I am trying to make zombies spawn in biomes, by idk why but it's not working for me. My 3rd zombie is an 'eskimo zombie' (as in, 1st default zombie, then a random zombie, then this zombie) and I want him only to spawn in codl biomes, but he spawns everywhere. Am I doing something wrong? My zombie properties file is called assets/minecraft/mcpatcher/mob/zombie/zombie.properties.
My properties file has this for my eskimo zombie, which is after another zombie:
skins.1=3
biomes.1=Taiga,FrozenOcean,FrozenRiver,IcePlains,IceMountains,TaigaHills,ColdBeach,ColdTaiga,ColdTaigaHills,MegaTaiga,MegaTaigaHills,TaigaM,IcePlainsSpikes,
I did not add the zombie before it because I read that MCPatcher already makes it random. What am I doing wrong? Please help!
-diam_0nd
I am trying to make zombies spawn in biomes, by idk why but it's not working for me. My 3rd zombie is an 'eskimo zombie' (as in, 1st default zombie, then a random zombie, then this zombie) and I want him only to spawn in codl biomes, but he spawns everywhere. Am I doing something wrong? My zombie properties file is called assets/minecraft/mcpatcher/mob/zombie/zombie.properties.
My properties file has this for my eskimo zombie, which is after another zombie:
skins.1=3
biomes.1=Taiga,FrozenOcean,FrozenRiver,IcePlains,IceMountains,TaigaHills,ColdBeach,ColdTaiga,ColdTaigaHills,MegaTaiga,MegaTaigaHills,TaigaM,IcePlainsSpikes,
I did not add the zombie before it because I read that MCPatcher already makes it random. What am I doing wrong? Please help!
-diam_0nd
You are basically saying that you want the 3 skin to appear in the biomes listed, but it doesn't list any way for the other textures to appear.
You're right, MCPatcher does already make it random, IF no .properties file is listed for it. If there is a .properties file that is listed for the mob, then you must have it list all textures you want to use. So because the only list texture is the 3.png texture, MCPatcher is thinking you are only wanting to use that texture(even though you list it to be used in the biomes listed). If you want to use all 3 textures & have the 3rd texture be used in the listed biomes, then you need to do something like this:
#The Default and the Random Zombie texture
skins.1=1-2
#The Cold Biome Zombie
skins.2=3
biomes.1=Taiga,FrozenOcean,FrozenRiver,IcePlains,IceMountains,TaigaHills,ColdBeach,ColdTaiga,ColdTaigaHills,MegaTaiga,MegaTaigaHills,TaigaM,IcePlainsSpikes
Make sure you have a Profile in the launcher that already has Minecraft version 1.7.8 or 1.7.6 & then click on the box next to where it says Game Version, & select the 1.7.8 or 1.7.6 profile. It will then start analyzing the 1.7.8 or 1.7.6 Minecraft jar files.
Does anyone know how to set up the .properties files for fences without using ids I have been trying to figure it out for the last couple of hours it is driving me insane.
Does anyone know how to set up the .properties files for fences without using ids...
If you check out the latest John Smith Legacy Resource Pack (Standard or JimStoneCraft Edition), I've converted all the properties files to use names rather than ID's (apart from fence_gate and lever which are in the snapshot pack due to them not working in 1.7.9).
This took an age to convert and test, it may give you some ideas, the fences (wooden and nether brick) work for the most part but I think the textures may need adjusting.
If you check out the latest John Smith Legacy Resource Pack (Standard or JimStoneCraft Edition), I've converted all the properties files to use names rather than ID's (apart from fence_gate and lever which are in the snapshot pack due to them not working in 1.7.9).
This took an age to convert and test, it may give you some ideas, the fences (wooden and nether brick) work for the most part but I think the textures may need adjusting.
I have come across a hard one and for the life of me I cannot think of how to do it. I want to replace the redstone torch texture but only when used for comparitors and repeaters. Or the other way around would be fine, replace the redstone torch texture for wall and ground torches only.
Is it possible?
Rollback Post to RevisionRollBack
(koo-star-neek) The real numbers are countable and I CAN prove it. Cantor was wrong!
I have come across a hard one and for the life of me I cannot think of how to do it. I want to replace the redstone torch texture but only when used for comparitors and repeaters. Or the other way around would be fine, replace the redstone torch texture for wall and ground torches only.
Is it possible?
In theory, yes. Change the redstone torch on/off texture that's in the /block folder, then, by using a FIx-Method CTM, change the texture of the minecraft blocks 'minecraft:redstone_torch' & 'minecraft:unlit_redstone_torch'
In theory, yes. Change the redstone torch on/off texture that's in the /block folder, then, by using a FIx-Method CTM, change the texture of the minecraft blocks 'minecraft:redstone_torch' & 'minecraft:unlit_redstone_torch'
In this method the /block texture will be used for the comparitor and repeater, and the ctm texture will be for the wall and ground torches? I that correct?
Rollback Post to RevisionRollBack
(koo-star-neek) The real numbers are countable and I CAN prove it. Cantor was wrong!
In this method the /block texture will be used for the comparitor and repeater, and the ctm texture will be for the wall and ground torches? I that correct?
I can't seem to get CTM to work on anvils in Snapshot 14w11b. Can anyone tell me with certainty whether or not this is working? I'm using the same files that I used for 1.7.x, and they don't seem to be working.
And no, it's not that I need remove references to block IDs. I added "matchBlocks=minecraft:anvil" to all of them. I'm pretty sure that's supposed to work since it fixed the problem I was having with the dragon egg's CTM.
Thanks in advance.
Edit: Here's one of the files:
matchTiles=anvil_base
tiles=anvil_base_thin01
method=fixed
metadata=0 2
faces=north south
matchBlocks=minecraft:anvil
They're all the same except for different tiles, metadata, and faces. Removing either matchTiles or matchBlocks doesn't change anything, unfortunately.
Edit: Same thing appears to be happening with the Hopper.
I can't seem to get CTM to work on anvils in Snapshot 14w11b. Can anyone tell me with certainty whether or not this is working? I'm using the same files that I used for 1.7.x, and they don't seem to be working.
And no, it's not that I need remove references to block IDs. I added "matchBlocks=minecraft:anvil" to all of them. I'm pretty sure that's supposed to work since it fixed the problem I was having with the dragon egg's CTM.
Thanks in advance.
Edit: Here's one of the files:
matchTiles=anvil_base
tiles=anvil_base_thin01
method=fixed
metadata=0 2
faces=north south
matchBlocks=minecraft:anvil
They're all the same except for different tiles, metadata, and faces. Removing either matchTiles or matchBlocks doesn't change anything, unfortunately.
Edit: Same thing appears to be happening with the Hopper.
Ill make a quick test
Edit: I couldn't get CTM to work no matter what, I tried both matchTiles & matchBlocks (even though you said it didnt work), I tried different methods, I tried different faces, different metadata, BUT nothing worked.
Edit: I couldn't get CTM to work no matter what, I tried both matchTiles & matchBlocks (even though you said it didnt work), I tried different methods, I tried different faces, different metadata, BUT nothing worked.
OK, thanks. Good to know I'm not just derping up or something. (Though to be honest I wish I were since that would mean it works)
Bug Report: In Snapshot 14w11b CTM does not appear to work with Anvils or Hoppers.
I can't seem to get CTM to work on anvils in Snapshot 14w11b. Can anyone tell me with certainty whether or not this is working? I'm using the same files that I used for 1.7.x, and they don't seem to be working. And no, it's not that I need remove references to block IDs. I added "matchBlocks=minecraft:anvil" to all of them. I'm pretty sure that's supposed to work since it fixed the problem I was having with the dragon egg's CTM. Thanks in advance. Edit: Here's one of the files:
matchTiles=anvil_base tiles=anvil_base_thin01 method=fixed metadata=0 2 faces=north south matchBlocks=minecraft:anvil
They're all the same except for different tiles, metadata, and faces. Removing either matchTiles or matchBlocks doesn't change anything, unfortunately. Edit: Same thing appears to be happening with the Hopper.
Ill make a quick test Edit: I couldn't get CTM to work no matter what, I tried both matchTiles & matchBlocks (even though you said it didnt work), I tried different methods, I tried different faces, different metadata, BUT nothing worked.
Maybe it has to do with the fact that 5/6 sides of the anvil use the "down" face.
My properties file has this for my eskimo zombie, which is after another zombie:
skins.1=3
biomes.1=Taiga,FrozenOcean,FrozenRiver,IcePlains,IceMountains,TaigaHills,ColdBeach,ColdTaiga,ColdTaigaHills,MegaTaiga,MegaTaigaHills,TaigaM,IcePlainsSpikes,
I did not add the zombie before it because I read that MCPatcher already makes it random. What am I doing wrong? Please help!
-diam_0nd
http://hypixel.net/threads/diax-resource-pack.199998/
If your .properties file says this:
You are basically saying that you want the 3 skin to appear in the biomes listed, but it doesn't list any way for the other textures to appear.
You're right, MCPatcher does already make it random, IF no .properties file is listed for it. If there is a .properties file that is listed for the mob, then you must have it list all textures you want to use. So because the only list texture is the 3.png texture, MCPatcher is thinking you are only wanting to use that texture(even though you list it to be used in the biomes listed). If you want to use all 3 textures & have the 3rd texture be used in the listed biomes, then you need to do something like this:
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Curse PremiumI suspect I already know the answer but I rarely admit defeat easily.
Is it possible to direct Ramdon Mobs to work for mobs from a mod pack?
Could you simulate Random Mobs for a mod using CTM, The same way you can change art in kz.png?
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Curse PremiumIt may be possible. Try replacing the minecraft namespace with the mod's.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Thank you, this helps a lot
No problem:D
And i dont even play minecraft anymore.
Can you provide a picture?
I think I might know the problem, but I want to make sure
If you check out the latest John Smith Legacy Resource Pack (Standard or JimStoneCraft Edition), I've converted all the properties files to use names rather than ID's (apart from fence_gate and lever which are in the snapshot pack due to them not working in 1.7.9).
This took an age to convert and test, it may give you some ideas, the fences (wooden and nether brick) work for the most part but I think the textures may need adjusting.
http://www.jimstonecraft.co.uk/john_smith_legacy.php
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
Ahhh thank you
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Curse PremiumI have come across a hard one and for the life of me I cannot think of how to do it. I want to replace the redstone torch texture but only when used for comparitors and repeaters. Or the other way around would be fine, replace the redstone torch texture for wall and ground torches only.
Is it possible?
In theory, yes. Change the redstone torch on/off texture that's in the /block folder, then, by using a FIx-Method CTM, change the texture of the minecraft blocks 'minecraft:redstone_torch' & 'minecraft:unlit_redstone_torch'
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Curse PremiumIn this method the /block texture will be used for the comparitor and repeater, and the ctm texture will be for the wall and ground torches? I that correct?
Yes that is correct
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ModeratorAnd no, it's not that I need remove references to block IDs. I added "matchBlocks=minecraft:anvil" to all of them. I'm pretty sure that's supposed to work since it fixed the problem I was having with the dragon egg's CTM.
Thanks in advance.
Edit: Here's one of the files:
They're all the same except for different tiles, metadata, and faces. Removing either matchTiles or matchBlocks doesn't change anything, unfortunately.
Edit: Same thing appears to be happening with the Hopper.
Ill make a quick test
Edit: I couldn't get CTM to work no matter what, I tried both matchTiles & matchBlocks (even though you said it didnt work), I tried different methods, I tried different faces, different metadata, BUT nothing worked.
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ModeratorBug Report: In Snapshot 14w11b CTM does not appear to work with Anvils or Hoppers.
Maybe it has to do with the fact that 5/6 sides of the anvil use the "down" face.
Putting the CENDENT back in transcendent!
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ModeratorChances are I'll just have to do these with custom block models once they finalize the format in 1.8.