I have ported this mod to a bukkit plugin and a Modloader mod.
The original algorithm for spawn checking hasn't changed so big credits to KaboPC for this one.
The mod/plugin itself isn't polished with permissions or settings but more or less a proof of concept.
The source code it included, if someone wants to improve it feel free to do so.
As with the original mod, hit F4 and it tells you the possible spawn at the location you are standing in.
This will not work in SSP. Only for SMP, and only if the server has the plugin installed. download ShowMonsters 1.5.2 bukkit-modloader edition
to Kabo: I don't know if the forge version of
player.posX
gives you the head position, but the bukkit equivalent gave me the feet position so the subtraction of 1 at this line
Another great mod. Thanks Kabo. I'm using this currently on 1.5.1 (because hostile spawn overlay mod is not updated for 1.5.2 yet) to build a witch farm. But, for the record, I noticed that this mod shows that only witches can spawn inside the space of a witch hut while in fact all Overworld mobs spawn in there.
That's actually incorrect. The entire witch hut needs to be in a swamp biome. Sometimes you'll find that parts if not all of the hut is located in another type of biome (ie. river). If that is the case then you won't get witches but normal mobs in the areas where the hut is not considered in the swamp. (You should walk the entire perimeter of the hut to make sure of this before building a witch farm.) On the flip side...if the entire hut is indeed inside a swamp biome the only thing that will spawn on the two 7 x 9 block pad you can make from the hut are indeed witches.
That's actually incorrect. The entire witch hut needs to be in a swamp biome. Sometimes you'll find that parts if not all of the hut is located in another type of biome (ie. river). If that is the case then you won't get witches but normal mobs in the areas where the hut is not considered in the swamp. (You should walk the entire perimeter of the hut to make sure of this before building a witch farm.) On the flip side...if the entire hut is indeed inside a swamp biome the only thing that will spawn on the two 7 x 9 block pad you can make from the hut are indeed witches.
In my case the entire witch hut bounding box, as shown by the mod, is inside a swampland biome. Not a single block is inside a river biome. Yet all Overworld hostile mobs spawn in the 7x9 area. This means that either the info about which mobs can spawn inside it is incorrect, or the location of the drawn bounding box is not precise. It's the mobs indicator that's wrong.
As long as you're getting witches spawning as well, then you need not be too concerned about this. The other mobs can spawn inside the witch hut area if there is a nearby block that meets certain conditions ... that's just how the spawning algorithm works. This is very easily avoidable if you are careful about it.
Also, hopefully, I'll be able to get around to updating this for 1.5.2 soon. I've been a bit busy and haven't had much time to pay attention to Minecraft recently, but I feel I should be able to get this done soon.
As long as you're getting witches spawning as well, then you need not be too concerned about this. The other mobs can spawn inside the witch hut area if there is a nearby block that meets certain conditions ... that's just how the spawning algorithm works. This is very easily avoidable if you are careful about it.
Also, hopefully, I'll be able to get around to updating this for 1.5.2 soon. I've been a bit busy and haven't had much time to pay attention to Minecraft recently, but I feel I should be able to get this done soon.
I'd really like to know. The only thing I can think of is mob packs. Is this what you are talking about? What are these certain conditions? Even if there is no valid for (normal) spawning block around can this still happen? What measures can I take to prevent this from happening other than lighting up the surroundings which I already did?
So I think we all agree that it is a misconception that no other mobs can/will spawn inside the witch hut area, right?
The simple answer is: there cannot be any opaque full-blocks on the same level as the spawning floors that do not have a opaque full-block above them or two blocks above them.
Even if you put slabs or glass on these blocks, it's still possible for non-witches to spawn inside the witch area.
You are correct about the mob packs; the way the mob spawning works is the reason this happens, so I wouldn't really call it a misconception that no other mobs can spawn in the witch hut because you aren't wrong if you think that you can get an area with only witches to spawn. I'd say it's more of something that people simply just don't realize there's more to than just building a floor.
Cannot get this to work with Magic Launcher. I've tried to install other mods and they work ok, so I suspect there's some compatibility issue here.
I'm using 1.6.2. It says the mod is present and working but when I hit f3, I don't see any of your text and I press M/N (can't remember off the top of my head which it is but I've tried them both) and don't see anything different....
help?
F4 is the key you want. Brackets '[' and ']' cycle through the mob types.
I'm messing this up somehow. I'm trying to use the Single-Player-Only, non-Forge version, and I can't figure it out. I tried manually copying the files into the 1.6.2 jar, but at that point I can't figure out how to get the standard vanilla launcher to use that jar.
So then I tried using the newest Magic Launcher to do it, by placing the files located in the "modfiles" folder into a new zip and telling Magic Launcher that it was a mod. Magic Launcher did its test and said it was "Ok", but then I got a bunch of java class exceptions when I tried to launch.
I acknowledge defeat: I'm in over my head, and don't know what I'm doing wrong or missing. How do I either launch the modded 1.6.2 jar, or get Magic Launcher to integrate the mod into the 1.6.2 jar at launch?
I'm messing this up somehow. I'm trying to use the Single-Player-Only, non-Forge version, and I can't figure it out. I tried manually copying the files into the 1.6.2 jar, but at that point I can't figure out how to get the standard vanilla launcher to use that jar.
So then I tried using the newest Magic Launcher to do it, by placing the files located in the "modfiles" folder into a new zip and telling Magic Launcher that it was a mod. Magic Launcher did its test and said it was "Ok", but then I got a bunch of java class exceptions when I tried to launch.
I acknowledge defeat: I'm in over my head, and don't know what I'm doing wrong or missing. How do I either launch the modded 1.6.2 jar, or get Magic Launcher to integrate the mod into the 1.6.2 jar at launch?
With the standard launcher, you may need to create a new profile specific for the mod. XisumaVoid did a good tutorial explaining how to do this. It's pretty simple idea, just renaming the modded jar, folder, json file and modifying the json file, but be sure to check out his channel for the tutorial if you cannot figure it out.
As for Magic Launcher, I have no idea why it isn't working for you; I've never had problem with Magic Launcher in the past... I seem to remember something about a recent update to it for the new launcher; have you gotten the latest version of Magic Launcher?
Yes, I used the newest Magic Launcher. Still not sure what happened there. And I made a profile when I used the modded JAR, but I didn't modify the json file. That's probably my mistake.
I'll go check out Xisuma's tutorial. Thanks Kabo! Looking forward to getting a peek at where I can build my wither factory!
Hi i see you updated this mod to 1.6.2 already but you skip the 1.5.2 version, is there any chance to see this mod updated to that version too?. BTW awesome job on the mod its really usefull
Hey Kabo, Thanks for updating this. In the instructions, you say to add the kabo folder and the aww.class if we just want show monsters, but the folder does not contain an aww.class. Is it a different one?
Any idea if you're going to release a 1.5.2 version? Love using this mod. Thanks!
How do you see where Witches spawn with this mod?
That's actually incorrect. The entire witch hut needs to be in a swamp biome. Sometimes you'll find that parts if not all of the hut is located in another type of biome (ie. river). If that is the case then you won't get witches but normal mobs in the areas where the hut is not considered in the swamp. (You should walk the entire perimeter of the hut to make sure of this before building a witch farm.) On the flip side...if the entire hut is indeed inside a swamp biome the only thing that will spawn on the two 7 x 9 block pad you can make from the hut are indeed witches.
As long as you're getting witches spawning as well, then you need not be too concerned about this. The other mobs can spawn inside the witch hut area if there is a nearby block that meets certain conditions ... that's just how the spawning algorithm works. This is very easily avoidable if you are careful about it.
Also, hopefully, I'll be able to get around to updating this for 1.5.2 soon. I've been a bit busy and haven't had much time to pay attention to Minecraft recently, but I feel I should be able to get this done soon.
Awesome sauce! I can't wait for the update.
The simple answer is: there cannot be any opaque full-blocks on the same level as the spawning floors that do not have a opaque full-block above them or two blocks above them.
Even if you put slabs or glass on these blocks, it's still possible for non-witches to spawn inside the witch area.
You are correct about the mob packs; the way the mob spawning works is the reason this happens, so I wouldn't really call it a misconception that no other mobs can spawn in the witch hut because you aren't wrong if you think that you can get an area with only witches to spawn. I'd say it's more of something that people simply just don't realize there's more to than just building a floor.
Is there a 1.5.2 modloader or litemod version avaliable???
I really really need that!
F4 is the key you want. Brackets '[' and ']' cycle through the mob types.
F3 + N is for the bounding boxes.
So then I tried using the newest Magic Launcher to do it, by placing the files located in the "modfiles" folder into a new zip and telling Magic Launcher that it was a mod. Magic Launcher did its test and said it was "Ok", but then I got a bunch of java class exceptions when I tried to launch.
I acknowledge defeat: I'm in over my head, and don't know what I'm doing wrong or missing. How do I either launch the modded 1.6.2 jar, or get Magic Launcher to integrate the mod into the 1.6.2 jar at launch?
With the standard launcher, you may need to create a new profile specific for the mod. XisumaVoid did a good tutorial explaining how to do this. It's pretty simple idea, just renaming the modded jar, folder, json file and modifying the json file, but be sure to check out his channel for the tutorial if you cannot figure it out.
As for Magic Launcher, I have no idea why it isn't working for you; I've never had problem with Magic Launcher in the past... I seem to remember something about a recent update to it for the new launcher; have you gotten the latest version of Magic Launcher?
I'll go check out Xisuma's tutorial. Thanks Kabo! Looking forward to getting a peek at where I can build my wither factory!