This mod makes you in control of mob spawning. It features two kinds of rule files. One is for blocking spawns of certain mobs under certain conditions (conditions like the current weather, time of the day, biome, block, light level, mod, minimum height, distance to spawn, ...) and it also allows you to alter the stats of these mobs (give them more health, make them angry, and so on). The other rule file allows you to add new spawns to the world. Like adding blazes to the overworld.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
The latest 3.0.0 update to In Control adds a new rule file for controlling loot. Documentation is updated
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Hey do you know if the mods by COFH Core made it to 1.11? I saw your mod RFTools & Dimensions, thought it required those COFH core mods to get ores?
RFTools does not depend on COFH in any way.
But yes, the COFH mods are being ported to 1.10.2 atm
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
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:
The first question: all zombies will have a diamond sword.
The second question: the first rule that matches will be taken. So the other rule is ignored.
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
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?
The looting value is determined by the item itself. Not by the mob. So I think it should automatically give you more with looting.
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Would you be able to tell me exactly what I'd need to write into the config to simply just reduce the amount of natural spawning hostile mobs in half. I am experiencing a high volume of hostile mobs naturally spawning.
Hello there, first post ever on that forum. I've been a lurker for a while though :).
I was wondering by looking at the syntax, is it possible to set the maximum spawning for a whole mod at once? I'm asking because in my heavily modded FTB:Beyond, I added a lot of mods and in these there is Pokecube. Pokecube add like 350+ different mob so yeah. For the most part when I'm moving around, I only see those but I also got MoCreature and Animania. Here's what I tried with no luck :/
Here's what I tried in Spawn.json
[
{
"mod": "pokecube_mobs",
"hostile": true,
"mincount": 1,
"maxcount": 2,
"result": "allow"
},
{
"result": "deny"
},
{
"hostile": true,
"mincount": 1,
"maxcount": 5,
"result": "allow"
},
{
"passive": true,
"mincount": 1,
"maxcount": 25,
"result": "allow"
},
{
"result": "deny"
}
]
So I tried to set it so 2 Pokemob would spawn at once (max), between 1-5 Hostile mobs would be spawned in the world and 1-25 Passive mobs.
The Meaning of Life, the Universe, and Everything.
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LunariusH
Member Details
Just want to start by saying that I appreciate that this mod exists. Present goals are simple enough:
Squid Spawn only in the ocean
Biome Specific Spawn Rules
Will this work alongside Custom Mob Spawner? (IE - If I just want to modify Health/Equipment/Etc, can I use this to manage that while using CMS to manage spawn rules?)
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
Hello there, first post ever on that forum. I've been a lurker for a while though :).
I was wondering by looking at the syntax, is it possible to set the maximum spawning for a whole mod at once? I'm asking because in my heavily modded FTB:Beyond, I added a lot of mods and in these there is Pokecube. Pokecube add like 350+ different mob so yeah. For the most part when I'm moving around, I only see those but I also got MoCreature and Animania. Here's what I tried with no luck :/
Here's what I tried in Spawn.json
[
{
"mod": "pokecube_mobs",
"hostile": true,
"mincount": 1,
"maxcount": 2,
"result": "allow"
},
{
"result": "deny"
},
{
"hostile": true,
"mincount": 1,
"maxcount": 5,
"result": "allow"
},
{
"passive": true,
"mincount": 1,
"maxcount": 25,
"result": "allow"
},
{
"result": "deny"
}
]
So I tried to set it so 2 Pokemob would spawn at once (max), between 1-5 Hostile mobs would be spawned in the world and 1-25 Passive mobs.
Do I need to set it elsewhere?
Thanks!
Olivier
Sorry for the late reply but you have duplicate rules in there. i.e. two times { "result": "deny" }. Why are you doing that? That doesn't make sense. It will never use the ruiles after the first deny rule because it stops matching there
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Just want to start by saying that I appreciate that this mod exists. Present goals are simple enough:
Squid Spawn only in the ocean
Biome Specific Spawn Rules
Will this work alongside Custom Mob Spawner? (IE - If I just want to modify Health/Equipment/Etc, can I use this to manage that while using CMS to manage spawn rules?)
Not sure about CMS. Don't know if it follow standard forge event system for mob spawning. That's why my mod depends on
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Thanks for the rapid reply there mate. I presume that this works with non-vanilla mobs? If so, how does one designate them in the config?
Honestly, CMS would just be redundant with InControl, and InControl seems to do the same job in a more understandable fashion.
Does it also work with non-vanilla biomes? non-vanilla drops? etc?
It works with non-vanilla anything as long as you know the correct technical name/ID name/registry name for the mob/biome/item/...
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
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
This mod makes you in control of mob spawning. It features two kinds of rule files. One is for blocking spawns of certain mobs under certain conditions (conditions like the current weather, time of the day, biome, block, light level, mod, minimum height, distance to spawn, ...) and it also allows you to alter the stats of these mobs (give them more health, make them angry, and so on). The other rule file allows you to add new spawns to the world. Like adding blazes to the overworld.
More documentation can be found at the curse page: https://minecraft.curseforge.com/projects/in-control
Download
(note that this download is also for 1.10.2)
Usage
You can freely use this mod in any modpack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
The latest 3.0.0 update to In Control adds a new rule file for controlling loot. Documentation is updated
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Thanks!
Hey do you know if the mods by COFH Core made it to 1.11? I saw your mod RFTools & Dimensions, thought it required those COFH core mods to get ores?
RFTools does not depend on COFH in any way.
But yes, the COFH mods are being ported to 1.10.2 atm
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
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
The first question: all zombies will have a diamond sword.
The second question: the first rule that matches will be taken. So the other rule is ignored.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Work with custom mobs from other mods?
It should yes
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
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 ~ ~
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?
The looting value is determined by the item itself. Not by the mob. So I think it should automatically give you more with looting.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
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
Would you be able to tell me exactly what I'd need to write into the config to simply just reduce the amount of natural spawning hostile mobs in half. I am experiencing a high volume of hostile mobs naturally spawning.
Hello there, first post ever on that forum. I've been a lurker for a while though :).
I was wondering by looking at the syntax, is it possible to set the maximum spawning for a whole mod at once? I'm asking because in my heavily modded FTB:Beyond, I added a lot of mods and in these there is Pokecube. Pokecube add like 350+ different mob so yeah. For the most part when I'm moving around, I only see those but I also got MoCreature and Animania. Here's what I tried with no luck :/
Here's what I tried in Spawn.json
[
{
"mod": "pokecube_mobs",
"hostile": true,
"mincount": 1,
"maxcount": 2,
"result": "allow"
},
{
"result": "deny"
},
{
"hostile": true,
"mincount": 1,
"maxcount": 5,
"result": "allow"
},
{
"passive": true,
"mincount": 1,
"maxcount": 25,
"result": "allow"
},
{
"result": "deny"
}
]
So I tried to set it so 2 Pokemob would spawn at once (max), between 1-5 Hostile mobs would be spawned in the world and 1-25 Passive mobs.
Do I need to set it elsewhere?
Thanks!
Olivier
Just want to start by saying that I appreciate that this mod exists. Present goals are simple enough:
Squid Spawn only in the ocean
Biome Specific Spawn Rules
Will this work alongside Custom Mob Spawner? (IE - If I just want to modify Health/Equipment/Etc, can I use this to manage that while using CMS to manage spawn rules?)
Sorry for the late reply but you have duplicate rules in there. i.e. two times { "result": "deny" }. Why are you doing that? That doesn't make sense. It will never use the ruiles after the first deny rule because it stops matching there
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Not sure about CMS. Don't know if it follow standard forge event system for mob spawning. That's why my mod depends on
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Thanks for the rapid reply there mate. I presume that this works with non-vanilla mobs? If so, how does one designate them in the config?
Honestly, CMS would just be redundant with InControl, and InControl seems to do the same job in a more understandable fashion.
Does it also work with non-vanilla biomes? non-vanilla drops? etc?
It works with non-vanilla anything as long as you know the correct technical name/ID name/registry name for the mob/biome/item/...
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
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