While I can't see it being my mod, as I don't do anything to cactus or spawn anything that could hurt you (and the few things I spawn show up). I also can't seem to recreate the invisible cacti problem. Maybe could be forge, I would imagine they would have fixed that by now. They are really good at fixing problems.
As a few clarification questions, are all the cacti invisible or just one or two? If its all of them it could be a corrupted terrain.png and the cacti texture is gone maybe?
When you say it happens without any of those mods, is that going from a full install and taking them out or going from a clean install and it breaks after installing my mod? Well that shoudn't matter, as if you ran it with one of the other mods without PZ it'd still be there if PZ wasn't the problem.
If you wouldn't mind, next time you run into one, jot down your seed and coordinates. Added it to known issues asking that if anyone else has the problem to let me know.
Love mammoths. Absolutely going to do add them. I was planning an elephant for a Savannah style biome eventually as well. I like the idea of a yeti/creature being temporarily tameable. Could be partnered with caves/structured so that you have to fight him/ or give him a gift. Could lend itself to some fun adventure scenarios.
Added new mod spotlight video courtesy of CoolFlamingPanda / JCJordan97. The video shows some things I'll need to look into.
I'm looking into aloe vera growth rates / making sure they actually grow. It is probability based to it is possible to take a long time.
The water blocks beneath aloe vera only drop water on their final stages. I'll consider how to make this more clear. Maybe water particle effects.
This was probably a nice demonstration of the bug MohawkyMagoo was reporting. It may be due to the cacti are not updating when oasis are spawned. Will investigate further.
Neglecting the current hit box issue. Animating a sea serpent wouldn't be difficult. Pathfinding might be an issue. As it'd be a very long entity.
I have an idea to resolve this which I'm going to test on a large centipede style monster. It should also sidestep the collision issues the Sandworm is having. Still a little ways off though.
I agree and like the look of those. I underestimated shading when I started. I started implementing more shading after I did the scale armor icons. Where it worked really well. Then of course I maybe went a little crazy with the water droplets and coconuts. Practice makes perfect.
Do you mind if I use those? Or if you want you can do up a texture pack and I can put a link to it.
Meh needs some work to get more Mod Spotlights try and get Ant Venom Or That Sky Dude to do a mod spotlight those are bad quality and slow fps nobody wants to watch that.
If the oasis spawns creatures will spawn. I just checked and your right that they would not spawn on desertHills (I only added the desert spawn, oops). So that was probably the problem. Fixed it now and it'll be in my next update (tonight maybe?). Nothing I can do about non-vanilla biomes until they release unfortunately.
Ants have definetly crossed my mind. I was actually thinking a seperate biome/giant ant farm structure (but 3D of course). I'd have to dig into the cave gen code to see how to form the maze of caves. But it'd have worker ants, ant queen. Probably would remove the stone for dirt. Some kind of any custom goo/liquid or plant. Maybe slurm!
I'd also like to try and play with the pathfinding code to get ants to crawl on walls / maybe ceilings. But don't know how feasible that is.
Update 14/09/2012 Download: Project Zulu v0.2.6 -Improved performance of Vulture AI -Vultures now Cluster Above Player before engaging -Will Attack Player when health <= #vultures * 4 (Only counts nearby vultures in "follow" mode) -Vultures distance check now ignores Y coordinate -Vultures Less likely to get stuck on ground when going down hill
-Jasper Block to summon is now required to see sky to perform summon -Jasper Block will now drop itself if the summoning condition is wrong or cannot see sky -Increased growth rate for Aloe Vera by 4x -Added Config options for mummy to spawn in desert. Default is 0 (off). Set to 1 to allow mummy to spawn in desert / desert hills. -Added spawn Eggs for everything, They are not Colored as of yet, but they are fully functional. -Fixed Cloth White legs/boots not in config.
-Added Nightbloom. Spawns naturally in plains biome. At night time, will 'open' and glow at light level 9. Can be placed on dirt, grass, watered dirt, and tilled dirt. -Added Treent. Naturally spawn in Taiga / Taiga Hills. Health: 30. Resistant to Knockbacks. Large Attack Range.
Good morning. Could you elaborate on your error some more?
Step 1: Install Forge
Step 2: Run it, If it works move to next step
Step 3: Drop Zip of this mod into Mods folder (forge creates the folder when it runs)
Step 4: Do a Dance
If it didn't create a mods folder, this would hint at an incorrent install. (I just redid a server and it did create the folder). Where did you put it if it didn't create one? Did you try making the mods folder yourself? (Note: mods not mod)
What forge version/build are you using? What minecraft version?
for 1.2.5, use the earlier version/client mod
For the record this is a new mod and there are no pre-1.3 versions.
Edit: Also, please elaborate on "not working": crashing, not showing up, textures white.
I've managed to reproduce a similar error. Am investigating.
java.lang.NullPointerException
at projectzulu.common.SoundHookContainerClass.soundOnHurt(SoundHookContainerClass.java:29)
at net.minecraftforge.event.ASMEventHandler_1_SoundHookContainerClass_soundOnHurt_LivingHurtEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:100)
at net.minecraftforge.common.ForgeHooks.onLivingHurt(ForgeHooks.java:311)
at jw.d(EntityLiving.java:1026)
at jw.a(EntityLiving.java:879)
at nu.a(SourceFile:43)
at projectzulu.common.EntitySandWorm.a(EntitySandWorm.java:193)
at jw.z(EntityLiving.java:463)
at jn.h_(Entity.java:377)
at jw.h_(EntityLiving.java:670)
at nu.h_(SourceFile:30)
at up.a(World.java:2021)
at gr.a(WorldServer.java:538)
at up.g(World.java:1986)
at up.h(World.java:1867)
at gr.h(WorldServer.java:437)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:616)
at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:547)
at axv.p(IntegratedServer.java:105)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:453)
at ep.run(SourceFile:539)
--- END ERROR REPORT 69c6bd8e ----------
I should add this is on the client. I played 1.2.6 then switch to 1.2.5 then to 1.2.6 spawns sandworm, then 1.2.5 then 1.2.6 to get the error.
Still getting menu problems? It happened on 0.2.5? Does anything in particular seem to trigger them, or was this just new to when you updated. So if you press esc --> F11 --> f11 --> it brings up the menu? But just pressing escape does nothing?
Armadillos I'm going to reduce to a passive mob, that aggros similar to pigmen, but likely with a smaller radius.
I never had a problem out running Vultures in testing. The aggro-follow distance I think is only 12 Blocks (on the XZ plane). They follow you up to 32 XZ units away, I might reduce that.
TreeEnt attacking you when you attack a tree is an interesting idea but I don't know how I'd do it (without editing base classes). I'll have to think on it.
You had the same crash? Was it on loading? If not when? Did it only occur once / How often? Oh, what forge build are you running.
Also notice I silly error in my post there. All the 1.2 are supposed to be 0.2.
As a few clarification questions, are all the cacti invisible or just one or two? If its all of them it could be a corrupted terrain.png and the cacti texture is gone maybe?
When you say it happens without any of those mods, is that going from a full install and taking them out or going from a clean install and it breaks after installing my mod? Well that shoudn't matter, as if you ran it with one of the other mods without PZ it'd still be there if PZ wasn't the problem.
If you wouldn't mind, next time you run into one, jot down your seed and coordinates. Added it to known issues asking that if anyone else has the problem to let me know.
Love mammoths. Absolutely going to do add them. I was planning an elephant for a Savannah style biome eventually as well. I like the idea of a yeti/creature being temporarily tameable. Could be partnered with caves/structured so that you have to fight him/ or give him a gift. Could lend itself to some fun adventure scenarios.
I'm looking into aloe vera growth rates / making sure they actually grow. It is probability based to it is possible to take a long time.
The water blocks beneath aloe vera only drop water on their final stages. I'll consider how to make this more clear. Maybe water particle effects.
This was probably a nice demonstration of the bug MohawkyMagoo was reporting. It may be due to the cacti are not updating when oasis are spawned. Will investigate further.
I have an idea to resolve this which I'm going to test on a large centipede style monster. It should also sidestep the collision issues the Sandworm is having. Still a little ways off though.
Do you mind if I use those? Or if you want you can do up a texture pack and I can put a link to it.
Also, spawn eggs will be in the next version.
Also, I like the sig.
I'd also like to try and play with the pathfinding code to get ants to crawl on walls / maybe ceilings. But don't know how feasible that is.
Update 14/09/2012 Download: Project Zulu v0.2.6
-Improved performance of Vulture AI
-Vultures now Cluster Above Player before engaging
-Will Attack Player when health <= #vultures * 4 (Only counts nearby vultures in "follow" mode)
-Vultures distance check now ignores Y coordinate
-Vultures Less likely to get stuck on ground when going down hill
-Jasper Block to summon is now required to see sky to perform summon
-Jasper Block will now drop itself if the summoning condition is wrong or cannot see sky
-Increased growth rate for Aloe Vera by 4x
-Added Config options for mummy to spawn in desert. Default is 0 (off). Set to 1 to allow mummy to spawn in desert / desert hills.
-Added spawn Eggs for everything, They are not Colored as of yet, but they are fully functional.
-Fixed Cloth White legs/boots not in config.
-Added Nightbloom. Spawns naturally in plains biome. At night time, will 'open' and glow at light level 9. Can be placed on dirt, grass, watered dirt, and tilled dirt.
-Added Treent. Naturally spawn in Taiga / Taiga Hills. Health: 30. Resistant to Knockbacks. Large Attack Range.
Step 1: Install Forge
Step 2: Run it, If it works move to next step
Step 3: Drop Zip of this mod into Mods folder (forge creates the folder when it runs)
Step 4: Do a Dance
What forge version/build are you using? What minecraft version?
For the record this is a new mod and there are no pre-1.3 versions.
Edit: Also, please elaborate on "not working": crashing, not showing up, textures white.
And you are correct the same forge 'universal' build goes in both client and server.
I should add this is on the client. I played 1.2.6 then switch to 1.2.5 then to 1.2.6 spawns sandworm, then 1.2.5 then 1.2.6 to get the error.
Edit: The problem Appears to be isolated to sandworms. Other mobs don't cause a crash.
What other mods are you running?
I never had a problem out running Vultures in testing. The aggro-follow distance I think is only 12 Blocks (on the XZ plane). They follow you up to 32 XZ units away, I might reduce that.
TreeEnt attacking you when you attack a tree is an interesting idea but I don't know how I'd do it (without editing base classes). I'll have to think on it.
You had the same crash? Was it on loading? If not when? Did it only occur once / How often? Oh, what forge build are you running.
Also notice I silly error in my post there. All the 1.2 are supposed to be 0.2.