But do animals run away still if they are captive? Trying to get milk from a cow and it running out of the pin every time will get annoying...
Before getting milk, you should tame the cows. Throw food to them. At first, they hardly eat the food. But it gets better and better, and finally they won't run away from you and you will be able to use trough.
I think it's very challenging for people to get a feel for the feeding/breeding/taming mechanic… and that's great, that's why we love this mod, it brings so much depth to what was a very basic process in vanilla… it tickles the inner-Farmer in our hearts and minds.
That said, I think it would be super-useful for people who are trying to understand how it works, and to get a feel for the mechanics, and the cause-and-effect of changing all those awesome configurables… if there was some sort of debug info either above the animal, or somewhere else on the screen, that displays the various important information we need to see when figuring out how and when to feed and breed the animals. Things like current hunger, can breed, can milk, sick or not, etc. Ideally it would be something that can be activated or deactivated in the config.
Just throwing that idea out there. If that's easy to implement, I think it would be a huge boon for this mod.
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Could you specifically work in compatibility for Rosesters from Biomes o' Plenty? They're the only thing I have in my set of modpacks that breaks Hungry Animals, or so it seems. (Meaning as far as I know, they do not get 'hungry')
Rollback Post to RevisionRollBack
"Compatability is King, but configuratiblity is Queen" - InfinityRaider
Really interesting thing happening on my server. It's related to the troughs, I'll do my best to describe it. I think there's actually a couple things going on.
1) When an animal eats from a trough, all players that aren't in the chunks that are near/around the trough that the animal is eating from… are kicked from the server with a broken pipe error message. Players that are in the vicinity don't seem to get kicked. This happens consistently, and seemingly without fail.
2) Already-tamed hungry animals won't eat from a trough, until you've hand fed them at least 1 food item. After they've gobbled up that 1 piece of food… they go nuts on the troughs and clear them out immediately. This has happened both time I've tested it, specifically to see if there was a correlation here.
3) Here's a crash log I got from the server when I placed a trough and a piece of food, but in this instance, I crashed too, despite being in the vicinity of the trough: http://pastebin.com/Mn9uGt5j . This only occurred once. (Is it possible I placed a trough on a block where there used to be a Railcraft Feeding Station that has since been removed by pickaxe?)
Really interesting thing happening on my server. It's related to the troughs, I'll do my best to describe it. I think there's actually a couple things going on.
1) When an animal eats from a trough, all players that aren't in the chunks that are near/around the trough that the animal is eating from… are kicked from the server with a broken pipe error message. Players that are in the vicinity don't seem to get kicked. This happens consistently, and seemingly without fail.
2) Already-tamed hungry animals won't eat from a trough, until you've hand fed them at least 1 food item. After they've gobbled up that 1 piece of food… they go nuts on the troughs and clear them out immediately. This has happened both time I've tested it, specifically to see if there was a correlation here.
3) Here's a crash log I got from the server when I placed a trough and a piece of food, but in this instance, I crashed too, despite being in the vicinity of the trough: http://pastebin.com/Mn9uGt5j . This only occurred once. (Is it possible I placed a trough on a block where there used to be a Railcraft Feeding Station that has since been removed by pickaxe?)
I can prevent crashes like 3 although I don't know the exact reason.
can you show me the crash reports of 1)
and i can not figure out the second one. In my case, every tamed animals just eat food well. You can use 'debug glass' to check details of an animal (right click to specify an animal)
I can prevent crashes like 3 although I don't know the exact reason.
can you show me the crash reports of 1)
and i can not figure out the second one. In my case, every tamed animals just eat food well. You can use 'debug glass' to check details of an animal (right click to specify an animal)
They don't "crash"… they just get kicked from the server… so there's no crash report. It's a Broken Pipe error in the server's console. Not sure if that helps or not. Let me know if you need more info on that one.
I think there's something about the way you've coded the drops for the animals, that is irregular, and unlike other mods that add entities, such as Mo'Creatures and Animals Plus… because...
Also, as far as I can tell, baby animals drops as much meat/hide/tendons as fully grown animals do. With that being the case, there's no point in trying to feed, tame and grow farm animals, because you might as well slaughter them as soon as their born.
Is there anyway you can make animals ignore food on the other side of fences? They push against them really hard, and glitch through them trying to get at grass blocks. It makes trying to keep an animal farm really really hard.
Also, as far as I can tell, baby animals drops as much meat/hide/tendons as fully grown animals do. With that being the case, there's no point in trying to feed, tame and grow farm animals, because you might as well slaughter them as soon as their born.
I already solved this, which version do you use? It's fixed after 1.0.4.beta014
I think there's something about the way you've coded the drops for the animals, that is irregular, and unlike other mods that add entities, such as Mo'Creatures and Animals Plus… because...
Edit: It may not be this mod. Mob Properties doesn't seem to affect Sheep, where Pam's HarvestCraft has also modified their drop list.
Edit#2: Is this mod using the LivingDropsEvent to add drops to the event's drop list for mod compatibility?
For your "Edit#2", yes right I use LivingDropsEvent to add drops.
but I found the problems of my method, I clear the drops list before I add my new drops...
Because it conflicts with vanilla drops(meats, leather, feather), I will let you know when I solve this problem. Please check it with "Mob Properties." Thank you for your report.
I already solved this, which version do you use? It's fixed after 1.0.4.beta014
There's been an update!?
You should put a changelog in your OP, or indicated "beta#" in the OP's download so we can tell when you update. Unless I'm going blind XD. I had no idea you've been updating this mod all this time.
You should put a changelog in your OP, or indicated "beta#" in the OP's download so we can tell when you update. Unless I'm going blind XD. I had no idea you've been updating this mod all this time.
I edited the post. Sorry.
I'm now working on 1.1.0.
This will include powers, machines, and processing products(milk, wool, leather, feather ..) to improve your pen!
Make animals grow faster, reproduce rapidly, harvest more, resist disease...
also rotate crank with cow, make bigger trough.
In the config file here:
S:"byBlock Rate" <
minecraft:tallgrass 15.0
>
How can I specify blocks with metadata, or only some sub-blocks? (Is metadata supported? and if Yes, what format to use in the config?)
metadata is not supported yet. TT
Before getting milk, you should tame the cows. Throw food to them. At first, they hardly eat the food. But it gets better and better, and finally they won't run away from you and you will be able to use trough.
Hey a3, what do the different coloured particles on the animals mean?
Also, I can confirm that the following bugs have been fixed:
-Trough render, name and icon
-Animals now eat blocks defined in the Block list
I think it's very challenging for people to get a feel for the feeding/breeding/taming mechanic… and that's great, that's why we love this mod, it brings so much depth to what was a very basic process in vanilla… it tickles the inner-Farmer in our hearts and minds.
That said, I think it would be super-useful for people who are trying to understand how it works, and to get a feel for the mechanics, and the cause-and-effect of changing all those awesome configurables… if there was some sort of debug info either above the animal, or somewhere else on the screen, that displays the various important information we need to see when figuring out how and when to feed and breed the animals. Things like current hunger, can breed, can milk, sick or not, etc. Ideally it would be something that can be activated or deactivated in the config.
Just throwing that idea out there. If that's easy to implement, I think it would be a huge boon for this mod.
As long as that's configurable, I wouldn't want the hard data available to players on my server.
Could you specifically work in compatibility for Rosesters from Biomes o' Plenty? They're the only thing I have in my set of modpacks that breaks Hungry Animals, or so it seems. (Meaning as far as I know, they do not get 'hungry')
Is there any rhyme or reason behind the different colours of the particles coming off of the animals?
Really interesting thing happening on my server. It's related to the troughs, I'll do my best to describe it. I think there's actually a couple things going on.
1) When an animal eats from a trough, all players that aren't in the chunks that are near/around the trough that the animal is eating from… are kicked from the server with a broken pipe error message. Players that are in the vicinity don't seem to get kicked. This happens consistently, and seemingly without fail.
2) Already-tamed hungry animals won't eat from a trough, until you've hand fed them at least 1 food item. After they've gobbled up that 1 piece of food… they go nuts on the troughs and clear them out immediately. This has happened both time I've tested it, specifically to see if there was a correlation here.
3) Here's a crash log I got from the server when I placed a trough and a piece of food, but in this instance, I crashed too, despite being in the vicinity of the trough: http://pastebin.com/Mn9uGt5j . This only occurred once. (Is it possible I placed a trough on a block where there used to be a Railcraft Feeding Station that has since been removed by pickaxe?)
Green particle : growth effect - baby animals grow faster (activated when eat food not grass)
Purple particle : disease - caused from excreta. increases energy consumption.
When an animals have both effects, blended particles come out.
(I found that disease particles are not clearly purple.)
What about Pink? (confirmed seen on Pigs)
edit 1: (light pink, lighter than the pigs skin colour)
edit 2: (one person has reported seeing yellow particles)
I can prevent crashes like 3 although I don't know the exact reason.
can you show me the crash reports of 1)
and i can not figure out the second one. In my case, every tamed animals just eat food well. You can use 'debug glass' to check details of an animal (right click to specify an animal)
They don't "crash"… they just get kicked from the server… so there's no crash report. It's a Broken Pipe error in the server's console. Not sure if that helps or not. Let me know if you need more info on that one.
I'll try your suggestion for #2
I think there's something about the way you've coded the drops for the animals, that is irregular, and unlike other mods that add entities, such as Mo'Creatures and Animals Plus… because...
"Mob Properties"
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282771-forge-father-toasts-mods-special-mobs-mob
http://fathertoast.wikia.com/wiki/Mob_Properties
is unable to override the "Hungry Animal" drops.
Can you confirm?
Edit: It may not be this mod. Mob Properties doesn't seem to affect Sheep, where Pam's HarvestCraft has also modified their drop list.
Edit#2: Is this mod using the LivingDropsEvent to add drops to the event's drop list for mod compatibility?
Also, as far as I can tell, baby animals drops as much meat/hide/tendons as fully grown animals do. With that being the case, there's no point in trying to feed, tame and grow farm animals, because you might as well slaughter them as soon as their born.
Is there anyway you can make animals ignore food on the other side of fences? They push against them really hard, and glitch through them trying to get at grass blocks. It makes trying to keep an animal farm really really hard.
I already solved this, which version do you use? It's fixed after 1.0.4.beta014
For your "Edit#2", yes right I use LivingDropsEvent to add drops.
but I found the problems of my method, I clear the drops list before I add my new drops...
Because it conflicts with vanilla drops(meats, leather, feather), I will let you know when I solve this problem. Please check it with "Mob Properties." Thank you for your report.
There's been an update!?
You should put a changelog in your OP, or indicated "beta#" in the OP's download so we can tell when you update. Unless I'm going blind XD. I had no idea you've been updating this mod all this time.
I edited the post. Sorry.
I'm now working on 1.1.0.
This will include powers, machines, and processing products(milk, wool, leather, feather ..) to improve your pen!
Make animals grow faster, reproduce rapidly, harvest more, resist disease...
also rotate crank with cow, make bigger trough.