Hiya, so whenever I have this mod added, every time I put a bed down and try to sleep, zombies will just spawn basically on top of me. Tested this everywhere, even happens in completely lit areas and in the tops of trees. Any way to fix this? Thanks! I'm on 1.7.10 btw
I see literally no posts related to mobs spawning when trying to see in a bed. If you seen anyone talk about my situation and you know the solution, please let me know or quote the post. Thank you.
Hey, everyone in this thread... what happened to the wiki? It's a mess right now. Regarding my above post to ZeBrasa, what happened the wiki page detailing the "Event" spawn type? It looks like a few pages have been added that are just copy/pastes of conversations on here, and it seems others may have been deleted.
Mods are only as good as their documentation, and this one is failing now. @Crudedragos, do you need help cleaning it up? A mod this powerful and deep *must* have concise and clear instructions, and the edits that have been made (it looks like by other people) are not good.
Anyway, thanks for a spectacular mod (and making MoCreatures usable!)
I am having an issue, though, where something is overwriting my vanilla SpawnListEntries. The vanilla.cfg file itself states that all zombies and skeletons in all biomes should only be spawning at a 20 weight (instead of the default 100), but when I look at my ImportedSpawnlists.cfg, all of the weights have been reset to 100. "Empty vanilla spawnlists": true is set, and "Type-Enabled": "MONSTER-true" is set for zombies and skeletons.
I did discover that enderzoo overrides JAS every time you launch, which is annoying. I'm still torn on how to manage that, because the wither cats that are supposed to spawn along side the wither witches I don't think works when you take control via JAS. I'm guessing the same will hold true for the Fallen Knights and their mounts.
Any help is appreciated. And for what it's worth, Crude, 1.10.2 seems to be where a lot of LPers have settled, which means other people will be playing those packs, too.
Hey, everyone in this thread... what happened to the wiki? It's a mess right now. Regarding my above post to ZeBrasa, what happened the wiki page detailing the "Event" spawn type? It looks like a few pages have been added that are just copy/pastes of conversations on here, and it seems others may have been deleted.
Mods are only as good as their documentation, and this one is failing now. @Crudedragos, do you need help cleaning it up? A mod this powerful and deep *must* have concise and clear instructions, and the edits that have been made (it looks like by other people) are not good.
Anyway, thanks for a spectacular mod (and making MoCreatures usable!)
I am having an issue, though, where something is overwriting my vanilla SpawnListEntries. The vanilla.cfg file itself states that all zombies and skeletons in all biomes should only be spawning at a 20 weight (instead of the default 100), but when I look at my ImportedSpawnlists.cfg, all of the weights have been reset to 100. "Empty vanilla spawnlists": true is set, and "Type-Enabled": "MONSTER-true" is set for zombies and skeletons.
I did discover that enderzoo overrides JAS every time you launch, which is annoying. I'm still torn on how to manage that, because the wither cats that are supposed to spawn along side the wither witches I don't think works when you take control via JAS. I'm guessing the same will hold true for the Fallen Knights and their mounts.
Any help is appreciated. And for what it's worth, Crude, 1.10.2 seems to be where a lot of LPers have settled, which means other people will be playing those packs, too.
Help with the wiki would be brilliant if you're able. I'd appreciate it and I know a lot of other users would too.
That's interesting that your spawnlist entries are being regenerated/overwritten. That shouldn't happen. The BiomeGroups.cfg can and will overwrite edits to the "Attribute Groups" section. But Spawnlist entries? Is it just happening for the Vanilla.cfg file? If so, it could mean you've got an error. Normally that results in a crash, not a complete rewrite of the whole file.
With the Ender Zoo mobs, I believe that you just spawn the Knights and Witches. From memory, they have a chance of spawning with their 'companion'.
As for which version Crudedragos should update to, MoCreatures just updated to 1.12.1
I vote for 1.12.1, please. Forge has a stable version. 1.12.1 is the go
Help with the wiki would be brilliant if you're able. I'd appreciate it and I know a lot of other users would too.
That's interesting that your spawnlist entries are being regenerated/overwritten. That shouldn't happen. The BiomeGroups.cfg can and will overwrite edits to the "Attribute Groups" section. But Spawnlist entries? Is it just happening for the Vanilla.cfg file? If so, it could mean you've got an error. Normally that results in a crash, not a complete rewrite of the whole file.
With the Ender Zoo mobs, I believe that you just spawn the Knights and Witches. From memory, they have a chance of spawning with their 'companion'.
As for which version Crudedragos should update to, MoCreatures just updated to 1.12.1
I vote for 1.12.1, please. Forge has a stable version. 1.12.1 is the go
I would say 1.10.2, or one version along the way for each after that as well, getting to the latest, then only maintaining for the latest versions.
FYI for those interested, I'm forward-porting the mod to 1.12.x. No feature changes (none for users anyway, there is also default-disabled API capability for modders to detect/control JAS spawn events and entities).
No ETA, maybe a few days. Will be very alpha but we'll be testing it on our own server.
Will post here again when a test build is available.
There is no way to prevent a mob from spawning in a specific dimension is there?
For example say that I want 2 dimensions with terraingen type Biomes of Plenty, but I want Grimoire of Gaia mobs in one of them, and Lycanites Mobs in the other one, there currently seems to be no way to do such things because the biomes in both dimensions are the same and JAS only restricts by biome, not by dimension.
Could you please consider adding this functionality to 1.7.10 or let me know if I missed the method of how to do this in the current version of JAS. (Or perhaps know of another mod of plugin that can achieve this, much appreciated)
Correct me if I'm wrong but it seems worldguard region flags and MobSpawnTweaks only handle vanilla mobs.
But I'm pretty confused about the formatting of it.. Could someone point me in the right direction to block all these Grimoire of Gaia mobs from dimension 0?
Much much appreciated
Just keep in mind that that spawn tag reads, "Spawn unless dimension 0". The way you had it written above would have resulted in those mobs only spawning the overworld. !spawn:dimension,0 = "Spawn unless you're not in dimension 0"
Nice to see you again i remember that i used to follow one of your journals,so how is everything doing? i just came back to MC after like 1 year of not playing.
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
Hey. I've just come back to MC myself after a huge break. I ended up, of all things, running women against feminism. Minecraft always was a huge escape for me. But now I really need it. Humans are weird.
Hey. I've just come back to MC myself after a huge break. I ended up, of all things, running women against feminism. Minecraft always was a huge escape for me. But now I really need it. Humans are weird.
Hey. I've just come back to MC myself after a huge break. I ended up, of all things, running women against feminism. Minecraft always was a huge escape for me. But now I really need it. Humans are weird.
Nice to know you are back again if you decide to do a journal again i will read it as i enjoy doing it.
Rollback Post to RevisionRollBack
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move
The Meaning of Life, the Universe, and Everything.
Location:
San Diego
Join Date:
10/3/2014
Posts:
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chuckhannah
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rogermatic
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So, adding to the staying away for a year...I kinda got discouraged on finishing the wiki as the MAN faded off into the sunset and minecraft passed 1.7.10
Would like to finish the mess I began with the wiki .lol. where will JAS end up? 1.12.2 ?
Guys! ANYONE! PLEASE! I need help with what I think is the basics.
I've been reading the wiki pages and trying to get the idea for several days long, but I don't seem to make JAS work the way I intend.
Those spawn tags are too complicated for me to get and I fear I might break some other CFGs.
If any living soul is reading this PLEASE DO HELP I'M BEGGING YOU!!
Let me know if you are willing so I could give you the contacts, I'm new to either forums, programming and JAS btw, so it'd be better if you explained to me whatever I need to know personally.
Oh, and if you must know, my main objective is to send all the spiders to Nether, so that other Overworld mobs would spawn as usual.
(I'm using 1.7.10 and mobs are added by Natura, Special Mobs, Improving Minecraft and Primitive Mobs)
FYI for those interested, I'm forward-porting the mod to 1.12.x. No feature changes (none for users anyway, there is also default-disabled API capability for modders to detect/control JAS spawn events and entities).
No ETA, maybe a few days. Will be very alpha but we'll be testing it on our own server.
Will post here again when a test build is available.
Crossing my fingers as much as possible...
Any luck porting up to 1.12?
I'd like to use this in a pack and I can't find _any_ alternative.
Thanks in advance :-)
I would say 1.10.2, or one version along the way for each after that as well, getting to the latest, then only maintaining for the latest versions.
I'd second this. A lot of major mods updated to 1.10.2 but haven't updated to 1.12 yet, or did but skipped 1.11. (And I'm not blaming the modders. Holy version churn, Mojang.) Mo'Creatures benefits more from JAS than any other mod I know ... and I've been hoping and praying for JAS for 1.10 so that I can put Mo'C back in my modpack, because CMS is as near-unusably bad on 1.10 as ever. (Why is it bad? Runaway spawns that cause massive server load.)
Why don't I just update to 1.12.x? Because several of my "must-have-if-at-all-possible" mods haven't yet. (Sadly, some, like ExtraBiomesXL and Smart Moving, are de-facto dead, and others, like Carpenters Blocks, may never actually finish updating.)
So if it were possible to get 1.10.2 and 1.12.1 ...
The Meaning of Life, the Universe, and Everything.
Location:
San Diego
Join Date:
10/3/2014
Posts:
55
Minecraft:
chuckhannah
Xbox:
rogermatic
Member Details
1.12 would be nice, I'm still on 1.7.10 cuz I can't live without JAS.
sadly, a lot of mods seemed to not move-on after 1.7.10 cuz they would have to re-write a mod and for doing this as a hobby it is not worth the effort for most. I have seen a lot of "reborn" mods 1.12.2 now, as others have started to take up the reigns of those that left for other life events.
any idea on when JAS would be 1.12 ready ? that "few days" was a couple months ago...
The Meaning of Life, the Universe, and Everything.
Location:
San Diego
Join Date:
10/3/2014
Posts:
55
Minecraft:
chuckhannah
Xbox:
rogermatic
Member Details
would like to see this mod not die, I can't play mods with mobs that cannot be controlled and 1.12 Mo'creatures requires his spawner. This in turn causes issues with other mobs from other mods.
Hiya, so whenever I have this mod added, every time I put a bed down and try to sleep, zombies will just spawn basically on top of me. Tested this everywhere, even happens in completely lit areas and in the tops of trees. Any way to fix this? Thanks! I'm on 1.7.10 btw
GalaxyDash♥
I see literally no posts related to mobs spawning when trying to see in a bed. If you seen anyone talk about my situation and you know the solution, please let me know or quote the post. Thank you.
GalaxyDash♥
The file you're looking for is here:
config/JustAnotherSpawner/WorldSettings/BASIC/DEFAULT/EventSpawns
That's just one of the ways to spawn things using certain events.
Hey, everyone in this thread... what happened to the wiki? It's a mess right now. Regarding my above post to ZeBrasa, what happened the wiki page detailing the "Event" spawn type? It looks like a few pages have been added that are just copy/pastes of conversations on here, and it seems others may have been deleted.
Mods are only as good as their documentation, and this one is failing now. @Crudedragos, do you need help cleaning it up? A mod this powerful and deep *must* have concise and clear instructions, and the edits that have been made (it looks like by other people) are not good.
Anyway, thanks for a spectacular mod (and making MoCreatures usable!)
I am having an issue, though, where something is overwriting my vanilla SpawnListEntries. The vanilla.cfg file itself states that all zombies and skeletons in all biomes should only be spawning at a 20 weight (instead of the default 100), but when I look at my ImportedSpawnlists.cfg, all of the weights have been reset to 100. "Empty vanilla spawnlists": true is set, and "Type-Enabled": "MONSTER-true" is set for zombies and skeletons.
I did discover that enderzoo overrides JAS every time you launch, which is annoying. I'm still torn on how to manage that, because the wither cats that are supposed to spawn along side the wither witches I don't think works when you take control via JAS. I'm guessing the same will hold true for the Fallen Knights and their mounts.
Any help is appreciated. And for what it's worth, Crude, 1.10.2 seems to be where a lot of LPers have settled, which means other people will be playing those packs, too.
I'm not sure what to do here, in the event spawns folder there's 3 files, one if a config file that's called SleepOk.cfg and when opened it has this:
[
{
"trigger": "SLEEP",
"expression": "if((true)&&obj.origin>100&&time.timeOfDay<14000){ spawn('Zombie').offset(5).alsoSpawn('shadowmobs.phantom',0,5,0) }"
}
]
Not sure what I'm supposed to change so zombies dont spawn on top of me when I try to sleep?
GalaxyDash♥
Help with the wiki would be brilliant if you're able. I'd appreciate it and I know a lot of other users would too.
That's interesting that your spawnlist entries are being regenerated/overwritten. That shouldn't happen. The BiomeGroups.cfg can and will overwrite edits to the "Attribute Groups" section. But Spawnlist entries? Is it just happening for the Vanilla.cfg file? If so, it could mean you've got an error. Normally that results in a crash, not a complete rewrite of the whole file.
With the Ender Zoo mobs, I believe that you just spawn the Knights and Witches. From memory, they have a chance of spawning with their 'companion'.
As for which version Crudedragos should update to, MoCreatures just updated to 1.12.1
I vote for 1.12.1, please. Forge has a stable version. 1.12.1 is the go
I would say 1.10.2, or one version along the way for each after that as well, getting to the latest, then only maintaining for the latest versions.
FYI for those interested, I'm forward-porting the mod to 1.12.x. No feature changes (none for users anyway, there is also default-disabled API capability for modders to detect/control JAS spawn events and entities).
No ETA, maybe a few days. Will be very alpha but we'll be testing it on our own server.
Will post here again when a test build is available.
Hey, I can help you get that format sorted.
When you see
..the "(int dimension)" part is the actual dimension that you want JAS to look at.
So,
If you're on 1.7.10, you're going to want it a lot more like
Just keep in mind that that spawn tag reads, "Spawn unless dimension 0". The way you had it written above would have resulted in those mobs only spawning the overworld. !spawn:dimension,0 = "Spawn unless you're not in dimension 0"
Nice to see you again i remember that i used to follow one of your journals,so how is everything doing? i just came back to MC after like 1 year of not playing.
Hey. I've just come back to MC myself after a huge break. I ended up, of all things, running women against feminism. Minecraft always was a huge escape for me. But now I really need it. Humans are weird.
O hey.
Nice to know you are back again if you decide to do a journal again i will read it as i enjoy doing it.
So, adding to the staying away for a year...I kinda got discouraged on finishing the wiki as the MAN faded off into the sunset and minecraft passed 1.7.10
Would like to finish the mess I began with the wiki .lol. where will JAS end up? 1.12.2 ?
blah blah blah
what were we talking about ?
Guys! ANYONE! PLEASE! I need help with what I think is the basics.
I've been reading the wiki pages and trying to get the idea for several days long, but I don't seem to make JAS work the way I intend.
Those spawn tags are too complicated for me to get and I fear I might break some other CFGs.
If any living soul is reading this PLEASE DO HELP I'M BEGGING YOU!!
Let me know if you are willing so I could give you the contacts, I'm new to either forums, programming and JAS btw, so it'd be better if you explained to me whatever I need to know personally.
Oh, and if you must know, my main objective is to send all the spiders to Nether, so that other Overworld mobs would spawn as usual.
(I'm using 1.7.10 and mobs are added by Natura, Special Mobs, Improving Minecraft and Primitive Mobs)
Crossing my fingers as much as possible...
Any luck porting up to 1.12?
I'd like to use this in a pack and I can't find _any_ alternative.
Thanks in advance :-)
Yes I am also looking forward to the 1.12.2 port. Always preferred this mob spawner over anyone elses. much straight forward to use ect.
I'd second this. A lot of major mods updated to 1.10.2 but haven't updated to 1.12 yet, or did but skipped 1.11. (And I'm not blaming the modders. Holy version churn, Mojang.) Mo'Creatures benefits more from JAS than any other mod I know ... and I've been hoping and praying for JAS for 1.10 so that I can put Mo'C back in my modpack, because CMS is as near-unusably bad on 1.10 as ever. (Why is it bad? Runaway spawns that cause massive server load.)
Why don't I just update to 1.12.x? Because several of my "must-have-if-at-all-possible" mods haven't yet. (Sadly, some, like ExtraBiomesXL and Smart Moving, are de-facto dead, and others, like Carpenters Blocks, may never actually finish updating.)
So if it were possible to get 1.10.2 and 1.12.1 ...
1.12 would be nice, I'm still on 1.7.10 cuz I can't live without JAS.
sadly, a lot of mods seemed to not move-on after 1.7.10 cuz they would have to re-write a mod and for doing this as a hobby it is not worth the effort for most. I have seen a lot of "reborn" mods 1.12.2 now, as others have started to take up the reigns of those that left for other life events.
any idea on when JAS would be 1.12 ready ? that "few days" was a couple months ago...
what were we talking about ?
would like to see this mod not die, I can't play mods with mobs that cannot be controlled and 1.12 Mo'creatures requires his spawner. This in turn causes issues with other mobs from other mods.
what were we talking about ?