One common problem with modding is mods that add new creatures generally aren't fully compatible with mods that add new biomes; the new creatures will not know where or if they should appear.
Your mod would become insanely popular if it had the ability to dynamically detect entities from mods and then spawn them in a dynamic list of biomes, even (especially) if it allowed you to spawn absurd or unstable entities such as balloons and feral packs of TNT. I'm not sure if that kind of dynamic biome and entity detection is possible, but if it were to happen then many things would work better with other things and much happiness would result. I'm tempted to learn how to mod just so I can expand this to cover certain other common creatures for personal use.
Right now it functions alongside Mo'Creatures, but has absolutely no control over non-vanilla mobs ):
MAJOR EDIT:
While it does not work with Mo'Creatures, ZOMGWTF this mod does do dynamic detection of creatures and biomes from mods! I can control stuff from Thaumcraft and Trees++. I am a fool and the preceding ramblings should be ignored.
One common problem with modding is mods that add new creatures generally aren't fully compatible with mods that add new biomes; the new creatures will not know where or if they should appear.
Your mod would become insanely popular if it had the ability to dynamically detect entities from mods and then spawn them in a dynamic list of biomes, even (especially) if it allowed you to spawn absurd or unstable entities such as balloons and feral packs of TNT. I'm not sure if that kind of dynamic biome and entity detection is possible, but if it were to happen then many things would work better with other things and much happiness would result. I'm tempted to learn how to mod just so I can expand this to cover certain other common creatures for personal use.
Right now it functions alongside Mo'Creatures, but has absolutely no control over non-vanilla mobs ):
MAJOR EDIT:
While it does not work with Mo'Creatures, ZOMGWTF this mod does do dynamic detection of creatures and biomes from mods! I can control stuff from Thaumcraft and Trees++. I am a fool and the preceding ramblings should be ignored.
Haha, before you made the edit I went and double checked by installing some random mob-mod. There is a reason why it doesn't work with Mo'Creatures - he implemented a custom spawning system that the mod itself, not the vanilla minecraft coding controls. Therefore, I can't control it.
Actually, since you ask... o Toggleable sneak button, switch between toggle and hold in options o Ctrl-right click to place a block under the block you clicked on -this may (to some) seem a bit like cheating... o A client-side mod that allows you to import a .schematic file, the contents of which will then appear as semitransparent blocks, only visible to the client, which the user can then 'trace', if you will, by actually placing the blocks at those locations. -very useful for redstone o A mod that changes the achievement system to allow additional achievements through XML files, with custom achievement image, text, title, and prerequisites. o Nature overhaul mod; Animals can die if they don't eat and drink (and of old age and predators), breed by themselves and EVOLUTION, yes, evolution, think 3DVCE in minecraft, with a (configurable) speed of evolution, you never know what creature you may find next.
If you like said creature, through the use of selective breeding, you may even be able to keep it from going extinct, perhaps even sell a specimen to other players for them to keep as a pet.
Plants will grow, spread, and evolve as well, perhaps into something resembling a human-size venus flytrap,
perhaps into a giant green popsicle, you never know.
Animals and plants will become dependent on eachother to survive, just like a real ecosystem, with a lot of interaction between species, some will hunt eachother, some species will work together to fight off predators.
With the addition of writable books to vanilla minecraft, you can use them to keep a record of the species you have encountered in minecraft, you can name them, take pictures of them, perhaps even export them so other players can have them in their worlds.
The longer you play minecraft, the better you get; With this overhaul, so will the mobs.
Now, i realize, something like this would be quite an undertaking, but, if something remotely similar to this ever were to be added to minecraft, my life would be complete.
This is definitely possible - are you sure it doesn't exist already?
Not sure if I like that, sounds like cheating and isn't really that useful.
I like this idea a lot, but once again, are you sure that it doesn't exist already?
That's an interesting idea, but I haven't really looked into the achievements, and I'm sure a more achievements mod exists.
While that sounds awesome, it would be an incredible overhaul to minecraft (or any game in general). Evolution sounds really complicated and hard to code. Any idea how evolution would work?
EDIT: I was thinking about an update detector block - it becomes powered temporarily/permanently when a neighbor block is changed/updated. What do you think?
Did not bother to check, but i'm sure that if it does, you can make a better one
I guess you're right.
I'm fairly certain it doesn't, at least not in the way i described it, i mean there is singleplayercommands/worldedit, but that simply imports the schematic, but what i suggested is not cheating as much as it's a guide to building w/e.
Indeed, more achievements mods (plural) exist, but none of them allow the user to easily add their own achievements to minecraft, my suggestion does.
I don't really have much of an idea, but i'd suggest checking out the wikipedia pages on Evolutionary Computation, as well as downloading and trying 3DVCE to see how it works, i believe it's also explained in the how-to videos, also, off the top of my head i think i can recall it goes something like this:
Start with a set of random creatures
Let them roam about, then after a fixed amount of time see which of them had the highest fitness value, a.k.a which got closest to completing their goal (e.g. killing other animals, walking the longest distance, jumping the highest, etc.)
Combine the fittest creature of it's generation with a randomly selected other and add the result to the next set of randomly generated creatures
Repeat steps 2 and 3 until the end of time.
I suppose it would be nice, although BUD detectors are fairly compact already, and it'd be a challenge ignoring the output signal, as that normally triggers an update (albeit a redstone update) as well.
EDIT: on another note, you got featured by a
Oh, and you really could use some more publicity, how about i make you some nice banners?
P.S. Please fix the spacing/character sizes on the OP, it's not pretty
Perhaps add a FAQ too?
Hmm, toggle sneak/run mod- does it exist?
I'll have to look into the .schematic idea, it seems interesting. If it does exist, then I'd most likely be interested in making one. The problem is, how would one actually make the .schematic file itself? Some external program would be needed.
The achievement idea is interesting. It would need some sort of achievement API though, as most, if not all achievements, are event/action based.
I'll go watch the video after posting this, but that seems incredibly complicated.
I just finished the BUD block, it can detect : Neighbor updates, entities falling on it, entities going inside the block, and entities walking on top of it. Sound interesting?
EDIT: I'm in need of a texture for the update detector block! Anyone?
And both of those ideas sound awesome! Thank you so much! And i'll try to reorganize the OP. It needs desperate help.
It has been done before, actually, here here
and here
However, none are updated and none allow you to change it in the options menu.
Actually you don't need to write them (unless you want to add selection boxes and exporting and all those shenanigans), you just need to load them and 'ghost' them over the world in the client. Take a look at this
Indeed, you'd need support for a LOT of different events, if it's going to be any fun to use.
It is, i'm not denying that, however, if it can be done/is possible, i'd say it's definitely worth a try, perhaps you could work together on this project if you like it, with other Pro-grammers (c wut i did thar?) because this seems quite a big project for one man to work on.
Perhaps recruit your old coding buddies techwiz or whatthemall?
It does sound interesting, how did you manage to get it to ignore the redstone output? (aka not letting it get stuck in a loop because it detect redstone updates)
Here to help.
I'm looking forward to seeing the new OP
Alright, then I guess I may want to make a mod like that. It's simple but incredibly useful. It's really annoying when sprinting doesn't work, and sneaking hurts your hand after awhile.
Oh, wow. I didn't realize that it was actually a used save format. Never mind. Not too bad then. I'll look into it.
The problem would be compatibility- you'd have to edit a lot in order to have those events. Hmm...
The thing that a project that big requires is time. Currently, I don't have nearly enough time to make a mod that big. Maybe during the summer/early June.
The basics of it:
Neighbor update triggers it to "powered"
It gets to a transition state which cannot be changed to powered
Transition state becomes the regular not powered state
But two of them right next to each other can cause flashy redstone, which is more of like a clock then anything. However, the actual detection events can be set on a per-block basis, so it isn't really a problem.
Indeed, that's why it fits the anti-frustration theme
Lol, i'd have expected a modder to know :>
Schematic files have been in use a while now, MCEdit uses it, WorldEdit and Singleplayercommands use it, and a bunch of other mods/tools as well.
Doesn't modloader allow access to those events already?
Anytime would be awesome.
Very useful, now you can actually place two BUDs next to eachother
Should it override the sneaking button? i.e. Press shift to toggle sneaking?
Hmm, I looked into it, and it seems like it would fit in fine in a mod like single player commands. If I made i mod like that, it would definitely need to have more options.
It allows access to some very basic events - but not all of them, sadly. Some modifications would have to be made.
And the Bud is almost ready for release- I just need a texture.
oh, one more mod suggestion, how about a mod that simply displays how much of each fuel it would take to burn whatever is in the selected furnace?
It would be displayed next to the furnace GUI, could this be done?
I really don't understand what you mean - like how much it would take to smelt a whole stack of items?
I'll have to look into it. But thanks!
Thank you! I really appreciate the feedback!
ADDED a new mod : MIRRORS! Check the first post.
and are they all compatible together
One common problem with modding is mods that add new creatures generally aren't fully compatible with mods that add new biomes; the new creatures will not know where or if they should appear.
Your mod would become insanely popular if it had the ability to dynamically detect entities from mods and then spawn them in a dynamic list of biomes, even (especially) if it allowed you to spawn absurd or unstable entities such as balloons and feral packs of TNT. I'm not sure if that kind of dynamic biome and entity detection is possible, but if it were to happen then many things would work better with other things and much happiness would result. I'm tempted to learn how to mod just so I can expand this to cover certain other common creatures for personal use.
Right now it functions alongside Mo'Creatures, but has absolutely no control over non-vanilla mobs ):
MAJOR EDIT:
While it does not work with Mo'Creatures, ZOMGWTF this mod does do dynamic detection of creatures and biomes from mods! I can control stuff from Thaumcraft and Trees++. I am a fool and the preceding ramblings should be ignored.
Yes! They are!
Thank you! Adding it to the first post now...
Thanks!
Haha, before you made the edit I went and double checked by installing some random mob-mod. There is a reason why it doesn't work with Mo'Creatures - he implemented a custom spawning system that the mod itself, not the vanilla minecraft coding controls. Therefore, I can't control it.
Thanks! I appreciate the enthusiasm!
Your mirrors mod doesnt work, actually causing Frustration. Then i realised it doesnt, with Optifine.
I could look into it again, but I'm pretty sure it's not possible as only the mod itself will be able to do the spawning.
Haha! Do you have any more mod ideas? I'm bound to make them. xD
Hmm, toggle sneak/run mod- does it exist?
I'll have to look into the .schematic idea, it seems interesting. If it does exist, then I'd most likely be interested in making one. The problem is, how would one actually make the .schematic file itself? Some external program would be needed.
The achievement idea is interesting. It would need some sort of achievement API though, as most, if not all achievements, are event/action based.
I'll go watch the video after posting this, but that seems incredibly complicated.
I just finished the BUD block, it can detect : Neighbor updates, entities falling on it, entities going inside the block, and entities walking on top of it. Sound interesting?
EDIT: I'm in need of a texture for the update detector block! Anyone?
And both of those ideas sound awesome! Thank you so much! And i'll try to reorganize the OP. It needs desperate help.
Alright, then I guess I may want to make a mod like that. It's simple but incredibly useful. It's really annoying when sprinting doesn't work, and sneaking hurts your hand after awhile.
Oh, wow. I didn't realize that it was actually a used save format. Never mind. Not too bad then. I'll look into it.
The problem would be compatibility- you'd have to edit a lot in order to have those events. Hmm...
The thing that a project that big requires is time. Currently, I don't have nearly enough time to make a mod that big. Maybe during the summer/early June.
The basics of it:
Thank you! I hope you enjoy it!
Thank you!
Should it override the sneaking button? i.e. Press shift to toggle sneaking?
Hmm, I looked into it, and it seems like it would fit in fine in a mod like single player commands. If I made i mod like that, it would definitely need to have more options.
It allows access to some very basic events - but not all of them, sadly. Some modifications would have to be made.
And the Bud is almost ready for release- I just need a texture.
Thank you so much! I'm happy to help!
I really don't understand what you mean - like how much it would take to smelt a whole stack of items?