All of my groups are in CAPITALS. The remainder are either biomes that I wanted to remain on their own, or new additions that I haven't had time to properly group yet.
My Biome Group names weren't very creatively chosen but you could name yours whatever you desire. Just make sure that each (case sensitive) Biome Group name is unique, ie. BEACH
In order to put individual biomes into my newly created BEACH group, I copied the biomes from the "packagenamemappings" section. That is, I copied the part after the "=" sign in
Note that each biome in your newly created group is comma separated and there are no spaces. I then moved on to the next biome group I wanted to create.
There are a few different ways of grouping biomes but I found this method the easiest and most simple for myself.
I hope this has helped.
Edit- PS. My complete JAS configs
Does anyone else have some JAS configs they want to upload and link to, please? It's about time we got a bit of a list going. It would save a lot of hassle for a lot of people
Is this for 1.6.4 or 1.7.2? I'm on 1.7.2 and my default configs are completely different from what you posted.
Also, let's say I want to double the spawn rate of all creatures. The wiki never really explains how this can be done, and in fact seems to suggest each entity group is inherently programmed to behave different with the same numbers, without giving any real explanation. I mean this:
Spawn Rate
The Spawn rate sets how often the spawn cycle is processed for the given category.
Categories Spawn Cap Spawn Rate [Every X Ticks]
Monster 70 20 Ticks per Second
Creature 10 Every 400 Ticks
Ambient 15 20 Ticks per Second
waterCreature 5 ?
is incredibly obtuse. Every x ticks means what exactly? And how does that relate to the number 20? And why is the creature number 400? None of this is explained at all. Changing the numbers seems to do nothing in-game. Changing the chunk rate to anything less that 1.0 will get reset back to 0.0. No explanation why, no feedback, no nothing.
When you say you want to double the "spawn rate" for each of your creatures, I need a bit of clarification. This is where much confusion exists.
Spawn rate is equal to HOW OFTEN JAS tries to spawn creatures.
Ie. every x ticks, JAS will check the number of creatures spawned and (if appropriate), try to spawn more.
The spawn CAP is the total number of that type of entity that should exist. If you want to double the number of monsters, you'll need
Monster 140 20 Ticks per Second
That means that the spawn cap for monsters is 140. Every 20 ticks (or 1 second), JAS is going to check the number of Monster type creatures currently spawned. If there's room in the cap (of 140 in this case), JAS will attempt to spawn more of the Monster type according to their weights.
The weights for each monster are specified elsewhere. I'll use the Ant example from the config section you posted earlier (I'm just going to pretend for this example that we want "MoCreatures.Ant" to be put in the MONSTER group instead of AMBIENT lol. Note that I don't think it's a good idea to put Ants into the monster category but I've never tried it.)
"FILE_VERSION": "1.0",
"SORTED_BY_BIOME": false,
"SPAWN_LIST_ENTRIES": {
"MONSTER": {
"MoCreatures.Ant": {
"Beach Biomes": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "4-4-1-4"
},
"Desert Biomes": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "40-4-2-4"
},
"End Biomes": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4"
},
"Forest Biomes": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "2-2-1-4"
},
"Frozen Biomes": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-1-4"
},
So in the beach biome, the weight (or chance) of an ant being one of the 140 monsters spawning into the world is 4. I want them to spawn in packs of no more than 4 but no less than 1. I don't want any more ants to spawn in a chunk if there's already a pack of 4 in that chunk.
The actual number of ants I get spawning in the beach biome will depend on the weights of all the other MONSTERs I have set to spawn, so it's not as simple as saying that 4/140 monsters will be ants.
Looking at the spawn weight for ants in the Desert Biomes, we can see I've bumped them way up to 40. If I set every other MONSTER's weight to 4 or lower, I'd have ants everywhere. They'd still spawn in packs no greater than 4 and no less than 2 - with a limit of 4 per chunk.
There would be no ants at all spawning in the End Biomes and Frozen Biomes, according to the settings above.
I understand how it's supposed to work, but the problem is that it isn't working how it's supposed to work. And so there's nothing else for me to to do but examine quite literally how things are working. Which is difficult when there's so little information available.
I understand the weights, group limits, etc. I have reviewed those numbers tenfold and they are correct. I can force certain things to happen and verify those numbers are being utilized by the spawning system in the proper way, so that is all well and good. The problem I'm having is that while those numbers are correct, almost nothing is spawning. The spawns never come close to reaching their caps.
Now there's plan B, which is to figure out how everything actually works and hopefully force things to do what I want. I need to at least double the spawn rate, if not more. So I need to figure out what part of the system actually controls the spawn rate itself, which leads me to this:
It's important that I fully understand exactly what is is doing what here, because none of this is working like it's supposed to. I don't want to assume anything: I wan't to know exactly how each value is used. The explanation in the wiki is anything but concise, but after a strong amount of mental gymnastics, it seems to be telling me that spawn rates are hard-coded differently for creatures. This is poorly explained, but at least it brings some understanding to the random value of 400.
Now let's try to figure out this obtuse wiki entry:
The Spawn rate sets how often the spawn cycle is processed for the given category.
Categories Spawn Cap Spawn Rate [Every X Ticks]
Monster 70 20 Ticks per Second
Okay, so the spawn rate is every x ticks, and then it lists 20 ticks per second. That literally translates to "Every 20 ticks per second ticks." That doesn't make any sense. On top of that, the example values given are in ticks (I guess?), but completely undefined in my above config for 1.7.2. The value is simply "1". Is that one tick, or one second? Who knows. At least creatures share the same value in both examples. But their values are stated differently, as "every 400 ticks". Is that 400 ticks per second? No, that can't be right. Which leads to the part I hate:
I have to start assuming a whole lot of things about a system that isn't working, because the provided information is lacking or obtuse. Do I assume that both 20 ticks and 400 ticks equals a second, and those values represent a spawn attempt every second? Or do I assume it's literally 400 ticks, which at a rate of 20 ticks a second (the inherit tick-rate of minecraft) means a spawn attempt every 20 seconds. If I make that number 200, does it mean a spawn attempt even 10 seconds? Can I use a spawn rate of 0.5?
When programmers comment their code (or their configs), I enjoy reading them. Especially when they give an example of how the values are calculated. Because when things aren't supposedly working, at least I can try to understand how values are being calculated. Otherwise it becomes incredibly frustrating!
Or do I assume it's literally 400 ticks, which at a rate of 20 ticks a second (the inherit tick-rate of minecraft) means a spawn attempt every 20 seconds. If I make that number 200, does it mean a spawn attempt even 10 seconds?
Yep, you're spot on there. There are definitely typos in the Wiki. If I could get off my butt, stop playing so much and actually learn how to edit a wiki, I'd pick through it and do my best to correct the typos myself.
What I think Crudedragos has tried to say with
"TheSpawn rate sets how often the spawn cycle is processed for the given category. CategoriesSpawnCapSpawnRate[Every X Ticks] Monster7020Ticks per Second"
is "Category=Monster: cap=70: rate=20 ticks (note that there are 20 ticks per Second)."
So the ticks are just a unit of time. With the AMBIENTS, the "1" just means that every tick (or 20 times a second), JAS will check to see if there's less than 15 bats already flying around. Practically, that means that if you've just killed 4 bats, there should be more spawning somewhere within 1/20th of a second.
There used to be a section in the wiki that said something similar to "Spawn rate, calculated in Ticks per Second". My best guess is that Crudedragos made a quick edit, then got the news that suddenly dragged him away from modding before he was able to proofread and edit the wiki himself.
Sorry if I dumped a ton of maddeningly unhelpful info on you before. I'm no modder and not even a decent poet lol. I'm just trying my damnedest to make sure JAS doesn't die before someone who does know what they're doing can pick it up and run with it.
Until then, all I can tentatively suggest is that you start by leaving the spawn rate at the default for each of the entity types. Set their caps higher (if you haven't already). Try 100 for monsters and 70 for creatures. If you're using a minimap like this, turning on it's radar will help you find things when they spawn. That sounds obvious but sometimes weird stuff happens, like Lycanites mobs spawning under bedrock and hogging the monster cap. I never would've found them except for the entity radar.
Anyway.. let us know how it goes, please? I for one would appreciate it as I'll be setting up 1.7.2 myself soon.
Anyway.. let us know how it goes, please? I for one would appreciate it as I'll be setting up 1.7.2 myself soon.
Okay, so after a lot of trial and error, I think I got this figured out. The important parts:
The "Spawn Rate" is not given a measurement, but the number does seem to represent ticks. Not seconds. A default of 1 seems low, and I think can be safely bumped up to at least 10.
The spawn rate on creatures is set to 400 by default. This is waaay off. The wiki reads like 400 is normal, but for passive spawning it needs to be much lower, like 20 or 40. This was one reason why creatures weren't spawning.
The default spawn caps for creatures are set very low . This is another reason why creatures weren't spawning. The spawn cap defaults to 10 when it could be closer to 70.
Chunk spawning is off by default and there's no explanation on how to turn it on in 1.7.2. If you try to change the chunk spawn values to anything less than 1, they will reset to zero. In 1.6.4 you had to define chunk spawning as "true", but the entire syntax and layout has changed drastically in 1.7.2 with no explanation.
My biggest peeve is not just the defaults don't work, but completely undefined without comments, so you have no understanding of why they're wrong. I shouldn't have to guess how to turn on chunk spawning by making random edits in the dark, but it appears that's what it will take. It's really frustrating when a programmer makes sweeping changes to how everything is written, and then neglects to make any comments or provide documentation on the new format.
Edit: So a 400 tick rate on creatures isn't so bad if you want to limit the respawn of creatures back into the biome, however, this requires chunk spawning to be working, and currently it isn't working.
Edit2: Looking at the source code, the default chunk spawn rate for creatures is set to 0.1, and any attempt to change this in the config gets erased and set to zero. I can only assume this is caused by a bug in the code somewhere.
FINAL EDIT Im not disagreeing with your complaint about config file formet changes or trying to minimise it but Crudedragos went to some lengths to maintain config file format. He was learning stuff as JAS developed so naturally on occasion config file changes have been preferred.
The thing is the wiki was written for 1.6, and nearly all of the formatting changed for 1.7, so all the examples on the wiki are wrong. I don't know if anyone active in this thread is running this for 1.7. Everything I'm explaining is in relation to 1.7, and it's a pretty big difference.
EDIT where do you get the idea that "creature spawn cap should be 70" ? Mo creatures default creature spawn cap has hovered around 90 ish over multiple mod versions for creatures BUT it has many more animal types to stuff into the cap
Well, the reason I'm looking for a spawn control mod is because I have a lot of mobs to control spawns for. MoCreatures+Zulu+Lycanites+Mutants+Vanilla and a few others. The default cap for creatures is 10. That is very, very low.
The reason why you probably think that animals spawn much more frequently that maybe once every 20 secons is cause most animal spawning you see if chunk spawning.
Chunk spawning, at least for me, is most definitely broken. I downloaded the source and might look into it more later, but I think somewhere along the line CunkSpawning is not defined properly as a floater and then gets zeroed out. Any attempts to change chunk spawning to a floating point variable will get zeroed out. This is in 1.7.
The only way for me to get more creatures spawning is through inflating the passive spawning controls. I would much rather do it through chunk spawning, but.. broken.
Chunk spawning, at least for me, is most definitely broken. I downloaded the source and might look into it more later, but I think somewhere along the line CunkSpawning is not defined properly as a floater and then gets zeroed out. Any attempts to change chunk spawning to a floating point variable will get zeroed out. This is in 1.7.
The only way for me to get more creatures spawning is through inflating the passive spawning controls. I would much rather do it through chunk spawning, but.. broken.
I can't be certain that this hasn't changed in 1.7.x, but the reason for controlling spawning via passive spawns is this
Passive spawning should be able to reach the cap itself. Chunk spawns do not actually obey caps, and are typically rare. JAS by default logs all of its spawns in ForgeModloader.log. "Chunk spawning entity" for chunk spawns, "Passive Spawning entity" for passive.
They're typically rare because they only spawn when the chunk first generates - and by definition don't respawn as that would be passive spawning. I believe that the spawning range (or effective distance from the player within which entities can spawn) helps to give an effect of chunk spawning. Ie. when you're out exploring, entities will be spawning ahead of you. I'm sure there was a convo on here between Crudedragos and (I can't remember who, sorry) re chunk spawning, what is vanilla code and unchangeable, what JAS can and does do, etc. ...Yeah I just did a search of this thread for "chunk spawning" and it returned quite a bit. For example
JAS does have a quirk with chunk generation the first time you load a newly created work. To accommodate world-specific spawn settings configuration files are not parsed until shortly after the world is selected. Chunk generation, however, starts immediately after world select. The result is that the first 400 ticks or so of chunk generation do not have chunk generated entities (they will still spawn passively over time). This by default only effects creatures since they have a slower spawn rate and other categories do not spawn during chunk generation at all. The probability that any chunk spawn may occur at all is only 10% (set by the biome itself) and even fewer once you account for invalid placements.
Passive spawning, then, seems the way to go. If you absolutely want a set number of entities of a set type to spawn in a set place with chunk generation, then perhaps structure spawning is the only way?
For anyone who's looking for help on how to set up Biome Groups and other config settings in JAS, I just added an edit to the wiki. It includes a basic, working, BiomeGroups.cfg for 1.7.2, with links to others for 1.6.4 as well.
The biomes are roughly grouped at the moment and include biomes from Biomes O Plenty, Twilight Forest, Thaumcraft, Buildcraft and many others. Users may wish to make further changes but the visual example should at least let them know how to go about doing that.
If you have an example configuration file of your own, please consider uploading it on the Wiki.
I'm trying to have Natura's Flame Spider spawn in the overworld at night (in 1.6.4), but I'm running into trouble. Maybe its simply me misunderstanding it on my part, but this is what I'm doing:
I'm trying to have Natura's Flame Spider spawn in the overworld at night (in 1.6.4), but I'm running into trouble. Maybe its simply me misunderstanding it on my part, but this is what I'm doing:
That's telling Flame spiders to spawn unless the light is between 0 and 7. Everything that comes after the ":" can be read as having the word "unless" in front of it.
Remember you'll also have to be certain they're not just spawning in darker areas and then wandering into the light, but you could try something like {!spawn:light,0,6} (which means don't spawn unless the light level is between 0 and 6) or {spawn:light,8,15} (means spawn unless the light level is between 8 and 15)
Edit: I forgot to quote you :P. Edit again: I'm sure there was no "!" in your spawn tag when I first replied. My bad.
Sorry! I'm going to change my settings so I get a notification as soon as there's a message here.
The trick is to disable Hellfish from within the Nether Ores config. (in the powercrystals folder, common.cfg)
# If true, Hellfish will spawn in the Nether. Note that setting this false will not kill active Hellfish mobs.
B:HellfishEnable=false
That does the trick
Hey there,
Thanks for your reply.
I finally got around to trying out your solution (changing HellfishEnable from true to false) and played around a bit in the nether.
That did not seem to work for me. I am still not getting any blazes or skeletons on Nether Bridges or actually anywhere in the Nether (other than beside spawners of course). It seems structure spawns are still not working correctly. Any other thoughts / suggestions?
Hello I'm using JAS 0.14.5 and JAS compatibility addon 1.0.0 with Mo'Creatures 6.2.1, Twilight Forest, Oceancraft and Candycraft for 1.7.2. How do I properly configure JAS for the candycraft dimension as all that spawn are many many candy bees and candy fish only. Pleas help as I have been at this for months, first for minecraft 1.6.4 and now for 1.7.2 :/
Can anyone confirm if "I:"Min Despawn Distance"=32" is working correctly or not. I had a creeper and something else despawn within a couple of blocks of me. I was just getting ready to whack them with a sword so they were pretty close to me. I take it the min despawn distance is the minimum distance from the player a creature will despawn.
At the core I just want to make it so creatures don't despawn in front of me or while I'm fighting them if possible.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
It really should be as simple as changing the creeper's ShouldSpawn status from "true" to "false" in the living handler section of the relevant config. Eg. for vanilla creepers, that would be Vanilla.cfg
..actually, on further reading of your log, I'm not sure I know how to help, sorry. It could be that I'm just incredibly tired, but I don't understand what's going on here (from your log)
2014-07-24 18:49:02 [SEVERE] [JAS] Duplicate entity mapping reading config. Mapping JASname [Reika.Creeper]'s new key will be ignored: [FMLname:class]=[Creeper:class Reika.LegacyCraft.Overrides.Entity.EntityLegacyCreeper]
2014-07-24 18:49:02 [SEVERE] [JAS] Duplicate entity mapping reading config. Mapping JASname [Reika.Zombie]'s new key will be ignored: [FMLname:class]=[Zombie:class net.minecraft.entity.monster.EntityZombie]
2014-07-24 18:49:02 [SEVERE] [JAS] Duplicate entity mapping reading config. Mapping JASname [Skeleton]'s new key will be ignored: [FMLname:class]=[Skeleton:class net.minecraft.entity.monster.EntitySkeleton]
2014-07-24 18:49:02 [SEVERE] [JAS] Duplicate entity mapping reading config. Mapping JASname [Reika.Villager]'s new key will be ignored: [FMLname:class]=[Villager:class Reika.LegacyCraft.Overrides.Entity.EntityLegacyVillager]
2014-07-24 18:49:02 [SEVERE] [JAS] Duplicate entity mapping reading config. Mapping JASname [Spider]'s new key will be ignored: [FMLname:class]=[Spider:class Reika.LegacyCraft.Overrides.Entity.EntityLegacySpider]
2014-07-24 18:49:02 [SEVERE] [JAS] Duplicate entity mapping reading config. Mapping JASname [Enderman]'s new key will be ignored: [FMLname:class]=[Enderman:class net.minecraft.entity.monster.EntityEnderman]
2014-07-24 18:49:02 [INFO] [JAS] Entity already has a registered entry. This is expected if it has an entity name mapping in the configuration files. FMLName=JasName: Class [Giant=Giant: class net.minecraft.entity.monster.EntityGiantZombie]
2014-07-24 18:49:02 [INFO] [JAS] Entity already has a registered entry. This is expected if it has an entity name mapping in the configuration files. FMLName=JasName: Class [Creeper=Reika.Creeper: class net.minecraft.entity.monster.EntityCreeper]
2014-07-24 18:49:02 [INFO] [JAS] Entity already has a registered entry. This is expected if it has an entity name mapping in the configuration files. FMLName=JasName: Class [Linkbook=Mystcraft.Linkbook: class com.xcompwiz.mystcraft.entity.EntityLinkbook]
2014-07-24 18:49:02 [INFO] [JAS] Entity already has a registered entry. This is expected if it has an entity name mapping in the configuration files. FMLName=JasName: Class [Chicken=Chicken: class net.minecraft.entity.passive.EntityChicken]
2014-07-24 18:49:02 [INFO] [JAS] Entity already has a registered entry. This is expected if it has an entity name mapping in the configuration files. FMLName=JasName: Class [Wolf=Wolf: class net.minecraft.entity.passive.EntityWolf]
2014-07-24 18:49:02 [INFO] [JAS] Entity already has a registered entry. This is expected if it has an entity name mapping in the configuration files. FMLName=JasName: Class [TwilightForest.Loyal Zombie=TwilightForest.Loyal Zombie: class twilightforest.entity.EntityTFLoyalZombie]
2014-07-24 18:49:02 [INFO] [JAS] Entity already has a registered entry. This is expected if it has an entity name mapping in the configuration files. FMLName=JasName: Class [TwilightForest.Forest Squirrel=TwilightForest.Forest Squirrel: class twilightforest.entity.passive.EntityTFSquirrel]
2014-07-24 18:49:02 [INFO] [JAS] Entity already has a registered entry. This is expected if it has an entity name mapping in the configuration files. FMLName=JasName: Class [TwilightForest.Hydra=TwilightForest.Hydra: class twilightforest.entity.EntityTFHydra]
2014-07-24 18:49:02 [SEVERE] [JAS] Duplicate entity mapping generating new entities. Entity-FML mapping Mapping [Reika.Creeper] already exists. Iggnoring: [FMLname:class]=[Creeper:class Reika.LegacyCraft.Overrides.Entity.EntityLegacyCreeper]
I can try having another look in the morning but this is something I'm not familiar with. Apologies again.
my BiomeGroup.cfg
...I didn't say I was a good one.
My BiomeGroups.cfg could do with a good cleanup but you should be able to work out the process from taking a look at the biomelists section.
# biomelists
####################
biomelists {
S:BEACH=Beach,Gravel Beach,Overgrown Beach,Shore
S:"Blessed Bog"=Blessed Bog
S:"Bloody Heap"=Bloody Heap
S:Boneyard=Boneyard
S:"Clearing Border"=Clearing Border
S:"Corrupted Sands"=Corrupted Sands
S:DESERT=Desert,DesertHills,Desert Oil Field,Badlands,Canyon Ravine,Dunes,Lush Desert,biomesoplenty.Desert
S:"DESERT MOUNTAIN"=Canyon,Crag,Mesa
S:"Dark Forest"=Dark Forest
S:"Dark Forest Center"=Dark Forest Center
S:"Dense Twilight Forest"=Dense Twilight Forest
S:Eerie=Eerie
S:"Enchanted Forest"=Enchanted Forest
S:FOREST=Forest,ForestHills,Autumn Hills,Bamboo Forest,Birch Forest,Boreal Forest,Brushland,Coniferous Forest,Dead Forest,Deciduous Forest,Fen,Forested Field,Jade Cliffs,Maple Woods,Meadow Forest,Redwood Forest,Seasonal Forest,Seasonal Spruce Forest,Shield,Spruce Woods,Thicket,Timber,Thinned Timber,Woodland,biomesoplenty.Forest,biomesoplenty.ForestHills,Origin Valley,Alps Forest
S:FROZEN=Alps,Arctic,biomesoplenty.Glacier,Frost Forest,Icy Hills,Ice Mountains,Ice Plains,Polar,Tundra
S:"FROZEN FOREST"=Snowy Coniferous Forest,Snowy Dead Forest,biomesoplenty.Taiga,biomesoplenty.TaigaHills,Taiga,TaigaHills
S:"Fire Swamp"=Fire Swamp
S:Glacier=Glacier
S:Hell=Hell
S:Highlands=Highlands
S:"Highlands Center"=Highlands Center
S:"Hot Springs"=Hot Springs
S:"Island Rainforest Mountains"=Island Rainforest Mountains
S:JUNGLE=biomesoplenty.Jungle,biomesoplenty.JungleHills,Temperate Rainforest,Rainforest,Tropical Rainforest,biomesoplenty.Tropics,Tropics Mountain,Jungle
S:"Lake Border"=Lake Border
S:"Lighted Forest"=Lighted Forest
S:"Lots of Mushrooms"=Lots of Mushrooms
S:MAGICAL=Cherry Blossom Grove,Mystic Grove,Thinned Mystic Grove
S:MOUNTAIN=Mountain,biomesoplenty.Extreme Hills,Extreme Hills Edge
S:MUSHROOM=MushroomIsland,MushroomIslandShore,Fungi Forest
S:"Magical Forest"=Magical Forest
S:"Majestic Meadow"=Majestic Meadow
S:"Major Feature"=Major Feature
S:Mangrove=Mangrove
S:"Minor Feature"=Minor Feature
S:MooMooFarm=MooMooFarm
S:Mushrooms=Mushrooms
S:Nether=Nether
S:"Oak Savanna"=Oak Savanna
S:"Ominous Woods"=Ominous Woods
S:Orchard=Orchard
S:PLAINS=biomesoplenty.Plains,Grove,Garden,Meadow,Orchard,Pasture,Pasture Meadow,Chaparral,Field,Grassland,Heathland,Highland,Lavender Fields,Overgrown Greens,Plains,Thinned Pasture,Prairie
S:"Phantasmagoric Inferno"=Phantasmagoric Inferno
S:"Rainforest Hills"=Rainforest Hills
S:"Rainforest Mountains"=Rainforest Mountains
S:"Rainforest Plains"=Rainforest Plains
S:SAVANNA=Oasis,Outback,Savanna,Savanna Plateau,Scrubland,Steppe,Shrubland,Thick Shrubland
S:SWAMP=biomesoplenty.Swampland,Swampland,Bayou,Bog,Dead Swamp,Lush Swamp,Marsh,Moor,Quagmire,Sludgepit,Wetland
S:"Sacred Springs"=Sacred Springs
S:Silkglades=Silkglades
S:Sky=Sky
S:"Snowy Forest"=Snowy Forest
S:"Storage Cell"=Storage Cell
S:"Sublime Shrubland"=Sublime Shrubland
S:"Tainted Land"=Tainted Land
S:"Thick Ominous Woods"=Thick Ominous Woods
S:"Tropical Beach"=Tropical Beach
S:"Tropical Lake"=Tropical Lake
S:"Tropical Ocean"=Tropical Ocean
S:"Tropical River"=Tropical River
S:Tropics=Tropics
S:"Twilight Clearing"=Twilight Clearing
S:"Twilight Forest"=Twilight Forest
S:"Twilight Lake"=Twilight Lake
S:"Twilight Stream"=Twilight Stream
S:"Twilight Swamp"=Twilight Swamp
S:Undergarden=Undergarden
S:WASTELAND=Badlands,Deadlands,Volcano,Wasteland
S:WATER=Ocean,River,FrozenOcean,FrozenRiver,Ocean Oil Field,Oceanic Abyss,Coral Reef,Kelp Forest
S:WitchwoodForest=WitchwoodForest
S:"Wonderous Woods"=Wonderous Woods
S:WyvernBiome=WyvernBiome
####################
# biomesoplenty
####################
biomesoplenty {
}
From looking at this list, we can see that I've made a few groups:
S:BEACH=Beach,Gravel Beach,Overgrown Beach,Shore
S:DESERT=Desert,DesertHills,Desert Oil Field,Badlands,Canyon Ravine,Dunes,Lush Desert,biomesoplenty.Desert
S:"DESERT MOUNTAIN"=Canyon,Crag,Mesa
...etc.
All of my groups are in CAPITALS. The remainder are either biomes that I wanted to remain on their own, or new additions that I haven't had time to properly group yet.
My Biome Group names weren't very creatively chosen but you could name yours whatever you desire. Just make sure that each (case sensitive) Biome Group name is unique, ie. BEACH
In order to put individual biomes into my newly created BEACH group, I copied the biomes from the "packagenamemappings" section. That is, I copied the part after the "=" sign in
S:net.minecraft.world.biome.BiomeGenBeach.Beach=Beach
and pasted it into my biomelists section creating this:
biomelists {
S:BEACH=Beach
As I did this, I deleted the existing biomelists entry for S:Beach=Beach
I then repeated the process for S:"biomesoplenty.biomes.beach.BiomeGenBeachGravel.Gravel Beach"=Gravel Beach, etc. until I had
biomelists {
S:BEACH=Beach,Gravel Beach,Overgrown Beach,Shore
Note that each biome in your newly created group is comma separated and there are no spaces. I then moved on to the next biome group I wanted to create.
There are a few different ways of grouping biomes but I found this method the easiest and most simple for myself.
I hope this has helped.
Edit- PS. My complete JAS configs
Does anyone else have some JAS configs they want to upload and link to, please? It's about time we got a bit of a list going. It would save a lot of hassle for a lot of people
Is this for 1.6.4 or 1.7.2? I'm on 1.7.2 and my default configs are completely different from what you posted.
Also, let's say I want to double the spawn rate of all creatures. The wiki never really explains how this can be done, and in fact seems to suggest each entity group is inherently programmed to behave different with the same numbers, without giving any real explanation. I mean this:
is incredibly obtuse. Every x ticks means what exactly? And how does that relate to the number 20? And why is the creature number 400? None of this is explained at all. Changing the numbers seems to do nothing in-game. Changing the chunk rate to anything less that 1.0 will get reset back to 0.0. No explanation why, no feedback, no nothing.
Spawn rate is equal to HOW OFTEN JAS tries to spawn creatures.
Ie. every x ticks, JAS will check the number of creatures spawned and (if appropriate), try to spawn more.
The spawn CAP is the total number of that type of entity that should exist. If you want to double the number of monsters, you'll need
Monster 140 20 Ticks per Second
That means that the spawn cap for monsters is 140. Every 20 ticks (or 1 second), JAS is going to check the number of Monster type creatures currently spawned. If there's room in the cap (of 140 in this case), JAS will attempt to spawn more of the Monster type according to their weights.
The weights for each monster are specified elsewhere. I'll use the Ant example from the config section you posted earlier (I'm just going to pretend for this example that we want "MoCreatures.Ant" to be put in the MONSTER group instead of AMBIENT lol. Note that I don't think it's a good idea to put Ants into the monster category but I've never tried it.)
"FILE_VERSION": "1.0",
"SORTED_BY_BIOME": false,
"SPAWN_LIST_ENTRIES": {
"MONSTER": {
"MoCreatures.Ant": {
"Beach Biomes": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "4-4-1-4"
},
"Desert Biomes": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "40-4-2-4"
},
"End Biomes": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-0-4"
},
"Forest Biomes": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "2-2-1-4"
},
"Frozen Biomes": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "0-4-1-4"
},
So in the beach biome, the weight (or chance) of an ant being one of the 140 monsters spawning into the world is 4. I want them to spawn in packs of no more than 4 but no less than 1. I don't want any more ants to spawn in a chunk if there's already a pack of 4 in that chunk.
The actual number of ants I get spawning in the beach biome will depend on the weights of all the other MONSTERs I have set to spawn, so it's not as simple as saying that 4/140 monsters will be ants.
Looking at the spawn weight for ants in the Desert Biomes, we can see I've bumped them way up to 40. If I set every other MONSTER's weight to 4 or lower, I'd have ants everywhere. They'd still spawn in packs no greater than 4 and no less than 2 - with a limit of 4 per chunk.
There would be no ants at all spawning in the End Biomes and Frozen Biomes, according to the settings above.
Is this starting to make more sense?
I understand how it's supposed to work, but the problem is that it isn't working how it's supposed to work. And so there's nothing else for me to to do but examine quite literally how things are working. Which is difficult when there's so little information available.
I understand the weights, group limits, etc. I have reviewed those numbers tenfold and they are correct. I can force certain things to happen and verify those numbers are being utilized by the spawning system in the proper way, so that is all well and good. The problem I'm having is that while those numbers are correct, almost nothing is spawning. The spawns never come close to reaching their caps.
Now there's plan B, which is to figure out how everything actually works and hopefully force things to do what I want. I need to at least double the spawn rate, if not more. So I need to figure out what part of the system actually controls the spawn rate itself, which leads me to this:
It's important that I fully understand exactly what is is doing what here, because none of this is working like it's supposed to. I don't want to assume anything: I wan't to know exactly how each value is used. The explanation in the wiki is anything but concise, but after a strong amount of mental gymnastics, it seems to be telling me that spawn rates are hard-coded differently for creatures. This is poorly explained, but at least it brings some understanding to the random value of 400.
Now let's try to figure out this obtuse wiki entry:
The Spawn rate sets how often the spawn cycle is processed for the given category.
Categories Spawn Cap Spawn Rate [Every X Ticks]
Monster 70 20 Ticks per Second
Okay, so the spawn rate is every x ticks, and then it lists 20 ticks per second. That literally translates to "Every 20 ticks per second ticks." That doesn't make any sense. On top of that, the example values given are in ticks (I guess?), but completely undefined in my above config for 1.7.2. The value is simply "1". Is that one tick, or one second? Who knows. At least creatures share the same value in both examples. But their values are stated differently, as "every 400 ticks". Is that 400 ticks per second? No, that can't be right. Which leads to the part I hate:
I have to start assuming a whole lot of things about a system that isn't working, because the provided information is lacking or obtuse. Do I assume that both 20 ticks and 400 ticks equals a second, and those values represent a spawn attempt every second? Or do I assume it's literally 400 ticks, which at a rate of 20 ticks a second (the inherit tick-rate of minecraft) means a spawn attempt every 20 seconds. If I make that number 200, does it mean a spawn attempt even 10 seconds? Can I use a spawn rate of 0.5?
When programmers comment their code (or their configs), I enjoy reading them. Especially when they give an example of how the values are calculated. Because when things aren't supposedly working, at least I can try to understand how values are being calculated. Otherwise it becomes incredibly frustrating!
Edit for readability.
What I think Crudedragos has tried to say with
"The Spawn rate sets how often the spawn cycle is processed for the given category.
Categories Spawn Cap Spawn Rate [Every X Ticks]
Monster 70 20 Ticks per Second"
is "Category=Monster: cap=70: rate=20 ticks (note that there are 20 ticks per Second)."
So the ticks are just a unit of time. With the AMBIENTS, the "1" just means that every tick (or 20 times a second), JAS will check to see if there's less than 15 bats already flying around. Practically, that means that if you've just killed 4 bats, there should be more spawning somewhere within 1/20th of a second.
There used to be a section in the wiki that said something similar to "Spawn rate, calculated in Ticks per Second". My best guess is that Crudedragos made a quick edit, then got the news that suddenly dragged him away from modding before he was able to proofread and edit the wiki himself.
Sorry if I dumped a ton of maddeningly unhelpful info on you before. I'm no modder and not even a decent poet lol. I'm just trying my damnedest to make sure JAS doesn't die before someone who does know what they're doing can pick it up and run with it.
Until then, all I can tentatively suggest is that you start by leaving the spawn rate at the default for each of the entity types. Set their caps higher (if you haven't already). Try 100 for monsters and 70 for creatures. If you're using a minimap like this, turning on it's radar will help you find things when they spawn. That sounds obvious but sometimes weird stuff happens, like Lycanites mobs spawning under bedrock and hogging the monster cap. I never would've found them except for the entity radar.
Anyway.. let us know how it goes, please? I for one would appreciate it as I'll be setting up 1.7.2 myself soon.
Okay, so after a lot of trial and error, I think I got this figured out. The important parts:
The "Spawn Rate" is not given a measurement, but the number does seem to represent ticks. Not seconds. A default of 1 seems low, and I think can be safely bumped up to at least 10.
The spawn rate on creatures is set to 400 by default. This is waaay off. The wiki reads like 400 is normal, but for passive spawning it needs to be much lower, like 20 or 40. This was one reason why creatures weren't spawning.
The default spawn caps for creatures are set very low . This is another reason why creatures weren't spawning. The spawn cap defaults to 10 when it could be closer to 70.
Chunk spawning is off by default and there's no explanation on how to turn it on in 1.7.2. If you try to change the chunk spawn values to anything less than 1, they will reset to zero. In 1.6.4 you had to define chunk spawning as "true", but the entire syntax and layout has changed drastically in 1.7.2 with no explanation.
My biggest peeve is not just the defaults don't work, but completely undefined without comments, so you have no understanding of why they're wrong. I shouldn't have to guess how to turn on chunk spawning by making random edits in the dark, but it appears that's what it will take. It's really frustrating when a programmer makes sweeping changes to how everything is written, and then neglects to make any comments or provide documentation on the new format.
Edit: So a 400 tick rate on creatures isn't so bad if you want to limit the respawn of creatures back into the biome, however, this requires chunk spawning to be working, and currently it isn't working.
Edit2: Looking at the source code, the default chunk spawn rate for creatures is set to 0.1, and any attempt to change this in the config gets erased and set to zero. I can only assume this is caused by a bug in the code somewhere.
The thing is the wiki was written for 1.6, and nearly all of the formatting changed for 1.7, so all the examples on the wiki are wrong. I don't know if anyone active in this thread is running this for 1.7. Everything I'm explaining is in relation to 1.7, and it's a pretty big difference.
Well, the reason I'm looking for a spawn control mod is because I have a lot of mobs to control spawns for. MoCreatures+Zulu+Lycanites+Mutants+Vanilla and a few others. The default cap for creatures is 10. That is very, very low.
Chunk spawning, at least for me, is most definitely broken. I downloaded the source and might look into it more later, but I think somewhere along the line CunkSpawning is not defined properly as a floater and then gets zeroed out. Any attempts to change chunk spawning to a floating point variable will get zeroed out. This is in 1.7.
The only way for me to get more creatures spawning is through inflating the passive spawning controls. I would much rather do it through chunk spawning, but.. broken.
They're typically rare because they only spawn when the chunk first generates - and by definition don't respawn as that would be passive spawning. I believe that the spawning range (or effective distance from the player within which entities can spawn) helps to give an effect of chunk spawning. Ie. when you're out exploring, entities will be spawning ahead of you. I'm sure there was a convo on here between Crudedragos and (I can't remember who, sorry) re chunk spawning, what is vanilla code and unchangeable, what JAS can and does do, etc. ...Yeah I just did a search of this thread for "chunk spawning" and it returned quite a bit. For example
Passive spawning, then, seems the way to go. If you absolutely want a set number of entities of a set type to spawn in a set place with chunk generation, then perhaps structure spawning is the only way?
Edit in an attempt at clarity
The biomes are roughly grouped at the moment and include biomes from Biomes O Plenty, Twilight Forest, Thaumcraft, Buildcraft and many others. Users may wish to make further changes but the visual example should at least let them know how to go about doing that.
If you have an example configuration file of your own, please consider uploading it on the Wiki.
Thanks
Whatever I try, its just spawning day and night.
Remember you'll also have to be certain they're not just spawning in darker areas and then wandering into the light, but you could try something like {!spawn:light,0,6} (which means don't spawn unless the light level is between 0 and 6) or {spawn:light,8,15} (means spawn unless the light level is between 8 and 15)
Edit: I forgot to quote you :P. Edit again: I'm sure there was no "!" in your spawn tag when I first replied. My bad.
Thanks! I actually didn't have an "!" when I posted, so I edited it, hehe, sorry.
Hey Crudedragos, that seemed to do the trick! Those directions were very concise and extremely easy to follow. Bookmarked for sure! Love it
Thank you for the help and thank you for JAS!
how i can resolve such entity conflicts?
Hey there,
Thanks for your reply.
I finally got around to trying out your solution (changing HellfishEnable from true to false) and played around a bit in the nether.
That did not seem to work for me. I am still not getting any blazes or skeletons on Nether Bridges or actually anywhere in the Nether (other than beside spawners of course). It seems structure spawns are still not working correctly. Any other thoughts / suggestions?
Any help is appreciated.
Can anyone confirm if "I:"Min Despawn Distance"=32" is working correctly or not. I had a creeper and something else despawn within a couple of blocks of me. I was just getting ready to whack them with a sword so they were pretty close to me. I take it the min despawn distance is the minimum distance from the player a creature will despawn.
At the core I just want to make it so creatures don't despawn in front of me or while I'm fighting them if possible.
I am using stock, unaltered configs. Primary affecting mods, from reading the logs: Twilight Forest, and Reika's mods.
The goal that I want is simple: No creepers, and everything else unaltered.
Log file: https://gist.github.com/keybounce/2754a5ae053048f6cb02
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Did you go into the vanilla config and change the weights to 0?
It really should be as simple as changing the creeper's ShouldSpawn status from "true" to "false" in the living handler section of the relevant config. Eg. for vanilla creepers, that would be Vanilla.cfg
livinghandler {
S:Bat=AMBIENT-true
S:Blaze=MONSTER-true
S:CaveSpider=MONSTER-true
S:Chicken=CREATURE-true
S:Cow=CREATURE-true
S:Creeper=MONSTER-false
S:EnderDragon=MONSTER-true
..actually, on further reading of your log, I'm not sure I know how to help, sorry. It could be that I'm just incredibly tired, but I don't understand what's going on here (from your log)