I'm looking forward to this update. Are you still working on the new worldgen, where you will replace some vanilla spawners with your new ones?
Also, will you be disabling your debug stuff at some point? It's really annoying to have the log so chock-full of user-useless information, like outputting something every time an inventory opens or readouts on mob deaths and certain blocks.
I'm looking forward to this update. Are you still working on the new worldgen, where you will replace some vanilla spawners with your new ones?
Also, will you be disabling your debug stuff at some point? It's really annoying to have the log so chock-full of user-useless information, like outputting something every time an inventory opens or readouts on mob deaths and certain blocks.
It seems you don't understand how to code. I am replacing the vanilla TileEntityMobSpawner with my own once the ASM to support it has fixed the issues.As for worldgen I am not planning on any worldgen. I will be manipulating NBT/Sub/Jockie mob support entries similar to how forge's dungeon tweeks works but, user configurations via xml format using a library I still have to write ConfigXML. Unlike forge It will be NBT specific not just a string id
The output isn't debug the inventory opening is causing exceptions that the game is throwing(Trying to throw a crash) every time you open up your inventory. This is caused by null entities. I said before the issue has already been resolved for this by EvilNotchCore entity cache/blacklist system.
For the fact of debug information it won't be disabled till polished up after some community bug reports after beta testing(bug free?). Mob death log was a debug info I will disable it when I feel like it.
The re-write will happen when evil notch core is a release for 1.7.10 and after it gets ported to the newest version. I have been busy relaxing some needed time off after 5 months of non stop work.
Did you read any of the log updates(via curse file changelog and here)? They give progress on what's happening.
The reason why you haven't seen much activity for silkspawners log is I only have two more things to do for it from the core mod dev but, that doesn't stop the needs for EvilNotcCore but, maybe a couple more things.
I am taking a break a couple days to port over console texture pack to pc edition then I will begin doing the few things I have to do left. A couple apis one gui,library addition, inventory fixer,resource pack beta wool, font renderer and last but, not least ASM. Most of the resource pack work is done I just need to re-do animations and environment along with get the updated textures for the new mobs....
When I come back I will be working on the bug fixes such as the spawner and crashes when placing a tile entity
Sorry it's been taking so long I have been busy working on programs to convert the resource packs over with perfection and minimal manual support resulting in very little to no mistakes when converting texturepacks. Although pck studio was suppose to do this the owner is a complete jerk and ignored all of my bug reports. You won't be seeing a converter .pck packer/unpacker from him. Although it would be nice to convert to xbox I like lb photo realism and would like to see it with the super duper graphics pack. and before you report me for hating no updates recently I paid for the content I am going to convert.
The resource packs should be converted shortly for personal reasons and then I should be able to finish the core and start back on silkspanwers. The core has several things I need to do to it first though
I mean, I'm just waiting for the 1.7.10 version and world generation update to incorporate some of those different-looking (And hopefully differently-functioning) spawners.
Like the rusty spawners or cave spawners, just for some more variety out there.
Also, it would be nice to have a way to turn off the debug notifications; I don't need to know that the mod is doing something every time a mob dies or I place a block.
I mean, I'm just waiting for the 1.7.10 version and world generation update to incorporate some of those different-looking (And hopefully differently-functioning) spawners.
Like the rusty spawners or cave spawners, just for some more variety out there.
Also, it would be nice to have a way to turn off the debug notifications; I don't need to know that the mod is doing something every time a mob dies or I place a block.
You can already use dungeon tweaks in 1.7.10 for custom nbt ones I will backport after I write it in 1.12.2. but, you can already do that for the aether fix version.
I mean, I'm just waiting for the 1.7.10 version and world generation update to incorporate some of those different-looking (And hopefully differently-functioning) spawners.
Like the rusty spawners or cave spawners, just for some more variety out there.
Also, it would be nice to have a way to turn off the debug notifications; I don't need to know that the mod is doing something every time a mob dies or I place a block.
I mean, I'm just waiting for the 1.7.10 version and world generation update to incorporate some of those different-looking (And hopefully differently-functioning) spawners.
Like the rusty spawners or cave spawners, just for some more variety out there.
Also, it would be nice to have a way to turn off the debug notifications; I don't need to know that the mod is doing something every time a mob dies or I place a block.
Ok so your waiting for the planned spawner upgrades. The rest would be either in dungeon tweaks. Read FAQ it says all the planned spawners. The addon would support vanilla structures and add some of it's own. Yes this is planned right after silkspawners 2.0
the 1.12.2 version should have no more translation errors go dl now.
Edit: has some nbt compound writing errors shouldn't be affected by normal spawners too much I will have a hotfix as soon as dungeon tweaks gets finished up
ok so it's been a while since I commented on my thread. This is my new account by the way. 1.7.10 version is released for forge as I got tired of spam from crash reports from being broken af. There is no rendering however but, it does have nei support by overriding it
dev is halted I know it was almost done. But, dev is halted as I am now working on my own mod loader with hopefully no broken apis this time unlike forge. The main issue with silkspawners was other entities playing sounds, broken nbt serialization, or crashing when trying to render an entity by simply creating it. As for the 2.0 NBTPathAPI I am going to think of a better solution. It's unoptimized to decompile the nbt every time you want to make a comparsion. I will use recursion instead and have some sort of comparator which will tell you what function you want to compare it with. It will be embedded into the jml-mc-api jar as well as all of evil notch lib. So once it's fully working I can re-port the libs back to forge and that will be what my mods use.
Once jml is complete the mod will get ported over to jml. I will once it's fully done re-port back to forge versions and or fabric. I may even make a bukkit plugin. And yes the 2.0 xml update will happen but, it's a long ways away over a year before I even start to think about it
I'm looking forward to this update. Are you still working on the new worldgen, where you will replace some vanilla spawners with your new ones?
Also, will you be disabling your debug stuff at some point? It's really annoying to have the log so chock-full of user-useless information, like outputting something every time an inventory opens or readouts on mob deaths and certain blocks.
It seems you don't understand how to code. I am replacing the vanilla TileEntityMobSpawner with my own once the ASM to support it has fixed the issues.As for worldgen I am not planning on any worldgen. I will be manipulating NBT/Sub/Jockie mob support entries similar to how forge's dungeon tweeks works but, user configurations via xml format using a library I still have to write ConfigXML. Unlike forge It will be NBT specific not just a string id
The output isn't debug the inventory opening is causing exceptions that the game is throwing(Trying to throw a crash) every time you open up your inventory. This is caused by null entities. I said before the issue has already been resolved for this by EvilNotchCore entity cache/blacklist system.
For the fact of debug information it won't be disabled till polished up after some community bug reports after beta testing(bug free?). Mob death log was a debug info I will disable it when I feel like it.
The re-write will happen when evil notch core is a release for 1.7.10 and after it gets ported to the newest version. I have been busy relaxing some needed time off after 5 months of non stop work.
Did you read any of the log updates(via curse file changelog and here)? They give progress on what's happening.
The reason why you haven't seen much activity for silkspawners log is I only have two more things to do for it from the core mod dev but, that doesn't stop the needs for EvilNotcCore but, maybe a couple more things.
edit: optimized message above enough.
I am taking a break a couple days to port over console texture pack to pc edition then I will begin doing the few things I have to do left. A couple apis one gui,library addition, inventory fixer,resource pack beta wool, font renderer and last but, not least ASM. Most of the resource pack work is done I just need to re-do animations and environment along with get the updated textures for the new mobs....
When I come back I will be working on the bug fixes such as the spawner and crashes when placing a tile entity
Sorry it's been taking so long I have been busy working on programs to convert the resource packs over with perfection and minimal manual support resulting in very little to no mistakes when converting texturepacks. Although pck studio was suppose to do this the owner is a complete jerk and ignored all of my bug reports. You won't be seeing a converter .pck packer/unpacker from him. Although it would be nice to convert to xbox I like lb photo realism and would like to see it with the super duper graphics pack. and before you report me for hating no updates recently I paid for the content I am going to convert.
The resource packs should be converted shortly for personal reasons and then I should be able to finish the core and start back on silkspanwers. The core has several things I need to do to it first though
The future:
re-write for 1.12.2
Note: xml 2.0 re-write will still happen but, had to get some bug free clean code written first so enjoy
really no comments this is what you people were asking me about?
We just don't know what to say...
--They won't die...They will return...muhuhuhuhuhuhuhuhu......--
I mean, I'm just waiting for the 1.7.10 version and world generation update to incorporate some of those different-looking (And hopefully differently-functioning) spawners.
Like the rusty spawners or cave spawners, just for some more variety out there.
Also, it would be nice to have a way to turn off the debug notifications; I don't need to know that the mod is doing something every time a mob dies or I place a block.
You can already use dungeon tweaks in 1.7.10 for custom nbt ones I will backport after I write it in 1.12.2. but, you can already do that for the aether fix version.
config > silkspawners > dungeontweaks > modid.cfg
did you find it?
Ok so your waiting for the planned spawner upgrades. The rest would be either in dungeon tweaks. Read FAQ it says all the planned spawners. The addon would support vanilla structures and add some of it's own. Yes this is planned right after silkspawners 2.0
the 1.12.2 version should have no more translation errors go dl now.
Edit: has some nbt compound writing errors shouldn't be affected by normal spawners too much I will have a hotfix as soon as dungeon tweaks gets finished up
i hope will support journey into the light,divine rpg and advent of ascension in 1.12.2 since all three mods can now be played together in 1.12.2
it does already
ok so it's been a while since I commented on my thread. This is my new account by the way. 1.7.10 version is released for forge as I got tired of spam from crash reports from being broken af. There is no rendering however but, it does have nei support by overriding it
dev is halted I know it was almost done. But, dev is halted as I am now working on my own mod loader with hopefully no broken apis this time unlike forge. The main issue with silkspawners was other entities playing sounds, broken nbt serialization, or crashing when trying to render an entity by simply creating it. As for the 2.0 NBTPathAPI I am going to think of a better solution. It's unoptimized to decompile the nbt every time you want to make a comparsion. I will use recursion instead and have some sort of comparator which will tell you what function you want to compare it with. It will be embedded into the jml-mc-api jar as well as all of evil notch lib. So once it's fully working I can re-port the libs back to forge and that will be what my mods use.
Once jml is complete the mod will get ported over to jml. I will once it's fully done re-port back to forge versions and or fabric. I may even make a bukkit plugin. And yes the 2.0 xml update will happen but, it's a long ways away over a year before I even start to think about it
I'm looking forward to it!
If I helped, or you just like my post, please press the button.
My mods...
discord link to watch dev note sometimes I get so depressed I don't dev
https://discord.gg/qdewa8E