---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 1/16/15 7:01 PM
Description: Exception in server tick loop
java.lang.ClassCastException: com.google.common.base.Present cannot be cast to org.mvel2.compiler.ExecutableStatement
at org.mvel2.MVEL.executeExpression(MVEL.java:954)
at jas.common.helper.MVELHelper.typedExecuteExpression(MVELHelper.java:17)
at jas.common.helper.MVELHelper.executeExpression(MVELHelper.java:11)
at jas.spawner.modern.spawner.creature.handler.LivingHandler.postSpawnEntity(LivingHandler.java:276)
at jas.spawner.modern.spawner.CustomSpawner.spawnCreaturesInChunks(CustomSpawner.java:172)
at jas.spawner.modern.spawner.SpawnerTicker.performSpawningInWorld(SpawnerTicker.java:77)
at jas.spawner.modern.spawner.SpawnerTicker.serverTick(SpawnerTicker.java:46)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_19_SpawnerTicker_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 645835704 bytes (615 MB) / 1065353216 bytes (1016 MB) up to 3821010944 bytes (3644 MB)
JVM Flags: 5 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseLargePages -XX:LargePageSizeInBytes=4M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 5, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.85.1277 Minecraft Forge 10.13.2.1277 Optifine OptiFine_1.7.10_HD_B4 5 mods loaded, 5 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1277} [Forge Mod Loader] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1277} [Minecraft Forge] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1-modified.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
JustAnotherSpawner{0.16.12} [Just Another Spawner] (JustAnotherSpawner-0.16.12.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
To be sure, I removed the new entry and there wasn't a crash.
I got a crash when I placed that entry into the Entity Handlers configuration as well. Could this be a bug or are others successfully writing NBT tags?
So in the CreatureType config file, the default "spawn tag" is something like "!solidside(1,{0,0,0},{0,-1,0})||liquid({0,0,0},{0,0,0})||normal({0,0,0},{0,0,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})||!sky()".
How would I keep these rules but also add an Or rule for blocks lower than 128 in the nether? Thanks in advance.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 1/16/15 7:01 PM
Description: Exception in server tick loop
java.lang.ClassCastException: com.google.common.base.Present cannot be cast to org.mvel2.compiler.ExecutableStatement
at org.mvel2.MVEL.executeExpression(MVEL.java:954)
at jas.common.helper.MVELHelper.typedExecuteExpression(MVELHelper.java:17)
at jas.common.helper.MVELHelper.executeExpression(MVELHelper.java:11)
at jas.spawner.modern.spawner.creature.handler.LivingHandler.postSpawnEntity(LivingHandler.java:276)
at jas.spawner.modern.spawner.CustomSpawner.spawnCreaturesInChunks(CustomSpawner.java:172)
at jas.spawner.modern.spawner.SpawnerTicker.performSpawningInWorld(SpawnerTicker.java:77)
at jas.spawner.modern.spawner.SpawnerTicker.serverTick(SpawnerTicker.java:46)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_19_SpawnerTicker_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 645835704 bytes (615 MB) / 1065353216 bytes (1016 MB) up to 3821010944 bytes (3644 MB)
JVM Flags: 5 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseLargePages -XX:LargePageSizeInBytes=4M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 5, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.85.1277 Minecraft Forge 10.13.2.1277 Optifine OptiFine_1.7.10_HD_B4 5 mods loaded, 5 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1277} [Forge Mod Loader] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1277} [Minecraft Forge] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1-modified.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
JustAnotherSpawner{0.16.12} [Just Another Spawner] (JustAnotherSpawner-0.16.12.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
To be sure, I removed the new entry and there wasn't a crash.
I got a crash when I placed that entry into the Entity Handlers configuration as well. Could this be a bug or are others successfully writing NBT tags?
Thanks
Dude it's that spawn weight you have with the 600.
It only go up to 100.
What I do is that I make the default mob weight 80 by using command F on the text edit which makes all the mobs 80 because mojang and microsoft decided all mobs should spawn the same everywhere in the universe with sheep in the jungle and cows in the forest.
I don't like that this take forever and ever to make spawner list though. I wish that like, I could tag biomes with traits and assign tags to the mobs or something instead of spending all afternoon tediously making groups and micromanaging like three hundred mobs across like two hundred biomes. That's 60000 perimeters to change.
Sure groups of biomes cut this down to like, 12000, but it still takes forever and I always fear my list will break every time I try to update a mod. For instance I try adding a new update for that thaumcraft mod where you get to be a wizard and kill the bad guys with magic wands and the spawnlist break.
Your list need more flexibility with updates I think. At least some conversions wouldn't kill, maybe find some way to like make it so that the lists don't ruin 5 hours of work in 1 minute every time you want to add a couple new mobs to your build.
Rollback Post to RevisionRollBack
Every time you demand a mod update to a new minecraft version, mojang kills a modder
The Meaning of Life, the Universe, and Everything.
Join Date:
10/28/2014
Posts:
50
Member Details
Hi,
Thank you for your reply. I have been using this spawning mod for quite some time and I have never had a problem with it by using spawn weights over 100. I used 600 in order to over express this particular entity for debugging purposes. Certainly, the bears spawn accordingly when I don't have the "PostSpawn Tags": "writenbt('TypeInt/3/4')"
If you have made a test to this and can give evidence, this is necessary and can be useful to this community. This is a very technical mod. People search this thread looking for answers to problems. If I'm having a problem, chances are others are too. This is especially true since my problem is one that has been answered for earlier versions of the mod. The version I'm using is 0.16.12.
I tested your hypothesis that it was simply the weighting of my MoCreatures.Bear entity. The results of this crash are nearly identical to my previous crash. The entry I used for SpawnListEntires in this test is:
The cash resulted "in game" meaning that the game ran fine until, apparently, it attempted to spawn a MoCreatures.Bear and then crashed with the following log:
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 1/17/15 2:35 PM
Description: Exception in server tick loop
java.lang.ClassCastException: com.google.common.base.Present cannot be cast to org.mvel2.compiler.ExecutableStatement
at org.mvel2.MVEL.executeExpression(MVEL.java:954)
at jas.common.helper.MVELHelper.typedExecuteExpression(MVELHelper.java:17)
at jas.common.helper.MVELHelper.executeExpression(MVELHelper.java:11)
at jas.spawner.modern.spawner.creature.handler.LivingHandler.postSpawnEntity(LivingHandler.java:276)
at jas.spawner.modern.spawner.CustomSpawner.spawnCreaturesInChunks(CustomSpawner.java:172)
at jas.spawner.modern.spawner.SpawnerTicker.performSpawningInWorld(SpawnerTicker.java:77)
at jas.spawner.modern.spawner.SpawnerTicker.serverTick(SpawnerTicker.java:46)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_294_SpawnerTicker_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_71, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 618039376 bytes (589 MB) / 2162688000 bytes (2062 MB) up to 3816816640 bytes (3640 MB)
JVM Flags: 5 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseLargePages -XX:LargePageSizeInBytes=4M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 96
FML: MCP v9.05 FML v7.10.85.1277 Minecraft Forge 10.13.2.1277 Optifine OptiFine_1.7.10_HD_B4 67 mods loaded, 67 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{7.10.85.1277} [Forge Mod Loader] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{10.13.2.1277} [Minecraft Forge] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
----and so on----
Are you getting successful NBT tag writes using version 16.12? If so, It would really help if you can show what you have done inside the configs to get it to work.
Ok just discovered an issue but Im not sure JAS is causing it. I updated JAS and also added Natura. Before everything was working perfectly.
The bug is this: In a biome its only generating 2 types of mobs out of all possible choices. In one particular case it was spawning 2 seperate mobs I had set to 1% (the other 98% was divided by other types) and was spawning only them and because it was only them they were everywhere, whereas they used to be very rare. The exact same biome a few 100 blocks away was spawning 2 more common mobs and nothing else. Really confused now.
For my gorillas, I've just been using
"ProjectZulu|Core.Gorilla": {
"Type-Enabled": "CREATURE-true",
"Tags": "{!spawn:sky}"
},
It's not perfect, I know but I do get gorillas spawning. I've also got their spawn rate set pretty high in my jungle biome group - including their chunk spawn rate. All of my jungle biomes have a good number of gorillas in them now. I'm happy with the results.
Do you have problem with gorillas spawning on top of giant jungle trees and is the creaturetypes config file default for the creature group?
If I run JAS 16.13 and in my server set 'generate-structures=false' (trying to turn off vanilla villages) then on startup JAS errors out with a nullpointerexception in the StructureInterpreterOverworldStructure.java file. I'm guessing when turning of world structure generation something is failing to initialize that JAS is using in this code? Appears to be the MapGenStructure object may be null at this point. Going to edit the code and see if it is.
Scratch this, it doesn't appear to be a JAS issue, something else is causing it. Apparently I still have to have the value set to true to use some of the mods I use.
with default config settings nothing is passively spawning in my snow biomes although spawn on chunk generation, even after a jas killall command and spawn ranks cranked up hardly anything spawns, only on dirt patches.
with default config settings nothing is passively spawning in my snow biomes although spawn on chunk generation, even after a jas killall command and spawn ranks cranked up hardly anything spawns, only on dirt patches.
I found this very same thing and fiddled for a long time to find a fix. I ended up having to change the tags for CREATURE type in CreatureType.cfg. Depending on which version of JAS you're using, you may be able to use this
For the newest version of JAS, how do you add a "cap" tag to the spawn tags of a mob via the entityhandlers config? Having some issues getting tags to work for me.
I;m confused if Im supposed to have "Spawn Tags" :, or "Tags" : "spawn"
I found this very same thing and fiddled for a long time to find a fix. I ended up having to change the tags for CREATURE type in CreatureType.cfg. Depending on which version of JAS you're using, you may be able to use this
For the newest version of JAS, how do you add a "cap" tag to the spawn tags of a mob via the entityhandlers config? Having some issues getting tags to work for me.
I;m confused if Im supposed to have "Spawn Tags" :, or "Tags" : "spawn"
Okay I have just given up on this whole deranged dream of mine.
I tried to make a complex biome mob spawning system with some degree of flexibility, in that I decided to make a mix of "theme" and "envrionment" type biome groups that layer atop of each other to make more interesting spawn pools.
Look at the attachments and learn why DrZhark got a F in ecology along with the peoples who make BiomeDictionary.
I tried to fix it, spent a whole day trying. Yet they just keep spawning in places where they'd die pretty easy anyways. Like, I am pretty sure panda wouldn't last a day in the damn desert and bambi over there will find it pretty hard to forage in the BLOODY OUTBACK.
Stupid wild life mods never getting their biomes right. No, god forbid we even look at a wiki article for 2 minutes after spending days on end designing a mob! Gotta just latch it to the forest since well it have a tree so it must be the perfect woodland for my deer mob to breed in. What you mean the biome has throny bushes all over? It has shrubs, so is a forest!
Now that's why stuff like JAS exist to save us from people who forget that immersion relies on mobs appearing where they make sense and not in every place they can jam them. But no! How dare you alter my half-assed mob spawning! I'll override your JAS and spawn them in every other biome anyways!
At least I made a pretty config for everyone to see. Maybe I screwed it up, I dunno I don't want to spend any more of my life working on this. I spent more than enough.
One may note that I got a good amount of mods working in this. Well it's because I like to make it so that the world is all full of different areas with different creatures so that when you install one of the big biome adding mods you have variation between the biomes still. I recommend installing ender zoo so you can fight undead horses in the steppes. Lots of them.
The thing with mob adding mods is, that at heart they are writing their mod for vanilla biomes. Id go as far as to say that most of them have been written for the non 1.7 vanilla biomes too (not very many biomes).
I feel your frustration. Ive sort of been there.
There is/are the default biome group/attribute groups that JAS implements that can sort of place mobs in the right places but because they(mob mods) are not written with ebxl bop or highlands in mind it takes a lot of manual work, as youve discovered.
The default groups place a lot of biomes in many different groups. May be due to their use of a computer to organize things. I went manual.
Though to fix the MoCritters placing pandas in the desert I went into MoC's creature config and turned all the spawns to false while keeping JAS MoC spawns enabled, which I think makes it work.
Rollback Post to RevisionRollBack
Every time you demand a mod update to a new minecraft version, mojang kills a modder
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 1/16/15 7:01 PM
Description: Exception in server tick loop
java.lang.ClassCastException: com.google.common.base.Present cannot be cast to org.mvel2.compiler.ExecutableStatement
at org.mvel2.MVEL.executeExpression(MVEL.java:954)
at jas.common.helper.MVELHelper.typedExecuteExpression(MVELHelper.java:17)
at jas.common.helper.MVELHelper.executeExpression(MVELHelper.java:11)
at jas.spawner.modern.spawner.creature.handler.LivingHandler.postSpawnEntity(LivingHandler.java:276)
at jas.spawner.modern.spawner.CustomSpawner.spawnCreaturesInChunks(CustomSpawner.java:172)
at jas.spawner.modern.spawner.SpawnerTicker.performSpawningInWorld(SpawnerTicker.java:77)
at jas.spawner.modern.spawner.SpawnerTicker.serverTick(SpawnerTicker.java:46)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_19_SpawnerTicker_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 645835704 bytes (615 MB) / 1065353216 bytes (1016 MB) up to 3821010944 bytes (3644 MB)
JVM Flags: 5 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseLargePages -XX:LargePageSizeInBytes=4M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 5, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.85.1277 Minecraft Forge 10.13.2.1277 Optifine OptiFine_1.7.10_HD_B4 5 mods loaded, 5 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1277} [Forge Mod Loader] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1277} [Minecraft Forge] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1-modified.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
JustAnotherSpawner{0.16.12} [Just Another Spawner] (JustAnotherSpawner-0.16.12.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
To be sure, I removed the new entry and there wasn't a crash.
I got a crash when I placed that entry into the Entity Handlers configuration as well. Could this be a bug or are others successfully writing NBT tags?
Thanks
I'm seeing a similar issue. I tried using the following in the SpawnList entries (similar to what you used):
As you can see, I had the spawn weight only at 10 so I don't think my crash was caused by the spawn weight.
Also, I don't entirely understand that first integer in the writenbt('TypeInt/3/4'). The "4" tells it to be a specific type of bear (polar bear, in this case), but what is the 3 representing?
The Meaning of Life, the Universe, and Everything.
Join Date:
10/28/2014
Posts:
50
Member Details
Thanks for the information sirdave79.
From the post you cited of CD's, are you talking about the syntax? In JAS v0.15, the syntax for the writenbt function changed slightly as detailed in the changelog.
I haven't done an exhaustive testing with all of this. I suppose I should try to see if this works using JAS v0.15. Regarding MoC changes, I can't really say. I can change the type of the cat (bear, elephant, and whatnot) by changing typeInt nbt tag using an NBT editor after it has spawned. It is important to note that MoC has a nbt tag for several of its creatures that affects its size (although not consistently between creatures). Not specifying this can spawn certain creatures very small.
Since the postspawn tag is really only useful for writenbt, it isn't clear if that is working until writenbt can be verified as working.
I was testing this writenbt function using vanilla pigs to spawn with their saddles on them. I didn't get any results other than my previous crashes.
Anyway, thanks for replying. Any input other users can give may help solve this issue.
Wow. Either it was the newest version of this, or the newest version of fastcraft, or both together. But my games memory use dropped dramatically, and lag is nearly gone now.
Also, I like how the new version finally uses the Biome Groups. Makes setting up a config from scratch a lot quicker.
Sigh. However, I am still having 0 luck spawning any water creature besides squids. MoCreatures water creatures just don't want to spawn with the default water creature settings. Is there something weird going on with how MoCreatures defaults it's water spawns, so it doesn't work with JAS default settings???? Apparently, each MoCreatures fish needs to have their own separate spawn tag to work. putt in the following on each EntityHandler for each water creature made them work.
Thank you for the suggestion. Unfortunately, I get a crash when the creature tries to spawn. I used the following in the SpawnListEntries config:
"MoCreatures.Bear": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "600-4-1-2",
"PostSpawn Tags": "writenbt('TypeInt/3/4')"
},
The following crash resulted:
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 1/16/15 7:01 PM
Description: Exception in server tick loop
java.lang.ClassCastException: com.google.common.base.Present cannot be cast to org.mvel2.compiler.ExecutableStatement
at org.mvel2.MVEL.executeExpression(MVEL.java:954)
at jas.common.helper.MVELHelper.typedExecuteExpression(MVELHelper.java:17)
at jas.common.helper.MVELHelper.executeExpression(MVELHelper.java:11)
at jas.spawner.modern.spawner.creature.handler.LivingHandler.postSpawnEntity(LivingHandler.java:276)
at jas.spawner.modern.spawner.CustomSpawner.spawnCreaturesInChunks(CustomSpawner.java:172)
at jas.spawner.modern.spawner.SpawnerTicker.performSpawningInWorld(SpawnerTicker.java:77)
at jas.spawner.modern.spawner.SpawnerTicker.serverTick(SpawnerTicker.java:46)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_19_SpawnerTicker_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 645835704 bytes (615 MB) / 1065353216 bytes (1016 MB) up to 3821010944 bytes (3644 MB)
JVM Flags: 5 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseLargePages -XX:LargePageSizeInBytes=4M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 5, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.85.1277 Minecraft Forge 10.13.2.1277 Optifine OptiFine_1.7.10_HD_B4 5 mods loaded, 5 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.10.85.1277} [Forge Mod Loader] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.13.2.1277} [Minecraft Forge] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.3.1} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.3.1-modified.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
JustAnotherSpawner{0.16.12} [Just Another Spawner] (JustAnotherSpawner-0.16.12.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
I got a crash when I placed that entry into the Entity Handlers configuration as well. Could this be a bug or are others successfully writing NBT tags?
Thanks
How would I keep these rules but also add an Or rule for blocks lower than 128 in the nether? Thanks in advance.
Dude it's that spawn weight you have with the 600.
It only go up to 100.
What I do is that I make the default mob weight 80 by using command F on the text edit which makes all the mobs 80 because mojang and microsoft decided all mobs should spawn the same everywhere in the universe with sheep in the jungle and cows in the forest.
I don't like that this take forever and ever to make spawner list though. I wish that like, I could tag biomes with traits and assign tags to the mobs or something instead of spending all afternoon tediously making groups and micromanaging like three hundred mobs across like two hundred biomes. That's 60000 perimeters to change.
Sure groups of biomes cut this down to like, 12000, but it still takes forever and I always fear my list will break every time I try to update a mod. For instance I try adding a new update for that thaumcraft mod where you get to be a wizard and kill the bad guys with magic wands and the spawnlist break.
Your list need more flexibility with updates I think. At least some conversions wouldn't kill, maybe find some way to like make it so that the lists don't ruin 5 hours of work in 1 minute every time you want to add a couple new mobs to your build.
Thank you for your reply. I have been using this spawning mod for quite some time and I have never had a problem with it by using spawn weights over 100. I used 600 in order to over express this particular entity for debugging purposes. Certainly, the bears spawn accordingly when I don't have the "PostSpawn Tags": "writenbt('TypeInt/3/4')"
If you have made a test to this and can give evidence, this is necessary and can be useful to this community. This is a very technical mod. People search this thread looking for answers to problems. If I'm having a problem, chances are others are too. This is especially true since my problem is one that has been answered for earlier versions of the mod. The version I'm using is 0.16.12.
I tested your hypothesis that it was simply the weighting of my MoCreatures.Bear entity. The results of this crash are nearly identical to my previous crash. The entry I used for SpawnListEntires in this test is:
"MoCreatures.Bear": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "50-1-1-2",
"PostSpawn Tags": "writenbt('TypeInt/3/4')"
},
The cash resulted "in game" meaning that the game ran fine until, apparently, it attempted to spawn a MoCreatures.Bear and then crashed with the following log:
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 1/17/15 2:35 PM
Description: Exception in server tick loop
java.lang.ClassCastException: com.google.common.base.Present cannot be cast to org.mvel2.compiler.ExecutableStatement
at org.mvel2.MVEL.executeExpression(MVEL.java:954)
at jas.common.helper.MVELHelper.typedExecuteExpression(MVELHelper.java:17)
at jas.common.helper.MVELHelper.executeExpression(MVELHelper.java:11)
at jas.spawner.modern.spawner.creature.handler.LivingHandler.postSpawnEntity(LivingHandler.java:276)
at jas.spawner.modern.spawner.CustomSpawner.spawnCreaturesInChunks(CustomSpawner.java:172)
at jas.spawner.modern.spawner.SpawnerTicker.performSpawningInWorld(SpawnerTicker.java:77)
at jas.spawner.modern.spawner.SpawnerTicker.serverTick(SpawnerTicker.java:46)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_294_SpawnerTicker_serverTick_ServerTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138)
at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:260)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:536)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_71, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 618039376 bytes (589 MB) / 2162688000 bytes (2062 MB) up to 3816816640 bytes (3640 MB)
JVM Flags: 5 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseLargePages -XX:LargePageSizeInBytes=4M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 96
FML: MCP v9.05 FML v7.10.85.1277 Minecraft Forge 10.13.2.1277 Optifine OptiFine_1.7.10_HD_B4 67 mods loaded, 67 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{7.10.85.1277} [Forge Mod Loader] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{10.13.2.1277} [Minecraft Forge] (forge-1.7.10-10.13.2.1277.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
----and so on----
The bug is this: In a biome its only generating 2 types of mobs out of all possible choices. In one particular case it was spawning 2 seperate mobs I had set to 1% (the other 98% was divided by other types) and was spawning only them and because it was only them they were everywhere, whereas they used to be very rare. The exact same biome a few 100 blocks away was spawning 2 more common mobs and nothing else. Really confused now.
Do you have problem with gorillas spawning on top of giant jungle trees and is the creaturetypes config file default for the creature group?
Scratch this, it doesn't appear to be a JAS issue, something else is causing it. Apparently I still have to have the value set to true to use some of the mods I use.
I found this very same thing and fiddled for a long time to find a fix. I ended up having to change the tags for CREATURE type in CreatureType.cfg. Depending on which version of JAS you're using, you may be able to use this
"Tags": "{spawn:!solidside,1,0,[0/-1/0]:liquid,0:normal,0:normal,0,[0/1/0]:!opaque,0,[0/-1/0]}:!sky}",
That's for JAS .0.14.13.
I;m confused if Im supposed to have "Spawn Tags" :, or "Tags" : "spawn"
This worked for the latest version, thanks a ton.
I would also like some clarification on this.
I tried to make a complex biome mob spawning system with some degree of flexibility, in that I decided to make a mix of "theme" and "envrionment" type biome groups that layer atop of each other to make more interesting spawn pools.
Look at the attachments and learn why DrZhark got a F in ecology along with the peoples who make BiomeDictionary.
I tried to fix it, spent a whole day trying. Yet they just keep spawning in places where they'd die pretty easy anyways. Like, I am pretty sure panda wouldn't last a day in the damn desert and bambi over there will find it pretty hard to forage in the BLOODY OUTBACK.
Stupid wild life mods never getting their biomes right. No, god forbid we even look at a wiki article for 2 minutes after spending days on end designing a mob! Gotta just latch it to the forest since well it have a tree so it must be the perfect woodland for my deer mob to breed in. What you mean the biome has throny bushes all over? It has shrubs, so is a forest!
Now that's why stuff like JAS exist to save us from people who forget that immersion relies on mobs appearing where they make sense and not in every place they can jam them. But no! How dare you alter my half-assed mob spawning! I'll override your JAS and spawn them in every other biome anyways!
At least I made a pretty config for everyone to see. Maybe I screwed it up, I dunno I don't want to spend any more of my life working on this. I spent more than enough.
One may note that I got a good amount of mods working in this. Well it's because I like to make it so that the world is all full of different areas with different creatures so that when you install one of the big biome adding mods you have variation between the biomes still. I recommend installing ender zoo so you can fight undead horses in the steppes. Lots of them.
So to anyone who wants to show how much a dumb dumb I am, have at it!
The default groups place a lot of biomes in many different groups. May be due to their use of a computer to organize things. I went manual.
Though to fix the MoCritters placing pandas in the desert I went into MoC's creature config and turned all the spawns to false while keeping JAS MoC spawns enabled, which I think makes it work.
I'm seeing a similar issue. I tried using the following in the SpawnList entries (similar to what you used):
"MoCreatures.Bear": {
"Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "10-4-1-2",
"PostSpawn Tags": "writenbt('TypeInt/3/4')"
}
As you can see, I had the spawn weight only at 10 so I don't think my crash was caused by the spawn weight.
Also, I don't entirely understand that first integer in the writenbt('TypeInt/3/4'). The "4" tells it to be a specific type of bear (polar bear, in this case), but what is the 3 representing?
Thanks.
"Despawn Tags": block({'fence','nether_brick_fence'},{5,0,5},{0,0,0})
The above works fine for fences and nether brick fences. I can see that a cow within 5 blocks will not despawn (it shows as red via /jas locate cow).
The problem comes in when I try to add fences from Forestry to the list. One must have variety in their fencing, no? I have tried:
"Despawn Tags": "block({'fence','nether_brick_fence'},{5,0,5},{0,0,0}),block({'forestry.arboriculture.gadgets.BlockArbFence'},{0-15},{5,0,5},{0,0,0})"
"Despawn Tags": "block({'fence','nether_brick_fence'},{5,0,5},{0,0,0}),block({'fences'},{0-15},{5,0,5},{0,0,0})"
"Despawn Tags": "block({'fence','nether_brick_fence'},{5,0,5},{0,0,0}),block({'forestry:fences'},{0-15},{5,0,5},{0,0,0})"
"Despawn Tags": "block({'fence','nether_brick_fence'},{5,0,5},{0,0,0}),block({'Forestry:fences'},{0-15},{5,0,5},{0,0,0})"
None of the above have worked.
Forge loads the Forestry fences block and spits out the following log message:
Registry add: Forestry:fences 560 forestry.arboriculture.gadgets.BlockArbFence@6e6ccf9d (req. id -1)
Minecraft fences show up this way in the log:
Registry add: minecraft:fence 85 net.minecraft.block.BlockFence@b6f019f (req. id 85)
So, for vanilla fences, 'fence' works in the tag config even though the block id is minecraft:fence. Yet, fences doesn't work for Forestry fences.
Any advice?
From the post you cited of CD's, are you talking about the syntax? In JAS v0.15, the syntax for the writenbt function changed slightly as detailed in the changelog.
I haven't done an exhaustive testing with all of this. I suppose I should try to see if this works using JAS v0.15. Regarding MoC changes, I can't really say. I can change the type of the cat (bear, elephant, and whatnot) by changing typeInt nbt tag using an NBT editor after it has spawned. It is important to note that MoC has a nbt tag for several of its creatures that affects its size (although not consistently between creatures). Not specifying this can spawn certain creatures very small.
Since the postspawn tag is really only useful for writenbt, it isn't clear if that is working until writenbt can be verified as working.
I was testing this writenbt function using vanilla pigs to spawn with their saddles on them. I didn't get any results other than my previous crashes.
Anyway, thanks for replying. Any input other users can give may help solve this issue.
Also, I like how the new version finally uses the Biome Groups. Makes setting up a config from scratch a lot quicker.
Sigh. However, I am still having 0 luck spawning any water creature besides squids.MoCreatures water creatures just don't want to spawn with the default water creature settings. Is there something weird going on with how MoCreatures defaults it's water spawns, so it doesn't work with JAS default settings????Apparently, each MoCreatures fish needs to have their own separate spawn tag to work. putt in the following on each EntityHandler for each water creature made them work."Spawn Operand": "OR",
"Spawn Tag": "!liquid({0,0,0},{0,0,0})&&!sky()",
Whats the proper format for the "entities" tag?
Tried a few iterations including...
"Spawn Tag": "!entities({minecraft.Pig},{0,150},{0,3})",
but nada.
For .16.x, it's like this
Pardon the lack of indentation there. If you copy/paste that into http://jsoneditoronline.org/ you'll get the indentation.