oldjunyi / nomobspawningontrees Goto Github PK
View Code? Open in Web Editor NEWA minecraft mod prevents mob spawning on wood logs.
License: MIT License
A minecraft mod prevents mob spawning on wood logs.
License: MIT License
[13:16:02] [main/INFO] [nmsot]: Now parsing material:WOOD
[13:16:02] [main/ERROR] [FML]: Unable to access any field net.minecraft.block.material.Material on type net.minecraftforge.fml.relauncher.ReflectionHelper$UnableToAccessFieldException: net.minecraftforge.fml.relauncher.ReflectionHelper$UnableToFindFieldException: java.lang.NoSuchFieldException: WOOD
[13:16:02] [main/WARN] [nmsot]: Failed at #
[13:16:02] [main/WARN] [nmsot]: Caused by net.minecraftforge.fml.relauncher.ReflectionHelper$UnableToAccessFieldException: net.minecraftforge.fml.relauncher.ReflectionHelper$UnableToFindFieldException: java.lang.NoSuchFieldException: WOOD
Could you please consider adding a rule to adjust spawning based on moon phase? Specifically I'd like to limit spawns during a full moon but increase them during the new moon.
The phases are detailed at http://minecraft.gamepedia.com/Moon, and it looks like you can retrieve the current phase with world.provider.getMoonPhase
Thank you :)
Not sure if this is a bug, or if I've lost the plot. I've tried various rules along the lines of "mob:zombiePigman", "mob:EntityZombiePigman", "mob:minecraft.zombie_pigman", but none of these have worked. Every time I get an error that states "can not find this mob". So, how do I go about setting a rule related to zombie pigmen?
I've tried using the same rules as I did in the 1.9.4 version, to exclude mobs in the Overworld, but they seem to be ignored.
Rule example: dim:0 & mob:EntityCreeper
Expected result: no more Creepers spawning in the Overworld.
Result: Creepers keep spawning in the Overworld.
I reported this in the mod comments, a few months ago, but maybe reporting it here will be more useful.
I am trying to turn off the spawning of all Cows, Chickens, and Sheep in the overworld, but I am having trouble making a syntax that works. I tried the dimID:0 for overworld and also the word overworld itself, and neither seems to be working. Also, should the animals go on a whitelist or a blacklist? I still want regular and ambient mobs to spawn.
Servers are crashing when trying to add spawns:
@biometype:MOUNTAIN, mob:Silverfish, weight:50
@biometype:DRY, mob:techguns.alienbug, weight:5, count:1
error below. removing these commands and server loads fine.
Description: Exception in server tick loop
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from No Mob Spawning on Trees (nmsot)
Caused by: java.lang.NoSuchMethodError: net.minecraft.world.biome.Biome.func_185359_l()Ljava/lang/String;
at com.mmyzd.nmsot.SpawnListManager.parse(SpawnListManager.java:126)
at com.mmyzd.nmsot.rule.RuleSet.(RuleSet.java:38)
at com.mmyzd.nmsot.NoMobSpawningOnTrees.initialize(NoMobSpawningOnTrees.java:59)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:624)
at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:218)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:196)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:135)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:744)
at net.minecraftforge.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:108)
at net.minecraftforge.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:338)
at net.minecraft.server.dedicated.DedicatedServer.init(DedicatedServer.java:219)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:486)
at java.lang.Thread.run(Thread.java:748)
Could it be made possible for mobs to not spawn on Minefactory reloaded rubber tree logs?
When I add the following line to my backlist rules: "mob:creeper & chance:0.50"
I get: Server thread/ERROR [FML]: Caught exception from nmsot (java.lang.NoSuchFieldError: ENTITIES)
What am I doing wrong? This is correct syntax, no?
25.10 15:12:05 [Server] INFO at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_111]
25.10 15:12:05 [Server] INFO at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_111]
25.10 15:12:05 [Server] INFO at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_111]
25.10 15:12:05 [Server] INFO at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:231) ~[custom.jar:?]
25.10 15:12:05 [Server] INFO at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:253) ~[custom.jar:?]
25.10 15:12:05 [Server] INFO at com.google.common.eventbus.EventBus.post(EventBus.java:217) ~[minecraft_server.1.12.2.jar:?]
25.10 15:12:05 [Server] INFO at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116) ~[minecraft_server.1.12.2.jar:?]
25.10 15:12:05 [Server] INFO at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71) ~[minecraft_server.1.12.2.jar:?]
25.10 15:12:05 [Server] INFO at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399) ~[minecraft_server.1.12.2.jar:?]
25.10 15:12:05 [Server] INFO at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76) ~[minecraft_server.1.12.2.jar:?]
25.10 15:12:05 [Server] INFO at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150) ~[minecraft_server.1.12.2.jar:?]
25.10 15:12:05 [Server] INFO at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91) ~[minecraft_server.1.12.2.jar:?]
25.10 15:12:05 [Server] INFO at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_111]
25.10 15:12:05 [Server] INFO at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_111]
25.10 15:12:05 [Server] INFO at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source) ~[?:?]
25.10 15:12:05 [Server] INFO at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:606) ~[custom.jar:?]
25.10 15:12:05 [Server] INFO at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_111]
25.10 15:12:05 [Server] INFO at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_111]
25.10 15:12:05 [Server] INFO at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_111]
25.10 15:12:05 [Server] INFO at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_111]
25.10 15:12:05 [Server] INFO at com.mmyzd.nmsot.NoMobSpawningOnTrees.initialize(NoMobSpawningOnTrees.java:59) ~[NoMobSpawningOnTrees.class:?]
25.10 15:12:05 [Server] INFO at com.mmyzd.nmsot.rule.RuleSet.<init>(RuleSet.java:40) ~[RuleSet.class:?]
25.10 15:12:05 [Server] INFO at com.mmyzd.nmsot.rule.RuleSet.expr(RuleSet.java:122) ~[RuleSet.class:?]
25.10 15:12:05 [Server] INFO at com.mmyzd.nmsot.rule.RuleSet.term(RuleSet.java:139) ~[RuleSet.class:?]
25.10 15:12:05 [Server] INFO at com.mmyzd.nmsot.rule.RuleSet.factor(RuleSet.java:173) ~[RuleSet.class:?]
25.10 15:12:05 [Server] INFO at com.mmyzd.nmsot.rule.RuleMob.<init>(RuleMob.java:30) ~[RuleMob.class:?]
25.10 15:12:05 [Server] INFO Caused by: java.lang.NoSuchFieldError: ENTITIES
25.10 15:12:05 [Server] INFO net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from No Mob Spawning on Trees (nmsot)
25.10 15:12:05 [Server] Server thread/ERROR Encountered an unexpected exception
25.10 15:12:05 [Server] Server thread/ERROR [FML]: Caught exception from nmsot (java.lang.NoSuchFieldError: ENTITIES)```
It'd be great to have a weather tag for the blacklist. Then I could do something like:
dim:0 && !weather:thunder && light:1-15,sky
Preventing surface mob spawns in the overworld unless it's a thunderstorm. ^^
I'm trying to come up with a configuration setting which will make it impossible for monsters to appear on the surface (except for allowing spiders to appear in Roofed Forest biomes). I've got the following rules in my S:blacklistRules
section:
mobtype:monster & light:*,sky
-((biome:29 | biome:157) & mob:spider)
But, this doesn't seem to do anything. Monsters spawn all over the surface anyway. Any suggestions?
I was hunting around for a mod which allows me to relegate mobs to only spawn underground, but which wasn't super, super complicated (e.g., CustomMobSpawner). I only gave this one a passing glance (because spawning on trees doesn't bother me too much). It was only after I read through the wiki and figured out just how powerful this mod is that I got really excited. This is the mob spawning mod I've wanted... way better the CustomMobSpawner. The rules are simple, clear, and yet extremely expressive. Perfect!
The only problem is that no one would know it from the name! It makes it sound like a much more limited mod than it really is, and I suspect, makes people pass it by when shopping about for mob control mods. Here's a list of words which may work well in a new name:
Total Spawn Control
Complete Mob Mastery
Ultimate Entity Tuner
Perfect Spawning Tweaker
Overrides
I'm sure there are lots of other good names out there, but I'd love to see this mod get a name which helps people understand how powerful and general-purpose it is.
Version: NoMobSpawningOnTrees-1.2.2-mc1.12.2.jar
Using the default config
Configuration file
general {
# For details, please check https://github.com/oldjunyi/NoMobSpawningOnTrees/wiki
S:blacklistRules <
woodlogs # This line disables mob spawning on all types of wood logs.
block:minecraft:brown_mushroom_block || block:minecraft:red_mushroom_block
# The above line disables mob spawning on mushroom blocks.
># Extra spawning tries per tick. This will only applies to hostile mobs. D:extraSpawningTries=0.0 # The capacity is the maximum (approximate) number of creatures can exist near the player. # Set -1 to use the default value, which is: monster(70), animal(10), ambient(15), water(5) I:spawnCapacityAmbient=-1 I:spawnCapacityAnimal=-1 I:spawnCapacityMonster=-1 I:spawnCapacityWater=-1
}
Powered Spawners do not work when this mod is installed. It says "Some mod is blocking spawns". Once remove this mod, they work.
Not a huge issue just wanted to document in case anyone else was having this issue.
It would be great to have a tag which allows you to spawn / not spawn entities based upon whether the sky is visible from that block (e.g., mobtype:monster & sky:visible
).
Forge 12.18.1.2011 NMSOT v1.1.6 crashes server, probably need to build against 1.10.2 or 1.9.4, not sure if 1.9 is compatible with the later versions.
https://gist.github.com/Keridos/cf932c8d28619f88608f18739e9089ab
I have SCP Lockdown mod, I just want to spawn scp-173 in dimension 0 (overworld).
Also I have tellme mod and I got 173's id. (scp:killer_statue)
As I said, I want to spawn it in the overworld, I tried these syntaxes but did not work:
@dim:0, mob:scp.killer_statue, weight 100
@dim:0, mob:scp:killer_statue, weight 100
Can some one help me?
By the way, I use those commands insine of the blacklistrules, is it correct?
S:blacklistRules < HERE >
説明します。
dim:0&mobtype:monster&daytime:0-19000は、ダニ19000(深夜0時から数時間)までモンスターの産卵を停止します。
24000ティック(1 minecraft日)を追加すると、Mobがスポーンします。 これは、この関数がその目的を果たしたため(mobがティック0(朝)からティック19000(夜遅く)にスポーンするのを停止し、作業が終了したためです。
これは基本的に役に立たないだけでなく、wikiに表示されているものでもなく、テストされたことのないバグのようです。
正しい関数は、追加の日ごとにn + 24000の追加、またはそれらの線に沿った何かを必要とします。
誰もこのリポジトリをチェックしなくなったと思いますが、この特定の設定だけで修正されるという問題があり、壊れています。
敬具、
虚空に怒鳴る男。
Now in english.
dim:0 & mobtype:monster & daytime:0-19000 will stop monsters from spawning until tick 19000 (few hours past midnight)
if you add 24000 ticks (1 minecraft day) then mobs will spawn. This is because the function has served its purpose (it has stopped mobs from spawning from tick 0 (morning) to tick 19000 (late in the night) and has now finished its work.
This is not only basically useless, but also not what is presented in the wiki, and seems like a bug that was never tested.
The correct function would need an n+24000 addition for each additional day, or something along those lines.
I don't think anyone even checks this repo anymore but I'm having an issue that only this specific setting would fix, and it's broken.
Respectfully,
A guy yelling at the void.
So I can't figure out what's wrong with these rules I've written, and I've read the documentation several times; what have I missed?
@mob:slime, biome:21, biome:22, biome:23, biome:149, biome:151, weight:20
@mob:stray, biome:12, biome:13, biome:140, weight:15, light:0-0, lightType:sky
@mob:endermite, dim:TheEnd, weight:5, count:1-1
I've attempted to use this mod in order to allow mobs to spawn in certain dims with Pixelmon installed. The Pixelmon mod seems to take priority over this mod, even with the Pixelmon config set to allow mobs to spawn in. Is there a work around that forces this mod to take priority?
I've tried to add: material:wood & mobtype:monster
to my cfg but the server seems to break on it:
[18:08:32] [Server thread/INFO] [nmsot]: Now parsing material:wood & mobtype:monster
[18:08:32] [Server thread/ERROR] [FML]: Unable to access any field net.minecraft.block.material.Material on type net.minecraftforge.fml.relauncher.ReflectionHelper$UnableToAccessFieldException: net.minecraftforge.fml.relauncher.ReflectionHelper$UnableToFindFieldException: java.lang.NoSuchFieldException: wood
[18:08:32] [Server thread/WARN] [nmsot]: Failed at & mobtype:monster
[18:08:32] [Server thread/WARN] [nmsot]: Caused by net.minecraftforge.fml.relauncher.ReflectionHelper$UnableToAccessFieldException: net.minecraftforge.fml.relauncher.ReflectionHelper$UnableToFindFieldException: java.lang.NoSuchFieldException: wood
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.