EvilCraft

EvilCraft

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Spirit Reanimator spawn eggs

rubensworks opened this issue ยท 24 comments

commented

If you try to use the Spirit Reanimator on most non-Vanilla mobs that have Spawn Eggs it simply doesn't work

commented

Apparently not, but I have a good idea what the problem might be, so I don't expect much trouble fixing this.

commented

Are there any exceptions? Perhaps it would help to narrow down the problem if we knew either what does, or what doesn't work.

commented

Is this limited to 1.8 only, or can I expect to see this with 1.7.10 (for example, I have Dire Witch Vengeance Spirit)

commented

For 1.7.10 you can only reanimate mobs which have a global entity id (which includes all vanilla and evilcraft mobs, but not all mod mobs will have this)
For 1.8, Forge did some changes with spawn eggs which makes it possible for all mod mobs to be contained in a spawn egg.

I was planning on making a custom spawn egg item which would circumvent this issue, but since 1.8 introduced a clean workaround for this, I won't implement this for just 1.7.10.

commented

Would it be difficult? Because I'd totally use a mod like that lol

commented

No, not at all.
But it would take time, time I'd rather spend on other things, because this custom spawn egg would just exist for 1.7.10.
Everyone seems to be going to 1.8 now (which is good), so I want to focus on that as well.

commented

I personally don't desire to move to 1.8 because I prefer the Mojang version over the Microsoft version. I know Mojang had their reasons for selling, but I don't like how Microsoft has been handling their Software stuff lately, eg. Win8, Win10, and they even patched Win7 so that it's no longer possible to play Sid Meijer's Civilization 4 because "it has known issues" even though I was playing it just fine before updating my Win7.

commented

It's still the same people working on the game :)
IMO, the internal code structure has improved a lot, so as a mod developer I want to fully move to 1.8+ as soon as possible.

commented

I would like to point out: THIS so not everyone will be on 1.8 lol perhaps you should set the sights on a trifecta of 1.7.X~1.9.X?

commented

very good to know that they kept the original staff though, I was unsure what they'd done about that. I just figured Mojang moved on and Microsoft would have used it's own people.

commented

In theory, supporting multiple MC versions at once is the best indeed (this is what nova is trying to accomplish https://github.com/NOVA-Team).
But unfortunately, this is really time intensive at the moment due to the massive changes introduced in each major minecraft version. Supporting 1.7.X~1.9.X would take me approximately three times the amount of time it would when just working on one version.
EvilCraft 0.9.x will most likely exist only for MC 1.8 (unless I notice that there is still a major part of the playerbase that has not yet moved to 1.8).
Obviously, I will still fix any bugs that are found for 1.7.10.

commented

another obvious possibility is of course to have a different person for each version (thus dividing the time down to the standard 1:1 instead of 1:X where X is the number of supported versions).

before I go forgetting, could you at least upload the code you have down so far (or at least the flow for the concept) to the GitHub? Who knows, perhaps I'll look it over, understand it, and maybe even Code it up, and Fork it in (or someone else) so it could be included in the next update of 1.7.10. It's your Idea, I'd like you to at LEAST get the credit for the original upload lol

commented
  1. True, that's why this mod is open source, anyone is allowed to send PR's :-)
  2. So you think of making a separate mod for these spawn eggs? Not sure how this would work...
commented

I think I just figured out why you have so little time lol

commented

much simpler to have it as a PR lol

commented

If I made a separate Mod, I'd go _way_ past just the Spawn Eggs lol I'd be like Random Things 2, it'd be this massive compilation I'd have created to basically overwrite any errors I found in my Cross-Mod compatibility (over 150 mods, bound to happen, eg: <ore:aluminium> & <ore:aluminum>, both are Aluminum, neither enjoys recognizing the other, both use Explicit Recipes (not OreDict), using MineTweaker to fix (WIP) currently) :P

commented

a "little" fix huh? lol your definition of "little" is mind boggling.

Edit: (I pity & envy your girlfriend lol)

commented

"62 additions and 17 deletions", I call that a little fix :)
Essentially, I just needed to add a special case for entity-names next to the already existing entity-ids.

commented

Any chance of seeing a Werewolf Vengeance Spirit in 1.7.10? lol it's kinda awkward that Villagers have em, I have em, but Werewolf Villagers don't xD

commented

It's still on topic, because I'd love to use their Spirits to farm Werewolf items via Spirit Reanimator :P

commented

@Blue64 The werewolves are blacklisted from spawning a vengeance spirit in the config file at the entry entityBlacklist. I can't really remember why I blacklisted them, but you can easily enable it again by removing its line.

commented

I did remove them from the blacklist, it reads an error in my logs during launch and removes them that way

commented

I'll need to see the logs for that.
You might want to open a separate issue for that as well.

commented

I'll get on that later today. Alternatively, I believe one of my crash logs in my misc section of my github (gany's nether crash I think) has a full log, which should also contain the error. I'll edit the link into this post, and also create a separate issue for it.