I've been looking around but I couldn't find anything, yet I have a sinking feeling this question has been asked... Is this compatible with Mo' Creatures? I'm about to give it a shot, I know the mob names but I don't know if I could just plug them into the spawners or not.
Honestly, CMS shouldn't hurt Mo' Creatures, or Spider Family mod, but you cannot get any of these mobs to spawn using the creature names. I'm going to test and see if adding incorrect/other creature names will crash the client. If it does, I may have to edit how the file is read, and so forth... Not my forte, but, you know :3
I'll try to make an update soon that's compatible with the current version of Mo' Creatures, at least (Spider Family is a little different, since it creates nests... so I'll bother with that later). Eventually, I'll try to make a version that checks what types of mob entities are registered, I suppose, especially if Mo' Creatures turns into a creature-creation tutorial sort of thing :3 That way, you could use it with any mob at all.
----------
On a slightly related note, I've made a small update to PrefixSkeletons. I've now included an alternative dg.class that works with Corosus' Pet mod. Was a simple fix. I don't use Pet mod, unfortunately, so I don't know how skeletons really behave as pets... But at least now you can have pets -and- PrefixSkeletons!
Now... For ghasts and pigmen, those only affect spawn rates in the nether, am I correct? 'cause, of course, I'm not seeing anything else spawn in the nether and vice versa. I suppose only the dungeon spawners will bring in aliens to other worlds.
Now... For ghasts and pigmen, those only affect spawn rates in the nether, am I correct? 'cause, of course, I'm not seeing anything else spawn in the nether and vice versa. I suppose only the dungeon spawners will bring in aliens to other worlds.
Rewriting this as I ended up going to test my CMS out again :tongue.gif:
Ghasts & Pigmen both spawn in the Overworld with the appropriate Mob Spawner blocks. Overworld mobs (including friendlies, if you manage to get grass in the Nether) will also spawn in the Nether with the appropriate Mob Spawner blocks.
Thus, it seems you could potentially have any mob in any location you'd like, as long as you bring along a few Mob Spawner blocks (maybe some grass!) and edit the .properties file thusly. (Well, Slimes & Giants don't seem to want to spawn just anywhere at all... they're picky! But I digress...)
Dungeon spawners should work on the exact same principles that hand-placed ones do, as far as my mod goes. In fact, you could recreate your own dungeon anywhere with my mod, if you have the mossy cobblestone to spare, as well as choose what mobs spawn inside it. They even use an almost-identical copy of the "xx_CMS.class" file. I could also merge those into a single file, but it's trickier than I'd like to mess with at the moment ^^;
Quote from amh7912 »
Is there any way to just get the decaying leaves and keep the original drops?
I'm assuming you mean, just decaying leaves, with a chance of saplings? Yes! :3 Try changing the .properties file to this...
If I remember correctly, the original drop rate for saplings is... 5%? So this should do nicely. This prevents anything from dropping except saplings, and as you can see, they'll drop 5 out of 100 times. And, obviously, Decay is turned on.
However... Rather than go about doing this, why not install desbone's mod, instead? :happy.gif:; Mine lets you customize the drops at a later point, if you wish, but... if you're not interested, his mod should work just fine. After all, I'm using his code, and his doesn't even touch the part about drops/rates, etc. Look here: viewtopic.php?f=25&t=81808
I was about to ask... Why isn't the CustomMobSpawners.properties file not functioning? I've tried everything to make it creepers only, but it keeps spawning regular mobs as well. I did everything you said to do in the instructions, but it's just not working...
Perhaps if I delete a world and make a new one, maybe that'll help...
Or is this basically mob spawning blocks only? I thought it modified the global spawns too...
Or is this basically mob spawning blocks only? I thought it modified the global spawns too...
Ahaha... erm. This is where you're confused, sir! It does -not- modify global spawns. My apologies. I figured using the term "mob spawner" would universally be accepted as that little flaming cage that pops out mobs more often than in the world.
I apologize if you were hoping otherwise... Perhaps I can implement this sort of feature in the future, but for now, it is only the spawner blocks. I was wondering why you worded your last post the way you did, but...
Hrm. I'll edit the front page accordingly. Make it clearer, I hope! Also, you've given me something to think about, at least :3
Mehh, you've gotten me all curious-like now! So... Tonight will probably be spent looking at Custom Spawners mod some more! I've already checked out how the code deals with adding Lions/Bears/Wolves if they're not installed. There's one instance in where it'll crash the game, but it's easily fixed so it doesn't do so.
Also, I'm tempted to research ways of checking entities first. Such as...
-Reference list of known/registered entities
-Check each entity : If it's an instance of a mob, borrow it
-Load .properties file
-Check list of mob entities vs .properties file & load weights
-Pick random mob
I'm not exactly sure how to code this just yet, but I think if I do so, it won't matter what mobs are installed, you can add new lines to the .properties file to enable them.
If I get this done, I can also apply it to, say, Global Spawns if I find how to work those, too.
I can see Custom Mob Spawners taking a big change soon >.<
Just keep on truckin'! You're doing great. Now I just wish I could put down some creeper-proof blocks that can be picked apart without being destructible to explosions at all...
Your CMS used to spawn pigman, and I made a infinite grilled pork trap with it, it's wonderful (However it's hard to kill pigman as they are immune to fire and lava, I built a large gravity trap instead)
I think you should keep that, and add ability to spawn friendly mob( for animal farm makers)
suggestions:
hard way(RPG loot): what the spawner should spawn was determined once you get one, you can not stack them in inventory (because each of them is unique). For example, when you break a wild spawner, you have 30% chance to get one that only spawner zombies, 30% for spiders, 10% chance for a random spawner. This way spawner was treat like a valuable loot.
custom way: What the spawner should spawn is configurable with a file, and you can enable random mode: the spawner spawn random mob, and the chance is also configurable. And add friendly mob to the list.
Your CMS used to spawn pigman, and I made a infinite grilled pork trap with it, it's wonderful (However it's hard to kill pigman as they are immune to fire and lava, I built a large gravity trap instead)
I think you should keep that, and add ability to spawn friendly mob( for animal farm makers)
suggestions:
hard way(RPG loot): what the spawner should spawn was determined once you get one, you can not stack them in inventory (because each of them is unique). For example, when you break a wild spawner, you have 30% chance to get one that only spawner zombies, 30% for spiders, 10% chance for a random spawner. This way spawner was treat like a valuable loot.
custom way: What the spawner should spawn is configurable with a file, and you can enable random mode: the spawner spawn random mob, and the chance is also configurable. And add friendly mob to the list.
Actually, friendly mobs are already supported by the current version available. The "RPG loot" mode is interesting... however, the only way to do this is similar to zeroburn's Craftable Mob Spawners mod. That is to say, it would eat up a lot of block IDs.
I don't currently know how to have individual blocks "save" data between being dropped & picked up. Perhaps if someone could enlighten me on this subject, I would give this more thought -- Although I think I'd just have "wild" spawners break into a block that keeps the same mob inside. Then, if you want to have creative mode of sorts, just INVedit some spawners in, and they'll create a mob when they're set, then save them. Something like that.
Still, this isn't the priority at the moment...
What I've just accomplished is a bit more interesting! I believe I've uncovered the way to let any new mobs become block-spawnable! I've tested the new code out with Mo' Creatures & Spider Family mods. All three "Mo'" creatures worked with my spawners, and I did not need to "hard code" them. I simply pulled the information from the entity list! Spider Family, however, did not work... due to those spiders only spawning from egg nests. This is intentional on the creator's part, so I don't consider it a bug of any sort. Just something to note.
All this means two things First, any new Mo' Creatures updates should work without an update for CMS. You'll only need to install the newest Mo' Creatures, then add a new line to the .properties file...
...
Wraith=5
Since the Wraith isn't available yet, I used it for this example. :tongue.gif: The only thing that might require my own attention, perhaps, is finding the exact name of the entity in question. For example, Mo' Creature's Lion mob is actually called "LionK" inside the code. If you tried "Lion" it wouldn't work. Spider Family's new entity is "ModSpider", yet again not easily guessable. However, a question or two directed at myself, the mod author, or anyone with jd-gui can probably obtain the name in question, so this isn't a huge deal.
Secondly... While I really like the new flexibility, it requires 303's Modloader. Not only that, it requires a slightly modified version (one file needed changed -- fp.class). I don't think my version should break anything... it simply adds some access functions for private data in the class. There was no other way to access the entity list. Additionally, new entities are added easily through Modloader, and I assume most new creatures will be added with this support in mind.
Perhaps I could ask 303 if he'd add a simple function to Modloader in the future, but... really, if one of Notch's updates breaks Modloader, it breaks CMS. There's no reason to ask him to go to this trouble when it's only for a single mod anyway.
---------------
If anyone has any input on this, I'd like to hear it. I think the flexibility is important, so I'll probably just shed the old version completely. However, before I release it, I'd like to fix the Random spawner function, and see what I can do about Global spawns. If they prove too troublesome, I might remove them temporarily and release what I have tomorrow.
It's time for sleep, now, though. I nearly burnt myself out earlier x_x Getting too frustrated and making terrible, small mistakes that only make things worse. Be back tomorrow with fun things, for sure~
What I've just accomplished is a bit more interesting! I believe I've uncovered the way to let any new mobs become block-spawnable! I've tested the new code out with Mo' Creatures & Spider Family mods. All three "Mo'" creatures worked with my spawners, and I did not need to "hard code" them. I simply pulled the information from the entity list! Spider Family, however, did not work... due to those spiders only spawning from egg nests. This is intentional on the creator's part, so I don't consider it a bug of any sort. Just something to note.
All this means two things First, any new Mo' Creatures updates should work without an update for CMS. You'll only need to install the newest Mo' Creatures, then add a new line to the .properties file...
...
Wraith=5
AWESOME i love mo creatures i love this feature :smile.gif:
Off topic:
*Looks out side* oh its just a *looks againg while going to kill it* WHOL-E FUC* ITS A FUC=BOOOM. LOL
*edit
I aded lion wolf and bear and made bear 20 and everthing 0. it froze and i got an error when i placed it so i removed
lion wolf and bear and it freezes when i place the spawner plz help. AND all my spawners i placed arnt lit and dont spawn anything
this is the error:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 11/28/10 4:26 PM
Minecraft: Minecraft Alpha v1.2.3_04
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 8400 GS/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at bl_CMS.getMob(bl_CMS.java:16)
at bl.<init>(bl.java:18)
at br.a_(br.java:11)
at lf.e(SourceFile:19)
at gz.a(SourceFile:304)
at cx.a(SourceFile:400)
at cx.d(SourceFile:441)
at bc.a(SourceFile:37)
at fo.a(SourceFile:71)
at iu.a(SourceFile:115)
at net.minecraft.client.Minecraft.a(SourceFile:868)
at net.minecraft.client.Minecraft.i(SourceFile:1024)
at net.minecraft.client.Minecraft.run(SourceFile:595)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 9c3f30ea ----------
*edit
I aded lion wolf and bear and made bear 20 and everthing 0. it froze and i got an error when i placed it so i removed
lion wolf and bear and it freezes when i place the spawner plz help. AND all my spawners i placed arnt lit and dont spawn anything
Aheh. The error is due to the code not finding any entities matching the ones found in the .properties file. Basically, the random number generator doesn't like using zero :tongue.gif:
Also, I have not actually released the version compatible with Mo' Creatures mod yet. I merely was stating that this part of the code worked just fine. I was hoping on adding more features before releasing the latest CMS.
Sorry for the confusion. I'll actually have finished updating the front page with the release as soon as I submit this post.
----------
To note another new feature of CMS, the Random mode is working as I had originally planned it to. Shifted things around slightly, so that "Random" is actually saved into the spawner block.
Thus, if you enable Random mode, it will only affect newly created spawner blocks, instead of -all- of them! This is good :3 Also, as stated before, "Random Mob Spawners" will always look at the most current .properties file before spawning a mob. This means all Random spawners work on the same frequency, without interrupting single-mob spawners.
Toggling Random mode simply tells the game if you're placing Random Spawners (Random=1) or Single-Mob Spawners(Random=0). Both types of spawners will work normally, after placed, regardless. If someone has a better way of explaining my poorly-organized ramblings... please do xD
On a smaller note, the .properties file loading is slightly more elegant in timing. It should be able to update the frequencies when necessary, without requiring a "jump start".
EDIT I forgot! The "n must be positive" error is fixed, as well. If you set -everything- to zero, or if the game simply does not find any matches, the code will create Zombie spawners instead. This prevents it from dying on you, in case something goes wrong.
Also, in case anyone's actually reading this part, I must restate that this absolutely requires 303's Modloader! There's a new file, fp.class, that overwrites a Modloader file. I could find no other way to implement my mod without doing so. However, my fp.class should not, in any circumstances, be harmful to mods relying on Modloader. The new file adds lines, rather than editing/removing any.
I may ask 303 if he would wish to support the small change I made in the future.
----------
Quote from BlackD3vil »
pls download link to that texture pack
i love the armor
thanx
And this. I have no clue what you mean, sir o.o; Sorry. I'm unaware that any texture packs were mentioned on this page...
Funny thing is, getting the name of the creatures is easy by using the grappling hook It will say "Caught <mobname>" for a brief split second. And indeed, I did see the LionK thing.
Funny thing is, getting the name of the creatures is easy by using the grappling hook It will say "Caught <mobname>" for a brief split second. And indeed, I did see the LionK thing.
Interesting! Especially since you need 303's Modloader anyway, and Hookshot's just so freaking awesome :3 Glad you caught this. I probably wouldn't have noticed for ages~
Still, I might try to find a way to "print" to the .properties file (just takes a bit of java research, I'm sure!) that will basically rewrite the file with all the entities inside the game. I won't release this unless I'm really sure it won't be buggy, as I imagine it could get a bit sloppy...
Quote from Eraiya »
These all sound fantastic. You wouldn't happen to have an SMP server of your own, would you?
Ahh.. nope! :happy.gif:; I have the files to run a server off of my computer, however... My computer's in dire need of an upgrade. I've found that I cannot hardly play on localhost servers, due to all the lag. At it's best, the world seems laggy to me, and the server responds slowly. Even standing alone, the server's not terribly reliable, so I haven't bothered for quite a while.
Even if I had the ability to, I don't often play games with people I don't know. No offense to anyone, it's just a preference! I do play SMP with a few friends on a private server occasionally, but Minecraft is mostly a single player experience for me in the end :3
I just came in to say that the leaf decay didn't work for me (in the treedrops mod), so I looked around the thread and picked up the file with decay permanently enabled, put it in the .jar and the decay works perfectly now, thanks!
You might want to put that file in the OP for people who want Decay to be on.
*edit
I aded lion wolf and bear and made bear 20 and everthing 0. it froze and i got an error when i placed it so i removed
lion wolf and bear and it freezes when i place the spawner plz help. AND all my spawners i placed arnt lit and dont spawn anything
Aheh. The error is due to the code not finding any entities matching the ones found in the .properties file. Basically, the random number generator doesn't like using zero :tongue.gif:
Also, I have not actually released the version compatible with Mo' Creatures mod yet. I merely was stating that this part of the code worked just fine. I was hoping on adding more features before releasing the latest CMS.
Sorry for the confusion. I'll actually have finished updating the front page with the release as soon as I submit this post.
----------
To note another new feature of CMS, the Random mode is working as I had originally planned it to. Shifted things around slightly, so that "Random" is actually saved into the spawner block.
Thus, if you enable Random mode, it will only affect newly created spawner blocks, instead of -all- of them! This is good :3 Also, as stated before, "Random Mob Spawners" will always look at the most current .properties file before spawning a mob. This means all Random spawners work on the same frequency, without interrupting single-mob spawners.
Toggling Random mode simply tells the game if you're placing Random Spawners (Random=1) or Single-Mob Spawners(Random=0). Both types of spawners will work normally, after placed, regardless. If someone has a better way of explaining my poorly-organized ramblings... please do xD
On a smaller note, the .properties file loading is slightly more elegant in timing. It should be able to update the frequencies when necessary, without requiring a "jump start".
EDIT I forgot! The "n must be positive" error is fixed, as well. If you set -everything- to zero, or if the game simply does not find any matches, the code will create Zombie spawners instead. This prevents it from dying on you, in case something goes wrong.
Also, in case anyone's actually reading this part, I must restate that this absolutely requires 303's Modloader! There's a new file, fp.class, that overwrites a Modloader file. I could find no other way to implement my mod without doing so. However, my fp.class should not, in any circumstances, be harmful to mods relying on Modloader. The new file adds lines, rather than editing/removing any.
I may ask 303 if he would wish to support the small change I made in the future.
----------
Quote from BlackD3vil »
pls download link to that texture pack
i love the armor
thanx
And this. I have no clue what you mean, sir o.o; Sorry. I'm unaware that any texture packs were mentioned on this page...
So if i update it will it be fixed but i mean ALL my mob spawners arnt lit and the animals where set after i changed them but ill try updateing CMS.
*edit
It works i just had to replace em! now can u tell me how to add wolf bear and lion properly?
tnks ur supa helpful!
So if i update it will it be fixed but i mean ALL my mob spawners arnt lit and the animals where set after i changed them but ill try updateing CMS.
*edit
It works i just had to replace em! now can u tell me how to add wolf bear and lion properly?
tnks ur supa helpful!
Ah, I believe I posted this on the front page.
As long as you have Mo' Creatures installed, just add a couple lines to the .properties file. Check the front page, it'll be the first [ code ] box you find there. You can also do this with the newest release that includes "PolarBear", "Wraith", and "FlameWraith" mobs (those are the entity names to use, by the way). At least, I would assume so! I can't test this out tonight, so I'd like to hear if there are any issues with adding them to the list.
Quote from virulentRant »
I just came in to say that the leaf decay didn't work for me (in the treedrops mod), so I looked around the thread and picked up the file with decay permanently enabled, put it in the .jar and the decay works perfectly now, thanks!
You might want to put that file in the OP for people who want Decay to be on.
Hrm. :\ I really wish I knew why it wasn't working so well for some people. I guess I can add it to the front page, just in case. Are you able to change the drops like you should be able to, with the .properties file? I've tried plugging in the files that I had available for download, and I could still toggle decay on/off just fine.
If anyone has any clue as to what may be the problem, I'd be more than happy to change the code accordingly.
Honestly, CMS shouldn't hurt Mo' Creatures, or Spider Family mod, but you cannot get any of these mobs to spawn using the creature names. I'm going to test and see if adding incorrect/other creature names will crash the client. If it does, I may have to edit how the file is read, and so forth... Not my forte, but, you know :3
I'll try to make an update soon that's compatible with the current version of Mo' Creatures, at least (Spider Family is a little different, since it creates nests... so I'll bother with that later). Eventually, I'll try to make a version that checks what types of mob entities are registered, I suppose, especially if Mo' Creatures turns into a creature-creation tutorial sort of thing :3 That way, you could use it with any mob at all.
----------
On a slightly related note, I've made a small update to PrefixSkeletons. I've now included an alternative dg.class that works with Corosus' Pet mod. Was a simple fix. I don't use Pet mod, unfortunately, so I don't know how skeletons really behave as pets... But at least now you can have pets -and- PrefixSkeletons!
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
Rewriting this as I ended up going to test my CMS out again :tongue.gif:
Ghasts & Pigmen both spawn in the Overworld with the appropriate Mob Spawner blocks. Overworld mobs (including friendlies, if you manage to get grass in the Nether) will also spawn in the Nether with the appropriate Mob Spawner blocks.
Thus, it seems you could potentially have any mob in any location you'd like, as long as you bring along a few Mob Spawner blocks (maybe some grass!) and edit the .properties file thusly. (Well, Slimes & Giants don't seem to want to spawn just anywhere at all... they're picky! But I digress...)
Dungeon spawners should work on the exact same principles that hand-placed ones do, as far as my mod goes. In fact, you could recreate your own dungeon anywhere with my mod, if you have the mossy cobblestone to spare, as well as choose what mobs spawn inside it. They even use an almost-identical copy of the "xx_CMS.class" file. I could also merge those into a single file, but it's trickier than I'd like to mess with at the moment ^^;
I'm assuming you mean, just decaying leaves, with a chance of saplings? Yes! :3 Try changing the .properties file to this...
If I remember correctly, the original drop rate for saplings is... 5%? So this should do nicely. This prevents anything from dropping except saplings, and as you can see, they'll drop 5 out of 100 times. And, obviously, Decay is turned on.
However... Rather than go about doing this, why not install desbone's mod, instead? :happy.gif:; Mine lets you customize the drops at a later point, if you wish, but... if you're not interested, his mod should work just fine. After all, I'm using his code, and his doesn't even touch the part about drops/rates, etc. Look here: viewtopic.php?f=25&t=81808
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
Perhaps if I delete a world and make a new one, maybe that'll help...
Or is this basically mob spawning blocks only? I thought it modified the global spawns too...
Ahaha... erm. This is where you're confused, sir! It does -not- modify global spawns. My apologies. I figured using the term "mob spawner" would universally be accepted as that little flaming cage that pops out mobs more often than in the world.
I apologize if you were hoping otherwise... Perhaps I can implement this sort of feature in the future, but for now, it is only the spawner blocks. I was wondering why you worded your last post the way you did, but...
Hrm. I'll edit the front page accordingly. Make it clearer, I hope! Also, you've given me something to think about, at least :3
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
Anyhow, indeed, I do hope you look into it. :smile.gif:
Also, I'm tempted to research ways of checking entities first. Such as...
-Reference list of known/registered entities
-Check each entity : If it's an instance of a mob, borrow it
-Load .properties file
-Check list of mob entities vs .properties file & load weights
-Pick random mob
I'm not exactly sure how to code this just yet, but I think if I do so, it won't matter what mobs are installed, you can add new lines to the .properties file to enable them.
If I get this done, I can also apply it to, say, Global Spawns if I find how to work those, too.
I can see Custom Mob Spawners taking a big change soon >.<
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
I think you should keep that, and add ability to spawn friendly mob( for animal farm makers)
suggestions:
hard way(RPG loot): what the spawner should spawn was determined once you get one, you can not stack them in inventory (because each of them is unique). For example, when you break a wild spawner, you have 30% chance to get one that only spawner zombies, 30% for spiders, 10% chance for a random spawner. This way spawner was treat like a valuable loot.
custom way: What the spawner should spawn is configurable with a file, and you can enable random mode: the spawner spawn random mob, and the chance is also configurable. And add friendly mob to the list.
Actually, friendly mobs are already supported by the current version available. The "RPG loot" mode is interesting... however, the only way to do this is similar to zeroburn's Craftable Mob Spawners mod. That is to say, it would eat up a lot of block IDs.
I don't currently know how to have individual blocks "save" data between being dropped & picked up. Perhaps if someone could enlighten me on this subject, I would give this more thought -- Although I think I'd just have "wild" spawners break into a block that keeps the same mob inside. Then, if you want to have creative mode of sorts, just INVedit some spawners in, and they'll create a mob when they're set, then save them. Something like that.
Still, this isn't the priority at the moment...
What I've just accomplished is a bit more interesting! I believe I've uncovered the way to let any new mobs become block-spawnable! I've tested the new code out with Mo' Creatures & Spider Family mods. All three "Mo'" creatures worked with my spawners, and I did not need to "hard code" them. I simply pulled the information from the entity list! Spider Family, however, did not work... due to those spiders only spawning from egg nests. This is intentional on the creator's part, so I don't consider it a bug of any sort. Just something to note.
All this means two things First, any new Mo' Creatures updates should work without an update for CMS. You'll only need to install the newest Mo' Creatures, then add a new line to the .properties file...
Since the Wraith isn't available yet, I used it for this example. :tongue.gif: The only thing that might require my own attention, perhaps, is finding the exact name of the entity in question. For example, Mo' Creature's Lion mob is actually called "LionK" inside the code. If you tried "Lion" it wouldn't work. Spider Family's new entity is "ModSpider", yet again not easily guessable. However, a question or two directed at myself, the mod author, or anyone with jd-gui can probably obtain the name in question, so this isn't a huge deal.
Secondly... While I really like the new flexibility, it requires 303's Modloader. Not only that, it requires a slightly modified version (one file needed changed -- fp.class). I don't think my version should break anything... it simply adds some access functions for private data in the class. There was no other way to access the entity list. Additionally, new entities are added easily through Modloader, and I assume most new creatures will be added with this support in mind.
Perhaps I could ask 303 if he'd add a simple function to Modloader in the future, but... really, if one of Notch's updates breaks Modloader, it breaks CMS. There's no reason to ask him to go to this trouble when it's only for a single mod anyway.
---------------
If anyone has any input on this, I'd like to hear it. I think the flexibility is important, so I'll probably just shed the old version completely. However, before I release it, I'd like to fix the Random spawner function, and see what I can do about Global spawns. If they prove too troublesome, I might remove them temporarily and release what I have tomorrow.
It's time for sleep, now, though. I nearly burnt myself out earlier x_x Getting too frustrated and making terrible, small mistakes that only make things worse. Be back tomorrow with fun things, for sure~
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
AWESOME i love mo creatures i love this feature :smile.gif:
Off topic:
*Looks out side* oh its just a *looks againg while going to kill it* WHOL-E FUC* ITS A FUC=BOOOM. LOL
*edit
I aded lion wolf and bear and made bear 20 and everthing 0. it froze and i got an error when i placed it so i removed
lion wolf and bear and it freezes when i place the spawner plz help. AND all my spawners i placed arnt lit and dont spawn anything
this is the error:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 11/28/10 4:26 PM
Minecraft: Minecraft Alpha v1.2.3_04
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_21, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 8400 GS/PCI/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at bl_CMS.getMob(bl_CMS.java:16)
at bl.<init>(bl.java:18)
at br.a_(br.java:11)
at lf.e(SourceFile:19)
at gz.a(SourceFile:304)
at cx.a(SourceFile:400)
at cx.d(SourceFile:441)
at bc.a(SourceFile:37)
at fo.a(SourceFile:71)
at iu.a(SourceFile:115)
at net.minecraft.client.Minecraft.a(SourceFile:868)
at net.minecraft.client.Minecraft.i(SourceFile:1024)
at net.minecraft.client.Minecraft.run(SourceFile:595)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 9c3f30ea ----------
Sig done by me, Avatar made by karius101.
Aheh. The error is due to the code not finding any entities matching the ones found in the .properties file. Basically, the random number generator doesn't like using zero :tongue.gif:
Also, I have not actually released the version compatible with Mo' Creatures mod yet. I merely was stating that this part of the code worked just fine. I was hoping on adding more features before releasing the latest CMS.
Sorry for the confusion. I'll actually have finished updating the front page with the release as soon as I submit this post.
----------
To note another new feature of CMS, the Random mode is working as I had originally planned it to. Shifted things around slightly, so that "Random" is actually saved into the spawner block.
Thus, if you enable Random mode, it will only affect newly created spawner blocks, instead of -all- of them! This is good :3 Also, as stated before, "Random Mob Spawners" will always look at the most current .properties file before spawning a mob. This means all Random spawners work on the same frequency, without interrupting single-mob spawners.
Toggling Random mode simply tells the game if you're placing Random Spawners (Random=1) or Single-Mob Spawners(Random=0). Both types of spawners will work normally, after placed, regardless. If someone has a better way of explaining my poorly-organized ramblings... please do xD
On a smaller note, the .properties file loading is slightly more elegant in timing. It should be able to update the frequencies when necessary, without requiring a "jump start".
EDIT I forgot! The "n must be positive" error is fixed, as well. If you set -everything- to zero, or if the game simply does not find any matches, the code will create Zombie spawners instead. This prevents it from dying on you, in case something goes wrong.
Also, in case anyone's actually reading this part, I must restate that this absolutely requires 303's Modloader! There's a new file, fp.class, that overwrites a Modloader file. I could find no other way to implement my mod without doing so. However, my fp.class should not, in any circumstances, be harmful to mods relying on Modloader. The new file adds lines, rather than editing/removing any.
I may ask 303 if he would wish to support the small change I made in the future.
----------
And this. I have no clue what you mean, sir o.o; Sorry. I'm unaware that any texture packs were mentioned on this page...
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
Interesting! Especially since you need 303's Modloader anyway, and Hookshot's just so freaking awesome :3 Glad you caught this. I probably wouldn't have noticed for ages~
Still, I might try to find a way to "print" to the .properties file (just takes a bit of java research, I'm sure!) that will basically rewrite the file with all the entities inside the game. I won't release this unless I'm really sure it won't be buggy, as I imagine it could get a bit sloppy...
Ahh.. nope! :happy.gif:; I have the files to run a server off of my computer, however... My computer's in dire need of an upgrade. I've found that I cannot hardly play on localhost servers, due to all the lag. At it's best, the world seems laggy to me, and the server responds slowly. Even standing alone, the server's not terribly reliable, so I haven't bothered for quite a while.
Even if I had the ability to, I don't often play games with people I don't know. No offense to anyone, it's just a preference! I do play SMP with a few friends on a private server occasionally, but Minecraft is mostly a single player experience for me in the end :3
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
You might want to put that file in the OP for people who want Decay to be on.
So if i update it will it be fixed but i mean ALL my mob spawners arnt lit and the animals where set after i changed them but ill try updateing CMS.
*edit
It works i just had to replace em! now can u tell me how to add wolf bear and lion properly?
tnks ur supa helpful!
Sig done by me, Avatar made by karius101.
Ah, I believe I posted this on the front page.
As long as you have Mo' Creatures installed, just add a couple lines to the .properties file. Check the front page, it'll be the first [ code ] box you find there. You can also do this with the newest release that includes "PolarBear", "Wraith", and "FlameWraith" mobs (those are the entity names to use, by the way). At least, I would assume so! I can't test this out tonight, so I'd like to hear if there are any issues with adding them to the list.
Hrm. :\ I really wish I knew why it wasn't working so well for some people. I guess I can add it to the front page, just in case. Are you able to change the drops like you should be able to, with the .properties file? I've tried plugging in the files that I had available for download, and I could still toggle decay on/off just fine.
If anyone has any clue as to what may be the problem, I'd be more than happy to change the code accordingly.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!