Sorry If this has been asked before but i'd like to get these two mods to work with the Mobs showing up on the minimap/maps.
Mods are Pixelmon, & Mo'Creatures. If i have to edit stuff that's not problem just would like to know if possible and how i'd go about doing that.
In case you add an entity that does not inherit from a base mob or really look like one you can include custom icons. I recently added this, and it would, in my dreams, become a bit of a standard. If in your mod zip you had a /assets/minecraft/textures/icons (pre 1.6.2: /mob/icons) folder, you could include icons there. Name is EntityClassName.png. So if you have a new mob represented by EntityMagicalUnicorn.class, its icon would be called EntityMagicalUnicorn.png
The mod also supports a size suffix. EntityClassName8.png would be the default size (same as no size suffix). This is the size of pigs, creepers, etc. EntityClassName16.png gives you more room to work with, so you could have a helmet around the outside, with some whitespace around the edges of course (opengl and powers of 2 necessary for texture sizes means it jumps from 8 to 16). The cow is like this: having horns tacked onto its 8x8 icon means it needs to be size 16. The ghast is just plain old size 16 (larger than everything)
The size is the amount of pixels used at small UI sizes. Icons are displayed larger with larger sizes, so a "size 8" icon can actually make use of 16x16 pixels, useful for hidef skins, or some element (like a wolf nose) being displayed offset a half pixel from everything else. Same way, a size 16 icon can be 32x32.
The /mob/icon folder can be included in a mod, overriden with a texture pack, or just put in someone's minecraft jar. It was the best I could come up with to be able to display custom icons without the map having to know anything about the mods to which they belong or their internals. It will of course fall back to displaying the super class' icon, if one exists, which is often sufficient.
Zan's minimap itself comes with example icons for Twilight Forest in mob/icons
So create some icons, and put them in your minecraft.jar, or your texture pack, or zan's zip (if forge/modloader version) or mod's zip (if forge/modloader version). Ideally mod makers would include them in their mods, but I don't really have the clout for that. You can bring it up with them if you want!
each server and map's waypoints are of course stored in their own .points file. they are in (IIRC, on vacation) .minecraft/mods/voxelmods/voxelmap (could be thevoxelbox or voxelbox instead of voxelmods. they are in there somewhere).
The mod never deletes or overwrites waypoints. All servers are separate, but even if there was a name collision somehow (two maps named "New World" or something) you'd see points from both. They won't be deleted without you doing it yourself
For Zan's Map, you should make it mo' creatures compatible.
EDIT: Unless I just figured out how to do it... I'll report back in a sec.
EDIT2: Sweet I did, gonna do the rest see yah.
So i take the name of the image for the new mob from MoCreatures. and place them in the mob/icon folder in the minecraft.jar
Naming as such?
1. moCreatures.entitywyvernjungle16.png
2. MoCentitywyvernjungle16.png
Along with other ways of switching the naming But i still can't get them to load up on the minimap. Am i doing something wrong if so place let me know.
EDIT: Could you also add a keyboard function to be able to open the Waypoint List directly and maybe an option to be able to sort them alphabetically?
home again! the folder is %appdata%/.minecraft/mods/VoxelMods/voxelMap/ all the .points files are in there. They are not hidden (or shouldn't be)
I've had a couple requests for a straight to waypoint list hotkey. I'll probably add a binding for that at some point. Alphabetizing or other organization (by distance or something) would be interesting. For now, you can order them yourself with notepad or something (once you find the .points file!)
I don't know where to report these bugs, so I'm writing it here:
- bug#1: The waypoints are stored in user\appdata\roaming\.minecraft\mods\voxelmods on windows, even if the client is launched through multimc, which has its own instance folder
-bug#2: If the server's ip is changed, and you change it in your client, all of your waypoints disappear, beacuse wayspoint are stored in a file associated with the naming of you servers in the client.
All of these are with the version included in FTB Ultimate pack 1.0.1.
#1: it is known. Done this way (after discussing with CWW) so that waypoints do not disappear when one switches to a different modpack (or removes an old multiMC instance)
2#: yeah? I can't think of a way to automatically migrate waypoints to a new IP when it changes. There's no good way for the mod to associate the old IP with the new one by itself. You can do it manually though by renaming the points file to the new IP.
So i take the name of the image for the new mob from MoCreatures. and place them in the mob/icon folder in the minecraft.jar
Naming as such?
1. moCreatures.entitywyvernjungle16.png
2. MoCentitywyvernjungle16.png
Along with other ways of switching the naming But i still can't get them to load up on the minimap. Am i doing something wrong if so place let me know.
Sorta new at changing/configuring mods.
the name for the wyvern would be drzhark.mocreatures.entity.passive.MoCEntityWyvern16.png (for the full classpath) or just MoCEntityWyvern16.png (which is fine, since I doubt any other mods will have a MoCEntityWyvern.class!) The 16 is for if you want it to be bigger; if it's regular size you can leave off the 16. I don't see a MoCEntityWyvernJungle anywhere, so dunno about that.
then yeah, it goes in mob/icons folder in your minecraft.jar, or your texture pack, or the mo creatures zip or the minimap .zip minimap's zip might be easiest since that folder is already there; you can make sure it ends up in the right place
Anyway, looks like Zeklo might have it in hand ask him about it
For Zan's Map, you should make it mo' creatures compatible.
EDIT: Unless I just figured out how to do it... I'll report back in a sec.
EDIT2: Sweet I did, gonna do the rest see yah.
great! would be neat if you could distribute those, or (dreaming) get them included in mo creatures. Looks like divineRPG will be including icon support, so at least one mod has gotten on board!
ok but i mean there are different types of wyvern i'm looking for the PNG in the models for the mo'creatures in its zip. i guess i'm using the wrong png file lol
Oh, the mob has different skins? Those are unfortunately ignored by the radar. It needs the classname, and it looks like all the Wyverns use the same class, so the icon needs to be based on that (and all the wyvern icons will look the same).
I've been thinking about randomob support (would probably catch stuff like the wyvern as well) but that would require a lot more coding. In the meantime you'll just have ti ignore the jungle stuff
Oh, the mob has different skins? Those are unfortunately ignored by the radar. It needs the classname, and it looks like all the Wyverns use the same class, so the icon needs to be based on that (and all the wyvern icons will look the same).
I've been thinking about randomob support (would probably catch stuff like the wyvern as well) but that would require a lot more coding. In the meantime you'll just have ti ignore the jungle stuff
ok so i tried naming it how you said both ways and other different ways. I used the skin of the mix wyvern as the png i put in the minecraft.jar mob/icons folder But when starting up the mod and i spawn in the wyvern world they still don't show up on the minimap.
Did i miss a step and if so sorry xP had a long day and i'm sorta tired but wanna get this going. By the way i messaged Zeklo about it just waiting on a reply from him as well.
Edited: Hey i got it to work but the picture is the model of the creature. o.o so its not a icon. i don't see one given in the Mo'Creatures mod zip. D:
Do you have any idea why your Void Fog Remover mod would be working perfectly in single player but not in SMP.
I am running Tekkitlite that is using Minecraft 1.4.7. I had to download it from 9minecraft.net because it was the only place that i could find the Minecraft 1.4.7 version. Since it is working in single player I assume I installed it correctly.
ok so i tried naming it how you said both ways and other different ways. I used the skin of the mix wyvern as the png i put in the minecraft.jar mob/icons folder But when starting up the mod and i spawn in the wyvern world they still don't show up on the minimap.
Did i miss a step and if so sorry xP had a long day and i'm sorta tired but wanna get this going. By the way i messaged Zeklo about it just waiting on a reply from him as well.
Edited: Hey i got it to work but the picture is the model of the creature. o.o so its not a icon. i don't see one given in the Mo'Creatures mod zip. D:
well yeah Mo Creatures doesn't distribute with icons yet (would be cool if they did). In the meantime you (or Zeklo or someone) have to make them
Do you have any idea why your Void Fog Remover mod would be working perfectly in single player but not in SMP.
I am running Tekkitlite that is using Minecraft 1.4.7. I had to download it from 9minecraft.net because it was the only place that i could find the Minecraft 1.4.7 version. Since it is working in single player I assume I installed it correctly.
Thanks,
Cael
if it works in SP should work in MP. It could be that you were on a super flat world in SP, which removes the fog and dimming. So it might be that it wasn't working in the first place but looked like it was because of the world you were in. Make sure it works in a regular world in SP. And if it does it really should in MP too
well yeah Mo Creatures doesn't distribute with icons yet (would be cool if they did). In the meantime you (or Zeklo or someone) have to make them
if it works in SP should work in MP. It could be that you were on a super flat world in SP, which removes the fog and dimming. So it might be that it wasn't working in the first place but looked like it was because of the world you were in. Make sure it works in a regular world in SP. And if it does it really should in MP too
i installed zan's minimap(voxel map) works fine, i installed chat bubbles i have yet to see if it works i figure you cant see your own speech bubble for no one on my server at the moment to try when there is will report if not working , i installed void remover i lose all my entities .(they are there but invisible and entity on the f3 screen is 0/0 but i hear my sheep and i hear my cows and i can use my chests but they are just not there and the texture for the chest in my hand as far as i have tested is a texture table with many different block textures. i should have taken a screens shot but i dont feel like reinstalling the void remover only to take a screen shot. i doubt i installed it wrong but anything is possible i guess. i also have nei installed so i dont know if it conflicts with that.
It could be that you were on a super flat world in SP, which removes the fog and dimming. So it might be that it wasn't working in the first place but looked like it was because of the world you were in. Make sure it works in a regular world in SP.
It wasn't working... I didn't think about the fact I was in creative mode. Since it didn't work, have you heard anything about people being able/unable to use your mod with the TekkitLite pack?
I will give installing it another shot tomorrow.
previous versions stored the points file elsewhere. Super old versions put them in %appdata%/.minecraft. More recent ones put them in %appdata%/.minecraft/mods/zan. The new files with their extensible, new format are all in %appdata%/.minecraft/mods/VoxelMods/voxelMap/
If there is no points file for a server or map in the new location, the mod will look in the old locations. It won't save to the new location until you change something (create a new waypoint, or change an old one).
I am guessing maybe you hadn't added a new waypoint since before the move to the new location. If so, the mod was reading the data from the old location. Sometime in the last few days you added a new waypoint or changed an old one, triggering a write to the new location. All future reads for that server/map will be from the new location. For other servers/maps you will likewise need to make a change to trigger a save to the new location, after which all future reads will be from there. Otherwise it will continue reading from the old location(s)
Ok thanks, but I havent updated it, so how does it know to write to a new location?
haven't updated what? the mod? It's been writing to the new location for a few months. If you've done anything with waypoints since then it would write there. Otherwise odds are you just missed the directory before.
i installed zan's minimap(voxel map) works fine, i installed chat bubbles i have yet to see if it works i figure you cant see your own speech bubble for no one on my server at the moment to try when there is will report if not working , i installed void remover i lose all my entities .(they are there but invisible and entity on the f3 screen is 0/0 but i hear my sheep and i hear my cows and i can use my chests but they are just not there and the texture for the chest in my hand as far as i have tested is a texture table with many different block textures. i should have taken a screens shot but i dont feel like reinstalling the void remover only to take a screen shot. i doubt i installed it wrong but anything is possible i guess. i also have nei installed so i dont know if it conflicts with that.
that was trying to install it manually by the way. i shortly tried installing it from the pack after and its working fine at the moment
I tested your mod with vanilla 1.4.7 and it worked so I know I installed it correct. So it appeared that your mod pack was incompatible with Tekkit Lite. However on a whim I decided to try adding it to the modpack.jar file and thankfully it worked!
In case you add an entity that does not inherit from a base mob or really look like one you can include custom icons. I recently added this, and it would, in my dreams, become a bit of a standard. If in your mod zip you had a /assets/minecraft/textures/icons (pre 1.6.2: /mob/icons) folder, you could include icons there. Name is EntityClassName.png. So if you have a new mob represented by EntityMagicalUnicorn.class, its icon would be called EntityMagicalUnicorn.png
The mod also supports a size suffix. EntityClassName8.png would be the default size (same as no size suffix). This is the size of pigs, creepers, etc. EntityClassName16.png gives you more room to work with, so you could have a helmet around the outside, with some whitespace around the edges of course (opengl and powers of 2 necessary for texture sizes means it jumps from 8 to 16). The cow is like this: having horns tacked onto its 8x8 icon means it needs to be size 16. The ghast is just plain old size 16 (larger than everything)
The size is the amount of pixels used at small UI sizes. Icons are displayed larger with larger sizes, so a "size 8" icon can actually make use of 16x16 pixels, useful for hidef skins, or some element (like a wolf nose) being displayed offset a half pixel from everything else. Same way, a size 16 icon can be 32x32.
The /mob/icon folder can be included in a mod, overriden with a texture pack, or just put in someone's minecraft jar. It was the best I could come up with to be able to display custom icons without the map having to know anything about the mods to which they belong or their internals. It will of course fall back to displaying the super class' icon, if one exists, which is often sufficient.
here is an example zip with some custom icons for the rancraft penguins, chocobos and minions mods.
http://www.mediafire...r6jqjrga2j8bw54
Zan's minimap itself comes with example icons for Twilight Forest in mob/icons
So create some icons, and put them in your minecraft.jar, or your texture pack, or zan's zip (if forge/modloader version) or mod's zip (if forge/modloader version). Ideally mod makers would include them in their mods, but I don't really have the clout for that. You can bring it up with them if you want!
The mod never deletes or overwrites waypoints. All servers are separate, but even if there was a name collision somehow (two maps named "New World" or something) you'd see points from both. They won't be deleted without you doing it yourself
비수
I died in a cave and then managed to die on my way back to the cave. Needless to say, i have no idea where to go.
Would be nice to have all death points saved.
EDIT: Unless I just figured out how to do it... I'll report back in a sec.
EDIT2: Sweet I did, gonna do the rest see yah.
Naming as such?
1. moCreatures.entitywyvernjungle16.png
2. MoCentitywyvernjungle16.png
Along with other ways of switching the naming But i still can't get them to load up on the minimap. Am i doing something wrong if so place let me know.
Sorta new at changing/configuring mods.
I've had a couple requests for a straight to waypoint list hotkey. I'll probably add a binding for that at some point. Alphabetizing or other organization (by distance or something) would be interesting. For now, you can order them yourself with notepad or something (once you find the .points file!)
yeah I'll be adding those when I get some time
yeah will be adding this at some point. Some people don't like them at all, will probably have a three way toggle between off, most recent, and all
#1: it is known. Done this way (after discussing with CWW) so that waypoints do not disappear when one switches to a different modpack (or removes an old multiMC instance)
2#: yeah? I can't think of a way to automatically migrate waypoints to a new IP when it changes. There's no good way for the mod to associate the old IP with the new one by itself. You can do it manually though by renaming the points file to the new IP.
the name for the wyvern would be drzhark.mocreatures.entity.passive.MoCEntityWyvern16.png (for the full classpath) or just MoCEntityWyvern16.png (which is fine, since I doubt any other mods will have a MoCEntityWyvern.class!) The 16 is for if you want it to be bigger; if it's regular size you can leave off the 16. I don't see a MoCEntityWyvernJungle anywhere, so dunno about that.
then yeah, it goes in mob/icons folder in your minecraft.jar, or your texture pack, or the mo creatures zip or the minimap .zip minimap's zip might be easiest since that folder is already there; you can make sure it ends up in the right place
Anyway, looks like Zeklo might have it in hand ask him about it
great! would be neat if you could distribute those, or (dreaming) get them included in mo creatures. Looks like divineRPG will be including icon support, so at least one mod has gotten on board!
I've been thinking about randomob support (would probably catch stuff like the wyvern as well) but that would require a lot more coding. In the meantime you'll just have ti ignore the jungle stuff
ok so i tried naming it how you said both ways and other different ways. I used the skin of the mix wyvern as the png i put in the minecraft.jar mob/icons folder But when starting up the mod and i spawn in the wyvern world they still don't show up on the minimap.
Did i miss a step and if so sorry xP had a long day and i'm sorta tired but wanna get this going. By the way i messaged Zeklo about it just waiting on a reply from him as well.
Edited: Hey i got it to work but the picture is the model of the creature. o.o so its not a icon. i don't see one given in the Mo'Creatures mod zip. D:
I am running Tekkitlite that is using Minecraft 1.4.7. I had to download it from 9minecraft.net because it was the only place that i could find the Minecraft 1.4.7 version. Since it is working in single player I assume I installed it correctly.
Thanks,
Cael
if it works in SP should work in MP. It could be that you were on a super flat world in SP, which removes the fog and dimming. So it might be that it wasn't working in the first place but looked like it was because of the world you were in. Make sure it works in a regular world in SP. And if it does it really should in MP too
i installed zan's minimap(voxel map) works fine, i installed chat bubbles i have yet to see if it works i figure you cant see your own speech bubble for no one on my server at the moment to try when there is will report if not working , i installed void remover i lose all my entities .(they are there but invisible and entity on the f3 screen is 0/0 but i hear my sheep and i hear my cows and i can use my chests but they are just not there and the texture for the chest in my hand as far as i have tested is a texture table with many different block textures. i should have taken a screens shot but i dont feel like reinstalling the void remover only to take a screen shot. i doubt i installed it wrong but anything is possible i guess. i also have nei installed so i dont know if it conflicts with that.
It wasn't working... I didn't think about the fact I was in creative mode. Since it didn't work, have you heard anything about people being able/unable to use your mod with the TekkitLite pack?
I will give installing it another shot tomorrow.
Thanks,
Cael
If there is no points file for a server or map in the new location, the mod will look in the old locations. It won't save to the new location until you change something (create a new waypoint, or change an old one).
I am guessing maybe you hadn't added a new waypoint since before the move to the new location. If so, the mod was reading the data from the old location. Sometime in the last few days you added a new waypoint or changed an old one, triggering a write to the new location. All future reads for that server/map will be from the new location. For other servers/maps you will likewise need to make a change to trigger a save to the new location, after which all future reads will be from there. Otherwise it will continue reading from the old location(s)
haven't updated what? the mod? It's been writing to the new location for a few months. If you've done anything with waypoints since then it would write there. Otherwise odds are you just missed the directory before.
that was trying to install it manually by the way. i shortly tried installing it from the pack after and its working fine at the moment