I am using 1.6.4 forge and 1.6.4 version of this mod and when i use the wand on a villager, a GUI pops up for like 0.1 seconds, then it goes to the villager trading screen with a add and remove button. What is this?!
I am using 1.6.4 forge and 1.6.4 version of this mod and when i use the wand on a villager, a GUI pops up for like 0.1 seconds, then it goes to the villager trading screen with a add and remove button. What is this?!
yes you are right! thank for suggestion.
Is there any way to make fly around as the vanilla one?
and here cute bronze dragon texture for your mod:
if you want lower quality just open it with windown paint and resize it.
This wasn't created in paint was it?
Also, its been a while since I have checked here, has anything dramatic happened?
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If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
There is a test update if you are interested to have a look and beta test, check the website to download it.
Ok then, just asking cause it wouldn't work with the way paint handles transparency, and I haven't been gone that long, just a couple months (i think anyway), though it looks like not much has happened recently (from a flick through the last couple pages).
If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
As you once said to me, noppes. I guess you have a point though. Probably shouldn't have used dramatic as a the word in question, so I'll rephrase it.
Has anything interesting happened that I should know of? (even though the answer is probably no)
We'll im off bug hunting, you'll have a list soon enough.
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If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Well Ive added scripting support. I dont think you can code though can you?
Nope, wouldn't have a clue. I didn't get your hopes up did I? Although I may be getting basic scripting classes later, even if I do I doubt it'll help with what you may have had a plan for. I think I can read parts of MC error logs though, if that's of any relevance.
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If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
Nope, wouldn't have a clue. I didn't get your hopes up did I? Although I may be getting basic scripting classes later, even if I do I doubt it'll help with what you may have had a plan for. I think I can read parts of MC error logs though, if that's of any relevance.
That's fine. Oh I also added night behavior, not sure if you knew about that yet.
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When 1.8 is released (real soon), the update that changes the biped model to a more detailed mode, (more angles, better moving etc) the models will use that biped model too?
All biped model textures have to be changed to the new patern. (I hope it will be a convertor too for HD skins too). Will you release the new model as a seperate add in your mode, so we can work on the textures?
That's fine. Oh I also added night behavior, not sure if you knew about that yet.
Yeah, I was around for night behavior, it is definitely easier to use now though, since the edit mode button. Anyway, from what I've tested:
-barrels make the chest open sound twice (unless this is intended) other containers do as well
-if enter is not used when typing in big signs, the text may float over the edge if it too long
-tombstones suffer the above problem
-tombstones block areas are too large for the actual tombstones
-beams do not connect to each other (if thats what their supposed to do)
-pedestals seem to be a bit too large for most weapons
-in the recipies section of the carpentry bench/anvil, if there is a number of recipies that doesn't equal 4 per page, there will be an output slot at the end of the pages regardless
-upon leaving the item giver menu my connection to my sp world is terminated "Connection Lost-A fatal error has occured, this connection is terminated" the forge log revealed nothing useful from my view, but ill post if you want to look
-npc's with armour that goes all the way down their arms will clip with any shields used
-job followers push their followed npc around when they come to a stop. changing the name of the job to "escort" would probably prevent some confusion
-npcs don't un aggro a player, even if they are in creative mode or unload them by visiting different chunks
Just on a note, if you want the forge log, it'll come tomorrow, I need to sleep for now.
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If you require aid with Custom NPC's give me a shout (In the thread, not PM's). I can read a bit of error reports, know most of the NPC workings (I'm attempting to work on scripting) and have been using it since its 1.0 version. Otherwise I'll help with any questions or problems I can.
I am running the latest test version running on mcpc-plus-1.7.2-R0.4-forge1065-B72 (recommended).
On trying to set up natural spawns the name of the spawn does not change it is always stuck as new but all other changes are saved. You can type in the new name but as soon as change npc, edit biomes or click on the spawn list it reverts to new. Checked all logs and cant see anything at all.
Also is it possible to add more than 1 npc to the list? Although thinking about it spawn in a npc with job as spawner, just would be easier with the natural spawns itself.
When 1.8 is released (real soon), the update that changes the biped model to a more detailed mode, (more angles, better moving etc) the models will use that biped model too?
All biped model textures have to be changed to the new patern. (I hope it will be a convertor too for HD skins too). Will you release the new model as a seperate add in your mode, so we can work on the textures?
Yeah, I was around for night behavior, it is definitely easier to use now though, since the edit mode button. Anyway, from what I've tested:
1-barrels make the chest open sound twice (unless this is intended) other containers do as well
2-if enter is not used when typing in big signs, the text may float over the edge if it too long
3-tombstones suffer the above problem
4-tombstones block areas are too large for the actual tombstones
5-beams do not connect to each other (if thats what their supposed to do)
6-pedestals seem to be a bit too large for most weapons
7-in the recipies section of the carpentry bench/anvil, if there is a number of recipies that doesn't equal 4 per page, there will be an output slot at the end of the pages regardless
8-upon leaving the item giver menu my connection to my sp world is terminated "Connection Lost-A fatal error has occured, this connection is terminated" the forge log revealed nothing useful from my view, but ill post if you want to look
9-npc's with armour that goes all the way down their arms will clip with any shields used
10-job followers push their followed npc around when they come to a stop. changing the name of the job to "escort" would probably prevent some confusion
11-npcs don't un aggro a player, even if they are in creative mode or unload them by visiting different chunks
Just on a note, if you want the forge log, it'll come tomorrow, I need to sleep for now.
1,5) That is intended.
2,3,4) Are you using a texture pack? The default texture pack should not have this problem. Some texture packs have the same problems with the minecraft sign as well.
6) Its mainly intended for swords
7) The output slot is painted on the background texture, not much I can do about.
8) Can not replicate so yea Ill need that log
9) Might be able to fix that
10) I dont know that might make it more confusing as follower and escort are kind of the same thing
11) They should stop following you if you go to far away from them.
On trying to set up natural spawns the name of the spawn does not change it is always stuck as new but all other changes are saved. You can type in the new name but as soon as change npc, edit biomes or click on the spawn list it reverts to new. Checked all logs and cant see anything at all.
Also is it possible to add more than 1 npc to the list? Although thinking about it spawn in a npc with job as spawner, just would be easier with the natural spawns itself.
And I know this is one hell of a long shot........ but for those of us using mcpc plus with the worldguard plugin could you make it possible to spawn per region that would be totally amazing.
Name not changing I can fix.
Im planning to add more options to the natural spawning later on.
Nope cant make it work world guard
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1,5) That is intended.
2,3,4) Are you using a texture pack? The default texture pack should not have this problem. Some texture packs have the same problems with the minecraft sign as well.
6) Its mainly intended for swords
7) The output slot is painted on the background texture, not much I can do about.
8) Can not replicate so yea Ill need that log
9) Might be able to fix that
10) I dont know that might make it more confusing as follower and escort are kind of the same thing
11) They should stop following you if you go to far away from them.
Name not changing I can fix.
Im planning to add more options to the natural spawning later on.
When 1.8 is released (real soon), the update that changes the biped model to a more detailed mode, (more angles, better moving etc) the models will use that biped model too?
All biped model textures have to be changed to the new patern. (I hope it will be a convertor too for HD skins too). Will you release the new model as a seperate add in your mode, so we can work on the textures?
Im not sure what you have heard, but nothing changed about the model in 1.8 You can than just make a layer on top of it the same as with the head. You can also change the arms and legs seperately. Not sure what you mean with more angles and better moving. I havent heard anything about that.
And Ive said this before already. How can I know if I can implement it if it isnt out yet and I havent been able to look at the code?
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The trader menu closes, if you open it while moving.
Oh and could you make no knockback in the stats? Because when I set it to 0, the NPC's have still knockback against me.
Are you really sure to not add the npcenderman model? sry for repeating, but wouldn't it fix the issues?
Yes that seperate moving of legs and arms. As i could see the texture files are a bit changed ( the legs and the armors are in different position than now). This means that every texture must be updated, if the models will use the new system.
The trader menu closes, if you open it while moving.
Oh and could you make no knockback in the stats? Because when I set it to 0, the NPC's have still knockback against me.
Are you really sure to not add the npcenderman model? sry for repeating, but wouldn't it fix the issues?
If you move the trader gui closes. Ill see if I can make it a bit less sensitive so it wont close when opening.
Knockback at 0 is the default knockback. I cant really prevent knockback only make it worse.
I dont think its that big of an issue. Its not like with the enderdragon where it's completely messed up with animation and rotation.
Yes that seperate moving of legs and arms. As i could see the texture files are a bit changed ( the legs and the armors are in different position than now). This means that every texture must be updated, if the models will use the new system.
The new texture mapping is not that different from the current texture mapping. Except for the right/left hand thing and if minecraft can make their skins backwards compatible I can probably too no need to worry.
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This Feature lets you edit Villager Trades.
Also, its been a while since I have checked here, has anything dramatic happened?
No, photoshop job.
There is a test update if you are interested to have a look and beta test, check the website to download it.
Has anything dramatic ever happened?
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Has anything interesting happened that I should know of? (even though the answer is probably no)
We'll im off bug hunting, you'll have a list soon enough.
Well Ive added scripting support. I dont think you can code though can you?
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That's fine. Oh I also added night behavior, not sure if you knew about that yet.
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All biped model textures have to be changed to the new patern. (I hope it will be a convertor too for HD skins too). Will you release the new model as a seperate add in your mode, so we can work on the textures?
-if enter is not used when typing in big signs, the text may float over the edge if it too long
-tombstones suffer the above problem
-tombstones block areas are too large for the actual tombstones
-beams do not connect to each other (if thats what their supposed to do)
-pedestals seem to be a bit too large for most weapons
-in the recipies section of the carpentry bench/anvil, if there is a number of recipies that doesn't equal 4 per page, there will be an output slot at the end of the pages regardless
-upon leaving the item giver menu my connection to my sp world is terminated "Connection Lost-A fatal error has occured, this connection is terminated" the forge log revealed nothing useful from my view, but ill post if you want to look
-npc's with armour that goes all the way down their arms will clip with any shields used
-job followers push their followed npc around when they come to a stop. changing the name of the job to "escort" would probably prevent some confusion
-npcs don't un aggro a player, even if they are in creative mode or unload them by visiting different chunks
Just on a note, if you want the forge log, it'll come tomorrow, I need to sleep for now.
I have the same prob here.
yeeees please
1,5) That is intended.
2,3,4) Are you using a texture pack? The default texture pack should not have this problem. Some texture packs have the same problems with the minecraft sign as well.
6) Its mainly intended for swords
7) The output slot is painted on the background texture, not much I can do about.
8) Can not replicate so yea Ill need that log
9) Might be able to fix that
10) I dont know that might make it more confusing as follower and escort are kind of the same thing
11) They should stop following you if you go to far away from them.
Name not changing I can fix.
Im planning to add more options to the natural spawning later on.
Nope cant make it work world guard
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answer my question too huhuhu
Looks pretty good thanks.
Im not sure what you have heard, but nothing changed about the model in 1.8 You can than just make a layer on top of it the same as with the head. You can also change the arms and legs seperately. Not sure what you mean with more angles and better moving. I havent heard anything about that.
And Ive said this before already. How can I know if I can implement it if it isnt out yet and I havent been able to look at the code?
Want to support me? Become one of my patrons:
Oh and could you make no knockback in the stats? Because when I set it to 0, the NPC's have still knockback against me.
Are you really sure to not add the npcenderman model? sry for repeating, but wouldn't it fix the issues?
If you move the trader gui closes. Ill see if I can make it a bit less sensitive so it wont close when opening.
Knockback at 0 is the default knockback. I cant really prevent knockback only make it worse.
I dont think its that big of an issue. Its not like with the enderdragon where it's completely messed up with animation and rotation.
The new texture mapping is not that different from the current texture mapping. Except for the right/left hand thing and if minecraft can make their skins backwards compatible I can probably too no need to worry.
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