hmmm.. It still doesn't seem to be working. I'm putting the command as an exact copy of what you said and it doesn't seem to work...
I'll test it when I get home and post back. I'll try to do it today, but if I don't end up getting on today I will probably be on tomorrow so I can check then.
So, I've been trying to make a Kcauldron server with this and I've run into a problem. I'm trying to make a kit that gives the player a certain set of armor and weapon, so I put in the IDs for said items but instead of giving me the correct item it ends up giving me a lets say "any chain coif"
If you're using the give command, you'd need to use a format similar to this to give items with the correct properties. Of course, you'd have to change it around depending on what properties you want your items to actually have. The below example is giving a player an Iron Sword from MF2 with an Oakwood haft.
give <player> minefantasy2:standard_sword {MF_CustomMaterials:{main_metal: "Iron", half_wood: "oakwood"}}
I've created an NPC in a custom building I made with the Restructured mod. When I spawn the building and try to edit the NPC with the NPC Wand, it does open the GUI to edit the NPC and I can change whatever I want to. HOWEVER, once I click done or the "X" on the top right to exit the menu, the NPC disappears in a puff of smoke and doesn't respawn. He is set to respawn, but never does. He is NOT set to naturally despawn. It also does not save any of the changes I make in this particular scenario.
At first, he was wandering off into another chunk and disappearing on his own. I managed to get his behavior to Standing to hold position instead of Wandering (although I'd much prefer he be a wanderer, since I do have him set to move back to his spawn point) and he stopped disappearing on his own. Now he only disappears if I try to edit him with the NPC wand. Mind you, this is only after I load the schematic, too. If I just create the NPC and don't save/load the structure to generate another copy of the NPC, he's fine. It's the one that loads with the structure that seems to have a problem.
One thing to note, when I right click in survival mode, he does his default dialog and doesn't despawn. So, this issue seems to be related to 2 things - the NPC wand, and/or the loading of the structure.
The main problem here is, I can't edit the NPC once I've saved him/her to a schematic. So if I want to change anything about them, I have to completely recreate them. Unless they are stored somewhere else that I don't know of and can be respawned? I am new to this mod, so that is *entirely* possible.
Is it possible I need to clone the NPC before adding it to the structure?
Has anyone had a similar issue? Any ideas how to resolve this problem?
Can you create a structure with something like the Restructured mod and create an NPC to spawn inside it with this mod on 1.7.10? If so, is there documentation that might help me with this? I'm on mobile right now and it won't let me open the FAQ document or the starting info. If it's in there I can look when I get home... Otherwise, can anyone provide any suggestions or other helpful documentation?
Okay, so I should have read about Restructured first. It does allow you to create structures and save "mobs" with the schematic using something like WorldEdit. SO. With that being said, I've created an NPC in a custom building I made with the Restructured mod. When I spawn the building and try to edit the NPC with the NPC Wand, it does open the GUI to edit the NPC and I can change whatever I want to. HOWEVER, once I click done or the "X" on the top right to exit the menu, the NPC disappears in a puff of smoke and doesn't respawn. He is set to respawn, but never does. He is NOT set to naturally despawn. It also does not save any of the changes I make in this particular scenario.
At first, he was wandering off into another chunk and disappearing on his own. I managed to get his behavior to Standing to hold position instead of Wandering (although I'd much prefer he be a wanderer, since I do have him set to move back to his spawn point) and he stopped disappearing on his own. Now he only disappears if I try to edit him with the NPC wand. Mind you, this is only after I load the schematic, too. If I just create the NPC and don't save/load the structure to generate another copy of the NPC, he's fine. It's the one that loads with the structure that seems to have a problem.
One thing to note, when I right click in survival mode, he does his default dialog and doesn't despawn. So, this issue seems to be related to 2 things - the NPC wand, and/or the loading of the structure.
The main problem here is, I can't edit the NPC once I've saved him/her to a schematic. So if I want to change anything about them, I have to completely recreate them. Unless they are stored somewhere else that I don't know of and can be respawned? I am new to this mod, so that is *entirely* possible.
Has anyone had a similar issue? Any ideas how to resolve this problem?
EDIT: Is it possible I need to clone the NPC before adding it to the structure?
Has anyone successfully used Metallurgy with this mod and been able to create anything with those metals in MF2? I can't seem to get it work, but maybe I just don't know what to do. Maybe it's not possible.
Wondering if anyone might have any information on this?
You really didn't. Not in anyway that's particularly helpful. Like what does 'PassivePackMax' do and how is it different from 'ChunkPackMax'? All I could find on the wiki was "(see below)" and no explanation below.
What is a pack? Does it indicate a single time that the game tries to spawn the creature (as a package of data), and the number are how many times it makes that attempt? Or is it a group of the creatures spawned in a single location?
In the wiki it said that "Entity Cap" is supposed to affect how many of an entity can exist *period,* but when I set that to zero I still found Creepers. Of course, the wiki also said that the entity handlers were in the DEFAULT folder but failed to mention that they were in the DEFAULT folder that's inside the BASIC folder, not the one that's on the same level as the BASIC folder. Is there some other variable I'm supposed to set for that to work?
And now that I changed a bunch of numbers in the config files my world won't load at all. Great.
Saying I just need to do something isn't terribly helpful without specifics. Especially since doing something wrong can apparently break the game.
I explained what those things meant, in laymans terms, and in detail. If you don't want to bother reading it, then that's on you.
I also said use a json validator which it seems you didn't do, so yes, you can mess up the game by doing that. The good news is, if they're messed up, you can simply delete them if you haven't put a lot of work into it, and they'll regenerate in the proper format back to default settings. It won't exactly spell out what is wrong, but it will point you to the area where there's a mistake, and yes, it's up to you to put some effort into it and figure it out. Use Google. Look at the configs you didn't mess with and see how they're formatted, and try to find where you may have messed something up. But if you're just changing numbers and nothing else, I don't know how it could get messed up to the point it won't load anymore.
Pack means number of creatures in a group. Like a pack of wolves.
Open the Vanilla.cfg in the SpawnListEntries folder inside config>JustAnotherSpawner>WorldSettings>Basic>Default and change all instances of weight for Creepers to 0. That's all you have to change to make them stop spawning. The config will be broken down into different biomes most likely so you will have to go through each biome, which may not be a ton unless you're using something like BiomesOPlenty, which will make for 10x as much work, but you can still do it.
Try using an application called Notepad++ as well, to edit configs. It helps maintain the format of the config file the way it should be. Don't use plain old Notepad that comes with Windows.
I'm just asking for some freaking help! If you folks would tell me *how* instead of giving me a rough time for not figuring it out on my own this could've all been dealt with two days ago! Like what the heck is "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax?" I tried looking that up on the wiki and got dang near nothing. Certainly nothing useful.
A mod that requires this much fiddling with config files should have better documentation at the very least.
I told you how. Read my lengthy post where I explained it in detail.
Or, my last post:
Change creeper weight to 0 in all biomes. No more creepers.
Change weight on LotR mobs you want in the biomes you want. Adjust the pack size if you want to.
Thought mods like this were supposed to make things easier, not harder. I just want to play Minecraft with LotR mobs in the Overworld and no creepers. I do not want to be spending hours online trying to figure out how to get some mod to work.
It doesn't make things easier or harder. It makes spawning customizable.
If you spent half as much time trying it out as you do complaining about it, you might have made some progress by now. I basically spelled it out how to do it. You change 4 numbers in a config file and save it. It isn't hard.
Change creeper weight to 0 in all biomes. No more creepers.
Change weight on LotR mobs you want in the biomes you want. Adjust the pack size if you want to.
If config editing isn't that difficult, why is there this incredibly long, multi-page set of tutorials on the wiki for exactly that? And why does the wiki say it's important to understand how Minecraft's spawning system works?
As for asking on the LotR thread, I have. Not much of a response so far. Which is why I'm also asking here.
Because just like anything else, it takes some effort.
Is there a way to make Minefantasy 2 recognize the metals from Metallurgy and utilize them in the armor and tools used in MF2? It seems to automatically pick up some metals from other mods like Botania and Thaumcraft, but not Metallurgy, and I'm not sure why, nor am I aware of a way to make it detect and utilize said metals.
What's the MoCreatures experience (1.7.10_ with JAS out-of-the-box?
Does it need to be manually configured to give a good spawning results or is it reasonably OK by default?
Personally I feel like it needed a bit of tweaking because I had too many monsters spawning where I felt they shouldn't have been spawning. It felt like every monster was spawning in every biome, while creatures were somewhat biome specific.
1. I have to see them first. Does turning off mob griefing make them not damage my structures? because cleaning up the craters they leave behind is a lot more annoying than getting blown up by them.
2. So how do I do that.
3. The config file requires code. I don't know how to code. I'd rather not have to take however long it would take to learn how just to do these two things. Which is why I asked about copy and paste.
Does anyone have anything *useful* to say?
Also, to answer the other two....
1.) Mob griefing is exactly that.. they blow things up, take things (Enderman) or destroy things (Zombies breaking doors).
To add to a mod related solution, there's a mod out there that makes it so when creepers explode, they don't do damage or make craters. They just spew confetti.
Anyway, the point is that there's lots of solutions to the creeper problem. It's up to you what route you want to take.
2.) You will need to find the LOTR config in JAS, then find the creatures you want to spawn and edit their weight, passive, chunk min and max numbers til they spawn how you want them to.
I'd strongly suggest testing the spawning in a Flat World type, and using JAS and ONLY one other mod with creatures that you wish to have spawn, so that they are the only two mods in your mods folder and you can tell for sure what results you're getting. Put all the other mods back in when you're done, or rinse and repeat til you're happy with the spawn results of each mod's mobs.
The nice thing about JAS is, you can reload the configs in game to instantly see your results. Make sure you validate the json before you reload the configs though, because if they're done incorrectly, it'll crash the game. As long as it's a valid json though, you should be fine.
Commands:
/jas loadconfig - Reloads the new configurations
/jas killall - Kills EVERYTHING, so you can easily see the results of your new configuration. Would not suggest doing this on a live world where you have farm animals and such, just a test world, as it will kill your farm animals too)
1. I have to see them first. Does turning off mob griefing make them not damage my structures? because cleaning up the craters they leave behind is a lot more annoying than getting blown up by them.
2. So how do I do that.
3. The config file requires code. I don't know how to code. I'd rather not have to take however long it would take to learn how just to do these two things. Which is why I asked about copy and paste.
Does anyone have anything *useful* to say?
First, configs do not require code. It requires editing a .cfg file which is in json format. There are lots of json validators online you can use for free to make sure you're doing it properly. Here's the one I use:
Honestly, in JAS, all it requires you to do is change the weight and pack min and max numbers in the respective biome you're trying to tweak. You don't need to do anything else. It's really simple once you understand what those things mean (weight, chunk min/max, etc) which is all explained on the JAS Wiki page.
However, I'll try my best to break it down to help you understand. Please consider that I am also self taught:
Weight: Think of it like this. You put 6 apples and 1 orange in a bag, you're more likely to pull out an apple. That's how weight works. The more weight you give to a creature, the more likely it is to spawn over others. I may get this a little wrong, but I think I have the basic understanding of it enough to give you a layman's perspective:
Say you have 4 creatures in a biome that you want to spawn. Their weights are as follows:
100+50+40+10 = 200. Creature 1 has a 100/200 (1 in 2) chance of spawning in that biome. Creature 2 has a 50/200 (1 in 4) chance of spawning, Creature 3 has a 40/200 (1 in 5) chance of spawning, and finally Creature 4 has a 10/200 (1 in 20) chance of spawning.
How you weight things is up to you. That's how it basically works.
ChunkPackMin and ChunkPackMax: These are just saying how many of these creatures/animals/monsters/whatever do you want to spawn when the chunk is created (I believe).
PassivePackMax: This is asking you "How many creatures do you want to spawn at once, when they DO spawn, outside of chunk spawning?" So when you're running around and a monster or animal appears, how many of them do you want to show up at once? I have these a little out of order, but here's an example from a config:
Hopefully the color coding helps you see the relation between the words and the numbers.
It seems by "useful" you mean you want someone else to do the work for you. A lot of us, myself included, have no experience in config editing when we started, and have done some research and figured it out ourselves, sometimes by either doing research in the forums, wiki, or just plain trial and error. So, hopefully you can learn from my example above, but I don't think anyone is going to hold your hand through the process any further and actually do the configs for you. I could be wrong, though. You'd honestly be better off trying to learn yourself though so you don't have to depend on everyone else and get frustrated when people don't give the answer you want.
Now I'm not saying you're wrong for asking for help, certainly not. But as Robin has said before, he, nor I, have the time to sit down and go through each config for you and figure out exactly where and what you need to change to get the exact results you want. That's up to you to do some work. We just try to point you in the right direction.
I removed that mod but at this point my launcher just stops at step 5 when it says "Loading- Initializing mods Phase 3" is there anything else that could be wrong?
Try backing up all your configs (if you've customized them in any way), then delete the config folder in your .minecraft folder, and see if it loads. If not, you might have to play the "remove some mods and try again" game... by taking out all your mods and adding them back a few at a time until it stops loading. Then you'll know where the problem is for sure.
Not certain, but you could try resolving this and see if it loads:
Duplicate enchantment id! class com.whammich.sstow.enchantment.EnchantmentSoulStealer and class com.chocolate.chocolateQuest.magic.EnchantmentMagicDefense Enchantment ID:52
One of those enchantment ID's needs to be something other than 52.
1
I'll test it when I get home and post back. I'll try to do it today, but if I don't end up getting on today I will probably be on tomorrow so I can check then.
1
If you're using the give command, you'd need to use a format similar to this to give items with the correct properties. Of course, you'd have to change it around depending on what properties you want your items to actually have. The below example is giving a player an Iron Sword from MF2 with an Oakwood haft.
give <player> minefantasy2:standard_sword {MF_CustomMaterials:{main_metal: "Iron", half_wood: "oakwood"}}
0
I've created an NPC in a custom building I made with the Restructured mod. When I spawn the building and try to edit the NPC with the NPC Wand, it does open the GUI to edit the NPC and I can change whatever I want to. HOWEVER, once I click done or the "X" on the top right to exit the menu, the NPC disappears in a puff of smoke and doesn't respawn. He is set to respawn, but never does. He is NOT set to naturally despawn. It also does not save any of the changes I make in this particular scenario.
At first, he was wandering off into another chunk and disappearing on his own. I managed to get his behavior to Standing to hold position instead of Wandering (although I'd much prefer he be a wanderer, since I do have him set to move back to his spawn point) and he stopped disappearing on his own. Now he only disappears if I try to edit him with the NPC wand. Mind you, this is only after I load the schematic, too. If I just create the NPC and don't save/load the structure to generate another copy of the NPC, he's fine. It's the one that loads with the structure that seems to have a problem.
One thing to note, when I right click in survival mode, he does his default dialog and doesn't despawn. So, this issue seems to be related to 2 things - the NPC wand, and/or the loading of the structure.
The main problem here is, I can't edit the NPC once I've saved him/her to a schematic. So if I want to change anything about them, I have to completely recreate them. Unless they are stored somewhere else that I don't know of and can be respawned? I am new to this mod, so that is *entirely* possible.
Is it possible I need to clone the NPC before adding it to the structure?
Has anyone had a similar issue? Any ideas how to resolve this problem?
0
Can you create a structure with something like the Restructured mod and create an NPC to spawn inside it with this mod on 1.7.10? If so, is there documentation that might help me with this? I'm on mobile right now and it won't let me open the FAQ document or the starting info. If it's in there I can look when I get home... Otherwise, can anyone provide any suggestions or other helpful documentation?Okay, so I should have read about Restructured first. It does allow you to create structures and save "mobs" with the schematic using something like WorldEdit. SO. With that being said, I've created an NPC in a custom building I made with the Restructured mod. When I spawn the building and try to edit the NPC with the NPC Wand, it does open the GUI to edit the NPC and I can change whatever I want to. HOWEVER, once I click done or the "X" on the top right to exit the menu, the NPC disappears in a puff of smoke and doesn't respawn. He is set to respawn, but never does. He is NOT set to naturally despawn. It also does not save any of the changes I make in this particular scenario.
At first, he was wandering off into another chunk and disappearing on his own. I managed to get his behavior to Standing to hold position instead of Wandering (although I'd much prefer he be a wanderer, since I do have him set to move back to his spawn point) and he stopped disappearing on his own. Now he only disappears if I try to edit him with the NPC wand. Mind you, this is only after I load the schematic, too. If I just create the NPC and don't save/load the structure to generate another copy of the NPC, he's fine. It's the one that loads with the structure that seems to have a problem.
One thing to note, when I right click in survival mode, he does his default dialog and doesn't despawn. So, this issue seems to be related to 2 things - the NPC wand, and/or the loading of the structure.
The main problem here is, I can't edit the NPC once I've saved him/her to a schematic. So if I want to change anything about them, I have to completely recreate them. Unless they are stored somewhere else that I don't know of and can be respawned? I am new to this mod, so that is *entirely* possible.
Has anyone had a similar issue? Any ideas how to resolve this problem?
EDIT: Is it possible I need to clone the NPC before adding it to the structure?
0
Wondering if anyone might have any information on this?
1
I explained what those things meant, in laymans terms, and in detail. If you don't want to bother reading it, then that's on you.
I also said use a json validator which it seems you didn't do, so yes, you can mess up the game by doing that. The good news is, if they're messed up, you can simply delete them if you haven't put a lot of work into it, and they'll regenerate in the proper format back to default settings. It won't exactly spell out what is wrong, but it will point you to the area where there's a mistake, and yes, it's up to you to put some effort into it and figure it out. Use Google. Look at the configs you didn't mess with and see how they're formatted, and try to find where you may have messed something up. But if you're just changing numbers and nothing else, I don't know how it could get messed up to the point it won't load anymore.
Pack means number of creatures in a group. Like a pack of wolves.
Open the Vanilla.cfg in the SpawnListEntries folder inside config>JustAnotherSpawner>WorldSettings>Basic>Default and change all instances of weight for Creepers to 0. That's all you have to change to make them stop spawning. The config will be broken down into different biomes most likely so you will have to go through each biome, which may not be a ton unless you're using something like BiomesOPlenty, which will make for 10x as much work, but you can still do it.
Try using an application called Notepad++ as well, to edit configs. It helps maintain the format of the config file the way it should be. Don't use plain old Notepad that comes with Windows.
0
I told you how. Read my lengthy post where I explained it in detail.
Or, my last post:
Change creeper weight to 0 in all biomes. No more creepers.
Change weight on LotR mobs you want in the biomes you want. Adjust the pack size if you want to.
Save.
Reload configs.
You've been told multiple times *how* to do it.
0
It doesn't make things easier or harder. It makes spawning customizable.
If you spent half as much time trying it out as you do complaining about it, you might have made some progress by now. I basically spelled it out how to do it. You change 4 numbers in a config file and save it. It isn't hard.
Change creeper weight to 0 in all biomes. No more creepers.
Change weight on LotR mobs you want in the biomes you want. Adjust the pack size if you want to.
Save.
Reload configs.
0
Because just like anything else, it takes some effort.
0
Is there a way to make Minefantasy 2 recognize the metals from Metallurgy and utilize them in the armor and tools used in MF2? It seems to automatically pick up some metals from other mods like Botania and Thaumcraft, but not Metallurgy, and I'm not sure why, nor am I aware of a way to make it detect and utilize said metals.
Any ideas?
0
Personally I feel like it needed a bit of tweaking because I had too many monsters spawning where I felt they shouldn't have been spawning. It felt like every monster was spawning in every biome, while creatures were somewhat biome specific.
0
Also, to answer the other two....
1.) Mob griefing is exactly that.. they blow things up, take things (Enderman) or destroy things (Zombies breaking doors).
To add to a mod related solution, there's a mod out there that makes it so when creepers explode, they don't do damage or make craters. They just spew confetti.
https://minecraft.curseforge.com/projects/creeper-confetti/files
Anyway, the point is that there's lots of solutions to the creeper problem. It's up to you what route you want to take.
2.) You will need to find the LOTR config in JAS, then find the creatures you want to spawn and edit their weight, passive, chunk min and max numbers til they spawn how you want them to.
I'd strongly suggest testing the spawning in a Flat World type, and using JAS and ONLY one other mod with creatures that you wish to have spawn, so that they are the only two mods in your mods folder and you can tell for sure what results you're getting. Put all the other mods back in when you're done, or rinse and repeat til you're happy with the spawn results of each mod's mobs.
The nice thing about JAS is, you can reload the configs in game to instantly see your results. Make sure you validate the json before you reload the configs though, because if they're done incorrectly, it'll crash the game. As long as it's a valid json though, you should be fine.
Commands:
/jas loadconfig - Reloads the new configurations
/jas killall - Kills EVERYTHING, so you can easily see the results of your new configuration. Would not suggest doing this on a live world where you have farm animals and such, just a test world, as it will kill your farm animals too)
1
First, configs do not require code. It requires editing a .cfg file which is in json format. There are lots of json validators online you can use for free to make sure you're doing it properly. Here's the one I use:
https://jsonformatter.curiousconcept.com/
Honestly, in JAS, all it requires you to do is change the weight and pack min and max numbers in the respective biome you're trying to tweak. You don't need to do anything else. It's really simple once you understand what those things mean (weight, chunk min/max, etc) which is all explained on the JAS Wiki page.
However, I'll try my best to break it down to help you understand. Please consider that I am also self taught:
Weight: Think of it like this. You put 6 apples and 1 orange in a bag, you're more likely to pull out an apple. That's how weight works. The more weight you give to a creature, the more likely it is to spawn over others. I may get this a little wrong, but I think I have the basic understanding of it enough to give you a layman's perspective:
Say you have 4 creatures in a biome that you want to spawn. Their weights are as follows:
Creature 1: 100
Creature 2: 50
Creature 3: 40
Creature 4: 10
100+50+40+10 = 200. Creature 1 has a 100/200 (1 in 2) chance of spawning in that biome. Creature 2 has a 50/200 (1 in 4) chance of spawning, Creature 3 has a 40/200 (1 in 5) chance of spawning, and finally Creature 4 has a 10/200 (1 in 20) chance of spawning.
How you weight things is up to you. That's how it basically works.
ChunkPackMin and ChunkPackMax: These are just saying how many of these creatures/animals/monsters/whatever do you want to spawn when the chunk is created (I believe).
PassivePackMax: This is asking you "How many creatures do you want to spawn at once, when they DO spawn, outside of chunk spawning?" So when you're running around and a monster or animal appears, how many of them do you want to show up at once? I have these a little out of order, but here's an example from a config:
"com.OCFishy": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "20-4-4-6"
Hopefully the color coding helps you see the relation between the words and the numbers.
It seems by "useful" you mean you want someone else to do the work for you. A lot of us, myself included, have no experience in config editing when we started, and have done some research and figured it out ourselves, sometimes by either doing research in the forums, wiki, or just plain trial and error. So, hopefully you can learn from my example above, but I don't think anyone is going to hold your hand through the process any further and actually do the configs for you. I could be wrong, though. You'd honestly be better off trying to learn yourself though so you don't have to depend on everyone else and get frustrated when people don't give the answer you want.
Now I'm not saying you're wrong for asking for help, certainly not. But as Robin has said before, he, nor I, have the time to sit down and go through each config for you and figure out exactly where and what you need to change to get the exact results you want. That's up to you to do some work. We just try to point you in the right direction.
I hope this was of some use to you.
0
Try backing up all your configs (if you've customized them in any way), then delete the config folder in your .minecraft folder, and see if it loads. If not, you might have to play the "remove some mods and try again" game... by taking out all your mods and adding them back a few at a time until it stops loading. Then you'll know where the problem is for sure.
1
Not certain, but you could try resolving this and see if it loads:
Duplicate enchantment id! class com.whammich.sstow.enchantment.EnchantmentSoulStealer and class com.chocolate.chocolateQuest.magic.EnchantmentMagicDefense Enchantment ID:52
One of those enchantment ID's needs to be something other than 52.