-Updated to 1.8.1-Removed squid from all biomes but ocean biomes and made them rarer.
-Further increased the water mob spawn limit, with all that extra water, why not?
-Koi will stay around 3 blocks under the surface of the water in areas where they can, otherwise they just stay at the bottom. The intention was for them to stay right under the surface, but in testing the new fish I changed it so they would show up a bit deeper and forgot to change it back before recompiling this version.
-Moon Koi and Dragon Koi no longer glow. This is due to Notch changing some things, I will re-add the glow ASAP.
-Koi are quite rare now, they spawn in smaller numbers (subject to change) and far less frequently.
-You can craft koi flakes from mushrooms (one red, one brown, or two of either, shapeless recipe), thus eliminating the need to hunt down flowers.
-Koi spawn near mountains, plains and forests, but not in rivers, oceans, deserts or swamps. If you can't find them, try looking for other biomes.
-Koi don't follow you in the water. This was more important prior to them dropping eggs, but ever since it's just been kind of annoying.
-For further info, check for recent posts by either myself or DJ Persnikity.
-Beta 1.2a-
-Updated to 1.7.3-Removed PReader-Koi should be slightly less aggressive when following the player. They're still going to push you, but hopefully it's not as bad.
-They no longer spawn items by default, you simply feed them the item that they spawn to get them started. This should be a fair compromise, if you want your dragon koi crapping out diamonds, it's going to cost you one.
-They should pretty well always face the direction they're moving now, no more side-scooting.
-Koi pellets can be made from 2 yellow flowers, 2 reds, or one of each. That should take care of the huge pain in the ass of finding both to make the pellets.That's about it, this was mostly rushed to get up a 1.7.3 release.
-Beta 1.2-
-Spawn bug fixed, the spawn in, and continue spawning in.
-Increased the spawn limit to 8 per koi.
-Added properties settings for water mob limit (default minecraft is 5, I set it to 15, which is the same as animals).
-Major rewrite of pathfinding code, they don't get stuck, though they do still kinda flip out in corners (they will leave them, though it may take a few seconds). They also don't seem to favor any particular direction for movement. The turning is a bit choppy, but they no longer swim sideways or backwards. They should all do fine in one block deep, but they're much happier in larger areas. Buddha koi can be placed in a 1x1x1 tank (a single block of water) and they will swim.
-Fixed a bug with the pellets that would allow koi to despawn after being tamed.
-Hooked up with your mom last night, and that's why the update was delayed. Just checking to see if you're actually reading this.
-Changed the detect range for the player, they don't rush you from the other side of the world if you get in water around them, you actually have to be fairly close now.
-They no longer jump out of water to get pellets or follow you.
-Beta 1.1c
-Updated pathfinding, so they should get "stuck" less. Give them at least 2-3 blocks deep to play in and you shouldn't have any major issues. They should actually spawn correctly now, though you may have to load new chunks, give it a few days, or just kill all the other mobs to get them to show. They did show up (and adjusted their spawn rates according to the properties file to boot!) in tests. The chagoi is now the same size as the dragon koi and moon koi, and... if you feed them certain items (hint: not food or seeds), something happens, gasp!
-Beta 1.1b
-Updated for Minecraft 1.6.5, they should spawn and work correctly now.
-Beta 1.1
-Updated for Minecraft 1.64! Now uses PReader to read from a properties file (at least it should... lemme know if there are issues), movement should be a bit smoother, and koi pellets have been added. Just combine a red flower and a yellow flower, and voila. Properties file will be generated in /mods/kerik/ in your .minecraft folder.
-Beta 1.01
-Animation bug fixed, buddha koi now have a moderate glow (to make them more visible, as they are designed to favor the bottom) and are half the size they were previously. Also fixed the bug where tancho (the one with the red dot) dropped fish rather than eggs when killed, and randomly dropped eggs rather than the item they were intended to.
-Beta 1.0
-So here we are, second stable release! Should be running fine, save for the animation speed bug. They now drop eggs when you kill them, and they randomly spawn in useful stuff when you keep them around. There are now nine varieties, using two body types. They should be quite rare, this is partly to get you out looking, and partly because they're pretty useful to have around (the rarer ones at least). For those of you updating, delete all modelkoi and the like from minecraft.jar (modelkoi2, modelkoi3, modelchagoi, modeldoitsukoi, modelmoonkoi should be the others), though honestly you should be able to just move everything over with no issues
Donations
Not expecting to get rich, but if you would like to support DJ Persnikity and I (or buy us a cup of coffee) feel free to donate. And thank you
TERMS AND CONDITIONS0. USED TERMSMOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.MOJANG - Mojang ABOWNER - Kerik, Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.USER - End user of the mod, person installing the mod.1. LIABILITYTHIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.2. USEUse of this MOD to be installed, manually or automatically, is given to the USER without restriction.3. REDISTRIBUTIONThis MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.4. DERIVATIVE WORKS/MODIFICATIONThis mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
not just the idea, the entire mod He may have added one new skin in...
edit: Nandonalt's terms and conditions (number 3 and 4 are particularly interesting):
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - Luiz Fernando Cardoso(Nandonalt), Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
Notes: Importer marked as spam
Rollback Post to RevisionRollBack
Quote from camcammoussa »
You are so childish, seriously. Flaming people on forums will not prevent bully to make wedgie on you!
not just the idea, the entire mod He may have added one new skin in...
edit: Nandonalt's terms and conditions (number 3 and 4 are particularly interesting):
-snip-
Ok, time to clarify a few things. I'm going on the assumption that either one or both of you has a tentative grasp on the English language (at best), since you either did not read or did not understand my post. This is not WolfVariations. It does not let you load addtional wolf skins. It spawns "new" mobs that are based on the wolf, but with different scaling and placement of ears/snouts/legs/whatever and is designed to allow you to use skins like the skins provided by DJ Persnikity. Custom sounds may come into play as well, since different breeds make different sounds. As it stands, each "breed" only loads one skin (corgi_wild.png, boxer_tame.png etc). You cannot currently edit the speed or other settings, but it should be fairly obvious that the Corgi has tiny stubby legs and giant ears, yet is of the same approximate scale overall as the default wolf .
I am not attempting to replace, compete with, or copy anyone else's mod, least of all WolfVariations. In fact, I think it makes a good supplement.
TL;dr - TL;DR was your problem the first time, I advise you actually read threads before posting in them. If you don't like it, don't use it, no worries. Considering this is derivative of the default game code, and has jack all to do with WolfVariations, I don't see what relevance his T&C has.
Quote from talic017 »
Works fine with the [1.5_01] Millénaire - NPC village mod.
how do you tame it?, and name it?.
can you post a list of things you can do with the dog?
do you think you could try and make a Akita Inu -snip-
info: http://en.wikipedia.org/wiki/Akita_Inu
They should work just like the default wolf, with a higher spawn rate (to be lowered in the future, first version is testing, sort of), feed one bones, it gets tame, you right click on it to make it sit, it follows you, should attack things for you etc. No naming yet. As it stands, they're just different boxes for you to put (wolf) skins on so they more accurately reflect the shape of the dog they're intended to be. As for the Akita Inu, it's possible, slightly shorter than default muzzle, big ears, shouldn't be that big of a deal. The tail I dunno about, I'll see what I can do but I wouldn't expect much. Also, glad to hear it on Millénaire mod compatibility, the wife doesn't use any human NPCs and my game is unmodded aside from my mobs, Singleplayer Commands, and of course modloader, so compatibility reports and problems are nice.
AWWWW! Now my corgis can be shaped just like my real life one! :biggrin.gif: Thank you! This is awesome!
Quote from n3r0v1p3r »
Uhhh ... awesome and cute :smile.gif:
Glad you like it, it was made with the people from DJ Persnikity's thread in mind. They often have requests that just don't look right on the default wolf.
Quote from talic017 »
Thx for the fast reply.
Works like a charm!.
-snip- the mods i am using are: (and there is no conflict)
Modloader - AudioMod - MCpatcher 2.0.1+better grass - Millénaire NPC village - Charlotte-1.5_01
Awesome, more compatibility reports are never a bad thing. It should be fairly compatible across the board.
Quote from rayquazapk2 »
W...wow! Is that a Zorua skin? Awesome Mod!
Yes, the skin is DJ Persnikity's, available on her thread. There was a complaint about it because the original has no muzzle, but the default muzzle is too long, so I thought it would be ideal for the short snout dog.
I may talk to Nandonalt about getting the code for loading multiple skins, but that's for another time.
what about animated eyes/body parts and maybe the ability to you know.. pee?
lemme see...
...
Kerik - "I've thought about the pee. Figured if I was going to do a new animation that would be nice... the rest is way beyond my abilities [interject from me-at this point!]... I don't know if those can happen..."
well, that was an eye opener...
And thank you ILminecraft! He likes to hear that stuff :smile.gif:
Things you need!
Risugami's Modloader
Download for 1.8.1 currently down
-Version History-
-Updated to 1.8.1-Removed squid from all biomes but ocean biomes and made them rarer.
-Further increased the water mob spawn limit, with all that extra water, why not?
-Koi will stay around 3 blocks under the surface of the water in areas where they can, otherwise they just stay at the bottom. The intention was for them to stay right under the surface, but in testing the new fish I changed it so they would show up a bit deeper and forgot to change it back before recompiling this version.
-Moon Koi and Dragon Koi no longer glow. This is due to Notch changing some things, I will re-add the glow ASAP.
-Koi are quite rare now, they spawn in smaller numbers (subject to change) and far less frequently.
-You can craft koi flakes from mushrooms (one red, one brown, or two of either, shapeless recipe), thus eliminating the need to hunt down flowers.
-Koi spawn near mountains, plains and forests, but not in rivers, oceans, deserts or swamps. If you can't find them, try looking for other biomes.
-Koi don't follow you in the water. This was more important prior to them dropping eggs, but ever since it's just been kind of annoying.
-For further info, check for recent posts by either myself or DJ Persnikity.
-Beta 1.2a-
-Updated to 1.7.3-Removed PReader-Koi should be slightly less aggressive when following the player. They're still going to push you, but hopefully it's not as bad.
-They no longer spawn items by default, you simply feed them the item that they spawn to get them started. This should be a fair compromise, if you want your dragon koi crapping out diamonds, it's going to cost you one.
-They should pretty well always face the direction they're moving now, no more side-scooting.
-Koi pellets can be made from 2 yellow flowers, 2 reds, or one of each. That should take care of the huge pain in the ass of finding both to make the pellets.That's about it, this was mostly rushed to get up a 1.7.3 release.
-Beta 1.2-
-Spawn bug fixed, the spawn in, and continue spawning in.
-Increased the spawn limit to 8 per koi.
-Added properties settings for water mob limit (default minecraft is 5, I set it to 15, which is the same as animals).
-Major rewrite of pathfinding code, they don't get stuck, though they do still kinda flip out in corners (they will leave them, though it may take a few seconds). They also don't seem to favor any particular direction for movement. The turning is a bit choppy, but they no longer swim sideways or backwards. They should all do fine in one block deep, but they're much happier in larger areas. Buddha koi can be placed in a 1x1x1 tank (a single block of water) and they will swim.
-Fixed a bug with the pellets that would allow koi to despawn after being tamed.
-Hooked up with your mom last night, and that's why the update was delayed. Just checking to see if you're actually reading this.
-Changed the detect range for the player, they don't rush you from the other side of the world if you get in water around them, you actually have to be fairly close now.
-They no longer jump out of water to get pellets or follow you.
-Beta 1.1c
-Updated pathfinding, so they should get "stuck" less. Give them at least 2-3 blocks deep to play in and you shouldn't have any major issues. They should actually spawn correctly now, though you may have to load new chunks, give it a few days, or just kill all the other mobs to get them to show. They did show up (and adjusted their spawn rates according to the properties file to boot!) in tests. The chagoi is now the same size as the dragon koi and moon koi, and... if you feed them certain items (hint: not food or seeds), something happens, gasp!
-Beta 1.1b
-Updated for Minecraft 1.6.5, they should spawn and work correctly now.
-Beta 1.1
-Updated for Minecraft 1.64! Now uses PReader to read from a properties file (at least it should... lemme know if there are issues), movement should be a bit smoother, and koi pellets have been added. Just combine a red flower and a yellow flower, and voila. Properties file will be generated in /mods/kerik/ in your .minecraft folder.
-Beta 1.01
-Animation bug fixed, buddha koi now have a moderate glow (to make them more visible, as they are designed to favor the bottom) and are half the size they were previously. Also fixed the bug where tancho (the one with the red dot) dropped fish rather than eggs when killed, and randomly dropped eggs rather than the item they were intended to.
-Beta 1.0
-So here we are, second stable release! Should be running fine, save for the animation speed bug. They now drop eggs when you kill them, and they randomly spawn in useful stuff when you keep them around. There are now nine varieties, using two body types. They should be quite rare, this is partly to get you out looking, and partly because they're pretty useful to have around (the rarer ones at least). For those of you updating, delete all modelkoi and the like from minecraft.jar (modelkoi2, modelkoi3, modelchagoi, modeldoitsukoi, modelmoonkoi should be the others), though honestly you should be able to just move everything over with no issues
Donations
Not expecting to get rich, but if you would like to support DJ Persnikity and I (or buy us a cup of coffee) feel free to donate. And thank you
-Old Versions-Beta 1.2a for Minecraft 1.7.3Beta 1.1 for Minecraft 1.6.4 (and 1.6.3, 1.6.2, 1.6.1)Beta 1.01
for Minecraft 1.51 No koi pellets or properties file, sorry to say.
.
Do you know, you steal the idea from NandonaltGood mod.
not just the idea, the entire mod He may have added one new skin in...
edit: Nandonalt's terms and conditions (number 3 and 4 are particularly interesting):
how do you tame it?, and name it?.
can you post a list of things you can do with the dog?
do you think you could try and make a Akita Inu
info: http://en.wikipedia.org/wiki/Akita_Inu
(by doing something infinitely harder, lol)
<3
Ok, time to clarify a few things. I'm going on the assumption that either one or both of you has a tentative grasp on the English language (at best), since you either did not read or did not understand my post.
This is not WolfVariations. It does not let you load addtional wolf skins. It spawns "new" mobs that are based on the wolf, but with different scaling and placement of ears/snouts/legs/whatever and is designed to allow you to use skins like the skins provided by DJ Persnikity. Custom sounds may come into play as well, since different breeds make different sounds. As it stands, each "breed" only loads one skin (corgi_wild.png, boxer_tame.png etc). You cannot currently edit the speed or other settings, but it should be fairly obvious that the Corgi has tiny stubby legs and giant ears, yet is of the same approximate scale overall as the default wolf .
I am not attempting to replace, compete with, or copy anyone else's mod, least of all WolfVariations. In fact, I think it makes a good supplement.
TL;dr - TL;DR was your problem the first time, I advise you actually read threads before posting in them. If you don't like it, don't use it, no worries. Considering this is derivative of the default game code, and has jack all to do with WolfVariations, I don't see what relevance his T&C has.
They should work just like the default wolf, with a higher spawn rate (to be lowered in the future, first version is testing, sort of), feed one bones, it gets tame, you right click on it to make it sit, it follows you, should attack things for you etc. No naming yet. As it stands, they're just different boxes for you to put (wolf) skins on so they more accurately reflect the shape of the dog they're intended to be. As for the Akita Inu, it's possible, slightly shorter than default muzzle, big ears, shouldn't be that big of a deal. The tail I dunno about, I'll see what I can do but I wouldn't expect much. Also, glad to hear it on Millénaire mod compatibility, the wife doesn't use any human NPCs and my game is unmodded aside from my mobs, Singleplayer Commands, and of course modloader, so compatibility reports and problems are nice.
Works like a charm!.
the mods i am using are: (and there is no conflict)
Modloader - AudioMod - MCpatcher 2.0.1+better grass - Millénaire NPC village - Charlotte-1.5_01
Glad you like it, it was made with the people from DJ Persnikity's thread in mind. They often have requests that just don't look right on the default wolf.
Awesome, more compatibility reports are never a bad thing. It should be fairly compatible across the board.
Yes, the skin is DJ Persnikity's, available on her thread. There was a complaint about it because the original has no muzzle, but the default muzzle is too long, so I thought it would be ideal for the short snout dog.
I may talk to Nandonalt about getting the code for loading multiple skins, but that's for another time.
Yes, I made this request a while ago. Look on my thread for your template.
proud to be an atheist.
lemme see...
...
Kerik - "I've thought about the pee. Figured if I was going to do a new animation that would be nice... the rest is way beyond my abilities [interject from me-at this point!]... I don't know if those can happen..."
well, that was an eye opener...
And thank you ILminecraft! He likes to hear that stuff :smile.gif:
also added the comment it doesn't steal from nano cause i'm nice and don't judge by what i see. LIKE SOME PEOPLE!