User talk:WolfieMario

Inquiry on Villagers
I was directed here by Orthotope, and there isn't much more I can say outside of what I asked of him:


 * "The wiki says the Riches variable on Villagers is currently unused. However, in 12w26a, I suspect it is used. I traded with a villager several times, then right click traded. The Uses variable says it totaled 127 uses. At first, he was not adding new trades. After doing so may trades, he added new ones and didn't remove the original. Could you see if Riches is used now, please?"

Partially off topic, but I made a Villager Mob Spawner in 12w26a that does this: http://i.imgur.com/98Rgs.png Thought that might interest you. --MegaScience 01:06, 30 June 2012 (UTC)
 * The call hierarchy indicates that the Riches variable is never called, except when reading and writing NBT data, and when increasing it, all of which happens in the Villager class. In fact, the variable can't even be accessed outside the class, unless other classes can load a Villager's NBT data, and the Villager class is also the only class to contain a reference to "Riches", so that's not possible either.


 * In short, no, the Riches variable is still unused.


 * As far as the uses variable, it's only referenced 4 times within the Offer class, where it reads and writes NBT data, increments the value, and provides other classes the ability to read the variable. The call hierarchy of the method providing access to it indicates that the Villager class is the only one to actually do so, and it does that when it checks whether an offer's been used enough times to be removed.


 * So the uses variable has no special/previously-unknown purpose, or any interaction whatsoever with Riches. Also, since uses is an int, it can have a maximum of 2147483647, meaning that 127 isn't a special number for uses, either. If uses were a byte, then yes, 127 would actually happen to be its max.


 * Assuming you were trading the rightmost slot until uses hit 127, there's no surprise: the rightmost offer is never removed. Now that it is no longer the rightmost, if you try trading that offer again, it will be removed because you've reminded the game that it's (over)due for removal.


 * Also, the custom trader spawner thing is interesting; I'm glad Mojang has made this possible. I actually saw sethbling's video demonstrating MCEdit filters he made which can streamline the process of making things like that. Who knows, maybe someday Mojang will let us slap a mob's NBT data onto a spawn egg, allowing a dispenser to, say, dispense a special trader in the event that the original killed - though Resistance IV dramatically reduces the odds of that ever happening anyhow :p --WolfieMario 03:08, 30 June 2012 (UTC)


 * I did leave the villager for a moment and reopen the trade. I only found the number significant for being far over 15. But... okay


 * I was actually using NBTEdit on Mob Spawner Schematics to make my Mob Spawners for MCEdit. Before this, I hadn't even used MCEdit before, so it was a littlee confusing. I was only working off the information Dinnerbone gave, didn't think you could apply positions and such. Should have guessed it.


 * Actually, that brings up one more question: Would you happen to know (or know how to find) why spawning Iron Golems from a Mob Spawner crashes the game when one spawns? The world runs fine if you reload it, just spawning them crashes the game. Seems odd to me. --MegaScience 08:07, 30 June 2012 (UTC)


 * I'm not sure; this is just a guess, but it may be related to how Iron Golem spawn eggs do not work. Do similar crashes occur for Snow Golems, or Primed TNT, or other things spawn eggs can't spawn? Also, it may be related to the fact that Iron Golems likely don't have any spawning conditions: since the spawner checks if the conditions are right for a mob to spawn (e.g. grass, light level), it may cause an exception when doing that check on anything that doesn't have a natural spawning condition. I don't feel like checking the code right now, but it's likely either one of those; I'd personally hedge my bets on the latter. --WolfieMario 15:22, 30 June 2012 (UTC)


 * Iron Golem spawners work fine for me in 1.2.5, so this may be a new bug. Mob spawners use the getCanSpawnHere method, which Iron Golems don't override (again, in 1.2.5), so it uses EntityCreature.getCanSpawnHere. Spawn eggs are much simpler, and just have a list (EntityList.entityEggs) of which mobs they're allowed to spawn. -- Orthotope 16:46, 30 June 2012 (UTC)


 * I tried placing the Iron Golem spawners in a village I accidentally overpopulated from my NPC Villager spawner in daylight with enough room, but the game still crashes when they spawn. When I do reload the world, they are spawned as they should have been and walking freely. I could EASILY be missing it, but I feel like Iron Golems aren't spawning naturally at all. With my overpopulation of that village, there should have been 1-2, but I can't find any. This might actually be a bug, then.


 * I actually did try spawning Primed TNT from Monster Spawners, but that crashed the game immediately on loading the world instead of on spawn. I just tried Snow Golems, and they crash the game the same way as Iron Golems. --MegaScience 18:09, 30 June 2012 (UTC)


 * Okay, I believe I found the problem. I used the filters from the video you linked on a Snow Golem, expecting to crash, but I didn't. I checked the schematic of the spawner I made, and it included all spawn information you'd normally have. I'm assuming that unlike other mobs, these do not spawn was all their data, so if it isn't included on the Mob Spawner, then you crash. It is extremely annoying you must set everything (or a few usually unrequired parameters) for them to spawn, and from what Orthotope said it wasn't previously required. Maybe an oversight when converting the game for 1.3? It'd be a bug of sorts if these mobs can't function with Mob Spawners without basic data they should spawn with to begin. --MegaScience 18:31, 30 June 2012 (UTC)

About Wither Skeleton Spider Jockey
After seeing your picture, I decided to do it myself. It took a lot of effort, and a failed attempt with dispensers, but I got my own. (The first Spider Jockey I got was actually a regular one, which I'd say is amazing considering the combined spawn rates.) I took a ton of pictures, even with it glitching out, and I really liked this one: http://s12.postimage.org/o8bi9pm2j/2012_09_07_07_07_02.png I was thinking of chopping that and uploading it onto your picture, but there really isn't a reason for me to do that, plus it'd be rude. So I'm asking you first if I could do that. Here is all the images in an album on imgur: http://imgur.com/a/XU8nc --MegaScience 11:23, 7 September 2012 (UTC)
 * Sure you can do that; I don't mind. Plus your image has a much better resolution and angle than mine anyhow, making it superior :p . Yeah, it's tricky to screenshot them actually *on* the spider thanks to how glitchy they get. Also, my first jockey was also a normal skeleton - more surprisingly, though, it was also the first or second spider I spawned - so I managed to roll an 0.2% or 0.4% chance (I honestly can't remember if it was the first or second) xD --WolfieMario 21:19, 7 September 2012 (UTC)


 * Ah, nice. I replaced the image. Makes me wish there was an inverse on Wither Skeletons - small percent chance a Wither Skeleton will spawn riding a Spider, instead of the other way around. --MegaScience 01:19, 8 September 2012 (UTC)

Ambient tag on Potion items
http://www.minecraftwiki.net/index.php?title=Player.dat_format&curid=30059&diff=394287&oldid=387501 Is the ambient tag really on potion items as well now? I'll guess, is it a side effect of the implementation that it directly copies the tag to be used for the actual effect in game?  LB ( T 23:01, 24 October 2012 (UTC)
 * The CustomPotionEffects tag isn't normally there by default, but can be edited in. It was a feature added for map makers. And because this tag is just a list of the same sort of potion effects that appear on players/mobs, all tags should be valid for it. However, I just checked, and you are correct for your skepticism - it seems that drinking an ambient potion will not actually give the player an ambient effect. But interestingly enough, the game is loading the Ambient tag - if it is not of the proper type (byte), the game will crash. It can, of course, safely be omitted. I'll make a note of this; sorry for not checking first. --WolfieMario 01:54, 25 October 2012 (UTC)
 * Thanks for checking - when I couldn't get it to have any effect for me I thought I was doing something wrong. The tag would be nice if it worked, even if it was only for splash potions, but I won't try to pressure Dinnerbone shortly before the release of the very scary update.  LB ( T 02:53, 25 October 2012 (UTC)

Customizeable Thorns Damage
I was wondering if you had any insight on how the "customizeable" thorns damage works? Was Dinnerbone referring to an existing mechanic or are there actually special tags for the thorns enchant that allow you to customize its damage? His tweet and the changelog seem to suggest the latter, but I can't find anything. I'm also not one for decompiling Minecraft either, so I was hoping you could help. Thanks,  LB ( T 04:02, 18 December 2012 (UTC)
 * Sorry for the very late response; I didn't feel like looking into this earlier because of the amount of time it takes to uncompressed and search through obfuscated code. The recent scoreboards feature, however, gave me inspiration, so I did yet another large sweep through of all references to NBT data in Minecraft. I didn't find anything about customizable thorns damage; I assume Dinnerbone merely meant making the enchantment have an excessive level causes much larger damage than normal (which indeed works). --WolfieMario 01:33, 25 January 2013 (UTC)
 * Thanks for looking, and for everything else - I appreciate it.  LB ( T 02:49, 25 January 2013 (UTC)