Galacticraft Legacy

Galacticraft Legacy

3M Downloads

[Bug]: Mobs can't be spawned on galacticcraft planets with the In Control mod

IdkWhatNameThingyToPut opened this issue ยท 18 comments

commented

Forge Version

14.23.5.2860

Galacticraft Version

4.0.7

Log or Crash Report

Hi I'm trying to spice up the galacticcraft planets in my modpack right now by spawning other modded mobs with the In Control mod onto them, but unfortunately it seems like there is a bug stopping them from spawning on the planets.

Reproduction steps

  1. Try to spawn mobs on galacticcraft planets with the incontrol mod
commented

I don't know about the issue in the video, sorry.

You could use this CraftTweaker script to call one of the reload commands when logging in/changing dimensions - I have used BiomeTweaker as an example. It is not necessarily ideal, but it works and I wouldn't hold out much hope for Galacticraft-Legacy being updated.

#modloaded galacticraftcore biometweaker

import crafttweaker.event.PlayerChangedDimensionEvent;
import crafttweaker.event.PlayerLoggedInEvent;
import crafttweaker.command.ICommandManager;
import crafttweaker.command.ICommandSender;
import mods.contenttweaker.Commands.call;

events.onPlayerChangedDimension(function (event as PlayerChangedDimensionEvent) {
    if (event.to >= -31 && event.to <= -28) {
        call('/biometweakerreload', event.player, event.player.world, false, false);
    }
});

events.onPlayerLoggedIn(function (event as PlayerLoggedInEvent) {
    if (event.player.getDimension() >= -31 && event.player.getDimension() <= -28) {
        call('/biometweakerreload', event.player, event.player.world, false, false);
    }
});

I'm not sure if there is much more I can do to help...

commented

Ah I'm guessing that snippet you linked is why mobs spawned the In Control mod is not working. If I'm being honest I'd much rather use either In Control or Specified Spawning because I've seen people saying biometweaker adds "chunk spawns" in a way that after a mob spawns once a chunk is initially loaded that they no longer spawn there anymore. If that is true then setting up mob spawns like that is pointless it would be just a temporary illusion and the mobs would stop spawning eventually. I think the real solution is to probably set up a mob spawning whitelist/blacklist (for each dimension/planet) which people can configure themselves.

commented

Yeah, the same principle might apply though, so you should try using the /cntrlreload command and see if the custom spawns start working again.

commented

Yeah, the same principle might apply though, so you should try using the /cntrlreload command and see if the custom spawns start working again.

I don't think it will have that same effect on mobs being spawned by the In Control mod because they are not registered as spawns to biomes the way that biometweaker and multi mob library do their spawns. Like they completely ignore the mob cap. I watched hundreds of mobs spawning infront of me and then despawning instantly when testing with the In Control mod, the spawns are straight up being denied is what I think is happening.

I will try that though yep.

commented

Video to show you what I was talking about in the last comment

Minecraft_2025.05.03-16.49.mp4

After that I tested with vanilla mobs and mobs from the Mo' Creatures Extended mod and they wouldn't even spawn at all

commented

Multi Mob Library doesn't work either (the mod used to spawn mobs from Primitive Mobs)

commented

BiomeTweaker is another option to try.

commented

Actually, maybe Tweaker.setScriptStage("SERVER_STARTED") was not what caused it to start working, but using the /biometweakerreload command.

commented

Yep I tried it and Biometweaker didn't work either

Script used:
myObject = forAllBiomes()

myObject.addSpawn("mocreatures:elephant", "CREATURE", 105, 4, 4)

test = forBiomes("galacticraftcore:outer space", 42)

test.addSpawn("mocreatures:duck", "CREATURE", 106, 4, 4)

I checked properly to see if the spawns are actually registering the to moon's biome by dumping mob biome spawns with the TellMe mod:
biomes-with-mob-spawns_2025-05-06_01.40.59.txt

And I also double checked that the moon's biome is the right biome by using biome tweakers "/BTListBiomes" command. Here you can see the moon's biome in chat matches with the biome displayed on journeymap aswell:
Image
Here is an example with the overworld so you know it works there too and is consistent:
Image

And I also checked biomes dumped with the TellMe mod on top of that aswell and it's all correct:
biomes_2025-05-06_01.50.49.txt

All of this is reproducible with this mod list:
mod-list_2025-05-06_02.05.11.txt

commented

I have been doing some investigating and it is important to set the script stage later as the mob lists are cleared by Galacticraft here.

The following script works for me.

Tweaker.setScriptStage("SERVER_STARTED")
planets = forBiomes("galacticraftcore:outer space", "galacticraftplanets:outer space 1", "galacticraftplanets:outer space 2")

planets.addSpawn("minecraft:vex", "MONSTER", 200, 1, 4)
planets.addSpawn("minecraft:witch", "MONSTER", 20, 1, 4)
planets.addSpawn("minecraft:wither_skeleton", "MONSTER", 20, 1, 4)
planets.addSpawn("minecraft:cave_spider", "MONSTER", 100, 1, 4)

Image

commented

Hmm yeah I just realized there was a bit of RNG involved with the spawns registering that's why I edited my comment before this one because the first dump was the latest and the spawns didn't register correctly on the moon's biome but then the dump before that they registered fine on a dump when I didn't even change anything so that makes sense now. Also could you try that on the moon please I'll try it aswell. I've noticed some mobs spawn fine on mars and venus sometimes but not on the moon it's like the moon has more restrictive mob spawning or something idk.

commented

Latest.log:
latest.log

List of mods from my testing modpack dumped with the TellMe mod (you can reproduce the issue with these mods):
mod-list_2025-05-03_20.49.34.txt

The In Control config files I'm using are fine, works correctly on the overworld but doesn't work on GalacticCraft planets with other modded mobs.

It only works on galacticcraft planets if the mobs being spawned are from the galacticcraft mod:
Image

commented

Have you tried this tip from the In Control! Wiki?

Image

commented

Have you tried this tip from the In Control! Wiki?

Image

Hi yep it doesn't do anything. I'm hoping this can get fixed soon it's highly important imo I could make the galacticcraft planets feel so much more alive adding other modded mobs to them. I plan on adding structures, ores etc to the planets in my modpack too so I'm also hoping there's no issues with that related to this problem either.

I also tried setting B:"Generate all other mods features on planets" to true in the core.cfg config file thinking it might have something to do with that setting but it still didn't fix it.

commented

I appreciate you for trying to help but after reloading a biometweaker script the problem is still happening unfortunately. The mobs won't spawn on the moon. Also I kind of take back what I said before in one of my other comments saying that reloading biometweaker scripts might not effect mobs being spawned by the in control mod. I think your right about the spawn lists being cleared being the problem.

I'm guessing once the spawn lists are cleared any mob spawn that is not one already added back by this mod is denied regardless of how a spawn happens (registered to biomes, spawned like how the In Control mod spawns). The problem? I'm now starting to think biometweaker doesn't add mobs back to those same spawn lists that have been cleared. I know you've got mobs spawning on mars or something but after testing a bit even without biometweaker scripts being reloaded sometimes other modded mobs spawn on mars but I don't think I was able to get the In Control mod working on mars either so it seems a little broken.

The moon seems to have the most restricted spawning so far I just can't get anything to spawn on it other than mobs already added by this mod.

commented

The specified spawning mod fixes this problem but whether mob spawners work or not is still being investigated one idea I will be testing is adding spawns with 0 spawn weight to register a mobs spawn and hopefully that will let them spawn through mob spawners

commented

I ended up doing more testing btw and unfortunately the Specified Spawning mod is broken right now so the problem is still unsolved and while the dev might fix their mod it's still not enough to really make the planets/moons shine. It seems custom structures and also monster/mob spawners don't work either. I don't really know what to do anymore I'm hoping someone will make a mod or something to fix this problem since I'm guessing this mod is probably not going to get an update soon.

commented

Hello it turns out the In Control mod was and is way more ahead of time than I thought it's completely future proofed and me and the ExtraPlanets mod dev actually found a way to get added monster spawns and mob/monster spawners working on galacticraft legacy planets/moons. Before anyone rages at me going "wow so the mod was working the whole time" just know that not only was I a little confused by some stuff on the In Control mod wiki but also this is not stupid at all and a big discovery IMO because I can tell you right now no one has done this theres no modpack out there that does it with galacticraft planets and galacticraft has been around for a long time on 1.12.2 and no one has truly fully customized planets before, this is good information.

To fix mob/monster spawners on planets/moons you can use the "spawner" option with the "allow" result in the In Control mods spawn.json config file here is an example:
{
"spawner": true,
"result": "allow"
}

To fix added mob spawns you also have to use the "allow" result in spawn.json. I believe the "allow" result makes it so the mob spawns completely ignore spawn conditions and let them spawn. To set a limit you need to make nearly an identical rule but with the "deny" result. And in my testing the only way to actually stop some modded mobs from spawning past the limit was with the "onjoin" option set to true.

Something I have discovered along the way when using the In Control mod with "onjoin" set to true is that is that when setting mincount/maxcount to 1 it actually seems to = 0. Which means no mobs spawn at all. So pretend 2 = 1 and 3 = 2
for example. I think it's a bug and I have actually reported it in the past to the In Control mod dev, I'll probably try to get it fixed again soon but it doesn't seem to be that big of a deal if you know about it and how to get around it.

Here is a full working example of added mob spawns:
In the spawn.json config setup:
[
{
"dimension": -28,
"mob": "minecraft:cow",
"maxcount": {
"amount": 2
},
"onjoin": true,
"result": "allow"
},
{
"dimension": -28,
"mob": "minecraft:cow",
"onjoin": true,
"result": "deny"
}
]

In potentialspawn.json
[
{
"dimension": -28,
"mobs": [
{
"mob": "minecraft:cow",
"weight": 500,
"groupcountmin": 1,
"groupcountmax": 2,
"minheight": 65
}
]
}
]

Structures also work fine with the pillar patched mod aslong as you set "generateEverywhere" to true and you configure the dimensions for the structures to spawn correctly in the mods config files. I think you may also need "generatorType" set to "SURFACE" aswell. Also in the Galacticraft Legacy mods config files you need to set "B:"Generate all other mods features on planets"" to true.

Big shout out to the ExtraPlanets mod dev who stayed up some nights with me helping me figure everything out in their discord server tyty