Hey, is Monster Spawn Highlighter supposed to work in SMP? I don't see the keybinding showing up in the options, and I can't see the overlay, even in total darkness.
It should work just fine, it's a client-side mod that doesn't rely on the server (except for slime chunks on SP).
Wow, I enabled it, and my fps dropped instantly to 1!
What the freak?
I didn't have that problem in Minecraft 1.3.2!
Edit:
Nevermind, it fixed itself after re-installing it!
I don't know what the freak was that all about!
My fps still drops to around 18 when I use it, but it's playable at least!
That's one thing I have to fix in the near future. As more and more mobs were added to the game the checks it has to do went up. I have optimizations planned for it, but I have no idea when I'll have the time to do it.
Zombies, skeletons and creepers have exactly the same spawning rules afaik. No need to have them as separate at least. Magma cubes also seem to have the same as zombie pigmen. And blazes+wither skeletons have the same but you haven't added those yet. Also sheep, chickens, cows and pigs should be the same. If they change you can act on it but this should cut a lot of checking, no?
Those are already checked in a way that no check is duplicated and witches/wither skeletons haven't been added, because the client has no information about structures in the world, which makes it impossible for a client-side only mod to get that information.
I saw someone using your Monster Spawn Highlighter mod in a video, and knew I had to have it. I was using Whats My Light Level, but I like the visual aspect of your mod over that one.
However I'm finding that while this mod appears to be installed correctly, nothing is happening in game. When I'm in the main menu and have the client show me what all mods are correctly installed and running, sure enough, it shows that it's installed and running. But in game, there appears to be no activity for this mod, even when I'm in an area that is clearly dark enough to spawn mobs.
I have tried it with the recommended version of forge, and even 6.4.1.407. I've tried both with all my other mods installed, and on a completely fresh install of minecraft (With just forge)
Nothing appears to make it work, but the game still seems to recognize it's "there". Any suggestions?
Rollback Post to RevisionRollBack
[quote=Kasudain]Well, all major religions have a 'Hell' with flying jellyfish that throw fireballs. Duh.
I saw someone using your Monster Spawn Highlighter mod in a video, and knew I had to have it. I was using Whats My Light Level, but I like the visual aspect of your mod over that one.
However I'm finding that while this mod appears to be installed correctly, nothing is happening in game. When I'm in the main menu and have the client show me what all mods are correctly installed and running, sure enough, it shows that it's installed and running. But in game, there appears to be no activity for this mod, even when I'm in an area that is clearly dark enough to spawn mobs.
I have tried it with the recommended version of forge, and even 6.4.1.407. I've tried both with all my other mods installed, and on a completely fresh install of minecraft (With just forge)
Nothing appears to make it work, but the game still seems to recognize it's "there". Any suggestions?
Could it be possible to include support for Mystcraft dimensions in InGameInfo? Now it shows dimension name as "???" (overworld, nether and the end work fine)
I have plans to add support for those, I just didn't get around doing it yet.
Well, it's redundant to have them separately configurable then don't you think? I think there was a mod that could get all the spawn info, I guess it doesn't work on servers. But if you could have it for single player it would be nice. The spawning rules are very defined so once you know them you can deduct the area without the mod.
I'll probably include that in a future version, but right now I'm looking into a way to lower the amount of queries I have to make to the world for block IDs, biomes etc, so that the lag that is currently present if all/most of the mobs are enabled goes away. It might be easily fixable in Forge (I could put up a PR sor some Forge modifications and done) while the ModLoader release would be left out (there's not a lot of people that use the ML version to begin with, but I don't want to just say "no more ML releases" out of thin air).
I'm using the InGameInfo mod and for some reason the slime chunk detector seems to still be off, or at least it isn't matching up with chunks shown as being slime chunks on Rei's Minimap.
Other than that I had a a quick question about the xml code. Is there a list of the color codes and the colors they are? Or should I use the ones from bspkrs' thread? Is there any way to get rid of the shadow on the letters too? Makes some colors extemely difficult to read.
I'm using the InGameInfo mod and for some reason the slime chunk detector seems to still be off, or at least it isn't matching up with chunks shown as being slime chunks on Rei's Minimap.
Other than that I had a a quick question about the xml code. Is there a list of the color codes and the colors they are? Or should I use the ones from bspkrs' thread? Is there any way to get rid of the shadow on the letters too? Makes some colors extemely difficult to read.
I'm pretty sure that the latest version should have correct slime chunks.
There is an image of the color codes in the first post. I still didn't get around adding the text versions (orange, blue, diamond etc). There's currently no setting to turn off the shadows as the tags are all rendered by the same function.
Quote from CHANGELOG (MSH) »
Improved overall performance.
Pressure plates and snow blocks are now correctly aligned.
Bumped version number.
I recently started using the Feed the Beast mod pack (Forge based), so I stopped using Zombe's Safe and started using your Mob Spawn Highlighter. I'm trying to set it up so it has similar functionality, but I'm not sure if it's possible. I'd like it to show only hostile monster spawns, with a different color based on whether or not they can spawn only at night (outside) or all the time (inside caves). If I disable all the non-hostile spawns then it always shows blue whether it's indoors or outside.
I recently started using the Feed the Beast mod pack (Forge based), so I stopped using Zombe's Safe and started using your Mob Spawn Highlighter. I'm trying to set it up so it has similar functionality, but I'm not sure if it's possible. I'd like it to show only hostile monster spawns, with a different color based on whether or not they can spawn only at night (outside) or all the time (inside caves). If I disable all the non-hostile spawns then it always shows blue whether it's indoors or outside.
It applies the value of light that's always present. if there's no torches around it will always show up as blue, whether it's inside or outside.
2012-12-22 12:09:57 [WARNING] [ForgeModLoader] Mod MonsterSpawnHighlighter is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.3.0.14
2012-12-22 12:09:57 [SEVERE] [ForgeModLoader] The mod MonsterSpawnHighlighter (Monster Spawn Highlighter) requires mod versions [Forge@[6.5.0.472,)] to be available
2012-12-22 12:09:57 [WARNING] [ForgeModLoader] Mod MonsterSpawnHighlighter is missing the required element 'version' and a version.properties file could not be found. Falling back to metadata version 1.3.0.14
2012-12-22 12:09:57 [SEVERE] [ForgeModLoader] The mod MonsterSpawnHighlighter (Monster Spawn Highlighter) requires mod versions [Forge@[6.5.0.472,)] to be available
I used to use forge exclusively, but forge has some sort of issue with 3d items, and displays items as grey blocks. Until that's fixed, I've resorted to ML.
the forge version of msh doesn't seem to be detected on build 472, is there some later one we're supposed to be using? does not show up in mod list ui or generate a config, all init events in the log seem legit until it gets to this:
[FINER] [ForgeModLoader] Sending event FMLConstructionEvent to mod MonsterSpawnHighlighter
[SEVERE] [ForgeModLoader] The mod MonsterSpawnHighlighter is expecting signature null for source MonsterSpawnHighlighter.jar, however there is no signature matching that description
nevermind it just did not show up until the second run for some reason, strange. I'm kind of confused with how this mod is supposed to work, is it supposed to highlight blocks all the time while we have them toggled in the options? so do we have to manually hit each one every time we want to check an area, I don't see an overlay toggle key, just the config menu.
nevermind, just being slow today. I guess what I was looking for is something similar to light level overlay, am I in the wrong place? I tried activating the neutral mob options, did not see any squares like in the screen.
I used to use forge exclusively, but forge has some sort of issue with 3d items, and displays items as grey blocks. Until that's fixed, I've resorted to ML.
probably because you're trying to run the wrong version, unless you're still on 1.4.5. you don't need it anymore since they implemented their own 3d item drops in vanilla, which looks basically identical to the default settings in the mod. so he may not be updating until he adds other features, or for 1.4.6 at all.
I see the comments on spawn hilighter performance. On my (currently broken) desktop it barely makes a difference, but on a laptop the FPS went from 60+ to <10. Main difference is type of graphics. Is this making the graphics engine do a calculation on every block, vs. just the visible ones?
I see the comments on spawn hilighter performance. On my (currently broken) desktop it barely makes a difference, but on a laptop the FPS went from 60+ to <10. Main difference is type of graphics. Is this making the graphics engine do a calculation on every block, vs. just the visible ones?
The latest version should not impact the FPS that much. You can change the update rate in the config though (set it higher to make updates slower).
If Minecraft chunks had a flag that I could check whether they were modified in the last tick or not this would be easy to solve, but without that I have to check everything all over and over again.
It should work just fine, it's a client-side mod that doesn't rely on the server (except for slime chunks on SP).
That's one thing I have to fix in the near future. As more and more mobs were added to the game the checks it has to do went up. I have optimizations planned for it, but I have no idea when I'll have the time to do it.
Those are already checked in a way that no check is duplicated and witches/wither skeletons haven't been added, because the client has no information about structures in the world, which makes it impossible for a client-side only mod to get that information.
However I'm finding that while this mod appears to be installed correctly, nothing is happening in game. When I'm in the main menu and have the client show me what all mods are correctly installed and running, sure enough, it shows that it's installed and running. But in game, there appears to be no activity for this mod, even when I'm in an area that is clearly dark enough to spawn mobs.
I have tried it with the recommended version of forge, and even 6.4.1.407. I've tried both with all my other mods installed, and on a completely fresh install of minecraft (With just forge)
Nothing appears to make it work, but the game still seems to recognize it's "there". Any suggestions?
Have you turned it on with the (default) L key?
I have plans to add support for those, I just didn't get around doing it yet.
I'll probably include that in a future version, but right now I'm looking into a way to lower the amount of queries I have to make to the world for block IDs, biomes etc, so that the lag that is currently present if all/most of the mobs are enabled goes away. It might be easily fixable in Forge (I could put up a PR sor some Forge modifications and done) while the ModLoader release would be left out (there's not a lot of people that use the ML version to begin with, but I don't want to just say "no more ML releases" out of thin air).
Other than that I had a a quick question about the xml code. Is there a list of the color codes and the colors they are? Or should I use the ones from bspkrs' thread? Is there any way to get rid of the shadow on the letters too? Makes some colors extemely difficult to read.
I'm pretty sure that the latest version should have correct slime chunks.
There is an image of the color codes in the first post. I still didn't get around adding the text versions (orange, blue, diamond etc). There's currently no setting to turn off the shadows as the tags are all rendered by the same function.
It applies the value of light that's always present. if there's no torches around it will always show up as blue, whether it's inside or outside.
http://files.minecraftforge.net/
Get any version past 472 (including 472).
the forge version of msh doesn't seem to be detected on build 472, is there some later one we're supposed to be using? does not show up in mod list ui or generate a config, all init events in the log seem legit until it gets to this:nevermind it just did not show up until the second run for some reason, strange.
I'm kind of confused with how this mod is supposed to work, is it supposed to highlight blocks all the time while we have them toggled in the options? so do we have to manually hit each one every time we want to check an area, I don't see an overlay toggle key, just the config menu.nevermind, just being slow today. I guess what I was looking for is something similar to light level overlay, am I in the wrong place? I tried activating the neutral mob options, did not see any squares like in the screen.
probably because you're trying to run the wrong version, unless you're still on 1.4.5. you don't need it anymore since they implemented their own 3d item drops in vanilla, which looks basically identical to the default settings in the mod. so he may not be updating until he adds other features, or for 1.4.6 at all.
Thanks!
If Minecraft chunks had a flag that I could check whether they were modified in the last tick or not this would be easy to solve, but without that I have to check everything all over and over again.
Didn't even notice that. The latest Forge rebase messed up a few things. It's fixed now.