1.12
1.11
1.10
1.9.4
1.8.9
1.7.10
Open Source
Forge
Gravestone mod
Poll: What should I do with Drowned?
Ended Oct 17, 2018
No only vanilla eggs.
What/how do you want to configurate? Describe it more detail please.
I'm working on putting together several mods for my personal use. Mo'Creatures is probably the biggest one. But I did like the idea that some graves dropped items that were otherwise difficult to find. I've actually been looking for a mod that would add spawn eggs of the creatures killed as extremely rare drops; so I could use them as long-term, emergency storage or trading (for passive/farm animals), or in traps (for aggressive/monster creatures). Farming and ranching tend to be my two biggest passtimes in Minecraft, aside from resource-gathering.
also, do swor graves give you your sword back after destroyed?
No, graves store items until you destroy it.
Yes. You get it back.
I have a few suggestions/request:
- Enable more mod configuration options. Would like to see the ability to make gravestones creeper resistant, the ability to disable/enable/configure the generation of structures and dungeons in specific biomes, and adjust spawn rates of the gravestone spawners.
- Allow us to "purify graves" making them no longer spawn mobs. This could also disable their drops, and allow you to pick up the marker with a normal pick.
- Tool based grave markers (axes, picks, shovels, etc)
- Sprite based sword (and hopefully tool) models, to enable sword graves for other mods' swords
- Poes (ghosts that fade in and out of visibility). Gotta love me some Zelda.
- You should look into how Ars Magica prevents block destruction/placement for it's dungeons until a "key" block is destroyed. This allows for more interesting dungeons as you can structure traps and puzzles that must be addressed. This allows lets you move away from generic dungeon designs, not having to rely on the labyrinth and over-mob spawn that most dugeons seem to use. Or you can just use it to significantly ramp up the difficulty of your dungeons.
Also, in configuring a custom mod pack, I discovered a bug. This occurs when NEI is installed and the option "Highlight Tips" is enabled. Focusing the cursor on the Sword Grave model causes that sword's sprite to constantly "pop out" from the grave until you look away or the grave is broken. This is not an actual item you can pick up though. I think this may be caused by how the gravestone block is storing the sword data (for recovery purposes I'd assume). I have not looked through your code to verify this.
Reloading the world does clear the "phantom" entities from the ground. But as they are not legitimate items, they do not seem to de-spawn on their own. Below is a screenshot of the issue (totally crazy, I initially disabled them from generating until I could not stand for it any longer and took to troubleshooting).
One final note, I really appreciate the open source nature of your mod. It can be a rare virtue in mod developers.
But... I ran into an issue between this mod and ExtraBiomesXL, unfortunately
I'm using:
Minecraft 1.5.2
GraveStone 2.3.0
ExtraBiomesXL 3.1.3.4
Here's the stack trace from the crash log:
java.lang.IllegalArgumentException: No enum const class extrabiomes.lib.BiomeSettings.AUTUMN WOODS
at java.lang.Enum.valueOf(Unknown Source)
at extrabiomes.lib.BiomeSettings.valueOf(BiomeSettings.java:44)
at extrabiomes.handlers.BiomeHandler.handleBiomeIDRequestsFromAPI(BiomeHandler.java:83)
at net.minecraftforge.event.ASMEventHandler_17_BiomeHandler_handleBiomeIDRequestsFromAPI_GetBiomeIDEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at extrabiomes.api.Biomes.getBiome(Biomes.java:34)
at GraveStone.GraveStoneStructures.addExtrabiomsXLBioms(GraveStoneStructures.java:130)
at GraveStone.ModGraveStone.postInit(ModGraveStone.java:175)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor7.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:213)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
This bug was fixed in latest version (2.3.1)
2013-07-17 23:33:28 [Information] [fml.ItemTracker] The mod GraveStone is overwriting existing item at 1650 (GSMemorial from GraveStone) with GraveStone.item.ItemBlockGSMemorial
Some Text from my Forgelog.
the item 1650 is my change after the same issue occurs with a default config from GraveStone v.2.3.1 and a fresh generated world.
I tried to change the itemIDs several times but no resolve for this.
can anybody help?
EDIT:
looked up in your Github and found this in ModGraveStone.java:
memorial = new BlockGSMemorial(GraveStoneConfig.memorialID);
GameRegistry.registerBlock(memorial, "GSMemorial");
LanguageRegistry.addName(memorial, "Memorial");
GameRegistry.registerBlock(memorial, ItemBlockGSMemorial.class);
...
Why registering the Block twice?
1st time with "GSMemorial"
2nd time with ItemBlockGSMemorial.class
I think that's the issue
EDIT v2:
I've cloned your github in my eclipse and started a testrun without the 2 middle lines of the above mentioned. Works like a charm
Glad that i can help, Baal
Oops. Sorry about that! Didn't realize it had updated. I had downloaded it a little while back and only recently got a chance to play with it.
I've played with it a little more since then. It's really cool and spooky to be exploring and find the grave of a random adventurer! It was also really interesting to take a pack of dogs into a dungeon, have one of them die and spawn a zombie dog, and infect the rest of my pack - once man's best friend, now a bitter enemy!
Anyway, I also noticed a few other things. When a dog, cat, villager, etc dies, their gravestone has a habit of replacing blocks. For example, I was exploring a Better Dungeons fortress with some dogs, and one of them died on top of a furnace and the grave replaced the furnace. Another time, a villager fell to his death (wasn't me!!) and his grave replaced part of the wall of his house. You might be able to fix this by checking some adjacent tiles for empty space, and either not placing the grave, or dropping it as an item if it can't find a place to place it.
The gravestone's spawning mechanism and the grave loot might need some tweaking too. I managed to find a Wither's Catacombs, and promptly started looting the graves. I got a TON of really good loot from them. Great loot isn't a bad thing, but it's way too easy to get when that many graves are in one place. Normally graves are far and few between, and it makes sense the loot in these graves would be good, after all they're harder to find! But maybe the loot in the graveyard above the Wither's Catacombs should be lower-quality (making you go inside to get the better loot!)
While I was looting in the graveyard, nighttime fell, and so many monsters spawned it reduced my FPS to 4-5 frames! (I am also playing with Mo' Creatures, if that makes any difference).
For the mob spawning issue, I have a couple ideas:
Edit: Here's another one that spawned in a Woodlands. This one's especially cool because it looks like the cemetery has been overgrown for quite some time:
Gravestones will spawn the Twilight Wraith..(when you approach them and sometimes when you click on the gravestone) ... but it is un-killable and doesn't move at all. You can't interact at all with the Wraith.....and you wind up with a crapload of them that stay around forever.
I reverted back to an earlier version since the issue is only after you added "support" for the Twilight Mod.
Regards,
WebR
Thank you for this information.
It's looks like a bug...
I'm finally return to home, so i'll update it in a few days.
Thank you for this posted issues and ideas.
P.S. You can change spaw frequency in configuration file.
Oh... It's bad. I'll try to fix it, but i think it will not be easy cause i can't repeat this bug at the moment. Can you give me some tips about it?
GraveStone 2.3.2 for minecraft 1.6.2
Changes: