Jump to content

Recommended Posts

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.

Posted

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.

Posted

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

Posted

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.

Posted

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

Posted

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.

Posted

 

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.