So far, I have found that when working with NBTX it is best to start with a fresh map, flat, on creative, with structures spawning set to OFF.
Also, I set the mob spawning to off for the time being using (in game) /gamerule doMobSpawning false. I know that this will NOT allow me to have mobs spawning from my Spawner that I am working with, but I can still SEE the mob represented with in.
SO far, I have learned that to FIND the spawner I wanted by following these steps:
Open Minecraft
Log in
Load world
Press either T and then /, or alternatively press /
Type in "give playername 52" (Player name in my case was Jeheace)
Place spawner
Exit and Save the world
----------------------------------------------------------
Open NBTX
Navigate to the specific world that you wish to edit the spawner in (LOCATE IT IN NBTX) And click that folder, making sure that it is highlighted.
Either find 'Search' a the top or press Ctrl+F
A small window will pop up and it will have two check boxes next to two fields.
Check BOTH boxes.
For the first field, which is labeled "Name", type the following:
EntityId
For the second field, which is labeled "Value", type the following:
Pig
Click the 'Find' button
This ought to take you to the MobSpawner.
Alternatively, you can search for
Name:id
Value:MobSpawner
----------------------------------------------------------------------------------------------
From here, I played around a bit, and even watched a video that showed how to change the mob that is spawned.
Find the String called 'EntityId: Pig' (marked with an 'AA' which denotes it as being a STRING) and double click it to edit. Delete 'Pig' and type in what ever you want to spawn. Note though that spawning conditions must be met for the chosen mob type to spawn.
-----------------------------------------------------------------------------------------------
In the video, the user changed the EntityId from Pig to Enderman.
They then clicked on the Compound Tag (denoted with a brown box ?) labled '12 entries' above the short tag (denoted with an 's') that read 'Delay: 434' and then added a new Compound Tag by clicking the brown box or 'add Compound Tag' at the top right of the tool bar.
Next, they labeled the new Compound Tag SpawnData
Then, they clicked the Compound Tag 'SpawnData' and then added a new short tag by clicking the box with the small 's' in it on the tool bar. This short tag they labled 'carried'. They then double clicked 'carried' and the 'edit value' window popped up, at which point they typed in 46 and then clicked 'ok'
Next a new short tag was created under SpawnData and labled carriedData
This was then edited, changing the defualt 0 to 1, which turned the 'carriedData' from off to on.
Now, I have done this also as part of the learning proccess and I have a spawner that spawn Endermen with tnt (is there a way to spawn them with PRIMED tnt?)
Using Zombie Eggs, I spawned Many Zombies, until I had finally found one with equipment. Gold to be exact, with magical pants. I promptly killed the others. (Remember, natural spawning is turned off)
Before exiting, I placed a new Spawner (pig at this time) and then Saved and Exited the world.
Opening up NBTX once more, I searched for:
Name: id
Value: Zombie
Which promptly brought me to the creature in question.
On a hunch, I clicked on the List entry called 'Equipment: 5 entries' and went into 'edit' and chose 'copy'
Next, I re-selected the wolrd folder for the wolrd that I am using and ran a search for:
Name:EntityId
Value:Pig
After locating the spawner, I changed it into a zombie spawner, created a new compound tag called SpawnData, highlighted the new compound tag, went to 'edit' and chose 'paste'.
I then clicked SAVE (the blue disk... if it isn't blue, then you have not made any changes since your last save)
*NOTE!!! If the number values look off, it is because this was after the equipment change
*NOTE2! Any of equipment slots that do not have an item can be left empty, As a [CompoundTag]0 entries
After a few quick edits under the equipment entry above, I know have a spawner that spawns Zombies with(and this is from the top down entry wise)
Wood Sword
Leather Shoes
Leather Pants (Magical... will attempt to modify this at a later entry)
Leather Shirt
Leather Hat
note!!! Use the numerical values! Not the name of the items!
To start, I used a Villager Egg and spawned a Villager, Butcher by Default.
I located my Villager in NBXT using the ctrl+f feature.
I open him up and found a LOT of stuff, but I'll get to the stuff that mattered (to me)
First thing I noticed was the [Int Tag] Profession: 4 and decided to try my luck. I double clicked the tag and changed 4 to 5.
When I reloaded my world I had a fancy Green Coat Villager.
Next, I went down the list to see what I could find.
I see a CustomeName tag... But be sure that if you bother to give a Mob a custom, it is also a good idea to change the following options (further up)
CustomNameVisisble: From 0 to 1 (Makes the name Visible?)
invulnerable: From 0 to 1 (Doesn't take damage?)
PersistenceRequired: From 0 to 1 (Keeps mob from despawning)
Next, I noticed that Villagers have an Equipment option... I'll mess with that later.
I messed around with this. I had not luck with it.
And what I came here for...
Offers.
Open that to find Recipes
Open Recipes
I now find myself looking at two [IntTags] and two [CompoundTags]
[int]maxUses: 17 (How many times the trade will be available)
[int]uses: 0 (How many times the trade has been made)
[Comp]buy: 3 entries
[Comp]sell: 3 entries
[Comp]buy is what the Villager will ACCEPT for what is in [Comp]sell.
Inside [Comp]buy is a [ByteTag] and two [ShortTag]s
[Byte]Count:14
[Shrt]Damgae: 0
[Shrt]id: 319
And inside [Comp]sell are also a [ByteTag] and two [ShortTag]s
[Byte]Count: 1
[Shrt]Damage: 0
[Shrt]id: 388
So, this villager will TAKE 14 pork chops from the player and give them 1 emerald.
We can now CHANGE what the villager offers, what he accepts, and even how many times.
I now have an Immortal, Persistent, Green Villager named Kermit that offers me a Spawner for 64 Rotten Flesh.
I now have been inspired to delve deeper, and see whether or not I can use some of the extra 'spawndata' to create a spawner that can spawn Wither Skellies.
Solved! In 'SpawnData' I added an extra [Byte] tag, Named it SkeletonType, and gave it a Value of 1.
Thank you jaquadro for the advice! ^-^ NBTExplorer Thread
NBT Chunk Format Stuff
Player Fomat NBT Stuff
Data Values
The following are the results so far.
So far, I have found that when working with NBTX it is best to start with a fresh map, flat, on creative, with structures spawning set to OFF.
Also, I set the mob spawning to off for the time being using (in game) /gamerule doMobSpawning false. I know that this will NOT allow me to have mobs spawning from my Spawner that I am working with, but I can still SEE the mob represented with in.
SO far, I have learned that to FIND the spawner I wanted by following these steps:
Open Minecraft
Log in
Load world
Press either T and then /, or alternatively press /
Type in "give playername 52" (Player name in my case was Jeheace)
Place spawner
Exit and Save the world
----------------------------------------------------------
Open NBTX
Navigate to the specific world that you wish to edit the spawner in (LOCATE IT IN NBTX) And click that folder, making sure that it is highlighted.
Either find 'Search' a the top or press Ctrl+F
A small window will pop up and it will have two check boxes next to two fields.
Check BOTH boxes.
For the first field, which is labeled "Name", type the following:
EntityId
For the second field, which is labeled "Value", type the following:
Pig
Click the 'Find' button
This ought to take you to the MobSpawner.
Alternatively, you can search for
Name:id
Value:MobSpawner
----------------------------------------------------------------------------------------------
From here, I played around a bit, and even watched a video that showed how to change the mob that is spawned.
Find the String called 'EntityId: Pig' (marked with an 'AA' which denotes it as being a STRING) and double click it to edit. Delete 'Pig' and type in what ever you want to spawn. Note though that spawning conditions must be met for the chosen mob type to spawn.
-----------------------------------------------------------------------------------------------
In the video, the user changed the EntityId from Pig to Enderman.
They then clicked on the Compound Tag (denoted with a brown box ?) labled '12 entries' above the short tag (denoted with an 's') that read 'Delay: 434' and then added a new Compound Tag by clicking the brown box or 'add Compound Tag' at the top right of the tool bar.
Next, they labeled the new Compound Tag SpawnData
Then, they clicked the Compound Tag 'SpawnData' and then added a new short tag by clicking the box with the small 's' in it on the tool bar. This short tag they labled 'carried'. They then double clicked 'carried' and the 'edit value' window popped up, at which point they typed in 46 and then clicked 'ok'
Next a new short tag was created under SpawnData and labled carriedData
This was then edited, changing the defualt 0 to 1, which turned the 'carriedData' from off to on.
Now, I have done this also as part of the learning proccess and I have a spawner that spawn Endermen with tnt (is there a way to spawn them with PRIMED tnt?)
---------------------------------------------------------------------------------------------
I am preparing to start my next attempt. I shall be editing a spawner that spawn Armed Zombies.
--------------------------------------------------
Using Zombie Eggs, I spawned Many Zombies, until I had finally found one with equipment. Gold to be exact, with magical pants. I promptly killed the others. (Remember, natural spawning is turned off)
Before exiting, I placed a new Spawner (pig at this time) and then Saved and Exited the world.
Opening up NBTX once more, I searched for:
Name: id
Value: Zombie
Which promptly brought me to the creature in question.
On a hunch, I clicked on the List entry called 'Equipment: 5 entries' and went into 'edit' and chose 'copy'
Next, I re-selected the wolrd folder for the wolrd that I am using and ran a search for:
Name:EntityId
Value:Pig
After locating the spawner, I changed it into a zombie spawner, created a new compound tag called SpawnData, highlighted the new compound tag, went to 'edit' and chose 'paste'.
I then clicked SAVE (the blue disk... if it isn't blue, then you have not made any changes since your last save)
This is what is added when I pasted:
[ListTag]Equipment: 5 entries
-[CompoundTag] 3 entries
----[ByteTag] Count: 1
----[ShortTag] Damgae: 0
----[ShortTag] id: 268
-[CompoundTag] 4 entries
----[ByteTag] Count: 1
----[ShortTag] Damgae: 0
----[ShortTag] id: 301
----[CompoundTag]tag: 1 entry
------[ListTag] ench: 1 entry
----------[CompoundTag] 2 entries
--------------[ShortTag] id: 0
--------------[ShortTag] lvl: 2
-[CompoundTag] 3 entries
----[ByteTag] Count: 1
----[ShortTag] Damgae: 0
----[ShortTag] id: 300
-[CompoundTag] 3 entries
----[ByteTag] Count: 1
----[ShortTag] Damgae: 0
----[ShortTag] id: 299
-[CompoundTag] 3 entries
----[ByteTag] Count: 1
----[ShortTag] Damgae: 0
----[ShortTag] id: 298
*NOTE!!! If the number values look off, it is because this was after the equipment change
*NOTE2! Any of equipment slots that do not have an item can be left empty, As a [CompoundTag]0 entries
-------------------------------------------------------------------------
Just loaded the world. ^-^
My spawner now spits out Gold Clad Zombies with magical pants.
----------------------------------------------------------------------------------------------
After a few quick edits under the equipment entry above, I know have a spawner that spawns Zombies with(and this is from the top down entry wise)
Wood Sword
Leather Shoes
Leather Pants (Magical... will attempt to modify this at a later entry)
Leather Shirt
Leather Hat
note!!! Use the numerical values! Not the name of the items!
------------------------------------------------------------------------------------------------
The next section will involve Villagers.
To start, I used a Villager Egg and spawned a Villager, Butcher by Default.
I located my Villager in NBXT using the ctrl+f feature.
I open him up and found a LOT of stuff, but I'll get to the stuff that mattered (to me)
First thing I noticed was the [Int Tag] Profession: 4 and decided to try my luck. I double clicked the tag and changed 4 to 5.
When I reloaded my world I had a fancy Green Coat Villager.
Next, I went down the list to see what I could find.
I see a CustomeName tag... But be sure that if you bother to give a Mob a custom, it is also a good idea to change the following options (further up)
CustomNameVisisble: From 0 to 1 (Makes the name Visible?)
invulnerable: From 0 to 1 (Doesn't take damage?)
PersistenceRequired: From 0 to 1 (Keeps mob from despawning)
Next, I noticed that Villagers have an Equipment option... I'll mess with that later.
I messed around with this. I had not luck with it.
And what I came here for...
Offers.
Open that to find Recipes
Open Recipes
I now find myself looking at two [IntTags] and two [CompoundTags]
[int]maxUses: 17 (How many times the trade will be available)
[int]uses: 0 (How many times the trade has been made)
[Comp]buy: 3 entries
[Comp]sell: 3 entries
[Comp]buy is what the Villager will ACCEPT for what is in [Comp]sell.
Inside [Comp]buy is a [ByteTag] and two [ShortTag]s
[Byte]Count:14
[Shrt]Damgae: 0
[Shrt]id: 319
And inside [Comp]sell are also a [ByteTag] and two [ShortTag]s
[Byte]Count: 1
[Shrt]Damage: 0
[Shrt]id: 388
So, this villager will TAKE 14 pork chops from the player and give them 1 emerald.
We can now CHANGE what the villager offers, what he accepts, and even how many times.
I now have an Immortal, Persistent, Green Villager named Kermit that offers me a Spawner for 64 Rotten Flesh.
I now have been inspired to delve deeper, and see whether or not I can use some of the extra 'spawndata' to create a spawner that can spawn Wither Skellies.
Solved! In 'SpawnData' I added an extra [Byte] tag, Named it SkeletonType, and gave it a Value of 1.
It holds the 'default' spawner data from the last time the program was loaded, and may be reverted back to.
A new one will be created automatically, so no worries!