also why does morph not work with little maids when i kill one i turn into a pig
its the way the mobs work. lmm is set up to be a stand alone mob, iirc. most mods do not work with them, especially ones that alter it, or add things that are at the edge of the id range, iirc. but there is a mod that lets you become a maid, Playerformlittlemaid.
Well, basically to change the Checkownername=false to Checkownername=true. its the LMM_littleMaidMob.class file. i need to change it or it wont work in lan. how do i change it, because in notepad its symbols.
Editing the class files? What you are asking is nearly impossible, if not improbably.
Now, the java source code files, on the other hand, ... what you are looking for is a development environment, generally called an IDE, or "Integrated Development Environment"; the most used one seems to be Eclipse, but I don't use that, I prefer the NetBeans IDE for developing.
The source code is readily available for copying, downloading, forking to your own repository, whatever pleases you. Just look on Github for the user named MMM666, and perhaps additionally Modchu, and take a look into their public repositories; you should see some things relevant to the little maids mod(s).
Oh, and FYI, I've mentioned this perhaps a few times already (here and elsewhere), but I am also working on my own revamp of the Little Maid Mob mod, branching it off to a new mod name as well. (I also have a Wikia site for collecting my modding ideas, you can find it by literally searching for "DiggingStraightDown Minecraft modding"....)
and how is that going? still accepting ideas? cause I have a couple.....
1. The axe maid needs to also include a tree chopping mode, like give an axe and click her and the tree with sugar.
2. More mod support. to lessen the crashes when the maid picks up non vanilla items.
3. Maybe a romance option...like minecraft comes alive. give it a rose and it "woos" her or an affection level.
4. mixing in the beverly 7 tall models into it. because well we all would like tall maids.
5. a glitch free modeling setup. like a brand new independant gui for mixing and matching.
6. Maid Vehicles.
7. a maid school structure, where you other than having to search for wild spawns, you go to the school if you found it and pay sugar or the standard cake, and a random maid is spawned.
8. a mansion/castle mode. like you put down a block in each room and the maid will travel the place to each block looking for tasks.
Ok. Please, explain how i can go into the mod_LMM_LittleMaidMob.class file, and edit the line that allows it to work when i play LAN. i tried a decompiler, but it wouldnt let me edit it.
and how is that going? still accepting ideas? cause I have a couple.....
For the record, I'd say I'm always ready and willing to accept more suggestions, moreso if it can be well thought out yet add a humorous or whimsical tone. But by all means, don't be shy in sending your comments; my inbox so far is "feeling unloved" from having so few messages in all the time I've been here...
1. The axe maid needs to also include a tree chopping mode, like give an axe and click her and the tree with sugar.
The Bloodsucker is not her ideal use of the axe, right? It's an idea I already have on my Wikia page; the idea is to create a separate "battle axe" to use for that mode, and use the vanilla axes for normally chopping trees. I had also thought of adding in some polearm weapons (crafted two or three sticks in diagonal, or an axe on top with sticks below) for the little combat maids as well, but didn't know how that would be received. It might end up giving her one heck of a reach against oncoming mobs.
2. More mod support. to lessen the crashes when the maid picks up non vanilla items.
Well, first, I must admit I run with only a minimum of other mods; I don't really go for the large modpacks or download mods at random, so inter-mod compatibility is somewhat of a "dark art" in my eyes. Such compatibility would be secondary to actually have the mod itself up and running, but of course I would at least try to remain open-minded about what issues crop up between my mod and others.
3. Maybe a romance option...like minecraft comes alive. give it a rose and it "woos" her or an affection level.
I'm not opposed to allowing for this; but I'm kind of mind-boggled. First, we have Notch's comment that there are no genders in Minecraft, despite the fact that players can "breed" passive mobs to each other; then we have the fact that some peope are either "weirded out" or might not want to get our 'chocolate" in MCA's "peanut butter", so to speak. I am open to commentary on the pluses and minuses of maid romancing options. (Oh for goodness' sake, it seems something in the universe is telling me to just make my own Millenaire clone already. Nevermind.)
4. mixing in the beverly 7 tall models into it. because well we all would like tall maids.
5. a glitch free modeling setup. like a brand new independant gui for mixing and matching.
A reworked GUI screen? I've been working on something like that.
Another thing, since I had already copied the source codes of the aforementioned repositories, I've now got a lot of different maid models all together in the same mod, literally, dozens of model classes; but I believe I already have Beverly models 2, 3, 4, 5, and 6, but not #7 yet -- I'll have to look for it. it seems a lot of these modeling, texturing, and rendering classes are quite nebulous and interdependent. I'll figure out which ones can be simplified, at a later time.
7. a maid school structure, where you other than having to search for wild spawns, you go to the school if you found it and pay sugar or the standard cake, and a random maid is spawned.
8. a mansion/castle mode. like you put down a block in each room and the maid will travel the place to each block looking for tasks.
Interesting ideas, as well. I had also thought of a "maid dimension", specializing in some rare-quality maids, and perhaps a "chief maid" entity as a Boss-level encounter... Nah, that would be too evil of me-- Muahahahahahah......*cough* *choke* "Don't tell me, she's right behind m-" *splat*
Ok. Please, explain how i can go into the mod_LMM_LittleMaidMob.class file, and edit the line that allows it to work when i play LAN. i tried a decompiler, but it wouldnt let me edit it.
Decompilers can be useful; I've used them myself. But it is unnecessary in this case; you merely need to download a copy of the relevant source code repositories and edit the plain text files, THEN you will compile them with your fixes. (Hopefully, all using a proper IDE that warns you of errors and mistakes, provides syntax assistance, and generally allows you to "projectize" your modding efforts.)
But the first question should be, do you have some general Java development experience? It's not so difficult to learn if you have decent learning resources; in my case I'm entirely self-taught, and happy to be so. But on the other hand, in this case it's not something you can expect to make one simple change in a file and expect it to work immediately.
Edit: In addition, even if what you were wanting to do would be possible, it's not simply a case of editing the mod's main file; the whole mod has many Java classes that are inter-dependent, and in this case you would also be needing to determine which features need to send or receive packeted state-change information, as well as creating the classes which handle those things. Go to http://www.minecraftforge.net/ especially in the wiki tutorials for a bit of insight as to how to do some of that.
For the record, I'd say I'm always ready and willing to accept more suggestions, moreso if it can be well thought out yet add a humorous or whimsical tone. But by all means, don't be shy in sending your comments; my inbox so far is "feeling unloved" from having so few messages in all the time I've been here...
The Bloodsucker is not her ideal use of the axe, right? It's an idea I already have on my Wikia page; the idea is to create a separate "battle axe" to use for that mode, and use the vanilla axes for normally chopping trees. I had also thought of adding in some polearm weapons (crafted two or three sticks in diagonal, or an axe on top with sticks below) for the little combat maids as well, but didn't know how that would be received. It might end up giving her one heck of a reach against oncoming mobs.
Well, first, I must admit I run with only a minimum of other mods; I don't really go for the large modpacks or download mods at random, so inter-mod compatibility is somewhat of a "dark art" in my eyes. Such compatibility would be secondary to actually have the mod itself up and running, but of course I would at least try to remain open-minded about what issues crop up between my mod and others.
I'm not opposed to allowing for this; but I'm kind of mind-boggled. First, we have Notch's comment that there are no genders in Minecraft, despite the fact that players can "breed" passive mobs to each other; then we have the fact that some peope are either "weirded out" or might not want to get our 'chocolate" in MCA's "peanut butter", so to speak. I am open to commentary on the pluses and minuses of maid romancing options. (Oh for goodness' sake, it seems something in the universe is telling me to just make my own Millenaire clone already. Nevermind.)
A reworked GUI screen? I've been working on something like that.
Another thing, since I had already copied the source codes of the aforementioned repositories, I've now got a lot of different maid models all together in the same mod, literally, dozens of model classes; but I believe I already have Beverly models 2, 3, 4, 5, and 6, but not #7 yet -- I'll have to look for it. it seems a lot of these modeling, texturing, and rendering classes are quite nebulous and interdependent. I'll figure out which ones can be simplified, at a later time.
Do you have a "for example" on this? Did you mean so that the player rides the maid, similar to riding a horse?
Interesting ideas, as well. I had also thought of a "maid dimension", specializing in some rare-quality maids, and perhaps a "chief maid" entity as a Boss-level encounter... Nah, that would be too evil of me-- Muahahahahahah......*cough* *choke* "Don't tell me, she's right behind m-" *splat*
with timezone differences and such, i usually shy away from pm's and inboxes. But for the vehicles I was thinking of a maid driven coach or wagon as a mode for player transport. and an independent mode for it, maybe relying on torch/redstone torch waypoints to get from point a to b. The boss idea would be cool, cooler if you could "subdue" it and make it your personal head of staff with various benefits, like a living beacon. yeah notch said its genderless, but many of my friends would love to see a maid romance, because since the gf mod was discontinued long ago, and the ore spawn gf's are just bare bones it would be cool to see more than minecraft comes alive standard relationships. I dont know, im a purist in that sense, would be interested in seeing anime style romance situation come up. but its up to you. the polearm idea is really cool, but you should expand it to the other attack types, like bows crossbows and throwing weapons for the archer, and various swords for the swordsmaid. and possibly looking into the magic mods: Sorcery, etc. to make a magic based maid. Sorcery is being revamped right now, maybe get in touch with the author on a collab? I really like the sorcery mod as it gives you wand based magic, but isnt terribly OP, and other neat things. but most importantly its all on you, and we in the community await to see the fruits of your labor.
Tested, the tall models I had doesn't work for 1.6.4. They are selectable, but with invisible texture.
Also, chekownername thing is in the .cfg file in /config folder, the mod_LMM_Litllemaid.cfg is what you open with notepad.
Tested, the tall models I had doesn't work for 1.6.4. They are selectable, but with invisible texture.
Also, chekownername thing is in the .cfg file in /config folder, the mod_LMM_Litllemaid.cfg is what you open with notepad.
OMG THANK YOU!!!!! THATS EXACTLY WHAT I WAS LOOKING FOR!!!!
its the way the mobs work. lmm is set up to be a stand alone mob, iirc. most mods do not work with them, especially ones that alter it, or add things that are at the edge of the id range, iirc. but there is a mod that lets you become a maid, Playerformlittlemaid.
Hello guys! If I remember correctly, there is a 1.6.4 version somewhere in this thread. Would anyone mind if I use it in a modpack? Sorry, but I don't really know whom to ask...
Hello guys! If I remember correctly, there is a 1.6.4 version somewhere in this thread. Would anyone mind if I use it in a modpack? Sorry, but I don't really know whom to ask...
Just look in the main thread, downloads section. Kuroneko pasted a link to the post of yarrmateys where was offered the DL link
for 2, this might be related to the mod being made with modloader. modloader's kinda notorious for lack of compatibility with other mods, especially non-ml ones like forge, since forge can do so many things that make modloader explode.
for 3, isn't that what mobtalker is for? once that's done, its api could be added to the maid so if you wanted romancing, you could go with a whole storyline for that.
not insulting mobtalker, but it has severe limitations, what im talking about is a straight up whole new experience. i loved mob talker, but found it a little annoying to use.
Sounds like you have a lot of interesting ideas to play with.
Maid romances? Dunno. Right now the maids are kinda -too much- of a good thing. They remind me strongly of the Luggage from Terry Prachett's Discworld books. Fiercely loyal toward their Master, fiercely homicidal toward everything else. Carrying your junk without complaint. The only thing you can do to upset a maid is to forget her sugar. Maybe maids could bicker over who was doing the most work, or who was getting too much sugar. Suppose a maid decided she was doing all the fighting and you were shirking? Suppose she got tired of being treated like a pack mule and decided to sulk?
I'd like to see a way to show a maid your special appreciation. Besides extra sugar or a flower in her hair. Give her a reason to serve you with enthusiasm.
for 2, this might be related to the mod being made with modloader. modloader's kinda notorious for lack of compatibility with other mods, especially non-ml ones like forge, since forge can do so many things that make modloader explode.
That's why I'm doing my own rewrite completely in Forge, as much as humanly possible. Currently using the Forge download 10.12.0.1047, which is for use with Minecraft 1.7.2 version. Now, I've just got to continue developing, so I get below the two thousand three hundred errors in my development environment....
for 3, isn't that what mobtalker is for? once that's done, its api could be added to the maid so if you wanted romancing, you could go with a whole storyline for that.
not insulting mobtalker, but it has severe limitations, what im talking about is a straight up whole new experience. i loved mob talker, but found it a little annoying to use.
Mobtalker is another mod I'm attempting to revamp. Not going the same route as the "Mobtalker 2.0" folks, it's much more of just a "classic revamp" in my instance. But yeah, at some point in the future, it could be a possibility to get those two mods communicating with each other. Optional, and only some time in the future.
Hello guys! If I remember correctly, there is a 1.6.4 version somewhere in this thread. Would anyone mind if I use it in a modpack? Sorry, but I don't really know whom to ask...
It's been answered already, as the current and previous versions allow it; but going forward, for all my work I'd like to make note of a specific difference from others' policies. I'm starting with a heavy and immediate "NO MEANS NO, DUDE" for any modpack which uses advertising on their site for revenue. Why let others make money off my blood, sweat, and tears? This would extend to all my work.
On the other hand, modpacks that do not and will not use advertising at any point may possibly be exempt from this.
> DiggingStraightDown Sounds like you have a lot of interesting ideas to play with. Maid romances? Dunno. Right now the maids are kinda -too much- of a good thing. They remind me strongly of the Luggage from Terry Prachett's Discworld books. Fiercely loyal toward their Master, fiercely homicidal toward everything else. Carrying your junk without complaint. The only thing you can do to upset a maid is to forget her sugar. Maybe maids could bicker over who was doing the most work, or who was getting too much sugar. Suppose a maid decided she was doing all the fighting and you were shirking? Suppose she got tired of being treated like a pack mule and decided to sulk? I'd like to see a way to show a maid your special appreciation. Besides extra sugar or a flower in her hair. Give her a reason to serve you with enthusiasm.
Yes, I am aware of how the aforementioned ideas can be, sometimes, "overpowering". But "too much a good thing? This is somewhat of a conundrum (time to get out my Sherlock hat); it's a philosophic debate over the role of mobs in general, and specific mobs that are helpful, and even more specifically the Little Maid Mob mod, modelled after an aspect of Japanese culture, if I understand right.
I have always played Minecraft from a solitary experience, not played even one second on a server; so this is my point of reference. I knew quite some time ago how tedious doing this can be alone, so I sought out any kind of helper mob, and this LMM was the first I came across. I have loved experiencing the game with the maids in earlier versions, and want to continue that experience with modern Minecraft versions.
I haven't read any of Pratchett's work yet, but those are certainly some interesting ideas you mention; competition among a master's maids seems just like something we would see in an anime series, and so might fit thematically. I've also wanted to include some way of making the sugar given more valuable or consequential overall; but have been struggling with how to put it to words. As well as 'domestic abuse', the hitting or killing of ones' own maid, or others' maids. I would like to add a counter to track overall willingness for the maid to continue working; so "serve you with enthusiasm" as you say is an ultimate objective.
But, tracking who has done more work and/or gotten more or less sugar? If you mean a general animation when idle, then that's not such a bad problem; but keeping track of all that in addition to what's already handled, how to keep track of that? Or, how to calculate when a maid would begin to sulk?
Perhaps I'm feeling a bit "in over my head" when working on my implementation; but after all, the maids are to become the "glue" to my Minecraft modding over all....
That said, I've also started splitting off the sound source files to their own mod, so that I can work on a "sound pack API" for allowing any creative sound-makers to put together their own alternative maid sounds. So far, I'm thinking these sound packs would be merely a zipped archive, with a special text file declaring what the audio files are for; as such, you don't have to learn programming, you would just need to be able to compress the textual descriptor file and all audio files into a ".zip" archive, and distribute it. Users should be able to set what sound pack a particular maid will use, somewhat like choosing a texture model. Does this sound like a viable solution?
That's why I'm doing my own rewrite completely in Forge, as much as humanly possible. Currently using the Forge download 10.12.0.1047, which is for use with Minecraft 1.7.2 version. Now, I've just got to continue developing, so I get below the two thousand three hundred errors in my development environment....
Mobtalker is another mod I'm attempting to revamp. Not going the same route as the "Mobtalker 2.0" folks, it's much more of just a "classic revamp" in my instance. But yeah, at some point in the future, it could be a possibility to get those two mods communicating with each other. Optional, and only some time in the future.
It's been answered already, as the current and previous versions allow it; but going forward, for all my work I'd like to make note of a specific difference from others' policies. I'm starting with a heavy and immediate "NO MEANS NO, DUDE" for any modpack which uses advertising on their site for revenue. Why let others make money off my blood, sweat, and tears? This would extend to all my work.
On the other hand, modpacks that do not and will not use advertising at any point may possibly be exempt from this.
Yes, I am aware of how the aforementioned ideas can be, sometimes, "overpowering". But "too much a good thing? This is somewhat of a conundrum (time to get out my Sherlock hat); it's a philosophic debate over the role of mobs in general, and specific mobs that are helpful, and even more specifically the Little Maid Mob mod, modelled after an aspect of Japanese culture, if I understand right.
I have always played Minecraft from a solitary experience, not played even one second on a server; so this is my point of reference. I knew quite some time ago how tedious doing this can be alone, so I sought out any kind of helper mob, and this LMM was the first I came across. I have loved experiencing the game with the maids in earlier versions, and want to continue that experience with modern Minecraft versions.
I haven't read any of Pratchett's work yet, but those are certainly some interesting ideas you mention; competition among a master's maids seems just like something we would see in an anime series, and so might fit thematically. I've also wanted to include some way of making the sugar given more valuable or consequential overall; but have been struggling with how to put it to words. As well as 'domestic abuse', the hitting or killing of ones' own maid, or others' maids. I would like to add a counter to track overall willingness for the maid to continue working; so "serve you with enthusiasm" as you say is an ultimate objective.
But, tracking who has done more work and/or gotten more or less sugar? If you mean a general animation when idle, then that's not such a bad problem; but keeping track of all that in addition to what's already handled, how to keep track of that? Or, how to calculate when a maid would begin to sulk?
Perhaps I'm feeling a bit "in over my head" when working on my implementation; but after all, the maids are to become the "glue" to my Minecraft modding over all....
That said, I've also started splitting off the sound source files to their own mod, so that I can work on a "sound pack API" for allowing any creative sound-makers to put together their own alternative maid sounds. So far, I'm thinking these sound packs would be merely a zipped archive, with a special text file declaring what the audio files are for; as such, you don't have to learn programming, you would just need to be able to compress the textual descriptor file and all audio files into a ".zip" archive, and distribute it. Users should be able to set what sound pack a particular maid will use, somewhat like choosing a texture model. Does this sound like a viable solution?
I wholeheartedly agree with everything you said. a problem i seen with mod packs is the fact that they garner a sort of wage, from adclicks and stuff like that, while the O.C. gets nothing. Donate some of that juicy revenue to the mod makers, mod pack creators. Also the whole "maid bickering" idea touched me a bit, of course it would fit, as would love triangles and other anime moments. But the crucial thing about mob talker I dislike is the fact it will very easily glitch out a the drop of a hat. A sound api would be awesome, hopefully you will include the two voice packs as standard. but please keep up the good work.
Tested, the tall models I had doesn't work for 1.6.4. They are selectable, but with invisible texture.
Also, chekownername thing is in the .cfg file in /config folder, the mod_LMM_Litllemaid.cfg is what you open with notepad.
You know, for the second part, that might not necessarily be the only way as well, going forward. As I develop for Forge mods there's this "new thing" in the mods list for having a config button, which should lead to a configuration screen, if the modder has made one. So, all a developer would need to do for their mod is make an additional class extending the GuiScreen class where the constructor only has a parameter for the Minecraft instance, and declare it in the mod's @Mod annotation in the proper way, and, ... presto-change-oh, it should reduce or even eliminate the need to resort to editing by hand with a text editor all those configuration fields, for all users.
I'm keeping this in mind for my development as well. Gotta love all the work LexManos and others are putting into Forge. Cheers, mates!
You know, for the second part, that might not necessarily be the only way as well, going forward. As I develop for Forge mods there's this "new thing" in the mods list for having a config button, which should lead to a configuration screen, if the modder has made one. So, all a developer would need to do for their mod is make an additional class extending the GuiScreen class where the constructor only has a parameter for the Minecraft instance, and declare it in the mod's @Mod annotation in the proper way, and, ... presto-change-oh, it should reduce or even eliminate the need to resort to editing by hand with a text editor all those configuration fields, for all users.
I'm keeping this in mind for my development as well. Gotta love all the work LexManos and others are putting into Forge. Cheers, mates!
its the way the mobs work. lmm is set up to be a stand alone mob, iirc. most mods do not work with them, especially ones that alter it, or add things that are at the edge of the id range, iirc. but there is a mod that lets you become a maid, Playerformlittlemaid.
Love conquers all, but creeper love conquers YOU.
and how is that going? still accepting ideas? cause I have a couple.....
1. The axe maid needs to also include a tree chopping mode, like give an axe and click her and the tree with sugar.
2. More mod support. to lessen the crashes when the maid picks up non vanilla items.
3. Maybe a romance option...like minecraft comes alive. give it a rose and it "woos" her or an affection level.
4. mixing in the beverly 7 tall models into it. because well we all would like tall maids.
5. a glitch free modeling setup. like a brand new independant gui for mixing and matching.
6. Maid Vehicles.
7. a maid school structure, where you other than having to search for wild spawns, you go to the school if you found it and pay sugar or the standard cake, and a random maid is spawned.
8. a mansion/castle mode. like you put down a block in each room and the maid will travel the place to each block looking for tasks.
just some ideas rattling in my head.
Love conquers all, but creeper love conquers YOU.
For the record, I'd say I'm always ready and willing to accept more suggestions, moreso if it can be well thought out yet add a humorous or whimsical tone. But by all means, don't be shy in sending your comments; my inbox so far is "feeling unloved" from having so few messages in all the time I've been here...
The Bloodsucker is not her ideal use of the axe, right? It's an idea I already have on my Wikia page; the idea is to create a separate "battle axe" to use for that mode, and use the vanilla axes for normally chopping trees. I had also thought of adding in some polearm weapons (crafted two or three sticks in diagonal, or an axe on top with sticks below) for the little combat maids as well, but didn't know how that would be received. It might end up giving her one heck of a reach against oncoming mobs.
Well, first, I must admit I run with only a minimum of other mods; I don't really go for the large modpacks or download mods at random, so inter-mod compatibility is somewhat of a "dark art" in my eyes. Such compatibility would be secondary to actually have the mod itself up and running, but of course I would at least try to remain open-minded about what issues crop up between my mod and others.
I'm not opposed to allowing for this; but I'm kind of mind-boggled. First, we have Notch's comment that there are no genders in Minecraft, despite the fact that players can "breed" passive mobs to each other; then we have the fact that some peope are either "weirded out" or might not want to get our 'chocolate" in MCA's "peanut butter", so to speak. I am open to commentary on the pluses and minuses of maid romancing options. (Oh for goodness' sake, it seems something in the universe is telling me to just make my own Millenaire clone already. Nevermind.)
A reworked GUI screen? I've been working on something like that.
Another thing, since I had already copied the source codes of the aforementioned repositories, I've now got a lot of different maid models all together in the same mod, literally, dozens of model classes; but I believe I already have Beverly models 2, 3, 4, 5, and 6, but not #7 yet -- I'll have to look for it. it seems a lot of these modeling, texturing, and rendering classes are quite nebulous and interdependent. I'll figure out which ones can be simplified, at a later time.
Do you have a "for example" on this? Did you mean so that the player rides the maid, similar to riding a horse?
Interesting ideas, as well. I had also thought of a "maid dimension", specializing in some rare-quality maids, and perhaps a "chief maid" entity as a Boss-level encounter... Nah, that would be too evil of me-- Muahahahahahah......*cough* *choke* "Don't tell me, she's right behind m-" *splat*
Decompilers can be useful; I've used them myself. But it is unnecessary in this case; you merely need to download a copy of the relevant source code repositories and edit the plain text files, THEN you will compile them with your fixes. (Hopefully, all using a proper IDE that warns you of errors and mistakes, provides syntax assistance, and generally allows you to "projectize" your modding efforts.)
But the first question should be, do you have some general Java development experience? It's not so difficult to learn if you have decent learning resources; in my case I'm entirely self-taught, and happy to be so. But on the other hand, in this case it's not something you can expect to make one simple change in a file and expect it to work immediately.
Edit: In addition, even if what you were wanting to do would be possible, it's not simply a case of editing the mod's main file; the whole mod has many Java classes that are inter-dependent, and in this case you would also be needing to determine which features need to send or receive packeted state-change information, as well as creating the classes which handle those things. Go to http://www.minecraftforge.net/ especially in the wiki tutorials for a bit of insight as to how to do some of that.
with timezone differences and such, i usually shy away from pm's and inboxes. But for the vehicles I was thinking of a maid driven coach or wagon as a mode for player transport. and an independent mode for it, maybe relying on torch/redstone torch waypoints to get from point a to b. The boss idea would be cool, cooler if you could "subdue" it and make it your personal head of staff with various benefits, like a living beacon. yeah notch said its genderless, but many of my friends would love to see a maid romance, because since the gf mod was discontinued long ago, and the ore spawn gf's are just bare bones it would be cool to see more than minecraft comes alive standard relationships. I dont know, im a purist in that sense, would be interested in seeing anime style romance situation come up. but its up to you. the polearm idea is really cool, but you should expand it to the other attack types, like bows crossbows and throwing weapons for the archer, and various swords for the swordsmaid. and possibly looking into the magic mods: Sorcery, etc. to make a magic based maid. Sorcery is being revamped right now, maybe get in touch with the author on a collab? I really like the sorcery mod as it gives you wand based magic, but isnt terribly OP, and other neat things. but most importantly its all on you, and we in the community await to see the fruits of your labor.
Love conquers all, but creeper love conquers YOU.
Also, chekownername thing is in the .cfg file in /config folder, the mod_LMM_Litllemaid.cfg is what you open with notepad.
OMG THANK YOU!!!!! THATS EXACTLY WHAT I WAS LOOKING FOR!!!!
Just look in the main thread, downloads section. Kuroneko pasted a link to the post of yarrmateys where was offered the DL link
not insulting mobtalker, but it has severe limitations, what im talking about is a straight up whole new experience. i loved mob talker, but found it a little annoying to use.
Love conquers all, but creeper love conquers YOU.
Sounds like you have a lot of interesting ideas to play with.
Maid romances? Dunno. Right now the maids are kinda -too much- of a good thing. They remind me strongly of the Luggage from Terry Prachett's Discworld books. Fiercely loyal toward their Master, fiercely homicidal toward everything else. Carrying your junk without complaint. The only thing you can do to upset a maid is to forget her sugar. Maybe maids could bicker over who was doing the most work, or who was getting too much sugar. Suppose a maid decided she was doing all the fighting and you were shirking? Suppose she got tired of being treated like a pack mule and decided to sulk?
I'd like to see a way to show a maid your special appreciation. Besides extra sugar or a flower in her hair. Give her a reason to serve you with enthusiasm.
That's why I'm doing my own rewrite completely in Forge, as much as humanly possible. Currently using the Forge download 10.12.0.1047, which is for use with Minecraft 1.7.2 version. Now, I've just got to continue developing, so I get below the two thousand three hundred errors in my development environment....
Mobtalker is another mod I'm attempting to revamp. Not going the same route as the "Mobtalker 2.0" folks, it's much more of just a "classic revamp" in my instance. But yeah, at some point in the future, it could be a possibility to get those two mods communicating with each other. Optional, and only some time in the future.
It's been answered already, as the current and previous versions allow it; but going forward, for all my work I'd like to make note of a specific difference from others' policies. I'm starting with a heavy and immediate "NO MEANS NO, DUDE" for any modpack which uses advertising on their site for revenue. Why let others make money off my blood, sweat, and tears? This would extend to all my work.
On the other hand, modpacks that do not and will not use advertising at any point may possibly be exempt from this.
Yes, I am aware of how the aforementioned ideas can be, sometimes, "overpowering". But "too much a good thing? This is somewhat of a conundrum (time to get out my Sherlock hat); it's a philosophic debate over the role of mobs in general, and specific mobs that are helpful, and even more specifically the Little Maid Mob mod, modelled after an aspect of Japanese culture, if I understand right.
I have always played Minecraft from a solitary experience, not played even one second on a server; so this is my point of reference. I knew quite some time ago how tedious doing this can be alone, so I sought out any kind of helper mob, and this LMM was the first I came across. I have loved experiencing the game with the maids in earlier versions, and want to continue that experience with modern Minecraft versions.
I haven't read any of Pratchett's work yet, but those are certainly some interesting ideas you mention; competition among a master's maids seems just like something we would see in an anime series, and so might fit thematically. I've also wanted to include some way of making the sugar given more valuable or consequential overall; but have been struggling with how to put it to words. As well as 'domestic abuse', the hitting or killing of ones' own maid, or others' maids. I would like to add a counter to track overall willingness for the maid to continue working; so "serve you with enthusiasm" as you say is an ultimate objective.
But, tracking who has done more work and/or gotten more or less sugar? If you mean a general animation when idle, then that's not such a bad problem; but keeping track of all that in addition to what's already handled, how to keep track of that? Or, how to calculate when a maid would begin to sulk?
Perhaps I'm feeling a bit "in over my head" when working on my implementation; but after all, the maids are to become the "glue" to my Minecraft modding over all....
That said, I've also started splitting off the sound source files to their own mod, so that I can work on a "sound pack API" for allowing any creative sound-makers to put together their own alternative maid sounds. So far, I'm thinking these sound packs would be merely a zipped archive, with a special text file declaring what the audio files are for; as such, you don't have to learn programming, you would just need to be able to compress the textual descriptor file and all audio files into a ".zip" archive, and distribute it. Users should be able to set what sound pack a particular maid will use, somewhat like choosing a texture model. Does this sound like a viable solution?
I wholeheartedly agree with everything you said. a problem i seen with mod packs is the fact that they garner a sort of wage, from adclicks and stuff like that, while the O.C. gets nothing. Donate some of that juicy revenue to the mod makers, mod pack creators. Also the whole "maid bickering" idea touched me a bit, of course it would fit, as would love triangles and other anime moments. But the crucial thing about mob talker I dislike is the fact it will very easily glitch out a the drop of a hat. A sound api would be awesome, hopefully you will include the two voice packs as standard. but please keep up the good work.
Love conquers all, but creeper love conquers YOU.
You know, for the second part, that might not necessarily be the only way as well, going forward. As I develop for Forge mods there's this "new thing" in the mods list for having a config button, which should lead to a configuration screen, if the modder has made one. So, all a developer would need to do for their mod is make an additional class extending the GuiScreen class where the constructor only has a parameter for the Minecraft instance, and declare it in the mod's @Mod annotation in the proper way, and, ... presto-change-oh, it should reduce or even eliminate the need to resort to editing by hand with a text editor all those configuration fields, for all users.
I'm keeping this in mind for my development as well. Gotta love all the work LexManos and others are putting into Forge. Cheers, mates!
There aren't tall maids models under my knowledge. For sounds, just go inside the /privacy and so on until you find the folder said in the OP.
No doubt there are more, but is the easiest way