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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    Also, and I bet most people don't even know this, if you are playing Minecraft and you press f3+h (press the f3 and h key at the same time, you also might need to press fn+f3+h, depending on your keyboard) it will make all item tooltips show the id of the item! So if you put your mouse over an item you can see the exact id. Easier than having to download tmi. Also, in future versions, it will show the 'command name' as well (e.g. minecraft:wooden_planks).
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    Thanks for that write up! The reason mod ids may not have worked, is because, most item ids from mods have 256 added to them for some reason. So it should work if you subtract 256 from the mod ids you see on any config file, and write in that id.
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    Quote from mojo2dojo

    HELP!!!It Says Courupt .Jar File!! :steve_tearful: :steve_rage: :steve_tearful: :steve_rage: :mellow: :mellow: :mellow:


    Are you trying to run (double click) on it? All you need to do is put it in the mods folder.
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    No need to be sorry, I like answering to posts :) I will be adding a better potion and enchantment system in the future, but for now you have to work with raw nbt, which is what the game is saved in. Here is my previous post:


    Quote from PlayerInDistress »

    Interesting question. potion effects are usualy stored in the damage value, but if you want more you need to use NBT. Here is an example I made:

    [code]
    ID=373,damage=8201,NBTTag=tag(NBTTagList=CustomPotionEffects(NBTTag=tag(byteNumber=Id(5),byteNumber=Amplifier(0),number=Duration(800),flag=Ambient(false)),NBTTag=tag(byteNumber=Id(1),byteNumber=Amplifier(2),number=Duration(600),flag=Ambient(false)),NBTTag=tag(byteNumber=Id(11),byteNumber=Amplifier(0),number=Duration(1200),flag=Ambient(false))),NBTTag=display(text=Name(§e§lLucky Potion)))
    [code]
    I gave it a damage value to make it look like a potion of strength, but that has not effect on what the potion does. Instead, the NBT tag controls the multiple effects. I also gave it a special name. The potion properties in the NBT are:
    Id: The if of the effect, look here for a list.
    Amplifier: Whether the potion is a type I, II, III, VI, etc.
    Duration: The time the effect lasts. This is in 1/20th of a second, so 1200 is 60 secs.
    Ambient: Keep this false. It determines whether this is a beacon effect of not.
    To make a splash potion, or one that looks different, change the damage. Keep in mind if you have the CustomPotionEffects tag, the damage will only make a difference on the display and whether it is splash or not. Here is how to choose damage. To add more effects, follow the tag pattern and change the properties. Be mindful of the brackets!



    I am not exactly sure what you mean by item attributes, but if you mean something like enchantments, there are examples in the drops file. If you are wondering how you can learn how to find these things yourself, get something like nbtexplorer (An nbt editor), start minecraft and make a custom item (I would suggest using TMI to help make custom potions/enchantments/fireworks etc.) Then view the level.dat file with nbtexplorer, find your item in the players inventory, and see what sort of nbt tag it has. This way, you will see what nbt tags you should put in the properties. That is how I find what I put in the drops file (Unless, of course, I can find it in the game code).
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    You are using an older version of the mod. The problem is actually when you click with the select block (Third mouse button) or when another mod, like nei, is used. To fix this, just download the newest version. (Oh, and if you have a problem with a mod in the future, it always helps writing what version of the mod you are using rather than just a crash report :) )
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    Good job on finding how to spawn a wither skeleton! Not sure why squids aren't spawning, I will check on that. However any updates will only be made when a stable forge 1.7 comes out. I should add documentation, and I probably will in the next update, but for now:

    group - You really didn't need this in your example, because a group is for making multiple drops. (e.g. a mob + item, or two different items) and separate group items are separated by semicolons. If you only have one drop on the line, no matter how many comma separated properties it has, it is still one drop. A group could be used for something like this in your case:
    group(type=entity,name=Spiderquid,amount=random-5-20,scatterOffset=1-3,adjustHeight=1,reinitialize=true;type=entity,name=Witch,amount=random-5-20,scatterOffset=1-3,adjustHeight=1,reinitialize=true)


    Now it spawns spiders and witches at the same time. Also note you can do this:
    group:1(type=entity,name=Spiderquid,amount=random-5-20,scatterOffset=1-3,adjustHeight=1,reinitialize=true;type=entity,name=Witch,amount=random-5-20,scatterOffset=1-3,adjustHeight=1,reinitialize=true)


    Now it will choose on only ONE of the items in the group, so there is an equal chance of a spider or a witch. Why can you do this instead of just using a separate line for a new drop? Imagine all swords and armour were separate drops in the lucky block, they would take up close to one third of the drop file, and so every third time you mine a lucky block you would be likely to get a sword or piece of armour. But if they were grouped like this, then it all counts as only ONE drop, and a drop containing a sword or armour would only have a 1 out of however-many-drops-there-are chance of being chosen. So if you want to make only one drop that can do a variety of different things, use this.

    adjustHeight - Used for entity spawning. It's pretty simple, if you are mining a lucky block somewhere that is hilly, and you want entities to spawn around you, without this, they would likely spawn inside the hills around you. This searches upwards for a position that has a certain amount of air blocks (which is specified by the value, so adjustHeight=1 searches for one block of air above the original spawning place. For anything two blocks high, like a zombie, use adjustHeight=2.

    reinitialize - I already wrote about this before, Here: reinitialize=true means that if you have more than one entity (amount=x) each one will have it's properties re-applied. For example, scatterOffset gives entities a random position. If you have more than one entity, and reinitialize is set to true, EACH of those entities will have a different scatterOffset. Anything that involves randomness will be re-applied for each entity. If it were false, The lucky block would choose a random position, random properties, and EVERY entity would be put in that same position with the same properties. There is not much point using it if you have just one entity, but you might wan't to use it if you have a group of entities, like my apocalypses.

    Hope it helps!
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    Interesting question. Wither skeletons are actually not a separate mob, but a different type of skeleton. I think if you used something like nbtexplorer to look at their nbt tag you could put that in the drops file, to make a skeleton have the properties of a witherskeleton.
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    I am not very familiar with computer craft, but if you say they are all under one id with the same meta, I would recommend using something like NBTExplorer or other nbt editor to see if they have different nbt tags, which you could put into the drop file.
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    As for the falling blocks and on impact particles, i should probably make it customisable in the file, but for now it is just in the code unfortunately. Also, I will defiantly add the ability to use commands now that you mentioned it. At the moment you can only change time and difficulty.

    reinitialize=true means that if you have more than one entity (amount=x) each one will have it's properties re-applied. For example, scatterOffset gives entities a random position. If you have more than one entity, and reinitialize is set to true, EACH of those entities will have a different scatterOffset. Anything that involves randomness will be re-applied for each entity. If it were false, The lucky block would choose a random position, random properties, and EVERY entity would be put in that same position with the same properties. There is not much point using it if you have just one entity, but you might wan't to use it if you have a group of entities, like my apocalypses.
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    It is only for 1.6.4. 1.6.2 will crash.
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    Despite your obsession with spelling and correcting people :), i appreciate that you realised that and it will be corrected. Thanks.
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    Most items need custom properties, such as amount, damage, nbt, groups etc. Therefore, items that just have the ID will follow the rule and also have a separate line. It is not hard, just write ID=youritemid on a separate line. ID=random-1-1000 would not work because it does not just choose any random id, it chooses specific ids with custom properties.
    Posted in: Minecraft Mods
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    posted a message on Lucky Block Mod - Drops items, spawns mobs, structures and more!
    If it is happening with other mods, then it doesn't have anything to do with this mod, and so unfortunately I simply don't know. I would recommend putting this on the forge forums, as it seems to be a problem with forge (maybe). Maybe it is SimpleMC launcher that is causing it?
    Posted in: Minecraft Mods
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    posted a message on Mods for 1.7.2
    Wait, where is the MCP pre-release? I can't seem to find it?
    Posted in: Modification Development
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    posted a message on Mods for 1.7.2
    No, no, no. MCP is not out. Minecraft is not decompiled nor deobfuscated. We cannot see the Minecraft sources yet, only use the provided forge functions.
    Posted in: Modification Development
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