Mounted Spawners. now has a mounting:[{}] tag format with silk spawners nbt format supported. Just because, it's the same format doesn't mean I don't need to patch silk spawners. Note the render hasn't been patched yet and won't be till I find out open gl scaling for dynamic mounted spawner render (render limit of 15 mobs)
I am debating whether or not to make silk spawners all the same format for 1.7.10+
Features:
+Configurable skele has equipment by name
+Having option to show entites > babies/skins like NEI
+Mounted Spawner Support WIP
+Fixed Spawners not Creating Entities From NBT if didn't specify the properties in SpawnPotentials:[]
Fixes:
-Crash from horse spawner > func_98281_h()
-Not Creating Entity Dynamically if didn't specify properties tag
Mounted spawner render is complete and configurable. I will do the items next this had very weird output and took me all night every time I thought it was done without any bugs
Edit WIP New Idea if so many mounted mobs or config option to all mounted spawners
You can download the WIP EvilNotchCore with the TileEntityMobSpawner patches but, note It's not silk spawners just bug fixes/render patches. Silk spawners re-write will happen soon though.
Yeah my version is 1.7.10. I installed the better anvil mod and it fixed the problem. The enchants now get more expensive over time.
So you wanted more expensive enchantments? Evil Notch Core will handle this now what are you looking for? They are all config options in evil notch core now.
have the cost += all the anvil levels making it expensive again
have the cost = 1 like older silk spawners maybe unintentional bug
have the cost = the amount of enchantments total //current idea
Yay! Thank you so much! And what about being able to use multiple different types of enchants to collect spawners? Like Silk or Looting or others?
Like I said before it will be a single line for the global enchantments but, since LineDynamicLogic class specifically created for you you can use the && || logic not just && logic.
"id:level","id:level" || "id:level" or you can just simply use "id:level" or even "id:level","id:level". each LineDWNF at each or logic will be possible for picking up spawners with silk touch. For the non global process It's farther down the road but, it will be using "modid:block" = "id:level" || "id:level" or possibly even "modid:block" = "id:level" || "modid:block" = "id:level"
I am trying to fix exception handling but, some mods are just too stupid
Exception Handling has been mastered by the art of a FakeWorld.class. It should fix all those bleeping exceptions we have been having in modpacks. It will be applied once I start working on the clean re-write for silk spawners. Won't be too many lines of code since all it will be is config objects which I have already made and a couple events/utility classes. EvilNotchCore now handles the entity caches so any other mod can use them if they feel like it.
I am going away for 2-3 weeks forcefully since my pc has to go into the shop and get repairs. It's annoying my control key is broken, my screen is bad quality, my pc has internet hardware/software issues etc....
I am back now just got my pc back one week earlier there was almost no hardware errors. Will start working on EvilNotchCore/Weighted Inventories first then I will start working on silk spawners re-write
As EvilNotchCore get's more silkspawner fixes it's improved better then ever. Just take a look at the more dynamic bucket event fixers with silk touch/enchantments on bucket events. Bucket events are now more compatible with all mods as they only fire if they bucket has NBT and config option or if enchantments options is true it will fire. The purpose of this is to preserver enchantments/NBT.
There is the additional vanilla fix if block is replaceable don't modify xyz cords and place block. And if you somehow find an incompatible mod that needs it you can turn the events off one by one. But, normally you could just use the blacklist the item and your good.
Unlike Last Time silk touch milk isn't a separate item and is drinkable yet retains the silk touch enchantment.
I just realized that both renders when silk spawners re-write goes fully dynamic are going to have to be moved over to the mod to get the methods in play. Either that or some type of interface and interface registry... Don't know yet just trying to finish up EvilNotchCore As planned then we will see.
the mount render above with mob spawners that contain valid entities will also be applied to all TileEntities. The interface involved with this is creating issues so I will have to ASM every single tile entity class to contain variables as an entity cache. After that gets done then the mount render can be applied to all tile entity render.
I will investigate further possible issues but, I only think that this will be the only issue.
News:
EvilNotchCore: for 1.7.10 is on it's most difficult development phase, pure asm, patch a gui, interfaces and APIs
Been working away on fixing both tile entity and IItem/tile entity render.
You may be wondering why I have been sharing glass spawners instead of caged spawners(vanilla's) it's because A: they display better B: I haven't asmed the world class to support my tile entity replace method but, once that's done all the /setblock issues will be fixed.
ChangeLog:
ChangeLog:
Fixed Issues:
using interface regardless in get display ent
crashes with corrupted entities
mob spawner trying to spawn corrupted entities
IItemRender modifying item stacks nbt based on the render now modifies a copy nbt
NBTCorrupted Mobs Crashing spawners no renders and spawns them without readingFromNBT() enhancement
func_98265_a() mostley syncing with blacklist but also not checking before using interface
IItem render issues with nbt corrupted mobs/blacklisted mobs
IItem render not being same scale by default as NEI spawners
MobSpawner/IItemRender dynamic scaling enabled by default resaulting in non 1.7.10 default render
Slimes not being scale 3 always due to backporting code
On World/Chunk Load Loosing Riding Mobs on Jockie spawners
anoying crash from not specifying weight with spawnpotentials vanilla bug
throwing exceptions(trying to crash) when there was no nbttagcompound
not cacheing private fields in pre-init
NEI Spawner render not supporting transparency
Writing EntityToNBT when is on blacklist for entity has pumkin method
Writing EntityToNBT when is on blacklist for entity methods
Features:
Added do it yourself entity blacklist since not every entity can be detected
for corruption automatically
Notes:
I am aware of a bug that occurs when an entity is glitched out and doesn't readfromnbt correctly
this causes issues of randomized entity when entity doesn't get it's model right from it's variables
this causes an issue with orespawn's moths with IITemRender flashing 20 ticks per second.
I am working on a fix for this
What this means. Previously crashing mobs from both my/vanilla's/mod's fault on render and spawning in entitites crashing the world has been fixed. Just take a look this Chaos guardian no longer crashes you when setting a block.
Basically:
NBT Corrupted mobs causing render crashes > my fault for not detecting them before writing to nbt
Interface Render System For IItemRender and TileEntity have been completed. The new cache system that came with this fixed orespawn and moths. I also fixed a bug with my entity cacheing system that conflicted with the orespawn crab.
In other news I have fixed vanilla wiping your playerdata for when it happens 6 seconds after you have been in the world it updates you to the last cached player data within two whole minuets of accuracy It might be changed to 3 seconds change so people don't go it doesn't work the bug happened and it doesn't work I quit my life because, I didn't wait 3 more seconds.
Although the IItemRender is equivalent to NEI's code NEI's graphical reset is not supreme. I had already made some stuff fixed more up then NEI's but, it still needs some work. Right now Hardcore ender expansion's boss fire fiend is causing issues. I will be working on fixing this issue the reason why nobody noticed with NEI is many mobs don't mess with opengl helper or boss displays and the fact that they were limited to only global id mobs which only vanilla should have never any modded mobs. So it appears they were lazy hoped nobody would notice about both the graphical effects and not supporting forge mobs to their NEI tabs.
Mounted Spawners. now has a mounting:[{}] tag format with silk spawners nbt format supported. Just because, it's the same format doesn't mean I don't need to patch silk spawners. Note the render hasn't been patched yet and won't be till I find out open gl scaling for dynamic mounted spawner render (render limit of 15 mobs)
I am debating whether or not to make silk spawners all the same format for 1.7.10+
Features:
+Configurable skele has equipment by name
+Having option to show entites > babies/skins like NEI
+Mounted Spawner Support WIP
+Fixed Spawners not Creating Entities From NBT if didn't specify the properties in SpawnPotentials:[]
Fixes:
-Crash from horse spawner > func_98281_h()
-Not Creating Entity Dynamically if didn't specify properties tag
WIP Render Patches in Progress
Previously Crashed in 1.7.10 horses and anything else that needs the world won't crash anymore
Mounted spawner render is complete and configurable. I will do the items next this had very weird output and took me all night every time I thought it was done without any bugs
Edit WIP New Idea if so many mounted mobs or config option to all mounted spawners
WIP Item Mount Render (Mostly done just debugging)
You can download the WIP EvilNotchCore with the TileEntityMobSpawner patches but, note It's not silk spawners just bug fixes/render patches. Silk spawners re-write will happen soon though.
https://mods.curse.com/mc-mods/minecraft/273600-evilnotch-core#t1:description
So you wanted more expensive enchantments? Evil Notch Core will handle this now what are you looking for? They are all config options in evil notch core now.
have the cost += all the anvil levels making it expensive again
have the cost = 1 like older silk spawners maybe unintentional bug
have the cost = the amount of enchantments total //current idea
Yay! Thank you so much! And what about being able to use multiple different types of enchants to collect spawners? Like Silk or Looting or others?
If I helped, or you just like my post, please press the button.
My mods...
Like I said before it will be a single line for the global enchantments but, since LineDynamicLogic class specifically created for you you can use the && || logic not just && logic.
"id:level","id:level" || "id:level" or you can just simply use "id:level" or even "id:level","id:level". each LineDWNF at each or logic will be possible for picking up spawners with silk touch. For the non global process It's farther down the road but, it will be using "modid:block" = "id:level" || "id:level" or possibly even "modid:block" = "id:level" || "modid:block" = "id:level"
I am trying to fix exception handling but, some mods are just too stupid
Exception Handling has been mastered by the art of a FakeWorld.class. It should fix all those bleeping exceptions we have been having in modpacks. It will be applied once I start working on the clean re-write for silk spawners. Won't be too many lines of code since all it will be is config objects which I have already made and a couple events/utility classes. EvilNotchCore now handles the entity caches so any other mod can use them if they feel like it.
I am going away for 2-3 weeks forcefully since my pc has to go into the shop and get repairs. It's annoying my control key is broken, my screen is bad quality, my pc has internet hardware/software issues etc....
I lied getting a crappy laptop in the meantime so bored I started coding planning on paper for silk spawners
only sophisticated and supreme clean implementation of silk spawners re write will do
https://imgur.com/gallery/pICzL?s=sms
Vote should dungeon tweaks have
default weight of 0 except for vanilla
should they be untouched like original
should they have defined parameters random range per creature type. Like water fire flying etc....or just like that just drop the range?
if option one then when random range is turned back on should it delete the configured files and regenerate them?
I am back now just got my pc back one week earlier there was almost no hardware errors. Will start working on EvilNotchCore/Weighted Inventories first then I will start working on silk spawners re-write
As EvilNotchCore get's more silkspawner fixes it's improved better then ever. Just take a look at the more dynamic bucket event fixers with silk touch/enchantments on bucket events. Bucket events are now more compatible with all mods as they only fire if they bucket has NBT and config option or if enchantments options is true it will fire. The purpose of this is to preserver enchantments/NBT.
There is the additional vanilla fix if block is replaceable don't modify xyz cords and place block. And if you somehow find an incompatible mod that needs it you can turn the events off one by one. But, normally you could just use the blacklist the item and your good.
Unlike Last Time silk touch milk isn't a separate item and is drinkable yet retains the silk touch enchantment.
I just realized that both renders when silk spawners re-write goes fully dynamic are going to have to be moved over to the mod to get the methods in play. Either that or some type of interface and interface registry... Don't know yet just trying to finish up EvilNotchCore As planned then we will see.
Been Working on fixing the render system a bit more. Needs a bit more work with open gl reset method maybe.
Per mob iteration scaling > Confirmed Working
Mounted Mob Render > Only vanilla mounting issues seen
Lighting > Need beta testers
Mounting Code has been fixed
Different scales per iteration spider = default, ender dragon = 0.1
Lighting and possible all open gl errors has been fixed for item and tile entity render
spoilers
the mount render above with mob spawners that contain valid entities will also be applied to all TileEntities. The interface involved with this is creating issues so I will have to ASM every single tile entity class to contain variables as an entity cache. After that gets done then the mount render can be applied to all tile entity render.
I will investigate further possible issues but, I only think that this will be the only issue.
News:
EvilNotchCore: for 1.7.10 is on it's most difficult development phase, pure asm, patch a gui, interfaces and APIs
Well not too much progress but, I did get the items supporting NBT/Sub mobs
Been working away on fixing both tile entity and IItem/tile entity render.
You may be wondering why I have been sharing glass spawners instead of caged spawners(vanilla's) it's because A: they display better B: I haven't asmed the world class to support my tile entity replace method but, once that's done all the /setblock issues will be fixed.
ChangeLog:
ChangeLog:
Fixed Issues:
using interface regardless in get display ent
crashes with corrupted entities
mob spawner trying to spawn corrupted entities
IItemRender modifying item stacks nbt based on the render now modifies a copy nbt
NBTCorrupted Mobs Crashing spawners no renders and spawns them without readingFromNBT() enhancement
func_98265_a() mostley syncing with blacklist but also not checking before using interface
IItem render issues with nbt corrupted mobs/blacklisted mobs
IItem render not being same scale by default as NEI spawners
MobSpawner/IItemRender dynamic scaling enabled by default resaulting in non 1.7.10 default render
Slimes not being scale 3 always due to backporting code
On World/Chunk Load Loosing Riding Mobs on Jockie spawners
anoying crash from not specifying weight with spawnpotentials vanilla bug
throwing exceptions(trying to crash) when there was no nbttagcompound
not cacheing private fields in pre-init
NEI Spawner render not supporting transparency
Writing EntityToNBT when is on blacklist for entity has pumkin method
Writing EntityToNBT when is on blacklist for entity methods
Features:
Added do it yourself entity blacklist since not every entity can be detected
for corruption automatically
Notes:
I am aware of a bug that occurs when an entity is glitched out and doesn't readfromnbt correctly
this causes issues of randomized entity when entity doesn't get it's model right from it's variables
this causes an issue with orespawn's moths with IITemRender flashing 20 ticks per second.
I am working on a fix for this
What this means. Previously crashing mobs from both my/vanilla's/mod's fault on render and spawning in entitites crashing the world has been fixed. Just take a look this Chaos guardian no longer crashes you when setting a block.
Basically:
NBT Corrupted mobs causing render crashes > my fault for not detecting them before writing to nbt
Blacklisted Corrupted mobs causing crashes > mods fault but, I null resisted everything
EntityLivingBase crashes > vanilla's fault has since then been fixed
Interface Render System For IItemRender and TileEntity have been completed. The new cache system that came with this fixed orespawn and moths. I also fixed a bug with my entity cacheing system that conflicted with the orespawn crab.
In other news I have fixed vanilla wiping your playerdata for when it happens 6 seconds after you have been in the world it updates you to the last cached player data within two whole minuets of accuracy It might be changed to 3 seconds change so people don't go it doesn't work the bug happened and it doesn't work I quit my life because, I didn't wait 3 more seconds.
Although the IItemRender is equivalent to NEI's code NEI's graphical reset is not supreme. I had already made some stuff fixed more up then NEI's but, it still needs some work. Right now Hardcore ender expansion's boss fire fiend is causing issues. I will be working on fixing this issue the reason why nobody noticed with NEI is many mobs don't mess with opengl helper or boss displays and the fact that they were limited to only global id mobs which only vanilla should have never any modded mobs. So it appears they were lazy hoped nobody would notice about both the graphical effects and not supporting forge mobs to their NEI tabs.
Bug:
Normal