Minor question, when you say Update to 1.11, does this mean it's only for 1.11 or it works with older versions too?
Since nobody else has answered your question yet, I think version 0.6.0 of the mod only works with 1.11, but there are versions of the mod for older versions of Minecraft - look at the first post of this thread.
i cant get the mod to run on v 1.10.2. i downloaded the correct file, i did a Cntr+F search for "auto" (auto fish) in my minecraft log, and found these few lines:
Discovering tweaks on class path...
[19:42:42] [main/INFO]: Baking listener list for EnumerationObserver with 1 listeners
[19:42:42] [main/INFO]: Discovering valid mod files in folder /Users/ramin/Library/Application Support/minecraft/mods
[19:42:42] [main/INFO]: Inspecting jar metadata in 'mod_Autofish_0.5.1_mc1.10.2.litemod'
[19:42:42] [main/INFO]: Not adding invalid or version-mismatched mod file: /Users/ramin/Library/Application Support/minecraft/mods/mod_Autofish_0.5.1_mc1.10.2.litemod
I only have optifine in, and my client loads fine, its just that the mod isn't loaded. i do have liteloader installed btw, and it works fine
Call me dumb, but is there a way that you can add a feature that can make it so that the character waits like half a second so that it looks human-like? I am using this on a server and it looks very robotic. Thanks
Call me dumb, but is there a way that you can add a feature that can make it so that the character waits like half a second so that it looks human-like? I am using this on a server and it looks very robotic. Thanks
I would advise against using autofish on a server if you are not allowed to use such a mod. It's not supposed to look human like It is robotic.
Call me dumb, but is there a way that you can add a feature that can make it so that the character waits like half a second so that it looks human-like? I am using this on a server and it looks very robotic. Thanks
There is a 1.5 second delay between reeling and casting back out. I can't really add delay to the initial reel without risking lost fish.
I start fishing and leave Minecraft (I only leave the window with Pause of lost focus disabled). After some time of fishing, I catch a fish but my character does not notice and will not reel in.
Maybe it is a problem i have because of leaving the window or a problem with the space where i catsh my fish (just 3 blocks water in a row)
Either way I would like to now how the modification detects a fish biting the pole and hope for a solution to my problem.
Greetings agent_fail
In singleplayer the detection is 100% accurate because we have direct access to the internal server so we know exactly when a fish is coming.
But in multiplayer the story is a bit different. The server does not tell us "you are now catching a fish". It only tells us "your hook is now moving in x direction at y speed". So the only thing we can do in multiplayer is wait for a specific set of conditions that we use to assume that a fish is biting.
1: After casting, the hook is flying in all sorts of directions we cant assume we're catching a fish until the hook has hit water and started rising to the top.
2: At this point we know it's feasible for a fish to bite, so we wait for the server to tell us that the hook is jerking downwards at a certain velocity. The hook has lots of tiny movements while floating on the water waiting for a bite, so there's a certain threshold we use to assume the movement is fast enough to be a fish biting.
3. Once we think a fish is biting, the mod reels and recasts.
Obviously this is not a perfect method so the mod may miss a bite here and there. So you want to optimize your fishing area. You mentioned it may be a problem with the size of your 3 water block fishing area. This is likely the case. If the hook is colliding with a wall or the ground as it hits the water, it can often confuse the mod's bite detection because the hook isn't moving naturally. Just make sure the hook is only hitting water and you should see an improvement in detection accuracy.
Anyway, here's the 1.11.2 update:
Download Autofish 0.6.1 [1.11.2] EDIT new update, see below posts
• Update to Minecraft 1.11.2
Thank you for the update! I thought that in a previous version you had moved away from using bobber movement in favor of sound triggers?
In that update I moved away from the simplistic method that was used since long before 1.2.5, back when base classes were still being modified. The old method relied only on the hook movement client side (basically said "if the hook is moving straight down there is a fish"). That method got unreliable and sporadic when fishing mechanics started getting updates. Now the mod analyzes movement packets directly from the server to get info on the hook's movement (as well as adding certain thresholds to make it accurate), rather than what the client sees.
It's never used sound triggers, although it wouldn't be too bad of an idea depending on what types of sounds are used and when. The other approach I've thought about is tracking what particles are spawned when a fish is hooked. I'm not sure either of these methods would be reliable because sounds and particles are used and re-used for a lot of different things in the game, so it would take a lot of testing on my end to figure out the best approach.
Thank you for the update! I thought that in a previous version you had moved away from using bobber movement in favor of sound triggers?
So I took a look and realized that the bobber sound is only used for catching a fish. So all I had to do was add a check to make sure the sound is coming from the same location as the bobber (in case of multiple players fishing) and now I have another update and it's super accurate; I haven't seen it miss yet using a local server. Honestly someone suggested it a couple years ago and I never took the time to look into it since I assumed the sound had multiple use cases but I guess I was wrong.
Download Autofish 0.7 [1.11.2]
• All new multiplayer detection method, should be much more accurate
Seem to me the 1.11.2 mod doesn't work in mcMMO multiplayer. I tested 2 major factions servers. They both have a basic level on 1.8 and compatibility for 1.11.2. The fish never bite regardless enchantment.
The mod cannot stop fish from biting. If the hook isn't moving at all from bites then it's a different issue entirely. Are you saying they're simply not biting or are they biting and the mod is not recognizing it?
Could we get a download to 0.6.1 again? 0.7 has a very low success rate and tends to stop catching after a few seconds.
I installed McMMO on a local server and managed to replicate this only once over the course of around 2 hours and couldn't get it to happen again after recasting. I found that the issue was the hook splash sound was coming from a location about 2 blocks away from where the hook was client-side, like the hook location was somehow de-synchronized from the server. I've increased the threshold for the distance between the hook and sound, so it should be more lenient. Just redownload the mod and try that version and tell me if it helps.
It may help to know if there's anything unique going on with your fishing setup. I was simply casting into the ocean from a beach and didn't miss a single catch other than what I mentioned. Also check on another server if possible to see if it's an isolated issue.
If all else fails you can still download old versions from here, However I don't plan on maintaining two versions of the mod. The newer method is simply much more reliable and less prone to failure (well, at least in my experience) so I'd like to iron out any issues with it rather than reverting to the old method.
How would I get around a clear lag plugin that says this:
Assuming those are asterisks and there is no leading space, replace the contents of /.minecraft/liteconfig/common/autofish_clearlag with the following:
The autofish_clearlag file does not use json format. The only contents of the file should be the regular expression itself.
Oh ok im dumb ty :3
Minor question, when you say Update to 1.11, does this mean it's only for 1.11 or it works with older versions too?
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
Since nobody else has answered your question yet, I think version 0.6.0 of the mod only works with 1.11, but there are versions of the mod for older versions of Minecraft - look at the first post of this thread.
i cant get the mod to run on v 1.10.2. i downloaded the correct file, i did a Cntr+F search for "auto" (auto fish) in my minecraft log, and found these few lines:
Discovering tweaks on class path...
[19:42:42] [main/INFO]: Baking listener list for EnumerationObserver with 1 listeners
[19:42:42] [main/INFO]: Discovering valid mod files in folder /Users/ramin/Library/Application Support/minecraft/mods
[19:42:42] [main/INFO]: Inspecting jar metadata in 'mod_Autofish_0.5.1_mc1.10.2.litemod'
[19:42:42] [main/INFO]: Not adding invalid or version-mismatched mod file: /Users/ramin/Library/Application Support/minecraft/mods/mod_Autofish_0.5.1_mc1.10.2.litemod
I only have optifine in, and my client loads fine, its just that the mod isn't loaded. i do have liteloader installed btw, and it works fine
Call me dumb, but is there a way that you can add a feature that can make it so that the character waits like half a second so that it looks human-like? I am using this on a server and it looks very robotic. Thanks
I would advise against using autofish on a server if you are not allowed to use such a mod. It's not supposed to look human like It is robotic.
Signature removed by popular demand.
Update coming in the next day or two, I have been out of town for the holidays.
Great news, Those poor fish won't know what hit em !!!!!!
Signature removed by popular demand.
There is a 1.5 second delay between reeling and casting back out. I can't really add delay to the initial reel without risking lost fish.
In singleplayer the detection is 100% accurate because we have direct access to the internal server so we know exactly when a fish is coming.
But in multiplayer the story is a bit different. The server does not tell us "you are now catching a fish". It only tells us "your hook is now moving in x direction at y speed". So the only thing we can do in multiplayer is wait for a specific set of conditions that we use to assume that a fish is biting.
1: After casting, the hook is flying in all sorts of directions we cant assume we're catching a fish until the hook has hit water and started rising to the top.
2: At this point we know it's feasible for a fish to bite, so we wait for the server to tell us that the hook is jerking downwards at a certain velocity. The hook has lots of tiny movements while floating on the water waiting for a bite, so there's a certain threshold we use to assume the movement is fast enough to be a fish biting.
3. Once we think a fish is biting, the mod reels and recasts.
Obviously this is not a perfect method so the mod may miss a bite here and there. So you want to optimize your fishing area. You mentioned it may be a problem with the size of your 3 water block fishing area. This is likely the case. If the hook is colliding with a wall or the ground as it hits the water, it can often confuse the mod's bite detection because the hook isn't moving naturally. Just make sure the hook is only hitting water and you should see an improvement in detection accuracy.
Anyway, here's the 1.11.2 update:
Download Autofish 0.6.1 [1.11.2] EDIT new update, see below posts
• Update to Minecraft 1.11.2
Thanks for the update.
Thank you very much troyboy50 Your hard work does not go unnoticed!
Bring on the fishes
Signature removed by popular demand.
Thank you for the update! I thought that in a previous version you had moved away from using bobber movement in favor of sound triggers?
In that update I moved away from the simplistic method that was used since long before 1.2.5, back when base classes were still being modified. The old method relied only on the hook movement client side (basically said "if the hook is moving straight down there is a fish"). That method got unreliable and sporadic when fishing mechanics started getting updates. Now the mod analyzes movement packets directly from the server to get info on the hook's movement (as well as adding certain thresholds to make it accurate), rather than what the client sees.
It's never used sound triggers, although it wouldn't be too bad of an idea depending on what types of sounds are used and when. The other approach I've thought about is tracking what particles are spawned when a fish is hooked. I'm not sure either of these methods would be reliable because sounds and particles are used and re-used for a lot of different things in the game, so it would take a lot of testing on my end to figure out the best approach.
So I took a look and realized that the bobber sound is only used for catching a fish. So all I had to do was add a check to make sure the sound is coming from the same location as the bobber (in case of multiple players fishing) and now I have another update and it's super accurate; I haven't seen it miss yet using a local server. Honestly someone suggested it a couple years ago and I never took the time to look into it since I assumed the sound had multiple use cases but I guess I was wrong.
Download Autofish 0.7 [1.11.2]
• All new multiplayer detection method, should be much more accurate
Very nice, All working perfectly As if it wouldn't
Thank you again, You're the best!
Signature removed by popular demand.
Could we get a download to 0.6.1 again? 0.7 has a very low success rate and tends to stop catching after a few seconds.
The mod cannot stop fish from biting. If the hook isn't moving at all from bites then it's a different issue entirely. Are you saying they're simply not biting or are they biting and the mod is not recognizing it?
I installed McMMO on a local server and managed to replicate this only once over the course of around 2 hours and couldn't get it to happen again after recasting. I found that the issue was the hook splash sound was coming from a location about 2 blocks away from where the hook was client-side, like the hook location was somehow de-synchronized from the server. I've increased the threshold for the distance between the hook and sound, so it should be more lenient. Just redownload the mod and try that version and tell me if it helps.
It may help to know if there's anything unique going on with your fishing setup. I was simply casting into the ocean from a beach and didn't miss a single catch other than what I mentioned. Also check on another server if possible to see if it's an isolated issue.
If all else fails you can still download old versions from here, However I don't plan on maintaining two versions of the mod. The newer method is simply much more reliable and less prone to failure (well, at least in my experience) so I'd like to iron out any issues with it rather than reverting to the old method.
How would I get around a clear lag plugin that says this:
Assuming those are asterisks and there is no leading space, replace the contents of /.minecraft/liteconfig/common/autofish_clearlag with the following: