Creature Type setting doesn't appear to work, Tinker's Construct's Slimes have been put in the "monsters" category, but they're still spawning in/encroaching Towny towns on my server, where monsters aren't allowed.
Another MCPC+ user here...
It's problem due to the inner working of towny - how it decides what's a "monster" and what isn't.
It's problem due to the inner working of towny - how it decides what's a "monster" and what isn't.
According to the devs and docs, it uses Vanilla mob categories. When I was using Mo Creatures, it would remove all of the mobs that were categorized "Monsters".
According to the configs generated by MSC2, it's a Monster...I didn't even have to move it, so I'm not sure if it is already flagged as one, or MSC2 decided it should go there because it doesn't have a mob type.
Would be nice if I could just add the entity to Towny's config, but it ONLY accepts those Vanilla mob categories.
According to the devs and docs, it uses Vanilla mob categories. When I was using Mo Creatures, it would remove all of the mobs that were categorized "Monsters".
According to the configs generated by MSC2, it's a Monster...I didn't even have to move it, so I'm not sure if it is already flagged as one, or MSC2 decided it should go there because it doesn't have a mob type.
Would be nice if I could just add the entity to Towny's config, but it ONLY accepts those Vanilla mob categories.
You'd need to show me the docs/code, other I'm afraid I can't do anything.
Anyways, I'm thinking of changing a core feature of MSC. Currently each config is saved on a per-save (world) basis. I'm thinking of changing that to a "select a config" basis, meaning you can have infinitely many configs that can be changed in-game. This will enable you to "hotswap" configs without even exiting your world. What do you think?
You'd need to show me the docs/code, other I'm afraid I can't do anything.
Well here's the related section of Towny's config with regards to Mobs.
# permitted entities http://jd.bukkit.org/apidocs/org/bukkit/entity/package-summary.html
# Animals, Chicken, Cow, Creature, Creeper, Flying, Ghast, Giant, Monster, Pig,
# PigZombie, Sheep, Skeleton, Slime, Spider, Squid, WaterMob, Wolf, Zombie
# Remove living entities within a town's boundaries, if the town has the mob removal flag set.
town_mob_removal_entities: Monster,WaterMob,Flying,Slime
Speaking with the devs in IRC quite awhile back, when I asked how I could go about adding a mod mob to the list, they told me that it has to be flagged as being part of the mob group(ie; Monster) or have one of those entity flags, which is thus part of one of the groups.
When using Mo Creatures awhile ago, it would remove things like Scorpions as they were classed "Monster" it would seem, but things like the Komodo stayed as they were assigned to "Animals" or something...
I never did get around to using the feature you had in the original MSC to reassign mobs, but I had intended to, which is what I'm trying to accomplish here, but it's already showing as "Monster".
One would think the blue Slimes in Tinker's should get removed as your mod is listing them as "Monster" without changing anything, but they aren't. I don't know how i'd check to make sure it's actually being flagged as "Monster" for sure though.
They have their uses, but man are they driving everyone nuts inside towns, as they spawn all over and annoy the hell out of you!
mDiyo says Blue Slimes should be "TConstruct.BlueSlime", no mention if they're grouped in with regular "Slime" so not sure how your mod classed them as "Monster".
mDiyo says Blue Slimes should be "TConstruct.BlueSlime", no mention if they're grouped in with regular "Slime" so not sure how your mod classed them as "Monster".
Wait, I'm confused. Are they not in the Towny [MSC2] config? They should be in under BlueSlime Post it here if you're have trouble.
They're showing up as "Monster" in the configs, but they're definitely not having their "group" changed to it, as if they were Towny would remove them. They're coming up as "EdibleSlime", the Towny Config error I posted is from the Towny plugin, not your mod...just illustrating that I can't add the class there.
I turned on Master in Settings.properties, and I would assume having the master entries blank for them, should mean they should not spawn at all...which isn't the case. They actually so rampant, that practically nothing else spawns(Not attributed to your mod, was the case before I even installed it!).
They're showing up as "Monster" in the configs, but they're definitely not having their "group" changed to it, as if they were Towny would remove them. They're coming up as "EdibleSlime", the Towny Config error I posted is from the Towny plugin, not your mod...just illustrating that I can't add the class there.
I turned on Master in Settings.properties, and I would assume having the master entries blank for them, should mean they should not spawn at all...which isn't the case. They actually so rampant, that practically nothing else spawns(Not attributed to your mod, was the case before I even installed it!).
That's weird - it must be something with Towny. Unfortunately, I have no control over that.
As for the Master settings, that's really weird. I'll have to look into it.
I'm considering making this mod open-source, meaning that you guys will be able to contribute directly via code/possibly discover and fix bugs. Also, at the core of the GUI is a custom widget library that you guys will be able to use in your own mods. What do you think?
I'm considering making this mod open-source, meaning that you guys will be able to contribute directly via code/possibly discover and fix bugs. Also, at the core of the GUI is a custom widget library that you guys will be able to use in your own mods. What do you think?
That sounds great, setting up a Git for this would be the best course of action, especially for the ticket/issue system...sifting through forum posts and PMs HAS to suck.
That sounds great, setting up a Git for this would be the best course of action, especially for the ticket/issue system...sifting through forum posts and PMs HAS to suck.
Alright, now I just need to figure out how to set it up
Yeah the Master setting is DEFINITELY not working, I disabled spawns and set weight to 0 for Tinker's blue slimes in it's config, and with your mod present and default biomes set for them to spawn, they continue to spawn even though master is enabled, and there are no entries for them under master.
They don't spawn in the biomes where there is no entry for them, so it's reading those, but master true = no worky.
It would be nice if you had an option to enable all mobs everywhere. I like to play with the variety, and the times when I don't feel like sorting through everything it would be nice to be able to do that because I have BoP, Mo Creatures, Atum, Special Mobs, and other mods that add many mobs. It sucks when I have to go through each mob for every biome.
Anyways, I'm thinking of changing a core feature of MSC. Currently each config is saved on a per-save (world) basis. I'm thinking of changing that to a "select a config" basis, meaning you can have infinitely many configs that can be changed in-game. This will enable you to "hotswap" configs without even exiting your world. What do you think?
Also, what do you guys think of the Edit By Entity GUI so far?
EDIT: Also, I'm going to change it so that if you define a Creeper to be a monster, the only proper place for it in the config is under the "Monster" category - otherwise, it will be ignored (and spit out a warning). Everyone okay with that?
Sounds easy enough... Oh wait
It's problem due to the inner working of towny - how it decides what's a "monster" and what isn't.
Possibly when I actually release this mod (when it moves out of beta).
It should, yes, although I'm sure some config adjustments must be made.
According to the devs and docs, it uses Vanilla mob categories. When I was using Mo Creatures, it would remove all of the mobs that were categorized "Monsters".
According to the configs generated by MSC2, it's a Monster...I didn't even have to move it, so I'm not sure if it is already flagged as one, or MSC2 decided it should go there because it doesn't have a mob type.
Would be nice if I could just add the entity to Towny's config, but it ONLY accepts those Vanilla mob categories.
You'd need to show me the docs/code, other I'm afraid I can't do anything.
Anyways, I'm thinking of changing a core feature of MSC. Currently each config is saved on a per-save (world) basis. I'm thinking of changing that to a "select a config" basis, meaning you can have infinitely many configs that can be changed in-game. This will enable you to "hotswap" configs without even exiting your world. What do you think?
Well here's the related section of Towny's config with regards to Mobs.
Speaking with the devs in IRC quite awhile back, when I asked how I could go about adding a mod mob to the list, they told me that it has to be flagged as being part of the mob group(ie; Monster) or have one of those entity flags, which is thus part of one of the groups.
When using Mo Creatures awhile ago, it would remove things like Scorpions as they were classed "Monster" it would seem, but things like the Komodo stayed as they were assigned to "Animals" or something...
I never did get around to using the feature you had in the original MSC to reassign mobs, but I had intended to, which is what I'm trying to accomplish here, but it's already showing as "Monster".
One would think the blue Slimes in Tinker's should get removed as your mod is listing them as "Monster" without changing anything, but they aren't. I don't know how i'd check to make sure it's actually being flagged as "Monster" for sure though.
They have their uses, but man are they driving everyone nuts inside towns, as they spawn all over and annoy the hell out of you!
http://www.minecraft...0#entry22617700
Adding them to Towny's config doesn't work...
every time i open the biome group gui and delete or edit something then close it and open it again it reverts back to the frist time i set it up
Wait, I'm confused. Are they not in the Towny [MSC2] config? They should be in under BlueSlime Post it here if you're have trouble.
Really? I'll have to look into that. Are you sure you're saving the groups?
They're showing up as "Monster" in the configs, but they're definitely not having their "group" changed to it, as if they were Towny would remove them. They're coming up as "EdibleSlime", the Towny Config error I posted is from the Towny plugin, not your mod...just illustrating that I can't add the class there.
TConstruct CFG, as generated by MSC2
# Generated on Sat, 6/1/2013 at 04:00:45 AM
#
?ReadOnly=false
#
?ItemWeight=8
?MinCount=4
?MaxCount=4
#
# Creature Type Configuration
~monster:EdibleSlime,UnstableCreeper
~creature:
~ambient:
~waterCreature:
~UNKNOWN:
#
# Biome Groupings
#
# Spawn Settings
#
Master~monster:
Master~creature:
Master~ambient:
Master~waterCreature:
#
#
Vanilla.Beach~monster:EdibleSlime(8-4-4)
Vanilla.Beach~creature:
Vanilla.Beach~ambient:
Vanilla.Beach~waterCreature:
#
Vanilla.Desert~monster:EdibleSlime(8-4-4)
Vanilla.Desert~creature:
Vanilla.Desert~ambient:
Vanilla.Desert~waterCreature:
#
Vanilla.DesertHills~monster:EdibleSlime(8-4-4)
Vanilla.DesertHills~creature:
Vanilla.DesertHills~ambient:
Vanilla.DesertHills~waterCreature:
#
Vanilla.Extreme Hills~monster:EdibleSlime(8-4-4)
Vanilla.Extreme Hills~creature:
Vanilla.Extreme Hills~ambient:
Vanilla.Extreme Hills~waterCreature:
#
Vanilla.Extreme Hills Edge~monster:EdibleSlime(8-4-4)
Vanilla.Extreme Hills Edge~creature:
Vanilla.Extreme Hills Edge~ambient:
Vanilla.Extreme Hills Edge~waterCreature:
#
Vanilla.Forest~monster:EdibleSlime(8-4-4)
Vanilla.Forest~creature:
Vanilla.Forest~ambient:
Vanilla.Forest~waterCreature:
#
Vanilla.ForestHills~monster:EdibleSlime(8-4-4)
Vanilla.ForestHills~creature:
Vanilla.ForestHills~ambient:
Vanilla.ForestHills~waterCreature:
#
Vanilla.FrozenOcean~monster:EdibleSlime(8-4-4)
Vanilla.FrozenOcean~creature:
Vanilla.FrozenOcean~ambient:
Vanilla.FrozenOcean~waterCreature:
#
Vanilla.FrozenRiver~monster:EdibleSlime(8-4-4)
Vanilla.FrozenRiver~creature:
Vanilla.FrozenRiver~ambient:
Vanilla.FrozenRiver~waterCreature:
#
Vanilla.Hell~monster:UnstableCreeper(8-4-6)
Vanilla.Hell~creature:
Vanilla.Hell~ambient:
Vanilla.Hell~waterCreature:
#
Vanilla.Ice Mountains~monster:EdibleSlime(8-4-4)
Vanilla.Ice Mountains~creature:
Vanilla.Ice Mountains~ambient:
Vanilla.Ice Mountains~waterCreature:
#
Vanilla.Ice Plains~monster:EdibleSlime(8-4-4)
Vanilla.Ice Plains~creature:
Vanilla.Ice Plains~ambient:
Vanilla.Ice Plains~waterCreature:
#
Vanilla.Jungle~monster:EdibleSlime(8-4-4)
Vanilla.Jungle~creature:
Vanilla.Jungle~ambient:
Vanilla.Jungle~waterCreature:
#
Vanilla.JungleHills~monster:EdibleSlime(8-4-4)
Vanilla.JungleHills~creature:
Vanilla.JungleHills~ambient:
Vanilla.JungleHills~waterCreature:
#
Vanilla.MushroomIsland~monster:
Vanilla.MushroomIsland~creature:
Vanilla.MushroomIsland~ambient:
Vanilla.MushroomIsland~waterCreature:
#
Vanilla.MushroomIslandShore~monster:
Vanilla.MushroomIslandShore~creature:
Vanilla.MushroomIslandShore~ambient:
Vanilla.MushroomIslandShore~waterCreature:
#
Vanilla.Ocean~monster:EdibleSlime(8-4-4)
Vanilla.Ocean~creature:
Vanilla.Ocean~ambient:
Vanilla.Ocean~waterCreature:
#
Vanilla.Plains~monster:EdibleSlime(8-4-4)
Vanilla.Plains~creature:
Vanilla.Plains~ambient:
Vanilla.Plains~waterCreature:
#
Vanilla.River~monster:EdibleSlime(8-4-4)
Vanilla.River~creature:
Vanilla.River~ambient:
Vanilla.River~waterCreature:
#
Vanilla.Sky~monster:
Vanilla.Sky~creature:
Vanilla.Sky~ambient:
Vanilla.Sky~waterCreature:
#
Vanilla.Swampland~monster:EdibleSlime(8-4-4)
Vanilla.Swampland~creature:
Vanilla.Swampland~ambient:
Vanilla.Swampland~waterCreature:
#
Vanilla.Taiga~monster:EdibleSlime(8-4-4)
Vanilla.Taiga~creature:
Vanilla.Taiga~ambient:
Vanilla.Taiga~waterCreature:
#
Vanilla.TaigaHills~monster:EdibleSlime(8-4-4)
Vanilla.TaigaHills~creature:
Vanilla.TaigaHills~ambient:
Vanilla.TaigaHills~waterCreature:
#
twilightforest.biomes.TFBiomeCenter.Major Feature~monster:
twilightforest.biomes.TFBiomeCenter.Major Feature~creature:
twilightforest.biomes.TFBiomeCenter.Major Feature~ambient:
twilightforest.biomes.TFBiomeCenter.Major Feature~waterCreature:
#
twilightforest.biomes.TFBiomeCenter2.Minor Feature~monster:
twilightforest.biomes.TFBiomeCenter2.Minor Feature~creature:
twilightforest.biomes.TFBiomeCenter2.Minor Feature~ambient:
twilightforest.biomes.TFBiomeCenter2.Minor Feature~waterCreature:
#
twilightforest.biomes.TFBiomeClearing.Twilight Clearing~monster:
twilightforest.biomes.TFBiomeClearing.Twilight Clearing~creature:
twilightforest.biomes.TFBiomeClearing.Twilight Clearing~ambient:
twilightforest.biomes.TFBiomeClearing.Twilight Clearing~waterCreature:
#
twilightforest.biomes.TFBiomeDarkForest.Dark Forest~monster:
twilightforest.biomes.TFBiomeDarkForest.Dark Forest~creature:
twilightforest.biomes.TFBiomeDarkForest.Dark Forest~ambient:
twilightforest.biomes.TFBiomeDarkForest.Dark Forest~waterCreature:
#
twilightforest.biomes.TFBiomeDeepMushrooms.Lots of Mushrooms~monster:
twilightforest.biomes.TFBiomeDeepMushrooms.Lots of Mushrooms~creature:
twilightforest.biomes.TFBiomeDeepMushrooms.Lots of Mushrooms~ambient:
twilightforest.biomes.TFBiomeDeepMushrooms.Lots of Mushrooms~waterCreature:
#
twilightforest.biomes.TFBiomeEnchantedForest.Enchanted Forest~monster:
twilightforest.biomes.TFBiomeEnchantedForest.Enchanted Forest~creature:
twilightforest.biomes.TFBiomeEnchantedForest.Enchanted Forest~ambient:
twilightforest.biomes.TFBiomeEnchantedForest.Enchanted Forest~waterCreature:
#
twilightforest.biomes.TFBiomeFireSwamp.Fire Swamp~monster:
twilightforest.biomes.TFBiomeFireSwamp.Fire Swamp~creature:
twilightforest.biomes.TFBiomeFireSwamp.Fire Swamp~ambient:
twilightforest.biomes.TFBiomeFireSwamp.Fire Swamp~waterCreature:
#
twilightforest.biomes.TFBiomeGlacier.Glacier~monster:
twilightforest.biomes.TFBiomeGlacier.Glacier~creature:
twilightforest.biomes.TFBiomeGlacier.Glacier~ambient:
twilightforest.biomes.TFBiomeGlacier.Glacier~waterCreature:
#
twilightforest.biomes.TFBiomeHighlands.Highlands~monster:
twilightforest.biomes.TFBiomeHighlands.Highlands~creature:
twilightforest.biomes.TFBiomeHighlands.Highlands~ambient:
twilightforest.biomes.TFBiomeHighlands.Highlands~waterCreature:
#
twilightforest.biomes.TFBiomeMushrooms.Mushrooms~monster:
twilightforest.biomes.TFBiomeMushrooms.Mushrooms~creature:
twilightforest.biomes.TFBiomeMushrooms.Mushrooms~ambient:
twilightforest.biomes.TFBiomeMushrooms.Mushrooms~waterCreature:
#
twilightforest.biomes.TFBiomeSnow.Snowy Forest~monster:
twilightforest.biomes.TFBiomeSnow.Snowy Forest~creature:
twilightforest.biomes.TFBiomeSnow.Snowy Forest~ambient:
twilightforest.biomes.TFBiomeSnow.Snowy Forest~waterCreature:
#
twilightforest.biomes.TFBiomeStream.Twilight Stream~monster:
twilightforest.biomes.TFBiomeStream.Twilight Stream~creature:
twilightforest.biomes.TFBiomeStream.Twilight Stream~ambient:
twilightforest.biomes.TFBiomeStream.Twilight Stream~waterCreature:
#
twilightforest.biomes.TFBiomeSwamp.Twilight Swamp~monster:
twilightforest.biomes.TFBiomeSwamp.Twilight Swamp~creature:
twilightforest.biomes.TFBiomeSwamp.Twilight Swamp~ambient:
twilightforest.biomes.TFBiomeSwamp.Twilight Swamp~waterCreature:
#
twilightforest.biomes.TFBiomeTwilightForest.Clearing Border~monster:
twilightforest.biomes.TFBiomeTwilightForest.Clearing Border~creature:
twilightforest.biomes.TFBiomeTwilightForest.Clearing Border~ambient:
twilightforest.biomes.TFBiomeTwilightForest.Clearing Border~waterCreature:
#
twilightforest.biomes.TFBiomeTwilightForest.Lake Border~monster:
twilightforest.biomes.TFBiomeTwilightForest.Lake Border~creature:
twilightforest.biomes.TFBiomeTwilightForest.Lake Border~ambient:
twilightforest.biomes.TFBiomeTwilightForest.Lake Border~waterCreature:
#
twilightforest.biomes.TFBiomeTwilightForest.Twilight Forest~monster:
twilightforest.biomes.TFBiomeTwilightForest.Twilight Forest~creature:
twilightforest.biomes.TFBiomeTwilightForest.Twilight Forest~ambient:
twilightforest.biomes.TFBiomeTwilightForest.Twilight Forest~waterCreature:
#
twilightforest.biomes.TFBiomeTwilightForestVariant.Dense Twilight Forest~monster:
twilightforest.biomes.TFBiomeTwilightForestVariant.Dense Twilight Forest~creature:
twilightforest.biomes.TFBiomeTwilightForestVariant.Dense Twilight Forest~ambient:
twilightforest.biomes.TFBiomeTwilightForestVariant.Dense Twilight Forest~waterCreature:
#
twilightforest.biomes.TFBiomeTwilightLake.Twilight Lake~monster:
twilightforest.biomes.TFBiomeTwilightLake.Twilight Lake~creature:
twilightforest.biomes.TFBiomeTwilightLake.Twilight Lake~ambient:
twilightforest.biomes.TFBiomeTwilightLake.Twilight Lake~waterCreature:
#
I turned on Master in Settings.properties, and I would assume having the master entries blank for them, should mean they should not spawn at all...which isn't the case. They actually so rampant, that practically nothing else spawns(Not attributed to your mod, was the case before I even installed it!).
That's weird - it must be something with Towny. Unfortunately, I have no control over that.
As for the Master settings, that's really weird. I'll have to look into it.
That sounds great, setting up a Git for this would be the best course of action, especially for the ticket/issue system...sifting through forum posts and PMs HAS to suck.
Alright, now I just need to figure out how to set it up
They don't spawn in the biomes where there is no entry for them, so it's reading those, but master true = no worky.
god job
So than one could go in and remake it all!
Also, what do you guys think of the Edit By Entity GUI so far?
EDIT: Also, I'm going to change it so that if you define a Creeper to be a monster, the only proper place for it in the config is under the "Monster" category - otherwise, it will be ignored (and spit out a warning). Everyone okay with that?