurch but so far I had no luck finding out how you register the structures or if it is even possible to use them that way.
As anyone else did already asked at curse. Is there any chance to disable the crazyness of the showed modname ingame? I really like the idea of the mod and I will add I to my 1.11 pack, but the colorful modname annoys already, even if I only try to learn about everything in the mod.
There are a few things that could be interesting to know. If I don't use {"result":"deny"} how are the mobs affected? Lets assume that I want to give all my zombies some weapons.
would this option override all vanilla zombie mechanics or is there a chance that a zombie still spawn without a weapon? Or another interesting example:
Is there a good way to show the map without a running server? Or is there a way to export the already rendered tiles into something that can be run without a server?
I've got dynmap files from the past MC version 1.7.10. We will start a new map in 1.10 soon, but I don't want to lose the old map files completly.
If it would work, it should be correct like that.
Did Iguana TT generate that Railcraft entry by itself? In that case it's safe to say that adding new entries may be impossible.
yes, it generated the railcraft values itself. There is also an entry for IE but thats only for the hammer. Not a huge problem. So I will simly change the nether ores back from cobalt to obsidian. The steel drill head has the obsidian value.
0
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.
1
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
0
In latest 1.11 versions I had some problems using non vanilla biomes but non vanilla drops and mobs work perfectly. An easy way to get a list of entities is the /summon command ingame
do /summon and hit Tab. Then you have all spawnable entities in your current log.
To test them, simply use /summon MOB ~+3 ~ ~
this will spawn the entity at your position +3 in the x direction
@McJty:
I still could not find out why the abyssalcraft overworld biomes don't work:
abyssalcraft:darklands_plains
darklands_plains
https://gist.github.com/Terpo/56dae54e0eb42a581f6f9320511bc2f0
refering to:
https://twitter.com/TerpoTheOne/status/885585168735645696
https://twitter.com/TerpoTheOne/status/885848366634196992
0
Did a short test with ghast tears
without looting a ghast drops 0 - 1 tear
with looting 3 it drop 0-(3/4)
So I gave my Creeper fried ghast tears as drop
Result was: exactly one tear per kill with and without looting III
0
Some questions about the loot.json
Currenty I don't see a way how the Looting enchantment can effect the new defined drops.
ex.:
How can the second rule be affected by the looting enchantment?
Is the only way to change the chance of a drop to add a random value? "random": 0.1
Is that random value affected by looting?
0
K, no problem :). I may use the edit feature for it.
0
I tried adding specific mob types to Recurrent Complex with the InControl Mod in 1.11.
I'm not sure how I can specify the structure name.
With /locate the structures aren't detected. For a spawn json I already tried:
VillageChurch and reccomplex:VillageChurch but so far I had no luck finding out how you register the structures or if it is even possible to use them that way.
1
You could also ask for help at the applecore team because the crash is caused by an null pointer exception which is last handled by applecore.
--> https://github.com/squeek502/AppleCore
0
As anyone else did already asked at curse. Is there any chance to disable the crazyness of the showed modname ingame? I really like the idea of the mod and I will add I to my 1.11 pack, but the colorful modname annoys already, even if I only try to learn about everything in the mod.
0
It seems impossible to spawn mobs on not solid blocks right? I tried to spawn them on flowers or tallgrass but they don't show up.
Also, there is no way to reduce damage / health for the potentialspawn.json right? Tested it yesterday but did not get any effect.
And I got a third thingy for you. armor sets.
At the moment its only possible to create armor sets for monsters if you copy everything and add a random factor to it.
Doing it in one monster would mix the sets or am I wrong here?
btw:
Plan is to spawn wasps in the overworld and give them honeydrops from Forestry as loot ^^
[
{
"tempcategory": "medium",
"minheight": 62,
"dimension": 0,
"minlight": 15,
"block": "minecraft:grass",
"seesky":true,
"mobs": [
{
"mob": "biomesoplenty:wasp",
"weight": 5,
"maxcount": 8,
"groupcountmin": 1,
"groupcountmax": 3
}
]
}
]
If anyone is interested: some possible monsters for 1.11.2:
/summon adinferos:black_widow ~+3 ~ ~ //hostile
/summon adinferos:curse ~+3 ~ ~ //hostile
/summon adinferos:dimstone_skeleton ~+3 ~ ~ //hostile
/summon adinferos:ghost ~+3 ~ ~ //hostile
/summon adinferos:glowstone_skeleton ~+3 ~ ~ //hostile
/summon adinferos:herobrine ~+3 ~ ~
/summon adinferos:herobrine_clone ~+3 ~ ~
/summon adinferos:infernal_chicken ~+3 ~ ~
/summon adinferos:infernum_avis ~+3 ~ ~ //hostile BOSS
/summon adinferos:obsidian_sheepman ~+3 ~ ~ //hostile
/summon adinferos:phantom ~+3 ~ ~ //hostile despawns
/summon adinferos:reaper ~+3 ~ ~ //hostile teleport
/summon adinferos:skeleton_horse ~+3 ~ ~ //hostile
/summon adinferos:summoner ~+3 ~ ~ //hostile undestroyable spawns entities
/summon biomesoplenty:butterfly ~+3 ~ ~
/summon biomesoplenty:pixie ~+3 ~ ~
/summon biomesoplenty:snail ~+3 ~ ~
/summon biomesoplenty:wasp ~+3 ~ ~ //hostile
/summon embers:ancient_golem ~+3 ~ ~ //hostile
/summon graves:playerzombie ~+3 ~ ~ //hostile GRAVE
/summon minecraft:bat ~+3 ~ ~
/summon minecraft:blaze ~+3 ~ ~ //hostile
/summon minecraft:cave_spider ~+3 ~ ~ //hostile
/summon minecraft:chicken ~+3 ~ ~
/summon minecraft:cow ~+3 ~ ~
/summon minecraft:creeper ~+3 ~ ~ //hostile
/summon minecraft:donkey ~+3 ~ ~
/summon minecraft:elder_guardian ~+3 ~ ~ //hostile BOSS
/summon minecraft:ender_dragon ~+3 ~ ~ //hostile BOSS
/summon minecraft:enderman ~+3 ~ ~
/summon minecraft:endermite ~+3 ~ ~
/summon minecraft:evocation_illager ~+3 ~ ~ //hostile summons vax
/summon minecraft:ghast ~+3 ~ ~ //hostile
/summon minecraft:giant ~+3 ~ ~
/summon minecraft:guardian ~+3 ~ ~ //hostile
/summon minecraft:horse ~+3 ~ ~
/summon minecraft:husk ~+3 ~ ~ //hostile
/summon minecraft:llama ~+3 ~ ~
/summon minecraft:magma_cube ~+3 ~ ~ //hostile
/summon minecraft:mooshroom ~+3 ~ ~
/summon minecraft:mule ~+3 ~ ~
/summon minecraft:ocelot ~+3 ~ ~
/summon minecraft:pig ~+3 ~ ~
/summon minecraft:polar_bear ~+3 ~ ~
/summon minecraft:rabbit ~+3 ~ ~
/summon minecraft:sheep ~+3 ~ ~
/summon minecraft:shulker ~+3 ~ ~ //hostile
/summon minecraft:silverfish ~+3 ~ ~ //hostile
/summon minecraft:skeleton ~+3 ~ ~ //hostile
/summon minecraft:skeleton_horse ~+3 ~ ~
/summon minecraft:slime ~+3 ~ ~ //hostile
/summon minecraft:snowman ~+3 ~ ~
/summon minecraft:spider ~+3 ~ ~ //hostile
/summon minecraft:squid ~+3 ~ ~
/summon minecraft:stray ~+3 ~ ~ //hostile
/summon minecraft:vex ~+3 ~ ~ //hostile
/summon minecraft:villager ~+3 ~ ~
/summon minecraft:villager_golem ~+3 ~ ~
/summon minecraft:vindication_illager ~+3 ~ ~ //hostile
/summon minecraft:witch ~+3 ~ ~ //hostile
/summon minecraft:wither ~+3 ~ ~ //hostile BOSS
/summon minecraft:wither_skeleton ~+3 ~ ~ //hostile
/summon minecraft:wolf ~+3 ~ ~
/summon minecraft:zombie ~+3 ~ ~ //hostile
/summon minecraft:zombie_horse ~+3 ~ ~
/summon minecraft:zombie_pigman ~+3 ~ ~
/summon minecraft:zombie_villager ~+3 ~ ~ //hostile
/summon quark:ashen ~+3 ~ ~ //hostile
/summon quark:dweller ~+3 ~ ~ //hostile
/summon quark:pirate ~+3 ~ ~ //hostile
/summon quark:wraith ~+3 ~ ~ //hostile
/summon roots:deer ~+3 ~ ~
/summon roots:doom_lord ~+3 ~ ~ //hostile
/summon roots:dread_knight ~+3 ~ ~ //hostile
/summon roots:fairy ~+3 ~ ~
/summon roots:sprout ~+3 ~ ~
/summon roots:time_stop ~+3 ~ ~ //stop everything in range
/summon roots:vile_shade ~+3 ~ ~ //hostile
/summon toughasnails:freeze ~+3 ~ ~ //hostile
/summon waddles:adelie_penguin ~+3 ~ ~
0
There are a few things that could be interesting to know. If I don't use {"result":"deny"} how are the mobs affected? Lets assume that I want to give all my zombies some weapons.
{
"mob": ["Zombie"],
"helditem": ["minecraft:diamondSword"],
"result": "allow"
}
would this option override all vanilla zombie mechanics or is there a chance that a zombie still spawn without a weapon? Or another interesting example:
{
"mob": ["Zombie"],
"maxheight": 20,
"result": "allow",
"healthadd": 24
}
{
"mob": ["Zombie"],
"maxheight": 20,
"result": "allow",
"healthadd": 12
}
Would the zombies spawn with +12 healh or with +24 or maybe 50:50? You could also think about zombies with armor sets.
I hope this mod becomes a fun playground for a lot of modpack creators as there are nearly endless posibilities
0
Is there a good way to show the map without a running server? Or is there a way to export the already rendered tiles into something that can be run without a server?
I've got dynmap files from the past MC version 1.7.10. We will start a new map in 1.10 soon, but I don't want to lose the old map files completly.
0
No, I can not. The last possibility would be Minetweaker but as I wrote.... I changed the NetherOres back to obsidian level.
0
yes, it generated the railcraft values itself. There is also an entry for IE but thats only for the hammer. Not a huge problem. So I will simly change the nether ores back from cobalt to obsidian. The steel drill head has the obsidian value.
0
Is there a way to add the drills of Immersive Engineering to the tools override? The dumps of NEI give me the correct name with:
ImmersiveEngineering:drillhead,5930,false,ImmersiveEngineering,blusunrize.immersiveengineering.common.items.ItemDrillhead
I'm not sure how to add it to the config. Also I need to use metadata for the iron drill. Most other mods are quite self explaining like railcraft:
Railcraft:tool.steel.pickaxe,4973,false,Railcraft,mods.railcraft.common.items.ItemSteelPickaxe
becomes
I have no idea how to add the drill head with this format.
Maybe someone can help me out here.