it would be even better if he could add all of the entity eggs, like the TNT egg or the minecart egg (add ALL the eggs!)
Of course I can, however, I had to purposely hide them because they have a tendancy to crash games when used in survival. A list of reasonable spawn eggs would be nice. I also figured mostly unnecessary due to NEI's mob spawners.
the problem with spawners is that they're... unreliable...
if I need a mob to spawn on demand, since jeb is giving dispensers the ability to use eggs next patch, I'd rather use an egg and get a DEFINITE mob as soon as I want it, rather than a few seconds wait whilst the spawners "charge up"
plus, if I wanted ONE blaze (for maybe a miniboss or something in a map) spawners don't really work, they'll keep making more and more.
here's a list from the Vechs' super hostile map thread: (Thanks redstone fanatic :tongue.gif:)
0 - No title, no effect. But since it is the first, it needs to be included.
1 - Referred to as "Item". Attempting to spawn it crashes the game, oddly, with a bright blue screen before finally blacking out, allowing you mouse access.
2 - "Experience Orb". Right clicking spawns one exp orb, which gives no exp, oddly.
9 - "Painting". Crashes the game if you attempt to spawn it.
10 - "arrow". (yes, lowercase). It just shows an arrow appearing on the ground before quickly disappearing.
11 - "Snowball". Shows a snowball hitting the ground.
12 - "entity.Fireball.name". Shows the smoke from the impact of a Ghast fireball, no actual effects.
13 - "entity.SmallFireball.name". Shows the smoke from a Blaze fireball, again, no actual effects.
14 - "entity.ThrownEnderpeal.name". Shows the particle effects from a thrown Enderpearl. Actually very cool to watch, as all the particles as pulled into one point. Very fun to spam.
15 - "entity.EyeOfEnderSignal.name". Shows an Ender Eye zooming across the ground to an unknown area (presumably a stronghold, but hey, what do I know?)
20 - "Block of TNT". This one is actually very, very fun to screw with. Right clicking produces an instant TNT explosion. Use with caution.
21 - "Falling Block". Doesn't show anything, but I'm assuming what it does spawn is the properties of the hitbox of a falling sand or gravel block.
40 - "Minecart". Does what it says on the tin. Instant Minecart.
41 - "Boat". Again, what it says, instant boat.
48 - "Mob". Right clicking does nothing, doesn't even use the egg up. Not sure what "Mob" it refers to.
49 - "Monster". Any of you that played Vechs' maps before 1.8 might have an idea of what the Monster is. Does nothing, and I'm actually surprised the name still exists, considering Notch removed Herobrine like 5 times.
50 - "Creeper". Spawns a Creeper.
51 - "Skeleton". Spawns a Skeleton.
52 - "Spider". Spawns a Spider.
53 - "Giant". Spawns a Giant. Very fun to mess with.
54 - "Zombie". Spawns a Zombie.
55 - "Slime". Spawns a slime.
56 - "Ghast". Spawns a Ghast.
57 - "Pig Zombie". Spawns a Pig Zombie.
58 - "Enderman". Spawns an Enderman.
59 - "Cave Spider". Spawns a Cave Spider.
60 - "Silverfish". Spawns a Silverfish.
61 - "Blaze". Spawns a Blaze.
62 - "Magma Cube". Spawns a Magma Cube.
63 - "Enderdragon". Spawns an Enderdragon. BE CAREFUL WITH THIS ONE.
90 - "Pig". Spawns a Pig.
91 - "Sheep". Spawns a Sheep.
92 - "Cow". Spawns a Cow.
93 - "Chicken". Spawns a Chicken.
94 - "Squid". Spawns a Squid.
95 - "Wolf". Spawns a Wolf.
96 - "Mooshroom". Spawns a Mushroom Cow.
97 - "entity.SnowMan.name". Spawns a Snowman. I assume they didn't put this one in because well, if you're in creative, you can just make one.
I guess the best ones to add would be:
20- TNT
40- minecart
41- boat
53- giant
63- enderdragon
97- snowman
mainly because the last 3 don't have eggs normally
would it be possible to create spawn eggs for modded entities as well? like you did for the mob spawners.
also, would it be possible to add all of the eggs with an option to toggle them on/off saying that not all of the eggs work and can cause crashes?
The ender dragon would crash straight through every block in the overworld and ruin anything.
I support TNT, though.
Rollback Post to RevisionRollBack
"Better Than Wolves: where the line between morality and immorality is a mile wide and has loops in some places." - Stormweaver
A question, and I think I asked this before but I'm not sure in here.
Zombe's Modpack in its current state is incompatible with Forge, but a compatibility patch is coming soon. Is it safe to go on and install NEI now, or should I wait for the compatibility patch, then install Zombe, then NEI?
TMI has had issues with Zombe's Modpack. And I'm curious if NEI does too.
Zombe's Modpack, for me, will be using the mod-required .class files (hd.class, n.class). No optional. But going through the Forge .class files, nothing will be overwritten.
A question, and I think I asked this before but I'm not sure in here.
Zombe's Modpack in its current state is incompatible with Forge, but a compatibility patch is coming soon. Is it safe to go on and install NEI now, or should I wait for the compatibility patch, then install Zombe, then NEI?
TMI has had issues with Zombe's Modpack. And I'm curious if NEI does too.
Zombe's Modpack, for me, will be using the mod-required .class files (hd.class, n.class). No optional. But going through the Forge .class files, nothing will be overwritten.
So, what do I do?
TMI and NEI both only had the inventory screen class overlap with Zombe's modpack, and you've always been able to patch .jar with TMI AFTER Zombe and have it work just fine (both NEI and TMI provide the same function Zombe does by using that class, so you can just disable that part of ZMP and it works just fine). So yes, when the patch comes out, put Zombe in, the compatibility patch after Zombe and Forge, and then just copy NEI in after that. You'll have to disable the crafting mod in ZMP's config if you don't want that error popping up every time you start MC.
I don't think you read my reply clearly enough. I said;
Zombe's Modpack, for me, will be using the mod-required .class files (hd.class, n.class). No optional. But going through the Forge .class files, nothing will be overwritten.
hd.class and n.class aren't listed in Forge, therefore they should be compatible, right? They aren't being overwritten so it should be ok.
How do you install this mod correctly because i have been trying to install this for an hour now, I have Modloader ModloaderMp and i put the codechickencore in the mods folder. I will try to get the error log.
How do you install this mod correctly because i have been trying to install this for an hour now, I have Modloader ModloaderMp and i put the codechickencore in the mods folder. I will try to get the error log.
To which mod are you referring? CodeChickenCore isn't a standalone mod, it simply provides API to his other mods.
Really nice mod! It works so well, i dont have to search forever for the tmi patch for redpower, i can search for an item instead of flippping through everything, can block out useless items, and can heal instantly. What else could you want? for you :smile.gif:
How do you install this mod correctly because i have been trying to install this for an hour now, I have Modloader ModloaderMp and i put the codechickencore in the mods folder. I will try to get the error log.
You can't put CodeChickenCore in the mods folder unless you install CodeChickenLoader. It won't be loaded by ModLoader alone because it doesn't have a class that begins with "mod_".
You can't put CodeChickenCore in the mods folder unless you install CodeChickenLoader. It won't be loaded by ModLoader alone because it doesn't have a class that begins with "mod_".
You my friend are poorly informed. You can and should put codechickencore in the mods folder. It is used as a library by modloader simply because it's in the mods folder and is a valid zip file.
I know this is incredibly off-topic, but I do aswell :biggrin.gif:
It would be great if you can.
Of course I can, however, I had to purposely hide them because they have a tendancy to crash games when used in survival. A list of reasonable spawn eggs would be nice. I also figured mostly unnecessary due to NEI's mob spawners.
So a list of eggs, I'll start:
Primed TNT.
The ender dragon would crash straight through every block in the overworld and ruin anything.
I support TNT, though.
I made it more blaze rodish for you.
EDIT: Wait, apparently the NEI server mod is supposed to take care of that. It isn't working.
Zombe's Modpack in its current state is incompatible with Forge, but a compatibility patch is coming soon. Is it safe to go on and install NEI now, or should I wait for the compatibility patch, then install Zombe, then NEI?
TMI has had issues with Zombe's Modpack. And I'm curious if NEI does too.
Zombe's Modpack, for me, will be using the mod-required .class files (hd.class, n.class). No optional. But going through the Forge .class files, nothing will be overwritten.
So, what do I do?
TMI and NEI both only had the inventory screen class overlap with Zombe's modpack, and you've always been able to patch .jar with TMI AFTER Zombe and have it work just fine (both NEI and TMI provide the same function Zombe does by using that class, so you can just disable that part of ZMP and it works just fine). So yes, when the patch comes out, put Zombe in, the compatibility patch after Zombe and Forge, and then just copy NEI in after that. You'll have to disable the crafting mod in ZMP's config if you don't want that error popping up every time you start MC.
hd.class and n.class aren't listed in Forge, therefore they should be compatible, right? They aren't being overwritten so it should be ok.
Are you saying those are the only ones you plan on using?
Yes. I don't need the others.
Then by all means, give it a shot. Just make sure to back it up before you do.
To which mod are you referring? CodeChickenCore isn't a standalone mod, it simply provides API to his other mods.
Not Enough Items
You can't put CodeChickenCore in the mods folder unless you install CodeChickenLoader. It won't be loaded by ModLoader alone because it doesn't have a class that begins with "mod_".
You my friend are poorly informed. You can and should put codechickencore in the mods folder. It is used as a library by modloader simply because it's in the mods folder and is a valid zip file.