Still looking for feedback. I'm about to complete the Edit By Entity GUI, but I'm unsure how to handle entities that aren't in their defined types. And for the regular By Biome screen, I'm unsure how you guys want me to handle the different creature types.
Nevermind this^
Im editing the configs now, I have BWG4 installed with Mo'Creatures, I turned custom mob spawner off*
*Use Custom Mob Spawner=no
*Despawn Vanilla?=no
*Change Vanilla Spawns=no
And I created a beta BWG4 world, with a savanna biome nearby (I did notice that BWG4 savanna is non first-letter capsed while another one I have probably from BOP is first letter capsed)
In the savanna, many pigs spawn, all in clusters of four. I also saw sheep/chicken/cows but not as much.
I went into the config and edited the Mo'creatures file so the BigCat will spawn inside BWG4's savanna. As a result, I came back to my world yet didn't see any BigCats.
So I went far away from the savanna and found another savanna, which had some BigCats inside.
Then I edited the config again, changed some weights for vanilla creatures and made it so all vanilla creatures will spawn in 1-4 clusters, instead of 4-4, I also increased weight of BigCat. I copied the MSC folder to desktop, deleted the previous world, made a new one with the same seed, closed MC and replaced its MSC folder with the previous one. When I went back to my new world, there were still only 4-4 pigs, and no BigCats, I ventured far away again but it was still the same, and no BigCats this time.
Anyway my point is that I think it isn't really working :S but I will test some more and report back later.
I'm poking at the config files on MSC2, and I have a few questions. Do the individual biome settings override, or add to the biome group settings? For example, if I have a biome group SUBARCTIC defined that includes all kinds of northern forests (snowy, taiga, birch, pine, etc),
Do the 'Pine Forest' settings add butterflies and bats to the biome, or do they override the SUBARCTIC settings for 'Pine Forest' biomes only (resulting in no monsters and no creatures), or do the biome group SUBARCTIC settings override the individual 'Pine Forest' biome settings (resulting in no bats or butterflies)?
Nevermind this^
Im editing the configs now, I have BWG4 installed with Mo'Creatures, I turned custom mob spawner off*
*Use Custom Mob Spawner=no
*Despawn Vanilla?=no
*Change Vanilla Spawns=no
And I created a beta BWG4 world, with a savanna biome nearby (I did notice that BWG4 savanna is non first-letter capsed while another one I have probably from BOP is first letter capsed)
In the savanna, many pigs spawn, all in clusters of four. I also saw sheep/chicken/cows but not as much.
I went into the config and edited the Mo'creatures file so the BigCat will spawn inside BWG4's savanna. As a result, I came back to my world yet didn't see any BigCats.
So I went far away from the savanna and found another savanna, which had some BigCats inside.
Then I edited the config again, changed some weights for vanilla creatures and made it so all vanilla creatures will spawn in 1-4 clusters, instead of 4-4, I also increased weight of BigCat. I copied the MSC folder to desktop, deleted the previous world, made a new one with the same seed, closed MC and replaced its MSC folder with the previous one. When I went back to my new world, there were still only 4-4 pigs, and no BigCats, I ventured far away again but it was still the same, and no BigCats this time.
Anyway my point is that I think it isn't really working :S but I will test some more and report back later.
Edit: Seems it works, but only sometimes :S
It may be an on-going problem with Mo Creatures. If you remove Mo Creatures, does it work?
I'm poking at the config files on MSC2, and I have a few questions. Do the individual biome settings override, or add to the biome group settings? For example, if I have a biome group SUBARCTIC defined that includes all kinds of northern forests (snowy, taiga, birch, pine, etc),
Do the 'Pine Forest' settings add butterflies and bats to the biome, or do they override the SUBARCTIC settings for 'Pine Forest' biomes only (resulting in no monsters and no creatures), or do the biome group SUBARCTIC settings override the individual 'Pine Forest' biome settings (resulting in no bats or butterflies)?
The group setting is applied to all of the biomes in that group. However, if you choose to do so, a Biome defintion will add/modify the entries for that biome, but it will NOT override the settings.
Thus when evaluated all the way, it will look like :
Of course, with multiple groups this can be difficult to see, so when complete, the MSC2 GUI will have an "evaulated" option to show you what the evaluated settings look like. If you're interested, you can help me design the remaining GUIs (edit by entity/edit by biome/evaluated option).
The group setting is applied to all of the biomes in that group. However, if you choose to do so, a Biome defintion will add/modify the entries for that biome, but it will NOT override the settings.
Thus when evaluated all the way, it will look like :
Of course, with multiple groups this can be difficult to see, so when complete, the MSC2 GUI will have an "evaulated" option to show you what the evaluated settings look like. If you're interested, you can help me design the remaining GUIs (edit by entity/edit by biome/evaluated option).
Okay, thanks for the reply. That's the way I thought it ought to work, but I could not find any documentation on it.
Sadly, GUI design is not one of my strong points. My idea of GUI design is "remember to add a menu bar to the main window" ;-).
I'm more of a hardcore coder--and my main language these days is C++. Been trying to learn some Java, though--it looks good on the resume, and would expand the number and kind of contracts I could get. That, and I find it easier to learn a language through a fun game project that I am interested in than in doing the same-old tired examples.(If I see another explanation of inheritance and polymorphism using shapes, I think I'll scream. At least the "Intermediate Perl" book did something different and used animals).
Okay, thanks for the reply. That's the way I thought it ought to work, but I could not find any documentation on it.
Sadly, GUI design is not one of my strong points. My idea of GUI design is "remember to add a menu bar to the main window" ;-).
I'm more of a hardcore coder--and my main language these days is C++. Been trying to learn some Java, though--it looks good on the resume, and would expand the number and kind of contracts I could get. That, and I find it easier to learn a language through a fun game project that I am interested in than in doing the same-old tired examples.(If I see another explanation of inheritance and polymorphism using shapes, I think I'll scream. At least the "Intermediate Perl" book did something different and used animals).
Well let me know if you come up with something anyway I could really use some help designing the edit GUIs - anyone, really. Even a suggestion would be nice.
I don't know why anyone is helping you with the GUI ! Your "Mod" - for me is more a indispensable tool if you play with mods with mobs- is awesome.
My humble suggestion(if somehow it still worth something.): A GUI sort of upper part of NEI for example with 2 main buttons -- vanilla and mods -- the fist with the classical buttons (biome, master etc) the mods with mods listed and eachmod button with the config buttons .
I don't know why anyone is helping you with the GUI ! Your "Mod" - for me is more a indispensable tool if you play with mods with mobs- is awesome.
My humble suggestion(if somehow it still worth something.): A GUI sort of upper part of NEI for example with 2 main buttons -- vanilla and mods -- the fist with the classical buttons (biome, master etc) the mods with mods listed and eachmod button with the config buttons .
cheers keep the awesome work.
Thank you!
If you're interested in helping me design the GUI, you can PM me and we can discuss.
You don't have to code it - I just need help with the GUI layout/design
I know that man hahaha to reach your coding level i must study a few years., i meat that i need some time because i'm little busy at work for a few days ( including this weekend) I'll try to rush my things, reinstall MSC2 ( i'm using the 1 most of the time ofr now) to see whsat you have done so far in my laymans point of viwe then i'll we should talk =)
Ideas:
Maybe including something like intensity ranges based on exp level or days passed to work along with the 1.6 vanilla tweaks.
Maybe including light level or time controls by group to control daytime spawns, spawns in dim places, spawns in total dark.
Maybe some height controls.
Just some thoughts after using and quite liking your previous version.
I know that man hahaha to reach your coding level i must study a few years., i meat that i need some time because i'm little busy at work for a few days ( including this weekend) I'll try to rush my things, reinstall MSC2 ( i'm using the 1 most of the time ofr now) to see whsat you have done so far in my laymans point of viwe then i'll we should talk =)
Ideas:
Maybe including something like intensity ranges based on exp level or days passed to work along with the 1.6 vanilla tweaks.
Maybe including light level or time controls by group to control daytime spawns, spawns in dim places, spawns in total dark.
Maybe some height controls.
Just some thoughts after using and quite liking your previous version.
I'm more focused on the GUI at the moment, but time-based spawning would be possible to implement without rewriting the current system, although I'm not sure about the light-level/height controls.
I dont know how to jsut get rid of a mob so i got this but could not find out how to diable them because the Ocelot and wof bug is happening but have no idea how to just make there spawn rate zero in all biomes. Please help Davidee!
I dont know how to jsut get rid of a mob so i got this but could not find out how to diable them because the Ocelot and wof bug is happening but have no idea how to just make there spawn rate zero in all biomes. Please help Davidee!
I've tried using both the new and old versions of your mod with BWG4, the GUI loads fine and it can identify the different biomes but changes i make seem to have no effect, is MSC simply not compatable or is there something i may be doing wrong?
Updated to Minecraft 1.6.2. Implemented Edit by Entity GUI and Evaluated Biome/Group GUIs. The only thing left to do is the edit by biome functionality, then it should be ready for release.
EDIT: The mod is now open source, here.
Im editing the configs now, I have BWG4 installed with Mo'Creatures, I turned custom mob spawner off*
*Use Custom Mob Spawner=no
*Despawn Vanilla?=no
*Change Vanilla Spawns=no
And I created a beta BWG4 world, with a savanna biome nearby (I did notice that BWG4 savanna is non first-letter capsed while another one I have probably from BOP is first letter capsed)
In the savanna, many pigs spawn, all in clusters of four. I also saw sheep/chicken/cows but not as much.
I went into the config and edited the Mo'creatures file so the BigCat will spawn inside BWG4's savanna. As a result, I came back to my world yet didn't see any BigCats.
So I went far away from the savanna and found another savanna, which had some BigCats inside.
Then I edited the config again, changed some weights for vanilla creatures and made it so all vanilla creatures will spawn in 1-4 clusters, instead of 4-4, I also increased weight of BigCat. I copied the MSC folder to desktop, deleted the previous world, made a new one with the same seed, closed MC and replaced its MSC folder with the previous one. When I went back to my new world, there were still only 4-4 pigs, and no BigCats, I ventured far away again but it was still the same, and no BigCats this time.
Anyway my point is that I think it isn't really working :S but I will test some more and report back later.
Edit: Seems it works, but only sometimes :S
with spawn settings like so:
and I have an individual biome that is part of that biome group like so:
Do the 'Pine Forest' settings add butterflies and bats to the biome, or do they override the SUBARCTIC settings for 'Pine Forest' biomes only (resulting in no monsters and no creatures), or do the biome group SUBARCTIC settings override the individual 'Pine Forest' biome settings (resulting in no bats or butterflies)?
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
It may be an on-going problem with Mo Creatures. If you remove Mo Creatures, does it work?
The group setting is applied to all of the biomes in that group. However, if you choose to do so, a Biome defintion will add/modify the entries for that biome, but it will NOT override the settings.
Thus when evaluated all the way, it will look like :
Of course, with multiple groups this can be difficult to see, so when complete, the MSC2 GUI will have an "evaulated" option to show you what the evaluated settings look like. If you're interested, you can help me design the remaining GUIs (edit by entity/edit by biome/evaluated option).
Okay, thanks for the reply. That's the way I thought it ought to work, but I could not find any documentation on it.
Sadly, GUI design is not one of my strong points. My idea of GUI design is "remember to add a menu bar to the main window" ;-).
I'm more of a hardcore coder--and my main language these days is C++. Been trying to learn some Java, though--it looks good on the resume, and would expand the number and kind of contracts I could get. That, and I find it easier to learn a language through a fun game project that I am interested in than in doing the same-old tired examples.(If I see another explanation of inheritance and polymorphism using shapes, I think I'll scream. At least the "Intermediate Perl" book did something different and used animals).
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
Well let me know if you come up with something anyway I could really use some help designing the edit GUIs - anyone, really. Even a suggestion would be nice.
My humble suggestion(if somehow it still worth something.): A GUI sort of upper part of NEI for example with 2 main buttons -- vanilla and mods -- the fist with the classical buttons (biome, master etc) the mods with mods listed and eachmod button with the config buttons .
cheers keep the awesome work.
Thank you!
If you're interested in helping me design the GUI, you can PM me and we can discuss.
EDIT: i found it
I will, just give me some time, but I'm no coder or nothing i try to learn java and just learned so far the public class {} line hahaha =)
You don't have to code it - I just need help with the GUI layout/design
Derp, fixed. Thanks!
I know that man hahaha to reach your coding level i must study a few years., i meat that i need some time because i'm little busy at work for a few days ( including this weekend) I'll try to rush my things, reinstall MSC2 ( i'm using the 1 most of the time ofr now) to see whsat you have done so far in my laymans point of viwe then i'll we should talk =)
i'll be happy to help you
Maybe including something like intensity ranges based on exp level or days passed to work along with the 1.6 vanilla tweaks.
Maybe including light level or time controls by group to control daytime spawns, spawns in dim places, spawns in total dark.
Maybe some height controls.
Just some thoughts after using and quite liking your previous version.
Alright, let me know what you think
I'm more focused on the GUI at the moment, but time-based spawning would be possible to implement without rewriting the current system, although I'm not sure about the light-level/height controls.
Next question: what do you guys want the edit biome screen to look like? How should you change what creature type you're editing?
Perhaps just like the edit entity screen except you have 4 buttons to switch creature type?
What's the problem exactly?
That's weird - what other mods are you using?