We are planning to use this in our servers modpack that we plan to publicly release....its still in early beta testing but keep a look out for the nevafree season5 pack
I like your modpack. I'll try it out this weekend. Thanks for posting a link
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
@Templari0n: When the decay timer elapses, the corpse "dies" and all the items spill out onto the ground. They will despawn 5 minutes later. That shouldn't be any more taxing to the server than a normal player death. I don't really see the point of having a deathchest mod if you don't want to make it easier for players to get their stuff back.
@Watermaker5: Hell no! Nothing personal, it's just that Minecraft 1.6 and earlier didn't have automatic ID assignments for blocks, items, and entities. I refuse to relive that nightmare!
I did update the TombStone mod from 1.4 to 1.6, so you can use that if you want, but it doesn't have the item-vacuum feature of Lootable Bodies.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
First off, great mod! I've been waiting for something like this to pop up for quite some time. I liked the idea of the tombstone mods but it left something to be desired.
I may be experiencing a mod conflict or bug. I'm running it on my forge server with it also installed on my client and I'm getting a strange effect where the corpse rotates as I move around the corpse. It's a little disconcerting.
The mods I'm currently running are:
Optifine (HD U D1)
Better Foliage (1.1.0)
Player API (1.1)
Smart Moving Mod (16.0.1)
Shader mod (2.4.11)
My best guess is that player api and smart moving mod may be causing the issue with your mod? They are the only things that necessarily change the way the player is rendered (crawling animations and such). This is only a shot in the dark, though. Any thoughts? The corpse itself is rendered fine, but rather than being face down like many of the youtube showcase videos I've seen, my corpse is often face up, and as I approach it rotates a bit...almost appearing to be rolling in its grave. Thanks for your time, neighbor.
Hey Dr. Cyano! I am just wondering if its a common glitch or a known bug, but corpses seem to still suffocate in walls for me, even though I have the setting set to false.
@KeanuFox: The corpses don't take damage from block suffocation (unless suffocation damage is enabled), but I have not yet figured out how to prevent them from making the drowning noise while in a block. Shrinking the hitbox helped by making it less likely to get stuck in a wall, but didn't really solve the problem. I'm open to ideas on how to solve this.
@SwordShaman: That could be a rendering problem or an animation problem. If the movement of the corpse is directly controlled by your distance or viewing angle, then it is a rendering problem. If the corpse move by itself independent of your view, then it is an animation issue.
I never found a way to actually disable animations on the player model, so I simply moved all the limbs back to the default position right after each animation tick. If new animations for an idle character were added to the Minecraft base player model, then the corpse would have those new animations.
On the other hand, in order to make the corpse lie face-down, I rotated it about the X-axis in the pre-rendering step. The whole rendering process is spread over two functions that Minecraft normally calls one after the other, but this would cause some serious rendering problems if any additional rendering code was inserted between those two function calls.
In short, try to figure out if it is a render problem or an animation problem. If it is a render problem, then I can probably fix it if I can get access to the other mod's rendering code so I can avoid stepping on its toes. If it is an animation problem, there's not much I can do because there is no universal API for detecting and modifying player animations.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
@DrCryano: Thank you for the rapid response. I believe it may be an animation problem. While the corpse doesn't move if I stand perfectly still looking at it, as soon as I stay in the same spot and shift my gaze slightly above or below, it makes it move. Also while floating over the corpse in flight mode staying perfectly still looking down at it, the legs are kicking. I can only assume that you're right and that it's using Smart Moving Mod's animations, since that mod changes the appearance of your animations while you're flying, swimming, etc.
The mod author, Divisor, is very helpful and seems to be willing to help other mod creators offer support with his creations. He included the following info:
Developing:
If you require more hooks or access methods to make your mod work with Player API, you can either send me a private message or post here.
The additional code should then be in the next release.
Step by Step:
One scenario of starting to develop with this mod is that you have a fully functional mod that overwrites the client/server main player class, and you want your mod to be compatible with other mods that are allready using Player API.
In this case the following steps are recommended:
Outsource your mod specific code from EntityPlayerSP.java/EntityPlayerMP.java into a new mod specific class you create a single instance for each instance of the EntityPlayer class so that only the mod class field, some hook methods and some field accessors remain in EntityPlayerSP.java/EntityPlayerMP.java.
make sure your mod works correctly.
Embedd Player API into your development environment (see FAQ#6 and FAQ#9)
In case of MCP replace your modded EntityPlayerSP.java with the EntityPlayerSP.java from Player API client. (and import all other Player API client classes)
Let your specific mod class extend the PlayerBase class
Make sure your mod class is registered at the PlayerAPI class before the first player instance is created. (a ModLoader mod would be a good choice here)
Adapt all your hook listeners in your mod class to overwrite their corresponding PlayerBase methods.
Adapt all your field accessor references with references to PlayerAPI field accessors.
Check whether required hooks are missing and send me a private message containing the the correspondingEntityPlayerSP/EntityPlayerMP method names (and wait until I updated Player API) if necessary.
I'm impressed by the effort that went into making the API accessible to other programmers. However, Lootable Bodies doesn't use any of those classes. The corpse isn't a player entity at all, it's just a plain EntityLivingBase rendered with a custom model and renderer. The model for skinned corpses extends the vanilla ModelPlayer class, so Player API must overwrite that class somehow.
I recommend switching to skeleton corpses, but I could fix this issue by switching the model from extending the ModelPlayer class to extending the ModelZombie class (unless PlayerAPI animates mobs too).
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
"License/Redistribution:[/b]
This mod is open source. You may include it in your mod-packs, but remember to give credit to me (Cyanobacterium aka Dr. Cyano aka Synechocystis). You do not need to ask for my permission[/b], but feel free to post links to your mod-pack on this thread."
The Meaning of Life, the Universe, and Everything.
Join Date:
1/16/2013
Posts:
46
Member Details
F.A.Q. Q: Why can't I have player skins on corpses in Minecraft 1.7.10?
A: Grabbing player skins on demand is a new feature in Minecraft 1.8. I don't have the time nor the interest in reimplementing Minecraft 1.8 in Minecraft 1.7.10.
I'm sure you have your reasons, and I don't code, but would it be possible for you to look at the code from this mod? It seems this modder figured out how to do this in 1.6.4. You could even ask him how he did it, he seems to be on pretty regularly.
Also, would it be possible for you to make random corpse position selections from a list of three or so? Right now, PvP zones look a little odd, with tons of corpses laying facedown.
Again, I have only a limited knowledge of HTML and even less knowledge of Java, so I'm sorry if this isn't as easy as I would think. I don't mean to trivialize this, but most mods are still for 1.7.10, and while I can't look at your download stats, I would think that 1.7.10 would be one of your more downloaded versions. So it would be nice if you could add that feature to that version, as it seems doable. If I have insulted you in any way it was through lack of knowledge, not malice.
It's okay Nianor, I have no ill will for people who have good ideas.
The short answer is that it is possible to re-invent the wheel and get that feature in earlier versions of Minecraft, but reinventing the wheel is not fun at all. Minecraft 1.8 has that feature already, so recreating it feels like a waste of time. Plus, I hate the rendering system used in Minecraft 1.7 and earlier versions. Writing raw JOGL code sucks!
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
because this adds an entity to the game, do you know if this works in a vanilla server? I know some mods like NEI, Zyin's HUD and others work, but usually the mods that actually add content wont work...
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Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
All Your Base Are Belong To Us! Take off every Zig!
@RepoDraghon: You will need a Forge server to use this mod and both server and client need the mod installed.
@Nianor: I'm probably not going to continue updating the backport for Minecraft 1.7.10 (for any of my mods), I've moved on to 1.8.
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My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I love the lootable bodies. It's a great feature. I have, however, run into an occasional issue. The bodies collide with other living entities so they can be moved around, but they do not collide with blocks, so they can become "embedded" in walls etc. This leads to an annoying constant damage sound until you find where the body has ended up.
Edit: I forgot to mention, I'm using 1.3.3 on Minecraft 1.8.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
@Watermaker5: Hell no! Nothing personal, it's just that Minecraft 1.6 and earlier didn't have automatic ID assignments for blocks, items, and entities. I refuse to relive that nightmare!
I did update the TombStone mod from 1.4 to 1.6, so you can use that if you want, but it doesn't have the item-vacuum feature of Lootable Bodies.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I may be experiencing a mod conflict or bug. I'm running it on my forge server with it also installed on my client and I'm getting a strange effect where the corpse rotates as I move around the corpse. It's a little disconcerting.
The mods I'm currently running are:
Optifine (HD U D1)
Better Foliage (1.1.0)
Player API (1.1)
Smart Moving Mod (16.0.1)
Shader mod (2.4.11)
My best guess is that player api and smart moving mod may be causing the issue with your mod? They are the only things that necessarily change the way the player is rendered (crawling animations and such). This is only a shot in the dark, though. Any thoughts? The corpse itself is rendered fine, but rather than being face down like many of the youtube showcase videos I've seen, my corpse is often face up, and as I approach it rotates a bit...almost appearing to be rolling in its grave. Thanks for your time, neighbor.
@SwordShaman: That could be a rendering problem or an animation problem. If the movement of the corpse is directly controlled by your distance or viewing angle, then it is a rendering problem. If the corpse move by itself independent of your view, then it is an animation issue.
I never found a way to actually disable animations on the player model, so I simply moved all the limbs back to the default position right after each animation tick. If new animations for an idle character were added to the Minecraft base player model, then the corpse would have those new animations.
On the other hand, in order to make the corpse lie face-down, I rotated it about the X-axis in the pre-rendering step. The whole rendering process is spread over two functions that Minecraft normally calls one after the other, but this would cause some serious rendering problems if any additional rendering code was inserted between those two function calls.
In short, try to figure out if it is a render problem or an animation problem. If it is a render problem, then I can probably fix it if I can get access to the other mod's rendering code so I can avoid stepping on its toes. If it is an animation problem, there's not much I can do because there is no universal API for detecting and modifying player animations.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
The mod author, Divisor, is very helpful and seems to be willing to help other mod creators offer support with his creations. He included the following info:
Developing:
If you require more hooks or access methods to make your mod work with Player API, you can either send me a private message or post here.
The additional code should then be in the next release.
Step by Step:
One scenario of starting to develop with this mod is that you have a fully functional mod that overwrites the client/server main player class, and you want your mod to be compatible with other mods that are allready using Player API.
In this case the following steps are recommended:
I recommend switching to skeleton corpses, but I could fix this issue by switching the model from extending the ModelPlayer class to extending the ModelZombie class (unless PlayerAPI animates mobs too).
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
"License/Redistribution:[/b]
This mod is open source. You may include it in your mod-packs, but remember to give credit to me (Cyanobacterium aka Dr. Cyano aka Synechocystis). You do not need to ask for my permission[/b], but feel free to post links to your mod-pack on this thread."
Oh yesss, I will do that.
Thankssss...
I'm sure you have your reasons, and I don't code, but would it be possible for you to look at the code from this mod? It seems this modder figured out how to do this in 1.6.4. You could even ask him how he did it, he seems to be on pretty regularly.
Also, would it be possible for you to make random corpse position selections from a list of three or so? Right now, PvP zones look a little odd, with tons of corpses laying facedown.
Again, I have only a limited knowledge of HTML and even less knowledge of Java, so I'm sorry if this isn't as easy as I would think. I don't mean to trivialize this, but most mods are still for 1.7.10, and while I can't look at your download stats, I would think that 1.7.10 would be one of your more downloaded versions. So it would be nice if you could add that feature to that version, as it seems doable. If I have insulted you in any way it was through lack of knowledge, not malice.
http://www.minecraftforum.net/topic/817769-did-the-terrain-become-boring-1000-supporters/
It's okay Nianor, I have no ill will for people who have good ideas.
The short answer is that it is possible to re-invent the wheel and get that feature in earlier versions of Minecraft, but reinventing the wheel is not fun at all. Minecraft 1.8 has that feature already, so recreating it feels like a waste of time. Plus, I hate the rendering system used in Minecraft 1.7 and earlier versions. Writing raw JOGL code sucks!
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Ok. Thanks for responding so quickly. Do you have thoughts on my other idea?
http://www.minecraftforum.net/topic/817769-did-the-terrain-become-boring-1000-supporters/
because this adds an entity to the game, do you know if this works in a vanilla server? I know some mods like NEI, Zyin's HUD and others work, but usually the mods that actually add content wont work...
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
@RepoDraghon: You will need a Forge server to use this mod and both server and client need the mod installed.
@Nianor: I'm probably not going to continue updating the backport for Minecraft 1.7.10 (for any of my mods), I've moved on to 1.8.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I love the lootable bodies. It's a great feature. I have, however, run into an occasional issue. The bodies collide with other living entities so they can be moved around, but they do not collide with blocks, so they can become "embedded" in walls etc. This leads to an annoying constant damage sound until you find where the body has ended up.
Edit: I forgot to mention, I'm using 1.3.3 on Minecraft 1.8.