I tried to ride an Arabian horse and my game crashed, the onl things i have on are simply horses, forge, and optfine
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Ticking entity
A full error report has been saved to C:\Documents and Settings\Administrator\Application Data\.minecraft\crash-reports\crash-2012-11-15_20.07.04-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 12c828d5 --------
Full report at:
C:\Documents and Settings\Administrator\Application Data\.minecraft\crash-reports\crash-2012-11-15_20.07.04-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 15/11/12 8:07 PM
-- Head --
Stacktrace:
at qx.U(EntityPlayer.java:463)
at xv.a(World.java:2250)
at xv.g(World.java:2217)
at xv.a(World.java:2313)
at xv.g(World.java:2217)
-- Entity being ticked --
Details:
Entity Type: SimplyHorses.Arabian (simplyhorses.common.entities.EntityArabianSH)
Entity ID: 8
Name: Arabian
Exact location: -836.19, 10.00, 208.13
Block location: World: (-837,10,208), Chunk: (at 11,0,0 in -53,13; contains blocks -848,0,208 to -833,255,223), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Momentum: 0.00, -0.08, 0.00
Stacktrace:
at xv.h(World.java:2064)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [ayk['maplefeather'/23, l='MpServer', x=-836.19, y=12.56, z=208.13]]
Chunk stats: MultiplayerChunkCache: 81
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-895,4,222), Chunk: (at 1,0,14 in -56,13; contains blocks -896,0,208 to -881,255,223), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Level time: 29142 game time, 4406 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 10 total; [pe['Sheep'/0, l='MpServer', x=-882.19, y=10.00, z=279.69], pe['Sheep'/1, l='MpServer', x=-892.03, y=10.00, z=274.97], pe['Sheep'/2, l='MpServer', x=-894.03, y=10.00, z=286.22], pd['Pig'/4, l='MpServer', x=-870.59, y=10.00, z=202.13], pd['Pig'/5, l='MpServer', x=-867.16, y=10.00, z=212.24], pd['Pig'/6, l='MpServer', x=-874.75, y=10.00, z=244.41], pd['Pig'/7, l='MpServer', x=-865.22, y=10.00, z=254.41], EntityArabianSH['Arabian'/8, l='MpServer', x=-836.19, y=10.00, z=208.13], EntityWildHorseSH['Wild Horse'/9, l='MpServer', x=-835.09, y=10.00, z=226.78], ayk['maplefeather'/23, l='MpServer', x=-836.19, y=12.56, z=208.13]]
Retry entities: 0 total; []
Stacktrace:
at ayh.a(WorldClient.java:425)
at net.minecraft.client.Minecraft.b(Minecraft.java:2385)
at net.minecraft.client.Minecraft.run(Minecraft.java:799)
at java.lang.Thread.run(Unknown Source)
java.lang.NoSuchMethodError: md.shouldRiderFaceForward(Lqx;)Z
at qx.U(EntityPlayer.java:463)
at xv.a(World.java:2250)
at xv.g(World.java:2217)
at xv.a(World.java:2313)
at xv.g(World.java:2217)
at xv.h(World.java:2064)
at net.minecraft.client.Minecraft.l(Minecraft.java:1867)
at net.minecraft.client.Minecraft.J(Minecraft.java:858)
at net.minecraft.client.Minecraft.run(Minecraft.java:783)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT b01b2d0d ----------
So I looked into this bug, Optifine is overwriting the new method in EntityLiving that is part of the rider code I'm using for the horses. =/ I'm not sure how this will get resolved, but for now either I can remove this new riding code or you guys will have to go without Optifine.
@Mindcrak, thanks! And we must must must chat. Do you have skype?
@MohawkyMagoo, lol! Those aren't the actual vehicles as I haven't even begun to work on them (doing groundwork FOR them, first). Right now, yeah, they act like animals ^^;;.
Oh, I'm just itching to download this! I've never heard of forge though, and I'm a graphic design major, so textures are more my thing than installations are. Is forge/ Simply Horses installation fairly idiot-proof, or will it be a better idea to have my tech-savvy friend do it? (I have a tendency to kill everything I touch if it is any harder to do than MCPatcher)
Also, a couple suggestions:
What if, instead of choosing the breed of horse after breaking it,( which feels a little unrealistic), the breeds each spawned in their own biome? Arabians in deserts, Mustangs in plains and Clydesdales in forests/taigas? I feel like that would add more challenge to the mod, add a little realism, and make having each particular breed a little more special.
Also, slightly wider saddles, if only by a pixel or two. It may just be me, but the saddles I see in the pics remind me more of dressage and english saddles, and I think of Minecraft as a more medieval or even western setting. (Maybe I'm biased, My roommate rides dressage but I don't feel right unless I'm in a big, chunky western saddle )
Rollback Post to RevisionRollBack
Shiny!->
I was gonna make a cool signature pic...But then I got bored and discovered Dragon Cave.
So last night I left a message in sp614x's Optifine topic about the crashes, and he's already gone and fixed it apparently. The next version is not up yet, guys, but once it is, get it. You should be able to use Optifine and Forge and Simply Horses together again ^^
@Zigadooz, if you're on a PC, I can tell you it is pretty easy as drag-and-drop. The front page has installation instructions :3. If you don't want to bother, I highly recommend get MultiMC. It's a launcher/installer and a crazy-good utility in general.
As for spawning breeds, that is kind of planned. Clydesdales will be bought from villagers, and Arabians will potentially spawn near desert wells ^^.
As for saddle texture...D< I ride English. DEAL. Heh, kidding, but I thought the vanilla saddle texture (besides color) could stand in for both. I may model saddles though. We'll see.
@Senyazza, super 'citing :3c. And starting today is Thanksgiving break! Hopefully.. updates everwhere!
Also yanno work on Simply TerraFirma Horses etc. etc. hint hint hint.
Off to a might-as-well-be-a-final test in Microbiology! Peace!
OOOOOOOooooOOoo i just had the coolest idea ever! we'll maybe not THE coolest but its pretty cool, what if there were dyeable lead ropes, like you catch horses with a lasso, but use lead ropes to move tamed horses around. this may have been brought up in the past but it came to me now so i just thought i would say it.
^I agree on the dyable lead ropes, but what would be awesome would be if they were visible, sort of like a fishing line hooked to a mob. Also, are horses random-mobs compatible and/or name-able? I'm in love with my random mobs, and it would be nice if horses had extra textures too.
How soon do you think breed spawning will be introduced, and will it replace the ability to change breeds after taming?
Good luck on the microbiology! Dontcha' hate how teachers love to give exams right before a break? But it does make the break seem all the better...
Rollback Post to RevisionRollBack
Shiny!->
I was gonna make a cool signature pic...But then I got bored and discovered Dragon Cave.
Awww man, I turned my only horse into a clydesdale (wanted him to be a work horse) and then I found out that the wagons and stuff dont work. It's ok, I forgive you
Optifine has updated. It is again compatible with Forge (and thus Simply Horses), so have at it :3
@Maplefeather @Zigadooz, while I won't make a completely new item for lead ropes, I can have the lasso color change based on the color of the horse's halter (when dyed) and have it attach to them. I can make this configurable in the config files, as some peeps may want rope leads/lasso still.
@Zigadooz, are lassos not already visible to you? O.o Anyhoo, the mod is compatible with Randomobs (though apparently MCPatcher is not compatible with Forge. Optifine is usually, but there are some bugs right now that will cause game crashes). Horses aren't currently nameable, though they will be in the future. No ETA on breed spawning, though it will be after the vehicles and farm tools are in. Also, thanks! I think the test went well enough
@Spideryear, ;D I'm not sorry. It's written at least twice on the main page, once under big red letters. :3c. Vehicles will be ready soonish.
Hey Avii, doubt you remember me from earrrrrrly alpha of this mod (around the time of the yogscast spotlight) but I just remembered this mod today while starting up minecraft and came back to check if it was still alive. I have to say: NICE WORK It's really come along, congrats on the popularity Definitely downloaded and added!
Rollback Post to RevisionRollBack
+ Morph + InvTweaks + Forestry + Extra Bees + Thaumcraft + Buildcraft + EE3 + XyCraft! + NEI + about 100 other things :]
I think I almost had a heart attack when you said MCPatcher isn't compatible with Forge... I'm still doing some research before adding the three or four mods I'm looking at, so I'm glad I found that out. I've been using MCPatcher since I discovered Minecraft, so the thought of changing is...odd... But if they do the same thing, and Optifine is more compatable with your mod than MCPatcher, then I'll start looking into that too.
As far as the lasso goes, like I said, I'm still in the research stage of adding mods. I've been basing my knowledge on your screenshots and videos, as well as what I've seen in the posts. I didn't see anything connecting the lasso in the hand to the horse in the videos, (or the horse to the fence) so I assumed the "rope" between the horse and whatever it was lassoed to (player, fence etc.) was invisible. It didn't occur to me that the videos in particular might be out of date lol. My mistake! ^^'
Afterthought...I have no clue where to find the random mobs mod outside of MCPatcher. Time for more research!
Rollback Post to RevisionRollBack
Shiny!->
I was gonna make a cool signature pic...But then I got bored and discovered Dragon Cave.
Optifine has updated. It is again compatible with Forge (and thus Simply Horses), so have at it :3
@Maplefeather @Zigadooz, while I won't make a completely new item for lead ropes, I can have the lasso color change based on the color of the horse's halter (when dyed) and have it attach to them. I can make this configurable in the config files, as some peeps may want rope leads/lasso still.
@Zigadooz, are lassos not already visible to you? O.o Anyhoo, the mod is compatible with Randomobs (though apparently MCPatcher is not compatible with Forge. Optifine is usually, but there are some bugs right now that will cause game crashes). Horses aren't currently nameable, though they will be in the future. No ETA on breed spawning, though it will be after the vehicles and farm tools are in. Also, thanks! I think the test went well enough
@Spideryear, ;D I'm not sorry. It's written at least twice on the main page, once under big red letters. :3c. Vehicles will be ready soonish.
Alright,Reinstalled this mod after....Uhm....3 months was it? And It seems to be working fine so far c: But the animal-wagons thing is kinda annoying because Im using them for dec and they keep trying to follow me. xD
As for spawning breeds, that is kind of planned. Clydesdales will be bought from villagers, and Arabians will potentially spawn near desert wells ^^.
Ohh that sounds cool!
Then we'd need ponies spawning in the mountains
How would the villagers sell you the Clydes though in a realistic fashion? It would be cool if you could get it to essentially add on a Clyde paddock/yard to villages when they generate... so you could go get them there (maybe buying the harness from the villager to buy the horses)
Hi everyone!! I got this mod yesterday and i am in love with it already!! I was just wondering if you can get carts and wagons in the 1.4.4 minecraft version or if it is part of another mod?
Thanks for making this awesome mod Avii!!!
Very nice, I've been wondering why something like this wasn't added to smp, or modded in and made popular (though in the latter case, to be fair, its probably got more to do with the seeming reticense (sp?) of people to use client side mods ins mp, the preference seeming to lean towards the server-side, still that could be accomplished using the built-in piggy riding system probably). If you get it working well, and in such a format as to be widely adoptable, it will be a good boon to MC SMP.
One of the biggest benefits, imo, is that it'd be an excuse for the player speed to be lowered; default speed is ludicrous, and when you consider that it doesn't decrease even in a full suit of armor it gets even nutsier. The problem being, ofc, that gamers hate slow movement and are conditioned to zipping around like borderline superheroes from all those fps games, and so won't tolerate something reasonable even if it improves gameplay. Which it would, vastly; that's one of the main problems w/ MC combat right now imo, the speed contributes to making any battle nothing but festival of click spamming, ensuring that tactics rarely enter into it. The speed also makes MC's (often blatant) latency and packet loss issues exponentially more harmful to gameplay. If it was slowed down the latency would be less noticeable, the combat would be more tactical (hell, maybe someone might actually use that block function occasionally, though that would in turn require more realistic swordplay with stance changes before and cooldowns after attacks so that a person might benefit from a well-placed defensive action), and it'd be all around more entertaining. 'Specially if more/heavier (higher level) armor meant seriously hampered, slowed movement, like irl, balancing things out so that there was a time and a reason to go leather clad or unarmored, but that's another matter.
Horses could help with all of that in smp, reducing the complaints about slow movement (get a horse!) and giving knights (the heavily armored) a reasonable way of getting around if they were realistically hampered by their overweight kit, just like they did historically.
As to suggestions, one would be to look more at the combat effects for smp; for instance melee attacks should increase in power the faster the horse is moving. It's gonna be really hard to hit anything at a gallop - even with the long arm of the steve (that's another thing that could be fixed with slower movement, steve-o wouldn't need to be able to reach a dozen meters for players to be able to connect in combat) - but if you do it should pack more of a wallop. This could be balanced by a chance at losing your weapon (should be small) and moreso by the fact that a moving horse would take more damage, closing velocity of the weapon still being much higher even if the target is grounded.
Also, for any horse mod, I've always felt that the addition of a lance weapon is a must. As stated steve already has a mighty long reach, but this could extend it somewhat (certainly not as much of an extension relatively as a real lance is over a sword, but perhaps doubling or just adding a block or two) and should pack a real wallop. Should really just one-shot an unarmed or leathered player from a gallop. It should also, ofc, have extremely low durability - perhaps going so far as you lose it on every use, and preferably the attack method should not be that of the regular ole sword (which, after all, has only one attack in the short thrust/stab). The attack button should be held, and while held if something passes into its area (for simplicity just a straight line from the horse) it is hit, the attack is completed, etcetera. Again for simplicity's sake, this could probably be coded as some sort of modifier on the horse's pre-existing charging/ramming attack, extending his hitbox on mobs out by the attack range of the lance and modifying the damage from a knockback to hitpoints. Takes away the ability to aim it as much, sure, but you tend to lock up with a lance anyway, it removes a lot of necessary calculations in a potentially disasterous smp high latency/packet loss high speed situation, seems like it'd just work better all around that way. The same weapon in the hands of an infantryman could double as a pike, not doing a ton of damage against another footsoldier but doing massive damage to the horse and possibly default throwing the rider.
Also pretty awesome would be if you could give the ram attack a chance of knockdown (a whole different stance to program in, i know, a pain) and give the ability to trample a downed opponent to death by standing on him with your horse and spinning around
Only other thing I can think of is to change the horse type picking process from horse-shoe dependant to breeding dependant in smp (don't see why it should hurt the way it is in ssp) to add a bit of challenge in getting the 'special horses.' In this scenario the default horse would be the generalized beast, with a separate breed for combat scenarios - the default having advantage over the others of being very low maintanence, being as it is evolved for wilderness survival, requiring less food (perhaps even the others could require much more food than they could easily get from any small plot, making the player keep a trough stocked with more high end chow for the advantage of better horses. This could be combined with a bit of horse-leveling in the long run, wherein each horse within a breed carries certain stats that allow you to selectively improve them in one or more areas (probably again at the cost of maintenance, higher end horses requiring higher end chow and more of it, in addition of course to whatever other drawbacks seem logical). I played a fantastic little indie MMO which had a breeding system like this called haven and hearth, and it was great fun - towns would get raided from time to time just for the purpose of stealing their high end milk cows, and raiding was a pain in the **** in that game; unless you had a player on your team who was one of the very few people on the server who had spent the countless (I can only imagine it was thousands) of hours needed to beat the exponential leveling curve and get to where they could punch down a wall like you can in MC you had to build a battering ram pretty much within sight of their walls (they broke down quick) and wait twenty four hours (irl) for the glue to dry on the thing, then get four high strength characters and break thru their walls assuming they hadn't spotted the thing somehow. If you make the selective breeding tough and make it gradual (taking a lot of generations/realtime to get the top level beasts) they'll add a much needed rare commodity to a minecraft multiplayer experience where everyone can get more or less everything top level within a day or two of playing and is quickly bored.
Anyway, most of that is extreme long term type ideas, but it looks like a fantastic mod. I played mo-creatures back in the day and the horses there were a lot of fun, these look better in several ways. If I wasn't reduced to a freaking years-old linux netbook that plays mc so terribly that it's not worth even installing I'd boot it up and give it a shot, so instead I'll just wish you good luck w/ the project until I can try it.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Ticking entity
A full error report has been saved to C:\Documents and Settings\Administrator\Application Data\.minecraft\crash-reports\crash-2012-11-15_20.07.04-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 12c828d5 --------
Full report at:
C:\Documents and Settings\Administrator\Application Data\.minecraft\crash-reports\crash-2012-11-15_20.07.04-client.txt
Please show that file to Mojang, NOT just this screen!
Generated 15/11/12 8:07 PM
-- Head --
Stacktrace:
at qx.U(EntityPlayer.java:463)
at xv.a(World.java:2250)
at xv.g(World.java:2217)
at xv.a(World.java:2313)
at xv.g(World.java:2217)
-- Entity being ticked --
Details:
Entity Type: SimplyHorses.Arabian (simplyhorses.common.entities.EntityArabianSH)
Entity ID: 8
Name: Arabian
Exact location: -836.19, 10.00, 208.13
Block location: World: (-837,10,208), Chunk: (at 11,0,0 in -53,13; contains blocks -848,0,208 to -833,255,223), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Momentum: 0.00, -0.08, 0.00
Stacktrace:
at xv.h(World.java:2064)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [ayk['maplefeather'/23, l='MpServer', x=-836.19, y=12.56, z=208.13]]
Chunk stats: MultiplayerChunkCache: 81
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-895,4,222), Chunk: (at 1,0,14 in -56,13; contains blocks -896,0,208 to -881,255,223), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Level time: 29142 game time, 4406 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 10 total; [pe['Sheep'/0, l='MpServer', x=-882.19, y=10.00, z=279.69], pe['Sheep'/1, l='MpServer', x=-892.03, y=10.00, z=274.97], pe['Sheep'/2, l='MpServer', x=-894.03, y=10.00, z=286.22], pd['Pig'/4, l='MpServer', x=-870.59, y=10.00, z=202.13], pd['Pig'/5, l='MpServer', x=-867.16, y=10.00, z=212.24], pd['Pig'/6, l='MpServer', x=-874.75, y=10.00, z=244.41], pd['Pig'/7, l='MpServer', x=-865.22, y=10.00, z=254.41], EntityArabianSH['Arabian'/8, l='MpServer', x=-836.19, y=10.00, z=208.13], EntityWildHorseSH['Wild Horse'/9, l='MpServer', x=-835.09, y=10.00, z=226.78], ayk['maplefeather'/23, l='MpServer', x=-836.19, y=12.56, z=208.13]]
Retry entities: 0 total; []
Stacktrace:
at ayh.a(WorldClient.java:425)
at net.minecraft.client.Minecraft.b(Minecraft.java:2385)
at net.minecraft.client.Minecraft.run(Minecraft.java:799)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.4.4
Operating System: Windows XP (x86) version 5.1
Java Version: 1.6.0_37, Sun Microsystems Inc.
Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode), Sun Microsystems Inc.
Memory: 349126960 bytes (332 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 1524 (85344 bytes; 0 MB) allocated, 33 (1848 bytes; 0 MB) used
Suspicious classes: IWrUpdater, Config, WrUpdates, ...[com.google.common.base.Preconditions, Charsets, Splitter, ...], [com.google.common.cache.CacheLoader, CacheBuilder, Cache, ...], [com.google.common.collect.Multimap, ListMultimap, AbstractMultimap, ...], [com.google.common.eventbus.EventBus, HandlerFindingStrategy, AnnotatedHandlerFinder, ...], [com.google.common.hash.Hashing, HashFunction, AbstractStreamingHashFunction, ...], [com.google.common.io.LineProcessor, Resources, InputSupplier, ...], [com.google.common.primitives.Ints, UnsignedBytes, Bytes], [com.google.common.reflect.TypeCapture, TypeToken, SimpleTypeToken, ...], [com.google.common.util.concurrent.UncheckedExecutionException, ExecutionError, MoreExecutors, ...], [cpw.mods.fml.client.ITextureFX, FMLTextureFX, TextureFXManager, ...], [cpw.mods.fml.client.modloader.ModLoaderClientHelper, ModLoaderKeyBindingHandler], [cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler, KeyHandler, KeyBindingRegistry, ...], [cpw.mods.fml.common.Loader, LoaderException, WrongMinecraftVersionException, ...], [cpw.mods.fml.common.asm.FMLSanityChecker, MLDetectorClassVisitor, SideOnly], [cpw.mods.fml.common.asm.transformers.AccessTransformer, Modifier, MarkerTransformer, ...], [cpw.mods.fml.common.discovery.ModDiscoverer, ASMDataTable, ModCandidate, ...], [cpw.mods.fml.common.discovery.asm.ASMModParser, ModClassVisitor, ModAnnotationVisitor, ...], [cpw.mods.fml.common.event.FMLLoadEvent, FMLEvent, FMLStateEvent, ...], [cpw.mods.fml.common.functions.ModIdFunction], [cpw.mods.fml.common.modloader.IModLoaderSidedHelper, ModLoaderHelper, ModLoaderVillageTradeHandler, ...], [cpw.mods.fml.common.network.Player, IPacketHandler, IConnectionHandler, ...], [cpw.mods.fml.common.registry.BlockProxy, ItemProxy, LanguageRegistry, ...], [cpw.mods.fml.common.toposort.ModSortingException, ModSorter, DirectedGraph, ...], [cpw.mods.fml.common.versioning.ArtifactVersion, VersionParser, InvalidVersionSpecificationException, ...], [net.minecraftforge.client.ForgeHooksClient, IItemRenderer, ModCompatibilityClient, ...], [net.minecraftforge.client.event.DrawBlockHighlightEvent, RenderWorldLastEvent, TextureLoadEvent, ...], [net.minecraftforge.client.event.sound.SoundEvent, SoundResultEvent, PlayBackgroundMusicEvent, ...], [net.minecraftforge.common.IPlantable, IShearable, ISidedInventory, ...], [net.minecraftforge.event.Event, ListenerList, EventBus, ...], [net.minecraftforge.event.entity.EntityEvent, EntityJoinWorldEvent, PlaySoundAtEntityEvent, ...], [net.minecraftforge.event.entity.item.ItemEvent, ItemExpireEvent, ItemTossEvent], [net.minecraftforge.event.entity.living.LivingEvent, LivingSpecialSpawnEvent, LivingHurtEvent, ...], [net.minecraftforge.event.entity.player.PlayerEvent, ArrowLooseEvent, ArrowNockEvent, ...], [net.minecraftforge.event.world.WorldEvent, Load, Save, ...], [net.minecraftforge.oredict.OreDictionary, OreRegisterEvent, ShapedOreRecipe, ...], [net.minecraftforge.transformers.ForgeAccessTransformer, EventTransformer], [org.objectweb.asm.ClassVisitor, ClassWriter, MethodVisitor, ...], [org.objectweb.asm.tree.ClassNode, MethodNode, FieldNode, ...], [simplyhorses.client.ClientProxy, KeyHandlerSteeringSH, KeyHandlerSpawnerLassoSH], [simplyhorses.client.entities.ModelHorseSH, ModelWildHorseSH, RenderHorseSH, ...], [simplyhorses.common.SimplyHorses, PacketHandlerSH, CommonProxy, ...], [simplyhorses.common.entities.LassoableEntitySH, EntityHorseSH, EntityWildHorseSH, ...], [simplyhorses.common.items.ItemSH, ItemLassoSH, ItemSpawnerLassoSH, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.21 FML v4.4.4.442 Minecraft Forge 6.3.0.372 Optifine OptiFine_1.4.4_HD_U_D1 4 mods loaded, 4 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
SimplyHorses [Simply Horses] (SimplyHorses_1.4.4_pre5.3A.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
LWJGL: 2.4.2
OpenGL: Intel 945GM GL version 1.4.0 - Build 7.14.10.4926, Intel
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 317 (17752 bytes; 0 MB) allocated, 21 (1176 bytes; 0 MB) used
java.lang.NoSuchMethodError: md.shouldRiderFaceForward(Lqx;)Z
at qx.U(EntityPlayer.java:463)
at xv.a(World.java:2250)
at xv.g(World.java:2217)
at xv.a(World.java:2313)
at xv.g(World.java:2217)
at xv.h(World.java:2064)
at net.minecraft.client.Minecraft.l(Minecraft.java:1867)
at net.minecraft.client.Minecraft.J(Minecraft.java:858)
at net.minecraft.client.Minecraft.run(Minecraft.java:783)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT b01b2d0d ----------
@Mindcrak, thanks! And we must must must chat. Do you have skype?
@MohawkyMagoo, lol! Those aren't the actual vehicles as I haven't even begun to work on them (doing groundwork FOR them, first). Right now, yeah, they act like animals ^^;;.
Also, a couple suggestions:
What if, instead of choosing the breed of horse after breaking it,( which feels a little unrealistic), the breeds each spawned in their own biome? Arabians in deserts, Mustangs in plains and Clydesdales in forests/taigas? I feel like that would add more challenge to the mod, add a little realism, and make having each particular breed a little more special.
Also, slightly wider saddles, if only by a pixel or two. It may just be me, but the saddles I see in the pics remind me more of dressage and english saddles, and I think of Minecraft as a more medieval or even western setting. (Maybe I'm biased, My roommate rides dressage but I don't feel right unless I'm in a big, chunky western saddle )
@Zigadooz, if you're on a PC, I can tell you it is pretty easy as drag-and-drop. The front page has installation instructions :3. If you don't want to bother, I highly recommend get MultiMC. It's a launcher/installer and a crazy-good utility in general.
@Senyazza, super 'citing :3c. And starting today is Thanksgiving break! Hopefully.. updates everwhere!
Also yanno work on Simply TerraFirma Horses etc. etc. hint hint hint.
Off to a might-as-well-be-a-final test in Microbiology! Peace!
How soon do you think breed spawning will be introduced, and will it replace the ability to change breeds after taming?
Good luck on the microbiology! Dontcha' hate how teachers love to give exams right before a break? But it does make the break seem all the better...
@Maplefeather @Zigadooz, while I won't make a completely new item for lead ropes, I can have the lasso color change based on the color of the horse's halter (when dyed) and have it attach to them. I can make this configurable in the config files, as some peeps may want rope leads/lasso still.
@Zigadooz, are lassos not already visible to you? O.o Anyhoo, the mod is compatible with Randomobs (though apparently MCPatcher is not compatible with Forge. Optifine is usually, but there are some bugs right now that will cause game crashes). Horses aren't currently nameable, though they will be in the future. No ETA on breed spawning, though it will be after the vehicles and farm tools are in. Also, thanks! I think the test went well enough
@Spideryear, ;D I'm not sorry. It's written at least twice on the main page, once under big red letters. :3c. Vehicles will be ready soonish.
Next thing you know there is no equator.
I have a new account called "Mushroomsock" now, so please do not send me PMs.
As far as the lasso goes, like I said, I'm still in the research stage of adding mods. I've been basing my knowledge on your screenshots and videos, as well as what I've seen in the posts. I didn't see anything connecting the lasso in the hand to the horse in the videos, (or the horse to the fence) so I assumed the "rope" between the horse and whatever it was lassoed to (player, fence etc.) was invisible. It didn't occur to me that the videos in particular might be out of date lol. My mistake! ^^'
Afterthought...I have no clue where to find the random mobs mod outside of MCPatcher. Time for more research!
that would be awesome Avii
Then we'd need ponies spawning in the mountains
How would the villagers sell you the Clydes though in a realistic fashion? It would be cool if you could get it to essentially add on a Clyde paddock/yard to villages when they generate... so you could go get them there (maybe buying the harness from the villager to buy the horses)
Thanks for making this awesome mod Avii!!!
One of the biggest benefits, imo, is that it'd be an excuse for the player speed to be lowered; default speed is ludicrous, and when you consider that it doesn't decrease even in a full suit of armor it gets even nutsier. The problem being, ofc, that gamers hate slow movement and are conditioned to zipping around like borderline superheroes from all those fps games, and so won't tolerate something reasonable even if it improves gameplay. Which it would, vastly; that's one of the main problems w/ MC combat right now imo, the speed contributes to making any battle nothing but festival of click spamming, ensuring that tactics rarely enter into it. The speed also makes MC's (often blatant) latency and packet loss issues exponentially more harmful to gameplay. If it was slowed down the latency would be less noticeable, the combat would be more tactical (hell, maybe someone might actually use that block function occasionally, though that would in turn require more realistic swordplay with stance changes before and cooldowns after attacks so that a person might benefit from a well-placed defensive action), and it'd be all around more entertaining. 'Specially if more/heavier (higher level) armor meant seriously hampered, slowed movement, like irl, balancing things out so that there was a time and a reason to go leather clad or unarmored, but that's another matter.
Horses could help with all of that in smp, reducing the complaints about slow movement (get a horse!) and giving knights (the heavily armored) a reasonable way of getting around if they were realistically hampered by their overweight kit, just like they did historically.
As to suggestions, one would be to look more at the combat effects for smp; for instance melee attacks should increase in power the faster the horse is moving. It's gonna be really hard to hit anything at a gallop - even with the long arm of the steve (that's another thing that could be fixed with slower movement, steve-o wouldn't need to be able to reach a dozen meters for players to be able to connect in combat) - but if you do it should pack more of a wallop. This could be balanced by a chance at losing your weapon (should be small) and moreso by the fact that a moving horse would take more damage, closing velocity of the weapon still being much higher even if the target is grounded.
Also, for any horse mod, I've always felt that the addition of a lance weapon is a must. As stated steve already has a mighty long reach, but this could extend it somewhat (certainly not as much of an extension relatively as a real lance is over a sword, but perhaps doubling or just adding a block or two) and should pack a real wallop. Should really just one-shot an unarmed or leathered player from a gallop. It should also, ofc, have extremely low durability - perhaps going so far as you lose it on every use, and preferably the attack method should not be that of the regular ole sword (which, after all, has only one attack in the short thrust/stab). The attack button should be held, and while held if something passes into its area (for simplicity just a straight line from the horse) it is hit, the attack is completed, etcetera. Again for simplicity's sake, this could probably be coded as some sort of modifier on the horse's pre-existing charging/ramming attack, extending his hitbox on mobs out by the attack range of the lance and modifying the damage from a knockback to hitpoints. Takes away the ability to aim it as much, sure, but you tend to lock up with a lance anyway, it removes a lot of necessary calculations in a potentially disasterous smp high latency/packet loss high speed situation, seems like it'd just work better all around that way. The same weapon in the hands of an infantryman could double as a pike, not doing a ton of damage against another footsoldier but doing massive damage to the horse and possibly default throwing the rider.
Also pretty awesome would be if you could give the ram attack a chance of knockdown (a whole different stance to program in, i know, a pain) and give the ability to trample a downed opponent to death by standing on him with your horse and spinning around
Only other thing I can think of is to change the horse type picking process from horse-shoe dependant to breeding dependant in smp (don't see why it should hurt the way it is in ssp) to add a bit of challenge in getting the 'special horses.' In this scenario the default horse would be the generalized beast, with a separate breed for combat scenarios - the default having advantage over the others of being very low maintanence, being as it is evolved for wilderness survival, requiring less food (perhaps even the others could require much more food than they could easily get from any small plot, making the player keep a trough stocked with more high end chow for the advantage of better horses. This could be combined with a bit of horse-leveling in the long run, wherein each horse within a breed carries certain stats that allow you to selectively improve them in one or more areas (probably again at the cost of maintenance, higher end horses requiring higher end chow and more of it, in addition of course to whatever other drawbacks seem logical). I played a fantastic little indie MMO which had a breeding system like this called haven and hearth, and it was great fun - towns would get raided from time to time just for the purpose of stealing their high end milk cows, and raiding was a pain in the **** in that game; unless you had a player on your team who was one of the very few people on the server who had spent the countless (I can only imagine it was thousands) of hours needed to beat the exponential leveling curve and get to where they could punch down a wall like you can in MC you had to build a battering ram pretty much within sight of their walls (they broke down quick) and wait twenty four hours (irl) for the glue to dry on the thing, then get four high strength characters and break thru their walls assuming they hadn't spotted the thing somehow. If you make the selective breeding tough and make it gradual (taking a lot of generations/realtime to get the top level beasts) they'll add a much needed rare commodity to a minecraft multiplayer experience where everyone can get more or less everything top level within a day or two of playing and is quickly bored.
Anyway, most of that is extreme long term type ideas, but it looks like a fantastic mod. I played mo-creatures back in the day and the horses there were a lot of fun, these look better in several ways. If I wasn't reduced to a freaking years-old linux netbook that plays mc so terribly that it's not worth even installing I'd boot it up and give it a shot, so instead I'll just wish you good luck w/ the project until I can try it.