Have any plans on releasing a compatibility patch? I can't live without JAFF and Optifine.
I don't know if I even can. Optifine isn't exactly open source.
I mean, I can try experimenting and see if I can figure out why... but it's kind of hit and miss. I wonder, does optifine modify anything with how the vanilla fishing rod pulls entities? I'm using the same code (but not releasing the entity like the vanilla one does; instead I just play the reeling sound).
I really love this mod First mod I seen yet that makes fishing exciting. I do have some suggestions though(I do know it is a very early release):
1. Why not have one fishing rod for the fish((I know you stated that there is a problem with the vanilla one so why not add just the iron pole)
2. Only involve a second rod when catching a fish that is extremely difficult to reel in(sharks)
3. More fish variation(Brown cod, yellower clownfish)
4. The fish that flee from the player(makes it harder to impale them with a sword)
5. Fish eat three - five seeds each to make it harder to have an infinite supply of fish XD
6. When a tank is over populated the fish stop breeding
Like at the top of this comment I love the mod. I would love to see new fish added like pike, perch, bass, etc. Maybe refrain from adding whales and larger fish to keep the mod simple(Do what you want I'm not your mother :D).
Well, its really a shame I can't use this mod due to its incompatibilities. But, It would be nice if you could add like different types of bait for different fish.
I really love this mod First mod I seen yet that makes fishing exciting. I do have some suggestions though(I do know it is a very early release):
1. Why not have one fishing rod for the fish((I know you stated that there is a problem with the vanilla one so why not add just the iron pole)
2. Only involve a second rod when catching a fish that is extremely difficult to reel in(sharks)
3. More fish variation(Brown cod, yellower clownfish)
4. The fish that flee from the player(makes it harder to impale them with a sword)
5. Fish eat three - five seeds each to make it harder to have an infinite supply of fish XD
6. When a tank is over populated the fish stop breeding
Like at the top of this comment I love the mod. I would love to see new fish added like pike, perch, bass, etc. Maybe refrain from adding whales and larger fish to keep the mod simple(Do what you want I'm not your mother :D).
Nice mod, simple but adds to the game. I think everyone gets a bit tired of squid overpopulation.
Could I suggest spider eyes as an alternative bait, since there are people who don't do much brewing, like myself, and have way to many spiders eyes and I bet a fish would see that as a yummy treat.
Electric eels sound like a cool idea, too.
And, if people want more AI, I think that would be pretty easy just copy out or extend some of the vanilla code for grazing animals and change it from being attacked to checking for the players presence I'm sure I saw there was a light way of doing that.
Thanks for the suggestions. The fish actually do run away from the players; I may have to tweak the probability though, since they don't seem to all that often.
I'm thinking of creating an api which will allow others (and myself of course =) ) to add more fish to this mod.
Also, I like the spider eye suggestion; I'm thinking of making a way for people through configs (and mods through an api) to add bait types, so people can use modded worms and such. The only thing is I'm not sure of is if it should apply to every type of fish. For instance, maybe these "vanilla" fish only like seeds, and maybe a certain other added fish only likes raw beef. Then should the generic bait work for both?
Well, its really a shame I can't use this mod due to its incompatibilities. But, It would be nice if you could add like different types of bait for different fish.
Yeah, I know what you mean. =/ Well, in the next update I do have an idea for getting around the problem.
I'm thinking of creating an api which will allow others (and myself of course =) ) to add more fish to this mod.
Also, I like the spider eye suggestion; I'm thinking of making a way for people through configs (and mods through an api) to add bait types, so people can use modded worms and such. The only thing is I'm not sure of is if it should apply to every type of fish. For instance, maybe these "vanilla" fish only like seeds, and maybe a certain other added fish only likes raw beef. Then should the generic bait work for both?
Why not jsons? To create custom rods, baits and fishes all you have to do is modify json file! That would give a tonn more flexibility to the mod. And gson makes this a tonn easier (see my previous post)!
Anyways, if you don't want to do (or simply don't do) jsons, but do an api, can i make json-api cross hook, basically what i said above, but as addon?
Some words about baits: different fish can be bound through api/json to fish and items can be bound to bait too.
Why not jsons? To create custom rods, baits and fishes all you have to do is modify json file! That would give a tonn more flexibility to the mod. And gson makes this a tonn easier (see my previous post)!
Anyways, if you don't want to do (or simply don't do) jsons, but do an api, can i make json-api cross hook, basically what i said above, but as addon?
Some words about baits: different fish can be bound through api/json to fish and items can be bound to bait too.
Yeah, json will work for most things, but unfortunately it won't work for the fish entities themselves, which is kinda the whole point. =P Each entity needs a separate java class, so they must be defined in java code. I've been trying to find a way around that (even creating java classes as the code's running), but nothing seems viable.
If you want to make a json hook once I get the api working, that would be nice! Well, again for the fish it might not work (unless you made a very generic fish in your api which you could modify through json), but it would be good for the rods, bait, and such.
Actually, no, I can't in this 1.7 verison. In 1.8, I'll be able to.
Yeah, json will work for most things, but unfortunately it won't work for the fish entities themselves, which is kinda the whole point. =P Each entity needs a separate java class, so they must be defined in java code. I've been trying to find a way around that (even creating java classes as the code's running), but nothing seems viable.
If you want to make a json hook once I get the api working, that would be nice! Well, again for the fish it might not work (unless you made a very generic fish in your api which you could modify through json), but it would be good for the rods, bait, and such.
It can work for fish very well: EntityFish has one final field: type. This is variable FishType, which gets generated from json. When it's time to spawn a fish a random fish type gets selected which will work for spawn position (biome, height...), then new EntityFish(randomTypeThatWorksInThisLocation). Then spawn it. Now, all parameters that you allow to be changed in fishes (bb size, baits types, model, texture, ...) are specified in FishType, and all calls to these getter methods get redirected to fishType. Which is specified from Json! Last thing: to save fish type, just save type name, because fish types, like items and blocks, are singletons...
This is one of ways of how this can work...
Again, if you will not make json, but will make an api, i can write json-api hook to do these things...
hello, I just wanted to pop by and say "nice mod" before offering my input on it.
it is a very nice mod, but personally I would like to see not only the ability to toggle fishbones on and off, but the chance of catching an actual fish item instead of fishbones, sort of like a junk catch but on fish. on a secondary note, a way of linking it to the "config" button in the mods menu would be appreciated, if possible.
I have yet to try the new rods as of yet, though it does look interesting.
Alright, here's the video: at the end I show how the fish react.
(insert cringy dubstep minecraft intro here)
Whoa, what in the what?
I've never seen it do that on my end. What version of forge do you have (and do you have any other mods)? I'll see if I can get it to do that myself.
Edit: Also, try testing it in a new world with no other mods, if you can. See if the same thing happens.
Well, Its definitely not vanilla xD but I dont have any mod that I think would conflict. But here's my mod list along with my forge version:
Sorry for the huge amount of mods, but I love em'. Just confirmed it works on vanilla. I know its not the streams mod
(insert cringy dubstep minecraft intro here)
Hmm, the only mods in there that I think might affect it are BetterFps and maybe Optifine. Try removing those and see if that makes any difference.
Also, you probably didn't see my edit above; try running it just by itself. I'm curious if it's caused by your forge version, or by a mod.
Works with vanilla.
(insert cringy dubstep minecraft intro here)
Yup, its optifine. Bummer, I liked that.
(insert cringy dubstep minecraft intro here)
Aw man... I wonder what could be causing it to act like that?
That really stinks, because I know lots of people use optifine...
Have any plans on releasing a compatibility patch? I can't live without JAFF and Optifine.
(insert cringy dubstep minecraft intro here)
I don't know if I even can. Optifine isn't exactly open source.
I mean, I can try experimenting and see if I can figure out why... but it's kind of hit and miss. I wonder, does optifine modify anything with how the vanilla fishing rod pulls entities? I'm using the same code (but not releasing the entity like the vanilla one does; instead I just play the reeling sound).
The fishing system seems worse than vanilla instead of better than vanilla.
When it is better than vanilla to play with this mod instead of a normal fishing pole, then I'll come back and download it.
Obey what is right, ignore what is unreasonable.
Do you happen to have optifine? There seems to be a problem with it and with the fishing right now.
If not, then what don't you like about it, and what improvements would you suggest?
I really love this mod First mod I seen yet that makes fishing exciting. I do have some suggestions though(I do know it is a very early release):
1. Why not have one fishing rod for the fish((I know you stated that there is a problem with the vanilla one so why not add just the iron pole)
2. Only involve a second rod when catching a fish that is extremely difficult to reel in(sharks)
3. More fish variation(Brown cod, yellower clownfish)
4. The fish that flee from the player(makes it harder to impale them with a sword)
5. Fish eat three - five seeds each to make it harder to have an infinite supply of fish XD
6. When a tank is over populated the fish stop breeding
Like at the top of this comment I love the mod. I would love to see new fish added like pike, perch, bass, etc. Maybe refrain from adding whales and larger fish to keep the mod simple(Do what you want I'm not your mother :D).
IP to Connect: enatic.my.pebble.host
On a later stage, I suggest you make the fish tank available to the whole set of mobs (e.g. mobs from other mods) through config,
like stating whether this mob is a "fish" or not (even if it's a bear) :))
And I guess, add a drowning option, although I don't think it's necessary.
MineFantasy2 ~ GrowthCraft ~ Electrical Age ~ Lively Animals ~ Dark Roleplay ~ Wild Cryptids & Conspiracies ~ Groundwork
Well, its really a shame I can't use this mod due to its incompatibilities. But, It would be nice if you could add like different types of bait for different fish.
(insert cringy dubstep minecraft intro here)
Thanks for the suggestions. The fish actually do run away from the players; I may have to tweak the probability though, since they don't seem to all that often.
I'm thinking of creating an api which will allow others (and myself of course =) ) to add more fish to this mod.
Also, I like the spider eye suggestion; I'm thinking of making a way for people through configs (and mods through an api) to add bait types, so people can use modded worms and such. The only thing is I'm not sure of is if it should apply to every type of fish. For instance, maybe these "vanilla" fish only like seeds, and maybe a certain other added fish only likes raw beef. Then should the generic bait work for both?
Nah, fish tank is for fish. =P
And actually I can't do that, because I can only modify the despawning code for the entities in this mod (not other mods).
Yeah, I know what you mean. =/ Well, in the next update I do have an idea for getting around the problem.
Would it be possible to make the fishtank item texture use the current texturepacks glass and water texture?
Why not jsons? To create custom rods, baits and fishes all you have to do is modify json file! That would give a tonn more flexibility to the mod. And gson makes this a tonn easier (see my previous post)!
Anyways, if you don't want to do (or simply don't do) jsons, but do an api, can i make json-api cross hook, basically what i said above, but as addon?
Some words about baits: different fish can be bound through api/json to fish and items can be bound to bait too.
Check out all my mods here: Link Removed!
Actually, no, I can't in this 1.7 verison. In 1.8, I'll be able to.
Yeah, json will work for most things, but unfortunately it won't work for the fish entities themselves, which is kinda the whole point. =P Each entity needs a separate java class, so they must be defined in java code. I've been trying to find a way around that (even creating java classes as the code's running), but nothing seems viable.
If you want to make a json hook once I get the api working, that would be nice! Well, again for the fish it might not work (unless you made a very generic fish in your api which you could modify through json), but it would be good for the rods, bait, and such.
It can work for fish very well: EntityFish has one final field: type. This is variable FishType, which gets generated from json. When it's time to spawn a fish a random fish type gets selected which will work for spawn position (biome, height...), then new EntityFish(randomTypeThatWorksInThisLocation). Then spawn it. Now, all parameters that you allow to be changed in fishes (bb size, baits types, model, texture, ...) are specified in FishType, and all calls to these getter methods get redirected to fishType. Which is specified from Json! Last thing: to save fish type, just save type name, because fish types, like items and blocks, are singletons...
This is one of ways of how this can work...
Again, if you will not make json, but will make an api, i can write json-api hook to do these things...
Check out all my mods here: Link Removed!
hello, I just wanted to pop by and say "nice mod" before offering my input on it.
it is a very nice mod, but personally I would like to see not only the ability to toggle fishbones on and off, but the chance of catching an actual fish item instead of fishbones, sort of like a junk catch but on fish. on a secondary note, a way of linking it to the "config" button in the mods menu would be appreciated, if possible.
I have yet to try the new rods as of yet, though it does look interesting.