Any way you can make them not use attackentity to follow you when you hold wheat? There are mods that rely on attackentity to determine what mobs are "bad" and what aren't.
I'm trying to override the wheat-holding functionality because it is redundant with my mod. The problem is the EntityAnimal.class. It is what contains all of the vanilla following, breeding, etc. code, but it is also used by EnumCreatureType to define the 'creatures' (as opposed to monsters or water creatures) and so I have to extend my animals from it (unless modloader allows you to create new creature types... I don't think it does though).
Regardless of the above, the lasso in my mod does use attack entity and I'm not sure what else I would use because I'm no AI programmer.
As far as mods that use attacking entities to determine the 'bad guys', are you talking about your mod? If so, vanilla wolves are smart enough to know the difference between attacking 'creatures' and attacking 'monsters', I believe they only attack if damage is done to the player. Since the baby animals are not harming the player, the wolves ignore them. Maybe you can integrate that into your code?
baby animals in-game. I like yours better though :sleep.gif:
Not sure what you mean... My mod has been around long before the ones with the big heads, I even talked to Jeb_ about Mojang using it. Glad you like it though! :smile.gif:
I see that you're working on a 1.0.0 version.. (If I saw it right)
Could you add something? ;o I have a few suggestions, cuz I love to farm and stuff especially with the animals x)
1. You could add that you can NAME your animals. Like, the name above them. :biggrin.gif:
2. You could add that you can give the puppy's another color necklace.
3. Add goats? :biggrin.gif:
4. Add horses?
5. Add bunny's?
6. Add guinea pigs?
7. Add working people?
8. Add.. no, I'm done :tongue.gif:
4,5 and 6 are in another mod too, but they're lagging my pc, and yours isn't. MAYBE, you can ask the makers of the mods, if you can copy those 3 animals :biggrin.gif: Of course.. You can make something yourself :tongue.gif:
I like the squickens XD They're actually stubborn and escaping all the time in my world x3
Update - Baby Animals 2.0.0 is ready (I think!) Details are in the OP near the top. I tried to test it extensively before releasing it, but someone always finds a bug (or two, or three...) Hopefully I've covered it better this time than in the past :rolleyes:.
Thank you so much! I am overjoyed to have my baby lambies back! <3
:smile.gif: I was overwhelmed by the number of people who wanted an update in lieu of the vanilla babies - including your eloquent plea for an update! Hope you don't mind the changes, I think they add without taking anything away from the old versions.
:smile.gif: I was overwhelmed by the number of people who wanted an update in lieu of the vanilla babies - including your eloquent plea for an update! Hope you don't mind the changes, I think they add without taking anything away from the old versions.
I'm still learning the major differences. I was trying to show my stepsister the mod so she could begin using it, but then I got confused when my lamb didn't take seed, but it's probably because I neglected to tame it first. I'm learning, but I've always been fond of your work, and I'm very VERY grateful to see your ongoing contribution to mine and so many others immersive gaming experience.
EDIT: [BUG] Baby animals still drown themselves in water 2 meters or more deep at random. With new animals not spawning, that's a problem, as I was watching a flock of sheep while I readied their pen, and without warning, all but one of them committed suicide. A possible solution is to make a piece of code that forces mobs to teleport to the surface when they get hurt by drowning from sand/gravel/water, and prevents their death from drowning. This bug has been around since 1.7.3, but it was fine then, because more spawned. Now they don't, and permanent stocks of animals are vanishing in shallow water.
[BUG] Baby animals still drown themselves in water 2 meters or more deep at random.
I noticed that the chicks and piglets were drowning quite often and increased their bounding boxes, which seemed to work. Calves weren't having any problems in my testing and I thought that the lambs were tall enough, but maybe not.
If nothing else, I could just turn off drowning for the babies, but that might not keep them from getting stuck underwater.
If so, vanilla wolves are smart enough to know the difference between attacking 'creatures' and attacking 'monsters', I believe they only attack if damage is done to the player. Since the baby animals are not harming the player, the wolves ignore them. Maybe you can integrate that into your code?
Yeah, the problem is that wolves rely on a signal given by the player, hardcoded into the entityplayer class, whenever the player attacks or gets hurt. Since I can't extend entitywolf anymore, due to AI issues, I had to abandon that and use my own system.
Anyway, I think I'll try and find a workaround.
Also, I've got a suggestion:
Maybe you could add a reason to keep your mod's pigs alive rather than farm them for bacon? Your baby animals are just too cute to even consider hurting.
Maybe they can, owing to their messy nature, "fertilize" nearby soil and make plants grow faster?
I noticed that the chicks and piglets were drowning quite often and increased their bounding boxes, which seemed to work. Calves weren't having any problems in my testing and I thought that the lambs were tall enough, but maybe not.
If nothing else, I could just turn off drowning for the babies, but that might not keep them from getting stuck underwater.
At any rate, the issue is noted.
The cows definitely fare well, though it I wish Mojang would increase mob intelligence. I've had a herd of calves swimming a long way out on the edge of an ocean biome since early on in my world's generation. Animals don't naturally seek land. They just wander. But yeah. The only animals that are drowning themselves still seem to be the lambs. Particularly in groups. They'll bump into eachother, and one will go down and won't come back up.
I was wondering if anyone else is having the issue where ALL the animals are babies instead of only a few. I created a new world and there are like 10 lambs and 5 piglets, but no adults whatsoever. I am wondering if maybe I installed it incorrectly?
I was wondering if anyone else is having the issue where ALL the animals are babies instead of only a few. I created a new world and there are like 10 lambs and 5 piglets, but no adults whatsoever. I am wondering if maybe I installed it incorrectly?
No, if there are babies spawning, then the mod is working. I'm probably going to need to fiddle with the spawning settings, as this was not a problem before vanilla changed so much.
Why can't you point the vanilla babies into your mod's babies?
The vanilla babies are just scaled down adults with timers in them, kind of like popcorn in a hot pan. They don't have their own models or entities like my mod does. I haven't yet found a way to tell the game to use my models instead and then switch when they 'pop' (but I am still trying). Also, it will require replacing vanilla code and won't be as compatible with other mods that change the animals. So, if I do finally succeed, I'll make it a separate mod from this one.
I'm trying to override the wheat-holding functionality because it is redundant with my mod. The problem is the EntityAnimal.class. It is what contains all of the vanilla following, breeding, etc. code, but it is also used by EnumCreatureType to define the 'creatures' (as opposed to monsters or water creatures) and so I have to extend my animals from it (unless modloader allows you to create new creature types... I don't think it does though).
Regardless of the above, the lasso in my mod does use attack entity and I'm not sure what else I would use because I'm no AI programmer.
As far as mods that use attacking entities to determine the 'bad guys', are you talking about your mod? If so, vanilla wolves are smart enough to know the difference between attacking 'creatures' and attacking 'monsters', I believe they only attack if damage is done to the player. Since the baby animals are not harming the player, the wolves ignore them. Maybe you can integrate that into your code?
Not sure what you mean... My mod has been around long before the ones with the big heads, I even talked to Jeb_ about Mojang using it. Glad you like it though! :smile.gif:
Could you add something? ;o I have a few suggestions, cuz I love to farm and stuff especially with the animals x)
1. You could add that you can NAME your animals. Like, the name above them. :biggrin.gif:
2. You could add that you can give the puppy's another color necklace.
3. Add goats? :biggrin.gif:
4. Add horses?
5. Add bunny's?
6. Add guinea pigs?
7. Add working people?
8. Add.. no, I'm done :tongue.gif:
4,5 and 6 are in another mod too, but they're lagging my pc, and yours isn't. MAYBE, you can ask the makers of the mods, if you can copy those 3 animals :biggrin.gif: Of course.. You can make something yourself :tongue.gif:
I like the squickens XD They're actually stubborn and escaping all the time in my world x3
:smile.gif: I was overwhelmed by the number of people who wanted an update in lieu of the vanilla babies - including your eloquent plea for an update! Hope you don't mind the changes, I think they add without taking anything away from the old versions.
I'm still learning the major differences. I was trying to show my stepsister the mod so she could begin using it, but then I got confused when my lamb didn't take seed, but it's probably because I neglected to tame it first. I'm learning, but I've always been fond of your work, and I'm very VERY grateful to see your ongoing contribution to mine and so many others immersive gaming experience.
EDIT: [BUG] Baby animals still drown themselves in water 2 meters or more deep at random. With new animals not spawning, that's a problem, as I was watching a flock of sheep while I readied their pen, and without warning, all but one of them committed suicide. A possible solution is to make a piece of code that forces mobs to teleport to the surface when they get hurt by drowning from sand/gravel/water, and prevents their death from drowning. This bug has been around since 1.7.3, but it was fine then, because more spawned. Now they don't, and permanent stocks of animals are vanishing in shallow water.
I noticed that the chicks and piglets were drowning quite often and increased their bounding boxes, which seemed to work. Calves weren't having any problems in my testing and I thought that the lambs were tall enough, but maybe not.
If nothing else, I could just turn off drowning for the babies, but that might not keep them from getting stuck underwater.
At any rate, the issue is noted.
...yes... :smile.gif:
Yeah, the problem is that wolves rely on a signal given by the player, hardcoded into the entityplayer class, whenever the player attacks or gets hurt. Since I can't extend entitywolf anymore, due to AI issues, I had to abandon that and use my own system.
Anyway, I think I'll try and find a workaround.
Also, I've got a suggestion:
Maybe you could add a reason to keep your mod's pigs alive rather than farm them for bacon? Your baby animals are just too cute to even consider hurting.
Maybe they can, owing to their messy nature, "fertilize" nearby soil and make plants grow faster?
The cows definitely fare well, though it I wish Mojang would increase mob intelligence. I've had a herd of calves swimming a long way out on the edge of an ocean biome since early on in my world's generation. Animals don't naturally seek land. They just wander. But yeah. The only animals that are drowning themselves still seem to be the lambs. Particularly in groups. They'll bump into eachother, and one will go down and won't come back up.
No, if there are babies spawning, then the mod is working. I'm probably going to need to fiddle with the spawning settings, as this was not a problem before vanilla changed so much.
The vanilla babies are just scaled down adults with timers in them, kind of like popcorn in a hot pan. They don't have their own models or entities like my mod does. I haven't yet found a way to tell the game to use my models instead and then switch when they 'pop' (but I am still trying). Also, it will require replacing vanilla code and won't be as compatible with other mods that change the animals. So, if I do finally succeed, I'll make it a separate mod from this one.
I haven't found any real issues