• 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    Wish loot mod was updated, do you think you could make it open source so someone else can? Seems 100% positive you're not going to do anything with it anytime soon. I'm not a coder myself but I just hope that someone could update it seeing as you probably wont.


    All of my public mods are open source on GitHub.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from crazz2424»

    OK, I got the following code working (was just missing a comma). The blast radius is bigger but Creepers only do 2 and a half health damage to a player with no armor. Is that normal? Since creepers don't make use of the generic.attackDamage attribute, is there any way to change that or via a simple mod to make a Creeper do more damage to a player?


    <snip>


    Explosion damage scales with your difficulty setting and distance. Mods can also adjust the damage dealt however they want. So, it might be because you have the difficulty on easy and/or you're standing too far away; if not, then some mod is changing it.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)

    Why is there no 1.6.4 version for most of your mods?


    Most of my mods do have versions earlier than 1.7.x, but versions older than the ones you can find on CurseForge are hosted on MediaFire; you can find the links to those in the 'Older Versions' section of each mod on its main forum page, if it has older versions.
    I also started quite a few new mods since 1.7.x, so those do not have earlier versions.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from ciekma»

    If talking about damage modifiers, I cannot change damage given by gunSkeleton from Foundry mod.

    I need to increase it by factor 50 to make compatible with TerraFirmaCraft values, but seems that it is immune on generic.attackDamage modifier.

    Regardless of override or additive/multiplicative attributes, it still give few hearts damage.

    All other mobs can be adjusted.

    Maybe it is related with damage of gun? I tried to change it to another better gun by equip, but no changes of damage given.


    It is definitely possible that the damage is not modifiable; most mobs don't use the attack damage attribute for projectile attacks. You might be able to modify the projectile's damage by using Bow Overhaul.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from crazz2424»

    Thanks! How do I edit the NBT tag? Specifically, the creeper explosion part, I'm not finding much help online. Does editing the creeper NBT make it permanent server wide or is it just for spawns in a chunk?


    NBT can be edited by using the "nbt" stats function. I happen to have an example of exactly that on my wiki, so I'll post it here by itself. When you place this function in your creepers' "stats" array, all newly spawned creepers will have their explosion sizes set to 6. You can use a number range to make the size random or use something like "if_X" to only change the explosion size of creepers spawning under whatever conditions, etc.
    http://fathertoast.wikia.com/wiki/Mob_Properties


    {
      "function": "nbt",
      "tags": [
        {
          "function": "byte",
          "name": "ExplosionRadius",
          "value": 6
        }
      ]
    }
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from crazz2424»

    What code would i put in to make the creepers explosion a bit bigger? So for example, this is the code I have, will raising the 109 damage make it a bigger explosion?

    {
      "_name": "Creeper",
      "drops": [],
      "pre_stats": [],
      "stats": [
        {
        "function": "modifier",
                    "attribute": "generic.maxHealth",
                    "value":40,
                    "override": true
        },
        {
        "function": "modifier",
                    "attribute": "generic.attackDamage",
                    "value": 109,
                    "override": true
                }
        ]
    }


    Vanilla creepers don't make use of the generic.attackDamage attribute, though they do have an NBT tag you can edit to change their explosion size.
    Posted in: Minecraft Mods
  • 1

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from CookieOwner13»

    I do not know whether to apply the right for help in this thread, but I would like to know whether it is possible in mod Custom Chest Loot make fixed content to start chest. that certain things are always generated in it, not chosen at random?


    It is possible; however, items generated can be overwritten by items generated afterward, so technically, only one item can be made a completely guaranteed spawn.



    Quote from ciekma»

    Mob properties, together with Just Another Spawner, is a powerful tool to fix all these creatures coming from different mods, thank for creation.


    I found one issue: I'm trying to spawn primed tnt when creeper is killed by falling into the ground, but it doesn't work - no effects of "function": "if_damage_type_fall:" introduced in drop section. Still normal drops when pushed gently (not hit) from cliff edge.


    In contrary, "function": "if_killed_with_fire" works fine.

    Any idea, what is going wrong?


    If you are using it just as you've typed, the problem is you have that extra ":" at the end of the "if_damage_type_fall".

    Quote from crazz2424»

    Thought I had this all working...

    About a year ago, I painstakingly setup a working minecraft 1.7.10 server with numerous mods including mo'creatures and mob properties. As far as I knew, everything worked well. I resurrected the server, did not change or update anything, and deleted and created a new world. Well, I noticed on world generation, I had errors on some of the mo'creatures mob properties. It always seems to be Boars, Goats, Bears etc at world start and its always just on generic attack damage.


    [toast.mobProperties._MobPropertiesMod:console:92]: [MobProperties] [ERROR] Attempted to override invalid attribute "generic.attackDamage" for MoCEntityBoar['Boar'


    This is how I have the status setup. There are no errors in the JSON editior. could you please advise why I am getting this?


    The mod is giving you this error because that entity does not have the "generic.attackDamage" attribute, so it can not be modified. Some mods that do not use attributes may give other means of allowing you to change what you want, usually through some kind of NBT tag - try looking at the mob through InGame NBTEdit or by using the /mpinfo wand on the mob and looking at the file it generates.

    Quote from ciekma»

    How to define in add drops section, items which share same id but have different metadata?

    "mod:id:metadata" format doesn't work ('no item found' error is displayed)


    For example, "minecraft:sand" works fine, but "minecraft:sand:1" doesn't.


    Item stacks do not have metadata like blocks that have been placed in the world. Instead, you must specify the "damage" field. The mod does not attempt to parse damage from the item id in order to avoid bugs.
    http://fathertoast.wikia.com/wiki/Mob_Properties#Drops_Functions
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from noswanson1982»

    I came up with an idea or two for Mob Properties (if you take ideas).


    I know there was talk of custom effects happening (like increasing things like health when on fire and speed when on fire, and being weak when not), but with a different mod (like a custom AI mod or something). Personally, I think that type of functionality would be cool to add to Mob Properties (since we are changing the properties of the mob, just different properties).


    Another cool idea: Mob Skins. :D Have a Mob Skins directory where people can put in custom skins for their custom mobs. Like having a Fire Zombie (like what I created) actually be more orange in color.


    One thing I'll have to figure out is how to ensure that my Fire Zombies do not spawn as Zombie Villagers.


    Thanks for these mods, I feel I have more control in how I play the game. :D


    While it certainly would be cool to have some editing like that available in MP (and some of it will be do-able through NBT when the AI editor mod is included, much like Special AI can be modified through NBT), the tick-based editing is too large to include with the mod. The AI editor could be thought of as an extension to your capabilities with MP, though both will work perfectly fine without the other.

    The setup of the AI editor will be more similar to my more recent properties (CCL 2 is a great example) than the very rigid MP, though, which should hopefully allow users a bit more flexibility and the ability to do some things without any experience with the mod or looking at the wiki.

    Special Mobs has custom texture functionality built-in already, any Special Mob can use any texture(s) available in your resource pack when NBT-edited to do so. Likewise, a little-known feature is the ability to play any sound in your resource pack using a "command" function. Both of these can use new resources you add to your resource pack.

    Unfortunately, I don't believe it is possible to force zombies to load as non-baby or non-villager. This is due to a quirk in the way their NBT data is loaded - IsVillager and IsBaby are capable of "turning on" those flags, but can not turn them off once they have been set on. I may have to make a special function to allow it, we'll see how the update to 1.9 goes once we get a good Forge.

    Thank you for using them! Seeing people make good use of my mods is what makes them worth making. :D
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from noswanson1982»

    So for clarification, "if_burning" basically means if they are burning when they die then perform the functions? And if_killed_with_fire would mean if I used flint & steel or something? I'm just trying to figure out in which instances would you use "if_killed_with_fire" and which instances you would use "if_burning" for. Using "if_killed_with_fire" DID work as far as not crashing any more, but still didn't provide the functionality I was hoping for. So, I'll switch it for "if_burning" and see if that works.


    EDIT: I have been using a Fire Sword from the Power Gems mod that lights the creature on fire and he burns to death. That wouldn't classify as "if_killed_with_fire" then because it wasn't hit with a fire ball or something. Hm.


    Yes, "if_burning" checks if the entity is on fire, which is the same check vanilla cows, etc. use when deciding whether to drop cooked meat or raw.

    "if_killed_with_fire" checks if the entity is actually killed by fire(the last hit is fire type). A lot of things deal fire damage, such as fire blocks, being on fire, lava, fireballs, and lightning - generally any damage that doesn't affect fire immune mobs, mods may add other ways to deal fire damage. If one of those deals the killing damage, then the mob is killed with fire.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from noswanson1982»

    Yes. I was wanting it to take place on the death of the mob. I now realized that I am using an outdated Mob Properties. -_- Sigh... I wish MultiMC could detect if mods are outdated or not. Well, I'm updating now. :) Can the if_burning conditional be used on a mob that is currently in existence? What I am wanting to do is to have my "Fire Zombies" actually gain health and move faster while they are on fire, but actually get somewhat weaker when not. As of right now, they have a fixed health and have fire resistance... they burn but they don't die from it. :) The even more ultimate goal would be to get the "Fire Zombies" to spawn in the Nether and stay on fire at all times, while regular Zombies don't. (That goal would be pretty difficult to pull off, however without a custom spawner that can treat the "Fire Zombie" different from the regular Zombie. :) Thanks again!!

    Yeah, it would be nice if there was a good way of update checking. I post on my Twitter thing when I update a mod, that's probably the best way to keep updated on my mods, at least.
    Currently, there is no "tick" event or something similar, just the things that happen on spawn and death of mobs. I do have plans for an AI editor, however, which will definitely allow things like that.
    Quote from Makray»

    Glad to hear that ars magica thing was fixed. Hope that makes it out in an update :)


    Also, here are a couple of screens of the blood magic manual:


    http://imgur.com/a/qNK8Q


    Every page with text looks like that, with the text falling past the bottom. Any pages with images are fine.


    Thank you, I'll look into that... Strange that it does anything to those books.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from Makray»

    Hey Fathertoast!


    Some time ago, there was a post involving the bug that caused a client crash when reading a spell book on an Ars Magica 2 lectern when using lostbooks. I also wanted to add that the in-game manual for blood magic also seems to be affected by lostbooks, in terms of it's formatting being physically below the book itself. Has there been a workaround to either of those perchance?


    Do you have a screenshot of the effects on Blood Magic? The AM2 thing is fixed, just must have missed getting sent out in an

    Quote from noswanson1982»

    Did come up with another question. On Mob Properties, what is the purpose of the "pre_stats[]" array? Are those functions that are supposed to take place before the mob is spawned? Are there any unique functions for it?


    "pre_stats" do take place before the mob is spawned, specifically during the mob's creation, before most usual things are done to it, such as setting its position and whatnot. The main reason it exists is to modify before spawning, so that mods relying on spawn events can still be tweaked (e.g., it allows you to modify the Special AI settings for a mob).
    Quote from noswanson1982»

    Sigh... I noticed that I can not change enemy drops on Mo' Creatures. -_- I wanted to get it so that when an Ostrich (or other animal that has meat) dies by fire, it drops its cooked version of it (like what happens in vanilla with the cows, pigs, e.g.) I was able to get everything working, up until I killed the Ostrich. The game crashed and gave me this: "[ERROR] Conditional property has invalid condition! for drzhark.mocreatures.entity.passive.MoCEntityOstrich."


    My code:


    {
    "_name": "MoCreatures.Ostrich",
    "drops": [
    {
    "function": "if_killed_with_fire",
    "functions": [
    {
    "function": "remove",
    "id": "MoCreatures:ostrichraw",
    "damage": 0
    },
    {
    "function": "add",
    "id": "MoCreatures:ostrichcooked",
    "damage": 0,
    "count": "0~2"
    }
    ]
    }
    ],
    "pre_stats": [],
    "stats": []
    }


    I don't know if I missed something or if someone has any experience with something like this. Thanks in advance. :)


    The "if_burning" conditional is what you are looking for.
    "if_killed_with_fire" is a conditional added in a recent update (if you have version 1.0.0 or higher, that definitely shouldn't be crashing!), but that is specifically for when the type of damage dealing the killing blow is fire type.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from noswanson1982»

    I updated to the newer version. Definitely love it more. A lot easier to read. Will the wiki eventually contain examples like Mob Properties does? One thing that I never did understand is the external folder. Would you put files in there that you would somehow call for multiple chests or mobs, etc? If so, how would you actually import them into the actual properties folder?


    Glad you like it! It is also much more powerful now... still need to do a lot more work on my chest loot to make it based on depth and distance from spawn. xD
    I would like to have examples up someday, the main examples it needs are externals (MP doesn't have examples for those yet, either) and special chest setups (such as making guaranteed loot). Externals are incredibly useful, though (I use them for literally everything in my MP configs), so I'll try to give a quick rundown on how they work:

    When to use:
    Externals are useful for any time when you want the same function in multiple places. They are highly convenient in that you can use the function in multiple places (without worrying so much about copy/paste errors), and if you ever decide to change the function, you will only have to change the external file - all configs using that function will use the updated version. Externals also improve load time by only loading the function once, while copy/pasted functions will load in every location they are used.

    How to make:
    An external function file is a Json file like normal properties, but only contains a single function. If you wish to have the external function execute multiple functions, the "all" function should be used as the single function.
    A quick example of an external file is

    {
      "function": "all",
      "count": 1,
      "functions": [
        <functions go here>
      ]
    }

    An external function can only use the functions available to it, these are based on the folder in MobPropertiesExternal (or equivalent) the external file is placed. For example, an external file placed in MobPropertiesExternal/drops can only use drops functions (and of course, universal functions) and can only be used within the drops section of a property file.



    How to use:

    Each place you want the external function to be called, use the "external" function and specify that external file's filename (without the .json at the end). For example, you made an external function that adds primed tnt as a rare drop and named the file "tnt_drop.json" - the "external" function you would use in a properties file would look like

    {
      "function": "external",
      "file": "tnt_drop"
    }


    If you have any more questions, let me know. :P

    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Quote from Gun_Arm»

    What's the deal with the armor on some special mobs, like Vampire Pigmen? The only thing that will take more than 1hp of damage off a vampire pigman is a Pain enchant. Even Rotarycraft's obscenely OP gravel gun that does over 1000 damage only takes 1hp off. Same with a Tinker Rapier that's supposed to bypass armor. Is this intended?



    I noticed in your changelogs under 3.2.0 you mention "Mobs with damage caps (vampire pigmen, unholy ghasts)". I can't figure out what that is in reference to, but I'm guessing it's related? What are "damage caps"?


    Quote from Robijnvogel»

    A "cap" is a limit, so that would explain your observations.

    @fathertoast, vampire pigmen should be extremely vulnerable to fire though. And wooden stakes and such? Maybe there is some room for witchery immersion?

    Vampire pigmen are vulnerable to wooden tools and weapons. Though, they are still immune to fire like zombie pigmen, I suppose I should make them vulnerable to sunlight... even though there is none in the Nether, it is possible for them to make their way outside. Witchery compatibility might be nice as well, just not familiar with that mod enough to know what would need to work against vampires.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from leonidas1210vc»

    I have an issue with using the Custom loot mod.


    I'm unable to open the json files (i assume i need another program to do so), and the Custom loot External Folder is empty. is there something i can do to fix this?


    You can open json files with any text editor, though I recommend doing the actual editing in something like http://www.jsoneditoronline.org/.
    The external folder should have two folders in it, items and nbt. If it doesn't, then you should be able to make them yourself and put any external files you make in the appropriate ones.
    I linked to the wiki right above your post, that should explain all of this.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Father Toast's Server Mods - Lost Books, Deadly World, Mob Properties, and More!
    Quote from GrimmJuel»

    as an example nei gave me this for the grimoire of gaia iron bag

    GrimoireOfGaia:item.GrimoireOfGaia.BoxIron,7042,false,GrimoireOfGaia,gaia.items.ItemBoxIron



    I tried a lot of different ways and cant get it to spawn in chests



    Quote from noswanson1982»

    From this point, you'll need to dissect this into fields. (I use a program like Excel or Open Office's spreadsheet application to view them in a comma delimited spreadsheet. Anyways, each comma represents a field here... GrimoireOfGalia:item.GrimoireOfGaia.BoxIron is the specific Item ID (you'll need this). The 7042 is the ID number (which doesn't really get used as much as it used to with Forge because there were too many ID conflicts. False is basically stating whether it has a block or not. (Which in this case, it doesn't). The last field is the class name. You won't need any of that.

    So, if you have Custom Chest Loot installed properly, you should have a CustomChestLoot directory in your conflig folder. Inside of that directory, should be all of the chest hooks that appear in the game. (You can not create your own hooks, btw). Open one of those, and it should be prepopulated with items that appear in the chest hooks by default. You'll create your own item to put in the chest.

    Each entry here is again, separated by commas. So, put a comma at the end (or replace items if you wish. This is the standard format you'll use:



    count=8-8contents=UNIQUEITEMID;METADATAVALUE;AMOUNTINSTACK;WEIGHT

    The count 8-8 is a range. Just means that 8 items are going to appear in the chest. This should appear at the beginning of the file, but it is customizable. But changing the range will mean that some number of items within the range will appear in the chest.



    The UNIQUEITEMID = the first field from your dump. It is important to maintain proper case. Just copy and paste it over and you'll be ok.


    METADATAVALUE = the metadata value (or damage value). If it doesn't have a metadata value, use 0 as default.


    AMOUNTINSTACK = the amount of want to appear in each each. This is a range as well. So, 1-1 for 1 item, 5-10 for 5 (up to 10) in the stack. This is all inclusive, so 5 and 10 could also appear in the stack. If the item isn't stackable, just use 1-1.


    WEIGHT = the rarity of the item in the chest. Now, weight is a tricky one. This is a ratio of the number you specify over the total weights of the items in the chest. This means suppose your item has a weight of 10, and every other item has a weight of 1. And suppose you have 11 items in the chest. That means, the chance your item appears is 10 / (10+1+1+1+1+1+1+1+1+1+1) or 10/20. Your item has a 50% chance of appearing in each spot, while every other item has a 5% chance of appearing. (1/20) in each spot. Obviously, if you set your count as 1-1, each chest has only a 50% chance of having your item appear, but that is much more favorable than any other item whose percentage of appearing are much lower.


    So, to plug your item into the chest, try something like:


    GrimoireOfGaia:item.GrimoireOfGaia.BoxIron;0;1-1;10


    Something you can try to test if it works, is to stick it in the bonus chest, and start a new world and turn the bonus chest on. This is a great way to test your configuration. Hope this helps!!



    As of version 2.0.0, the file format is out of date. Here is the default dispenser file for an example (just generates with a couple arrows inside):

    {
      "_name": "pyramidJungleDispenser",
      "min": 2,
      "max": 2,
      "loot": [
        {
          "weight": 30,
          "id": "minecraft:arrow",
          "damage": 0,
          "min": 2,
          "max": 7
        }
      ]
    }


    The new files are much easier to read and understand without prior knowledge. In addition, 2.0.0 adds some additional functionality that makes it easier to make your loot files:

    You can leave the game open while you edit your configs. Use /ccltest <lootlist> to reload your configs and spawn the chest with the "_name" of <lootlist>. (e.g., for the dispenser file above, you would type /ccltest pyramidJungleDispenser)


    You can use /cclinfo to generate a file with a "loot" object representing the item you are holding in your hand exactly, including stack size, damage, and any nbt data. The example above only has one "loot" object, which is:

        {
          "weight": 30,
          "id": "minecraft:arrow",
          "damage": 0,
          "min": 2,
          "max": 7
        }


    The files generated by /cclinfo are already ready to add into the "loot" list. Just be sure you separate each "loot" object with a comma (you'll see an example of that in other default-generated loot files, if you need it).


    EDIT: You can find more in-depth information, such as how to make loot randomized or based on things like biome, distance from spawn, dimension, etc. on the wiki page. http://fathertoast.wikia.com/wiki/Custom_Chest_Loot

    Posted in: Minecraft Mods
  • To post a comment, please .