how do we get the ID for items to use in the custom chest loot, like if I want tinkers steel to spawn in pyramids, or an item from grimoire of gaia
Best bet is to get NEI (if you haven't gotten it yet), go to NEI's options (in-game), and go to Tools and (I think) Data Dumps. You'll find Items, Blocks, etc. Click on the Items button to dump the data into a text file. It'll appear in your minecraft instance folder in a subfolder called dumps.
Best bet is to get NEI (if you haven't gotten it yet), go to NEI's options (in-game), and go to Tools and (I think) Data Dumps. You'll find Items, Blocks, etc. Click on the Items button to dump the data into a text file. It'll appear in your minecraft instance folder in a subfolder called dumps.
as an example nei gave me this for the grimoire of gaia iron bag
I tried a lot of different ways and cant get it to spawn in chests
From this point, you'll need to dissect this into fields. (I use a program like Excel or Open Office's spreadsheet application to view them in a comma delimited spreadsheet. Anyways, each comma represents a field here... GrimoireOfGalia:item.GrimoireOfGaia.BoxIron is the specific Item ID (you'll need this). The 7042 is the ID number (which doesn't really get used as much as it used to with Forge because there were too many ID conflicts. False is basically stating whether it has a block or not. (Which in this case, it doesn't). The last field is the class name. You won't need any of that.
So, if you have Custom Chest Loot installed properly, you should have a CustomChestLoot directory in your conflig folder. Inside of that directory, should be all of the chest hooks that appear in the game. (You can not create your own hooks, btw). Open one of those, and it should be prepopulated with items that appear in the chest hooks by default. You'll create your own item to put in the chest.
Each entry here is again, separated by commas. So, put a comma at the end (or replace items if you wish. This is the standard format you'll use:
The count 8-8 is a range. Just means that 8 items are going to appear in the chest. This should appear at the beginning of the file, but it is customizable. But changing the range will mean that some number of items within the range will appear in the chest.
The UNIQUEITEMID = the first field from your dump. It is important to maintain proper case. Just copy and paste it over and you'll be ok.
METADATAVALUE = the metadata value (or damage value). If it doesn't have a metadata value, use 0 as default.
AMOUNTINSTACK = the amount of want to appear in each each. This is a range as well. So, 1-1 for 1 item, 5-10 for 5 (up to 10) in the stack. This is all inclusive, so 5 and 10 could also appear in the stack. If the item isn't stackable, just use 1-1.
WEIGHT = the rarity of the item in the chest. Now, weight is a tricky one. This is a ratio of the number you specify over the total weights of the items in the chest. This means suppose your item has a weight of 10, and every other item has a weight of 1. And suppose you have 11 items in the chest. That means, the chance your item appears is 10 / (10+1+1+1+1+1+1+1+1+1+1) or 10/20. Your item has a 50% chance of appearing in each spot, while every other item has a 5% chance of appearing. (1/20) in each spot. Obviously, if you set your count as 1-1, each chest has only a 50% chance of having your item appear, but that is much more favorable than any other item whose percentage of appearing are much lower.
So, to plug your item into the chest, try something like:
Something you can try to test if it works, is to stick it in the bonus chest, and start a new world and turn the bonus chest on. This is a great way to test your configuration. Hope this helps!!
From this point, you'll need to dissect this into fields. (I use a program like Excel or Open Office's spreadsheet application to view them in a comma delimited spreadsheet. Anyways, each comma represents a field here... GrimoireOfGalia:item.GrimoireOfGaia.BoxIron is the specific Item ID (you'll need this). The 7042 is the ID number (which doesn't really get used as much as it used to with Forge because there were too many ID conflicts. False is basically stating whether it has a block or not. (Which in this case, it doesn't). The last field is the class name. You won't need any of that.
So, if you have Custom Chest Loot installed properly, you should have a CustomChestLoot directory in your conflig folder. Inside of that directory, should be all of the chest hooks that appear in the game. (You can not create your own hooks, btw). Open one of those, and it should be prepopulated with items that appear in the chest hooks by default. You'll create your own item to put in the chest.
Each entry here is again, separated by commas. So, put a comma at the end (or replace items if you wish. This is the standard format you'll use:
The count 8-8 is a range. Just means that 8 items are going to appear in the chest. This should appear at the beginning of the file, but it is customizable. But changing the range will mean that some number of items within the range will appear in the chest.
The UNIQUEITEMID = the first field from your dump. It is important to maintain proper case. Just copy and paste it over and you'll be ok.
METADATAVALUE = the metadata value (or damage value). If it doesn't have a metadata value, use 0 as default.
AMOUNTINSTACK = the amount of want to appear in each each. This is a range as well. So, 1-1 for 1 item, 5-10 for 5 (up to 10) in the stack. This is all inclusive, so 5 and 10 could also appear in the stack. If the item isn't stackable, just use 1-1.
WEIGHT = the rarity of the item in the chest. Now, weight is a tricky one. This is a ratio of the number you specify over the total weights of the items in the chest. This means suppose your item has a weight of 10, and every other item has a weight of 1. And suppose you have 11 items in the chest. That means, the chance your item appears is 10 / (10+1+1+1+1+1+1+1+1+1+1) or 10/20. Your item has a 50% chance of appearing in each spot, while every other item has a 5% chance of appearing. (1/20) in each spot. Obviously, if you set your count as 1-1, each chest has only a 50% chance of having your item appear, but that is much more favorable than any other item whose percentage of appearing are much lower.
So, to plug your item into the chest, try something like:
Something you can try to test if it works, is to stick it in the bonus chest, and start a new world and turn the bonus chest on. This is a great way to test your configuration. Hope this helps!!
As of version 2.0.0, the file format is out of date. Here is the default dispenser file for an example (just generates with a couple arrows inside):
The new files are much easier to read and understand without prior knowledge. In addition, 2.0.0 adds some additional functionality that makes it easier to make your loot files:
You can leave the game open while you edit your configs. Use /ccltest <lootlist> to reload your configs and spawn the chest with the "_name" of <lootlist>. (e.g., for the dispenser file above, you would type /ccltest pyramidJungleDispenser)
You can use /cclinfo to generate a file with a "loot" object representing the item you are holding in your hand exactly, including stack size, damage, and any nbt data. The example above only has one "loot" object, which is:
The files generated by /cclinfo are already ready to add into the "loot" list. Just be sure you separate each "loot" object with a comma (you'll see an example of that in other default-generated loot files, if you need it).
EDIT: You can find more in-depth information, such as how to make loot randomized or based on things like biome, distance from spawn, dimension, etc. on the wiki page. http://fathertoast.wikia.com/wiki/Custom_Chest_Loot
I'm unable to open the json files (i assume i need another program to do so), and the Custom loot External Folder is empty. is there something i can do to fix this?
I'm unable to open the json files (i assume i need another program to do so), and the Custom loot External Folder is empty. is there something i can do to fix this?
You can open json files with any text editor, though I recommend doing the actual editing in something like http://www.jsoneditoronline.org/.
The external folder should have two folders in it, items and nbt. If it doesn't, then you should be able to make them yourself and put any external files you make in the appropriate ones.
I linked to the wiki right above your post, that should explain all of this.
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So I noticed something weird...It appears that Lost Books has some sort of conflict with Ars Magica 2.. I encountered the problem by trying to craft a spell. Just in case you've never used Ars Magica, the user takes a book and quill, chooses the attributes they want the spell to have (projectile, fire, etc) then place it on a lectern where they read the book. from here, the player reads the details of the spell as well as the ingredients needed to create it. This is where the problem is: whenever the player turns the pages in the book, it "crashes", but in a really odd way.. Instead of the entire game crashing ,it throws the player into the multiplayer menu, saying there was a critical error. (mind you, this is happening on single player).
This issue only happens when Lost Books is installed... here's the "crash" log:
I noticed the change log on curse says version 1.1.0 of deadly world includes config for dimension, but there is no download for that version? Would it be possible to get a copy for testing?
I'm unable to open the json files (i assume i need another program to do so), and the Custom loot External Folder is empty. is there something i can do to fix this?
You can use most text editors to open them (as FatherToast posted). However, I would recommend Notepad++ because it does a great job of formatting them for easier reading. (Especially if you format it as a JSON). However, it won't find errors like jsoneditoronline would.
I updated to the newer version. Definitely love it more. A lot easier to read. Will the wiki eventually contain examples like Mob Properties does? One thing that I never did understand is the external folder. Would you put files in there that you would somehow call for multiple chests or mobs, etc? If so, how would you actually import them into the actual properties folder?
I updated to the newer version. Definitely love it more. A lot easier to read. Will the wiki eventually contain examples like Mob Properties does? One thing that I never did understand is the external folder. Would you put files in there that you would somehow call for multiple chests or mobs, etc? If so, how would you actually import them into the actual properties folder?
Glad you like it! It is also much more powerful now... still need to do a lot more work on my chest loot to make it based on depth and distance from spawn. xD
I would like to have examples up someday, the main examples it needs are externals (MP doesn't have examples for those yet, either) and special chest setups (such as making guaranteed loot). Externals are incredibly useful, though (I use them for literally everything in my MP configs), so I'll try to give a quick rundown on how they work:
When to use:
Externals are useful for any time when you want the same function in multiple places. They are highly convenient in that you can use the function in multiple places (without worrying so much about copy/paste errors), and if you ever decide to change the function, you will only have to change the external file - all configs using that function will use the updated version. Externals also improve load time by only loading the function once, while copy/pasted functions will load in every location they are used.
How to make:
An external function file is a Json file like normal properties, but only contains a single function. If you wish to have the external function execute multiple functions, the "all" function should be used as the single function.
A quick example of an external file is
An external function can only use the functions available to it, these are based on the folder in MobPropertiesExternal (or equivalent) the external file is placed. For example, an external file placed in MobPropertiesExternal/drops can only use drops functions (and of course, universal functions) and can only be used within the drops section of a property file.
How to use:
Each place you want the external function to be called, use the "external" function and specify that external file's filename (without the .json at the end). For example, you made an external function that adds primed tnt as a rare drop and named the file "tnt_drop.json" - the "external" function you would use in a properties file would look like
You can use most text editors to open them (as FatherToast posted). However, I would recommend Notepad++ because it does a great job of formatting them for easier reading. (Especially if you format it as a JSON). However, it won't find errors like jsoneditoronline would.
Did come up with another question. On Mob Properties, what is the purpose of the "pre_stats[]" array? Are those functions that are supposed to take place before the mob is spawned? Are there any unique functions for it?
Some time ago, there was a post involving the bug that caused a client crash when reading a spell book on an Ars Magica 2 lectern when using lostbooks. I also wanted to add that the in-game manual for blood magic also seems to be affected by lostbooks, in terms of it's formatting being physically below the book itself. Has there been a workaround to either of those perchance?
Sigh... I noticed that I can not change enemy drops on Mo' Creatures. I wanted to get it so that when an Ostrich (or other animal that has meat) dies by fire, it drops its cooked version of it (like what happens in vanilla with the cows, pigs, e.g.) I was able to get everything working, up until I killed the Ostrich. The game crashed and gave me this: "[ERROR] Conditional property has invalid condition! for drzhark.mocreatures.entity.passive.MoCEntityOstrich."
Some time ago, there was a post involving the bug that caused a client crash when reading a spell book on an Ars Magica 2 lectern when using lostbooks. I also wanted to add that the in-game manual for blood magic also seems to be affected by lostbooks, in terms of it's formatting being physically below the book itself. Has there been a workaround to either of those perchance?
Do you have a screenshot of the effects on Blood Magic? The AM2 thing is fixed, just must have missed getting sent out in an
Did come up with another question. On Mob Properties, what is the purpose of the "pre_stats[]" array? Are those functions that are supposed to take place before the mob is spawned? Are there any unique functions for it?
"pre_stats" do take place before the mob is spawned, specifically during the mob's creation, before most usual things are done to it, such as setting its position and whatnot. The main reason it exists is to modify before spawning, so that mods relying on spawn events can still be tweaked (e.g., it allows you to modify the Special AI settings for a mob).
Sigh... I noticed that I can not change enemy drops on Mo' Creatures. I wanted to get it so that when an Ostrich (or other animal that has meat) dies by fire, it drops its cooked version of it (like what happens in vanilla with the cows, pigs, e.g.) I was able to get everything working, up until I killed the Ostrich. The game crashed and gave me this: "[ERROR] Conditional property has invalid condition! for drzhark.mocreatures.entity.passive.MoCEntityOstrich."
I don't know if I missed something or if someone has any experience with something like this. Thanks in advance.
The "if_burning" conditional is what you are looking for.
"if_killed_with_fire" is a conditional added in a recent update (if you have version 1.0.0 or higher, that definitely shouldn't be crashing!), but that is specifically for when the type of damage dealing the killing blow is fire type.
The "if_burning" conditional is what you are looking for.
"if_killed_with_fire" is a conditional added in a recent update (if you have version 1.0.0 or higher, that definitely shouldn't be crashing!), but that is specifically for when the type of damage dealing the killing blow is fire type.
Yes. I was wanting it to take place on the death of the mob. I now realized that I am using an outdated Mob Properties. Sigh... I wish MultiMC could detect if mods are outdated or not. Well, I'm updating now. Can the if_burning conditional be used on a mob that is currently in existence? What I am wanting to do is to have my "Fire Zombies" actually gain health and move faster while they are on fire, but actually get somewhat weaker when not. As of right now, they have a fixed health and have fire resistance... they burn but they don't die from it. The even more ultimate goal would be to get the "Fire Zombies" to spawn in the Nether and stay on fire at all times, while regular Zombies don't. (That goal would be pretty difficult to pull off, however without a custom spawner that can treat the "Fire Zombie" different from the regular Zombie. Thanks again!!
Yes. I was wanting it to take place on the death of the mob. I now realized that I am using an outdated Mob Properties. Sigh... I wish MultiMC could detect if mods are outdated or not. Well, I'm updating now. Can the if_burning conditional be used on a mob that is currently in existence? What I am wanting to do is to have my "Fire Zombies" actually gain health and move faster while they are on fire, but actually get somewhat weaker when not. As of right now, they have a fixed health and have fire resistance... they burn but they don't die from it. The even more ultimate goal would be to get the "Fire Zombies" to spawn in the Nether and stay on fire at all times, while regular Zombies don't. (That goal would be pretty difficult to pull off, however without a custom spawner that can treat the "Fire Zombie" different from the regular Zombie. Thanks again!!
Yeah, it would be nice if there was a good way of update checking. I post on my Twitter thing when I update a mod, that's probably the best way to keep updated on my mods, at least.
Currently, there is no "tick" event or something similar, just the things that happen on spawn and death of mobs. I do have plans for an AI editor, however, which will definitely allow things like that.
So for clarification, "if_burning" basically means if they are burning when they die then perform the functions? And if_killed_with_fire would mean if I used flint & steel or something? I'm just trying to figure out in which instances would you use "if_killed_with_fire" and which instances you would use "if_burning" for. Using "if_killed_with_fire" DID work as far as not crashing any more, but still didn't provide the functionality I was hoping for. So, I'll switch it for "if_burning" and see if that works.
EDIT: I have been using a Fire Sword from the Power Gems mod that lights the creature on fire and he burns to death. That wouldn't classify as "if_killed_with_fire" then because it wasn't hit with a fire ball or something. Hm.
Best bet is to get NEI (if you haven't gotten it yet), go to NEI's options (in-game), and go to Tools and (I think) Data Dumps. You'll find Items, Blocks, etc. Click on the Items button to dump the data into a text file. It'll appear in your minecraft instance folder in a subfolder called dumps.
as an example nei gave me this for the grimoire of gaia iron bag
GrimoireOfGaia:item.GrimoireOfGaia.BoxIron,7042,false,GrimoireOfGaia,gaia.items.ItemBoxIron
I tried a lot of different ways and cant get it to spawn in chests
From this point, you'll need to dissect this into fields. (I use a program like Excel or Open Office's spreadsheet application to view them in a comma delimited spreadsheet. Anyways, each comma represents a field here... GrimoireOfGalia:item.GrimoireOfGaia.BoxIron is the specific Item ID (you'll need this). The 7042 is the ID number (which doesn't really get used as much as it used to with Forge because there were too many ID conflicts. False is basically stating whether it has a block or not. (Which in this case, it doesn't). The last field is the class name. You won't need any of that.
So, if you have Custom Chest Loot installed properly, you should have a CustomChestLoot directory in your conflig folder. Inside of that directory, should be all of the chest hooks that appear in the game. (You can not create your own hooks, btw). Open one of those, and it should be prepopulated with items that appear in the chest hooks by default. You'll create your own item to put in the chest.
Each entry here is again, separated by commas. So, put a comma at the end (or replace items if you wish. This is the standard format you'll use:
count=8-8contents=UNIQUEITEMID;METADATAVALUE;AMOUNTINSTACK;WEIGHT
The count 8-8 is a range. Just means that 8 items are going to appear in the chest. This should appear at the beginning of the file, but it is customizable. But changing the range will mean that some number of items within the range will appear in the chest.
The UNIQUEITEMID = the first field from your dump. It is important to maintain proper case. Just copy and paste it over and you'll be ok.
METADATAVALUE = the metadata value (or damage value). If it doesn't have a metadata value, use 0 as default.
AMOUNTINSTACK = the amount of want to appear in each each. This is a range as well. So, 1-1 for 1 item, 5-10 for 5 (up to 10) in the stack. This is all inclusive, so 5 and 10 could also appear in the stack. If the item isn't stackable, just use 1-1.
WEIGHT = the rarity of the item in the chest. Now, weight is a tricky one. This is a ratio of the number you specify over the total weights of the items in the chest. This means suppose your item has a weight of 10, and every other item has a weight of 1. And suppose you have 11 items in the chest. That means, the chance your item appears is 10 / (10+1+1+1+1+1+1+1+1+1+1) or 10/20. Your item has a 50% chance of appearing in each spot, while every other item has a 5% chance of appearing. (1/20) in each spot. Obviously, if you set your count as 1-1, each chest has only a 50% chance of having your item appear, but that is much more favorable than any other item whose percentage of appearing are much lower.
So, to plug your item into the chest, try something like:
GrimoireOfGaia:item.GrimoireOfGaia.BoxIron;0;1-1;10
Something you can try to test if it works, is to stick it in the bonus chest, and start a new world and turn the bonus chest on. This is a great way to test your configuration. Hope this helps!!
As of version 2.0.0, the file format is out of date. Here is the default dispenser file for an example (just generates with a couple arrows inside):
The new files are much easier to read and understand without prior knowledge. In addition, 2.0.0 adds some additional functionality that makes it easier to make your loot files:
You can leave the game open while you edit your configs. Use /ccltest <lootlist> to reload your configs and spawn the chest with the "_name" of <lootlist>. (e.g., for the dispenser file above, you would type /ccltest pyramidJungleDispenser)
You can use /cclinfo to generate a file with a "loot" object representing the item you are holding in your hand exactly, including stack size, damage, and any nbt data. The example above only has one "loot" object, which is:
The files generated by /cclinfo are already ready to add into the "loot" list. Just be sure you separate each "loot" object with a comma (you'll see an example of that in other default-generated loot files, if you need it).
EDIT: You can find more in-depth information, such as how to make loot randomized or based on things like biome, distance from spawn, dimension, etc. on the wiki page. http://fathertoast.wikia.com/wiki/Custom_Chest_Loot
I have an issue with using the Custom loot mod.
I'm unable to open the json files (i assume i need another program to do so), and the Custom loot External Folder is empty. is there something i can do to fix this?
You can open json files with any text editor, though I recommend doing the actual editing in something like http://www.jsoneditoronline.org/.
The external folder should have two folders in it, items and nbt. If it doesn't, then you should be able to make them yourself and put any external files you make in the appropriate ones.
I linked to the wiki right above your post, that should explain all of this.
So I noticed something weird...It appears that Lost Books has some sort of conflict with Ars Magica 2.. I encountered the problem by trying to craft a spell. Just in case you've never used Ars Magica, the user takes a book and quill, chooses the attributes they want the spell to have (projectile, fire, etc) then place it on a lectern where they read the book. from here, the player reads the details of the spell as well as the ingredients needed to create it. This is where the problem is: whenever the player turns the pages in the book, it "crashes", but in a really odd way.. Instead of the entire game crashing ,it throws the player into the multiplayer menu, saying there was a critical error. (mind you, this is happening on single player).
This issue only happens when Lost Books is installed... here's the "crash" log:
I noticed the change log on curse says version 1.1.0 of deadly world includes config for dimension, but there is no download for that version? Would it be possible to get a copy for testing?
You can use most text editors to open them (as FatherToast posted). However, I would recommend Notepad++ because it does a great job of formatting them for easier reading. (Especially if you format it as a JSON). However, it won't find errors like jsoneditoronline would.
I updated to the newer version. Definitely love it more. A lot easier to read. Will the wiki eventually contain examples like Mob Properties does? One thing that I never did understand is the external folder. Would you put files in there that you would somehow call for multiple chests or mobs, etc? If so, how would you actually import them into the actual properties folder?
Glad you like it! It is also much more powerful now... still need to do a lot more work on my chest loot to make it based on depth and distance from spawn. xD
I would like to have examples up someday, the main examples it needs are externals (MP doesn't have examples for those yet, either) and special chest setups (such as making guaranteed loot). Externals are incredibly useful, though (I use them for literally everything in my MP configs), so I'll try to give a quick rundown on how they work:
When to use:
Externals are useful for any time when you want the same function in multiple places. They are highly convenient in that you can use the function in multiple places (without worrying so much about copy/paste errors), and if you ever decide to change the function, you will only have to change the external file - all configs using that function will use the updated version. Externals also improve load time by only loading the function once, while copy/pasted functions will load in every location they are used.
How to make:
An external function file is a Json file like normal properties, but only contains a single function. If you wish to have the external function execute multiple functions, the "all" function should be used as the single function.
A quick example of an external file is
An external function can only use the functions available to it, these are based on the folder in MobPropertiesExternal (or equivalent) the external file is placed. For example, an external file placed in MobPropertiesExternal/drops can only use drops functions (and of course, universal functions) and can only be used within the drops section of a property file.
How to use:
Each place you want the external function to be called, use the "external" function and specify that external file's filename (without the .json at the end). For example, you made an external function that adds primed tnt as a rare drop and named the file "tnt_drop.json" - the "external" function you would use in a properties file would look like
If you have any more questions, let me know.
thx
Did come up with another question. On Mob Properties, what is the purpose of the "pre_stats[]" array? Are those functions that are supposed to take place before the mob is spawned? Are there any unique functions for it?
Hey Fathertoast!
Some time ago, there was a post involving the bug that caused a client crash when reading a spell book on an Ars Magica 2 lectern when using lostbooks. I also wanted to add that the in-game manual for blood magic also seems to be affected by lostbooks, in terms of it's formatting being physically below the book itself. Has there been a workaround to either of those perchance?
Sigh... I noticed that I can not change enemy drops on Mo' Creatures. I wanted to get it so that when an Ostrich (or other animal that has meat) dies by fire, it drops its cooked version of it (like what happens in vanilla with the cows, pigs, e.g.) I was able to get everything working, up until I killed the Ostrich. The game crashed and gave me this: "[ERROR] Conditional property has invalid condition! for drzhark.mocreatures.entity.passive.MoCEntityOstrich."
My code:
{
"_name": "MoCreatures.Ostrich",
"drops": [
{
"function": "if_killed_with_fire",
"functions": [
{
"function": "remove",
"id": "MoCreatures:ostrichraw",
"damage": 0
},
{
"function": "add",
"id": "MoCreatures:ostrichcooked",
"damage": 0,
"count": "0~2"
}
]
}
],
"pre_stats": [],
"stats": []
}
I don't know if I missed something or if someone has any experience with something like this. Thanks in advance.
Do you have a screenshot of the effects on Blood Magic? The AM2 thing is fixed, just must have missed getting sent out in an
"pre_stats" do take place before the mob is spawned, specifically during the mob's creation, before most usual things are done to it, such as setting its position and whatnot. The main reason it exists is to modify before spawning, so that mods relying on spawn events can still be tweaked (e.g., it allows you to modify the Special AI settings for a mob).
The "if_burning" conditional is what you are looking for.
"if_killed_with_fire" is a conditional added in a recent update (if you have version 1.0.0 or higher, that definitely shouldn't be crashing!), but that is specifically for when the type of damage dealing the killing blow is fire type.
Yes. I was wanting it to take place on the death of the mob. I now realized that I am using an outdated Mob Properties. Sigh... I wish MultiMC could detect if mods are outdated or not. Well, I'm updating now. Can the if_burning conditional be used on a mob that is currently in existence? What I am wanting to do is to have my "Fire Zombies" actually gain health and move faster while they are on fire, but actually get somewhat weaker when not. As of right now, they have a fixed health and have fire resistance... they burn but they don't die from it. The even more ultimate goal would be to get the "Fire Zombies" to spawn in the Nether and stay on fire at all times, while regular Zombies don't. (That goal would be pretty difficult to pull off, however without a custom spawner that can treat the "Fire Zombie" different from the regular Zombie. Thanks again!!
Glad to hear that ars magica thing was fixed. Hope that makes it out in an update
Also, here are a couple of screens of the blood magic manual:
http://imgur.com/a/qNK8Q
Every page with text looks like that, with the text falling past the bottom. Any pages with images are fine.
Yeah, it would be nice if there was a good way of update checking. I post on my Twitter thing when I update a mod, that's probably the best way to keep updated on my mods, at least.
Currently, there is no "tick" event or something similar, just the things that happen on spawn and death of mobs. I do have plans for an AI editor, however, which will definitely allow things like that.
Thank you, I'll look into that... Strange that it does anything to those books.
So for clarification, "if_burning" basically means if they are burning when they die then perform the functions? And if_killed_with_fire would mean if I used flint & steel or something? I'm just trying to figure out in which instances would you use "if_killed_with_fire" and which instances you would use "if_burning" for. Using "if_killed_with_fire" DID work as far as not crashing any more, but still didn't provide the functionality I was hoping for. So, I'll switch it for "if_burning" and see if that works.
EDIT: I have been using a Fire Sword from the Power Gems mod that lights the creature on fire and he burns to death. That wouldn't classify as "if_killed_with_fire" then because it wasn't hit with a fire ball or something. Hm.