• 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from tehFoxx0rz»

    So I've been going through the Wiki (which seems to have a potential fix for the water creature thing), but I can't seem to find a single example of how to apply spawn tags to individual mobs. Thaumcraft's Eerie biome often generates in the Erebus and Betweenlands dimensions, causing them to get flooded with vanilla monsters when it appears (which aren't meant to be there), so I've been trying to prevent those mobs from spawning in those two dimensions.


    I've been trying to do it like this in the EntityHandlers files:


    "Creeper": {
    "Type-Enabled": "MONSTER-true",
    "Spawn Tag": "lgcy.dimension(20)||lgcy.dimension(66)"
    "Contents": [
    "Creeper"
    ]
    },


    But the (integrated) server crashes (sending me back to the title screen).


    How am I meant to do this? :wacko:



    Hi,

    It looks like you are missing a comma after "Spawn Tag": "lgcy.dimension(20)||lgcy.dimension(66)". Also, you want to have the line "Spawn Operand": "OR", added (usually).

    Your Entity Handler should look like this:


    "Creeper": {
    "Type-Enabled": "MONSTER-true",

    "Spawn Operand": "OR",
    "Spawn Tag": "lgcy.dimension(20)||lgcy.dimension(66)",
    "Contents": [
    "Creeper"
    ]
    },

    The above statement says that Creepers should spawn unless it is dimension 20 or dimension 66. (So dimension 20 and 66 should be without Creepers.)


    I hope this helps.

    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from Kazekai»

    I have a fairly simple question I can't find an answer to on the wiki ... (clip)...


    I don't know if this exists already, if it does then it wasn't something immediately obvious, but having a boolean value for every entity added by a mod to enable/disable them would be great. I'm used to true/false statements like in other configs, even using ctrl+F I couldn't find something like that in these for disabling a specific mob from spawning.


    A quickstart guide of some kind in general would be really helpful, as well as something like a reference guide that just lists the .cfg files and what each part stands for. I realize the guides technically have that already but they also come with a lot of excess text that actually made it harder for me to figure things out or find the specific piece of info that I wanted.


    Disabling a particular spawn in JAS is pretty straightforward. There is a folder called "EntityHandlers". Inside this folder are files that correspond to the particular mod that the mob belongs. In that file, the basic entry for the mob is something like this, for instance in "MoCreatures.cfg":


    "MoCreatures.WildHorse": {
    "Type-Enabled": "CREATURE-false",
    "Contents": [
    "MoCreatures.WildHorse"
    ]
    },

    The "Type-Enabled" corresponds to the mob type, such as MONSTER, CREATURE, AMBIENT, and if it is enabled. That is the Boolean expression you are looking to toggle. If it is false and it is still spawning, MoCreatures is spawning them in through its mod. You need to affect MoCreatures forge configuration file. For this is use the following for MoCreatures\MoCreatures.cfg:


    ant {
    B:canspawn=false
    I:frequency=1
    I:maxchunk=10
    I:maxspawn=10
    I:minspawn=0
    }

    I use the above for ALL MoCreatures mobs, regardless if I want to see them or not. They don't spawn in your game if you have vanilla spawning off in JAS.



    I hope this helps.

    Posted in: Minecraft Mods
  • 2

    posted a message on Carpenter's Blocks

    Hi,


    A joint effort by LavaSlayer and me has produced a fork of this mod that can help with supporting unlocalized block names for the textures. I added a pull request for Mineshoppers' convenience.


    I hope this can help anyone.

    Posted in: Minecraft Mods
  • 1

    posted a message on Carpenter's Blocks

    So, AnrDaemon... You don't actually know how to help anyone's questions. You just chime in with your useless brand of commentary. Lavaslayer had a good question and it was one that I had as well. Thanks Erik_Steiner and Mineshopper for bringing some clarity to the issue.
    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from CaerMaster»

    Huh. I never managed to accomplish that. What did you have to do...? The overworld mobs were totally excessive with Lycanite's internal spawning, but it did make the Nether a more interesting place.

    If you set the settings like I have showed, you will have perfect control over the Lycanite spawns. I NEVER have a problem with them anymore. They only spawn with JAS now.
    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from alex123456»

    sooooo if you disable these mobs in the config, can they still spawn through the jas spawner? because if not, what is the point in keeping the mod?



    Hi,

    Yeah that's a good point and many mods you can completely disable a mob. Project Zulu allows for such a thing. I think in Lycanite's too but I didn't change those configurations. The configurations I submitted were to completely stop the mod Lycanite's from spawning using its spawners. It allows for its mobs to be completely controlled through JAS (or another spawner) without Lycanite's Mobs spawning on their own. It is probably overkill and may only need to have the first line I showed set.



    I hope this helps.

    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    Hello,


    Mob Properties is an amazing mod, thank you for creating it. I have a suggestion regarding the if_in_biome_type_X function. Would it be possible to use forge biome dictionary groupings. If it can't, then this is my suggestion.


    Thank you

    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from LunariusH»

    Also -> I'm having some issues with Lycanite's Mobs... It's spawning critters in spite of everything being turned off. Of course, there's also the issue that JAS isn't populating it's spawn lists... Halp?



    Yeah, it a can be a hassle to turn off Lycanite's spawning. Fortunately, his mod is full of many configurations (even the ability to keep monsters from spawning in the light). What I have might be overkill but has enabled me to not see any of Lycanite's mobs that I didn't explicitly spawn through JAS.

    -------------------Spawning configurations for all lycanites mobs.
    lycanitesmobs-spawning.cfg


    "global spawning" {
    # If true, all mobs from this mod will not spawn at all.
    B:"Disable Spawning"=true

    "spawners enabled" {
    B:"CROP Spawn Enabled"=false
    B:"DARKNESS Spawn Enabled"=false
    B:"DEATH Spawn Enabled"=false
    B:"FIRE Spawn Enabled"=false
    B:"FROSTFIRE Spawn Enabled"=false
    B:"LAVA Spawn Enabled"=false
    B:"LUNAR Spawn Enabled"=false
    B:"OOZE Spawn Enabled"=false
    B:"PORTAL Spawn Enabled"=false
    B:"ROCK Spawn Enabled"=false
    B:"SKY Spawn Enabled"=false
    B:"SLEEP Spawn Enabled"=false
    B:"STORM Spawn Enabled"=false
    B:"TREE Spawn Enabled"=false
    B:"UNDEATH Spawn Enabled"=false
    B:"UNDERGROUND Spawn Enabled"=false
    B:"WATER Spawn Enabled"=false
    }

    ----------------Will need to disable events (unless you want events)

    lycanitesmobs-mobevents.cfg


    # If false, all mob events will be completely disabled.
    B:"Mob Events Enabled Overworld (0)"=false


    ---------------Will need to disable seasonal drops because they include "presents" that spawn mobs.
    lycanitesmobs-general.cfg


    "seasonal item drop chance" {
    # The chance of seasonal items dropping such as Winter Gifts. Can be 0-1, 0.25 would be 25%. Set to 0 to disable these drops all together.
    D:Seasonal=0.0
    }

    ------------------Here is an example of the specific mob type configurations:

    For Infernomobs:
    infernomobs-spawning.cfg


    "spawn chances" {
    D:"Afrit Spawn Chance"=1.0
    D:"Cephignis Spawn Chance"=1.0
    D:"Cinder Spawn Chance"=1.0
    D:"Khalk Spawn Chance"=1.0
    D:"Lobber Spawn Chance"=1.0
    }

    "spawn conditions" {
    B:"Afrit Spawns In Dark"=true
    B:"Afrit Spawns In Light"=false
    B:"Cephignis Spawns In Dark"=false
    B:"Cephignis Spawns In Light"=true
    B:"Cinder Spawns In Dark"=true
    B:"Cinder Spawns In Light"=false
    B:"Khalk Spawns In Dark"=true
    B:"Khalk Spawns In Light"=false
    B:"Lobber Spawns In Dark"=true
    B:"Lobber Spawns In Light"=false
    }


    I hope this helps

    Posted in: Minecraft Mods
  • 0

    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!

    Here is a dump of mrot data I use. I normally split these up into files using the particular mod but I will put them all at once in this post. I know this doesn't help your Carpenter's blocks situation, Melekai but maybe someone can find these useful



    # Archimedes' Ships block meta rotations
    ArchimedesShips:marker; 0x3; 0, 1, 2, 3;
    ArchimedesShips:seat; 0x3; 0, 1, 2, 3;
    #ArchimedesShips:gauge; 0x3; 0, 1, 2, 3;
    ArchimedesShips:engine; 0x3; 0, 1, 2, 3;

    #Mr. Crayfish Furniture Mod

    cfm:barstool, cfm:basin, cfm:bath1, cfm:bath2, cfm:bedsidecabinet, cfm:bin, cfm:birdbath, cfm:blender, cfm:blindoff, cfm:blindon, cfm:cabinet, cfm:ceilinglightoff, cfm:ceilinglighton, cfm:chairstone, cfm:chairwood, cfm:choppingboard, cfm:coffetablestone, cfm:coffetablewood, cfm:computer; 0x3; 0, 1, 2, 3;

    cfm:cookiejar, cfm:couch, cfm:counterdoored, cfm:countersink, cfm:cup, cfm:curtainoff, cfm:curtainon, cfm:dishwasher, cfm:doorbell, cfm:electricfence, cfm:firealarmoff, cfm:firealarmon, cfm:freezer, cfm:fridge, cfm:hedge, cfm:hey, cfm:kitchencabinet, cfm:lampoff, cfm:lampon, cfm:mailbox, cfm:microwave; 0x3; 0, 1, 2, 3;

    cfm:nyan, cfm:oven, cfm:ovenoverhead, cfm:pattern, cfm:plate, cfm:present, cfm:printer, cfm:showerbottom, cfm:showerheadoff, cfm:showerheadon, cfm:showertop, cfm:stereo, cfm:stonepath, cfm:tablestone, cfm:tablewood, cfm:tap, cfm:toaster, cfm:toilet, cfm:tree, cfm:tv, cfm:wallcabinet, cfm:washingmachine, cfm:whiteGlass, cfm:whitefence, cfm:yellowGlow; 0x3; 0, 1, 2, 3;

    #Chisel

    chisel:torch1, chisel:torch10, chisel:torch2, chisel:torch3, chisel:torch4, chisel:torch5, chisel:torch6, chisel:torch7, chisel:torch8, chisel:torch9; 0x7; 4, 1, 3, 2;

    #Malis's Doors

    malisisdoors:carriage_door, malisisdoors:factory_door, malisisdoors:forcefieldDoor, malisisdoors:iron_sliding_door, malisisdoors:jail_door, malisisdoors:laboratory_door, malisisdoors:mixed_block, malisisdoors:null, malisisdoors:shoji_door, malisisdoors:wood_sliding_door; 0x3; 0, 1, 2, 3;

    #Moar Signs

    MoarSigns:MoarSignsStandingMetal, MoarSigns:MoarSignsStandingWood, MoarSigns:MoarSignsWallMetal, MoarSigns:MoarSignsWallWood; 0x7; 3, 4, 2, 5;

    #Plant Mega Pack

    plantmegapack:bambooAsperDoor, plantmegapack:bambooFargesiaRobustaDoor, plantmegapack:bambooGiantTimberDoor, plantmegapack:bambooGoldenDoor, plantmegapack:bambooMosoDoor, plantmegapack:bambooShortTassledDoor, plantmegapack:bambooTimorBlackDoor, plantmegapack:bambooTropicalBlueDoor, plantmegapack:bambooWetForestDoor; 0x3; 0, 1, 2, 3;

    plantmegapack:wallBracketBambooAsper, plantmegapack:wallBracketBambooFargesiaRobusta, plantmegapack:wallBracketBambooGiantTimber, plantmegapack:wallBracketBambooGolden, plantmegapack:wallBracketBambooMoso, plantmegapack:wallBracketBambooShortTassled, plantmegapack:wallBracketBambooTimorBlack, plantmegapack:wallBracketBambooTropicalBlue, plantmegapack:wallBracketBambooWetForest, plantmegapack:wallBracketGoldCurl, plantmegapack:wallBracketIronCurl, plantmegapack:wallBracketStone, plantmegapack:wallBracketWoodAcacia, plantmegapack:wallBracketWoodBirch, plantmegapack:wallBracketWoodDarkOak, plantmegapack:wallBracketWoodJungle, plantmegapack:wallBracketWoodOak, plantmegapack:wallBracketWoodSpruce; 0x7; 2, 5 , 3, 4;

    #Thaumcraft

    Thaumcraft:blockTable; 0x7; 3, 4, 2, 5;


    I hope this can help anyone

    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14

    Hi rogerwsands,


    Well, typically I post working suggestions and I usually don't spontaneously post things like this without a prompt. I wrote this because I found it worked the way I wanted it to and I wanted to share. There are a dearth of examples for complicated spawning situations and I thought this would add nicely. I don't add it to the wiki because I don't want to go over every detail of this. I didn't really write this under the understanding that you would want to add this to the wiki. It's rather complicated and has many parameters that would need to be adjusted to one's personal taste. If you have a specific question over it, I can answer it though.


    You may add this to the wiki, thank you for asking. You are doing a great job in updating the wiki, thank you.


    About the spawn ticks in the wiki, you may want to interpret them as a ratio. If it is set to one then it is 1:1 game ticks per spawn tick. If it is set to 5 then it is 5:1, interpreted as 5 game ticks per spawn tick. So if it is set to 20, then there will be 20 game ticks (one second) and then a spawn tick and then another 20 game ticks for another spawn tick. The answer I do not know is if the "Spawn Rate" in the CreatureType.cfg is dealt in JAS spawn ticks or game ticks. If it is in spawn ticks then I would assume that one could divide all the Spawn Rates by by a common denominator and make that denominator the spawn tick rate. I haven't tried it though. If I do, I'll post something.


    Thanks

    Posted in: Minecraft Mods
  • 1

    posted a message on Just Another Spawner (JAS) v0.14

    Hi,


    I was working on some things with spawning and I thought I would share what I have done. I was interested in making Villagers and VillagerGolems spawn in empty "villages." Some mods such as those that create structures may not be able to spawn a villager without some mob spawner, which is messy. I had to make some definitions such as what would count as a village and where and under what conditions should the denizens spawn in. The VILLAGE spawner was created in CreatureType.cfg:



    "VILLAGE": {
    "Spawn Rate": 50,
    "Spawn Cap": 64,
    "Chunk Spawn Chance": 0.0,
    "Spawn Medium": "air",
    "Iterations Per Chunk": 20,
    "Iterations Per Pack": 4,
    "Spawn Tag": "posY>180||posY<30||!block({'minecraft:wooden_door'},{16,5,16},{0,0,0})||!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})||block({'minecraft:air'},{0,0,0},{0,-1,0})",
    "Default Biome Cap": -1,
    "Biome Caps": {}
    },


    Most notably, it allows for spawning of this type within the Y levels specified and within 16 meters of a regular wood door.


    Next, spawn conditions for the actual Villager is in the Entity Handler folder's file Vanilla.cfg:



    "Villager": {
    "Type-Enabled": "VILLAGE-true",
    "Spawn Operand": "OR",
    "Spawn Tag": "!block({'minecraft:bed'},{10,0,10},{0,0,0})||obj.sky()||obj.light<9||!(util.inRange(obj.countJASEntitiesInRange({'Villager'}, 0, 8), 0, 1))||!(util.inRange(obj.countJASEntitiesInRange({'Villager'}, 0, 32), 0, 9))",
    "Despawn Tags": "true",
    "Contents": [
    "Villager"
    ]
    },


    These tags make Villagers only spawn close to a bed and inside with a light level 10 or higher. They also constrain Villager generation to a maximum of 2 in a close area and 10 in a larger area. This is because (as far as I can tell) JAS doesn't have a way to actually count the number or doors in an area so this is made to make sure that smaller towns in an area don't create too many villagers. Of course, vanilla villages don't have beds generate within them, so one can make adjustments to these constraints as necessary for their tastes.


    Also, I want VillagerGolems to generate. I cooked up these tags to constrain them but also to make villages more defensible. Inside the EntityHandler folder's Vanilla.cfg this was placed:



    "VillagerGolem": {
    "Type-Enabled": "VILLAGE-true",
    "Spawn Operand": "OR",
    "Spawn Tag": "!obj.sky||!block({'minecraft:furnace'},{8,3,8},{0,0,0})||!(util.inRange(obj.countJASEntitiesInRange({'Villager'}, 0, 64), (((obj.countJASEntitiesInRange({'VillagerGolem'}, 0, 64))*5)+5), 64))",
    "Despawn Tags": "!liquid({0,0,0},{0,1,0})",
    "Contents": [
    "VillagerGolem"
    ]
    },


    This one is a bit hairier and requires there to be a furnace nearby, again adjust to one's taste. The rest of the spawn tag relates to being able to generate if there are at least 5 villagers per golem. Both counts have a maximum of 64, which is the same as the spawn cap in CreatureType. The golem also becomes despawnable if he is immersed in water.


    And last, the SpawnListEntries folder's file Vanilla.cfg must be populated with direction for these spawns by biome. Since they are considered under the VILLAGE spawner, they will need their own listing. The entry below will need to be placed in each biome (group) villagers are expected to spawn.



    "VILLAGE": {
    "Villager": {
    "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "10-1-0-0"
    },
    "VillagerGolem": {
    "Weight-PassivePackMax-ChunkPackMin-ChunkPackMax": "100-1-0-0"
    }
    },


    The VillagerGolem were made much more likely to spawn because they have a predetermined caps.


    Of course now with these guys being able to spawn on their own, placement of vanilla wood doors and beds need to be carefully placed. In the particular games I run, there are many, many doors to choose from and vanilla wood doors are rarely used.


    I hope this can help anyone.

    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from rogerwsands»

     "Spawner Tick Spacing": 0,<----- what is this ? 

    MobProperties by FatherToast = fascinating prospects TY :)






    I think spawner tick spacing means how many game ticks to space in between jas spawner ticks. If you increase that, you will slow JAS down, which might be a good idea if it is demanding too much every game tick.


    EDIT: I believe this mod to be one of the very best that has come out. (in many ways THE Best.) CD has covered so many angles involved in the spawning of mobs. This mod along with Father Toast's Mob Properties allow for an amazing level of control. They combined give a near "cradle to grave" administration of mobs. If only there was a mod that gave AI a similar abstraction to control.

    Posted in: Minecraft Mods
  • 0

    posted a message on GotoLink updates: Formivore's options (2015/08/01)...

    Hello,

    I have a suggestion for Walled Cities and Great Walls. It concerns the way WALL_STAIR works. The suggestion is to have the option to set what slab and what compact stair are to be used in conjunction with each other explicitly. For example: WALL_STAIR(mod:slab-2, mod:compactstair) This would allow a much greater flexibility to include modded blocks as wall material.


    Thank you

    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from LunariusH»

    The hostile/passive/territorial system for animals from PZ?



    Edit:That moment where you realize dude doesn't even do PZ anymore... and to all appearances no one does.


    Hey, there is a mod by Father Toast named Special AI. I believe it allows for passive mobs to become neutral or even hostile. Furthermore, I think these settings are based on NBT data he adds to the mobs, thus possibly making it alterable by JAS via its writenbt ability. Whether or not it needs to be in Spawn Tag or Postspawn tag, I do not know. It's just an idea but may bear fruit.
    Posted in: Minecraft Mods
  • 0

    posted a message on Just Another Spawner (JAS) v0.14
    Quote from MohawkyMagoo»

    Im getting reams and reams of this "Couldn't render entity" stuff from JAS in the logs suddenly. Anybody know whats wrong?


    MultiMC stopped watching the game log because the log length surpassed 100000 lines.

    You may have to fix your mods because the game is still loggging to files and likely wasting harddrive space at an alarming rate!

    Just my two cents here but I have noticed considerable amounts of strange behavior coming from modded minecraft. One thing to note is that I think some java flags have been deprecated. I had to change MaxPerm to MetaspaceSize. So maybe some garbage collection flags need to be checked.
    Posted in: Minecraft Mods
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