Hiya! Quick question: With the Mob Properties mod - am I able to alter what blocks an enderman is allowed to pick up? Can I turn off its ability to pick up dirt and allow it to pick up (and put down) something like a spawner?
I think it is because you used the drop function in drops. I believe that is only used for adding drops through stats (for doing tricky stuff). Aside from that, the stats look correct; although I always seem to mess though up XD Anyway, try adding the drops like this:
You can add a count in that all function at the top if you do not want it to drop every time. Also, based on the nbt explorer screenshot you provided, foodWeight is a float. That means it could give you decimal places based on the "5~25" value. I dont have terrafirmacraft, but I tested with another item that accepts nbt data and the value came out as 14.31744. Not sure if this could cause you an issue or not.
I have another question, I don't seem to grasp it from the example in the wiki, If i want a mob to drop a random item from a list, lets's say a random vanilla sapling, how would i go about it?
Mini Ghasts are spawning all over Mushroom Island biome at night. This biome has no hostile mob spawns.
There is a command "/cofh killall" included with TeamCoFH mod that kills all hostile mobs. When it kills, all the Special* mobs are listed as being killed. This command does not kill these Mini Ghasts however, possibly because it thinks they are not hostile. They are hostile, they attack me.
Maybe I'm doing something wrong, but it seems like something is not right with these Mini Ghasts
Also, what is "trolling" in the cfg file? it is set to true?
I have another question, I don't seem to grasp it from the example in the wiki, If i want a mob to drop a random item from a list, lets's say a random vanilla sapling, how would i go about it?
I should be able to help with this. If you use a choose function, it will pick one and you can even add weights to the items like chest loot. Below is an example from my massive loot list, which I've been meaning to do a video on... Anyway, just put that in drops and it should work.
I am actually not sure; the easiest way would probably be just to try it and see if you get 2 items. Using count 2 could work; if not you could just add the drop table twice. You could also put it under an all function if you wanted a lower chance (e.g. all function with count 0.01 to have a 1 in 100 chance of the drops).
I am just trying to do a simple little health boost on my server.
I am trying to set the mobs to 2 to 3 times their normal health.
It almost seems to work but new mobs spawn with regular health and the max is double. so say something has a base of 10 health and I set them to 2 times health, then it still says 10 but they are at half health saying max of 20.
What can I do to fix this as all mobs spawning are "Half" health.
I put this int my MobProperties.json file:
{
"_comment": "This is the default Mop Properties file. When this mod generates a default file for any mob, it will be an auto-formatted copy of this file. Remember, comments outside of functions (such as this one) will not be copied.",
"drops": [],
"pre_stats": [],
"stats": [
{
"_comment": "Modifies max health of a mob.",
"function": "modifier",
"attribute": "generic.maxHealth",
"value": 2.0,
"operator": 1
}
]
}
Is there a way to set the base health to 2 Times for all the mobs, or have them spawn at full health of their max health?
Correct, your choose 2 function should give you 2 choices from the list. Another option, depending on what end solution you are looking for would be to just have a choose function without a count (thereby meaning just one choice) and setting the count of each of the flowers to 2 (to always give you 2 of 1 type of flower) or even 1~2 to randomly give you either 1 or 2, but always of just one type of flower.
Also, seeing as each of your flowers are the same with just a different damage value, you could just have one entry and set its damage to 0~15 instead of having the 16 different entries. The only advantage of having each entry would be if you wanted to weight them differently or have different counts per flower (e.g. a red flower could drop 2, but the black flower only drops 1).
If you have just one entry for the flowers and are wanting to get 1~2 of the same, then you don't even need the choose function.
I do not believe there is a way with Mob Properties to prevent spawns. Mob properties is more about changing the properties for the mobs that spawn. An alternate mod you may want to check out for that would be BiomeTweaker. I haven't played about with it too much yet, but looking at the config files for each biome, there is a section for "Spawnable Cave Creatures" and the bat is listed inside there. I could be wrong, but I think if you empty out that section then you would be able to stop the bat from spawning in that biome.
Just updated link to mod. I had incorrectly linked Biomes Tweaker, but the mod I had meant to refer to was BiomeTweaker
Mini Ghasts are spawning all over Mushroom Island biome at night. This biome has no hostile mob spawns.
There is a command "/cofh killall" included with TeamCoFH mod that kills all hostile mobs. When it kills, all the Special* mobs are listed as being killed. This command does not kill these Mini Ghasts however, possibly because it thinks they are not hostile. They are hostile, they attack me.
Maybe I'm doing something wrong, but it seems like something is not right with these Mini Ghasts
Also, what is "trolling" in the cfg file? it is set to true?
Seems there is a bug in the mini-ghasts. I have mini set to 0 under Ghasts in the cfg, and on a new world the mini-ghasts still spawn in mushroom island biome at night.
Rollback Post to RevisionRollBack
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Seems there is a bug in the mini-ghasts. I have mini set to 0 under Ghasts in the cfg, and on a new world the mini-ghasts still spawn in mushroom island biome at night.
<snip>
Mobs spawning in places where they normally wouldn't are under additional spawns. That weight in the config only means ghasts that already spawn won't be mini ghasts.
Hiya! Quick question: With the Mob Properties mod - am I able to alter what blocks an enderman is allowed to pick up? Can I turn off its ability to pick up dirt and allow it to pick up (and put down) something like a spawner?
Toasty, what am I doing wrong?
I think it is because you used the drop function in drops. I believe that is only used for adding drops through stats (for doing tricky stuff). Aside from that, the stats look correct; although I always seem to mess though up XD Anyway, try adding the drops like this:
{
"function": "add",
"id": "terrafirmacraft:Hide",
"damage": 1,
"count": 0.85
},
{
"function": "add",
"id": "emerald",
"count": 0.01
}
],
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Thanks! I'll give it a try
Can I do a mod showcase of this?
Youtube channel link: https://www.youtube.com/channel/UCL2iZhIrDXjKcXpg0bcXUvA
Are there any examples with adding item drops with different nbt values?
For example, I want the mob to drop this Item but with a random value of between 5 to 25 instead of the 160
The name of the item is "terrafirmacraft:item.HorseMeat"
Nope not working either, I guess i need the creator's help
{
"_name": "EntityHorse",
"drops": [],
"pre_stats": [],
"stats": [
{
"function": "all",
"functions": [
{
"function": "drops",
"functions": [
{
"function": "add",
"id": "terrafirmacraft:item.HorseMeat",
"item_stats":[
{
"function": "nbt",
"tags": [
{
"function": "float",
"name": "foodWeight",
"value": "5~25"
}
]
}
]
}
]
}
]
}
]
}
You can add a count in that all function at the top if you do not want it to drop every time. Also, based on the nbt explorer screenshot you provided, foodWeight is a float. That means it could give you decimal places based on the "5~25" value. I dont have terrafirmacraft, but I tested with another item that accepts nbt data and the value came out as 14.31744. Not sure if this could cause you an issue or not.
Thanks a lot blade! I noticed this is your first post, very thankful it was to assist me
I have another question, I don't seem to grasp it from the example in the wiki, If i want a mob to drop a random item from a list, lets's say a random vanilla sapling, how would i go about it?
Mini Ghasts are spawning all over Mushroom Island biome at night. This biome has no hostile mob spawns.
There is a command "/cofh killall" included with TeamCoFH mod that kills all hostile mobs. When it kills, all the Special* mobs are listed as being killed. This command does not kill these Mini Ghasts however, possibly because it thinks they are not hostile. They are hostile, they attack me.
Maybe I'm doing something wrong, but it seems like something is not right with these Mini Ghasts
Also, what is "trolling" in the cfg file? it is set to true?
I should be able to help with this. If you use a choose function, it will pick one and you can even add weights to the items like chest loot. Below is an example from my massive loot list, which I've been meaning to do a video on... Anyway, just put that in drops and it should work.
{
"_comment": "Drop Table",
"function": "choose",
"functions": [
{
"_comment": "Gold Apple",
"weight": 5,
"function": "add",
"id": "minecraft:golden_apple",
"damage": "0",
"count": "1"
},
{
"_comment": "Ender Pearls",
"weight": 5,
"function": "add",
"id": "minecraft:ender_pearl",
"count": "3"
},
{
"_comment": "Saddle",
"weight": 1,
"function": "add",
"id": "minecraft:saddle",
"count": "1"
},
{
"_comment": "Iron Horse Armor",
"weight": 1,
"function": "add",
"id": "minecraft:iron_horse_armor",
"count": "1"
}
]
}
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
How about if I want it to choose 2 from that list?
Like this? https://gist.github.com/KuroNeko87/a954201b7abe0e9542ef
I am actually not sure; the easiest way would probably be just to try it and see if you get 2 items. Using count 2 could work; if not you could just add the drop table twice. You could also put it under an all function if you wanted a lower chance (e.g. all function with count 0.01 to have a 1 in 100 chance of the drops).
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Hey all,
I am just trying to do a simple little health boost on my server.
I am trying to set the mobs to 2 to 3 times their normal health.
It almost seems to work but new mobs spawn with regular health and the max is double. so say something has a base of 10 health and I set them to 2 times health, then it still says 10 but they are at half health saying max of 20.
What can I do to fix this as all mobs spawning are "Half" health.
I put this int my MobProperties.json file:
{
"_comment": "This is the default Mop Properties file. When this mod generates a default file for any mob, it will be an auto-formatted copy of this file. Remember, comments outside of functions (such as this one) will not be copied.",
"drops": [],
"pre_stats": [],
"stats": [
{
"_comment": "Modifies max health of a mob.",
"function": "modifier",
"attribute": "generic.maxHealth",
"value": 2.0,
"operator": 1
}
]
}
Is there a way to set the base health to 2 Times for all the mobs, or have them spawn at full health of their max health?
Thank you so much for your time!
Is there a way Mob Properties could prevent spawns in certain biomes or dimensions?
I know I could apply wither to mobs I didn't want, but then the sounds of dying bats would be everywhere and there is no silent NBT tag for 1.7.
Correct, your choose 2 function should give you 2 choices from the list. Another option, depending on what end solution you are looking for would be to just have a choose function without a count (thereby meaning just one choice) and setting the count of each of the flowers to 2 (to always give you 2 of 1 type of flower) or even 1~2 to randomly give you either 1 or 2, but always of just one type of flower.
Also, seeing as each of your flowers are the same with just a different damage value, you could just have one entry and set its damage to 0~15 instead of having the 16 different entries. The only advantage of having each entry would be if you wanted to weight them differently or have different counts per flower (e.g. a red flower could drop 2, but the black flower only drops 1).
If you have just one entry for the flowers and are wanting to get 1~2 of the same, then you don't even need the choose function.
I do not believe there is a way with Mob Properties to prevent spawns. Mob properties is more about changing the properties for the mobs that spawn. An alternate mod you may want to check out for that would be BiomeTweaker. I haven't played about with it too much yet, but looking at the config files for each biome, there is a section for "Spawnable Cave Creatures" and the bat is listed inside there. I could be wrong, but I think if you empty out that section then you would be able to stop the bat from spawning in that biome.
Just updated link to mod. I had incorrectly linked Biomes Tweaker, but the mod I had meant to refer to was BiomeTweaker
Seems there is a bug in the mini-ghasts. I have mini set to 0 under Ghasts in the cfg, and on a new world the mini-ghasts still spawn in mushroom island biome at night.
Mobs spawning in places where they normally wouldn't are under additional spawns. That weight in the config only means ghasts that already spawn won't be mini ghasts.