You are a godsend :smile.gif: I'm about to test out your pluckin and tree drop mod now. And your completely awesome for uploading a version that automatically has the decay enabled <3
Rollback Post to RevisionRollBack
[quote=Kasudain]Well, all major religions have a 'Hell' with flying jellyfish that throw fireballs. Duh.
Ayutashi, I've setup my Pet Mod to almost automatically be compatible with prefix skeletons(not out yet), but after a lot of reflection code fail and now using a simpler method, I hit one small issue, could you please modify the prefixArrow access from
private ArrowSpec prefixArrow;
to
public ArrowSpec prefixArrow;
Shouldn't be a big deal :wink.gif:, it's so I can call use my workaround modified attack function to try to instantiate a new elemental arrow and gracefully fallback to original code if prefix skeletons isn't installed. Please and thanks :biggrin.gif:
Corosus' new, updated Pet Mod is out (or should be, shortly, once he updates his thread), and as he requested, I've made a small change for Prefix Skeletons. I did not release a new version for one-word change, but just updated the Dropbox file. Please obtain a fresh copy before asking why PrefixSkeletons doesn't work with Pet Mod ^^;
Shameless self-bump, updates, and a somewhat-formal apology.
Well, going in order here... I suppose the bump's already done, eh? :3
Updates! 1.2.6 stuff is available, except what relies on 303's Arrows mod. Risugami was quick update today as well, so at least CMS is updated, too! Speaking of CMS mod... I've slightly changed how I've packaged it for now, and the future.
Since updates are coming frequently, and I enjoy having CMS compatible with Mo' Creatures and Modloader, I've decided to perform two updates to CMS with each new client. Basically, one -before- Risugami/303/whoever updates Modloader, and one -after-. Luckily, this time, there was no waiting!
Inside CMS.zip, you'll find the usual files... however, if you use the fq.class found immediately inside, it will NOT be compatible with Modloader! It's required for CMS to run, but it sure will break Modloader stuff. Thus, if you ARE running Modloader, you'll need to look inside the .zip for the "Modloader Extension" folder. This includes a second fq.class specifically for this fix. I feel this approach is fairly self-explanatory, although I've updated the front page with the new information.
So, speaking of the "two updates" bit, I'll basically package the extension folder when it becomes available, which will require a fresh download. Like I said, not an issue this time, but just for future reference...
---------------
And now, for the apology.
I'm not really professional when it comes to modding -- I'm not a great code writer, and I make tons of mistakes, hoping the compiler can catch them for me! However... there's one completely obvious error that I've made recently that probably caused many people headaches.
When dealing with the .properties files for CMS mod, many people could not get them to work it seems. I'm assuming about half of you either already had a ".minecraft/mods/" folder from other mods, and half of you didn't. This is where some of the problems were, I bet. I mistakenly added a folder named "mod" to CMS.zip, rather than "mods", thus, if you copied it directly from the download... the pathname was not correct. I'm sure some of you may have caught and fixed this, or if you added files to the preexisting "mods" folder, it was not an issue.
I know this seems trivial in a way, however... not everyone's familiar with the small details, and I should be, being a modder, myself. It was a simple mistake, but I'm sure it caused confusion.
I've fixed this folder name for future releases, although I can't guarantee that it's the cause of every problem with CMS mod. Please, as always, let me know if you have any issues with running my mods.
Anyway, enjoy the new updates! I'll get Prefix Skeletons & Warp Arrows released as soon as I can :3
Hey Ayutashi, what's with the "Mod Loader extension" file in the CMS download?
If you read here you'll see that I've packaged two versions of fq.class. The one in the main folder of the CMS.zip is for those not using Modloader (so it works in case Modloader isn't updated yet!), and the "Modloader Expansion" folder (I think I called it extension, previously) contains an alternate fq.class required if you're running Modloader.
Modloader uses fq.class as well, and will break if you don't use the right one. However, CMS also needs a special version of this file to work, so I've simply made two versions here.
The change simply includes a way to access some data crucial for CMS mod that was previously locked away, so to speak.
I've asked Risugami if he would add the small changes I made to fq.class to his Modloader updates, but either he doesn't care to, or my PM did not reach him properly. Regardless, I haven't gotten a response, so I'll still need to include this file with CMS for now.
I know you make notes about which mods need Modloader, so you can just mark this as a "Requires" mod, or say "Optionally Requires Modloader". Personally, I think the Modloader version is better, anyway, since it's compatible with Mo' Creatures, and such.
Hi Ayu!
I using your MODs,it's very good.
Then, I have asking your favor.
I wanna play my music with in-game jukebox.
but when i replaced 13.ogg(yarrow record),it's doesn't work.
can u straighten out that problem?
like change yarrow record playing music fire(13.ogg->mymusic.ogg).
Hi Ayu!
I using your MODs,it's very good.
Then, I have asking your favor.
I wanna play my music with in-game jukebox.
but when i replaced 13.ogg(yarrow record),it's doesn't work.
can u straighten out that problem?
like change yarrow record playing music fire(13.ogg->mymusic.ogg).
Uhm... o.o No. I cannot, sorry. There are other modders out there who know how to do things like this... Really, this just isn't my thing as far as modding goes. Please search the forums for other audio-related mods.
Quote from NuclearYak »
Quote from Ayutashi »
Mrawr. Quick post...
Warp Arrows & PrefixSkeletons are now updated for 1.2.6. Enjoy!
Can i get a download link of this for 1.2.2? I just can't seem to update my minecraft.
Sure thing. I've PMed you with a link containing a pack of my 1.2.2 mods. If anyone else needs a copy of this, please PM me, and I'll reply ASAP.
Uhm... o.o No. I cannot, sorry. There are other modders out there who know how to do things like this... Really, this just isn't my thing as far as modding goes. Please search the forums for other audio-related mods.
ok,thanks for answer,I'll try to another way.
if I have some problems on your mods,I'll tell you :wink.gif:
I would very appreciate it if you would merge the fq.class (or something else that makes them compatible) in custom mob spawners with the one in Controller Blocks because I would like to be able to use both, i also posted there, thank you. :smile.gif:
Hello, I was wondering if you could compile your ou.class file in Plucking Crazy with the same file in Chicken Gliding Mod? Don't know if they are compatable, haven't tried, but you're both using the same class file, so I assume there would be a conflict. I like yours because it gives me more eggs, but i like to try the other to fly a chicken, lol. If you could check for me please and see if it's possible to have both compatible, i would appreciate it. Thanks.
I would very appreciate it if you would merge the fq.class (or something else that makes them compatible) in custom mob spawners with the one in Controller Blocks because I would like to be able to use both, i also posted there, thank you. :smile.gif:
I believe this isn't necessary! From what I read just now, Controller Block mod...
Quote from Sunrise_78 »
Moreover V1.9 is now fully compatible with 303 modloader, I don't overwrite any files any more, so COntrollerBlock Mod should be compatible with any mod that works with 303 ModLoader !
...meaning that the fq.class inside the download is the -same- as the latest Modloader.
If you want to use CMS mod with it, you'll just drop my fq.class (make sure it's the one in the "Modloader Expansion" folder!) into your minecraft.jar, and both mods should work fine!
My fq.class doesn't change how Modloader functions at all -- It merely adds a couple lines to the file, so I can grab some data~
Let me know if you're having trouble, still. I didn't test it manually, although I did look at the fq.class inside Controller Block's download just to be sure.
Quote from scamp500 »
Hello, I was wondering if you could compile your ou.class file in Plucking Crazy with the same file in Chicken Gliding Mod? Don't know if they are compatable, haven't tried, but you're both using the same class file, so I assume there would be a conflict. I like yours because it gives me more eggs, but i like to try the other to fly a chicken, lol. If you could check for me please and see if it's possible to have both compatible, i would appreciate it. Thanks.
This, however... yes. It does need a merge. However, looking at the ou.class, I realize it won't be a simple copy&paste job.
The right-click function is given to the ability to pick up the chicken. Allowing the Plucking function would kill the chicken more quickly, in some instances, so... For the moment, I'll just add the egg drop rate I had previously.
Please let me know how you might want these two functions to work together, or if all you'd like is the eggs to drop.
I would very appreciate it if you would merge the fq.class (or something else that makes them compatible) in custom mob spawners with the one in Controller Blocks because I would like to be able to use both, i also posted there, thank you. :smile.gif:
I believe this isn't necessary! From what I read just now, Controller Block mod...
Quote from Sunrise_78 »
Moreover V1.9 is now fully compatible with 303 modloader, I don't overwrite any files any more, so COntrollerBlock Mod should be compatible with any mod that works with 303 ModLoader !
...meaning that the fq.class inside the download is the -same- as the latest Modloader.
If you want to use CMS mod with it, you'll just drop my fq.class (make sure it's the one in the "Modloader Expansion" folder!) into your minecraft.jar, and both mods should work fine!
My fq.class doesn't change how Modloader functions at all -- It merely adds a couple lines to the file, so I can grab some data~
Let me know if you're having trouble, still. I didn't test it manually, although I did look at the fq.class inside Controller Block's download just to be sure.
*snip*
hmm... works now, thank you :smile.gif:
I have a question, are the Custom mob spawners able to spawn skeletons on spiders? that would be scary (and) awesome!
I have a question, are the Custom mob spawners able to spawn skeletons on spiders? that would be scary (and) awesome!
I don't know. I think that's a world event, instead of a spider event. I can't remember, and I'm not exactly in the right frame of mind to look... sorry. I'm going to go ahead and say no, they won't.
Sorry, everyone, for the lack of new content lately! I've been pretty busy the past week or so, and it probably won't get any better until after the holidays ^^;
I've had a couple ideas floating around, but all of them seem to be either mostly taken care of by other modders, or plain useless altogether. My last project I actually had some code written for was something similar to what is now 303's Spawnlist mod. Today I was thinking about doing something for minecarts, however... After checking out how it worked in-game, it seems it's officially fixed (I wouldn't have known, I rarely use minecarts at all! ^^; )
So! Anyway, I guess I need some new ideas :3 Feel free to throw anything out there, just understand I may not accept the challenge~ Additions to mods I already have, or something completely new... anything you've got on your mind.
Zombie PIg Men variants:
Rotten--Standard
Bleeding--New (like Rotten only red instead of green, with streaks of blood, basically Notch's origianl version)
Skeletal--New (most of its flesh would be gone, but would still have bits here, and there)
Eyeless--New (would look like a Pig Man, but without eyes)
Hello, I was wondering if you could compile your ou.class file in Plucking Crazy with the same file in Chicken Gliding Mod? Don't know if they are compatable, haven't tried, but you're both using the same class file, so I assume there would be a conflict. I like yours because it gives me more eggs, but i like to try the other to fly a chicken, lol. If you could check for me please and see if it's possible to have both compatible, i would appreciate it. Thanks.
This, however... yes. It does need a merge. However, looking at the ou.class, I realize it won't be a simple copy&paste job.
The right-click function is given to the ability to pick up the chicken. Allowing the Plucking function would kill the chicken more quickly, in some instances, so... For the moment, I'll just add the egg drop rate I had previously.
Please let me know how you might want these two functions to work together, or if all you'd like is the eggs to drop.
Thank you for merging this file, I appreciate it. However it has since been updated and is using only the ou.class file. Could you please merge them again with the new version please? And I was thinking, instead of having the right-click function to pluck the chicken, leave that to Gliding Chicken Mod, then let the part you made remain that when you kill the chicken, left-click, you get 1-2 feathers or the 1 in 20 chance to get an egg - eggs are good when used with egg & cheese mod. Could it be fixed in this manner? If you could please, thank you.
Can you please try taking over this mod: viewtopic.php?f=25&t=96133&p=1504878#p1504878 ? I know it isn't your sort of thing but the creator of this mod hasn't updated it and I'm going to be needing it soon :/ I also need a mod that removes names from people in SMP yet again, not your thing but I'd appreciate it.
private ArrowSpec prefixArrow;
to
public ArrowSpec prefixArrow;
Shouldn't be a big deal :wink.gif:, it's so I can call use my workaround modified attack function to try to instantiate a new elemental arrow and gracefully fallback to original code if prefix skeletons isn't installed. Please and thanks :biggrin.gif:
Into the cellar! There's a ternader a'comin!
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
Well, going in order here... I suppose the bump's already done, eh? :3
Updates! 1.2.6 stuff is available, except what relies on 303's Arrows mod. Risugami was quick update today as well, so at least CMS is updated, too! Speaking of CMS mod... I've slightly changed how I've packaged it for now, and the future.
Since updates are coming frequently, and I enjoy having CMS compatible with Mo' Creatures and Modloader, I've decided to perform two updates to CMS with each new client. Basically, one -before- Risugami/303/whoever updates Modloader, and one -after-. Luckily, this time, there was no waiting!
Inside CMS.zip, you'll find the usual files... however, if you use the fq.class found immediately inside, it will NOT be compatible with Modloader! It's required for CMS to run, but it sure will break Modloader stuff. Thus, if you ARE running Modloader, you'll need to look inside the .zip for the "Modloader Extension" folder. This includes a second fq.class specifically for this fix. I feel this approach is fairly self-explanatory, although I've updated the front page with the new information.
So, speaking of the "two updates" bit, I'll basically package the extension folder when it becomes available, which will require a fresh download. Like I said, not an issue this time, but just for future reference...
---------------
And now, for the apology.
I'm not really professional when it comes to modding -- I'm not a great code writer, and I make tons of mistakes, hoping the compiler can catch them for me! However... there's one completely obvious error that I've made recently that probably caused many people headaches.
When dealing with the .properties files for CMS mod, many people could not get them to work it seems. I'm assuming about half of you either already had a ".minecraft/mods/" folder from other mods, and half of you didn't. This is where some of the problems were, I bet. I mistakenly added a folder named "mod" to CMS.zip, rather than "mods", thus, if you copied it directly from the download... the pathname was not correct. I'm sure some of you may have caught and fixed this, or if you added files to the preexisting "mods" folder, it was not an issue.
I know this seems trivial in a way, however... not everyone's familiar with the small details, and I should be, being a modder, myself. It was a simple mistake, but I'm sure it caused confusion.
I've fixed this folder name for future releases, although I can't guarantee that it's the cause of every problem with CMS mod. Please, as always, let me know if you have any issues with running my mods.
Anyway, enjoy the new updates! I'll get Prefix Skeletons & Warp Arrows released as soon as I can :3
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
Warp Arrows & PrefixSkeletons are now updated for 1.2.6. Enjoy!
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
One Stop Mod Shop
If you read here you'll see that I've packaged two versions of fq.class. The one in the main folder of the CMS.zip is for those not using Modloader (so it works in case Modloader isn't updated yet!), and the "Modloader Expansion" folder (I think I called it extension, previously) contains an alternate fq.class required if you're running Modloader.
Modloader uses fq.class as well, and will break if you don't use the right one. However, CMS also needs a special version of this file to work, so I've simply made two versions here.
The change simply includes a way to access some data crucial for CMS mod that was previously locked away, so to speak.
I've asked Risugami if he would add the small changes I made to fq.class to his Modloader updates, but either he doesn't care to, or my PM did not reach him properly. Regardless, I haven't gotten a response, so I'll still need to include this file with CMS for now.
I know you make notes about which mods need Modloader, so you can just mark this as a "Requires" mod, or say "Optionally Requires Modloader". Personally, I think the Modloader version is better, anyway, since it's compatible with Mo' Creatures, and such.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
I using your MODs,it's very good.
Then, I have asking your favor.
I wanna play my music with in-game jukebox.
but when i replaced 13.ogg(yarrow record),it's doesn't work.
can u straighten out that problem?
like change yarrow record playing music fire(13.ogg->mymusic.ogg).
Can i get a download link of this for 1.2.2? I just can't seem to update my minecraft.
*The texture pack here is unfinished, and work in progress. Do not complain about what I make
Uhm... o.o No. I cannot, sorry. There are other modders out there who know how to do things like this... Really, this just isn't my thing as far as modding goes. Please search the forums for other audio-related mods.
Sure thing. I've PMed you with a link containing a pack of my 1.2.2 mods. If anyone else needs a copy of this, please PM me, and I'll reply ASAP.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
ok,thanks for answer,I'll try to another way.
if I have some problems on your mods,I'll tell you :wink.gif:
I believe this isn't necessary! From what I read just now, Controller Block mod...
...meaning that the fq.class inside the download is the -same- as the latest Modloader.
If you want to use CMS mod with it, you'll just drop my fq.class (make sure it's the one in the "Modloader Expansion" folder!) into your minecraft.jar, and both mods should work fine!
My fq.class doesn't change how Modloader functions at all -- It merely adds a couple lines to the file, so I can grab some data~
Let me know if you're having trouble, still. I didn't test it manually, although I did look at the fq.class inside Controller Block's download just to be sure.
This, however... yes. It does need a merge. However, looking at the ou.class, I realize it won't be a simple copy&paste job.
The right-click function is given to the ability to pick up the chicken. Allowing the Plucking function would kill the chicken more quickly, in some instances, so... For the moment, I'll just add the egg drop rate I had previously.
Please let me know how you might want these two functions to work together, or if all you'd like is the eggs to drop.
You can pick up the merge here http://dl.dropbox.com/u/14667777/ou.class
Not gonna put it on the front page yet, till I figure out a better idea.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
hmm... works now, thank you :smile.gif:
I have a question, are the Custom mob spawners able to spawn skeletons on spiders? that would be scary (and) awesome!
I don't know. I think that's a world event, instead of a spider event. I can't remember, and I'm not exactly in the right frame of mind to look... sorry. I'm going to go ahead and say no, they won't.
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
I've had a couple ideas floating around, but all of them seem to be either mostly taken care of by other modders, or plain useless altogether. My last project I actually had some code written for was something similar to what is now 303's Spawnlist mod. Today I was thinking about doing something for minecarts, however... After checking out how it worked in-game, it seems it's officially fixed (I wouldn't have known, I rarely use minecarts at all! ^^; )
So! Anyway, I guess I need some new ideas :3 Feel free to throw anything out there, just understand I may not accept the challenge~ Additions to mods I already have, or something completely new... anything you've got on your mind.
I'll check back here later :happy.gif:
Custom Mob Spawners | Inverted Half Steps
Timberrrrr! | Jolly Old Saint Notch
Bladed Bows
Prefix Skeleton mobs!! Warp Arrows!!
Chicken Diversity
Zombie Diversity
Skeleton Diversity
That just leaves Ghasts, Spiders, Cows, Pigs, Zombie Pig Men, Slimes, Sheep and Creepers.
Cow variants:
Mostly Brown--Standard
Mostly White--New
Mostly Black--New
Creeper variants:
Green--Standard
Faster/Weaker--New
Slower/Stronger--New
Nuke/Rare--New
Ghast Variants:
White--Standard (make its aim slightly better)
FasterFire/LessDamage/SmallerProjectiles/WorseAim--New
SlowerFire/MoreDamage/LargerProjectiles/BetterAim--New
Pig variants:
Pink--Standard
Boar--New
??
Sheep variants:
White--Standard
Black--New
Ram--New
Goat--New
Slime variants: (doesn't realy need new versions)
Small--Standard
Medium--Standard
Large--Standard
Huge--Standard
Spider variants:
Black--Standard
Red--New
Mother--New
Baby--New
Zombie PIg Men variants:
Rotten--Standard
Bleeding--New (like Rotten only red instead of green, with streaks of blood, basically Notch's origianl version)
Skeletal--New (most of its flesh would be gone, but would still have bits here, and there)
Eyeless--New (would look like a Pig Man, but without eyes)
Where each set could be a mod by itself.
CDR's PTC HD Infinity [128x Texture Pack]
How to find the minecraft.jar file
Modifying the minecraft.jar file
One Stop Mod Shop
This, however... yes. It does need a merge. However, looking at the ou.class, I realize it won't be a simple copy&paste job.
The right-click function is given to the ability to pick up the chicken. Allowing the Plucking function would kill the chicken more quickly, in some instances, so... For the moment, I'll just add the egg drop rate I had previously.
Please let me know how you might want these two functions to work together, or if all you'd like is the eggs to drop.
You can pick up the merge here http://dl.dropbox.com/u/14667777/ou.class
Not gonna put it on the front page yet, till I figure out a better idea.[/quote]
Thank you for merging this file, I appreciate it. However it has since been updated and is using only the ou.class file. Could you please merge them again with the new version please? And I was thinking, instead of having the right-click function to pluck the chicken, leave that to Gliding Chicken Mod, then let the part you made remain that when you kill the chicken, left-click, you get 1-2 feathers or the 1 in 20 chance to get an egg - eggs are good when used with egg & cheese mod. Could it be fixed in this manner? If you could please, thank you.