Thank you, but I'd rather not try installing "Just Another Spawner" on a whim that it 'might' solve the problem, but may also interfere with the Custom Mob Spawner Mod. I want to keep the whole spawning system as is, not completely replace it, just alter the one bit to do with Sharks.
Lol, you replace Custom Mob Spawner Mod with JAS. JAS is way better. You can not, I repeat, can NOT have them both installed. But if you don't want to fix your issue then you have to live with it and stop complaining. JAS even has a set of config files already pre-configured. I've been using it for a few months now and it works great.
On top of the Vanilla ID ranges which Robijnvogel pointed out, Vanilla assumes that all IDs over 128 are sub-biomes of the biome at its counterpart under 128, i.e. the ID minus 128 (so if you had an ID at 198, Vanilla would assume that it was a sub-biome of the biome at ID 70). More recent versions of BoP apparently fix this though since they found the Vanilla code responsible (both the 1.8 and 1.7.10 versions I believe).
Ahhhh, that is the part I was really wondering about. Glad to hear the BoP team has that handled since there is no way I can fit all my modded biomes into such a small range of numbers without them being flagged as sub biomes.
Seems like a good place to ask about this. I've heard that setting biome ID's higher than 128 can cause issues. But I am pretty unfamiliar with the specifics of this system. Could anyone explain this to me or link to a page that has this information? I can't find anything concrete on the subject through google so I have to assume I am either not using the right keywords in my search or the information isn't consolidated anywhere yet.
I'm trying to use this mod to rebuild some stuff from another map I had but have run into an issue with chisel blocks. The mod correctly displays the meta data for each chisel block when I mouse over them but when I use the print function it doesn't place the correct blocks.
If you make a dig=aoe spell you can break a 3x3 area of blocks, but is it possible to do that with wave?
Wave-dig will mine out a 3x1 area, but for a pretty good distance. Is there a way to make a wave-aoe-dig? i really want to be able to cast a spell once to create a long 3x3 tunnel.
Try
Projectile, pierce pierce pierce)
Aoe, radius, dig, mining strength (however many you want)
A while ago i was told that AOE could be boosted in radius using create water and also be used to make the spells affect yourself also. I think this is bogus because i can think of away that that would make sense and i did some basic testing and it didn't appear to effect radius at all. I have googled it and found nothing on it so i just wanted to ask here to bust this myth.
Whoever told you that is wrong or paying a joke on you. You increase radius by using the radius symbol.
They mean you need to configure the mod to your taste. I personally turn off 'water' type spawns and then make them normal monster spawns that only occur in biomes with higher humidity.
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Recipes seem balanced to me. Didn't even need to visit the nether myself to get all those ingredients.
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Lol, you replace Custom Mob Spawner Mod with JAS. JAS is way better. You can not, I repeat, can NOT have them both installed. But if you don't want to fix your issue then you have to live with it and stop complaining. JAS even has a set of config files already pre-configured. I've been using it for a few months now and it works great.
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Ahhhh, that is the part I was really wondering about. Glad to hear the BoP team has that handled since there is no way I can fit all my modded biomes into such a small range of numbers without them being flagged as sub biomes.
Thanks guys!
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No worries man! Doing a great job as is.
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Seems like a good place to ask about this. I've heard that setting biome ID's higher than 128 can cause issues. But I am pretty unfamiliar with the specifics of this system. Could anyone explain this to me or link to a page that has this information? I can't find anything concrete on the subject through google so I have to assume I am either not using the right keywords in my search or the information isn't consolidated anywhere yet.
Thanks!
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Ah okay, still super helpful even without the print function. Thanks for a great mod!
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I'm trying to use this mod to rebuild some stuff from another map I had but have run into an issue with chisel blocks. The mod correctly displays the meta data for each chisel block when I mouse over them but when I use the print function it doesn't place the correct blocks.
Is this normal?
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So excited.
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Potion ID's also only go between 1-128 unless you have DragonAPI installed. That increases the range to 1-256.
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I would go with beam as well. Just make sure to include piercing modifiers.
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Try
Projectile, pierce pierce pierce)
Aoe, radius, dig, mining strength (however many you want)
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Whoever told you that is wrong or paying a joke on you. You increase radius by using the radius symbol.
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They mean you need to configure the mod to your taste. I personally turn off 'water' type spawns and then make them normal monster spawns that only occur in biomes with higher humidity.
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The book explains stuff in great detail. You'll need to be more specific in what your problem is to get specific help.
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Lol, even funnier since people are posting the error right after the answer. Feels like willful ignorance, not just accidental.