EDIT: Any way to add the stacks in that Vechs was talking about?
(No rush, I'm only experimenting for the moment <3 )
If there is a stored variable for it, yeah.
Previously, stacked monsters were temporary unions, held together in the code instead of the map data. When you quit the map and restarted, they would be separate.
I'm not sure yet if that capability has already been added with this snapshot or not.
If there is a stored variable for it, yeah.
Previously, stacked monsters were temporary unions, held together in the code instead of the map data. When you quit the map and restarted, they would be separate.
I'm not sure yet if that capability has already been added with this snapshot or not.
One of the numbers you entered is invalid. Either out of the range the error says or it has an invalid character/letter in it.
I haven't put in any data validation yet (takes a bit of time) so the current version is dependent on the user entering valid data.
Thank you, after toning down some of the numbers (guess I can't have speed 100 chickens...) I am no longer getting any error messages. Now it says the schematics are saved, I still can't find them. They aren't in my MCEdit-schematics folder. (Which is in the same folder as MCEdit and your program on my desktop, if that helps.) Thanks again for your help.
That makes things a bit clearer (and you can have things at up to speed 127 )
They're saved in the schematics folder of the program, i.e.
C:\Users\MistaGrinch\Documents\Custom Spawner 0.1.1\schematics (or wherever you saved the program)
Oh wow. That makes an awful lot of sense. Sorry for the stupidity. Thanks though!
I just wanna say thanks for all the useful tools! I've used your ladder adding tool and with the new custom spawner tool I'm going to have a lot of fun making my second map
Also for some reason I didn't realize you had your own thread. I've just been downloading your stuff off of Vech's forum. Yeah its silly.
Any way to use the Populate Chests as a filter for MCEdit or something? Because I am on GNU/Linux.
Nope, but you could run it from source. The link to the source code is at the bottom of my first post.
I've been a bit lazy about uploading the source code lately though so the source version doesn't have the gui. I'll probably update all those tomorrow.
Nope, but you could run it from source. The link to the source code is at the bottom of my first post.
I've been a bit lazy about uploading the source code lately though so the source version doesn't have the gui. I'll probably update all those tomorrow.
EDIT: Oops, i can't read. Forgot to add empty chests haha.
Tahnk you for this. Though it seems the chests has pretty much the same stuff in them? Maybe that's configurable I dont know
So. I made a video using the spawner tool, and the start (when the processing finishes and you can see it...) acts as a semi-tutorial for it...
-snip-
Nice video.
Yeah, some of the potion effects don't actually do anything yet and some of them can be a bit glitchy at high levels or on some mobs. I just put them all in since I don't know all of the working combinations and because hopefully they will all eventually do something.
air - breath timer left before drowning
fire - mob is on fire, timer left before the fire goes out
attacktime - remaining invincibility shield since the last time it was hit
hurttime - how long the mob stays invincible (red) after each hit
I don't know how well modified attacktime and hurttime values actually work, but that is what they are supposed to do.
You have to edit the text file to have the items and %chances that you want.
It does do enchanted items. The first page has an example of how to do one.
Nice video.
Yeah, some of the potion effects don't actually do anything yet and some of them can be a bit glitchy at high levels or on some mobs. I just put them all in since I don't know all of the working combinations and because hopefully they will all eventually do something.
air - breath timer left before drowning
fire - mob is on fire, timer left before the fire goes out
attacktime - remaining invincibility shield since the last time it was hit
hurttime - how long the mob stays invincible (red) after each hit
I don't know how well modified attacktime and hurttime values actually work, but that is what they are supposed to do.
#For example, the next line gives a 50% chance of adding a stack of 5 boats.
333 0 5 50
#This line gives a 100% chance for a stack of 1 to 10 Diamond Chestplates.
311 0 1-10 100
#This line gives a 100% chance for an iron sword with sharpness 5, Knockback 4 and Looting 2
267 0 1 100 16 5 19 4 21 2
That was because you tested it on normal slimes instead of lava slimes. As you mentioned with Monster and Giant, you still have to satisfy the spawning conditions for a spawner to work.
In the case of green slimes, the spawner has to be in a slime chunk or it will do nothing.
Nope. It just seems like that sometimes since everywhere is at the proper height and they are basically the only thing that can spawn in the day. As a result, every slime chunk in range immediately starts spitting them out as fast as possible.
edit:
Another interesting note from the wiki:
"As of 12w25a, Slime spawning in Superflat has been reduced."
Actually, just thinking, I saw your video in Vechs' thread. Have you added Motion and position?
No, I haven't. I've been trying to decide if they would really belong.
Motion data would be fine, but the position data uses absolute coordinates, not relative to the spawner. As a result, any schematic created with position data would by definition be a single use and require you to already know exact locations of things in the map. That isn't really how I think schematics are intended to be used.
I'll probably add them soon anyway since, from a user's perspective, it is kinda needed (and not entirely simple to do manually if you don't already know what you are doing).
It is just that, from a programmer's perspective, it feels like it should be done a different way (and yes, I realize I am way over-thinking this XD).
If there is a stored variable for it, yeah.
Previously, stacked monsters were temporary unions, held together in the code instead of the map data. When you quit the map and restarted, they would be separate.
I'm not sure yet if that capability has already been added with this snapshot or not.
One of the numbers you entered is invalid. Either out of the range the error says or it has an invalid character/letter in it.
I haven't put in any data validation yet (takes a bit of time) so the current version is dependent on the user entering valid data.
Thank you, after toning down some of the numbers (guess I can't have speed 100 chickens...) I am no longer getting any error messages. Now it says the schematics are saved, I still can't find them. They aren't in my MCEdit-schematics folder. (Which is in the same folder as MCEdit and your program on my desktop, if that helps.) Thanks again for your help.
Oh wow. That makes an awful lot of sense. Sorry for the stupidity. Thanks though!
Pigzombie should be PigZombie
Stupid capital Z...
Also for some reason I didn't realize you had your own thread. I've just been downloading your stuff off of Vech's forum. Yeah its silly.
Nope, but you could run it from source. The link to the source code is at the bottom of my first post.
I've been a bit lazy about uploading the source code lately though so the source version doesn't have the gui. I'll probably update all those tomorrow.
Tahnk you for this. Though it seems the chests has pretty much the same stuff in them? Maybe that's configurable I dont know
You have to edit the text file to have the items and %chances that you want.
It does do enchanted items. The first page has an example of how to do one.
Nice video.
Yeah, some of the potion effects don't actually do anything yet and some of them can be a bit glitchy at high levels or on some mobs. I just put them all in since I don't know all of the working combinations and because hopefully they will all eventually do something.
air - breath timer left before drowning
fire - mob is on fire, timer left before the fire goes out
attacktime - remaining invincibility shield since the last time it was hit
hurttime - how long the mob stays invincible (red) after each hit
I don't know how well modified attacktime and hurttime values actually work, but that is what they are supposed to do.
http://www.minecraftwiki.net/wiki/Chunk_format#Mobs
And to enchant with, lets say, 3 enchantments, i guess it is:
Are the [ and ] nessesary around it?
Without the brackets.
Praise be to Spode.
http://www.minecraft...sts-in-a-world/
In other news, spawning obscenely large slimes makes the map very crashy.
That was because you tested it on normal slimes instead of lava slimes. As you mentioned with Monster and Giant, you still have to satisfy the spawning conditions for a spawner to work.
In the case of green slimes, the spawner has to be in a slime chunk or it will do nothing.
Nope. It just seems like that sometimes since everywhere is at the proper height and they are basically the only thing that can spawn in the day. As a result, every slime chunk in range immediately starts spitting them out as fast as possible.
edit:
Another interesting note from the wiki:
"As of 12w25a, Slime spawning in Superflat has been reduced."
Oops, I forgot to update the first post (done now). I had posted an updated version with scrollbars on the previous page.
No, I haven't. I've been trying to decide if they would really belong.
Motion data would be fine, but the position data uses absolute coordinates, not relative to the spawner. As a result, any schematic created with position data would by definition be a single use and require you to already know exact locations of things in the map. That isn't really how I think schematics are intended to be used.
I'll probably add them soon anyway since, from a user's perspective, it is kinda needed (and not entirely simple to do manually if you don't already know what you are doing).
It is just that, from a programmer's perspective, it feels like it should be done a different way (and yes, I realize I am way over-thinking this XD).