Yes, I know, and I did it that way now. But what I'm trying to say is that when I want to make a spawner spawning arrows starting at specific coordinates. I would have to insert the tags into the spawners manually. Then there's also the chance of making a mistake which will crash your game and you'll have to start over. So that's why I thought, why can't you select arrows, that way you clould just copy his tags and put those in the spawner. That would have saved me like at least half an hour per entity. I'm not saying you HAVE to make this, I'm just saying that would be way handier.
The thing is, you can't exactly catch the arrow and type /nbtedit in time to edit its data.
Also, your argument about "chance of making a mistake which will crash your game and you'll have to start over" is solely based on your inability and lack of knowledge of NBT tags - you can't blame it on the mod.
And let's say you CAN code arrow entities - how would that make your life any easier?
(You still have to code the exact same thing)
So that's why I thought, why can't you select arrows, that way you clould just copy his tags and put those in the spawner. That would have saved me like at least half an hour per entity. I'm not saying you HAVE to make this, I'm just saying that would be way handier.
I agree that this would be nice. It would save a lot of time, which this mod is all about.
The thing is, you can't exactly catch the arrow and type /nbtedit in time to edit its data.
Also, your argument about "chance of making a mistake which will crash your game and you'll have to start over" is solely based on your inability and lack of knowledge of NBT tags - you can't blame it on the mod.
And let's say you CAN code arrow entities - how would that make your life any easier?
(You still have to code the exact same thing)
If this was possible, I would be able to put a lot of firecharges in a dispencer, make the dispencer shoot them out really fast, aim for the fire charges, and type the command until I got one, then I'd select the root and copy it, then put it in a mob spawner. The way I did it now was:
put them in a dispencer, make them fire out really fast. Stop the game, make a mob spawner using sethblings filter in mcedit. Open minecraft, /nbtedit the mob spawner and copy the tags. I'm sure it is possible manually but that takes a lot of extra time.\
And again, you don't HAVE to add this into your mod, I'm just saying it would be nice.
If this was possible, I would be able to put a lot of firecharges in a dispencer, make the dispencer shoot them out really fast, aim for the fire charges, and type the command until I got one, then I'd select the root and copy it, then put it in a mob spawner. The way I did it now was:
put them in a dispencer, make them fire out really fast. Stop the game, make a mob spawner using sethblings filter in mcedit. Open minecraft, /nbtedit the mob spawner and copy the tags. I'm sure it is possible manually but that takes a lot of extra time.\
And again, you don't HAVE to add this into your mod, I'm just saying it would be nice.
So you want to be able to edit arrows? And item entities?
/give yourself a Block 52 (Monster Spawner) and place it, /nbtedit, and you can edit it directly from there.
Same with chests, furnaces, dispensers, jukeboxes, beacons, brewing stands, whatever.
Stop the game, make a mob spawner using sethblings filter in mceedit.
Should I do my rant about the filters now? Ok, I will.
This mod is infinitely more powerful than Sethbling's filters. Don't rely on MCedit to do the work for you. You do not know the power of the nbtedit... But really, you can do so much more with this than you can do with MCedit. Plus it's not hard to edit the tags. Especially with the copying and pasting of tags. Sethbling's filters can impress a newcomer, but once you delve deeper into nbt tags, you'll see his flaws. I'll explain a very obvious and silly error on his part. His invincibility filter adds resistance IV instead of just changing the invincibility tag to 1. This would have been much simpler and would remove the annoyinng potion particles on the mobs. Also, why are you even using them if you have this mod? Using MCedit requires you to save, close Minecraft, open MCedit, open the filter, edit what the filter allows, save, open Minecraft, and then you're done. With this mod you have to not do anything, type a command, edit what you want, and you're done. This is so much easier, and you can do more with it.
When you open up a spawner with /nbtedit, look at the EntityId tag. As it says on the wiki, this is where you put the entity id of the entity you want to spawn. Then look up the entity id of primed tnt. Put that in the EntityId tag, and you're done.
When you open up a spawner with /nbtedit, look at the EntityId tag. As it says on the wiki, this is where you put the entity id of the entity you want to spawn. Then look up the entity id of primed tnt. Put that in the EntityId tag, and you're done.
Or, if you want to customize them more, put in a compound tag called SpawnData, then you can add the whole enitity data there.
are there any known problems when a map full of custom spawners and persistent mobs gets further edited on a bukkit server? i'd like to switch back and forth between this mod and the bukkit voxel sniper features. or would anyone advise to finish the terrain editing / building with bukkit before adding many features in single player with this mod - and never load that map again with bukkit to prevent breaking things?
When you open up a spawner with /nbtedit, look at the EntityId tag. As it says on the wiki, this is where you put the entity id of the entity you want to spawn. Then look up the entity id of primed tnt. Put that in the EntityId tag, and you're done.
I was think about something like having it spawn a sword or something.
The thing is, you can't exactly catch the arrow and type /nbtedit in time to edit its data.
Also, your argument about "chance of making a mistake which will crash your game and you'll have to start over" is solely based on your inability and lack of knowledge of NBT tags - you can't blame it on the mod.
And let's say you CAN code arrow entities - how would that make your life any easier?
(You still have to code the exact same thing)
I agree that this would be nice. It would save a lot of time, which this mod is all about.
If this was possible, I would be able to put a lot of firecharges in a dispencer, make the dispencer shoot them out really fast, aim for the fire charges, and type the command until I got one, then I'd select the root and copy it, then put it in a mob spawner. The way I did it now was:
put them in a dispencer, make them fire out really fast. Stop the game, make a mob spawner using sethblings filter in mcedit. Open minecraft, /nbtedit the mob spawner and copy the tags. I'm sure it is possible manually but that takes a lot of extra time.\
And again, you don't HAVE to add this into your mod, I'm just saying it would be nice.
So you want to be able to edit arrows? And item entities?
yup.
*facepalm*
*facepalm*
*facepalm*
*facepalm*
*facepalm* *facepalm*
*facepalm* *facepalm* *facepalm* *facepalm* *facepalm* *facepalm* *facepalm* *facepalm* *facepalm* *facepalm* *facepalm* *facepalm* *facepalm* *facepalm* *facepaSYSTEM_OVERLOAD
/give yourself a Block 52 (Monster Spawner) and place it, /nbtedit, and you can edit it directly from there.
Same with chests, furnaces, dispensers, jukeboxes, beacons, brewing stands, whatever.
No MCedit needed.
Stop the game, make a mob spawner using sethblings filter in mceedit.
Should I do my rant about the filters now? Ok, I will.
This mod is infinitely more powerful than Sethbling's filters. Don't rely on MCedit to do the work for you. You do not know the power of the nbtedit... But really, you can do so much more with this than you can do with MCedit. Plus it's not hard to edit the tags. Especially with the copying and pasting of tags.
Sethbling's filters can impress a newcomer, but once you delve deeper into nbt tags, you'll see his flaws. I'll explain a very obvious and silly error on his part. His invincibility filter adds resistance IV instead of just changing the invincibility tag to 1. This would have been much simpler and would remove the annoyinng potion particles on the mobs. Also, why are you even using them if you have this mod? Using MCedit requires you to save, close Minecraft, open MCedit, open the filter, edit what the filter allows, save, open Minecraft, and then you're done. With this mod you have to not do anything, type a command, edit what you want, and you're done. This is so much easier, and you can do more with it.
When you open up a spawner with /nbtedit, look at the EntityId tag. As it says on the wiki, this is where you put the entity id of the entity you want to spawn. Then look up the entity id of primed tnt. Put that in the EntityId tag, and you're done.
Or, if you want to customize them more, put in a compound tag called SpawnData, then you can add the whole enitity data there.
Tnt only has fuse length, though, so there's not much you can do.
thanks in advance, crumb
:::: EPIC ADVENTURE :::: TOWARDS THE LIGHT ::::
I was think about something like having it spawn a sword or something.
I would use commandblocks if I were you unless you want to give it nbt tags such as a name or enchantment
I'm assuming the obfuscation changed. That just means a quick recompile and new version!
Don't know anything about command blocks.
Maybe you should read the wiki?
I'd recommend reading the wiki. Links are in the first post