Wired, it really should be impossible to use the changed key. I made it check if the keycode was the keycode of 'c' and not the keycode of the assigned key . So unless a random letter == c, it is impossible to work.
Yeah, I don't know how it works. I upgraded to 2.0c and have been playing most of the night until now. When I started minecraft up I went to the control options and set the camping inventory button to "g" and I have "c" set to pull up the large version of zan's minimap. So far its working as I have it set to. I don't know how or why, but I'm happy with it lol.
I see the opportunity for some neat recipes regarding the pan; Potato, carrot and rabbit = Rabbit stew, or Steak for beef stew. Rabbit stew at least is a traditional recipe for hunters, and many campers are known to use preserved meats of all varieties to make stew as well. Are there any plans for that, perchance?
A previous mod, I think it was the Fireplace mod, had a section in its config file where you could enter the ID of one item or block and the ID of another. Then placing the former ID into their grill cooks it into the latter... Perhaps until you have made that API for modders, you could add something like that as a workaround for getting Harvestcraft & similar foods working with the campfires?
I'm getting a huge framerate decrease whenever I open my camping inventory and backpack GUIs. From an average of 30fps down to like 2fps. It seems to last the entire time they are open and slowly fades away after closing. Has anyone else noticed this? I noticed it somewhat in v2.0b but it seems to have gotten dramatically worse after updating to v2.0c.
Edit: Well, it seems that the lag was actually being caused by my updating extra utilities to the 1.0.3 prerelease. I mistakenly assumed it could not have been that since I had no items or blocks from that mod in my world at all, but after a lot of testing and retesting that was certainly the culprit. I still experience some fps drop with the camping inventory GUI, but its nothing I can't live with:)
Edit2: I have a question for you Rikmuld, would you consider adding mutton drops to sheep and calamari drops to squid? It'd be a realistic addition and make killing those mobs seem less wasteful. Plus it'd be awesome to have more items to cook on the campfire.
Edit3: Wow, did this thread die lol? I just wanted to report that I'm not getting any drops from deer now. No venison, antlers, fur, or anything. I've killed at least twenty now. I don't know about hare since I haven't seen any in the wild yet. I'm pretty sure mob drops were working in the prior version, but I'm not certain. Also I think you left in some debug code with berry trees. When I right click to pick a berry a little message shows up in chat saying meta data 0 ot meta data 1 and so on. Lastly whenever I hold a vanilla stick and hit something I get its block ID and any meta data displayed in chat too.
I'm still lurking. . . since there is a planned update mentioned. I'm getting ready to start testing my collection on private server with 3 more people.
I don't recall getting any drops from any camping Mob yet now that you mention it.
Hairs are a pain to target in tall grass. . . whew. . A lawnmower would be better than a sword!
I think I will have everyone start the server test using this mod as the first survival tool. That will help really run through the paces and double check everything.
Rollback Post to RevisionRollBack
* I promise I'm not lazy or stupid. . . just overwhelmed. . . . I'm trying to make 80+ mods get along. . . I had no idea what I was getting into. . .
I'm still lurking. . . since there is a planned update mentioned. I'm getting ready to start testing my collection on private server with 3 more people.
I don't recall getting any drops from any camping Mob yet now that you mention it.
Hairs are a pain to target in tall grass. . . whew. . A lawnmower would be better than a sword!
I think I will have everyone start the server test using this mod as the first survival tool. That will help really run through the paces and double check everything.
Yeah, this mod seems like it'd be a great starting point, but the iron requirements for many of its items really hinders that. I understand that iron would be needed and I don't have a better suggestion either. Fortunately you can scrape by after finding only a few iron ores to make the bare essentials. I think removing the iron requirement to make just a sleeping bag would go a long way to making this mod more friendly to beginning gameplay.
And I am definitely not getting any mob drops at all, so no fur armor til that gets fixed.
Another big issue for me is the backpack. It doesn't drop when you die and if you have any mod that adds a tombstone to your death spot, the backpack doesn't appear inside either. You just completely lose everything inside of it when you die. Twice now I've lost some really important items after being blown up by a creeper while wearing a full backpack after prolonged mining trips. So frustrating!
Edit: Oh and the same thing happens to the camping tool if you have it equipped when you die. It just vanishes. I haven't tried it with having a lantern equipped, but I imagine that vanishes just the same.
I still absolutely love this mod and the features that do work are awesome. It has serious potential. A few more bug fixes and tweaks should get the mod in a nice playable condition I think.
I am not going to Quote the above comments, but this is pointed to the 3 commend above this one.
There was indeed a bugfix update planned for yesterday, but I was adding a new cook system for pans (To make new stews) and that wasn't ready yet. So expect an update today or tomorrow (originally planed for about now, but I want to fix the 2 bugs mentioned above (camp inv on dead not drop, mob not drop)) first.
I will probably not add any drops to existing mobs.
Hmm... I can't find any debug code, might have removed them already or it is caused by something else. Do you want to check if it still occurs with the update released today or tomorrow.
Yeah, this mod seems like it'd be a great starting point, but the iron requirements for many of its items really hinders that. I understand that iron would be needed and I don't have a better suggestion either. Fortunately you can scrape by after finding only a few iron ores to make the bare essentials. I think removing the iron requirement to make just a sleeping bag would go a long way to making this mod more friendly to beginning gameplay.
Iron can be found pretty early. I usually dig into a hill for the first night and then start mining while I wait for daylight again. Plus with a couple of other mods, like TC with it's gravel and metal berries it gets even more accessible. Frankly, I'm more worried about something like hemp that requires me to search for it while exposed.
Thanks for the heads up about death. I'm using the OpenBlocks grave stone feature so I will be careful with the inventory before the update.
Thanks also for the progress report Rik.
Rollback Post to RevisionRollBack
* I promise I'm not lazy or stupid. . . just overwhelmed. . . . I'm trying to make 80+ mods get along. . . I had no idea what I was getting into. . .
I appreciate the update. The debug code I'm seeing may very well be caused by something else. I only even suspected the camping mod because of the berry tree meta data messages. I'll definitely do more testing to see if some other mod is causing it as well as check the updated camping mod when its ready.
I was just reading about a lot of mod devs quitting due to an argument over Mojang's EULA and generally feeling unappreciated by the community. Apparently devs get a lot of attitude and abuse from players who are completely ungrateful of the hours of work they put in, with no pay, to make something that provides so much enjoyment. The article I read encouraged us to show our appreciation so I just wanted to say thank you Rikmuld! The Camping Mod is one of my favorites and your work is greatly appreciated. Even though I've posted about some bugs I've found, that doesn't mean I'm not grateful for the mod. Quite the opposite really, I just want to see it keep improving and growing.
Iron can be found pretty early. I usually dig into a hill for the first night and then start mining while I wait for daylight again. Plus with a couple of other mods, like TC with it's gravel and metal berries it gets even more accessible. Frankly, I'm more worried about something like hemp that requires me to search for it while exposed.
Thanks for the heads up about death. I'm using the OpenBlocks grave stone feature so I will be careful with the inventory before the update.
Thanks also for the progress report Rik.
I've actually had a lot of luck finding hemp. Its around every sandy waterway I've encountered with biomes o plenty at about the same frequency as sugarcane. My biggest problem was identifying it lol. I was running into it a lot but I thought it was just a vanilla plant from the agriculture mod. It wasn't til it grew into a more recognizable shape that I realized I was a complete derp.
I just discovered all the behind the scenes ID conflicts where Forge allows one mod to overwrite another mod's items.
Only an eye bleeding read through the Forge logs reveals it. Man. . I've been missing all this fun the whole time!!
This could take longer than I thought. . . who knows what is broken just because of that. .
Easiest way to find them in the logs is to hit ctrl-f and search for the word "overwrit" That'll cover any instance of the terms "overwrite" or "overwriting" in the log. Its a real annoying process but using find makes it much easier. Have fun
The vegetable stew has 3 different recipes.
The meat stew has about 8 different recipes.
The mushroom stew 2 different recipes (3 if you count the vanilla crafting recipe).
The Wired stew has about 6 different recipes.
The wired stew will give you a random potion effect if you eat it (can be everything, even instant health or damage). It is made my using things like: spider eyes, ender pearls, nether wrath etc...
Stews are made by putting a bowl in the pan campfire and sequential using an item in the normal cooking slots (The item won't be allowed to go in the pan campfire unless there are bowls available).
Kits and cooking recipes should have NEI pages eventually. Also, please add a type of camp fire that prevents mobs from spawning in a large area while a player is nearby. It should require 2-3 diamonds.
My skin viewer has recently been updated and people who like viewing, making or sharing skins should really check it out! (A small project I work on when modding gets boring (last time was about 5 months ago)).
Oh, it's just that I think it doesn't fit the Minecraft atmosphere for me. I mean, the game is basically like this "world" where you are alone and you're the last human in it. Well, technically, you're not really alone since there are villagers but they're a different species. If there were campers wandering around Minecraftia then that means there should be other people around as well. (Except if I were to put another mod...)
Yeah, I don't know how it works. I upgraded to 2.0c and have been playing most of the night until now. When I started minecraft up I went to the control options and set the camping inventory button to "g" and I have "c" set to pull up the large version of zan's minimap. So far its working as I have it set to. I don't know how or why, but I'm happy with it lol.
Edit: Well, it seems that the lag was actually being caused by my updating extra utilities to the 1.0.3 prerelease. I mistakenly assumed it could not have been that since I had no items or blocks from that mod in my world at all, but after a lot of testing and retesting that was certainly the culprit. I still experience some fps drop with the camping inventory GUI, but its nothing I can't live with:)
Edit2: I have a question for you Rikmuld, would you consider adding mutton drops to sheep and calamari drops to squid? It'd be a realistic addition and make killing those mobs seem less wasteful. Plus it'd be awesome to have more items to cook on the campfire.
Edit3: Wow, did this thread die lol? I just wanted to report that I'm not getting any drops from deer now. No venison, antlers, fur, or anything. I've killed at least twenty now. I don't know about hare since I haven't seen any in the wild yet. I'm pretty sure mob drops were working in the prior version, but I'm not certain. Also I think you left in some debug code with berry trees. When I right click to pick a berry a little message shows up in chat saying meta data 0 ot meta data 1 and so on. Lastly whenever I hold a vanilla stick and hit something I get its block ID and any meta data displayed in chat too.
I don't recall getting any drops from any camping Mob yet now that you mention it.
Hairs are a pain to target in tall grass. . . whew. . A lawnmower would be better than a sword!
I think I will have everyone start the server test using this mod as the first survival tool. That will help really run through the paces and double check everything.
Yeah, this mod seems like it'd be a great starting point, but the iron requirements for many of its items really hinders that. I understand that iron would be needed and I don't have a better suggestion either. Fortunately you can scrape by after finding only a few iron ores to make the bare essentials. I think removing the iron requirement to make just a sleeping bag would go a long way to making this mod more friendly to beginning gameplay.
And I am definitely not getting any mob drops at all, so no fur armor til that gets fixed.
Another big issue for me is the backpack. It doesn't drop when you die and if you have any mod that adds a tombstone to your death spot, the backpack doesn't appear inside either. You just completely lose everything inside of it when you die. Twice now I've lost some really important items after being blown up by a creeper while wearing a full backpack after prolonged mining trips. So frustrating!
Edit: Oh and the same thing happens to the camping tool if you have it equipped when you die. It just vanishes. I haven't tried it with having a lantern equipped, but I imagine that vanishes just the same.
I still absolutely love this mod and the features that do work are awesome. It has serious potential. A few more bug fixes and tweaks should get the mod in a nice playable condition I think.
There was indeed a bugfix update planned for yesterday, but I was adding a new cook system for pans (To make new stews) and that wasn't ready yet. So expect an update today or tomorrow (originally planed for about now, but I want to fix the 2 bugs mentioned above (camp inv on dead not drop, mob not drop)) first.
I will probably not add any drops to existing mobs.
Hmm... I can't find any debug code, might have removed them already or it is caused by something else. Do you want to check if it still occurs with the update released today or tomorrow.
Iron can be found pretty early. I usually dig into a hill for the first night and then start mining while I wait for daylight again. Plus with a couple of other mods, like TC with it's gravel and metal berries it gets even more accessible. Frankly, I'm more worried about something like hemp that requires me to search for it while exposed.
Thanks for the heads up about death. I'm using the OpenBlocks grave stone feature so I will be careful with the inventory before the update.
Thanks also for the progress report Rik.
I was just reading about a lot of mod devs quitting due to an argument over Mojang's EULA and generally feeling unappreciated by the community. Apparently devs get a lot of attitude and abuse from players who are completely ungrateful of the hours of work they put in, with no pay, to make something that provides so much enjoyment. The article I read encouraged us to show our appreciation so I just wanted to say thank you Rikmuld! The Camping Mod is one of my favorites and your work is greatly appreciated. Even though I've posted about some bugs I've found, that doesn't mean I'm not grateful for the mod. Quite the opposite really, I just want to see it keep improving and growing.
Thanks again and I look forward to the update.
I've actually had a lot of luck finding hemp. Its around every sandy waterway I've encountered with biomes o plenty at about the same frequency as sugarcane. My biggest problem was identifying it lol. I was running into it a lot but I thought it was just a vanilla plant from the agriculture mod. It wasn't til it grew into a more recognizable shape that I realized I was a complete derp.
Only an eye bleeding read through the Forge logs reveals it. Man. . I've been missing all this fun the whole time!!
This could take longer than I thought. . . who knows what is broken just because of that. .
Easiest way to find them in the logs is to hit ctrl-f and search for the word "overwrit" That'll cover any instance of the terms "overwrite" or "overwriting" in the log. Its a real annoying process but using find makes it much easier. Have fun
FIXES:
Possible tent crash when it generates.
Keycode not changeable.
Mobs not dropping stuff.
Camping inv no drops items on dead on servers.
ADDED:
3 new stews.
A stew cooking system for the pan campfire.
CHANGED:
Camping inv now also accessible in creative mode.
A bit more about stews:
The vegetable stew has 3 different recipes.
The meat stew has about 8 different recipes.
The mushroom stew 2 different recipes (3 if you count the vanilla crafting recipe).
The Wired stew has about 6 different recipes.
The wired stew will give you a random potion effect if you eat it (can be everything, even instant health or damage). It is made my using things like: spider eyes, ender pearls, nether wrath etc...
Stews are made by putting a bowl in the pan campfire and sequential using an item in the normal cooking slots (The item won't be allowed to go in the pan campfire unless there are bowls available).
Can you disable Campers in the cfg file?
You sure can. But why would you want to?
I'll look into it, thanks for posting.
My skin viewer has recently been updated and people who like viewing, making or sharing skins should really check it out! (A small project I work on when modding gets boring (last time was about 5 months ago)).
Oh, it's just that I think it doesn't fit the Minecraft atmosphere for me. I mean, the game is basically like this "world" where you are alone and you're the last human in it. Well, technically, you're not really alone since there are villagers but they're a different species. If there were campers wandering around Minecraftia then that means there should be other people around as well. (Except if I were to put another mod...)
That's how I see the game!