BetterDefaultBiomes

BetterDefaultBiomes

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Adding mobs to nether with config does not work

NixityNull opened this issue ยท 6 comments

commented

Adding "nether' or nether biome ids doesn't work. I suspect that it is because the nether is turned off for all the mobs spawning but is only configurable for the lost miner.

commented

Fixed in later versions of the mod. (Changed Mob spawn criteria)

commented

Nether is not turned off for the mobs, but all the mobs have certain criteria for spawning. I think that's obstructing the mobs from spawning. However, I will check it.

commented

I am trying to put the jungle creeper in a modded nether biome from biomes o' plenty. Do you know what might be causing it not to spawn? Here's my config for reference:

#World Spawning and Generation options for Better Default Biomes.
[World]

#Turn off world generation features in Better Default Biomes.
[World.Generation]

	[World.Generation.Trees]
		Palm_Trees = false
		Swamp_Willow_Trees = false

	[World.Generation.Plants]
		Feather_Reed_Grass = false
		Dead_Grass = true
		Dune_Grass = true
		Short_Grass = true
		Tall_Water_Reeds = false

	[World.Generation.Flowers]
		Blue_Poppy = true
		Mushrooms = true
		Pink_Cactus_Flower = true
		Purple_Verbena = true
		Dark_Violet = true

#Define which mobs should spawn. (Default: "true" for all mobs.)
[World.Mob_Spawning]
	Hunter = true
	Zebra = true
	Frog = true
	Jungle_Creeper = true
	Frozen_Zombie = true
	Muddy_Pig = true
	Duck = true
	Lost_Miner = true
	Camel = true
	Desert_Bandit = true

#Disable Enchantments from Better Default Biomes. (Default: "true" for all Enchantments.)
[Enchanting]
#Horse Protection Enchantments like the Vanilla Protection Enchantments for the Player.
enable_horse_protection = true
#Thorns for Shields.
enable_spikes = true
#Mobs in a small area around the Player get the Glowing effect.
enable_scout = true
#Bows/Crossbows do more damage against animals.
enable_hunting = true
#Horses float in water.
enable_floating = true
#Knockback for Shields.
enable_guard = true

[Enchanting.Smelting_Touch]
	#Smelt blocks when mining.
	enable_smelting_touch = true
	#Sets Mobs/Players on fire when attacked.
	set_on_fire = true

#Item configurations for Better Default Biomes. (Default: "true" for all settings.)
[Item]

[Item.Torch_Arrow]
	#Set Mobs/Players on fire when hit by a Torch Arrow.
	set_on_fire = true

#Trading configurations for Better Default Biomes. (Default: "true" for all settings.)
[Trading]
#Enable trades added by Better Default Biomes.
enable_trades = true

#Extensive Config options for all the Mobs.
[Mobs]

#Config options for the Hunter and Variants.
[Mobs.Hunter]
	#Spawn Biomes/BiomeCategories where the Hunter will spawn.
	#To add Biomes or Categories:
	#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
	spawn_biomes = ["jungle"]
	#Drop chance for the "Hunter's Bow" (Default: 8)
	#Range: 0 ~ 200
	drop_chance = 8
	#Spawn weight for the Hunter. (Default: 90)
	#Range: 0 ~ 10000
	weight = 20
	#Maximum amount of Hunters to spawn in a group. (Default: 3)
	max_group = 3
	#Minimum amount of Hunters to spawn in a group. (Default: 1)
	min_group = 1

	#The Head Hunter is a special variant of the Hunter. It's even more deadly!
	[Mobs.Hunter.Head_Hunter]
		#Spawn weight for the Head Hunter. (Default: 10)
		#Range: 0 ~ 10000
		weight = 2
		#Enables the spawning of the Head Hunter. (Default: true)
		head_hunter = true

		#This is the interval between shots.
		[Mobs.Hunter.Head_Hunter.Firing_Speed]
			#Tweak the firing speed of the Head Hunter for the Hard Difficulty. (Default: 10)
			#For reference: The Vanilla Skeleton firing speed for the Hard difficulty is: 20.
			firing_speed_hard = 10
			#Tweak the firing speed of the Head Hunter. (Default: 20)
			#For reference: The Vanilla Skeleton firing speed is: 40.
			firing_speed = 20

[Mobs.Zebra]
	#Spawn Biomes/BiomeCategories where the Zebra will spawn.
	#To add Biomes or Categories:
	#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
	spawn_biomes = ["savanna", "biomesoplenty:lush_desert"]
	#Spawn weight for the Zebra. (Default: 12)
	#Range: 0 ~ 10000
	weight = 12
	#Maximum amount of Zebras to spawn in a group. (Default: 4)
	max_group = 4
	#Minimum amount of Zebras to spawn in a group. (Default: 2)
	min_group = 2

[Mobs.Frog]
	#Spawn Biomes/BiomeCategories where the Frog will spawn.
	#To add Biomes or Categories:
	#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
	spawn_biomes = ["swamp"]
	#Spawn weight for the Frog. (Default: 10)
	#Range: 0 ~ 10000
	weight = 10
	#Maximum amount of Frogs to spawn in a group. (Default: 4)
	max_group = 4
	#Minimum amount of Frogs to spawn in a group. (Default: 2)
	min_group = 2

[Mobs.Jungle_Creeper]
	#Spawn Biomes/BiomeCategories where the Jungle Creeper will spawn.
	#To add Biomes or Categories:
	#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
	spawn_biomes = ["jungle", "biomesoplenty:undergrowth"]
	#Spawn weight for the Jungle Creeper. (Default: 90)
	#Range: 0 ~ 10000
	weight = 90
	#Maximum amount of Jungle Creepers to spawn in a group. (Default: 3)
	max_group = 3
	#Minimum amount of Jungle Creepers to spawn in a group. (Default: 1)
	min_group = 1

[Mobs.Frozen_Zombie]
	#Spawn Biomes/BiomeCategories where the Frozen Zombie will spawn.
	#To add Biomes or Categories:
	#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
	spawn_biomes = ["taiga", "icy"]
	#Removes Vanilla Zombie Spawning in these Biomes. (Default: true)
	remove_vanilla_zombies = true
	#Spawn weight for the Frozen Zombie. (Default: 95)
	#Range: 0 ~ 10000
	weight = 95
	#Maximum amount of Frozen Zombies to spawn in a group. (Default: 4)
	max_group = 4
	#Minimum amount of Frozen Zombies to spawn in a group. (Default: 4)
	min_group = 4

[Mobs.Muddy_Pig]
	#Spawn Biomes/BiomeCategories where the Muddy Pig will spawn.
	#To add Biomes or Categories:
	#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
	spawn_biomes = ["swamp"]
	#Removes Vanilla Pig Spawning in these Biomes. (Default: true)
	remove_vanilla_pigs = true
	#Spawn weight for the Muddy Pig. (Default: 10)
	#Range: 0 ~ 10000
	weight = 10
	#Maximum amount of Muddy Pigs to spawn in a group. (Default: 4)
	max_group = 4
	#Minimum amount of Muddy Pigs to spawn in a group. (Default: 4)
	min_group = 4

[Mobs.Duck]
	#Spawn Biomes/BiomeCategories where the Duck will spawn.
	#To add Biomes or Categories:
	#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
	spawn_biomes = ["swamp"]
	#Spawn weight for the Duck. (Default: 10)
	#Range: 0 ~ 10000
	weight = 10
	#Removes Vanilla Chicken Spawning in these Biomes. (Default: true)
	remove_vanilla_chickens = true
	#Maximum amount of Ducks to spawn in a group. (Default: 4)
	max_group = 4
	#Minimum amount of Ducks to spawn in a group. (Default: 4)
	min_group = 4
	#This feature is disabled for now as it requires more testing.
	jockey = false

[Mobs.Lost_Miner]
	#The Lost Miner spawns in all Biomes by default.
	#These Biomes/BiomeTypes will be removed from the Spawn List.
	remove_biomes = ["nether", "the_end"]
	#Drop chance for the "Miner's Pickaxe" and "Miner's Helmet" (Default: 8)
	#Range: 0 ~ 200
	drop_chance = 8
	#Spawn weight for the Lost Miner. (Default: 160)
	#Range: 0 ~ 10000
	weight = 160
	#Maximum amount of Lost Miners to spawn in a group. (Default: 3)
	max_group = 3
	#Minimum amount of Lost Miners to spawn in a group. (Default: 1)
	min_group = 1

[Mobs.Camel]
	#Spawn Biomes/BiomeCategories where the Camel will spawn.
	#To add Biomes or Categories:
	#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
	spawn_biomes = ["desert"]
	#Spawn weight for the Camel. (Default: 1)
	#Range: 0 ~ 10000
	weight = 1
	#Maximum amount of Camels to spawn in a group. (Default: 3)
	max_group = 3
	#Minimum amount of Camels to spawn in a group. (Default: 2)
	min_group = 2

[Mobs.Desert_Bandit]
	#Spawn Biomes/BiomeCategories where the Desert Bandits will spawn.
	#To add Biomes or Categories:
	#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
	spawn_biomes = ["desert"]
	#Spawn weight for the Desert Bandits. (Default: 90)
	#Range: 0 ~ 10000
	weight = 20

#Extensive Config options for all the Generation Features.
[Generation]

[Generation.Trees]

	[Generation.Trees.Palm_Trees]
		#Generation Biomes/BiomeCategories where Palm Trees will generate.
		#To add Biomes or Categories:
		#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
		generation_biomes = ["minecraft:beach"]

	[Generation.Trees.Swamp_Willow_Trees]
		#Generation Biomes/BiomeCategories where Swamp Willow Trees will generate.
		#To add Biomes or Categories:
		#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
		generation_biomes = ["swamp"]

#Debug options for Better Default Biomes.
[Debug]
#Enables the "BetterDefaultBiomes (Extra Info)" files to be generated by the mod. (Default: false)
extra_info_files = false

#Logger options.
[Debug.Loggers]
	#Enables a logger for more info about the removed vanilla spawns. (Default: false)
	remove_spawn_logger = false
	#Enables a logger for more info about the registered spawns of the Mobs with selected SpawnBiomes. (Default: false)
	spawn_logger = false
	#Enables a logger for more info about the registered spawns of the Mobs that spawn in all Biomes by default. This is separate to avoid spam. (Default: false)
	spawn_logger_all = false

#Define which mobs should have the Glowing effect. (Default: "false" for all mobs.)
[Debug.Glowing_Mobs]
	Hunter = false
	Zebra = false
	Frog = false
	Jungle_Creeper = false
	Frozen_Zombie = false
	Muddy_Pig = false
	Duck = false
	Lost_Miner = false
	Camel = false
	Desert_Bandit = false
commented

The Jungle Creeper only spawns on Grass Blocks. I don't think that Biome has that in the Nether so that will probably be why they are not spawning.

commented

The Jungle Creeper only spawns on Grass Blocks. I don't think that Biome has that in the Nether so that will probably be why they are not spawning.

Is there any chance you could add a spawn block config?

commented

Yeah I'll try to think of a solution.