Anyone know off the top of their head if theres a gun mod *snip*
Well, I'm not so much a fan of gun mods in general; because if it's just a matter of a maid not hitting hard enough or fast enough, then the maid archery class could be retrofitted to provide something like a "bloodsucker with a bow" type of AI mode, perhaps when the bow is one with a certain level of enchantment or something. (Wait a minute, I just had an idea...! lol)
But in consideration, it would depend upon how the actual gun item in the subjective mod was coded.
For one, if the gun class inherits from some class or implements some interface in either vanilla Minecraft or the Forge modding API, the probability that support for such a gun mod could be supported would be high, if not almost certain. Assuming that the gun mod was an open source project, that would most certainly guarantee that someone, anyone with the interest and ability, could implement some inter-mod compatibility. Even if not open-source, a raw examination of the class files within the compiled jar might reveal which item class should be checked for in code.
Well, I'm not so much a fan of gun mods in general; because if it's just a matter of a maid not hitting hard enough or fast enough, then the maid archery class could be retrofitted to provide something like a "bloodsucker with a bow" type of AI mode, perhaps when the bow is one with a certain level of enchantment or something. (Wait a minute, I just had an idea...! lol)
But in consideration, it would depend upon how the actual gun item in the subjective mod was coded.
For one, if the gun class inherits from some class or implements some interface in either vanilla Minecraft or the Forge modding API, the probability that support for such a gun mod could be supported would be high, if not almost certain. Assuming that the gun mod was an open source project, that would most certainly guarantee that someone, anyone with the interest and ability, could implement some inter-mod compatibility. Even if not open-source, a raw examination of the class files within the compiled jar might reveal which item class should be checked for in code.
That was a lot of techno-babble. I just want something thats faster than a bow, does more damage than a bow, and can be used by a maid. for the time being, i've settled on having mine use the MPS Power Fist with the Railgun addon. It's not as fast as a bow, but when the power it capped it one shots most enemies, and what it doesn't one shot gets knocked back pretty far. Not to forget that the heat generated by the use of it does NOT affect maids at all. In a test world I had spawns some creepers for my maid to shoot, and after a few tests I went to see how much power it drain, and when I put it in my invo and held it I was on fire and the heat meter was off the screen, which made me realize that maids are immune to the MPS heat damage.
That brings up some interesting points, to me, hat says anything that has a maid isn't counted in the same pool as other AI, since ive tested things like feather falling and the power fist on zombies, and they allowed the enchant and the heat damage to take effect. Not only that, but the Cleaver type weapons in TiCon usually force the player to attack super slow, while a maid can use them without any negative side effects whatsoever. It's a double edges sword, on one hand there is only one specific way to prevent a maid from dying to fall damage, since things like enchants or longfall boots don't work on them, but on the other hand, they can use otherwised nerfed weapons without having to cope with the nerf.
But after thinking about it some, i'm pretty sure how the gun is coded doesn't matter as long as you can just shoot and reload with right click. I mean when I made my own gun mod as a test to see how it would work, the maids could use it, and they could use it very, very well, but if you ever got caught in the cross fire you would basically turn into a dead body littering the world with items, since you would get knocked back a good 80 or so chunks,and if for some reason the shot didnt kill you, the landing would, unless you landed in deep enough water.
I just want something thats faster than a bow, does more damage than a bow, and can be used by a maid. for the time being, i've settled on having mine use the MPS Power Fist with the Railgun addon. It's not as fast as a bow, but when the power it capped it one shots most enemies, and what it doesn't one shot gets knocked back pretty far. Not to forget that the heat generated by the use of it does NOT affect maids at all. In a test world I had spawns some creepers for my maid to shoot, and after a few tests I went to see how much power it drain, and when I put it in my invo and held it I was on fire and the heat meter was off the screen, which made me realize that maids are immune to the MPS heat damage.
I have never seen in any of the LMM code, any indication that maid entities took into consideration the temperature of things, not even of lava. Not 100% sure but I think that entity avoidance of lava was typically done based upon the blockID, not whether it could burn the entity; although hostile mobs do have a "light check" to avoid daylight... It's possible to add a temperature check, but I'm not sure how exactly how it should be coded. If the LMM mode is set based upon thinking the gun in the slot is an archery-type equipment, the Archer mode needs to be fixed; bows and guns are two different types of weapons, so that means creating a different mode for guns.
That brings up some interesting points, to me, hat says anything that has a maid isn't counted in the same pool as other AI, since ive tested things like feather falling and the power fist on zombies, and they allowed the enchant and the heat damage to take effect. Not only that, but the Cleaver type weapons in TiCon usually force the player to attack super slow, while a maid can use them without any negative side effects whatsoever. It's a double edges sword, on one hand there is only one specific way to prevent a maid from dying to fall damage, since things like enchants or longfall boots don't work on them, but on the other hand, they can use otherwised nerfed weapons without having to cope with the nerf.
But after thinking about it some, i'm pretty sure how the gun is coded doesn't matter as long as you can just shoot and reload with right click. I mean when I made my own gun mod as a test to see how it would work, the maids could use it, and they could use it very, very well, but if you ever got caught in the cross fire you would basically turn into a dead body littering the world with items, since you would get knocked back a good 80 or so chunks,and if for some reason the shot didnt kill you, the landing would, unless you landed in deep enough water.
You are right on that first point. The maid AI modes each extend an abstract public class (which is only found in the Little Maid Mob mod) that provides the prototype for the maid AI. That is to say, it wasn't a matter of "plugging into" the AI infrastructure found in vanilla Minecraft; because MMM and friends wanted to write the entity with the capabilities it has so far.
It seems for the rest, if I understand your description, that maids plus guns (or, any item from other mods meant to be used by the player) are a potentially game-unbalancing combination, to the nth degree.
Guns by themselves on the player are somewhat overpowered (at least in my own opinion), but the heat generated is meant to counteract that by making a player pause to let it cool?
Maids by themselves (in other modes such as cooking) can also be a little bit overpowering, in that a lot of them can get a lot of work done without player interaction; however, maid contracts do expire, so they don't automatically keep working forever. A player must handle a bit of "maid management" from time to time as a cost.
However. Maids with items from other mods (guns, in this case) is another matter. I'm not sure how the gun mod(s) you have tried are coded, but I could presume that they are balanced based upon players using them, not non-player entities.
Because nobody foresaw any need to code maid entities (and other little helpers from other mods) with a need to handle gun heat and other items' re-balancing effects, this continues to be so.
Wait. Knockback ... eighty chunks, or blocks??? Two very different measures...
If the LMM mode is set based upon thinking the gun in the slot is an archery-type equipment, the Archer mode needs to be fixed; bows and guns are two different types of weapons, so that means creating a different mode for guns.
As far as the maids are concerned, anything that right clicks to shoot is a bow, which is pretty great.
You are right on that first point. The maid AI modes each extend an abstract public class (which is only found in the Little Maid Mob mod) that provides the prototype for the maid AI. That is to say, it wasn't a matter of "plugging into" the AI infrastructure found in vanilla Minecraft; because MMM and friends wanted to write the entity with the capabilities it has so far.
I have no idea what any of that means.
wall of text
Yeah, they super unbalance it, depending on your interpretation.
Guns don't cause heat, or at least none of the guns i've ever used in minecraft caused heat, the railgun addition to the powerfist in modular powersuits causes fire damage when the heat bar gets too high, but the maids don't give any indication of anything happening. And since they don't register the heat meter, they dont take fire damage that the heat meter is supposed to cause.
I've never had a maid contract expire, since the first thing I do in a new world is start a sugarcane farm. Usually by day three i've automated sugar collection entirely.
But yeah, the gun mods i've used are balance are players using them, because NPC's arent supposed to be able to use them, not counting better dungeons mobs, which carry guns from time to time.
Wait. Knockback ... eighty chunks, or blocks??? Two very different measures...
Yes. 80 chunks. When I was throing in numbers, I had no idea what I was doing, so the gun I made did a total of around 8000 hearts of damage and anything with a hitbox got shot backwards 80 chunks, on average. I know this because I got sick of counting past the 80 chunk mark whenever I would go and test range. Hell, half the time when I miss a target and go to find where the bullet landed I would give up looking, only to find it again when I was doing something else entirely and would find random bullets everywhere. Needless to say I never fully implemented that particular mod, so its a creative mode toy for cleaning up an excess of mobs after a test that requires hostiles. One time I shot several volleys straight into the air. I have no idea where they went, or if theyre even on their way back down to earth or not.
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MairuFrost
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DiggingStraightDown, would you happen to know if it be possible to create a AI System Plugin for Mobs (any in general, and not just for littleMaids) using a XML format style coding? Similar to Nexon's Mabinogi Pet AI system ( http://wiki.mabinogiworld.com/view/Pet_AI_Editor )
also how hard would it be to code this for say someone like I who only knows object oriented coding such as xhtml, CSS3, and then javescript?
Also About the Little Maids mod being built off the Player Code? Thus the reason it conflicts with Mine and Blade: Battle Gear, thuamcraft 3/4, so on. Why does the little maid mod suffer so badly from being coded this way, but mods that include cloning, or simply player like mobs that act simular to the player arnt effect so horribly from being coded like this?
Sorry if that was hard to read, it's so hoooot here in my recording studio and ug, anyways I want food and water I's partched and thank you in advance >.<
DiggingStraightDown, would you happen to know if it be possible to create a AI System Plugin for Mobs (any in general, and not just for littleMaids) using a XML format style coding? Similar to Nexon's Mabinogi Pet AI system ( http://wiki.mabinogi...w/Pet_AI_Editor )
also how hard would it be to code this for say someone like I who only knows object oriented coding such as xhtml, CSS3, and then javescript?
Literally speaking, anything is technically possible ... and it might be an interesting challenge for someone to take on. Myself, I would prefer the XML aspect from an editing perspective, but I've yet to get a handle on Java + XML programming, so I'm at a loss where to start. (The Inventory Tweaks mod is open source, and uses pseudo-XML for organizing sorting, so try looking at how an XML file is loaded and read in that, for one thing.)
Assuming the general knowledge from those languages and formats you listed transfer to help you learn to code Java, you may have an advantage you don't even know yet -- yes, Java is object-oriented programming. "It depends what 'how hard' means to you", would be the initial response; but just try with a small idea first.
Also About the Little Maids mod being built off the Player Code? Thus the reason it conflicts with Mine and Blade: Battle Gear, thuamcraft 3/4, so on. Why does the little maid mod suffer so badly from being coded this way, but mods that include cloning, or simply player like mobs that act simular to the player arnt effect so horribly from being coded like this?
Sorry if that was hard to read, it's so hoooot here in my recording studio and ug, anyways I want food and water I's partched and thank you in advance >.<
Easy enough to understand, and you are welcome. Any questions are welcome, with the proviso that I don't know everything about a subject; even if I don't know an answer, you'll never get anything but honesty from me.
Regarding conflicts from other mods; it's kind of what I already said, in my last post; MMM wrote it the way he did, because ... I don't know. Perhaps he was not able to make the AI modes he wanted with the vanilla AI system; perhaps he intentionally wanted to go another route with his code. Perhaps he didn't want AI modes to be usable by other mob entities; who knows? It would be an interesting read, if someone could find the guy and ask these questions.
To be honest, I don't really have very many mods installed at any one time; I generally hand-pick a single mod at a time to add, and thus far I have not had experience with those you mentioned, only the little maids mod.
One of the things I'll be focusing on, in my own re-write of LMM, will be expanding/revamping the AI system for it. I don't know what other people want, but I do know that I won't be able to please everyone, so changes will be tiny, until I get the idea what is really needed for the maids first, and secondarily for other-mod compatibility.
I don't know what other people want, but I do know that I won't be able to please everyone, so changes will be tiny, until I get the idea what is really needed for the maids first, and secondarily for other-mod compatibility.
Better AI path finding and a fix for out-of-bounds teleportation. Those are the two biggest issues i've seen with it. I've watched too many maids walk off cliffs and die when they get teleported back to their point of origin because of the lack of resetting the fall distance. Case in point: I had a mystcraft age for a floating island base so that I would be forced to have a small base instead of a huge one, and I chose to build a mob spawning farm off the island and maids traversing it collecting drops and killing mobs. Every so often a maids locked coordinates would alter and they would get stuck in a falling respawn loop in the middle of nowhere, and any attempt to save their lives was met with instant maid death.
Not only that, but the tracer pathfinding is god awful and could seriously use a revamp. I think most people, if not all of them would agree that pathfinding and out of bounds teleportation are the biggest flaws.
Aside from those, I would like to see the Healer class get either divided up or get a fix for situational awareness. If I have a healer following me, I want them to be able to pick and use the best potion or food to give me at a given moment. For example, if I lost a large chunk of health, I want them to change to a potion of instant health, or if i'm poisoned, for them to change to a milk bucket or potion of regen.
The same with combat classes. I would love a mixed class that would use a bow when a target gets within a certain radius of them, but I would like them to also change to a sword when the target gets too close.
Something that doesn't currently exist , as far as i'm aware, would be a class that harvests and plants vanilla crops. Farming is one thing that I always try to do but end up forgetting because of how tedious it is compared to putting a maid in blood sucker mode in a cow pen with a looting X axe.
There's not really a whole lot that needs to be "fixed" with the maids, really. As things are now, everything works more or less the way its intended to, nothings broken, and they give a reason to actually have a sugarcane farm. I would even be happy with plain version updates while keeping content the same, since getting used to doing things in a new way after using them in the original way for over two years gets infuriating, and LMM is the only mod aside from treecapitator and backpacks that has never gone through any change, and I like that.
Better AI path finding and a fix for out-of-bounds teleportation. Those are the two biggest issues i've seen with it. I've watched too many maids walk off cliffs and die when they get teleported back to their point of origin because of the lack of resetting the fall distance. Case in point: I had a mystcraft age for a floating island base so that I would be forced to have a small base instead of a huge one, and I chose to build a mob spawning farm off the island and maids traversing it collecting drops and killing mobs. Every so often a maids locked coordinates would alter and they would get stuck in a falling respawn loop in the middle of nowhere, and any attempt to save their lives was met with instant maid death.
Would you, by any chance, have a video channel (Youtube, Twitch, or other) where you would care to upload this happening in game? I'm often looking for any Little Maid Mob mod videos, even of showing glitchy occurences, because it gives me an idea of the "what", "why", and "how" of it all.
One of my other modding efforts happens to be an attempt to make a SkyBlock-based mod, instead of a simple map, so that players like myself could have a customizable SkyBlock world generator. I have also experienced this "infinite falling" loop; an additional mod I've created is meant to prevent the additional death-loop, just not the original death of falling. I'm thinking I could adapt some of that code for usability by the maids.
Not only that, but the tracer pathfinding is god awful and could seriously use a revamp. I think most people, if not all of them would agree that pathfinding and out of bounds teleportation are the biggest flaws.
Pathfinding is generally high in my list of priorities. My own usage of maids has been more domestic, close to "home"; so I'd like to see video examples of a maid tracer for a better understanding.
On pathfinding for AI modes in general:
I was thinking along the lines of maids in escort mode would be examining where the player will be in the next second or two, based upon player's speed and direction, not where he is right now.
In a flat map, a player facing north and walking normally can be expected to cover 'x' blocks in a whole second; under the same condition, the player sprinting would cover a bit more ground. The maid(s) following the player should be able to calculate the vector to head toward; if the player changes direction or even strafes left/right, any maids escorting should change as well, in a smooth flow, as with a flock of birds.
This could also be potentially analyzed if a height difference would cause a maid to fall, and adapt with a slight vector change, as necessary.
Aside from those, I would like to see the Healer class get either divided up or get a fix for situational awareness. If I have a healer following me, I want them to be able to pick and use the best potion or food to give me at a given moment. For example, if I lost a large chunk of health, I want them to change to a potion of instant health, or if i'm poisoned, for them to change to a milk bucket or potion of regen.
The same with combat classes. I would love a mixed class that would use a bow when a target gets within a certain radius of them, but I would like them to also change to a sword when the target gets too close.
Both should be easily within the realm of possibility, because in the first instance, it's just a matter of a few tweaks in code, and in the second case, perhaps merging the combat modes to perform the contextual choosing of weapon.
For the Healer mode, it's doable without a need to divide up the AI mode; it should be dependent upon whether player health or hunger is less than a certain percent of maximum, with her constantly watching her master. It could also be configurable; some players might want their maids to only feed or heal if health is less than twenty percent, while others would want it any time health is less than eighty percent of normal.
Something that doesn't currently exist, as far as i'm aware, would be a class that harvests and plants vanilla crops. Farming is one thing that I always try to do but end up forgetting because of how tedious it is compared to putting a maid in blood sucker mode in a cow pen with a looting X axe.
Now, tell me truly, you've already seen my Wikia page, haven't you? (If not, search for "DiggingStraightDown Minecraft Modding" on Wikia for a peek at some of the different modding ideas I've been collecting; find the "GLUE" page for my revamp of LMM.) I did make mention of a farming AI mode, and a few other ideas, for the little maids.
That aside, this would not necessarily be restricted to vanilla-only plantings either, but the hardest part might be specifying configurable hoeing and planting layouts.
Some players do a 5x5 plan with water in the center, for single-block plants; some like to do a strip of water with a single row of plantings on each side (especially useful for melons, pumpkins, whatever grows to one side); and perhaps other layouts exist. Even 'tree farms' would be possible, with enough space.
I merely need to figure how to standardize a planting-scheduling descriptor, as some kind of text file that could be read in and used. Something like Millenaire that uses .png graphics for specifying where building blocks are placed; but perhaps as flat text instead. The sharability of such layout files would be beneficial, I'm sure, because there could be vanilla-Minecraft layouts, and layouts for other mods which provide seeds, saplings, plants, trees, et cetera.
There's not really a whole lot that needs to be "fixed" with the maids, really. As things are now, everything works more or less the way its intended to, nothings broken, and they give a reason to actually have a sugarcane farm. I would even be happy with plain version updates while keeping content the same, since getting used to doing things in a new way after using them in the original way for over two years gets infuriating, and LMM is the only mod aside from treecapitator and backpacks that has never gone through any change, and I like that.
Even if you say that, ... Minecraft itself is not a static game; it's not necessarily a matter of "fixing" the mod, but features are always being added, improved, and even removed to the core game; so I have envisioned a few improvements upon LMM to keep up to date.
And even if it's fixes and changes, change is not necessarily bad; perhaps, for players who want to keep LMM as-is, one of the biggest changes might be in seeing how I make the player's inventory screen and the maid's inventory screen side-by-side, instead of one screen.
I would also not need to keep AI modes being so dependent on the first slot item; a button for toggling available modes would be more likely, based upon the total inventory.
Here's the biggest kicker: since my efforts are entirely a revamp, some things will be changing intentionally; therefore, any release I make would come with the proviso that it is recommended you start with a fresh world, I cannot guarantee backward-compatibility with Little Maid Mob mod, because it's more than just data stored in NBT tags.
But thanks for reminding me, about "fixing"; I realize that my earlier "changes will be tiny" is just a bit premature; so I will amend it to mean "changes after the initial release will be incremental". Or something.
Would you, by any chance, have a video channel (Youtube, Twitch, or other) where you would care to upload this happening in game? I'm often looking for any Little Maid Mob mod videos, even of showing glitchy occurences, because it gives me an idea of the "what", "why", and "how" of it all.
I don''t have any screen capture software anymore since the last time I used some it lagged my computer to a mere 8 fpd. If you know of anything other than fraps that won't severely reduce fps i'll give it a try.
Pathfinding is generally high in my list of priorities. My own usage of maids has been more domestic, close to "home"; so I'd like to see video examples of a maid tracer for a better understanding.
On pathfinding for AI modes in general:
I was thinking along the lines of maids in escort mode would be examining where the player will be in the next second or two, based upon player's speed and direction, not where he is right now.
In a flat map, a player facing north and walking normally can be expected to cover 'x' blocks in a whole second; under the same condition, the player sprinting would cover a bit more ground. The maid(s) following the player should be able to calculate the vector to head toward; if the player changes direction or even strafes left/right, any maids escorting should change as well, in a smooth flow, as with a flock of birds.
This could also be potentially analyzed if a height difference would cause a maid to fall, and adapt with a slight vector change, as necessary.
The problem with prediction is that it can lead to things like popping into a block or over a hole in the world. Tracer itself is buggy as hell, it uses redstone as a guide on where to go, and follows powered redstone. Since redstone can go up, the maids can sometimes follow it, but most of the t ime they get lost tryingt o jump up a block.
Both should be easily within the realm of possibility, because in the first instance, it's just a matter of a few tweaks in code, and in the second case, perhaps merging the combat modes to perform the contextual choosing of weapon.
For the Healer mode, it's doable without a need to divide up the AI mode; it should be dependent upon whether player health or hunger is less than a certain percent of maximum, with her constantly watching her master. It could also be configurable; some players might want their maids to only feed or heal if health is less than twenty percent, while others would want it any time health is less than eighty percent of normal.
Sounds great.
Now, tell me truly, you've already seen my Wikia page, haven't you? (If not, search for "DiggingStraightDown Minecraft Modding" on Wikia for a peek at some of the different modding ideas I've been collecting; find the "GLUE" page for my revamp of LMM.) I did make mention of a farming AI mode, and a few other ideas, for the little maids.
That aside, this would not necessarily be restricted to vanilla-only plantings either, but the hardest part might be specifying configurable hoeing and planting layouts.
Some players do a 5x5 plan with water in the center, for single-block plants; some like to do a strip of water with a single row of plantings on each side (especially useful for melons, pumpkins, whatever grows to one side); and perhaps other layouts exist. Even 'tree farms' would be possible, with enough space.
I merely need to figure how to standardize a planting-scheduling descriptor, as some kind of text file that could be read in and used. Something like Millenaire that uses .png graphics for specifying where building blocks are placed; but perhaps as flat text instead. The sharability of such layout files would be beneficial, I'm sure, because there could be vanilla-Minecraft layouts, and layouts for other mods which provide seeds, saplings, plants, trees, et cetera.
I looked at it just now, and I just plain don't like the thought of each maid having randomized stats, or really stats of any kind. It would be one thing if they all started as blank slates, and I get that in life some people are generally better than others at some things, but I think it just adds tedium. The hotbar idea sound good ,though the way you described it seemed like you were talking about a computercraft turtle that a maid.
Even if you say that, ... Minecraft itself is not a static game; it's not necessarily a matter of "fixing" the mod, but features are always being added, improved, and even removed to the core game; so I have envisioned a few improvements upon LMM to keep up to date.
And even if it's fixes and changes, change is not necessarily bad; perhaps, for players who want to keep LMM as-is, one of the biggest changes might be in seeing how I make the player's inventory screen and the maid's inventory screen side-by-side, instead of one screen.
I would also not need to keep AI modes being so dependent on the first slot item; a button for toggling available modes would be more likely, based upon the total inventory.
Here's the biggest kicker: since my efforts are entirely a revamp, some things will be changing intentionally; therefore, any release I make would come with the proviso that it is recommended you start with a fresh world, I cannot guarantee backward-compatibility with Little Maid Mob mod, because it's more than just data stored in NBT tags.
But thanks for reminding me, about "fixing"; I realize that my earlier "changes will be tiny" is just a bit premature; so I will amend it to mean "changes after the initial release will be incremental". Or something.
Improvments are highly debatable, one persons improvment is another persons ruining. Gregtechs idea of "improving" the game is to make it needlessly grindy, while NEI's "improvment" is making it possible to change game modes at a whim and look at recipes in-game, or even the way thaumcraft handles its major updates, where azanor "improves" his mod by changing absolutely everything about it.But as for new worlds, I build those pretty consistently. anytime I add a mod that adds significant changes to the game I start a new world.
One thing I would like to know is how you plan to handle the models. Would you plan on using the same exact maid models or have a new model? One one hand you have familiarity, and on the other you have plagarism, unless you did a joint project with MMM of course.
One thing I would like to know is how you plan to handle the models. Would you plan on using the same exact maid models or have a new model? One one hand you have familiarity, and on the other you have plagarism, unless you did a joint project with MMM of course.
Hold on a second, Evaleia. Plagiarism doesn't come into play, here. If you read the bit from MMM (it's in a text file that you can copy/paste into Google Translate or other service), he indicates you are free to do with the source code what you want. If you go to https://github.com and search for MMM by name and the little maid mob mod as a project, you will find everything that I and anyone else can use. One of the tenets of open source is the ability to fork a project to make your own implementation.
Now, with the "model"; do you mean the model class code, or the textures that cover the model? If the former, my above response holds. Some changes should be necessary but initially in the interest of "tidying up" the model class(es). If the latter, it still holds, if it was originally included in the Github repository; but I don't have any reason that the maid-model texturers found in this forum thread would object to their textures continuing to be useful...
Beyond this, I don't want to leave the current texturers in the dark, so I won't change the model quite so drastically without their input.
Hold on a second, Evaleia. Plagiarism doesn't come into play, here. If you read the bit from MMM (it's in a text file that you can copy/paste into Google Translate or other service), he indicates you are free to do with the source code what you want. If you go to https://github.com and search for MMM by name and the little maid mob mod as a project, you will find everything that I and anyone else can use. One of the tenets of open source is the ability to fork a project to make your own implementation.
Google translate is incredibly dumb, I only use it to reverse engineer my students sentences to figure what the hell they're saying whenever I can't piece together there broken english. Plus I don't speak nip, anytime I go to the japanese forums my visits consist of clicking every single post on the front page that are the version number i'm looking for, looking at everything inside spoiler boxes and thats a link, and looking for indications on whether a mod is ssp or smp, so unless it was written in bright colorful and/or bold letters in english, i'm 100% ignorant of it. I do a pretty okay job at figuring most things out on them there forums, but I can't for the life of me figure out the registration process.
But if thats the case, I highly suggest trying to get in contact with MMM and doing a co-op thing so that there are 0 conflicts if someones is trying to run both versions at once, because quite frankly, unless the current LMM stops getting updated entirely, theres basically 0 chance for me to migrate to a different version, unless theres great, mighty incentive to change over. I'm fairly confident that a good amount of people feel the same way, purists vs new age and all that.
I have screen capturing software, I can upload it to my Youtube, just give me a list of things to check :3?
Alrighty
Tracer mode failing to follow powered redstone path when requiring the need to jump a few blocks in a row
Maids teleporting into the ground/a wall. This one is nearly impossible to force trigger as it happens under unknown circumstances. The best way I can suggest to trigger it is building a platform a few blocks off the ground and linking her to that spot via freedom mode or freedom fencer mode and placing an enemy outside her range to force a teleport back to her origin, or leashing her with string and pulling her out of her area.
Maids walking off tall heights to reach master despite high probability of sustaining damage
!! Maids being linked to a spot in the air and running around in circles trying to get to their spot !! (May be hard to trigger)
Maids vanishing while giving them a piggyback ride when chunk generation lag occurs
That's all teh problems off the top of my head, some are nearly impossible to trigger, others are super simple. Chunk lag may not be present if you've got a high end computer.
I've heard of maids teleporting into walls but never have had it happen.
I've had maids walk off 4 block high spots to get to me but i dont think ever any higher than that, most of the time they seem really smart about path finding a safe way to me.
Never had a maid get stuck in the air.
I have had a couple maids vanish during chunk lag, they were not on my back but were following me, i turn around and they were gone never to be seen again.
New bug i have is maids wont ride on my back in the water, as soon as i touch the water they fall off, some one told me to use a boat, they still fall off when i try a boat. This never happened in 1.5.2, i could put her on my back , jump off a cliff into an ocean and swim all over with her on me. idk if anyone else is having this bug, maybe it's from another mod i'm running?
New bug i have is maids wont ride on my back in the water, as soon as i touch the water they fall off
This is a well known bug in most mods that allow a mob to mount your back o . o I have this ushie all the time, and not just with Little maids Mod mod~
Tracer mode failing to follow powered redstone path when requiring the need to jump a few blocks in a row
Maids teleporting into the ground/a wall. This one is nearly impossible to force trigger as it happens under unknown circumstances. The best way I can suggest to trigger it is building a platform a few blocks off the ground and linking her to that spot via freedom mode or freedom fencer mode and placing an enemy outside her range to force a teleport back to her origin, or leashing her with string and pulling her out of her area.
Maids walking off tall heights to reach master despite high probability of sustaining damage
!! Maids being linked to a spot in the air and running around in circles trying to get to their spot !! (May be hard to trigger)
Maids vanishing while giving them a piggyback ride when chunk generation lag occurs
That's all teh problems off the top of my head, some are nearly impossible to trigger, others are super simple. Chunk lag may not be present if you've got a high end computer.
I few of those things I didn't know where possible xD;;; but I can see if I can catch it on camera~ Time for some Livestreaming on TwitchTV/LoungeGaming, but frist restroom, and food~
The same with combat classes. I would love a mixed class that would use a bow when a target gets within a certain radius of them, but I would like them to also change to a sword when the target gets too close.
Something that doesn't currently exist , as far as i'm aware, would be a class that harvests and plants vanilla crops. Farming is one thing that I always try to do but end up forgetting because of how tedious it is compared to putting a maid in blood sucker mode in a cow pen with a looting X axe.
Primitive mobs mod had a skeleton that would put his bow away and draw his sword once you got close to it. So maids should be able to do this as well.
And there was another mod that you cloned your self and your clone would do stuff, farming was one of them and it wasnt too bad at it.
So both of those have been used in minecraft by other mods, so the maids should be able to do the same
Well, other mobs of other mods do it, but almost all of them are indiferente to you ( dont follow, etc.) so thats the big problem. Also their inventores are small, so ítem for activate job and the sugar to prevent a strike are like 15 stacks, also the cost of freedom/normal would be so expensive.
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MairuFrost
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Fort the first half in hour of the livestream i was able to see what you ment by freedom mode and tracer,
It seams like they only latch onto the closest red stone line to them, and if anything messes them up they "forget(?)" that they're on tracer mode???
Also during the livestream, I've noticed if you are in creative mode (might be any mode that allows you to fly without hitting the ground) and you go to a unloaded chunk it seams that the maids become synced to you and wont teliport when you touch the ground :C
About 40-50 minutes in however i had to stop because my gf wanted to play hawken wiffs me... xD;; Well i've been wanting her to stop playing Dark sousl 2 and play Hawken with me, so she did (sorries >3<!)
How to put in textures like when i try the maids get distorted bodies
like the Omamori Himari textures dwn cause it to have me and my maids that is using those textures to have our faces facing upwards and our actual face are the necks
Well, I'm not so much a fan of gun mods in general; because if it's just a matter of a maid not hitting hard enough or fast enough, then the maid archery class could be retrofitted to provide something like a "bloodsucker with a bow" type of AI mode, perhaps when the bow is one with a certain level of enchantment or something. (Wait a minute, I just had an idea...! lol)
But in consideration, it would depend upon how the actual gun item in the subjective mod was coded.
For one, if the gun class inherits from some class or implements some interface in either vanilla Minecraft or the Forge modding API, the probability that support for such a gun mod could be supported would be high, if not almost certain. Assuming that the gun mod was an open source project, that would most certainly guarantee that someone, anyone with the interest and ability, could implement some inter-mod compatibility. Even if not open-source, a raw examination of the class files within the compiled jar might reveal which item class should be checked for in code.
That was a lot of techno-babble. I just want something thats faster than a bow, does more damage than a bow, and can be used by a maid. for the time being, i've settled on having mine use the MPS Power Fist with the Railgun addon. It's not as fast as a bow, but when the power it capped it one shots most enemies, and what it doesn't one shot gets knocked back pretty far. Not to forget that the heat generated by the use of it does NOT affect maids at all. In a test world I had spawns some creepers for my maid to shoot, and after a few tests I went to see how much power it drain, and when I put it in my invo and held it I was on fire and the heat meter was off the screen, which made me realize that maids are immune to the MPS heat damage.
That brings up some interesting points, to me, hat says anything that has a maid isn't counted in the same pool as other AI, since ive tested things like feather falling and the power fist on zombies, and they allowed the enchant and the heat damage to take effect. Not only that, but the Cleaver type weapons in TiCon usually force the player to attack super slow, while a maid can use them without any negative side effects whatsoever. It's a double edges sword, on one hand there is only one specific way to prevent a maid from dying to fall damage, since things like enchants or longfall boots don't work on them, but on the other hand, they can use otherwised nerfed weapons without having to cope with the nerf.
But after thinking about it some, i'm pretty sure how the gun is coded doesn't matter as long as you can just shoot and reload with right click. I mean when I made my own gun mod as a test to see how it would work, the maids could use it, and they could use it very, very well, but if you ever got caught in the cross fire you would basically turn into a dead body littering the world with items, since you would get knocked back a good 80 or so chunks,and if for some reason the shot didnt kill you, the landing would, unless you landed in deep enough water.
Yep, that's me. I live and breathe technobabble. It's not a problem; it's a solution.
I have never seen in any of the LMM code, any indication that maid entities took into consideration the temperature of things, not even of lava. Not 100% sure but I think that entity avoidance of lava was typically done based upon the blockID, not whether it could burn the entity; although hostile mobs do have a "light check" to avoid daylight... It's possible to add a temperature check, but I'm not sure how exactly how it should be coded. If the LMM mode is set based upon thinking the gun in the slot is an archery-type equipment, the Archer mode needs to be fixed; bows and guns are two different types of weapons, so that means creating a different mode for guns.
You are right on that first point. The maid AI modes each extend an abstract public class (which is only found in the Little Maid Mob mod) that provides the prototype for the maid AI. That is to say, it wasn't a matter of "plugging into" the AI infrastructure found in vanilla Minecraft; because MMM and friends wanted to write the entity with the capabilities it has so far.
It seems for the rest, if I understand your description, that maids plus guns (or, any item from other mods meant to be used by the player) are a potentially game-unbalancing combination, to the nth degree.
Wait. Knockback ... eighty chunks, or blocks??? Two very different measures...
As far as the maids are concerned, anything that right clicks to shoot is a bow, which is pretty great.
I have no idea what any of that means.
Yeah, they super unbalance it, depending on your interpretation.
Guns don't cause heat, or at least none of the guns i've ever used in minecraft caused heat, the railgun addition to the powerfist in modular powersuits causes fire damage when the heat bar gets too high, but the maids don't give any indication of anything happening. And since they don't register the heat meter, they dont take fire damage that the heat meter is supposed to cause.
I've never had a maid contract expire, since the first thing I do in a new world is start a sugarcane farm. Usually by day three i've automated sugar collection entirely.
But yeah, the gun mods i've used are balance are players using them, because NPC's arent supposed to be able to use them, not counting better dungeons mobs, which carry guns from time to time.
Yes. 80 chunks. When I was throing in numbers, I had no idea what I was doing, so the gun I made did a total of around 8000 hearts of damage and anything with a hitbox got shot backwards 80 chunks, on average. I know this because I got sick of counting past the 80 chunk mark whenever I would go and test range. Hell, half the time when I miss a target and go to find where the bullet landed I would give up looking, only to find it again when I was doing something else entirely and would find random bullets everywhere. Needless to say I never fully implemented that particular mod, so its a creative mode toy for cleaning up an excess of mobs after a test that requires hostiles.
One time I shot several volleys straight into the air. I have no idea where they went, or if theyre even on their way back down to earth or not.also how hard would it be to code this for say someone like I who only knows object oriented coding such as xhtml, CSS3, and then javescript?
Also About the Little Maids mod being built off the Player Code? Thus the reason it conflicts with Mine and Blade: Battle Gear, thuamcraft 3/4, so on. Why does the little maid mod suffer so badly from being coded this way, but mods that include cloning, or simply player like mobs that act simular to the player arnt effect so horribly from being coded like this?
Sorry if that was hard to read, it's so hoooot here in my recording studio and ug, anyways I want food and water I's partched and thank you in advance >.<
Literally speaking, anything is technically possible ... and it might be an interesting challenge for someone to take on. Myself, I would prefer the XML aspect from an editing perspective, but I've yet to get a handle on Java + XML programming, so I'm at a loss where to start. (The Inventory Tweaks mod is open source, and uses pseudo-XML for organizing sorting, so try looking at how an XML file is loaded and read in that, for one thing.)
Assuming the general knowledge from those languages and formats you listed transfer to help you learn to code Java, you may have an advantage you don't even know yet -- yes, Java is object-oriented programming. "It depends what 'how hard' means to you", would be the initial response; but just try with a small idea first.
Easy enough to understand, and you are welcome. Any questions are welcome, with the proviso that I don't know everything about a subject; even if I don't know an answer, you'll never get anything but honesty from me.
Regarding conflicts from other mods; it's kind of what I already said, in my last post; MMM wrote it the way he did, because ... I don't know. Perhaps he was not able to make the AI modes he wanted with the vanilla AI system; perhaps he intentionally wanted to go another route with his code. Perhaps he didn't want AI modes to be usable by other mob entities; who knows? It would be an interesting read, if someone could find the guy and ask these questions.
To be honest, I don't really have very many mods installed at any one time; I generally hand-pick a single mod at a time to add, and thus far I have not had experience with those you mentioned, only the little maids mod.
One of the things I'll be focusing on, in my own re-write of LMM, will be expanding/revamping the AI system for it. I don't know what other people want, but I do know that I won't be able to please everyone, so changes will be tiny, until I get the idea what is really needed for the maids first, and secondarily for other-mod compatibility.
Better AI path finding and a fix for out-of-bounds teleportation. Those are the two biggest issues i've seen with it. I've watched too many maids walk off cliffs and die when they get teleported back to their point of origin because of the lack of resetting the fall distance. Case in point: I had a mystcraft age for a floating island base so that I would be forced to have a small base instead of a huge one, and I chose to build a mob spawning farm off the island and maids traversing it collecting drops and killing mobs. Every so often a maids locked coordinates would alter and they would get stuck in a falling respawn loop in the middle of nowhere, and any attempt to save their lives was met with instant maid death.
Not only that, but the tracer pathfinding is god awful and could seriously use a revamp. I think most people, if not all of them would agree that pathfinding and out of bounds teleportation are the biggest flaws.
Aside from those, I would like to see the Healer class get either divided up or get a fix for situational awareness. If I have a healer following me, I want them to be able to pick and use the best potion or food to give me at a given moment. For example, if I lost a large chunk of health, I want them to change to a potion of instant health, or if i'm poisoned, for them to change to a milk bucket or potion of regen.
The same with combat classes. I would love a mixed class that would use a bow when a target gets within a certain radius of them, but I would like them to also change to a sword when the target gets too close.
Something that doesn't currently exist , as far as i'm aware, would be a class that harvests and plants vanilla crops. Farming is one thing that I always try to do but end up forgetting because of how tedious it is compared to putting a maid in blood sucker mode in a cow pen with a looting X axe.
There's not really a whole lot that needs to be "fixed" with the maids, really. As things are now, everything works more or less the way its intended to, nothings broken, and they give a reason to actually have a sugarcane farm. I would even be happy with plain version updates while keeping content the same, since getting used to doing things in a new way after using them in the original way for over two years gets infuriating, and LMM is the only mod aside from treecapitator and backpacks that has never gone through any change, and I like that.
Would you, by any chance, have a video channel (Youtube, Twitch, or other) where you would care to upload this happening in game? I'm often looking for any Little Maid Mob mod videos, even of showing glitchy occurences, because it gives me an idea of the "what", "why", and "how" of it all.
Pathfinding is generally high in my list of priorities. My own usage of maids has been more domestic, close to "home"; so I'd like to see video examples of a maid tracer for a better understanding.
I was thinking along the lines of maids in escort mode would be examining where the player will be in the next second or two, based upon player's speed and direction, not where he is right now.
In a flat map, a player facing north and walking normally can be expected to cover 'x' blocks in a whole second; under the same condition, the player sprinting would cover a bit more ground. The maid(s) following the player should be able to calculate the vector to head toward; if the player changes direction or even strafes left/right, any maids escorting should change as well, in a smooth flow, as with a flock of birds.
This could also be potentially analyzed if a height difference would cause a maid to fall, and adapt with a slight vector change, as necessary.
Both should be easily within the realm of possibility, because in the first instance, it's just a matter of a few tweaks in code, and in the second case, perhaps merging the combat modes to perform the contextual choosing of weapon.
For the Healer mode, it's doable without a need to divide up the AI mode; it should be dependent upon whether player health or hunger is less than a certain percent of maximum, with her constantly watching her master. It could also be configurable; some players might want their maids to only feed or heal if health is less than twenty percent, while others would want it any time health is less than eighty percent of normal.
Now, tell me truly, you've already seen my Wikia page, haven't you? (If not, search for "DiggingStraightDown Minecraft Modding" on Wikia for a peek at some of the different modding ideas I've been collecting; find the "GLUE" page for my revamp of LMM.) I did make mention of a farming AI mode, and a few other ideas, for the little maids.
That aside, this would not necessarily be restricted to vanilla-only plantings either, but the hardest part might be specifying configurable hoeing and planting layouts.
I merely need to figure how to standardize a planting-scheduling descriptor, as some kind of text file that could be read in and used. Something like Millenaire that uses .png graphics for specifying where building blocks are placed; but perhaps as flat text instead. The sharability of such layout files would be beneficial, I'm sure, because there could be vanilla-Minecraft layouts, and layouts for other mods which provide seeds, saplings, plants, trees, et cetera.
Even if you say that, ... Minecraft itself is not a static game; it's not necessarily a matter of "fixing" the mod, but features are always being added, improved, and even removed to the core game; so I have envisioned a few improvements upon LMM to keep up to date.
I would also not need to keep AI modes being so dependent on the first slot item; a button for toggling available modes would be more likely, based upon the total inventory.
I don''t have any screen capture software anymore since the last time I used some it lagged my computer to a mere 8 fpd. If you know of anything other than fraps that won't severely reduce fps i'll give it a try.
The problem with prediction is that it can lead to things like popping into a block or over a hole in the world. Tracer itself is buggy as hell, it uses redstone as a guide on where to go, and follows powered redstone. Since redstone can go up, the maids can sometimes follow it, but most of the t ime they get lost tryingt o jump up a block.
Sounds great.
I looked at it just now, and I just plain don't like the thought of each maid having randomized stats, or really stats of any kind. It would be one thing if they all started as blank slates, and I get that in life some people are generally better than others at some things, but I think it just adds tedium. The hotbar idea sound good ,though the way you described it seemed like you were talking about a computercraft turtle that a maid.
Improvments are highly debatable, one persons improvment is another persons ruining. Gregtechs idea of "improving" the game is to make it needlessly grindy, while NEI's "improvment" is making it possible to change game modes at a whim and look at recipes in-game, or even the way thaumcraft handles its major updates, where azanor "improves" his mod by changing absolutely everything about it.But as for new worlds, I build those pretty consistently. anytime I add a mod that adds significant changes to the game I start a new world.
One thing I would like to know is how you plan to handle the models. Would you plan on using the same exact maid models or have a new model? One one hand you have familiarity, and on the other you have plagarism, unless you did a joint project with MMM of course.
Hold on a second, Evaleia. Plagiarism doesn't come into play, here. If you read the bit from MMM (it's in a text file that you can copy/paste into Google Translate or other service), he indicates you are free to do with the source code what you want. If you go to https://github.com and search for MMM by name and the little maid mob mod as a project, you will find everything that I and anyone else can use. One of the tenets of open source is the ability to fork a project to make your own implementation.
Now, with the "model"; do you mean the model class code, or the textures that cover the model? If the former, my above response holds. Some changes should be necessary but initially in the interest of "tidying up" the model class(es). If the latter, it still holds, if it was originally included in the Github repository; but I don't have any reason that the maid-model texturers found in this forum thread would object to their textures continuing to be useful...
Beyond this, I don't want to leave the current texturers in the dark, so I won't change the model quite so drastically without their input.
Google translate is incredibly dumb, I only use it to reverse engineer my students sentences to figure what the hell they're saying whenever I can't piece together there broken english. Plus I don't speak nip, anytime I go to the japanese forums my visits consist of clicking every single post on the front page that are the version number i'm looking for, looking at everything inside spoiler boxes and thats a link, and looking for indications on whether a mod is ssp or smp, so unless it was written in bright colorful and/or bold letters in english, i'm 100% ignorant of it.
I do a pretty okay job at figuring most things out on them there forums, but I can't for the life of me figure out the registration process.But if thats the case, I highly suggest trying to get in contact with MMM and doing a co-op thing so that there are 0 conflicts if someones is trying to run both versions at once, because quite frankly, unless the current LMM stops getting updated entirely, theres basically 0 chance for me to migrate to a different version, unless theres great, mighty incentive to change over. I'm fairly confident that a good amount of people feel the same way, purists vs new age and all that.
Alrighty
I've heard of maids teleporting into walls but never have had it happen.
I've had maids walk off 4 block high spots to get to me but i dont think ever any higher than that, most of the time they seem really smart about path finding a safe way to me.
Never had a maid get stuck in the air.
I have had a couple maids vanish during chunk lag, they were not on my back but were following me, i turn around and they were gone never to be seen again.
New bug i have is maids wont ride on my back in the water, as soon as i touch the water they fall off, some one told me to use a boat, they still fall off when i try a boat. This never happened in 1.5.2, i could put her on my back , jump off a cliff into an ocean and swim all over with her on me. idk if anyone else is having this bug, maybe it's from another mod i'm running?
This is a well known bug in most mods that allow a mob to mount your back o . o I have this ushie all the time, and not just with Little maids Mod mod~
I few of those things I didn't know where possible xD;;; but I can see if I can catch it on camera~ Time for some Livestreaming on TwitchTV/LoungeGaming, but frist restroom, and food~
I'm up for watching that. +following now...
Primitive mobs mod had a skeleton that would put his bow away and draw his sword once you got close to it. So maids should be able to do this as well.
And there was another mod that you cloned your self and your clone would do stuff, farming was one of them and it wasnt too bad at it.
So both of those have been used in minecraft by other mods, so the maids should be able to do the same
It seams like they only latch onto the closest red stone line to them, and if anything messes them up they "forget(?)" that they're on tracer mode???
Also during the livestream, I've noticed if you are in creative mode (might be any mode that allows you to fly without hitting the ground) and you go to a unloaded chunk it seams that the maids become synced to you and wont teliport when you touch the ground :C
About 40-50 minutes in however i had to stop because my gf wanted to play hawken wiffs me... xD;; Well i've been wanting her to stop playing Dark sousl 2 and play Hawken with me, so she did (sorries >3<!)
like the Omamori Himari textures dwn cause it to have me and my maids that is using those textures to have our faces facing upwards and our actual face are the necks