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Clone wikimcpatcher / Random_Mobs(Fixed This Page By:OktayYeniTR)
-## Random mob textures
-This feature allows you to create alternate appearances for each mob type and
-let the game randomly choose one each time a mob spawns. Alternates can be
-given varying probabilities to make rare "easter-egg" mobs. They can also be
-grouped by biome and depth to create snow-, desert-, or cave-themed mobs.
-
-Randomization of horse textures is not supported, due to the way Minecraft
-blends multiple textures together for horses (a sort of Random Mobs-like effect
-in vanilla).
-
-## Simple randomization
-
-Randomizing mob textures is easy. First, find the vanilla texture of the mob
-you want to randomize. Replace assets/minecraft/textures/entity/
with
-assets/minecraft/mcpatcher/mob/
in the path and add a number to the filename
-starting at 2.
-
-The first alternate creeper texture is
-
-> assets/minecraft/mcpatcher/mob/creeper/creeper2.png
-
-With just this texture, the game will use the vanilla creeper.png for 50% of
-creepers than spawn and your alternate creeper2.png for the other 50%.
-
-Be sure to preserve subfolders under the entity/ folder! Compare the bolded
-parts below:
-
-> Creeper:
-> assets/minecraft/textures/entity/creeper/creeper.png
-> assets/minecraft/mcpatcher/mob/creeper/creeper2.png
-> assets/minecraft/mcpatcher/mob/creeper/creeper3.png
-> assets/minecraft/mcpatcher/mob/creeper/creeper4.png
-> etc.
->
-> WRONG! WILL NOT WORK:
-> assets/minecraft/mcpatcher/mob/creeper2.png
->
-> Chicken:
-> assets/minecraft/textures/entity/chicken.png
-> assets/minecraft/mcpatcher/mob/chicken2.png
-> assets/minecraft/mcpatcher/mob/chicken3.png
-> assets/minecraft/mcpatcher/mob/chicken4.png
-> etc.
-
-## Auxillary mob textures
-
-Some mobs have multiple textures. For example the spider_eyes texture is
-separate from the main spider skin. Wolves have normal, angry, and tame
-textures. Other sets of related textures are:
-
- creeper, creeper_armor
- dragon, dragon_eyes
- enderman, enderman_eyes
- ghast, ghast_shooting
- sheep, sheep_fur
- spider, spider_eyes
- wither, wither_armor, wither_invulnerable
- wolf, wolf_angry, wolf_tame, wolf_collar
-
-There are several ways to handle this.
-
-1. Provide multiple base skins and only one eyes texture. All mobs of that
-type will have the same eyes. If your eye texture is generic enough, this may
-be a viable option.
-
-2. Provide matching textures in equal numbers. If you have the same number
-of wolf, wolf_angry, and wolf_tame textures, for example, MCPatcher is
-guaranteed to use the corresponding skin whenever the wolf changes moods.
-
-3. Provide different numbers of each releated texture. This is probably not
-what you want as the results are highly unpredictable, but it could be useful
-if you have multiple base skins and multiple eye textures that look good in any
-combination.
-
-## Other overlay textures
-
-Certain mobs also use fixed block textures. Mooshrooms use the red mushroom
-textures on their backs, and snowmen wear pumpkins on their heads. MCPatcher
-offers the ability to customize both of these textures. Multiple alternate
-replacement textures can be used and they will be randomized as any other
-auxillary mob texture.
-
-> Mooshroom:
-> assets/minecraft/mcpatcher/mob/cow/mooshroom_overlay.png
-> assets/minecraft/mcpatcher/mob/cow/mooshroom_overlay2.png
-> assets/minecraft/mcpatcher/mob/cow/mooshroom_overlay3.png
-> etc.
->
-> Snowman:
-> assets/minecraft/mcpatcher/mob/snowman_overlay.png
-> assets/minecraft/mcpatcher/mob/snowman_overlay2.png
-> assets/minecraft/mcpatcher/mob/snowman_overlay3.png
-> etc.
-
-These textures use a special layout to fit their respective character models.
-
-The mooshroom overlay consists of three square panels, one for each mushroom on
-the cow's back from head to tail. Each panel is rendered as a "crossed square"
-similar to mushrooms growing in the world. Template:
-
-
-
-The snowman overlay is a simple cube with the sides arranged like this:
-
-
-
-One option is to have a completely blank snowman_overlay.png and do all the
-customization on the base snowman.png textures instead.
-
-## Biome/depth rules and rarity
-
-So far you are able to create a set of alternate textures and have the game
-choose one at random with equal probability. MCPatcher additionally allows you
-to make certain textures rarer than others or limit them to certain areas of
-the world by using a properties file. There is one properties file per mob
-type, using the name of the vanilla texture but in the mcpatcher directory:
-
-> Creeper:
-> assets/minecraft/mcpatcher/mob/creeper/creeper.properties
->
-> Chicken:
-> assets/minecraft/mcpatcher/mob/chicken.properties
-
-Again, parallel the vanilla folder structure or the properties file will have
-no effect. If no properties file is present for a mob, then all available
-textures are used equally for that type.
-
-Mobs with multiple textures will use the properties file for the base texture.
-In other words, you do not need to create wolf.properties,
-wolf_tame.properties, and wolf_angry.properties. Just wolf.properties will
-work for all three, provided you have the same number of textures for each.
-Similarly for *_eyes, and *_overlay, and others.
-
-## Properties file format (Template)
-
-The file consists of a sequence of rules, numbered from 1. Each rule specifies
-a list of mob skins to use and one or more conditions under which to use them.
-The first rule that matches wins, so put more specific rules first and then
-generic ones toward the end. If no rule matches, the default texture (e.g.,
-creeper.png) is used.
-
-In each description below, replace <n> with the rule number.
-
-### (Required) Range of mob skins to use
-
--skins.<n>=<list of mob skins to use>
-
-
-List only the numbers, either individually or as ranges, e.g., skins.1=1 2 5-8 10.
-
-### (Optional) Rarity
-
--weights.<n>=<same-sized list of weights>
-
-
-You must provide as many weights as you did skins in the skins property. Each
-skin will have a probability of its weight divided by the sum of all weights, so
-lower-weighted skins are more rare. The weights are relative; they do not have
-to total 100 or any other particular value.
-
-### (Optional) Biomes
-
--biomes.<n>=<biome list>
-
-
-List of biomes, separated by commas, where this rule applies. See
-Minecraft wiki for a list.
-A mob's spawn point (single player) or where it is first seen by the client
-(multiplayer) determines its biome.
-
-### (Optional) Height range
-
--minHeight.<n>=<y value>
-maxHeight.<n>=<y value>
-
-
-Specifies a range of y values in the world where these skins should be used. 0
-<= minHeight <= maxHeight or the rule is ignored. A mob's spawn point
-(single player) or where it is first seen by the client (multiplayer) is used
-here.
Updated