What happens to named fairies if you log out while they're out? Do they stay in the world?
They should, yes, but I'm not sure how they will behave without the player as their focal point... it's one of those things that, as a solo developer, I just never thought of. Maybe you can test it out and let me know?
Bug: The shield's back texture shows in the inventory, also the way you hold the shield is wrong, I don't know if BattleGear fixes it because they are still in 1.7.10
Bug: The shield's back texture shows in the inventory, also the way you hold the shield is wrong, I don't know if BattleGear fixes it because they are still in 1.7.10
Issue is on Github already - something to do with rendering changed after the latest recommended version of Forge and causes this, but it looks fine if you use the recommended version (1450, I believe).
I have a general question that I'm posting around to various 1.8 mod forums that add new mobs. I've noticed on loading up "one to many" mods of this nature that I start getting an error:
Server attempted to spawn an unknown entity using ID: {0} at ({1}, {2}, {3}) Skipping!
In the process of researching, I found the below thread discussing registering entities using a system that doesn't have this "ID" conflict.
I'm not looking to force developers' hands into using a different system, just confirming if the mod uses the old ID system or the new one so I can figure out which ones I'll have to consider if issues arise.
It's not a "new" system at all - it's the way entities were supposed to be registered for a long time, but many modders wanted spawn eggs without doing any work (or they didn't know any better), so they used the vanilla global entity ID system. I still see code like that all the time from new modders, probably because they found some super-outdated (and coded with bad practices) tutorial on adding entities.
Usually, though, you should wait until you have a problem before contacting mod authors, and then only contact the ones whose mods are having problems.
I have a suggestion from a friend who played this mod: would it be possible to add a Status menu as in the games, to see ALL of your items, not just your skills?
I have a suggestion from a friend who played this mod: would it be possible to add a Status menu as in the games, to see ALL of your items, not just your skills?
So what you're saying is is that we should have a seperate Item HUB/menu from when we get a Zelda Item?
I have a suggestion from a friend who played this mod: would it be possible to add a Status menu as in the games, to see ALL of your items, not just your skills?
That would be neat if the items were permanently obtained (for the most part) like in the Zelda games, but they can be moved around, dropped, thrown in lava, etc. just like any other regular Minecraft item, so what would be the advantage of an extra inventory menu?
Would it only show ZSS items that are currently in your regular inventory? Could you rearrange it? I'm just not seeing any benefit to something like this in the context of Minecraft, barring a complete overhaul of the inventory mechanics which isn't really something I'm interested in doing.
What I was intending that to mean would be just a separate inventory in which you could store items like the sword and the armor, while seeing your skills and hearts on one page. It would be more like a new page for ZSS item storage.
The update is still ongoing - I've been working on it as much as I can, but of course things turned out to be not as simple as at first expected. In fact, I've ended up writing a whole quest system, and that took quite a bit of time (still taking it, actually).
Not that the quest system by itself introduces much content, and in fact much of the time has been and is being spent converting existing quest content to use the new system. At the end of it all, I can't say for sure that it has really gained us anything, except it should be easier to add more quests in the future. Such is the life of a coder...
Long story short, it's not ready yet, but it is being worked on and will be finished eventually, hopefully with something to show for it.
So I just installed this mod, which might I add is absolutely amazing imho. But I noticed a couple of things that didn't seem to work out of the box on the 1.8 release, unless I'm just not doing something right.
1. The hookshots just don't seem to work at all. Is there something you have to do other than just spawning them in through creative to get them to work? When I right click I hear the sound effect and the hookshot launches for a fraction of a second, but then it disappears.
2. The shields don't seem to work with the Battlegear2 mod as advertised...I tried to equip them in the offhand slot but they just don't go in.
I am using the most recent version of this mod for 1.8, the most recent version of Battlegear2 for 1.8, and the recommended version of forge 1.8, build 1450.
It's weird too because the swords and bows work as you would expect, but it's specifically the shields that don't work. Maybe I'll just try to switch my server over 1.7.10, it's probably more mod compatible that way.
It's weird too because the swords and bows work as you would expect, but it's specifically the shields that don't work. Maybe I'll just try to switch my server over 1.7.10, it's probably more mod compatible that way.
Battlegear2 JUST updated to 1.8, and I haven't released any updates since then, meaning that ZSS does NOT include any special BG2 functionality for 1.8 yet.
The hookshots work fine as far as I can tell, even in 1.8. You have to hold down right-click, and they only work on specific blocks.
I've noticed that, but I also thought that wolves could get left behind while warping too.
Maybe they fixed that in 1.8. I kind of hope so.
What happens to named fairies if you log out while they're out? Do they stay in the world?
They should, yes, but I'm not sure how they will behave without the player as their focal point... it's one of those things that, as a solo developer, I just never thought of. Maybe you can test it out and let me know?
where to find fairy pools?
May the Force be with you.
Please read the manual.
Bug: The shield's back texture shows in the inventory, also the way you hold the shield is wrong, I don't know if BattleGear fixes it because they are still in 1.7.10
Evidence
Oh I will check if the bug is in the manual also
It does not show where/how to find fairy pools in the manual.
May the Force be with you.
Issue is on Github already - something to do with rendering changed after the latest recommended version of Forge and causes this, but it looks fine if you use the recommended version (1450, I believe).
It most certainly does explain where they can be found. Use the 'search' feature to look for 'fairy spawner'.
Ohhh Thank you! It works like it used to be now, (Maybe I will get working on my new map)
That's amazing, so cool.....
I have a general question that I'm posting around to various 1.8 mod forums that add new mobs. I've noticed on loading up "one to many" mods of this nature that I start getting an error:
In the process of researching, I found the below thread discussing registering entities using a system that doesn't have this "ID" conflict.
I'm not looking to force developers' hands into using a different system, just confirming if the mod uses the old ID system or the new one so I can figure out which ones I'll have to consider if issues arise.
It's not a "new" system at all - it's the way entities were supposed to be registered for a long time, but many modders wanted spawn eggs without doing any work (or they didn't know any better), so they used the vanilla global entity ID system. I still see code like that all the time from new modders, probably because they found some super-outdated (and coded with bad practices) tutorial on adding entities.
Usually, though, you should wait until you have a problem before contacting mod authors, and then only contact the ones whose mods are having problems.
I have a suggestion from a friend who played this mod: would it be possible to add a Status menu as in the games, to see ALL of your items, not just your skills?
So what you're saying is is that we should have a seperate Item HUB/menu from when we get a Zelda Item?
That would be neat if the items were permanently obtained (for the most part) like in the Zelda games, but they can be moved around, dropped, thrown in lava, etc. just like any other regular Minecraft item, so what would be the advantage of an extra inventory menu?
Would it only show ZSS items that are currently in your regular inventory? Could you rearrange it? I'm just not seeing any benefit to something like this in the context of Minecraft, barring a complete overhaul of the inventory mechanics which isn't really something I'm interested in doing.
What I was intending that to mean would be just a separate inventory in which you could store items like the sword and the armor, while seeing your skills and hearts on one page. It would be more like a new page for ZSS item storage.
The update is still ongoing - I've been working on it as much as I can, but of course things turned out to be not as simple as at first expected. In fact, I've ended up writing a whole quest system, and that took quite a bit of time (still taking it, actually).
Not that the quest system by itself introduces much content, and in fact much of the time has been and is being spent converting existing quest content to use the new system. At the end of it all, I can't say for sure that it has really gained us anything, except it should be easier to add more quests in the future. Such is the life of a coder...
Long story short, it's not ready yet, but it is being worked on and will be finished eventually, hopefully with something to show for it.
This and the addon are in my top 3 1.7.10 mod list
So I just installed this mod, which might I add is absolutely amazing imho. But I noticed a couple of things that didn't seem to work out of the box on the 1.8 release, unless I'm just not doing something right.
1. The hookshots just don't seem to work at all. Is there something you have to do other than just spawning them in through creative to get them to work? When I right click I hear the sound effect and the hookshot launches for a fraction of a second, but then it disappears.
2. The shields don't seem to work with the Battlegear2 mod as advertised...I tried to equip them in the offhand slot but they just don't go in.
I am using the most recent version of this mod for 1.8, the most recent version of Battlegear2 for 1.8, and the recommended version of forge 1.8, build 1450.
It's weird too because the swords and bows work as you would expect, but it's specifically the shields that don't work. Maybe I'll just try to switch my server over 1.7.10, it's probably more mod compatible that way.
Battlegear2 JUST updated to 1.8, and I haven't released any updates since then, meaning that ZSS does NOT include any special BG2 functionality for 1.8 yet.
The hookshots work fine as far as I can tell, even in 1.8. You have to hold down right-click, and they only work on specific blocks.