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[1.0] Custom Mob Spawner


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#1

DrZhark
    DrZhark

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Posted 06 November 2011 - 03:47 PM

*
POPULAR

DrZhark's Custom Mob Spawner



Minecraft 1.8 changed drastically the way the vanilla mobs are spawned. The animals no longer despawn and their spawn is based on the biome seed. In other words, the randomness of spawning was deprecated.  There are several mods that relied on the prior mob spawning method to add custom mobs to the game, like Mo'Creatures, More Creeps and Weirdos, Humans+ and many more.

I have developed a Tool called 'CustomSpawner' that offers modders the ability to have their custom mobs spawned in a similar way than Minecraft prior to 1.8.  Every mod will have its individual spawning list, so other mods won't interfere with the spawning settings.

Download the Mod:

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If you want to buy me a coffee you can use the donate button, thanks!



-CustomMobSpawner v1.4 (For Minecraft 1.1)

-CustomMobSpawner v1.3 (For Minecraft 1.0)

-CustomMobSpawner v1.1 (For Minecraft Beta 1.8.1)


For users:
Just download the .zip file and put it into the /.minecraf/mods/ folder

For modders:

Spoiler:

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#2

MinerMarcus2k9
  • Location: England
  • Minecraft: MinerMarcus2k9

Posted 06 November 2011 - 03:47 PM

Awesome!


Edit: Cannot wait to use this on a mod im working on

+1 for anti-first ^_^

#3

Miki0110
  • Location: In ya butt hole ;]
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Posted 06 November 2011 - 03:49 PM

Wow bookmark i have been raging so hard after Notch changed the spawns. So this might help :P
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#4

MinerMarcus2k9
  • Location: England
  • Minecraft: MinerMarcus2k9

Posted 06 November 2011 - 03:49 PM

View PostDrZhark, on 06 November 2011 - 03:47 PM, said:

Minecraft 1.8 changed drastically the way the vanilla mobs are spawned. The animals no longer despawn and their spawn is based on the biome seed. In other words, the randomness of spawning was deprecated.  There are several mods that relied on the prior mob spawning method to add custom mobs to the game, like Mo'Creatures, More Creeps and Weirdos, Humans+ and many more.

I have developed a Tool called 'CustomSpawner' that offers modders the ability to have their custom mobs spawned in a similar way than Minecraft prior to 1.8.

the CustomSpawner will be posted here

Reserved

Also, could you later go on about how we use this tool?

#5

DrZhark
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Posted 06 November 2011 - 09:21 PM

View PostMinerMarcus2k9, on 06 November 2011 - 03:49 PM, said:

Also, could you later go on about how we use this tool?

Done, check the first post
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#6

CIATWD
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Posted 06 November 2011 - 09:29 PM

Awesome, back to the old spawning ways...

one of the first

#7

DrZhark
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Posted 08 November 2011 - 06:53 AM

Edit: updated to version 1.1
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#8

rolypoly
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Posted 10 November 2011 - 02:54 PM

Great job! :iapprove: :rolleyes:
I am a representative of MinecraftBox.com | Managed Bukkit Servers | New Stocks! | Start from $2.95/mo! | Location: USA - Canada - UK - Germany - Netherlands

#9

CreeperjExe

Posted 10 November 2011 - 03:14 PM

I knew you were the person to come with this! Thanks DrZhark!

#10

ninjachubs1
  • Location: California
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Posted 10 November 2011 - 03:31 PM

One question. How do i open minecraft mods folder
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#11

Kaisa
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Posted 10 November 2011 - 03:35 PM

AwesomeSauce.

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#12

LAGGING
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Posted 10 November 2011 - 03:46 PM

Why wont you make the title better by adding [1.8.1] to it? Awesome mod btw ;)
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#13

Ryno621
    Ryno621

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Posted 14 November 2011 - 08:48 AM

I don't know why but the animals still wont spawn, can Single player commands work with this mod?

#14

fireb0rn
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Posted 14 November 2011 - 08:53 AM

Good job. I'm sure this mod will be helpful. Bookmarked.
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#15

MrGnome88

Posted 16 November 2011 - 04:44 AM

I have found a small bug in this mod.  When I attempt to install it alongside the "Twilight Forest" mod, the game loads correctly and then crashes with the following error:

java.lang.ArrayIndexOutOfBoundsException: -1
at CustomSpawner.getCustomBiomeSpawnList(CustomSpawner.java:596)
at CustomSpawner.doCustomSpawning(CustomSpawner.java:266)
at mod_mocreatures.OnTickInGame(mod_mocreatures.java)
at BaseMod.OnTickInGame(BaseMod.java)
at ModLoader.OnTick(ModLoader.java)
at EntityRendererProxy.b(EntityRendererProxy.java)
at net.minecraft.client.Minecraft.run(SourceFile)
at java.lang.Thread.run(Thread.java:679)

The Twilight Forest mod adds a new dimension in which some vanilla Minecraft biomes have been removed or changed, and some new biomes have been added.  I suspect that there isn't a proper custom spawn list for one or more of these biomes.  As a result, when the getCustomBiomeSpawnList method tries to find the index of this biome's list, it gets back -1.  Then it tries to grab the list at index -1, throwing the error.  I think a simple bounds check should solve that problem.  If not, it might be possible to disable custom mob spawning in areas with unrecognised biome names.

I hope this info is helpful to you.

#16

DrZhark
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Posted 16 November 2011 - 03:52 PM

View PostMrGnome88, on 16 November 2011 - 04:44 AM, said:

I have found a small bug in this mod.  When I attempt to install it alongside the "Twilight Forest" mod, the game loads correctly and then crashes with the following error:

java.lang.ArrayIndexOutOfBoundsException: -1
at CustomSpawner.getCustomBiomeSpawnList(CustomSpawner.java:596)
at CustomSpawner.doCustomSpawning(CustomSpawner.java:266)
at mod_mocreatures.OnTickInGame(mod_mocreatures.java)
at BaseMod.OnTickInGame(BaseMod.java)
at ModLoader.OnTick(ModLoader.java)
at EntityRendererProxy.b(EntityRendererProxy.java)
at net.minecraft.client.Minecraft.run(SourceFile)
at java.lang.Thread.run(Thread.java:679)

The Twilight Forest mod adds a new dimension in which some vanilla Minecraft biomes have been removed or changed, and some new biomes have been added.  I suspect that there isn't a proper custom spawn list for one or more of these biomes.  As a result, when the getCustomBiomeSpawnList method tries to find the index of this biome's list, it gets back -1.  Then it tries to grab the list at index -1, throwing the error.  I think a simple bounds check should solve that problem.  If not, it might be possible to disable custom mob spawning in areas with unrecognised biome names.

I hope this info is helpful to you.

Yes, very helpful.. I'll fix it
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#17

Droziw
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Posted 17 November 2011 - 12:21 AM

am i to understand this corectly , we cant change the spawn rate of vanilla mobs but we can turn them off?
all of them?
im asking this cause with another mod im running i don't want creepers to destroy or endears to steal and this mod isn't shutting them off in options it says de-spawn vanilla mobs yes but they still spawn

mods im running

1. modloader
2. audiomod
3. minecraftforge
4. scottools
5. Premiumwood
6. Level_up
7. Custommobspawner
8. Mo' Creatures
9. GuiAPI
10. SPC
11. Timber
12. Toomanyitems

all up to date 1.8.1

Tale of Kingdoms, Fossil /Archeology, MO' Creatures,OptiFine, 1.0.0

They Play Nice Together


#18

DrZhark
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Posted 17 November 2011 - 04:16 AM

View PostDroziw, on 17 November 2011 - 12:21 AM, said:

am i to understand this corectly , we cant change the spawn rate of vanilla mobs but we can turn them off?
all of them?
im asking this cause with another mod im running i don't want creepers to destroy or endears to steal and this mod isn't shutting them off in options it says de-spawn vanilla mobs yes but they still spawn

mods im running

1. modloader
2. audiomod
3. minecraftforge
4. scottools
5. Premiumwood
6. Level_up
7. Custommobspawner
8. Mo' Creatures
9. GuiAPI
10. SPC
11. Timber
12. Toomanyitems

all up to date 1.8.1

This mod gives you the option to despawn vanilla creatures in the same way they did in 1.7.3
For the aggressive mobs (i.e. Creepers) you can use the ModLoader.removeSpawn method
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#19

Droziw
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Posted 17 November 2011 - 06:04 AM

View PostDrZhark, on 17 November 2011 - 04:16 AM, said:

This mod gives you the option to despawn vanilla creatures in the same way they did in 1.7.3
For the aggressive mobs (i.e. Creepers) you can use the ModLoader.removeSpawn method

Thank you very much for your response and help.
BTW i'm a big fan of your work attention to detail.


Edit I'm not a mod creator and have just been able to understand where to start, i have been reading alot, i'm starting with MCP and modloader, and i have Notepad++ any help would be accepted and appreciated

Tale of Kingdoms, Fossil /Archeology, MO' Creatures,OptiFine, 1.0.0

They Play Nice Together


#20

ochenchi
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Posted 19 November 2011 - 05:45 PM

View PostMrGnome88, on 16 November 2011 - 04:44 AM, said:

I have found a small bug in this mod.  When I attempt to install it alongside the "Twilight Forest" mod, the game loads correctly and then crashes with the following error:

java.lang.ArrayIndexOutOfBoundsException: -1
at CustomSpawner.getCustomBiomeSpawnList(CustomSpawner.java:596)
at CustomSpawner.doCustomSpawning(CustomSpawner.java:266)
at mod_mocreatures.OnTickInGame(mod_mocreatures.java)
at BaseMod.OnTickInGame(BaseMod.java)
at ModLoader.OnTick(ModLoader.java)
at EntityRendererProxy.b(EntityRendererProxy.java)
at net.minecraft.client.Minecraft.run(SourceFile)
at java.lang.Thread.run(Thread.java:679)

The Twilight Forest mod adds a new dimension in which some vanilla Minecraft biomes have been removed or changed, and some new biomes have been added.  I suspect that there isn't a proper custom spawn list for one or more of these biomes.  As a result, when the getCustomBiomeSpawnList method tries to find the index of this biome's list, it gets back -1.  Then it tries to grab the list at index -1, throwing the error.  I think a simple bounds check should solve that problem.  If not, it might be possible to disable custom mob spawning in areas with unrecognised biome names.

I hope this info is helpful to you.
Oh, crud. Now I can't run Twilight Forest until this is updated. Argh, I guess I'm stuck with Mo' Creatures 2.14.1.
When life gives you lemons, make combustible limes.