Spawn Totem Mod v2 Compatible with Minecraft Beta 1.2_02.
Also requires ModLoader for Beta 1.2_02.
Ever built a base far from your spawn point, died, and could never manage to find your old pad again? Perhaps you have several bases, and you want to be able to spawn in one of them? Maybe you just feel like the place you spawn just isn't where you want it to be?
Then this mod is for you (maybe)!
V2 of this mod contains two new blocks that allow you to set you spawn point to just about anywhere you want.
Each block performs slightly different than the other.
Bed: This block is crafted using 6 wool blocks on top of 3 logs. Once placed it cannot be picked up again, so be careful where you put it. It's also extremely weak (breaks with just one smack), so try not to be reckless around it.
Spawn Totem: This block is crafted with one diamond surrounded by 8 lightstone blocks. It can be picked up again with a stone pickaxe or better.
Now, the special part of this mod is that, when you have multiple spawn blocks placed of either type, you'll randomly respawn at any one of them. However, if you are within 32 blocks of a Spawn Totem, you'll be guaranteed to respawn there (the closest Spawn Totem, if you're near more than one).
Keep in mind that if no spawn blocks are present in the world, your respawn point will revert to the original location (or whatever it is when you first install V2 of this mod). So, make sure to protect your spawn point from any potential dangers!
There are some things to remember with this though:
- It doesn't work in the Nether.
- It must have at least 2 empty spaces above it. Otherwise, you'll spawn in the next empty area above the block.
As an extra, the mod allows you to change the blockIDs as you see fit. When you first start the game with the mod installed, it will create a new folder in the minecraft folder (if it doesn't already exist from other mods) called "mods," which will itself contain the folder "SpawnBlock." Inside that folder will be a DAT file called BlockIDs.dat; it can be opened with notepad, and you can change the numbers within to your liking. I haven't actually tested changing the BlockIDs with it, though, so I'm not quite sure if it works; but it should work.
1 - Without MoreIDs installed, the numbers you choose must be below 128. I haven't tested it with MoreIDs, but with it, you can reach up to 255.
2 - The way have the file designed, it's rather picky, so try not to change it beyond changing the numbers. If you make a mistake, the game shouldn't crash, but it will just stick with the default block IDs. You can delete the file and it will be regenerated with its default values next time you launch the game.
1: Find minecraft.jar.
2: Install ModLoader
2.a: Make sure to delete META-INF
3: Insert all of the included files into minecraft.jar.
V1 features just one type of spawn block. When activated (with right click), it will simply set your spawn point to the block's location and light up, regardless of any other spawn blocks. The spawn point will continue to be at that position until you change it again somehow, even if you destroy the block. Beta 1.2_01 http://www.host-a.net/u/Sploder/SpawnBlockMod1_02_01.zip
Minor bug, if you use this with the cheese mod the top (I'm not sure about the sides) of the totem will take the appearance of cheese tubs upon reloading your save.
My guess is that it has something to do with the way textures are handled, or block IDs. It functions normally and if you break it and replace it, it looks normal again until next time you load your save.
@tproc, That actually happens to me as well, though the block usually reverts on its own after a while (I think; I don't quite remember...). It's likely because the block currently uses block texture 55 (bottom of gold block in vanilla) as the default texture when first loading; I'm guessing that the cheese mod overrides that position.
@Coupon22, in order to do something like that, I'd probably have to modify whatever handles the player's respawning directly; this mod is actually a rather simple thing which simply changes the spawn location. I might make such a feature (or maybe a separate block for it), but I have some other stuff I want to work on first.
Anyway, I'm glad people are using this mod (because I'm not; I don't die/play on peaceful/etc.). Next up is a series of magic-based weaponry, though I might try out an item display stand or the functional bookshelves first.
I like my telecompass better but I had thought about making something like this before. To the original modder if you want to have multiple locations WITHOUT editing notchs core class you can use a ModLoader file with an OSDHook() call. OSDHook gets called every redraw frame in order to manage on screen displays (OSD) but its also good place for intercepting command keys and for doing anything timer based.
What YOU could do is every couple hundred ticks (20 ticks = 1 real life second) you could randomly change the spawn then to one of the locations where your blocks have been placed. Then each new block when placed would not actually edit the spawn point but instead edit your global master list of possible spawn points.
I've considered adding this feature to my teleport compass so i've thought it through a bit but sharing ideas is always good.
@seronis, thanks for that tip! It feels kind of funny using a display method to update the spawn point, but I guess if it's the most easily available way, then that's the way to go.
@NateDude, while you can use that hide your Spawn Block, there currently isn't much purpose to that since the spawn point won't revert if the block is destroyed or anything.
@DreadlordKillz, I can look into it.
@Ryushi, heh, well, if they put it in a monster dungeon, that's kind of their own fault...
So, I'm currently working on making the block function similarly to Coupon22's suggestion: that is, if you have more than one of them, you'll have a random chance of appearing at one of those other locations.
However, I don't plan on it being that simple. Here's a rundown of some planned changes:
- If there are no spawn blocks in existence, your spawn will revert to the original spawn point (actually, it'll just be whatever the spawn point was when you first install this planned update).
- If there are more than one spawn block in existence, you will have a random chance of spawning at any of them (possibly including the original spawn as well).
- There will be a new block that will also function as a spawn block.
+ This block will be much cheaper (likely using materials that can be found on the surface).
+ This block will not be able to be picked back up; make sure to place it exactly where you want it the first time.
+ The block will also be destroyed when you spawn at it (hopefully; I'm not quite sure how I'll implement this, yet).
+ The block will, by default, use block ID 127, so if you don't want it to replace any currently active Spawn Totems, I'd suggest you remove them before applying this planned update.
- The original Spawn Totem will still exist.
+ The block will still be expensive and will still be able to be picked up.
+ However, these blocks override the normal spawning chance. If you're within a certain range of one of these blocks, you'll be guaranteed to spawn there.
> Of course, if you happen to be within the range of more than one, you could spawn at either the closest one, or it'll randomly pick between one of them (not sure yet).
+ The block will still use block ID 126, but you'll probably have to remove and replace any currently existing Totems (as in, pick it up and put it back down again) before they're added to the list of possible spawns, anyway.
If you have any comments, criticisms, or objections, please feel free to bring them up.