I figured the issue was something similar to this, but didn't expect it to be within the horse itself. Sucks that they made the decision to disallow custom horse spawners in custom maps(removing about half the functionality they would've had in that scope), but maybe they'll add it as a(n undocumented) feature later.
I put up the Clientside log as well, assuming that the issue was connected.
Also, I feel I should note here that working horse spawners spam the console with NPE exceptions - that may be related to our issue.
No, I did delete the horse, but my editor didn't save the changes since then - that makes my formerly uploaded reigon file invalid. Sorry about that, I have a valid file up now.
Forgot to delete the horse. I don't think that will affect anything though.
Sure thing. There's two spawners in the zero chunk - both cause the crash.
I recognize that they stated that they misconfigured their mcr file, But I'm fairly certain I didn't. Like I said, I am able to get a horse spawner to function, so long as it has no SpawnData tag. Adding an empty SpawnData tag will cause the game to crash, as will adding a SpawnData tag using tags copied directly from a valid horse. The issue isn't with the spawners' EntityId tag, as that functions fine so long as there is no SpawnData tag. If you have the time, you could try to duplicate the issue yourself.
Sorry for pushing the issue so much, but I really love the idea of spawners spiting out skeletal and zombie horses.
Not sure what I was expecting. I honestly would like to know what makes him think I misconfigured the spawner. I suppose we will never know, because like the original report, this will never be read by a mod.
Yeah, I had the same issue, and was lead here saying it was a duplicate of this. But I clearly demonstrated that even with a backup Id tag it will crash. You can get a horse spawner to work though: as long as it has no SpawnData or SpawnPotentials tags.
Can someone give me a list of issues related to horse spawners with SpawnData not working, so that I can create an issue that doesn't duplicate any of them?
No, horse spawners without ActiveEffects still crash the game. They cause a crash if they have SpawnData or SpawnPotentials. Also, that was filed later, so if anything it would duplicate this.
Horse spawners will work so long as they do not have SpawnData or SpawnPotentials flags.
Confirmation for 13w26a
I am aware that if this worked I would have to make the item unbreakable for this to function properly. I did feel this is a bug as the in game values do align with the settings but the model does not change. That said it is a very minor art bug which has almost no effect on gameplay anyway.