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Just Another Spawner Mod — Reference

Core Mechanics

JAS functions by assigning a LivingHandler to every entity type. This handler determines the creature's category, whether it should use default mod location checks, and if it should be forced to despawn.

Parallel Spawning

JAS does not technically "remove" the vanilla spawner; instead, it disables it by emptying the vanilla biome spawn lists. This allows JAS to take full control of the spawning cycle. Because it is independent, it can handle mob caps and spawn rates more efficiently than the default system, preventing "spawn-gasms" where hundreds of mobs appear at once.

The Spawning Cycle

  1. Import: On first run, JAS scans all loaded mods for entities.
  2. Categorization: Entities are assigned to categories (MONSTER, CREATURE, etc.).
  3. Location Check: JAS checks the SpawnListEntries to see if the entity is allowed in the current biome.
  4. Logic Evaluation: JAS evaluates any Tags (e.g., light levels, block types) assigned to the entity.
  5. Execution: If all conditions are met, the entity is spawned.

Entity Categories

Entities are grouped into categories that share a common spawn cap and tick rate. By default, JAS creates the following:

  • MONSTER: Hostile mobs that spawn in the dark (Cap: 70).
  • CREATURE: Passive animals like cows and sheep (Cap: 10).
  • AMBIENT: Small decorative mobs like bats (Cap: 15).
  • WATERCREATURE: Aquatic mobs like squid (Cap: 5).
  • NONE: Entities in this category are ignored by the JAS spawner.

Users can create custom categories in CreatureType.cfg to separate specific mod mobs (e.g., a BOSS category with a cap of 1).

Structure Spawning

JAS provides native support for vanilla and modded structures. This allows you to define unique spawns that only occur within the bounding box of a structure, regardless of the biome.

Supported vanilla structures include: * WitchHut: Spawns Witches. * NetherBridge: Spawns Blazes, Wither Skeletons, and Magma Cubes. * Mineshaft: Can be configured for Cave Spiders. * Stronghold: Can be configured for Silverfish or custom guards.

Structure spawns are defined in StructureSpawns.cfg using the format S:StructureName=EntityName-Weight-MinPack-MaxPack.