Alex's Mobs

Alex's Mobs

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[1.16.5] Crimson mosquitoes spawning despite config

Papastink opened this issue ยท 0 comments

commented

I was testing a pack I made for myself in which disabled mosquitoes by setting their spawn weight to 0 and it worked for a while. But when visiting the nether in survival I got near a modded variant of the crimson forest and one attacked me. I had already set the spawn weight to 0 long before making the world this happened in, I also set the spawn weight of tarantula hawks to 0 and in all the time I spent in desert biomes they didn't spawn.

I don't know if this helps but I have a lot of modded biomes, the portal I came through brought me to a BYG biome called brimstone caverns and borders two other BYG biomes, a withering woods, and a crimson gardens, the mosquito attacked me when I got near the gardens. Also, the version of Alex Mobs I was using is 1.12.1.

Below is my setup for the config in case I made a mistake while editing it.

[general]
#Whether all players should get an Animal Dictionary when joining the world for the first time.
giveBookOnStartup = true
#Lava Opacity for the Lava Vision Potion.
#Range: 0.01 ~ 1.0
lavaVisionOpacity = 0.65
#Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist.
shadersCompat = false
#Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas
bananasDropFromLeaves = true
#1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in
#Range: > 0
bananaChance = 200
#Whether spiders should target fly mobs.
spidersAttackFlies = true
#Whether wolves should target moose mobs.
wolvesAttackMoose = true
#Whether polar bears should target seal mobs.
polarBearsAttackSeals = true
#Whether lava can be bottled with a right click of a glass bottle.
lavaBottleEnabled = true
#Whether bone serpents are neutral or hostile.
neutralBoneSerpents = false
#Maximum world y-level that cave centipedes can spawn at
#Range: 0 ~ 256
caveCentipedeSpawnHeight = 30
#Maximum world y-level that blobfish can spawn at
#Range: 0 ~ 256
blobfishSpawnHeight = 38
#Whether mimicubes spawns should be restricted solely to the end city structure or to whatever biome is specified in their respective biome config.
mimicubeSpawnInEndCity = true
#Whether mimicream can be used to duplicate items.
mimicreamRepair = true
#Blacklist for items that mimicream cannot make a copy of. Ex: "minecraft:stone_sword", "alexsmobs:blood_sprayer"
mimicreamBlacklist = ["alexsmobs:blood_sprayer", "alexsmobs:hemolymph_blaster"]
#Whether wild raccoons steal food from chests.
raccoonStealFromChests = true
#Whether fish oil gives players a special levitation effect.
fishOilMeme = true
#Whether soul vulture spawns should be restricted solely to the nether fossil structure or to whatever biome is specified in their respective biome config.
soulVultureSpawnOnFossil = true
#Whether acacia blossoms should drop from blocks tagged with #alexsmobs:drops_acacia_blossoms
acaciaBlossomsDropFromLeaves = true
#Whether wandering traders offer items like acacia blossoms, mosquito larva, crocodile egg, etc.
wanderingTraderOffers = true
#0 = no mungus biome transformation. 1 = mungus changes blocks, but not chunk's biome. 2 = mungus transforms blocks and biome of chunk.
#Range: 0 ~ 2
mungusBiomeTransformationType = 2
#List of all mungus mushrooms, biome transformations and surface blocks. Each is seperated by a |. Add an entry with a block registry name, biome registry name, and block registry name(for the ground).
mungusBiomeMatches = ["minecraft:red_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:brown_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:crimson_fungus|minecraft:crimson_forest|minecraft:crimson_nylium", "minecraft:warped_fungus|minecraft:warped_forest|minecraft:warped_nylium"]
#Whether guster spawns are limited to when it is raining/thundering.
limitGusterSpawnsToWeather = true
#Whether Crimson Mosquitoes can transform into Warped Moscos if attacking a Mungus or any listed creature.
warpedMoscoTransformation = true
#List of extra(non mungus) mobs that will trigger a crimson mosquito to become a warped mosquito. Ex: "minecraft:mooshroom", "alexsmobs:warped_toad"
warpedMoscoMobTriggers = [""]
#True if straddleboard enchants are enabled.
straddleboardEnchants = true
#Whether emu should target skeletons.
emuTargetSkeletons = true
#Percent chance for emu leggings to dodge projectile attacks.
#Range: 0.0 ~ 1.0
emuPantsDodgeChance = 0.45
#Relative volume of cachalot whales compared to other animals. Note that irl they are the loudest animal. Turn this down if you find their clicks annoying.
#Range: 0.0 ~ 10.0
cachalotVolume = 3.0
#Percent chance for fungus to grow per each leaf a leafcutter ant returns to the colony.
#Range: 0.0 ~ 1.0
leafcutterAntFungusGrowChance = 0.3
#How many feedings of leaves does a leafcutter colony need in order to regain a worker ant, if below half the max members.
#Range: 2 ~ 100000
leafcutterAntRepopulateFeedings = 25
#Max number of ant entities allowed inside a leafcutter anthill.
#Range: 2 ~ 100000
leafcutterAntColonySize = 10
#Percent chance for leafcutter ants to break leaves blocks when harvesting. Set to zero so that they can not break any blocks.
#Range: 0.0 ~ 1.0
leafcutterAntBreakLeavesChance = 0.2
#Makes eagles teleport back to their owner if they get stuck during controlled flight. Useful for when playing with the Optifine mod, since this mod is the fault of many issues with the falconry system.
falconryTeleportsBack = false
#Makes Tarantula Hawks fireproof, perfect if you also want these guys to spawn in the nether.
fireproofTarantulaHawk = false
#List of dimensions in which spawning void worms via mysterious worm items is allowed.
voidWormSpawnDimensions = ["minecraft:the_end"]
#All void worm damage is scaled to this.
#Range: 0.0 ~ 100.0
voidWormDamageModifier = 1.0
#Max Health of the void worm boss.
#Range: 0.0 ~ 1000000.0
voidWormMaxHealth = 160.0
#Whether the void worm boss is summonable or not, via the mysterious worm item.
voidWormSummonable = true
#Whether seagulls should steal food out of players' hotbar slots.
seagullStealing = true
#List of items that seagulls cannot take from players.
seagullStealingBlacklist = []
#Whether the Clinging Potion effect should flip the screen. Warning: may cause nausea.
clingingFlipEffect = false

[general.spawning]
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	grizzlyBearSpawnWeight = 8
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	grizzlyBearSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	roadrunnerSpawnWeight = 9
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	roadrunnerSpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	boneSerpentSpawnWeight = 8
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	boneSeprentSpawnRolls = 40
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	gazelleSpawnWeight = 40
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	gazelleSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	crocodileSpawnWeight = 40
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	crocSpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	flySpawnWeight = 3
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	flySpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	hummingbirdSpawnWeight = 39
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	hummingbirdSpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	orcaSpawnWeight = 2
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	orcaSpawnRolls = 6
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	sunbirdSpawnWeight = 2
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	sunbirdSpawnRolls = 15
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	gorillaSpawnWeight = 50
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	gorillaSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	crimsonMosquitoSpawnWeight = 0
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	crimsonMosquitoSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	rattlesnakeSpawnWeight = 12
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	rattlesnakeSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	endergradeSpawnWeight = 10
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	endergradeSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	hammerheadSharkSpawnWeight = 8
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	hammerheadSharkSpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	lobsterSpawnWeight = 7
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	lobsterSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	komodoDragonSpawnWeight = 4
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	komodoDragonSpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	capuchinMonkeySpawnWeight = 55
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	capuchinMonkeySpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	caveCentipedeSpawnWeight = 0
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	caveCentipedeSpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	warpedToadSpawnWeight = 80
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	warpedToadSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	mooseSpawnWeight = 9
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	mooseSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	mimicubeSpawnWeight = 0
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	mimicubeSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	raccoonSpawnWeight = 10
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	raccoonSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	blobfishSpawnWeight = 30
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	blobfishSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	sealSpawnWeight = 30
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	sealSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	cockroachSpawnWeight = 0
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	cockroachSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	shoebillSpawnWeight = 10
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	shoebillSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	elephantSpawnWeight = 30
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	elephantSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	soulVultureSpawnWeight = 30
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	soulVultureSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	snowLeopardSpawnWeight = 20
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	snowLeopardSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	spectreSpawnWeight = 10
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	spectreSpawnRolls = 5
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	crowSpawnWeight = 10
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	crowSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	alligatorSnappingTurtleSpawnWeight = 20
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	alligatorSnappingTurtleSpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	mungusSpawnWeight = 4
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	mungusSpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	mantisShrimpSpawnWeight = 15
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	mantisShrimpSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	gusterSpawnWeight = 30
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	gusterSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn. NOTE: By default the warped mosco doesn't spawn in any biomes.
	#Range: 0 ~ 1000
	warpedMoscoSpawnWeight = 0
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	warpedMoscoSpawnRolls = 1000
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	straddlerSpawnWeight = 85
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	straddlerSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	stradpoleSpawnWeight = 10
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	stradpoleSpawnRolls = 3
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	emuSpawnWeight = 20
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	emuSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	platypusSpawnWeight = 30
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	platypusSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	dropbearSpawnWeight = 3
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	dropbearSpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	tasmanianDevilSpawnWeight = 10
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	tasmanianDevilSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	kangarooSpawnWeight = 25
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	kangarooSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	cachalotWhaleSpawnWeight = 2
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	cachalotWhaleSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	enderiophageSpawnWeight = 0
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	enderiophageSpawnRolls = 2
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	baldEagleSpawnWeight = 15
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	baldEagleSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	tigerSpawnWeight = 100
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	tigerSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	tarantulaHawkSpawnWeight = 0
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	tarantulaHawkSpawnRolls = 1
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	voidWormSpawnWeight = 0
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	voidWormSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	frilledSharkSpawnWeight = 11
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	frilledSharkSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	mimicOctopusSpawnWeight = 9
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	mimicOctopusSpawnRolls = 0
	#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
	#Range: 0 ~ 1000
	seagullSpawnWeight = 21
	#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
	#Range: > 0
	seagullSpawnRolls = 0

	[general.spawning.uniqueSpawning]
		#Whether to enable beached cachalot whales to spawn on beaches during thunder storms.
		beachedCachalotWhales = true
		#Percent chance increase for each failed attempt to spawn a beached cachalot whale. Higher value = more spawns.
		#Range: 0 ~ 100
		beachedCachalotWhaleSpawnChance = 5
		#Delay (in ticks) between attempts to spawn beached cachalot whales. Default is a single day. Works like wandering traders.
		#Range: > 0
		beachedCachalotWhaleSpawnDelay = 24000
		#Percent chance for leafcutter anthills to spawn as world gen in each chunk. Set to zero to disable spawning.
		#Range: 0.0 ~ 1.0
		leafcutterAnthillSpawnChance = 0.0