Hey Kabo, I appreciate all the replies and help. I feel like a big idiot after i realized what i was doing wrong. I realized when I looked at your code it was pointing to the folder name "Kabo" not just the files located inside it. My problem was I was just dragging those files straight into the bin folder and not the physical folder.
Once I transferred the whole folder, worked just fine! Thanks again
Hi, sorry if this is a stupid question, but how is the spawning regions for nether forts saved? Or is it just calculated from where nether bricks are?
Think of it as a virtual structure with a bounding box based on the seed. It is regenerated when the chunk is loaded. It will be there even if nether bricks are not.
Ah okay. So I'm assuming, if the nether generation got changed or somehow the seed got changed, the old nether fort locations wouldn't work anymore?
Probably. This might happen if you've upgrade from a much older version that used a different world generation algorithm or if there are mods that affect the world/structure generation.
This isn't limited to changes, though, this could also happen if there's any reason that could cause your world to have a different seed than the terrain that has been generated. For example, if you used a mod to copy from a server; it copies the terrain but might not necessarily copy the other data for the world.
I have a Mac, and pressing "F4" does not do anything for me . You have to hold down a Function key to get F4, not sure if that makes a difference.
I have no idea how the key mapping on a Mac works, but it F3 works to get the debug screen, I would imagine F4 should work as well. Which version are you using Forge or Non-Forge?
Hey Kabo - thanks for putting the effort into making this mod. I'm unable to use it myself, since it doesn't have non-Forge SMP capability, but I'm looking forward to the day that it does.
Hey Kabo - thanks for putting the effort into making this mod. I'm unable to use it myself, since it doesn't have non-Forge SMP capability, but I'm looking forward to the day that it does.
Well, the biggest obstacle for SMP compatibility is actually the fact that the only way to get it to work is to mod the server as well. It's not really a problem to actually code it, but rather that most vanilla servers will probably not install mods and it isn't compatible with Bukkit which, I think, is currently what is mainly used for server-side mod support (I think I could make a Bukkit plugin for it, but as I've mentioned before, I don't really consider myself a modder, and I do not currently have plans to support Bukkit).
I am planning to have something in place before the Mojang ever finishes the Plugin API, but, until they do actually finish it, SMP support for this won't really be optimal unless you use a Forge server.
Ah, I forgot to update that part of the file. It is at the feet. Also, yes, I can make another version, though it's actually easy to keep it out. There are three classes you can ignore. (The ones that are used by the outline mode should be: NetherFortBBOutline.class, bak.class, and aco.class)
Ok, so I can just delete those classes from the mod file entirely? (Or just, you know, not copy them in, only I don't ever actually touch my .jar file, I just use Magic Launcher to load mods dynamically.) Thanks
Ok, so I can just delete those classes from the mod file entirely? (Or just, you know, not copy them in, only I don't ever actually touch my .jar file, I just use Magic Launcher to load mods dynamically.) Thanks
Assuming you're starting with a clean .jar file, then just do not copy them in and it should work.
You can of course delete them from the download before if you want, but I don't know if that would matter to you.
As long as none of the other mods you are using overwrite the atk.class, it should work fine. Let me know if you have any problems.
I have noticed a wierd bug with the latest version of showMonsters mod. It is showing a mob type of Ozelo ?? Apparently it has a 2 in 53 chance of spawning !
I have noticed a wierd bug with the latest version of showMonsters mod. It is showing a mob type of Ozelo ?? Apparently it has a 2 in 53 chance of spawning !
This is not a bug; Mojang made Ocelots spawn along with the monsters in jungles so they ignore the passive mob spawning limit.
Thank you for an excellent mod. It's the first one I've installed, actually, though I've been playing intensely for six months. Wither skeletons seems so rare and if you need three wither heads you have to kill 120 on average to get those rare drops, so we need all the help we can get and this mod is a big help.
A warning to others. I found myself wondering why some blocks were green for the mob and some were red in a seemingly random pattern along the floor of a fortress hall. I was confounded until I remembered that wither skeletons only spawn in low-light like regular skeletons. Before wither skeletons, I'd gotten into the habit of placing torches to mark direction and such. I got tricked once more when I forgot about the light of a stream of lava flowing past a fortress walkway.
Now a question. I see the green indicator when the space I'm standing in is only two blocks high, but since the wither skeleton is taller than that I doubt they can spawn there (except for the infallible way your mod works). The wiki does not discuss their spawning space requirements. So, can they spawn into a space they can't stand in and will that mean suffocation or popping to the nearest 3-high space?
Also: I'm going on the assumption that nether mobs including this one won't spawn within 24 blocks of a player and may de-spawn if more then 40 blocks from a player. Can you confirm?
Hey KaboPc,
I followed your instructions, non-forge version, only copied kabo folder and atr.class as per your instructions. deleted meta-inf prior. It ran for a while but anytime I hit esc. or e for inventory it crashed. I have the crash report, I can message it to you. Any ideas? Thanks for your help and happy new years.
Thank you for an excellent mod. It's the first one I've installed, actually, though I've been playing intensely for six months. Wither skeletons seems so rare and if you need three wither heads you have to kill 120 on average to get those rare drops, so we need all the help we can get and this mod is a big help.
A warning to others. I found myself wondering why some blocks were green for the mob and some were red in a seemingly random pattern along the floor of a fortress hall. I was confounded until I remembered that wither skeletons only spawn in low-light like regular skeletons. Before wither skeletons, I'd gotten into the habit of placing torches to mark direction and such. I got tricked once more when I forgot about the light of a stream of lava flowing past a fortress walkway.
Now a question. I see the green indicator when the space I'm standing in is only two blocks high, but since the wither skeleton is taller than that I doubt they can spawn there (except for the infallible way your mod works). The wiki does not discuss their spawning space requirements. So, can they spawn into a space they can't stand in and will that mean suffocation or popping to the nearest 3-high space?
Also: I'm going on the assumption that nether mobs including this one won't spawn within 24 blocks of a player and may de-spawn if more then 40 blocks from a player. Can you confirm?
Thanks again!
They can spawn in two block tall spaces, and they do not suffocate. My mod does perform the bounding box check, so there is no issue there.
That is mostly correct, no mob will spawn within 24 meters (technically not blocks, but blocks is a pretty good estimate) of a player (not even peaceful ones), and, with the exception of Magma Cubes, they have a chance to despawn outside of 32 meters of a player.
Hey KaboPc,
I followed your instructions, non-forge version, only copied kabo folder and atr.class as per your instructions. deleted meta-inf prior. It ran for a while but anytime I hit esc. or e for inventory it crashed. I have the crash report, I can message it to you. Any ideas? Thanks for your help and happy new years.
I can think of two possibilities for what may have caused this:
1) The version of the mod does not match the version of Minecraft you are using; check your versions and make sure that you download mod version that matches.
2) The aux.class file was accidentally deleted from the minecraft.jar (maybe when you were deleting META-INF). If this is the case, just get a fresh version of the minecraft.jar file and try again.
They can spawn in two block tall spaces, and they do not suffocate. My mod does perform the bounding box check, so there is no issue there.
Thanks for your quick and helpful reply. Now I've seen it with my own eyes. I built a three layer spawning area for wither skeletons and one layer was only two blocks high. It took a long time to see it happen but, sure enough, wither skeletons spawned in there and they don't move. My knock-back sword makes them move but they don't try to go anywhere or even fight back. It's quite convenient.
It still took me several hours (not 8 minutes as in the following awesome video by stormfrenzy) to get just two wither heads so far. I hope the folks at Mojang will make a little adjustment to the drop rate (times-4 would not be too much). A hard challenge is one thing but boring and nearly hopeless is quite another.
Cool, I'm glad it is working for you now.
Think of it as a virtual structure with a bounding box based on the seed. It is regenerated when the chunk is loaded. It will be there even if nether bricks are not.
Probably. This might happen if you've upgrade from a much older version that used a different world generation algorithm or if there are mods that affect the world/structure generation.
This isn't limited to changes, though, this could also happen if there's any reason that could cause your world to have a different seed than the terrain that has been generated. For example, if you used a mod to copy from a server; it copies the terrain but might not necessarily copy the other data for the world.
I have no idea how the key mapping on a Mac works, but it F3 works to get the debug screen, I would imagine F4 should work as well. Which version are you using Forge or Non-Forge?
Well, the biggest obstacle for SMP compatibility is actually the fact that the only way to get it to work is to mod the server as well. It's not really a problem to actually code it, but rather that most vanilla servers will probably not install mods and it isn't compatible with Bukkit which, I think, is currently what is mainly used for server-side mod support (I think I could make a Bukkit plugin for it, but as I've mentioned before, I don't really consider myself a modder, and I do not currently have plans to support Bukkit).
I am planning to have something in place before the Mojang ever finishes the Plugin API, but, until they do actually finish it, SMP support for this won't really be optimal unless you use a Forge server.
Ok, so I can just delete those classes from the mod file entirely? (Or just, you know, not copy them in, only I don't ever actually touch my .jar file, I just use Magic Launcher to load mods dynamically.) Thanks
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Assuming you're starting with a clean .jar file, then just do not copy them in and it should work.
You can of course delete them from the download before if you want, but I don't know if that would matter to you.
As long as none of the other mods you are using overwrite the atk.class, it should work fine. Let me know if you have any problems.
This is not a bug; Mojang made Ocelots spawn along with the monsters in jungles so they ignore the passive mob spawning limit.
I plan to do it today.
Very useful
A warning to others. I found myself wondering why some blocks were green for the mob and some were red in a seemingly random pattern along the floor of a fortress hall. I was confounded until I remembered that wither skeletons only spawn in low-light like regular skeletons. Before wither skeletons, I'd gotten into the habit of placing torches to mark direction and such. I got tricked once more when I forgot about the light of a stream of lava flowing past a fortress walkway.
Now a question. I see the green indicator when the space I'm standing in is only two blocks high, but since the wither skeleton is taller than that I doubt they can spawn there (except for the infallible way your mod works). The wiki does not discuss their spawning space requirements. So, can they spawn into a space they can't stand in and will that mean suffocation or popping to the nearest 3-high space?
Also: I'm going on the assumption that nether mobs including this one won't spawn within 24 blocks of a player and may de-spawn if more then 40 blocks from a player. Can you confirm?
Thanks again!
I followed your instructions, non-forge version, only copied kabo folder and atr.class as per your instructions. deleted meta-inf prior. It ran for a while but anytime I hit esc. or e for inventory it crashed. I have the crash report, I can message it to you. Any ideas? Thanks for your help and happy new years.
here's a link to the report....
https://www.dropbox....1.56-client.txt
They can spawn in two block tall spaces, and they do not suffocate. My mod does perform the bounding box check, so there is no issue there.
That is mostly correct, no mob will spawn within 24 meters (technically not blocks, but blocks is a pretty good estimate) of a player (not even peaceful ones), and, with the exception of Magma Cubes, they have a chance to despawn outside of 32 meters of a player.
I can think of two possibilities for what may have caused this:
1) The version of the mod does not match the version of Minecraft you are using; check your versions and make sure that you download mod version that matches.
2) The aux.class file was accidentally deleted from the minecraft.jar (maybe when you were deleting META-INF). If this is the case, just get a fresh version of the minecraft.jar file and try again.
Thanks for your quick and helpful reply. Now I've seen it with my own eyes. I built a three layer spawning area for wither skeletons and one layer was only two blocks high. It took a long time to see it happen but, sure enough, wither skeletons spawned in there and they don't move. My knock-back sword makes them move but they don't try to go anywhere or even fight back. It's quite convenient.
It still took me several hours (not 8 minutes as in the following awesome video by stormfrenzy) to get just two wither heads so far. I hope the folks at Mojang will make a little adjustment to the drop rate (times-4 would not be too much). A hard challenge is one thing but boring and nearly hopeless is quite another.