One thing I noticed different from when we played with this mod in 1.7.10 is that in 1.7.10 magical horses did not spawn in the nether. Now in 1.8.9 they are. I didnt know if them spawning in the nether was now supposed to happen or if that's actually part of the same issues I'm having. I did test in a single player world myself and it looked like the configs worked and that the nether was clear of magical horses. It's just on a server that these issues are happening.
Again, thank you so much for getting back and working on these things.
Adding the Decoy Dragons mod is what's causing the Wings, Horns and Hooves animals to go invisible for me (but I can hear them there). Vanilla horses are still visible.
However, on the Decoy Dragons page, someone has a screenshot of their world and you can see a unicorn in the background... so maybe a hardware issue is correct?
Thanks for pointing this out. I will have to check out this mod to see if I can reproduce the problem (although it might not work, based on what you are saying about some people being able to see the horses).
One thing I noticed different from when we played with this mod in 1.7.10 is that in 1.7.10 magical horses did not spawn in the nether. Now in 1.8.9 they are. I didnt know if them spawning in the nether was now supposed to happen or if that's actually part of the same issues I'm having. I did test in a single player world myself and it looked like the configs worked and that the nether was clear of magical horses. It's just on a server that these issues are happening.
Again, thank you so much for getting back and working on these things.
~Nevethriel
I haven't seen it myself yet, but if horses are spawning in the nether, it is definitely a new thing with 1.8.9, and shouldn't be happening. I definitely need to test that.
It's crazy that it's happening just on the server. One thing about the configuration options, is that you need to edit the configuration file on the server to make them work (which you probably already know). For some options, you need to restart after changing them, but you probably know this, too. Just thought I'd throw those out there!
Released version 1.4.5 of the Ultimate Unicorn mod last night.
Testing
During my testing, I haven't yet been able to reproduce the invisible horses. I've tried a few of the mods that people have posted, but still, no luck. I'm running primarily on a MacBook Pro that's a year or two old, running Yosemite.
I also haven't been able to reproduce the server issues that Nevethriel has been encountering. I downloaded
forge-1.8.9-11.15.1.1764-installer.jar, which is the latest forge version and installed the server. I was able to change configuration options in the config/ultimate_unicorn_mod.cfg file and restart the server, and see the new behavior. I also wasn't successful in seeing magical horses in the nether.
I *was* able to find some magical horses in the world with saddles, but not so many of them that I thought there was a problem. They could have been caused by de-spawned Vagabond Knights. Mostly just saw a few unicorns with saddles.
New Additions in the Mod
I added a few new configuration options to better help people use the mod how they want to.
1. I added a config option to turn off Nightmare fire. If you don't like wild Nightmares running around, burning up stuff they shouldn't, you can now turn off flaming hooves for all Nightmares. The config options is called, "Suppress Nightmare Fire" and needs to be set to "true" to turn off the Nightmare fire.
2. I added two config options to turn off horse aggression. Now, you can turn off horse aggression toward all monsters, or just zombie pigmen. The two config options are "Horses attack monsters" and "Horses attack zombie pigmen" and need to be set to "false" to stop horses (in particular, those with a horn) from attacking these mobs.
Tips on Using Config Options
- If you are changing configuration options, it's important to note that you have to restart MineCraft (or your MineCraft server) to make some options take effect.
- For config options to take effect on a server, the configuration file for the server has to be modified. Changing things in your MineCraft settings screen will often not affect the server, especially if it changes how horses or horse powers behave. Note that some config options only affect appearances (such as turning on and off saddle stirrups), so these will work on your MineCraft client even if you are playing on a server.
- If some creatures have already spawned in your world (like Nightmares), and you set their spawn rate to 0, the ones that have already spawned will still be there. I'm considering making an easy command that will kill all horse types that have their spawn rate set to 0. This would be a user-accessible command (mod privileges not needed). Let me know if you are interested in this, and I'll move it up the priority list.
when i load a world in the 1.7.10 version it always crashes when a unicorn spawns:
---- Minecraft Crash Report ----
// There are four lights!
Time: 3/26/16 12:27 PM
Description: Exception ticking world
java.lang.IllegalArgumentException: Duplicate id value for 23!
at net.minecraft.entity.DataWatcher.func_75682_a(SourceFile:64)
at com.hackshop.ultimate_unicorn.mobs.EntityMagicalHorse.func_70088_a(EntityMagicalHorse.java:515)
at net.minecraft.entity.Entity.(Entity.java:175)
at net.minecraft.entity.EntityLivingBase.(EntityLivingBase.java:119)
at net.minecraft.entity.EntityLiving.(EntityLiving.java:68)
at net.minecraft.entity.EntityCreature.(SourceFile:23)
at net.minecraft.entity.EntityAgeable.(SourceFile:17)
at net.minecraft.entity.passive.EntityAnimal.(SourceFile:26)
at net.minecraft.entity.passive.EntityHorse.(EntityHorse.java:85)
at com.hackshop.ultimate_unicorn.mobs.EntityMagicalHorse.(EntityMagicalHorse.java:461)
at com.hackshop.ultimate_unicorn.mobs.EntityHippocamp.(EntityHippocamp.java:16)
at com.hackshop.ultimate_unicorn.mobs.EntityKnightVagabond.func_110161_a(EntityKnightVagabond.java:157)
at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:267)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:161)
at WorldServerOF.func_72835_b(WorldServerOF.java:234)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.DataWatcher.func_75682_a(SourceFile:64)
at com.hackshop.ultimate_unicorn.mobs.EntityMagicalHorse.func_70088_a(EntityMagicalHorse.java:515)
at net.minecraft.entity.Entity.(Entity.java:175)
at net.minecraft.entity.EntityLivingBase.(EntityLivingBase.java:119)
at net.minecraft.entity.EntityLiving.(EntityLiving.java:68)
at net.minecraft.entity.EntityCreature.(SourceFile:23)
at net.minecraft.entity.EntityAgeable.(SourceFile:17)
at net.minecraft.entity.passive.EntityAnimal.(SourceFile:26)
at net.minecraft.entity.passive.EntityHorse.(EntityHorse.java:85)
at com.hackshop.ultimate_unicorn.mobs.EntityMagicalHorse.(EntityMagicalHorse.java:461)
at com.hackshop.ultimate_unicorn.mobs.EntityHippocamp.(EntityHippocamp.java:16)
at com.hackshop.ultimate_unicorn.mobs.EntityKnightVagabond.func_110161_a(EntityKnightVagabond.java:157)
at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:267)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:161)
at WorldServerOF.func_72835_b(WorldServerOF.java:234)
-- Affected level --
Details:
Level name: New World
All players: 1 total; [EntityPlayerMP['SaturnianKnight'/612, l='New World', x=69.04, y=75.90, z=319.70]]
Chunk stats: ServerChunkCache: 345 Drop: 0
Level seed: 7585961858273237276
Level generator: ID 04 - BIOMESOP, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (80,64,301), Chunk: (at 0,4,13 in 5,18; contains blocks 80,0,288 to 95,255,303), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 2002 game time, 2002 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 100408 (now: false), thunder time: 48440 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
It looks like the Ultimate Unicorn Mod has a DataWatcher conflict with another mod you are using. They are both trying to use DataWatcher ID 23. The Ultimate Unicorn Mod uses 23 by default for making unicorns attack with their horns.
You can either try to find the conflicting mod (and remove it), or try to reassign the unicorn attack DataWatcher ID in the config options for the Ultimate Unicorn Mod. The config option you are looking for is labeled:
"Data Watcher ID for Horse Attacks"
and you'll see that it has a value of 23. You can try some other values in the 20's range, but for sure don't use 24, 27, 29, or 30.
1. Get on the nightmare, go into the inventory screen, click on "Power Settings" and turn off "Flaming Hooves." This is probably the best way.
OR
2. Equip Horseshoes of Gentling.
OR
3. You can turn on the "Suppress Nightmare Fire" option in the Ultimate Unicorn Mod configuration options (get there by clicking on "Mods" on the Minecraft opening screen, and then select "Wings, Hornes, and Hooves", then click "Config"). This will cause Nightmares to stop making fire from their hooves.
After much trial and error removing and re-adding mods, ended up finding out that the Bookshelf core/library mod was causing my issues with invisible unicorns/etc from this mod.
To those having the invisible issue, be sure you not only remove the Bookshelf core mod, but anything that was dependant on it. (For me, I had to remove Enchanting Plus, which was dependent on Bookshelf core)
After much trial and error removing and re-adding mods, ended up finding out that the Bookshelf core/library mod was causing my issues with invisible unicorns/etc from this mod.
To those having the invisible issue, be sure you not only remove the Bookshelf core mod, but anything that was dependant on it. (For me, I had to remove Enchanting Plus, which was dependent on Bookshelf core)
I'll have to grab the bookshelf mod and see if I can reproduce the issue. I have yet to see the horses disappear, and would like to try to debug it.
Seems the bookshelf mod messes with horses as listed on their mod page "Horse Armor: Easily add new horse armor to the game." so that's probably why. Was getting interesting errors in my server window.
Even so, it doesn't seem it or the mods dependent on it really do much, or seem worth while, so removing them wasn't a big deal IMHO. I'd rather have this mod, TBH.
Unfortunately I think some of the larger packs like FTB Infinity Evolved, 1.7.10 MP, etc. might include this mod by default.
You should see it, given I tested it on four computers trying to debug the issue in my private modpack and had the same result each time (all PC's though, no Macs)
So far I have about 350 mods, including a block ID extender mod, and none of the others are messing with this mod, so that's good news! :3
I am new to this mod, so far I am loving it! I did run into something.. odd and I am not sure if it is your mod or another that is messing with it. I was playing around with the breeding, bred two hippocamps and out popped a baby, with 73 health?? Any idea's or tips?
Any idea why the power settings won't save? On 1.8.9 and anytime I try to turn the settings off, they immediately revert back to "on".
This is weird... and I don't know why it would be happening.
These settings are placed in a DataWatcher object. It's possible that another mod is writing to that same DataWatcher object.
Are you using any other mods? If so, it might be worthwhile to try it out without any other mods installed (sometimes I do this by setting up a new profile in a different directory, and only installing one mod in that location).
This mods pretty cool, only thing I found strange was that the magical horses can breed with normal minecraft horses but the children don't seem the inherit anything from the vanilla horse parent leading to clones on the magical one. Shoot, I was able to breed my unicorn with a donkey and thought "Oh this will be sweet, magical mules!"... it was a unicorn and not the magical mule I was hopeing for ;_;
Anyway if it's possible will you add the ability for magical horses to inherit the normal minecraft horse trait such as skin, health, and in the case of donkey breeding magical mules? The offspring can be some sort of normal/magical hybrid for some cool breeds and giving some extra traits to the mods horses by using what minecrafts already got. I personally want to see such hybrids since some of the normal horse skins would look good on some custom magical breeds, but lets all be honest... who doesn't want to make a alicorn mule just because they could?
This mods pretty cool, only thing I found strange was that the magical horses can breed with normal minecraft horses but the children don't seem the inherit anything from the vanilla horse parent leading to clones on the magical one. Shoot, I was able to breed my unicorn with a donkey and thought "Oh this will be sweet, magical mules!"... it was a unicorn and not the magical mule I was hopeing for ;_;
Anyway if it's possible will you add the ability for magical horses to inherit the normal minecraft horse trait such as skin, health, and in the case of donkey breeding magical mules? The offspring can be some sort of normal/magical hybrid for some cool breeds and giving some extra traits to the mods horses by using what minecrafts already got. I personally want to see such hybrids since some of the normal horse skins would look good on some custom magical breeds, but lets all be honest... who doesn't want to make a alicorn mule just because they could?
Ha! I had no idea anyone would actually want to do that. I'll put it on the list of things to consider. I may add it in the future, especially if it's not too hard to implement.
Thank you so much for getting back to me!
One thing I noticed different from when we played with this mod in 1.7.10 is that in 1.7.10 magical horses did not spawn in the nether. Now in 1.8.9 they are. I didnt know if them spawning in the nether was now supposed to happen or if that's actually part of the same issues I'm having. I did test in a single player world myself and it looked like the configs worked and that the nether was clear of magical horses. It's just on a server that these issues are happening.
Again, thank you so much for getting back and working on these things.
~Nevethriel
Thanks for pointing this out. I will have to check out this mod to see if I can reproduce the problem (although it might not work, based on what you are saying about some people being able to see the horses).
I haven't seen it myself yet, but if horses are spawning in the nether, it is definitely a new thing with 1.8.9, and shouldn't be happening. I definitely need to test that.
It's crazy that it's happening just on the server. One thing about the configuration options, is that you need to edit the configuration file on the server to make them work (which you probably already know). For some options, you need to restart after changing them, but you probably know this, too. Just thought I'd throw those out there!
Released version 1.4.5 of the Ultimate Unicorn mod last night.
Testing
During my testing, I haven't yet been able to reproduce the invisible horses. I've tried a few of the mods that people have posted, but still, no luck. I'm running primarily on a MacBook Pro that's a year or two old, running Yosemite.
I also haven't been able to reproduce the server issues that Nevethriel has been encountering. I downloaded
forge-1.8.9-11.15.1.1764-installer.jar, which is the latest forge version and installed the server. I was able to change configuration options in the config/ultimate_unicorn_mod.cfg file and restart the server, and see the new behavior. I also wasn't successful in seeing magical horses in the nether.
I *was* able to find some magical horses in the world with saddles, but not so many of them that I thought there was a problem. They could have been caused by de-spawned Vagabond Knights. Mostly just saw a few unicorns with saddles.
New Additions in the Mod
I added a few new configuration options to better help people use the mod how they want to.
1. I added a config option to turn off Nightmare fire. If you don't like wild Nightmares running around, burning up stuff they shouldn't, you can now turn off flaming hooves for all Nightmares. The config options is called, "Suppress Nightmare Fire" and needs to be set to "true" to turn off the Nightmare fire.
2. I added two config options to turn off horse aggression. Now, you can turn off horse aggression toward all monsters, or just zombie pigmen. The two config options are "Horses attack monsters" and "Horses attack zombie pigmen" and need to be set to "false" to stop horses (in particular, those with a horn) from attacking these mobs.
Tips on Using Config Options
- If you are changing configuration options, it's important to note that you have to restart MineCraft (or your MineCraft server) to make some options take effect.
- For config options to take effect on a server, the configuration file for the server has to be modified. Changing things in your MineCraft settings screen will often not affect the server, especially if it changes how horses or horse powers behave. Note that some config options only affect appearances (such as turning on and off saddle stirrups), so these will work on your MineCraft client even if you are playing on a server.
- If some creatures have already spawned in your world (like Nightmares), and you set their spawn rate to 0, the ones that have already spawned will still be there. I'm considering making an easy command that will kill all horse types that have their spawn rate set to 0. This would be a user-accessible command (mod privileges not needed). Let me know if you are interested in this, and I'll move it up the priority list.
It looks like the Ultimate Unicorn Mod has a DataWatcher conflict with another mod you are using. They are both trying to use DataWatcher ID 23. The Ultimate Unicorn Mod uses 23 by default for making unicorns attack with their horns.
You can either try to find the conflicting mod (and remove it), or try to reassign the unicorn attack DataWatcher ID in the config options for the Ultimate Unicorn Mod. The config option you are looking for is labeled:
New poll up on Hackshop.com:
Hippocamps Ask You to Choose the Next Horse Breed!
( http://www.hackshop.com/2016/04/poll-hippocamps-ask-you-to-choose-next.html )
Running 1.7.10 here. Does equipping horseshoes stop the nightmare's fire trails?
There are a few ways to do that:
1. Get on the nightmare, go into the inventory screen, click on "Power Settings" and turn off "Flaming Hooves." This is probably the best way.
OR
2. Equip Horseshoes of Gentling.
OR
3. You can turn on the "Suppress Nightmare Fire" option in the Ultimate Unicorn Mod configuration options (get there by clicking on "Mods" on the Minecraft opening screen, and then select "Wings, Hornes, and Hooves", then click "Config"). This will cause Nightmares to stop making fire from their hooves.
After much trial and error removing and re-adding mods, ended up finding out that the Bookshelf core/library mod was causing my issues with invisible unicorns/etc from this mod.
To those having the invisible issue, be sure you not only remove the Bookshelf core mod, but anything that was dependant on it. (For me, I had to remove Enchanting Plus, which was dependent on Bookshelf core)
I'll have to grab the bookshelf mod and see if I can reproduce the issue. I have yet to see the horses disappear, and would like to try to debug it.
New release - 1.4.9!
This release includes a new Beta version for MineCraft 1.9.
See what's new!
Go get it at the download page!
I'm excited
<-- Please click them
@KaneApollo
Seems the bookshelf mod messes with horses as listed on their mod page "Horse Armor: Easily add new horse armor to the game." so that's probably why. Was getting interesting errors in my server window.
Even so, it doesn't seem it or the mods dependent on it really do much, or seem worth while, so removing them wasn't a big deal IMHO. I'd rather have this mod, TBH.
Unfortunately I think some of the larger packs like FTB Infinity Evolved, 1.7.10 MP, etc. might include this mod by default.
You should see it, given I tested it on four computers trying to debug the issue in my private modpack and had the same result each time (all PC's though, no Macs)
So far I have about 350 mods, including a block ID extender mod, and none of the others are messing with this mod, so that's good news! :3
Any idea why the power settings won't save? On 1.8.9 and anytime I try to turn the settings off, they immediately revert back to "on".
I am new to this mod, so far I am loving it! I did run into something.. odd and I am not sure if it is your mod or another that is messing with it. I was playing around with the breeding, bred two hippocamps and out popped a baby, with 73 health?? Any idea's or tips?
That is correct. The base max health for normal horses is 53. I thought 73 would be a modest bump over what normal horses have.
Seeing that the number of hearts is so large, however, maybe there is a problem with my logic. I'll check into it.
Thanks for pointing this out!
This is weird... and I don't know why it would be happening.
These settings are placed in a DataWatcher object. It's possible that another mod is writing to that same DataWatcher object.
Are you using any other mods? If so, it might be worthwhile to try it out without any other mods installed (sometimes I do this by setting up a new profile in a different directory, and only installing one mod in that location).
By the way, 1.4.11 is out - new custom horses, but that's all for now.
This mods pretty cool, only thing I found strange was that the magical horses can breed with normal minecraft horses but the children don't seem the inherit anything from the vanilla horse parent leading to clones on the magical one. Shoot, I was able to breed my unicorn with a donkey and thought "Oh this will be sweet, magical mules!"... it was a unicorn and not the magical mule I was hopeing for ;_;
Anyway if it's possible will you add the ability for magical horses to inherit the normal minecraft horse trait such as skin, health, and in the case of donkey breeding magical mules? The offspring can be some sort of normal/magical hybrid for some cool breeds and giving some extra traits to the mods horses by using what minecrafts already got. I personally want to see such hybrids since some of the normal horse skins would look good on some custom magical breeds, but lets all be honest... who doesn't want to make a alicorn mule just because they could?
Ha! I had no idea anyone would actually want to do that. I'll put it on the list of things to consider. I may add it in the future, especially if it's not too hard to implement.