Hostile Spawn Overlay is a mod that highlights any block on which it is possible for a mob to spawn. This can be used to help the player with things like lighting caves or for designing mob traps.
Much of the mod is inspired by Apoc's Light Level Overlay mod, so please check out his mod as well.
Usage: (Outdated as of 1.5.162)
F4 + 'H': Toggle the mod on or off.
F4 + '=': Increase the check range by one (Max. 64).
F4 + '-": Decrease the check range by one (Min. 10).
F4 + 'M': Change checking mode.
F4 + 'N': Alternate color.
F4 + 'Y': Ignore render depth; "see-through" mode.
F4 + 'B': Toggle bounding-box check.
F4 + 'C': Toggle slime checking.
This mod is provided "as is" and all issues arising from its use are at your own risk.
/**
v1.5.164
- Updated for 1.6.4
v1.5.162b
- Fixed a bug which caused endermen to be assumed as able to spawn in blocks where 2-block-tall mobs were not able to spawn.
v1.5.162
- Updated for 1.6.2
- Added a GUI Menu for HostileSpawnOverlay and moved old key-input-based configuration to GUI; new options added including toggling specific mob checks, changing colorations, toggling half-height scanning, and toggling spawner checks.
- Added spawner area rendering.
v1.4.151
- Changed information text to show appropriate Mob information depending on the dimension.
- Fixed spaces in the Nether showing incorrectly where Magma Cubes can spawn.
v1.3.151
- Updated for 1.5.1
v1.3.15
- Updated for 1.5
- Removed use of stone texture.
- Changed overlay size to be slightly smaller than blocks; this creates a grid effect.
- Fixed Glowstone being highlighted as a spawnable block.
v1.2.146
- Updated for 1.4.6
- Added more monster modes, All Mobs, No Slimes, Normal Mobs Only, Spiders Only, Slimes Only
- Added configuration file for hotkeys
v1.1.145
- Fix top-slabs and upside-down stairs being ignored.
v1.0.145
- Draws an overlay wherever it is possible for a mob to spawn.
*/
Installation (Note: these instructions apply only to versions before the 1.6 Launcher; The new launcher requires a different procedure. Check out Xisuma Void's channel for an excellent tutorial on how to install mods with the new launcher.) Note on compatibility:
The Non-Forge versions of the mod is intended for an Unmodded Minecraft; for compatibility with other mods, you may need to merge the class files into the minecraft.jar or merge source code and recompile to work with other mods.
The best way to install this mod is to start with a clean Minecraft version (i.e. Vanilla/Unmodded); follow these steps to get a clean Minecraft version (Note: this will uninstall any mods):
If you have mods installed; backup the bin folder in your Minecraft directory by renaming it or copying it to another location.
Force an update on Minecraft by selecting the "Force Update" option found in Options on the Minecraft Launcher, then logging in.
When it finishes install the mod using the method below.
Installation:
After downloading, follow the instructions below to install. Installation instructions are included in download as well:Install using .class files. (NOTE: this installation method may overwrite other mods if you have others installed)
Find the minecraft.jar file you will be using. (Backing up the minecraft.jar is recommended)
Open the .jar using an archiver such as WinRar, WinZip, or 7-Zip
Delete the META-INF
Copy the all contents of the "Classes" folder into the .jar
Close the .jar and launch Minecraft - the mod should be installed and running. (NOTE: Backing up your worlds before loading them with any mod is recommended!)
The Meaning of Life, the Universe, and Everything.
Join Date:
3/10/2011
Posts:
126
Member Details
A suggestion btw. If you organize the files in your zip more like this, it's way easier for us magic launcher users to load it. Then its just to add the zip.
Oh. And i was wondering if you are going to release a optifine compatible version? I know 4poc did this with his Light Level mod. I guess a forge version will fix this though, but it would be nice to not to have to use forge (phew, what a wierd sentence :P)
A suggestion btw. If you organize the files in your zip more like this, it's way easier for us magic launcher users to load it. Then its just to add the zip.
Oh. And i was wondering if you are going to release a optifine compatible version? I know 4poc did this with his Light Level mod. I guess a forge version will fix this though, but it would be nice to not to have to use forge (phew, what a wierd sentence )
I guess it makes more sense to organize it like that; I just wanted to keep the mod files and the instructions separate.
Also, as far as I can tell apoc's Optifine-compatibile version is the Forge version... there isn't any way around using Forge other than directly adding the code that executes my mod to the Optifine code.
Edit: I added a version that only the classes so maybe it should be easier to use with Magic Launcher.
Also, as far as I can tell apoc's Optifine-compatibile version is the Forge version... there isn't any way around using Forge other than directly adding the code that executes my mod to the Optifine code.
The current version doesn't have one. But the previous did(look at v0.8 http://apoc.cc/wootopia/lloverlay/), but maybe it was a hassle to to get it to work..
The current version doesn't have one. But the previous did(look at v0.8 http://apoc.cc/wootopia/lloverlay/), but maybe it was a hassle to to get it to work..
It looks like he merged Optifine's code and his code together. I am guessing the reason he only did this for one release and stopped once he started using Forge is because this is technically releasing part of Optifine. If that is the case, then it is the same reason that I will not do this for a Non-Forge version. I guess you could always do it on your own as long as you don't distribute it without the creator of Optifine's permission.
The increase range command doesn't work with a swedish keyboard since I have to press shift to get an =.
I know I can just change the layout to english, but its annoying to change back and forth.
It would be nice if you changed the commands for the range to letters instead, so it works on any keyboard layout.
Ah, I did not know this. Thank you for bringing it to my attention. I will plan to make the keys configurable in the next version, so you can set them to however you'd like.
I tried this mod today with 1.4.6 and it minecraft failed when I tried to load a single player world. I didn't expect it to work, but no one has mentioned or asked for a 1.4.6 version so I thought I would check.
I tried this mod today with 1.4.6 and it minecraft failed when I tried to load a single player world. I didn't expect it to work, but no one has mentioned or asked for a 1.4.6 version so I thought I would check.
Hi KaboPC! I used another mod with the same functionality as this one but has switched over because yours seems to use less CPU cycles. Thank you for a great mod!
hey Kabo not sure if its just me but in the latest version you cant turn off the slime checking.
You can. It's just called something different now since I added other monster checking modes (just keep pressing F4+C, it will cycle through them). You can now check the following:
All Monsters (Slimes, "Normal" (2-block high) Mobs, Spiders)
No Slimes (Normal Mobs, Spiders)
Only Normal Mobs
Only Spiders
Only Slimes
Hostile Spawn Overlay is a mod that highlights any block on which it is possible for a mob to spawn. This can be used to help the player with things like lighting caves or for designing mob traps.
Much of the mod is inspired by Apoc's Light Level Overlay mod, so please check out his mod as well.
Usage: (Outdated as of 1.5.162)
F4 + 'H': Toggle the mod on or off.
F4 + '=': Increase the check range by one (Max. 64).
F4 + '-": Decrease the check range by one (Min. 10).
F4 + 'M': Change checking mode.
F4 + 'N': Alternate color.
F4 + 'Y': Ignore render depth; "see-through" mode.
F4 + 'B': Toggle bounding-box check.
F4 + 'C': Toggle slime checking.
This mod is provided "as is" and all issues arising from its use are at your own risk.
Download
Forge Versions:
Note on compatibility:
After downloading, follow the instructions below to install. Installation instructions are included in download as well:Install using .class files. (NOTE: this installation method may overwrite other mods if you have others installed)
Oh. And i was wondering if you are going to release a optifine compatible version? I know 4poc did this with his Light Level mod. I guess a forge version will fix this though, but it would be nice to not to have to use forge (phew, what a wierd sentence :P)
I guess it makes more sense to organize it like that; I just wanted to keep the mod files and the instructions separate.
Also, as far as I can tell apoc's Optifine-compatibile version is the Forge version... there isn't any way around using Forge other than directly adding the code that executes my mod to the Optifine code.
Edit: I added a version that only the classes so maybe it should be easier to use with Magic Launcher.
The current version doesn't have one. But the previous did(look at v0.8 http://apoc.cc/wootopia/lloverlay/), but maybe it was a hassle to to get it to work..
It looks like he merged Optifine's code and his code together. I am guessing the reason he only did this for one release and stopped once he started using Forge is because this is technically releasing part of Optifine. If that is the case, then it is the same reason that I will not do this for a Non-Forge version. I guess you could always do it on your own as long as you don't distribute it without the creator of Optifine's permission.
Ah, I did not know this. Thank you for bringing it to my attention. I will plan to make the keys configurable in the next version, so you can set them to however you'd like.
I'm going to try to have this updated by the end of the week. Been busy with holiday/family stuff.
Yes. The slime check does not unless you load the seed in single player first using the hsoSetSeed command. This is all explained in the video.
Thanks for replying
You can. It's just called something different now since I added other monster checking modes (just keep pressing F4+C, it will cycle through them). You can now check the following:
All Monsters (Slimes, "Normal" (2-block high) Mobs, Spiders)
No Slimes (Normal Mobs, Spiders)
Only Normal Mobs
Only Spiders
Only Slimes