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Example Configuration Files

rogermatic edited this page Feb 6, 2016 · 28 revisions

Setting up configuration files for JAS can be time consuming and confusing for those who are new to the process. For many people, the first place they will want to start when setting up JAS is with BiomeGroups.cfg. This is particularly true if using a mod that adds many biomes. Editing your BiomeGroups.cfg will allow you to group biomes together, drastically reducing the number of entries in each of your SpawnListEntries configuration files.

Config fileset Downloads

Examples of working, edited configuration files have been provided by the community to help make it easier to set up your spawns. You may wish to study the configs for a visual example of how to set up your own JAS configuration, or you may just want to replace your own JustAnotherSpawner config folder entirely with these.

Please note some of these filesets are for previous versions of JAS and are best used to learn from and create your own. More recent sets will be provided when possible.

Dulciphi's -for Just Another Spawner 0.14.12 for Minecraft 1.7.10. Featuring BoP, Highlands, TwilightForest, Thaumcraft, ProjectZulu, MoCreatures, Animals+, Lycanites mobs and others. With a very reduced list of BiomeGroups divided very roughly along natural habitat lines.

Corvias' configs -for Just Another Spawner 0.14.12 for Minecraft 1.7.10. Configs for MoCreatures, Twilight Forest, Thaumacraft, and of course, vanilla. Couple other mods, too.

  • Fixes spawning of squids and water mobs from MoC. Vanilla squids heavily nerfed. They no longer appear EVERYWHERE.
  • TF mobs only show up in the TF dimension (with the exception of penguins. I wanted penguins in my overworld glaciers. And a couple squirrels here and there, too.)
  • Vanilla and BoP Biomes grouped into temperature/humidity groups with a few "special" categories (Thaumacraft Taint, Nether, End, etc).
  • MoC mobs appear roughly in the places you would expect to see them in the real world. Sorta.
  • These configs come with no promise of quality or support. Use them at your own risk, edit them as you see fit, distribute them while crediting me (I don't know who'd want to, though. They aren't that good)
  • Hopefully they'll save someone a weekend or two.

Dulciphi's old configs-for JAS 1.7.2. Should be roughly similar to the 1.7.10 version.

If you would like to contribute your edited configs please do so on JAS's MCForums topic. All contributions are welcomed and appreciated by the community.

For those who prefer to edit their own configs, an example of an edited BiomeGroups configuration file is included below. **Note that the section to edit is the section below "Biome Groups". Do not try to edit the Attribute Groups section. Changes to the Attribute Groups will be overwritten.

In the below example, groups have been roughly based off the Attribute Groups, with a SAVANNA group added but there are many ways of arranging biomes into groups.

Spawnlist entries will, for the most part, not automatically update to reflect changes to the Biomes Groups section. For this reason, I start with the BiomeGroups.cfg. Once the BiomeGroups.cfg is edited and saved, I delete any existing Spawnlist Entries and load my world to let them regenerate. This results in far fewer Spawnlist Entries to edit.

BiomeGroups.cfg

For Just Another Spawner versions from 0.14.5 to 0.16.13

Featuring

  • Biomes O Plenty
  • Highlands
  • Thaumcraft
  • and others

CreatureType.cfg examples

SpawnListEntries folder

Solutions to specific problems

Scenario: Is there at tag that will make creatures such as crocodiles, alligators and beavers only spawn in water?

In EntityHandlers, ensure the Spawn tag contains these conditions: "Spawn Tag" : "!solidside(1,{0,0,0},{0,-1,0})||!liquid({0,0,0},{0,0,0})||liquid({0,0,0},{0,1,0})||normal({0,0,0},{0,1,0})||!opaque({0,0,0},{0,-1,0})"

This reads as: spawn unless the single block below spawn point is not solid on the top side, the single block at spawn point is not liquid, the single block above the spawn point is liquid, the single block above the spawn point is a normal cube, or the single block below the spawn point is not opaque.

Which means spawn in liquid, water in this case, with a solid, non-opaque block below it and not a normal block or liquid above it. Even though I didn't test this, it should force these spawns to be in water that is a single cube deep. I'm not sure how air() or ground() will work with the spawn point in water so these guys will spawn underground without one of those tags. A light level tag or height tag may help. Provided by AnvilPuncher

Event Spawns

Inside the EventSpawns folder (located under config\JustAnotherSpawner\WorldSettings\BASIC\DEFAULT\EventSpawns) there is a file named "default". By default this file will not do anything because it has no file extension, however we can use this file as a template by renaming it to "default.cfg" or some other name of your choosing.

Sleep:
The following example will spawn a Zombie and a Skeleton nearby if a player tries to sleep when it is already not safe to sleep, unless there is another player close by. In other words, if clicking on the bed would return the message "You may not sleep now. There are monsters nearby." AND no other player is within 15 blocks on the x,z axes, the spawn event will be triggered. The Zombie will be spawned 2 blocks away in a random horizontal direction, and the Skeleton will spawn 5 blocks above the Zombie. It won't be so bad if you have a roof but it's best to check for lurking creepers before you attempt to sleep.

[
  {
    "trigger": "SLEEP",
    "expression": "if(sleepResultNotSafe()&&obj.playersInRange(0,15)<=1){ spawn('Zombie').offset(2).alsoSpawn('Skeleton',0,5,0) }"
  }
]

This next example will spawn a Zombie and a Phantom nearby if a player tries to sleep prior to 8pm Minecraft time, EVEN IF it's otherwise safe to sleep, unless that player is within 200 blocks of original spawn. Note: must have Lycanite's Mobs installed in order to spawn Phantom. Also note that Lycanite's Phantoms can pass through roofs and walls.

[
  {
    "trigger": "SLEEP",
    "expression": "if(sleepResultOk()&&obj.origin>200&&time.timeOfDay<14000){ spawn('Zombie').offset(2).alsoSpawn('shadowmobs.phantom',0,5,0) }"

  }
]

Be aware that Minecraft's day/night cycle begins and ends at sunrise (0-24000).