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Featured Replies

Posted

Hey guys,

 

So as the title says, I want to know if it's possible to make vanilla mob spawners drop, with the correct mob inside. I believe that mob spawners use NBT tags, but I'm not sure. And I have no idea if it's possible to make blocks drop with NBT tags, or whatever else mob spawners use to determin what kind of mob spawner it is. I haven't tried to code this yet, because I would like to know if it's possible or if I have to make custom spawners.

Look at

TileEntityMobSpawner

and

MobSpawnerBaseLogic

to see how they read from/write to NBT.

 

ItemBlock

will call

TileEntity#readFromNBT

with the

"BlockEntityTag"

sub-compound of the

ItemStack

when the block is placed.

 

You can see an example of this here. The NBT structure changed slightly in 1.9, look at the 1.9 branch of the repository for the updated code.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

  • Author

Look at

TileEntityMobSpawner

and

MobSpawnerBaseLogic

to see how they read from/write to NBT.

 

ItemBlock

will call

TileEntity#readFromNBT

with the

"BlockEntityTag"

sub-compound of the

ItemStack

when the block is placed.

 

You can see an example of this here. The NBT structure changed slightly in 1.9, look at the 1.9 branch of the repository for the updated code.

 

I have been able to change the spawner that is dropped, using the example code you linked. Now I just need to get the tag from the block that is being mined. At the moment all spawners drop a Zombie spawner in stead of a Pig spawner :P

Unfortunately

BlockEvent.HarvestDropsEvent

is fired after the

Block

and its

TileEntity

have been removed from the world (unless the

Block

specifically delays the removal, which

BlockMobSpawner

doesn't). This means that you don't have access to the

TileEntity

from

BlockEvent.HarvestDropsEvent

.

 

A possible workaround would be to cache the

TileEntity

in

BlockEvent.BreakEvent

and then use it in

BlockEvent.HarvestDropsEvent

to create the dropped

ItemStack

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

  • Author

Unfortunately

BlockEvent.HarvestDropsEvent

is fired after the

Block

and its

TileEntity

have been removed from the world (unless the

Block

specifically delays the removal, which

BlockMobSpawner

doesn't). This means that you don't have access to the

TileEntity

from

BlockEvent.HarvestDropsEvent

.

 

A possible workaround would be to cache the

TileEntity

in

BlockEvent.BreakEvent

and then use it in

BlockEvent.HarvestDropsEvent

to create the dropped

ItemStack

.

 

Would it be easier to make 'custom' blocks and replace the orignal mobspawner?

Or should I just forget about this? :P

Would it be easier to make 'custom' blocks and replace the orignal mobspawner?

Or should I just forget about this? :P

 

It would be easy enough to create your own mob spawner block, but replacing the vanilla one will be difficult. In theory you could use the substitution alias system to do this, but I don't think it actually works properly for blocks.

 

There's no easy way to achieve what you want, but it may be possible using the work around I described previously.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

  • Author

 

It would be easy enough to create your own mob spawner block, but replacing the vanilla one will be difficult. In theory you could use the substitution alias system to do this, but I don't think it actually works properly for blocks.

 

There's no easy way to achieve what you want, but it may be possible using the work around I described previously.

 

I'll give it a try, and see if I can make it work.

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