At a height above 63 there will no bats spawn anymore. The light level must be less than 7. And then the routine getCanSpawnHere() from EntityBat.java does something weired concerning the time which I don't understand yet. Seems as if bats only spawn at certain (game) hours, regardless of light level. There seems not to be a chunk-restriction as with the slimes.
I also experienced regions without bats. After consulting the code I do wonder even more about this. There is no indication for biome based restrictions. Did you run through caves above level 63? In extreme hills biome? This would explain the absense of bats.
This is the formula for bats as I understand it:
Too high + too much light + wrong time + bad luck = no bats.
That is very interesting.. I was suspicious that there were lots of factors that came into play, but wasn't sure of it.
I'm using Better World Generation 4 and the Indev map type, which could explain the absence of bats. I have been below light level 7 and below layer 30 for days, still no bats. Must be biomes then.
Other world gererators could have changed the bats generation. What I said was for vanilla MC. Bats seem to like standard plains with caverns in them. If you can place spawners (craftable spawners mod) do this but be sure to place them below level 63. If you leave a small passage the bats will find the way to the surface. Or to your slaughter house. When wandering around the world you can find areas which are infested with bats, causing lag. There always are large cave systems which open to the surface and reach below level 63.
I'm not sure what you're exact problem is, but I repackaged it and uploaded it to a different site. I will send you the mirror download link for BatsDropleather to try. If that works, then I'll do the same with Creepers. If it doesn't I'm not sure what the problem is to be completely honest.
No, I don't use WinRAR, I use 7-ZIP and the latest version. So if you are having issues, you should try to use 7-Zip as it works much better in my opinion.
Thanks for the download! And no I'm sorry. I use 7-Zip because it is an Open Source project. I will always use it over WinRar hands down. It also offers better compression than WinRar does. So in my eyes it is a superior product anyways.
Can you re-upload Creepers No Creeping mod? MediaFire blocked the file. I honestly think you should try a different file-hosting service. Try Dropbox. It's a really good service.
Or you can give me a private link instead, and I may provide a temporary Dropbox link for you 'til you find an alternative to MediaFire.
Alright it worked, thanks. But if you want many people to use your mod I would suggest using WinRAR, as most people are using WinRAR and not 7zip! Anyway I'm gonna enjoy these mods now have a great day!
If that's the case, these people should start using 7-Zip then. 7-Zip is a thousand times better than WinRAR. WinRAR is a freaking nagware. You can use its free demo forever, but it will nag you to death about registering for a full version every time you open it. 7-Zip offers a lot more than WinRAR, and it's all for free.
I've repackaged the mods into a fresh zip using normal compression instead of the 7-Zip exclusive methods so all the downloads should be normal. I also switched hosting this go around from MediaFire to SugarSync and removed AdFly links for awhile as payment for all the problems you've all had. Thanks for checking out my mods and share this thread with your friends!
Thanks for checking out my mods and all the great feedback I've gotten over the past year. While one of the simplest modifications to the game to date, I feel like it was almost an essential part of playing a more balanced game. With the release of Minecraft version 1.6, jar edits are now dead. This means you will no longer be able to drag and drop files directly into your minecraft.jar which renders my mods obsolete. I've updated to 1.6 snapshot just to test and confirm and it's true. Every time you launch the game the launcher automatically detects changes made to the jar and grabs a fresh one. I would suspect the only way to get around it is to play offline, but I haven't tried that yet. So it would seem that because the guys over at Forge API have now created a monopoly and partnership with Mojang that you have to use their API to mod now. The problem is they force you to use their API but don't have sufficient documentation on HOW to use it. I've tried a few times to port my mods over to Forge and never had much success getting it to work correctly. So I will try one last time when the latest version of FORGE is released to get my mods to port over should they decide to get tutorials and sufficient documentation up on the API. But should I fail, I will most likely be abandoning this project.
I will keep you updated as I get more info. Thanks.
I figured it out. I'm sorry about that post. I didn't know how to install mods correctly using the new launcher. All is working fine. As soon as MCP for 1.6.1 is released I'll update to 1.6.1 and release all my mods. Thanks.
I figured it out. I'm sorry about that post. I didn't know how to install mods correctly using the new launcher. All is working fine. As soon as MCP for 1.6.1 is released I'll update to 1.6.1 and release all my mods. Thanks.
I've updated creepersnocreeping to 1.6.1 and currently have it running successfully on my own game on the new launcher. Seems to be working fine but I'm going to hold off on a release until I'm sure its working perfect. I'm going to keep playing with it myself today and try to release tonight or tomorrow. Thanks guys!
Hello! I'm a big fan of your mod creepersnocreeping and I used it's concept as the basis for my first tutorial ever on modifying base classes with forge indirectly. the tutorial was for 1.5.2.
on my first attempt I used the event handling system as a regular mod. and on the second attempt using ASM and bytecode, modification as a coremod mod but not for the creeper effect, instead it was for another base class, the Explosion class. The same concept can be applied to creepers. The last post should interest you the most as it glides over how to replace an entire minecraft base class with your own version of that base class using forge & ASM.
I only started learing learing how to mod recently and my plan was to update that tutorial to 1.6.1
I'd appreciate your input on that subject and how you are handling it in forge, if indeed you are using forge for the 1.6.1 version of creepersnocreeping
Sadly no I could never get the Forge version of my mod to work. We can collaborate on that if you'd like though. I could really use the help trying to figure out the Forge API. Every version the API changes and all teh previous tutorials on how to set it all up gets changed and its frustrating. I don't LIKE to edit the base classes, but its kind of what I'm left with at the moment.
My 1.6.1 version still edits a base class.Another issue I had was with the model class. I couldn't figure out how to set up the vanilla model textures. It would render the creeper texture, but it would be large like a zombie, instead of smaller with 4 legs like the creepers should be.
Yeah i understand.
I still have no idea on how to use forge 1.6.1 i need to figure it out myself, and the stable release will most likely be released on monday, till then there might be drastic changes.
but if the events system and ASM transormation from the previous versions of forge are not messed with a lot then your work should be very straight forward.
again using the events system, what you do is extend the creeper class, add the onLivingUpdate function to the child class and catch the event for whenever a vanilla creeper is spawned, once spawned, you despawn them and replace them with the child creeper. this worked perfectly and didn't need ANY base class modifications. on the down side, it required creating a new type of entity and a new spawn egg for them.
The other way of doing it is absolutly brilliant and i discussed it very quickly on my fifth post. what you do is modify the base creeper class as you do right now. compile it. obfuscate it, then place it in some coremod jar file. the forge code in that coremod file then does the following: whenever minecraft first calls the creeper class. the coremod jumps in at runtime and replaces dynamically and in memory the original creeper class with the version that is inside the coremod jar. people call this *patching*
I gave the link to a project that does exactly that in the post. it's hosted on github
btw when you create a new default entity in forge, it uses the ModelBiped, i.e giving it 2 arms 2 legs like Steve and zombies. you should have set the rendering to be for creepers, not sure what that class is called, but it's there.
So thanks to Culegooner I will have a CreepersNoCreeping and BatsDropLeather for 1.6.1 in Beta Releases tonight most likely. I am at work at the moment and can't really be bothered to download all the files and stuff to this computer to be able to code. But when I get home tonight I will be able to get it all done in a preliminary sense.
I have a working 1.6.1 version for Forge now built. I have a very small bug to fix but I won't be working on that until tomorrow. So I won't release my CreepersNoCreeping version 6 after I fix the bug in a BETA mode. I won't say it's a stable release until the recommended release of FORGE is out which I hear will be on Monday.
Glad to finally be out of the BaseClass edits.
The bug I have to fix is that sometimes the vanilla creepers spawn at night alongside my custom 'burn in the sun creepers' and when the sun comes up. My creepers burn, but the vanilla ones dont. But it is a very small chance that they spawn to begin with. They aren't supposed to spawn at all but I think it's a Forge issue. Anyway, their is an event that basically converts all VANILLA creepers that spawn into my CUSTOM creeper. But at the moment it only runs when you log out and log back in. So if the creeper doesn't burn in the sun, if you relog the world, it will burn when you log back in as it only converts at log.
I have the code to fix this, but I've been coding for a bit now and it's July 4 and Im tired lol. So I'll get back on it tomorrow and can hopefully fix this nuisance.
Perhaps I am doing something wrong, but I tried to test this creeper mod in creative mod on flatworld, and the creepers did not burn or act any different when I spawned them using eggs in creative mode. Assume I have installed forge 1.6 correctly as other mods work. I am sure there is some other error on my part
That is very interesting.. I was suspicious that there were lots of factors that came into play, but wasn't sure of it.
I'm using Better World Generation 4 and the Indev map type, which could explain the absence of bats. I have been below light level 7 and below layer 30 for days, still no bats. Must be biomes then.
Or you can give me a private link instead, and I may provide a temporary Dropbox link for you 'til you find an alternative to MediaFire.
If that's the case, these people should start using 7-Zip then. 7-Zip is a thousand times better than WinRAR. WinRAR is a freaking nagware. You can use its free demo forever, but it will nag you to death about registering for a full version every time you open it. 7-Zip offers a lot more than WinRAR, and it's all for free.
I figured it out. I'm sorry about that post. I didn't know how to install mods correctly using the new launcher. All is working fine. As soon as MCP for 1.6.1 is released I'll update to 1.6.1 and release all my mods. Thanks.
on my first attempt I used the event handling system as a regular mod. and on the second attempt using ASM and bytecode, modification as a coremod mod but not for the creeper effect, instead it was for another base class, the Explosion class. The same concept can be applied to creepers. The last post should interest you the most as it glides over how to replace an entire minecraft base class with your own version of that base class using forge & ASM.
I only started learing learing how to mod recently and my plan was to update that tutorial to 1.6.1
I'd appreciate your input on that subject and how you are handling it in forge, if indeed you are using forge for the 1.6.1 version of creepersnocreeping
don't worry i didn't decompile your mod
the post is here
http://www.minecraftforum.net/topic/1854988-tutorial-152-changing-vanilla-without-editing-base-classes-coremods-and-events-very-advanced/
My 1.6.1 version still edits a base class.Another issue I had was with the model class. I couldn't figure out how to set up the vanilla model textures. It would render the creeper texture, but it would be large like a zombie, instead of smaller with 4 legs like the creepers should be.
I still have no idea on how to use forge 1.6.1 i need to figure it out myself, and the stable release will most likely be released on monday, till then there might be drastic changes.
but if the events system and ASM transormation from the previous versions of forge are not messed with a lot then your work should be very straight forward.
again using the events system, what you do is extend the creeper class, add the onLivingUpdate function to the child class and catch the event for whenever a vanilla creeper is spawned, once spawned, you despawn them and replace them with the child creeper. this worked perfectly and didn't need ANY base class modifications. on the down side, it required creating a new type of entity and a new spawn egg for them.
The other way of doing it is absolutly brilliant and i discussed it very quickly on my fifth post. what you do is modify the base creeper class as you do right now. compile it. obfuscate it, then place it in some coremod jar file. the forge code in that coremod file then does the following: whenever minecraft first calls the creeper class. the coremod jumps in at runtime and replaces dynamically and in memory the original creeper class with the version that is inside the coremod jar. people call this *patching*
I gave the link to a project that does exactly that in the post. it's hosted on github
btw when you create a new default entity in forge, it uses the ModelBiped, i.e giving it 2 arms 2 legs like Steve and zombies. you should have set the rendering to be for creepers, not sure what that class is called, but it's there.
Thanks again for the help!
Glad to finally be out of the BaseClass edits.
The bug I have to fix is that sometimes the vanilla creepers spawn at night alongside my custom 'burn in the sun creepers' and when the sun comes up. My creepers burn, but the vanilla ones dont. But it is a very small chance that they spawn to begin with. They aren't supposed to spawn at all but I think it's a Forge issue. Anyway, their is an event that basically converts all VANILLA creepers that spawn into my CUSTOM creeper. But at the moment it only runs when you log out and log back in. So if the creeper doesn't burn in the sun, if you relog the world, it will burn when you log back in as it only converts at log.
I have the code to fix this, but I've been coding for a bit now and it's July 4 and Im tired lol. So I'll get back on it tomorrow and can hopefully fix this nuisance.