edit: Fixed - typo in the items file seems to have been the issue!
[/quote]
Yup. The problem lines would have been:
313 0 1 4 1
308 0 1 4 4
Both of those lines would be read as having partial enchanting data (ID but no level). When it tried to read the expected enchant level it went out of bounds of the list.
This line would've also caused problems if it got this far:
336 08-12 5
The missing space between the 0 and 8. In that case, it would have thrown an error as it tried to turn the string "08-12" directly into an integer (and if it somehow made it through that, then it would've thrown a list error trying to find a %chance).
I'm not sure from your edit if you tracked down the specific problem or just replaced your items file entirely, but if the latter then there you go.
Keep in mind that the position data are the actual map coordinates where the mobs will spawn. So be sure to enter values that are actually near where you intend to place the spawner.
Use small numbers for the motion data. For example, I use a Y of 1 and X of 3 and -3 for the spawners in my little test video below and they already go a pretty good distance.
Also, it seems spawning cats with a cat type is very buggy at the moment (instant crashes, fix yer cats Jeb). Normal Ocelot spawners work fine though (on grass or leaf blocks and at layer 63 or higher).
I get that it's a snapshot, but how do you not notice "Oh, this specific bit of extra data from this thing I'm adding as a request from this mapmaker crashes the game." Test your game, Dinnerbone. T_T
I get that it's a snapshot, but how do you not notice "Oh, this specific bit of extra data from this thing I'm adding as a request from this mapmaker crashes the game." Test your game, Dinnerbone. T_T
Well, I doubt Vechs talked about cats in their little conversation, but yeah, it is weird. The ownership and sitting tags work fine which gives you pet cats with the normal ocelot skin (is that even possible normally?).
In other news, spawning obscenely large slimes makes the map very crashy.
I spawned a size 10 one and it took forever to kill. I had to trap it(which was hard with it jumping so high) in a huge cage, and then made a large dispenser wall full of arrows and hooked it up to a redstone clock.. Dug under it and started throwing instant damage 2 potions at it as well. Took over one minute to kill it.
Hey kamyu, think you could make a quick program that fills all empty dispensers around the world with arrows/potions/fire charges/mob eggs? As a map maker it's always a big pain to copy a full dispenser 100 times or fill dispensers full of potions of harming.
I'm definitely interested in the random chest contents one as we're tired of wandering around my map investingating imported schematics that look impressive but find nothing but empty chests. I see there is a sample config txt file for chests in the mod but there's not much in it. I'd like to have random items from the whole available inventory, from a mushroom to an enchanted item and all crap and good stuff in between (sometimes a ladder or a couple of torches are just what we need).
Has anyone done a complete list of random items for their chest mod? Is there any chance you could post it here please? Many thanks! :-)
Exception in TKInter callback
Traceback (Most recent call last)
File "TKInter.pyc", line 1410, in __call__
File "Populate chests.py", line 128, in main
File "Populate chests.py", line 158, in process_world
File "Populate chests.py", line 191, in derp_chests
File "Populate chests.py", line 211, in process_entity
Exception in TKInter callback
Traceback (Most recent call last)
File "TKInter.pyc", line 1410, in __call__
File "Populate chests.py", line 128, in main
File "Populate chests.py", line 158, in process_world
File "Populate chests.py", line 191, in derp_chests
File "Populate chests.py", line 211, in process_entity
IndexError:List index out of range
Can anyone help?
Well the first problem is that you put a # in every single line. As a result, every single line of that file is being ignored.
Second, all the items with damage values are done wrong.
6:1 0 1-10 10 # Sapling Pine --wrong
# Sapling Pine --right
6 1 1-10 10
Third, the jack o' lantern line has dashes between the id and damage value for some reason.
Well the first problem is that you put a # in every single line. As a result, every single line of that file is being ignored.
Second, all the items with damage values are done wrong.
6:1 0 1-10 10 # Sapling Pine --wrong
# Sapling Pine --right
6 1 1-10 10
Third, the jack o' lantern line has dashes between the id and damage value for some reason.
I compiled the list in Excel to make it easy to automate some work - it's a long list! Phew! That's probably the JoL had dashes.
So - put the hastags with the item names above or below the lines, that's easy
"All the items with damage values are done wrong"? That's all item. Isn't the damage value how much damage it has taken? So if I put 1 for all then all will be in undamaged condition? But all items in the list that comes with the program are DV 0.
Could you clarify the DV column a bit? Many thanks.
I compiled the list in Excel to make it easy to automate some work - it's a long list! Phew! That's probably the JoL had dashes.
So - put the hastags with the item names above or below the lines, that's easy
"All the items with damage values are done wrong"? That's all item. Isn't the damage value how much damage it has taken? So if I put 1 for all then all will be in undamaged condition? But all items in the list that comes with the program are DV 0.
Could you clarify the DV column a bit? Many thanks.
That isn't the only thing damage value does. It also differentiates items that use the same base item id.
For example:
All sapling have an item id of 6. The type of sapling is determined by the damage value (0 is oak, 1 is pine, 2 is birch and 3 is jungle).
You seem to have mistaken the way MCEdit and some mods combine the id and damage values together as just the id.
That isn't the only thing damage value does. It also differentiates items that use the same base item id.
For example:
All sapling have an item id of 6. The type of sapling is determined by the damage value (0 is oak, 1 is pine, 2 is birch and 3 is jungle).
You seem to have mistaken the way MCEdit and some mods combine the id and damage values together as just the id.
Ah, so where an item has a colon, the number after the colon should go in the damage value column?
ETA: A quick experiment with addingg yellow wool as item 35 DV 4 worked so that answers that. Yay! :-)
373 8204 1 0.7
# Harming Potion ("Take care of Mr.Bond. See that some harm comes to him.")
373 8225 1 0.7
# Regeneration Potion II
373 8226 1 0.7
# Swiftness Potion II
373 8228 1 0.7
# Poison Potion II
373 8229 1 0.7
# Healing Potion II
373 8233 1 0.7
# Strength Potion II
373 8236 1 0.7
# Harming Potion II
373 8257 1 0.7
# Regeneration Potion
373 8258 1 0.7
# Swiftness Potion
373 8259 1 0.7
# Fire Resistance Potion
373 8260 1 0.7
# Poison Potion
373 8264 1 0.7
# Weakness Potion
373 8265 1 0.7
# Strength Potion
373 8266 1 0.7
# Slowness Potion
373 16378 1 0.7
# Fire Resistance Splash
373 16385 1 0.7
# Regeneration Splash
373 16386 1 0.7
# Swiftness Splash
373 16388 1 0.7
# Poison Splash
373 16389 1 0.7
# Healing Splash
373 16392 1 0.7
# Weakness Splash
373 16393 1 0.7
# Strength Splash
373 16394 1 0.7
# Slowness Splash
373 16396 1 0.7
# Harming Splash
373 16418 1 0.7
# Swiftness Splash II
373 16420 1 0.7
# Poison Splash II
373 16421 1 0.7
# Healing Splash II
373 16425 1 0.7
# Strength Splash II
373 16428 1 0.7
# Harming Splash II
373 16449 1 0.7
# Regeneration Splash
373 16450 1 0.7
# Swiftness Splash
373 16451 1 0.7
# Fire Resistance Splash
373 16452 1 0.7
# Poison Splash
373 16456 1 0.7
# Weakness Splash
373 16457 1 0.7
# Strength Splash
373 16458 1 0.7
# Slowness Splash
373 16471 1 0.7
# Regeneration Splash II
374 0 1 1
# Glass Bottle
375 0 1 10
# Spider Eye
376 0 1 10
# Fermented Spider Eye
377 0 1 3
# Blaze Powder
378 0 1 3
# Magma Cream
379 0 1 10
# Brewing Stand
380 0 1 10
# Cauldron
382 0 1 10
# Glistering Melon Slice
2256 0 1 1
# Music Disk
2257 0 1 1
# Music Disk Cat
2258 0 1 1
# Music Disk Blocks
2259 0 1 1
# Music Disk Chirp
2260 0 1 1
# Music Disk Far
2261 0 1 1
# Music Disk Mall
2262 0 1 1
# Music Disk Mellohi
2263 0 1 1
# Music Disk Stal
2264 0 1 1
# Music Disk Strad
2265 0 1 1
# Music Disk Ward
2266 0 1 1
# Music Disk
I've kept the chance figures of the potions low because there's almost 50 of them and together all those 0.7s add up to a reasonable figure for something that's supposed to be rare.
I've not added any enchanted items yet. Is there any way of randomising them?
Also, in my test world when running this with lots of chests ALL of them had random crap in - is there a way of giving a chest a chance of remaining empty?
I've not added any enchanted items yet. Is there any way of randomising them?
If you mean having the program randomly pick enchants for the item, then no, but you can have multiple entries of an item with different enchants on them and give them lower individual chances to appear like you did with potions.
Also, in my test world when running this with lots of chests ALL of them had random crap in - is there a way of giving a chest a chance of remaining empty?
Technically, that is always a possibility. Well, assuming none of the items in your list have a 100% chance. If every item on the list fails its roll on a particular chest then that chest will stay empty. It all depends on the chances you put in.
If you were more thinking of some kind of separate empty roll that would override the rest, then no.
If you mean having the program randomly pick enchants for the item, then no, but you can have multiple entries of an item with different enchants on them and give them lower individual chances to appear like you did with potions.
Technically, that is always a possibility. Well, assuming none of the items in your list have a 100% chance. If every item on the list fails its roll on a particular chest then that chest will stay empty. It all depends on the chances you put in.
If you were more thinking of some kind of separate empty roll that would override the rest, then no.
Ok, not a problem. When I was testing my list I generated a flatland map, spawned in 20 - 30 chests from TMI and ran the program. All of them were mostly full, none were empty so I may have to lower each item's chance figure even more if I wanted empty or near-empty chests. 10% max for any item is a good figure and a chest full of crap is as good as empty so I'll leave it.
As for the enchanted item thing, I'll see what I can come up with that gives a good range without repetition and without being too frequent. Personally, I like to keep enchanted items special, just quest items as you can't spawn them in with TMI - yet.
In the meantime, if anyone wants to use my list then help yourselves. :-)
I'm loving this! I like the fact that you can specify an area to run it on. I have a very large map (375mb) so it will take a while (I haven't tried it out yet on that map). Typing in coordinates is fine but a "would be nice" would be to have a mapper like Minutor (it's quick and simple) and be able to drag a selection on the map and Populate Chests will run within that selection. I imagine this would be very complicated to do and you'd have to get together with Minutor's author but like I said, it's just a "would be nice" and not a serious request.
edit: Fixed - typo in the items file seems to have been the issue!
[/quote]
Yup. The problem lines would have been:
Both of those lines would be read as having partial enchanting data (ID but no level). When it tried to read the expected enchant level it went out of bounds of the list.
This line would've also caused problems if it got this far:
The missing space between the 0 and 8. In that case, it would have thrown an error as it tried to turn the string "08-12" directly into an integer (and if it somehow made it through that, then it would've thrown a list error trying to find a %chance).
I'm not sure from your edit if you tracked down the specific problem or just replaced your items file entirely, but if the latter then there you go.
added position and motion data
Keep in mind that the position data are the actual map coordinates where the mobs will spawn. So be sure to enter values that are actually near where you intend to place the spawner.
Use small numbers for the motion data. For example, I use a Y of 1 and X of 3 and -3 for the spawners in my little test video below and they already go a pretty good distance.
Also, it seems spawning cats with a cat type is very buggy at the moment (instant crashes, fix yer cats Jeb). Normal Ocelot spawners work fine though (on grass or leaf blocks and at layer 63 or higher).
WHAT?!
Danger zone.
Well, I doubt Vechs talked about cats in their little conversation, but yeah, it is weird. The ownership and sitting tags work fine which gives you pet cats with the normal ocelot skin (is that even possible normally?).
Praise be to Spode.
EDIT: Ladders worked! Fix your game, Jeb!
Thanks for this, I'll be sure to give you a shout out in Gloria 2.
My Minecraft Maps: coldfusionmaps.com
My Minecraft Maps: coldfusionmaps.com
Thanks!
-CFG
P.S. I gave you a shout out in my latest map.
My Minecraft Maps: coldfusionmaps.com
Has anyone done a complete list of random items for their chest mod? Is there any chance you could post it here please? Many thanks! :-)
1 0 1-64 10 # Stone
2 0 1-64 10 # Grass
3 0 1-64 10 # Dirt
4 0 1-64 10 # Cobblestone
5 0 1-64 10 # Wooden Plank
6 0 1-10 10 # Sapling
6:1 0 1-10 10 # Sapling Pine
6:2 0 1-10 10 # Sapling Birch
12 0 1-64 10 # Sand
13 0 1-64 10 # Gravel
14 0 1-64 10 # Gold Ore
15 0 1-64 10 # Iron Ore
17 0 1-10 10 # Wood
20 0 1-10 10 # Glass
23 0 1 10 # Dispenser
24 0 1-64 10 # Sandstone
25 0 1-10 10 # Note Block
26 0 1 10 # Bed Block
27 0 1-10 10 # Powered Rail
28 0 1-10 10 # Detector Rail
29 0 1-10 10 # Sticky Piston
30 0 1-10 10 # Web
31 0 1-10 10 # Tall Grass Dead Shrub
32 0 1-10 10 # Dead Shrub
33 0 1-10 10 # Piston
34 0 1-10 10 # Piston Head
35 0 1-20 10 # Wool
35:1 0 1-20 10 # Orange Wool
35:2 0 1-20 10 # Magenta Wool
35:3 0 1-20 10 # Light Blue Wool
35:4 0 1-20 10 # Yellow Wool
35:5 0 1-20 10 # Lime Wool
35:6 0 1-20 10 # Pink Wool
35:7 0 1-20 10 # Gray Wool
35:8 0 1-20 10 # Light Gray Wool
35:9 0 1-20 10 # Cyan Wool
35:10 0 1-20 10 # Purple Wool
35:11 0 1-20 10 # Blue Wool
35:12 0 1-20 10 # Brown Wool
35:13 0 1-20 10 # Green Wool
35:14 0 1-20 10 # Red Wool
35:15 0 1-20 10 # Black Wool
37 0 1-10 10 # Dandelion
38 0 1-10 10 # Rose
39 0 1-10 10 # Brown Mushroom
40 0 1-10 10 # Red Mushroom
41 0 1-10 10 # Block of Gold
42 0 1-10 10 # Block of Iron
43 0 1-64 10 # Stone Slab Double
43:1 0 1-64 10 # Sandstone Slab Double
43:2 0 1-64 10 # Wooden Slab Double
43:3 0 1-64 10 # Cobblestone Slab Double
43:4 0 1-64 10 # Brick Slab Double
43:5 0 1-64 10 # Stone Brick Slab Double
44 0 1-64 10 # Stone Slab
44:1 0 1-64 10 # Sandstone Slab
44:2 0 1-64 10 # Wooden Slab
44:3 0 1-64 10 # Cobblestone Slab
44:4 0 1-64 10 # Brick Slab
44:5 0 1-64 10 # Stone Brick Slab
45 0 1-10 10 # Brick
46 0 1-10 10 # TNT
47 0 1-10 10 # Bookcase
48 0 1-10 10 # Moss Stone
49 0 1-10 3 # Obsidian
50 0 1-64 10 # Torch
53 0 1-20 10 # Wooden Stairs
54 0 1 10 # Chest
55 0 1-10 10 # Redstone Wire
58 0 1 10 # Workbench
59 0 1-20 10 # Wheat Crop
61 0 1 10 # Furnace
63 0 1 10 # Sign Block
64 0 1 10 # Wood Door Block
65 0 1-20 10 # Ladder
66 0 1-10 10 # Rails
67 0 1-20 10 # Cobblestone Stairs
68 0 1 10 # Sign Wall Block
69 0 1 10 # Lever
70 0 1 10 # Stone Pressure Plate
71 0 1 10 # Iron Door Block
72 0 1 10 # Wooden Pressure Plate
76 0 1-10 10 # Redstone Torch
77 0 1 10 # Stone Button
78 0 1-10 10 # Snow
80 0 1-10 10 # Snow Block
81 0 1-10 10 # Cactus
82 0 1-10 10 # Clay Block
83 0 1-10 10 # Sugar Cane Block
84 0 1 10 # Jukebox
85 0 1-20 10 # Fence
86 0 1-10 10 # Pumpkin
87 0 1-10 3 # Netherrack
88 0 1-10 3 # Soul Sand
89 0 1-10 3 # Glowstone
91 -- 0 1-10 10 # Jack-O-Lantern
92 0 1 10 # Cake Block
95 0 1 10 # Locked Chest
96 0 1-10 10 # Trapdoor
98 0 1-20 10 # Stone Bricks
98:1 0 1-20 10 # Mossy Stone Bricks
98:2 0 1-20 10 # Cracked Stone Bricks
99 0 1-10 10 # Brown Mushroom Block
100 0 1-10 10 # Red Mushroom Block
101 0 1-10 10 # Iron Bars
102 0 1-20 10 # Glass Pane
103 0 1-10 10 # Melon Block
104 0 1-10 10 # Pumpkin Vine
105 0 1-10 10 # Melon Vine
106 0 1-10 10 # Vines
107 0 1-10 10 # Fence Gate
108 0 1-20 10 # Brick Stairs
109 0 1-20 10 # Stone Brick Stairs
111 0 1-10 10 # Lily Pad
112 0 1-10 3 # Nether Brick
113 0 1-10 3 # Nether Brick Fence
114 0 1-10 3 # Nether Brick Stairs
115 0 1-10 3 # Nether Wart
116 0 1 3 # Enchantment Table
117 0 1 10 # Brewing Stand Block
118 0 1 10 # Cauldron Block
256 0 1 10 # Iron Shovel
257 0 1 10 # Iron Pickaxe
258 0 1 10 # Iron Axe
259 0 1 10 # Flint and Steel
260 0 1-10 10 # Apple
261 0 1 10 # Bow
262 0 1-20 10 # Arrow
263 0 1-64 10 # Coal
263:1 0 1-10 10 # Charcoal
264 0 1-20 5 # Diamond Gem
265 0 1-20 10 # Iron Ingot
266 0 1-10 10 # Gold Ingot
267 0 1 10 # Iron Sword
268 0 1 10 # Wooden Sword
269 0 1 10 # Wooden Shovel
270 0 1 10 # Wooden Pickaxe
271 0 1 10 # Wooden Axe
272 0 1 10 # Stone Sword
273 0 1 10 # Stone Shovel
274 0 1 10 # Stone Pickaxe
275 0 1 10 # Stone Axe
276 0 1 5 # Diamond Sword
277 0 1 5 # Diamond Shovel
278 0 1 5 # Diamond Pickaxe
279 0 1 5 # Diamond Axe
280 0 1-20 10 # Stick
281 0 1 10 # Bowl
282 0 1 10 # Mushroom Stew
283 0 1 10 # Gold Sword
284 0 1 10 # Gold Shovel
285 0 1 10 # Gold Pickaxe
286 0 1 10 # Gold Axe
287 0 1-10 10 # String
288 0 1-10 10 # Feather
289 0 1-10 10 # Gunpowder
290 0 1 10 # Wooden Hoe
291 0 1 10 # Stone Hoe
292 0 1 10 # Iron Hoe
293 0 1 3 # Diamond Hoe
294 0 1 5 # Gold Hoe
295 0 1-10 10 # Wheat Seeds
296 0 1-10 10 # Wheat
297 0 1-20 10 # Bread
298 0 1 10 # Leather Helmet
299 0 1 10 # Leather Chestplate
300 0 1 10 # Leather Leggings
301 0 1 10 # Leather Boots
302 0 1 10 # Chainmail Helmet
303 0 1 10 # Chainmail Chestplate
304 0 1 10 # Chainmail Leggings
305 0 1 10 # Chainmail Boots
306 0 1 10 # Iron Helmet
307 0 1 10 # Iron Chestplate
308 0 1 10 # Iron Leggings
309 0 1 10 # Iron Boots
310 0 1 3 # Diamond Helmet
311 0 1 3 # Diamond Chestplate
312 0 1 3 # Diamond Leggings
313 0 1 3 # Diamond Boots
314 0 1 5 # Gold Helmet
315 0 1 5 # Gold Chestplate
316 0 1 5 # Gold Leggings
317 0 1 5 # Gold Boots
318 0 1-10 10 # Flint
319 0 1-10 10 # Raw Porkchop
320 0 1-20 10 # Cooked Porkchop
321 0 1 10 # Painting
322 0 1 5 # Gold Apple
323 0 1 10 # Sign
324 0 1 10 # Wooden Door
325 0 1 10 # Bucket
326 0 1 10 # Bucket Water
327 0 1 10 # Bucket Lava
328 0 1 10 # Minecart
329 0 1 10 # Saddle
330 0 1 10 # Iron Door
331 0 1-10 10 # Redstone Dust
332 0 1-10 10 # Snowball
333 0 1 10 # Boat
334 0 1-10 10 # Leather
335 0 1-10 10 # Bucket Milk
336 0 1-10 10 # Clay Brick
337 0 1-10 10 # Clay
338 0 1-10 10 # Sugar Cane
339 0 1-10 10 # Paper
340 0 1-10 10 # Book
341 0 1-10 3 # Slime Ball
342 0 1 10 # Storage Minecart
343 0 1 10 # Powered Minecart
344 0 1-10 10 # Egg
345 0 1 10 # Compass
346 0 1 10 # Fishing Rod
347 0 1 10 # Watch
348 0 1-10 3 # Glowstone Dust
349 0 1-10 10 # Raw Fish
350 0 1-10 10 # Cooked Fish
351 0 1-10 10 # Ink Sack
351:15 0 1-10 10 # Bone Meal
352 0 1-10 10 # Bone
353 0 1-10 10 # Sugar
354 0 1 10 # Cake
355 0 1 10 # Bed
357 0 1-10 10 # Cookie
358 0 1 10 # Map
359 0 1 10 # Shears
360 0 1 10 # Melon Slice
361 0 1-10 10 # Pumpkin Seeds
362 0 1-10 10 # Melon Seeds
363 0 1-10 10 # Raw Beef
364 0 1-20 10 # Steak
365 0 1-10 10 # Raw Chicken
366 0 1-20 10 # Cooked Chicken
367 0 1-10 10 # Rotten Flesh
368 0 1 3 # Ender Perl
369 0 1 3 # Blaze Rod
370 0 1 3 # Ghast Tear
371 0 1 10 # Gold Nugget
372 0 1 3 # Nether Wart Seeds
373 0 1 10 # Water Bottle
373:16 0 1 10 # Awkward Potion
373:32 0 1 10 # Thick Potion
373:64 0 1 10 # Mundane Potion
373:8193 0 1 10 # Regeneration Potion
373:8194 0 1 10 # Swiftness Potion
373:8195 0 1 10 # Fire Resistance Potion
373:8196 0 1 10 # Poison Potion
373:8197 0 1 10 # Healing Potion
373:8200 0 1 10 # Weakness Potion
373:8201 0 1 10 # Strength Potion
373:8202 0 1 10 # Slowness Potion
373:8204 0 1 10 # Harming Potion
373:8225 0 1 10 # Regeneration Potion II
373:8226 0 1 10 # Swiftness Potion II
373:8228 0 1 10 # Poison Potion II
373:8229 0 1 10 # Healing Potion II
373:8233 0 1 10 # Strength Potion II
373:8236 0 1 10 # Harming Potion II
373:8257 0 1 10 # Regeneration Potion
373:8258 0 1 10 # Swiftness Potion
373:8259 0 1 10 # Fire Resistance Potion
373:8260 0 1 10 # Poison Potion
373:8264 0 1 10 # Weakness Potion
373:8265 0 1 10 # Strength Potion
373:8266 0 1 10 # Slowness Potion
373:16378 0 1 10 # Fire Resistance Splash
373:16385 0 1 10 # Regeneration Splash
373:16386 0 1 10 # Swiftness Splash
373:16388 0 1 10 # Poison Splash
373:16389 0 1 10 # Healing Splash
373:16392 0 1 10 # Weakness Splash
373:16393 0 1 10 # Strength Splash
373:16394 0 1 10 # Slowness Splash
373:16396 0 1 10 # Harming Splash
373:16418 0 1 10 # Swiftness Splash II
373:16420 0 1 10 # Poison Splash II
373:16421 0 1 10 # Healing Splash II
373:16425 0 1 10 # Strength Splash II
373:16428 0 1 10 # Harming Splash II
373:16449 0 1 10 # Regeneration Splash
373:16450 0 1 10 # Swiftness Splash
373:16451 0 1 10 # Fire Resistance Splash
373:16452 0 1 10 # Poison Splash
373:16456 0 1 10 # Weakness Splash
373:16457 0 1 10 # Strength Splash
373:16458 0 1 10 # Slowness Splash
373:16471 0 1 10 # Regeneration Splash II
374 0 1 10 # Glass Bottle
375 0 1 10 # Spider Eye
376 0 1 10 # Fermented Spider Eye
377 0 1 10 # Blaze Powder
378 0 1 10 # Magma Cream
379 0 1 10 # Brewing Stand
380 0 1 10 # Cauldron
382 0 1 10 # Glistering Melon Slice
2256 0 1 10 # Music Disk
2257 0 1 10 # Music Disk Cat
2258 0 1 10 # Music Disk Blocks
2259 0 1 10 # Music Disk Chirp
2260 0 1 10 # Music Disk Far
2261 0 1 10 # Music Disk Mall
2262 0 1 10 # Music Disk Mellohi
2263 0 1 10 # Music Disk Stal
2264 0 1 10 # Music Disk Strad
2265 0 1 10 # Music Disk Ward
2266 0 1 10 # Music Disk
Exception in TKInter callback
Traceback (Most recent call last)
File "TKInter.pyc", line 1410, in __call__
File "Populate chests.py", line 128, in main
File "Populate chests.py", line 158, in process_world
File "Populate chests.py", line 191, in derp_chests
File "Populate chests.py", line 211, in process_entity
IndexError:List index out of range
Can anyone help?
Well the first problem is that you put a # in every single line. As a result, every single line of that file is being ignored.
Second, all the items with damage values are done wrong.
Third, the jack o' lantern line has dashes between the id and damage value for some reason.
I compiled the list in Excel to make it easy to automate some work - it's a long list! Phew! That's probably the JoL had dashes.
So - put the hastags with the item names above or below the lines, that's easy
"All the items with damage values are done wrong"? That's all item. Isn't the damage value how much damage it has taken? So if I put 1 for all then all will be in undamaged condition? But all items in the list that comes with the program are DV 0.
Could you clarify the DV column a bit? Many thanks.
That isn't the only thing damage value does. It also differentiates items that use the same base item id.
For example:
All sapling have an item id of 6. The type of sapling is determined by the damage value (0 is oak, 1 is pine, 2 is birch and 3 is jungle).
You seem to have mistaken the way MCEdit and some mods combine the id and damage values together as just the id.
Ah, so where an item has a colon, the number after the colon should go in the damage value column?
ETA: A quick experiment with addingg yellow wool as item 35 DV 4 worked so that answers that. Yay! :-)
1 0 1-64 10
# Stone
2 0 1-64 10
# Grass
3 0 1-64 10
# Dirt
4 0 1-64 10
# Cobblestone
5 0 1-64 10
# Wooden Plank
6 0 1-10 10
# Sapling
6 1 1-10 10
# Sapling Pine
6 2 1-10 10
# Sapling Birch
12 0 1-64 10
# Sand
13 0 1-64 10
# Gravel
14 0 1-64 10
# Gold Ore
15 0 1-64 10
# Iron Ore
17 0 1-10 10
# Wood
20 0 1-10 10
# Glass
23 0 1 10
# Dispenser
24 0 1-64 10
# Sandstone
25 0 1-10 10
# Note Block
27 0 1-10 10
# Powered Rail
28 0 1-10 10
# Detector Rail
29 0 1-10 10
# Sticky Piston
30 0 1-10 10
# Web
31 0 1-10 10
# Tall Grass Dead Shrub
32 0 1-10 10
# Dead Shrub
33 0 1-10 10
# Piston
34 0 1-10 10
# Piston Head
35 0 1-20 10
# Wool
35 1 1-20 10
# Orange Wool
35 2 1-20 10
# Magenta Wool
35 3 1-20 10
# Light Blue Wool
35 4 1-20 10
# Yellow Wool
35 5 1-20 10
# Lime Wool
35 6 1-20 10
# Pink Wool
35 7 1-20 10
# Gray Wool
35 8 1-20 10
# Light Gray Wool
35 9 1-20 10
# Cyan Wool
35 10 1-20 10
# Purple Wool
35 11 1-20 10
# Blue Wool
35 12 1-20 10
# Brown Wool
35 13 1-20 10
# Green Wool
35 14 1-20 10
# Red Wool
35 15 1-20 10
# Black Wool
37 0 1-10 10
# Dandelion
38 0 1-10 10
# Rose
39 0 1-10 10
# Brown Mushroom
40 0 1-10 10
# Red Mushroom
41 0 1-10 10
# Block of Gold
42 0 1-10 10
# Block of Iron
43 0 1-64 10
# Stone Slab Double
43 1 1-64 10
# Sandstone Slab Double
43 2 1-64 10
# Wooden Slab Double
43 3 1-64 10
# Cobblestone Slab Double
43 4 1-64 10
# Brick Slab Double
43 5 1-64 10
# Stone Brick Slab Double
44 0 1-64 10
# Stone Slab
44 1 1-64 10
# Sandstone Slab
44 2 1-64 10
# Wooden Slab
44 3 1-64 10
# Cobblestone Slab
44 4 1-64 10
# Brick Slab
44 5 1-64 10
# Stone Brick Slab
45 0 1-10 10
# Brick
46 0 1-10 10
# TNT
47 0 1-10 10
# Bookcase
48 0 1-10 10
# Moss Stone
49 0 1-10 3
# Obsidian
50 0 1-64 10
# Torch
53 0 1-20 10
# Wooden Stairs
54 0 1 10
# Chest
55 0 1-10 10
# Redstone Wire
58 0 1 10
# Workbench
61 0 1 10
# Furnace
65 0 1-20 10
# Ladder
66 0 1-10 10
# Rails
67 0 1-20 10
# Cobblestone Stairs
69 0 1 10
# Lever
70 0 1 10
# Stone Pressure Plate
72 0 1 10
# Wooden Pressure Plate
76 0 1-10 10
# Redstone Torch
77 0 1 10
# Stone Button
80 0 1-10 10
# Snow Block
81 0 1-10 10
# Cactus
82 0 1-10 10
# Clay Block
84 0 1 10
# Jukebox
85 0 1-20 10
# Fence
86 0 1-10 10
# Pumpkin
87 0 1-10 3
# Netherrack
88 0 1-10 3
# Soul Sand
89 0 1-10 3
# Glowstone
91 0 1-10 10
# Jack-O-Lantern
96 0 1-10 10
# Trapdoor
98 0 1-20 10
# Stone Bricks
98 1 1-20 10
# Mossy Stone Bricks
98 2 1-20 10
# Cracked Stone Bricks
101 0 1-10 10
# Iron Bars
102 0 1-20 10
# Glass Pane
103 0 1-10 10
# Melon Block
107 0 1-10 10
# Fence Gate
108 0 1-20 10
# Brick Stairs
109 0 1-20 10
# Stone Brick Stairs
111 0 1-10 10
# Lily Pad
112 0 1-10 3
# Nether Brick
113 0 1-10 3
# Nether Brick Fence
114 0 1-10 3
# Nether Brick Stairs
115 0 1-10 3
# Nether Wart
116 0 1 3
# Enchantment Table
256 0 1 10
# Iron Shovel
257 0 1 10
# Iron Pickaxe
258 0 1 10
# Iron Axe
259 0 1 10
# Flint and Steel
260 0 1-10 10
# Apple
261 0 1 10
# Bow
262 0 1-20 10
# Arrow
263 0 1-64 10
# Coal
263 1 1-10 10
# Charcoal
264 0 1-20 5
# Diamond Gem
265 0 1-20 10
# Iron Ingot
266 0 1-10 10
# Gold Ingot
267 0 1 10
# Iron Sword
268 0 1 10
# Wooden Sword
269 0 1 10
# Wooden Shovel
270 0 1 10
# Wooden Pickaxe
271 0 1 10
# Wooden Axe
272 0 1 10
# Stone Sword
273 0 1 10
# Stone Shovel
274 0 1 10
# Stone Pickaxe
275 0 1 10
# Stone Axe
276 0 1 5
# Diamond Sword
277 0 1 5
# Diamond Shovel
278 0 1 5
# Diamond Pickaxe
279 0 1 5
# Diamond Axe
280 0 1-20 10
# Stick
281 0 1 10
# Bowl
282 0 1 10
# Mushroom Stew
283 0 1 10
# Gold Sword
284 0 1 10
# Gold Shovel
285 0 1 10
# Gold Pickaxe
286 0 1 10
# Gold Axe
287 0 1-10 10
# String
288 0 1-10 10
# Feather
289 0 1-10 10
# Gunpowder
290 0 1 10
# Wooden Hoe
291 0 1 10
# Stone Hoe
292 0 1 10
# Iron Hoe
293 0 1 3
# Diamond Hoe
294 0 1 5
# Gold Hoe
295 0 1-10 10
# Wheat Seeds
296 0 1-10 10
# Wheat
297 0 1-20 10
# Bread
298 0 1 10
# Leather Helmet
299 0 1 10
# Leather Chestplate
300 0 1 10
# Leather Leggings
301 0 1 10
# Leather Boots
302 0 1 10
# Chainmail Helmet
303 0 1 10
# Chainmail Chestplate
304 0 1 10
# Chainmail Leggings
305 0 1 10
# Chainmail Boots
306 0 1 10
# Iron Helmet
307 0 1 10
# Iron Chestplate
308 0 1 10
# Iron Leggings
309 0 1 10
# Iron Boots
310 0 1 3
# Diamond Helmet
311 0 1 3
# Diamond Chestplate
312 0 1 3
# Diamond Leggings
313 0 1 3
# Diamond Boots
314 0 1 5
# Gold Helmet
315 0 1 5
# Gold Chestplate
316 0 1 5
# Gold Leggings
317 0 1 5
# Gold Boots
318 0 1-10 10
# Flint
319 0 1-10 10
# Raw Porkchop
320 0 1-20 10
# Cooked Porkchop
321 0 1 10
# Painting
322 0 1 5
# Gold Apple
323 0 1 10
# Sign
324 0 1 10
# Wooden Door
325 0 1 10
# Bucket
326 0 1 10
# Bucket Water
327 0 1 10
# Bucket Lava
328 0 1 10
# Minecart
329 0 1 10
# Saddle
330 0 1 10
# Iron Door
331 0 1-10 10
# Redstone Dust
332 0 1-10 10
# Snowball
333 0 1 10
# Boat
334 0 1-10 10
# Leather
335 0 1-10 10
# Bucket Milk
336 0 1-10 10
# Clay Brick
337 0 1-10 10
# Clay
338 0 1-10 10
# Sugar Cane
339 0 1-10 10
# Paper
340 0 1-10 10
# Book
341 0 1-10 3
# Slime Ball
342 0 1 10
# Storage Minecart
343 0 1 10
# Powered Minecart
344 0 1-10 10
# Egg
345 0 1 10
# Compass
346 0 1 10
# Fishing Rod
347 0 1 10
# Watch
348 0 1-10 3
# Glowstone Dust
349 0 1-10 10
# Raw Fish
350 0 1-10 10
# Cooked Fish
351 0 1-10 10
# Ink Sack
351 15 1-10 10
# Bone Meal
352 0 1-10 10
# Bone
353 0 1-10 10
# Sugar
354 0 1 10
# Cake
355 0 1 10
# Bed
357 0 1-10 10
# Cookie
358 0 1 10
# Map
359 0 1 10
# Shears
360 0 1 10
# Melon Slice
361 0 1-10 10
# Pumpkin Seeds
362 0 1-10 10
# Melon Seeds
363 0 1-10 10
# Raw Beef
364 0 1-20 10
# Steak
365 0 1-10 10
# Raw Chicken
366 0 1-20 10
# Cooked Chicken
367 0 1-10 10
# Rotten Flesh
368 0 1 3
# Ender Perl
369 0 1 3
# Blaze Rod
370 0 1 3
# Ghast Tear
371 0 1 10
# Gold Nugget
372 0 1 3
# Nether Wart Seeds
373 0 1 0.7
# Water Bottle
373 16 1 0.7
# Awkward Potion
373 32 1 0.7
# Thick Potion
373 64 1 0.7
# Mundane Potion
373 8193 1 0.7
# Regeneration Potion
373 8194 1 0.7
# Swiftness Potion
373 8195 1 0.7
# Fire Resistance Potion
373 8196 1 0.7
# Poison Potion
373 8197 1 0.7
# Healing Potion
373 8200 1 0.7
# Weakness Potion
373 8201 1 0.7
# Strength Potion
373 8202 1 0.7
# Slowness Potion
373 8204 1 0.7
# Harming Potion ("Take care of Mr.Bond. See that some harm comes to him.")
373 8225 1 0.7
# Regeneration Potion II
373 8226 1 0.7
# Swiftness Potion II
373 8228 1 0.7
# Poison Potion II
373 8229 1 0.7
# Healing Potion II
373 8233 1 0.7
# Strength Potion II
373 8236 1 0.7
# Harming Potion II
373 8257 1 0.7
# Regeneration Potion
373 8258 1 0.7
# Swiftness Potion
373 8259 1 0.7
# Fire Resistance Potion
373 8260 1 0.7
# Poison Potion
373 8264 1 0.7
# Weakness Potion
373 8265 1 0.7
# Strength Potion
373 8266 1 0.7
# Slowness Potion
373 16378 1 0.7
# Fire Resistance Splash
373 16385 1 0.7
# Regeneration Splash
373 16386 1 0.7
# Swiftness Splash
373 16388 1 0.7
# Poison Splash
373 16389 1 0.7
# Healing Splash
373 16392 1 0.7
# Weakness Splash
373 16393 1 0.7
# Strength Splash
373 16394 1 0.7
# Slowness Splash
373 16396 1 0.7
# Harming Splash
373 16418 1 0.7
# Swiftness Splash II
373 16420 1 0.7
# Poison Splash II
373 16421 1 0.7
# Healing Splash II
373 16425 1 0.7
# Strength Splash II
373 16428 1 0.7
# Harming Splash II
373 16449 1 0.7
# Regeneration Splash
373 16450 1 0.7
# Swiftness Splash
373 16451 1 0.7
# Fire Resistance Splash
373 16452 1 0.7
# Poison Splash
373 16456 1 0.7
# Weakness Splash
373 16457 1 0.7
# Strength Splash
373 16458 1 0.7
# Slowness Splash
373 16471 1 0.7
# Regeneration Splash II
374 0 1 1
# Glass Bottle
375 0 1 10
# Spider Eye
376 0 1 10
# Fermented Spider Eye
377 0 1 3
# Blaze Powder
378 0 1 3
# Magma Cream
379 0 1 10
# Brewing Stand
380 0 1 10
# Cauldron
382 0 1 10
# Glistering Melon Slice
2256 0 1 1
# Music Disk
2257 0 1 1
# Music Disk Cat
2258 0 1 1
# Music Disk Blocks
2259 0 1 1
# Music Disk Chirp
2260 0 1 1
# Music Disk Far
2261 0 1 1
# Music Disk Mall
2262 0 1 1
# Music Disk Mellohi
2263 0 1 1
# Music Disk Stal
2264 0 1 1
# Music Disk Strad
2265 0 1 1
# Music Disk Ward
2266 0 1 1
# Music Disk
I've kept the chance figures of the potions low because there's almost 50 of them and together all those 0.7s add up to a reasonable figure for something that's supposed to be rare.
I've not added any enchanted items yet. Is there any way of randomising them?
Also, in my test world when running this with lots of chests ALL of them had random crap in - is there a way of giving a chest a chance of remaining empty?
If you mean having the program randomly pick enchants for the item, then no, but you can have multiple entries of an item with different enchants on them and give them lower individual chances to appear like you did with potions.
Technically, that is always a possibility. Well, assuming none of the items in your list have a 100% chance. If every item on the list fails its roll on a particular chest then that chest will stay empty. It all depends on the chances you put in.
If you were more thinking of some kind of separate empty roll that would override the rest, then no.
Ok, not a problem. When I was testing my list I generated a flatland map, spawned in 20 - 30 chests from TMI and ran the program. All of them were mostly full, none were empty so I may have to lower each item's chance figure even more if I wanted empty or near-empty chests. 10% max for any item is a good figure and a chest full of crap is as good as empty so I'll leave it.
As for the enchanted item thing, I'll see what I can come up with that gives a good range without repetition and without being too frequent. Personally, I like to keep enchanted items special, just quest items as you can't spawn them in with TMI - yet.
In the meantime, if anyone wants to use my list then help yourselves. :-)