So for clarification, "if_burning" basically means if they are burning when they die then perform the functions? And if_killed_with_fire would mean if I used flint & steel or something? I'm just trying to figure out in which instances would you use "if_killed_with_fire" and which instances you would use "if_burning" for. Using "if_killed_with_fire" DID work as far as not crashing any more, but still didn't provide the functionality I was hoping for. So, I'll switch it for "if_burning" and see if that works.
EDIT: I have been using a Fire Sword from the Power Gems mod that lights the creature on fire and he burns to death. That wouldn't classify as "if_killed_with_fire" then because it wasn't hit with a fire ball or something. Hm.
Yes, "if_burning" checks if the entity is on fire, which is the same check vanilla cows, etc. use when deciding whether to drop cooked meat or raw.
"if_killed_with_fire" checks if the entity is actually killed by fire(the last hit is fire type). A lot of things deal fire damage, such as fire blocks, being on fire, lava, fireballs, and lightning - generally any damage that doesn't affect fire immune mobs, mods may add other ways to deal fire damage. If one of those deals the killing damage, then the mob is killed with fire.
So, I recently encountered one heck of a bug. It's taken me days to figure it out, so I'm hoping somebody could make use of this information.
One day, out of nowhere, putting a specific book on a bookshelf crashed all clients in range of the player and (bibliocraft) bookshelf in question, and thereafter corrupting the chunk. During investigation, I also noted that using a shell storage from the Sync mod, specifically, initiating any clone transfer, caused the same crash. The two crashes are interchangeable, and are thusly:
internal exception: io.netty.handler.codec.DecoderException: net.minecraft.util.ReportedException: Loading NBT data
and
internal exception: io.netty.handler.codec.DecoderException: java.io.IOException: packet was larger than i expected, found "numbers and packet here"
After going through a ridiculous amount of threads, to which no consensus could be reached, I started doing things the hard way. The answer turned out to be a particular book from one of the lostbooks' book packs, one of the HP Lovecraft ones. The Case of Charles Dexter Ward, to be specific. If any player has had that book in their inventory, it corrupts their player file. I tested this every which way and backwards. I've since destroyed all lovecraft books and moved them out of the lostbooks directory, and deleted old player files, and now everything behaves normally, even with the old inventories, sans-books.
Do you have a screenshot of the effects on Blood Magic? The AM2 thing is fixed, just must have missed getting sent out in an
It's not fixed for me, unless there is a newer version than LostBooks-1.7.10-1.2.2.jar. Well, I can fix it by setting B:openToPreviousPage=false, but you could have mentioned that at least.
I came up with an idea or two for Mob Properties (if you take ideas).
I know there was talk of custom effects happening (like increasing things like health when on fire and speed when on fire, and being weak when not), but with a different mod (like a custom AI mod or something). Personally, I think that type of functionality would be cool to add to Mob Properties (since we are changing the properties of the mob, just different properties).
Another cool idea: Mob Skins. Have a Mob Skins directory where people can put in custom skins for their custom mobs. Like having a Fire Zombie (like what I created) actually be more orange in color.
One thing I'll have to figure out is how to ensure that my Fire Zombies do not spawn as Zombie Villagers.
Thanks for these mods, I feel I have more control in how I play the game.
I came up with an idea or two for Mob Properties (if you take ideas).
I know there was talk of custom effects happening (like increasing things like health when on fire and speed when on fire, and being weak when not), but with a different mod (like a custom AI mod or something). Personally, I think that type of functionality would be cool to add to Mob Properties (since we are changing the properties of the mob, just different properties).
Another cool idea: Mob Skins. Have a Mob Skins directory where people can put in custom skins for their custom mobs. Like having a Fire Zombie (like what I created) actually be more orange in color.
One thing I'll have to figure out is how to ensure that my Fire Zombies do not spawn as Zombie Villagers.
Thanks for these mods, I feel I have more control in how I play the game.
While it certainly would be cool to have some editing like that available in MP (and some of it will be do-able through NBT when the AI editor mod is included, much like Special AI can be modified through NBT), the tick-based editing is too large to include with the mod. The AI editor could be thought of as an extension to your capabilities with MP, though both will work perfectly fine without the other.
The setup of the AI editor will be more similar to my more recent properties (CCL 2 is a great example) than the very rigid MP, though, which should hopefully allow users a bit more flexibility and the ability to do some things without any experience with the mod or looking at the wiki.
Special Mobs has custom texture functionality built-in already, any Special Mob can use any texture(s) available in your resource pack when NBT-edited to do so. Likewise, a little-known feature is the ability to play any sound in your resource pack using a "command" function. Both of these can use new resources you add to your resource pack.
Unfortunately, I don't believe it is possible to force zombies to load as non-baby or non-villager. This is due to a quirk in the way their NBT data is loaded - IsVillager and IsBaby are capable of "turning on" those flags, but can not turn them off once they have been set on. I may have to make a special function to allow it, we'll see how the update to 1.9 goes once we get a good Forge.
Thank you for using them! Seeing people make good use of my mods is what makes them worth making.
Hey FatherToast, ever thought about trying to add random recipes to your Lost Books? Mod packs tend to have a ton of weird recipes and it would be kinda cool to find books that point out a recipe you maybe didn't realize you could make yet.
I could see having some default books that offer one, two, or three recipes -- perhaps the two- and three-recipe ones would be related by either "Make A this way, then turn A into B this way" (e.g. Wooden Plank x2 = Stick x4, Stick + Coal = Torch) or "These all have the same 1-2 ingredients in them" (e.g. Apple + Glass Bottle = AppleJuice, Orange + Glass Bottle = Orange Juice, Lemon + Glass Bottle = Lemonade). But also customizable books where you could easily add in a graphic that shows the recipe for a given item, as a graphic in the book (ideally in some book style, not just a visual of the crafting bench).
So for example, I could make a book that went: "It's easy to make Fruit Juice! Just take a look at these examples:" and then the code for recipes, like maybe recipe(harvestcraft:applejuice) or whatever. And random.recipe for a totally random choice, and random.recipe(apple) for a random recipe that requires an apple, random.recipe(apple, orange) for a random recipe that requires those two. Maybe even a way to indicate shaped recipes that required a specific item in a specific spot?
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Is there any way to change spawn rates, locations by biome, etc. with mob properties? I'm guessing not, after looking at the examples on the wiki it looks like everything is during or after spawning...but maybe you changed something in an update if I'm lucky! Sorry if this has been answered before, but the search thread function never seems to work for me.
Is there any way to change spawn rates, locations by biome, etc. with mob properties? I'm guessing not, after looking at the examples on the wiki it looks like everything is during or after spawning...but maybe you changed something in an update if I'm lucky! Sorry if this has been answered before, but the search thread function never seems to work for me.
does anyone have a good config for lost books to show me? i am struggling with blacklisting/whitelisting mob types. i tried this:
lostbookproperties {
# Comma separated list of biome ids that lost books will drop in. If left empty, lost books will drop in all biomes. Default is empty.
S:biomes=
# Comma separated list of entities that lost books will NOT drop from. Default is empty.
S:blacklist=Creeper,Skeleton,Spider,Zombie,Slime,Ghast,PigZombie,CaveSpider,Silverfish,Blaze,LavaSlime,EnderDragon,WitherBoss,Guardian,Shulker,Rabbit
# Comma separated list of entities that lost books will drop from. (e.g., Skeleton,Player,Zombie) Default is empty.
S:whitelist=Witch
}
and i'm stil up to my ears in books. did any one get that working?
I'll be using Deadly World in my modpack on technic called Not Your Typical Modpack. Will be up and running as soon as I get all the permissions from the developers.
inside the array "stats", the game ignores it and still spawns the mob with armour; ditto if I put some "random" item with "count":0.
I've tried also using some actual useless item as poisonous potatoes and retexture it transparent; it works, but then zombies and skeletons won't burn. Using instead almost broken chainmail gives that characteristic "clunk!" noise I'd rather avoid.
Yes, "if_burning" checks if the entity is on fire, which is the same check vanilla cows, etc. use when deciding whether to drop cooked meat or raw.
"if_killed_with_fire" checks if the entity is actually killed by fire(the last hit is fire type). A lot of things deal fire damage, such as fire blocks, being on fire, lava, fireballs, and lightning - generally any damage that doesn't affect fire immune mobs, mods may add other ways to deal fire damage. If one of those deals the killing damage, then the mob is killed with fire.
So, turns out the issue with the Blood Magic book was Guide-API related. I was misinformed, but thank you for looking into it.
If it's not clear, I love lostbooks to death!
So, I recently encountered one heck of a bug. It's taken me days to figure it out, so I'm hoping somebody could make use of this information.
One day, out of nowhere, putting a specific book on a bookshelf crashed all clients in range of the player and (bibliocraft) bookshelf in question, and thereafter corrupting the chunk. During investigation, I also noted that using a shell storage from the Sync mod, specifically, initiating any clone transfer, caused the same crash. The two crashes are interchangeable, and are thusly:
internal exception: io.netty.handler.codec.DecoderException: net.minecraft.util.ReportedException: Loading NBT data
and
internal exception: io.netty.handler.codec.DecoderException: java.io.IOException: packet was larger than i expected, found "numbers and packet here"
After going through a ridiculous amount of threads, to which no consensus could be reached, I started doing things the hard way. The answer turned out to be a particular book from one of the lostbooks' book packs, one of the HP Lovecraft ones. The Case of Charles Dexter Ward, to be specific. If any player has had that book in their inventory, it corrupts their player file. I tested this every which way and backwards. I've since destroyed all lovecraft books and moved them out of the lostbooks directory, and deleted old player files, and now everything behaves normally, even with the old inventories, sans-books.
Shame, too. He's my favorite author.
It's not fixed for me, unless there is a newer version than LostBooks-1.7.10-1.2.2.jar. Well, I can fix it by setting B:openToPreviousPage=false, but you could have mentioned that at least.
I came up with an idea or two for Mob Properties (if you take ideas).
I know there was talk of custom effects happening (like increasing things like health when on fire and speed when on fire, and being weak when not), but with a different mod (like a custom AI mod or something). Personally, I think that type of functionality would be cool to add to Mob Properties (since we are changing the properties of the mob, just different properties).
Another cool idea: Mob Skins. Have a Mob Skins directory where people can put in custom skins for their custom mobs. Like having a Fire Zombie (like what I created) actually be more orange in color.
One thing I'll have to figure out is how to ensure that my Fire Zombies do not spawn as Zombie Villagers.
Thanks for these mods, I feel I have more control in how I play the game.
While it certainly would be cool to have some editing like that available in MP (and some of it will be do-able through NBT when the AI editor mod is included, much like Special AI can be modified through NBT), the tick-based editing is too large to include with the mod. The AI editor could be thought of as an extension to your capabilities with MP, though both will work perfectly fine without the other.
The setup of the AI editor will be more similar to my more recent properties (CCL 2 is a great example) than the very rigid MP, though, which should hopefully allow users a bit more flexibility and the ability to do some things without any experience with the mod or looking at the wiki.
Special Mobs has custom texture functionality built-in already, any Special Mob can use any texture(s) available in your resource pack when NBT-edited to do so. Likewise, a little-known feature is the ability to play any sound in your resource pack using a "command" function. Both of these can use new resources you add to your resource pack.
Unfortunately, I don't believe it is possible to force zombies to load as non-baby or non-villager. This is due to a quirk in the way their NBT data is loaded - IsVillager and IsBaby are capable of "turning on" those flags, but can not turn them off once they have been set on. I may have to make a special function to allow it, we'll see how the update to 1.9 goes once we get a good Forge.
Thank you for using them! Seeing people make good use of my mods is what makes them worth making.
Hey FatherToast, ever thought about trying to add random recipes to your Lost Books? Mod packs tend to have a ton of weird recipes and it would be kinda cool to find books that point out a recipe you maybe didn't realize you could make yet.
I could see having some default books that offer one, two, or three recipes -- perhaps the two- and three-recipe ones would be related by either "Make A this way, then turn A into B this way" (e.g. Wooden Plank x2 = Stick x4, Stick + Coal = Torch) or "These all have the same 1-2 ingredients in them" (e.g. Apple + Glass Bottle = AppleJuice, Orange + Glass Bottle = Orange Juice, Lemon + Glass Bottle = Lemonade). But also customizable books where you could easily add in a graphic that shows the recipe for a given item, as a graphic in the book (ideally in some book style, not just a visual of the crafting bench).
So for example, I could make a book that went: "It's easy to make Fruit Juice! Just take a look at these examples:" and then the code for recipes, like maybe recipe(harvestcraft:applejuice) or whatever. And random.recipe for a totally random choice, and random.recipe(apple) for a random recipe that requires an apple, random.recipe(apple, orange) for a random recipe that requires those two. Maybe even a way to indicate shaped recipes that required a specific item in a specific spot?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Is there any way to change spawn rates, locations by biome, etc. with mob properties? I'm guessing not, after looking at the examples on the wiki it looks like everything is during or after spawning...but maybe you changed something in an update if I'm lucky! Sorry if this has been answered before, but the search thread function never seems to work for me.
you can use just another spawner
does anyone have a good config for lost books to show me? i am struggling with blacklisting/whitelisting mob types. i tried this:
and i'm stil up to my ears in books. did any one get that working?
Loot Mod, am I just not seeing a 1.7.10 version, or...
I am using this mod in my modpack.
1| if (signature = true) {
2| document.write("Wassup?");
3| }
4| else {
5| document.write("404: signature not found");
6| }
_
I'll be using Deadly World in my modpack on technic called Not Your Typical Modpack. Will be up and running as soon as I get all the permissions from the developers.
Hi, just wondering how to use your customloot properly?
On Bonus Chest I just wanted 1 stonepickaxe and 1 stoneaxe 1 stoneshovel, 1 bread
I edit the config only with the 4 item listed and all of them with 100 weight,
But the result are unexpected... its either two or three of the item will present with more quantity and with 1 of the item missing, or vice versa.
Any idea? thx.
Hey, the "myths and legends" book back for Lost Books is a dead link. Can you please re-upload?
Anybody interested in a book pack of all of Skyrim's books? I'm currently making one, i can share it when its done.
On Mob Properties, has anyone an idea on how do I prevent mobs from spawning with armour? I've tried to "force" the mob to spawn with something like
inside the array "stats", the game ignores it and still spawns the mob with armour; ditto if I put some "random" item with "count":0.
I've tried also using some actual useless item as poisonous potatoes and retexture it transparent; it works, but then zombies and skeletons won't burn. Using instead almost broken chainmail gives that characteristic "clunk!" noise I'd rather avoid.
Any idea on how to approach this?
Hey folks! Just to let you know, I'll soon update the Lost Books mod from 1.7.10 to 1.12.2!
The updated version will be at the CurseForge project: https://www.curseforge.com/minecraft/mc-mods/lost-books
This is just a heads up, I won't be checking further messages sent here, but just in the above project link.
mod tp <3