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View Code? Open in Web Editor NEWJAS is a Minecraft mod which implements a custom spawning system that function in parallel to the default one.
JAS is a Minecraft mod which implements a custom spawning system that function in parallel to the default one.
Creatures listed in a given spawnlist entry category, whether by biome or by entity name should be sub sorted by type.
Simple enough. Checks if entity is on the Top block or fill block as listed in the current biome.
Could be useful to use as above ground check. Essentially could auto implement the vanilla grass checks, but change for biome: deserts sand, EX Mountain Ridge would be red rock.
Need to test snow biomes to determine if snow coverings would interfere. Should not vanilla animals already spawn there iirc.
It's a waste of time to need to join a world multiple times to generate entries. Just generate them by default all at once.
Should Be Defined in their own file. One line defines all biome groups. Which generates options in the rest of the Config for each entry.
In most places, such as Configuration, biomeGroups would replace Biomes: behaving identically to current biomes and contain a "biome group name" and biome list.
The exception would be SpawnLists which would still need to be done per Biome. A biomeName to list would be required to get the spawnLists for each biome grouping.
Light level independent of day.
Use Case: To Forbid entities from spawning in villages but still able to spawn during day time.
Should be toggleable
Months Days, Seconds, Ticks
Global option as well as tag.
It would be useful to set the negative of the optional settings. For example, settings entities to NOT despawn.
Possible just use a negative flag that reverses all the regular rules.
Restrict biomes available to a subset of all biomes that are not enabled in parent.
ParentalClass
{
Forest = true;
Beach = true;
Ocean = true;
Taiga = false;
Desert = false;
// ParentalClass Contains Forest, Beach, and Ocean
}
ChildClass
{
Taiga = true;
Desert = false;
// ChildClass Conains Forest, Beach, Ocean, and Taiga
}
Arithmetic could be useful.
ParentalClass
{
Biomes = ALL;
// ParentalClass Conains All Biomes
}
ChildClass
{
Parent = ParentalClass;
Biomes = !Forest
// ChildClass Conains All Biomes except Forest
}
Would fully stop chunk spawning. Might as well make it clear all of them. Should still do #1
Their is currently a method that creates a list of Class<? extends LivingHandler> to be loaded but it is never done
Along with Optional parameters for Force Despawn #4 additional parsing commands should be added for common spawn configurations. They should be in the form of additive restrictions, off until enabled and then applied indiscriminately.
Appears some mod is nulling them. Works fine with just JAS. Just include a null check.
Tag that triggers the entities default spawn method to be triggered.
Unlike regular tags. NBT would not evaluate, it would write to entity NBT.
Either Ignore Certain Blocks or Ignore top X blocks.
Be awesome for worlds where mobs are supposed to get more difficult as you explore.
I'm not sure how the game saves where the "world spawn" is but if it would be possible to check against it to make sure your current x,z is a certain distance from it before spawning, would be great.
No need for y calculations as far as I can tell.
During Counting, the amount of each type in the loaded Entity list should be counted when counting entities for type. If its higher than the Entity specific cap, it would exit as if the entity could not be spawned.
If performance was ever a concern, CreatureType may need to implement a Cache that's refreshed on the order of seconds (or every X cycles). Though since the discussion on Entity cache for the vanilla system this shouldn't cost that much more. A global toggle to disable creatureSpecific caps would likely be a better compromise for those it would be a problem for.
Spawns from the Chunk provider are not called, for obvious reasons. For those biomes that require it, a BiomeHandler should be created and called with the biome instance.
An interface with a few required methods to generalize the configuration and calls are required
On World start this will cause some entities to be able to spawn before the SpawnLists are Cleared.
I'll keep it in mind for future refactors. Being able to set the save-world name would be useful.
Example,
Would be useful coupled with an NBT Writing tag. Allows separating of individual entities from entity-group Entities. Such as MoC BigCats or HorseMob
CustomSpawner entity count should be caches. Particularly as counting is done as entities are spawned, we don't need to update as often. updates still needed to catch entities spawned by other means.
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