Sorry have been out of making the mod making/updating the past few weeks. My past caught up with me of modpack making. I had to figure jas out with Jurassicraft to spawn them in as adults for someone else. Luckfully I won't be making a full modpack until after part II of the mounting update.
I am back now. I will be setting up some dev screenshots of what to expect soon along with some spoilers of upcoming events. These will revolutionize silk spawners in every function.
Sorry have been out of making the mod making/updating the past few weeks. My past caught up with me of modpack making. I had to figure jas out with Jurassicraft to spawn them in as adults for someone else. Luckfully I won't be making a full modpack until after part II of the mounting update.
I am back now. I will be setting up some dev screenshots of what to expect soon along with some spoilers of upcoming events. These will revolutionize silk spawners in every function.
if your need a tester im your guy I can help if you need.
You can also enable a white list in the silkspawners main config and then use the white list and code your own mobs chances in there in there. Or to ban an entity simply remove it by putting the entity in the blacklist.
Been busy this week as school wraps up the tests and dev will be slow until winter break when I should be able to finish up hopefully the mounting update and the overrides update.
Here is a dev screenshot of supporting spawner re positioning system. I also fixed crashes with buildcraft in the latest snapshot.
What this simply means is all of those maps that use to use super cool spawners to spawn in armies are now able to be picked up with my mod. What this means specifically for modding is if a spawner has custom positioning like dangerous world mod by father toast it will realign them and they will start working again. The bad news is it requires custom xyz coords per block so custom spawners with custom positioning will not stack. However custom spawners without custom positioning will.
Forge Blank Egg Upcoming Changes:
I am going to see if I can get spawners to stack with a Tier II egg by removing unnecessary nbt's for this upcoming mounting II update. Tier III will have practically everything except UUIds if you need UUIDs which no mob ever should but, if you do need the UUIds tag then there Will be a Tier IV coming up.
Sorry I took a loooooooooooooooooong break. I am back now and had some family and school issues constantly preventing me from doing any work at all. I am back now and if there should be no more interference. If there is I will just move in to another home asap(within a week) to where no more interference will take place.
The point is I am back now and will start the mounting update part II very soon within a week will be the next snapshot (will contain lots of bug fixes/checks up to 10).
I plan on adding eventually redstone activated spawners similar to soul chards without dealing with the killing systems mess. I also have a list of over 70 things to do most of which are bugs to fix or checks, then some additions.
Expect an update not a mounting update within a week. Cheers for everybody. HEE spawners compatibility will soon fallow. Along with divinerpg/aoa spawner compability issues(Although they worked the tags were not the same)
I have decided I am going to release another update as under the same title as no new content has been worked on however many bugs have been fixed. The plan is to release it once the code has been all cleaned up and verified.
1.6.2 Mounting Update Part I
I estimate there will be a total of 40 bugs being fixed. I think after this it will be a stable release and bug free (as of my code) other mods may still mess with it.
Status Report: I am currently in the process of re-writing the main function of my mod and converting everything to methods. This is because, I had two untraceable issues that was nearly impossible to trace down so I am re-writing it so it will have all the same logic. After this and a couple other bug fixes (about 15) the 1.6.2 release should be good.
Major Things I have done:
fixed over 35/50 + issues
fixed over 7 crashes
fixed over 10 naming issues
added some pleasent features
new config options
preperations for the config object update (LineObj class contains all the methods and object stuff for a configed object's line parsing)
custom positioning spawner support (Vanilla only for now , config obj update or overrides update will change everything)
Good news I have re-written the main function of the mod to a fully working state. It cannot possibly have any logical errors. I have to re-write the harvest drops egg event but, besides that I am getting close to an update for 1.6.2. It's a huge update even though very little new content will be released.
To Do List
Support HEE spawners
Bug fixes (left over from findings/update schedule)
Re-Write Harvest Drops Event (Eggs/Bars dropping from Spawners)
Example of remaining bugs. Sets modded spawner names but, if the entity is also in the block name it doesn't cut off the entity name and just set the block name.
Are there still many crashes with the bugs? When are they going to be fixed?
I fixed the crashes and many bugs if you read the the post above. I am in the process of practically re-writting the main functions of the mod so there will be no more bugs or failures. I am getting close to an update however since you insisted I will release a stable snapshot.
Since this is a debuged snapshot the disguises are unmasked and things will look a bit weird. Such as choco spawners an nei cross compatibility work around will render as shiny rather then a mob spawner. There will be eggs dropping from a spawner every time without proper enchantments. However the eggs NBT has been fixed.
Getting ready to release the update soon. I am almost done supporting vanilla mine cart spawners (originally from vanilla). All I have to do is make an IRecipe interface register the recipes dynamically and this update will be set.
Features:
Proper Pickaxe with Proper Enchantments Gives you Back the Minecart Spawner Item
Improper tools Will make a minecart drop along with it's mob spawner (Saves the Data don't worry)
Renders any block you craft it with when it's down
Renders as pig no matter what for the minecart vanilla mob spawner but, It still spawns the mobs in. This is a vanilla feature not my issue to deal with.
After debugging this myself and my freind beta testing this we found more bugs that have been here since the beginning. I am in the process of fixing the bugs and will have a bug free mod for you from the next Release 1.6.4 . Most of the issues are the entity caches and one is a vanilla bug that will have a quickfix patched until the Mounting Update Part II. I just got my computer back so I expect to start working on this either tomorrow or monday.
Sorry have been out of making the mod making/updating the past few weeks. My past caught up with me of modpack making. I had to figure jas out with Jurassicraft to spawn them in as adults for someone else. Luckfully I won't be making a full modpack until after part II of the mounting update.
I am back now. I will be setting up some dev screenshots of what to expect soon along with some spoilers of upcoming events. These will revolutionize silk spawners in every function.
if your need a tester im your guy I can help if you need.
I will add you as a secondary beta tester.
It's super rare to find one in a dungeon by default for the enderdragon or a wither spawner however you can go to
config > silk spawners > dungeon tweaks > minecraft.txt
then set what chances to whatever you want to
You can also enable a white list in the silkspawners main config and then use the white list and code your own mobs chances in there in there. Or to ban an entity simply remove it by putting the entity in the blacklist.
Been busy this week as school wraps up the tests and dev will be slow until winter break when I should be able to finish up hopefully the mounting update and the overrides update.
Here is a dev screenshot of supporting spawner re positioning system. I also fixed crashes with buildcraft in the latest snapshot.
What this simply means is all of those maps that use to use super cool spawners to spawn in armies are now able to be picked up with my mod. What this means specifically for modding is if a spawner has custom positioning like dangerous world mod by father toast it will realign them and they will start working again. The bad news is it requires custom xyz coords per block so custom spawners with custom positioning will not stack. However custom spawners without custom positioning will.
Forge Blank Egg Upcoming Changes:
I am going to see if I can get spawners to stack with a Tier II egg by removing unnecessary nbt's for this upcoming mounting II update. Tier III will have practically everything except UUIds if you need UUIDs which no mob ever should but, if you do need the UUIds tag then there Will be a Tier IV coming up.
Full To Do List Mounting Update II: https://gist.github.com/jredfox/f14e05dafd2996d09ca156baf0dbf025
Sorry I took a loooooooooooooooooong break. I am back now and had some family and school issues constantly preventing me from doing any work at all. I am back now and if there should be no more interference. If there is I will just move in to another home asap(within a week) to where no more interference will take place.
The point is I am back now and will start the mounting update part II very soon within a week will be the next snapshot (will contain lots of bug fixes/checks up to 10).
I plan on adding eventually redstone activated spawners similar to soul chards without dealing with the killing systems mess. I also have a list of over 70 things to do most of which are bugs to fix or checks, then some additions.
Expect an update not a mounting update within a week. Cheers for everybody. HEE spawners compatibility will soon fallow. Along with divinerpg/aoa spawner compability issues(Although they worked the tags were not the same)
Got 8 bugs fixed and alot of code written/edited today. Very progressive day
this has "entity." + ".name" on the begging and end when I had code specifically preventing this.
Status Report:
I have decided I am going to release another update as under the same title as no new content has been worked on however many bugs have been fixed. The plan is to release it once the code has been all cleaned up and verified.
1.6.2 Mounting Update Part I
I estimate there will be a total of 40 bugs being fixed. I think after this it will be a stable release and bug free (as of my code) other mods may still mess with it.
Waila conflicting tag issues have been resolved. Here is some proof a vanilla spawner with aoa tag:
Dev ScreenShot of Colored Text Based On Entity Attributes:
More Screenshots:
Status Report: I am currently in the process of re-writing the main function of my mod and converting everything to methods. This is because, I had two untraceable issues that was nearly impossible to trace down so I am re-writing it so it will have all the same logic. After this and a couple other bug fixes (about 15) the 1.6.2 release should be good.
Major Things I have done:
Good news I have re-written the main function of the mod to a fully working state. It cannot possibly have any logical errors. I have to re-write the harvest drops egg event but, besides that I am getting close to an update for 1.6.2. It's a huge update even though very little new content will be released.
To Do List
Fixes
Example of remaining bugs. Sets modded spawner names but, if the entity is also in the block name it doesn't cut off the entity name and just set the block name.
Um that looks bugged above ^^.
Are there still many crashes with the bugs? When are they going to be fixed?
I fixed the crashes and many bugs if you read the the post above. I am in the process of practically re-writting the main functions of the mod so there will be no more bugs or failures. I am getting close to an update however since you insisted I will release a stable snapshot.
Since this is a debuged snapshot the disguises are unmasked and things will look a bit weird. Such as choco spawners an nei cross compatibility work around will render as shiny rather then a mob spawner. There will be eggs dropping from a spawner every time without proper enchantments. However the eggs NBT has been fixed.
SnapShot 3/4/17
http://www.mediafire.com/file/pt6rvmoahcir6r3/SnapShot_3-4-17[1.7.10]SilkSpawners1.6.2.jar
Can I share this mod in the chinese forum(MCBBS)?
--They won't die...They will return...muhuhuhuhuhuhuhuhu......--
Sure just give me credit.
A Dev ScreenShot of Some up Coming Useful ToolTips
Getting ready to release the update soon. I am almost done supporting vanilla mine cart spawners (originally from vanilla). All I have to do is make an IRecipe interface register the recipes dynamically and this update will be set.
Features:
Technical ChangeLog:
http://pastebin.com/9WR0i7mq
ChangeLog Generalized:
After debugging this myself and my freind beta testing this we found more bugs that have been here since the beginning. I am in the process of fixing the bugs and will have a bug free mod for you from the next Release 1.6.4 . Most of the issues are the entity caches and one is a vanilla bug that will have a quickfix patched until the Mounting Update Part II. I just got my computer back so I expect to start working on this either tomorrow or monday.