I don't know if you've seen/saw my post on Vechs' thread, but I just want to thank you for making that ladder placing tool. That fixed every light problem I was having in my map; meaning I can continue working on it. Epic thanks.
I don't know if you've seen/saw my post on Vechs' thread, but I just want to thank you for making that ladder placing tool. That fixed every light problem I was having in my map; meaning I can continue working on it. Epic thanks.
Yeah, I saw your post. I'm glad it seems to have worked (I wasn't sure it would XD). I guess I should probably add it to this thread too.
Yeah, I saw your post. I'm glad it seems to have worked (I wasn't sure it would XD). I guess I should probably add it to this thread too.
I would suggest to change that to Vines instead of Ladders.
Because you can see the outlines of the hitboxes on InvisiLadders but not on InvisiVines. So if a player spots that ladderhitbox & breaks it, not only would they get a ladder but the lighting issue may return. In case of vines however, since you can't see the hitbox, you don't know where it is so it's uninteractible
Here's a video demonstrating what I mean (yes, shameless plug)
I would suggest to change that to Vines instead of Ladders.
Because you can see the outlines of the hitboxes on InvisiLadders but not on InvisiVines. So if a player spots that ladderhitbox & breaks it, not only would they get a ladder but the lighting issue may return. In case of vines however, since you can't see the hitbox, you don't know where it is so it's uninteractible
Here's a video demonstrating what I mean (yes, shameless plug)
Using vines for this would cause more trouble. Vechs said that if an explosion (creeper or tnt) goes off near the invisible floating vines then it can corrupt your map. Ladders aren't perfect, but they should be the safer solution.
Using vines for this would cause more trouble. Vechs said that if an explosion (creeper or tnt) goes off near the invisible floating vines then it can corrupt your map. Ladders aren't perfect, but they should be the safer solution.
Really? Was not aware of that :S
May need to test this out once I can run Minecraft again :/
I would suggest to change that to Vines instead of Ladders.
Because you can see the outlines of the hitboxes on InvisiLadders but not on InvisiVines. So if a player spots that ladderhitbox & breaks it, not only would they get a ladder but the lighting issue may return. In case of vines however, since you can't see the hitbox, you don't know where it is so it's uninteractible
The ladders are only in 16x16x16 areas with no blocks. In order to get to one in the first place, you'd probably need to be bridging. And by logic, if you were bridging in order to get to said hitboxes anyways, wouldn't the blocks from the bridging make up for the now lost ladder?
hey Kamyu, this program is brilliant! super kudos to you.
Is there any chance of implementing float variable percentages for items? That way I can set something at less than 1% chance of appearing to make it super rare. If it's not too much trouble, it'd be awesome to set for super-rare items (0.01 or 1/10000 chance of appearing).
hey Kamyu, this program is brilliant! super kudos to you.
Is there any chance of implementing float variable percentages for items? That way I can set something at less than 1% chance of appearing to make it super rare. If it's not too much trouble, it'd be awesome to set for super-rare items (0.01 or 1/10000 chance of appearing).
Yeah, that is an easy change. It should have been that way from the start really. I just wasn't thinking.
Yeah, that is an easy change. It should have been that way from the start really. I just wasn't thinking.
Done and done.
Thanks! Now I can make super rare loot on my adventure maps! Kudos to you! Will test today.
edit: Hey Kamyu, what exactly are the ranges and entry points of float point percentages? Is .1 good or does it need to be 0.1. And I'm assuming a range 2^-8ish?
I saw a custom map that used the invisible ladders fix (I know because I bumped into one), it worked perfectly. It's great to have a lighting fix for those custom maps that doesn't require the players downloading it to have a mod installed.
Hey Kamyu! thanks for doing float percentages. I had one other idea/request, though I don't know how easy or practical it would end up being:
Since the original purpose of Populate chests was to make dungeon chests re-explorable (though I use it for other things ), perhaps as easier way of accomplishing this would be to scan for monster spawners, and then check a radius around each monster spawner (maybe 8?) and randomize (or add to) the contents of all chests within that radius. This optional search/alter method would make sure almost surely that just dungeon chests are affected, instead of any blank chest (which I know a lot of worlds have a lot of..).
Would it be possible to have the randomisation tools set to only work within certain co-ordinates in a map? (So for example, I randomise all the spawners between x=126 y=64 z=33 and x=106 y=128 z=78...)
(Sorry if they can do this, but from the descriptions it doesn't look like it, and I don't want to have to re-do ALL the other spawners in the map so far...)
They aren't capable of limiting the area like that at the moment, but it would be possible to add that functionality when I have time.
For the time being, you could copy sections to a temporary world, run the randomizers there and copy them back. That might be more trouble than it's worth for most situations though.
Hey Kamyu! thanks for doing float percentages. I had one other idea/request, though I don't know how easy or practical it would end up being:
Since the original purpose of Populate chests was to make dungeon chests re-explorable (though I use it for other things ), perhaps as easier way of accomplishing this would be to scan for monster spawners, and then check a radius around each monster spawner (maybe 8?) and randomize (or add to) the contents of all chests within that radius. This optional search/alter method would make sure almost surely that just dungeon chests are affected, instead of any blank chest (which I know a lot of worlds have a lot of..).
Actually, it was intended for map makers who want to give random loot chests. Limiting it to only update chests near spawners would take away from that original purpose (and would be more annoying to code XD).
They aren't capable of limiting the area like that at the moment, but it would be possible to add that functionality when I have time.
For the time being, you could copy sections to a temporary world, run the randomizers there and copy them back. That might be more trouble than it's worth for most situations though.
Actually, it was intended for map makers who want to give random loot chests. Limiting it to only update chests near spawners would take away from that original purpose (and would be more annoying to code XD).
Well then your tool works beautifully as intended! Limiting it to chests near spawners should be an alternate, not the main method, if it's added.
Hey, actually a suggestion working off the limited area guy's suggestion and how the Mace city generator works: why not have separate random lists that apply to chests based on their contents pre-populate chests? Players can place 0, 1, 2, or more bedrock blocks in a chest. Populate chests would then check each chest. If a chest has 1 bedrock (and nothing else in it!), it uses Populatechestslist1.txt (or something); if it has 2 bedrock, it uses populatechestslist2.txt; 3 bedrock, list 3.txt, etc. Chests with nothing in them remain blank.
Something simple like that would allow players to set leveled loot based on location through chest contents. I hope I wrote that understandably--let me know if it's confusing...
I'm not so sure about doing it that way. It could potentially run into problems if the map maker actually wants to give some of whatever block you use.
Since adding the ability to specify coordinate ranges basically necessitates the creation of a proper interface, I was already planning on adding the option to select a specific random list as well. That way you can have as many different random sets as you want and can just select the list you want for the section you want instead of messing around renaming files.
While I'm at it, I'm also going to revamp Randomize Spawners so that it is actually forward compatible and your random files don't have to be cluttered with zero percent chance entities.
-created gui
-option to enter coordinate range to modify instead of doing the entire map (all zeroes makes it do the entire map)
-you select the file with the random values you want instead of it using a static file name (you don't have to rename files to run different random sets now)
-random file format changed. now %chance followed by entity name. This allows for forward compatibility and you can remove entities from the list that you don't use.
ex:
-created gui
-option to enter coordinate range to modify instead of doing the entire map (all zeroes makes it do the entire map)
-you select the file with the random item data you want instead of it using a static file name (you don't have to rename files to run different random sets now)
Creates a schematic of a spawner with customized mob attributes and effects.
Run "Custom Spawner.exe"
Choose mob type from drop down menu.
Modify whatever attributes you like (check the boxes next to the things you want to save in the schematic).
Enter a file name for you schematic.
Click "Create Spawner"
Your schematic will be saved in the schematics folder.
If you want to try other mobs/entities that aren't in the list then you can edit "MobList.txt"
Note: some of the available effects might not actually do anything yet or otherwise don't work on some/all mobs.
Note: it seems I spelled ocelot "wrong." You can fix it in MobList.txt if you really want cats immediately.
Thanks for the new program Kamyu!
I am having some problems though. The program itself works fine, but after I click "Create Spawner" I get some errors and the schematic isn't saved anywhere. Where are these files supposed to be? I have MCEdit and the MCEdit-schematics folder in the same folder as your program, but the spawners are never saved in the schematics folder. Am I doing something wrong?
WHAT?!
Danger zone.
Yeah, I saw your post. I'm glad it seems to have worked (I wasn't sure it would XD). I guess I should probably add it to this thread too.
I would suggest to change that to Vines instead of Ladders.
Because you can see the outlines of the hitboxes on InvisiLadders but not on InvisiVines. So if a player spots that ladderhitbox & breaks it, not only would they get a ladder but the lighting issue may return. In case of vines however, since you can't see the hitbox, you don't know where it is so it's uninteractible
Here's a video demonstrating what I mean (yes, shameless plug)
The Indian Let's Player. Here's my Minecraft Custom Map LP Thread, my Youtube channel with over 2200 LP videos & my Twitch channel where I stream very often. Also, contact me on Twitter if you're interested
Using vines for this would cause more trouble. Vechs said that if an explosion (creeper or tnt) goes off near the invisible floating vines then it can corrupt your map. Ladders aren't perfect, but they should be the safer solution.
Really? Was not aware of that :S
May need to test this out once I can run Minecraft again :/
The Indian Let's Player. Here's my Minecraft Custom Map LP Thread, my Youtube channel with over 2200 LP videos & my Twitch channel where I stream very often. Also, contact me on Twitter if you're interested
The ladders are only in 16x16x16 areas with no blocks. In order to get to one in the first place, you'd probably need to be bridging. And by logic, if you were bridging in order to get to said hitboxes anyways, wouldn't the blocks from the bridging make up for the now lost ladder?
WHAT?!
Danger zone.
Is there any chance of implementing float variable percentages for items? That way I can set something at less than 1% chance of appearing to make it super rare. If it's not too much trouble, it'd be awesome to set for super-rare items (0.01 or 1/10000 chance of appearing).
Yeah, that is an easy change. It should have been that way from the start really. I just wasn't thinking.
Done and done.
Thanks! Now I can make super rare loot on my adventure maps! Kudos to you! Will test today.
edit: Hey Kamyu, what exactly are the ranges and entry points of float point percentages? Is .1 good or does it need to be 0.1. And I'm assuming a range 2^-8ish?
Since the original purpose of Populate chests was to make dungeon chests re-explorable (though I use it for other things ), perhaps as easier way of accomplishing this would be to scan for monster spawners, and then check a radius around each monster spawner (maybe 8?) and randomize (or add to) the contents of all chests within that radius. This optional search/alter method would make sure almost surely that just dungeon chests are affected, instead of any blank chest (which I know a lot of worlds have a lot of..).
They aren't capable of limiting the area like that at the moment, but it would be possible to add that functionality when I have time.
For the time being, you could copy sections to a temporary world, run the randomizers there and copy them back. That might be more trouble than it's worth for most situations though.
Actually, it was intended for map makers who want to give random loot chests. Limiting it to only update chests near spawners would take away from that original purpose (and would be more annoying to code XD).
Well then your tool works beautifully as intended! Limiting it to chests near spawners should be an alternate, not the main method, if it's added.
Hey, actually a suggestion working off the limited area guy's suggestion and how the Mace city generator works: why not have separate random lists that apply to chests based on their contents pre-populate chests? Players can place 0, 1, 2, or more bedrock blocks in a chest. Populate chests would then check each chest. If a chest has 1 bedrock (and nothing else in it!), it uses Populatechestslist1.txt (or something); if it has 2 bedrock, it uses populatechestslist2.txt; 3 bedrock, list 3.txt, etc. Chests with nothing in them remain blank.
Something simple like that would allow players to set leveled loot based on location through chest contents. I hope I wrote that understandably--let me know if it's confusing...
Since adding the ability to specify coordinate ranges basically necessitates the creation of a proper interface, I was already planning on adding the option to select a specific random list as well. That way you can have as many different random sets as you want and can just select the list you want for the section you want instead of messing around renaming files.
While I'm at it, I'm also going to revamp Randomize Spawners so that it is actually forward compatible and your random files don't have to be cluttered with zero percent chance entities.
-created gui
-option to enter coordinate range to modify instead of doing the entire map (all zeroes makes it do the entire map)
-you select the file with the random values you want instead of it using a static file name (you don't have to rename files to run different random sets now)
-random file format changed. now %chance followed by entity name. This allows for forward compatibility and you can remove entities from the list that you don't use.
ex:
-created gui
-option to enter coordinate range to modify instead of doing the entire map (all zeroes makes it do the entire map)
-you select the file with the random item data you want instead of it using a static file name (you don't have to rename files to run different random sets now)
gui is same layout as randomize spawners above.
Creates a schematic of a spawner with customized mob attributes and effects.
Run "Custom Spawner.exe"
Choose mob type from drop down menu.
Modify whatever attributes you like (check the boxes next to the things you want to save in the schematic).
Enter a file name for you schematic.
Click "Create Spawner"
Your schematic will be saved in the schematics folder.
If you want to try other mobs/entities that aren't in the list then you can edit "MobList.txt"
Note: some of the available effects might not actually do anything yet or otherwise don't work on some/all mobs.
Note: it seems I spelled ocelot "wrong." You can fix it in MobList.txt if you really want cats immediately.
XD Sorry about that. Here is a version with some quick hackjob scrollbars.
https://github.com/downloads/kamyu2/NBT/Custom Spawner 0.1.1.zip
I am having some problems though. The program itself works fine, but after I click "Create Spawner" I get some errors and the schematic isn't saved anywhere. Where are these files supposed to be? I have MCEdit and the MCEdit-schematics folder in the same folder as your program, but the spawners are never saved in the schematics folder. Am I doing something wrong?
Yeah. Here's what the error message at the bottom says: "error: 'h' format requires -32768 <= number <=32767