And also u could make the werewolves target other players like you can type the players name and they'll go after them XD
And How do you add other werewolves to your pack?
You've gotta tame them. To do that, you need to be a werewolf, and you have to have a high enough savagery as compared to the other werewolf you're trying to tame. You've got to get close, and then howl, which will get the werewolf's attention if it's not attacking something. You'll know you have its attention because it will run over to you. When it does, you need to feed it some meat- if it shows a heart effect, the taming was successful and the werewolf is now part of your pack!
You can right-click on the werewolf to check its hunger and health, toggle it between follow and wander modes, and view its different behaviors
Technically you already can have them target other players- they go after anything you hit and anything that hits you while they're in the follow state. So if you punch another player...
Hey, instead of turning into a boring ol' regular wolf, why not turn into a wolf that looks like the Beast of Gevaudan? Maybe it could be an alternate form like the giant werewolf form.
Dude... this mod... is totally beast! Maybe my new favorite mod! I mean, seriously-- you can turn into a werewolf for crying out loud!
That's awesome! I do have a few minor suggestions, though- just a couple of things I noticed
Didn't see anything about the red overlay that pops up on the day before the full moon in the notes, and it scared the living daylights out of me the first time it came up because I wasn't expecting it. I see that it's way back in the changelog, but you might want to mention it in the guide so it's more visible Second, maybe a friendly fire option to keep you from hitting your packmates unless you want to. This could be toggled, maybe via your werewolf menu, that if you don't want to be able to hit your packmates (barring, say, if they challenge you or whatever) you don't. I was lucky enough to find a werewolf buddy with low savagery on my first night out, but I must have slapped the poor guy at least three times by accident cuz he came after the same enemy I was hunting. So... a friendly fire option that keeps you from accidentally hitting your packmates would be cool XD
Otherwise, I love, love, LOVE this mod! I think it's so cool that you have a pack structure implemented/in the works- that's something I've wanted to see in a mod for a long time, and I never have until now! Also, it's so awesome that naturally spawning werewolves have their own likes/dislikes and attack different things- that is totally cool! And the ability to make custom skins? I haven't done any yet, but believe me... I'm gonna have so much fun with that! It would be neat if at some point you could help level up your packmates, too- that would be awesome! I'm totally looking forward to the next update- keep up the great work!
I know, right?? And dude, this mod goes perfectly with my other canine mods- like Doggy Talents and I'm hoping it'll be compatible with DoggyStyle once that one's updated because then I could just have a huge wolf and dog fest and it would be totally awesome! I cannot wait for the next update (though I know modding takes time so no rush )!
Well I've been playing a lot longer and a few additional suggestions... feel free to take them or leave them, and I don't know if you're already planning something for any of these, but here are a few thoughts Some of them are fairly complicated, so I totally get it if you don't want to use them, but I don't know how far you've planned for this mod so I thought I'd toss it all out in case you want more material for the future
-Definitely some sort of friendly fire option. It gets really dangerous when you whack your werewolf friends at a higher level... (I took off like 15 hp from one of my werewolf friends once by mistake when he teleported in in front of you...)
-The ability to make skins for Dire Wolves, too, maybe? And possibly different custom attributes for them, too (all the ones I've tamed have had the same attributes...).
-Maybe some sort of way to modify these behaviors? Especially ones that could be problematic, such as breaking down doors or hating water. One of my werewolf buddies hates water so I have to stand around and wait for him to find a water-free route half the time XD Perhaps there could be some kind of action you could perform to help them overcome their fear or something. For doors, there could be a way to reprimand them (maybe a growl button?) when they start to break it down. Or when they hunt down and kill your farm animals.
-Speaking of what they kill, maybe instead of having them only instinctively kill certain things even when tame, for a tamed werewolf you could choose to tell them what things are okay to kill (I dream of having a village with werewolves in it someday... unfortunately, one of my werewolf friends lists them as something he likes for a snack :P), so you could tell them not to kill animals or villagers, but you could tell them to attack any players or mobs that came in range. Or you could leave the choice up to them and they'd follow their natural behaviors. Perhaps this could be tied in to my next idea...
-Respect. Savagery is necessary to tame/befriend werewolves and Dire Wolves, but an Alpha needs respect, too. In addition to your savagery, which affects all lycanthropes, respect affects only your packmates. Respect is earned by things like being attentive to your packmates' needs and feeding them when they're hungry/hurt, hunting as a pack, etc. The more respected you are, the less likely your packmates are to turn on you if their savagery is ever higher than yours, because you've taken the time to bond with them and they see you not just as an Alpha, but as a friend. Also, packmates that respect you are more willing to obey you- like, if you implement my growling idea, respect could influence how effective your growl is. It might take 5 times of growling to teach a werewolf not to kill your livestock if you are not very respected, but only 1 or 2 if you have a lot of respect. You said you want to implement a ranking system in the future- maybe respect could be tied into this. If the Alpha is respected, lower ranking wolves are less likely to fight amongst themselves. If the Alpha isn't very respected, quarrels will be more common and the rest of the pack will struggle to work as a cohesive unit. Or something. If a lycan in the pack dies, the Alpha's respect decreases dramatically, as it is his/her job to keep the pack safe and they have failed to do so... which is another reason you should make sure to keep your pack well-cared-for.
-More states for your packmates. It's good they have the wander ability currently, so that they're not following me on all my adventures, but maybe a guard option, too? Where they stay in one place and attack any hostile (or non-packmate) that comes within x number of blocks of them. If respect is implemented, maybe the level of respect for the Alpha could unlock this, and possibly other additional actions.
-Howling causes any of your packmates that are currently loaded in the map and are in the "follow" state to instantly teleport to you if there's enough space. This would be handy for getting packmates that are stuck unstuck.
-Werewolf young. Occasionally you could find a family of werewolves that spawn in a small cave or something- two parents and 2-5 offspring or something. The parents would be hostile to any player or npc werewolf that came by, but could be befriended by earning their trust (by feeding them, killing mobs in the range of their den, etc.). Possibly two werewolves that are in the same pack could also marry and have young (with the Alpha's permission). Perhaps some sort of system to tell a werewolf's lineage if they have it (and to prevent any... awkward... situations... by telling which other lycans are their family).
-With the addition of young (if you add them), maybe genders? These wouldn't do much except show up in the lycanthrope's menu and determine which lycans could marry if they wanted.
-Naming option. This would be like using a nametag, but wouldn't require the item. Werewolves are intelligent, being part human, so it should be easier to name them than a non-tamable mob. Maybe they could even start with names (after all, werewolves were once humans, too!), but the player could change these if they wished (and had the respect, if respect was implemented) (configurable).
-Free-feeders. A block that could be placed that allows your pack to get stored food out of it- must be placed 1 block above the ground for werewolves to reach it, and on the ground for Dire Wolves to reach it.
-I know you're planning on implementing other packs, and I'm not sure how you intend to do it, but it would be cool if you could influence relations between packs by interacting with their Alphas. Packs could have defined territories, which they defend (some more aggressively than others- depending on the personality of the Alpha), but if you get on good terms with their Alpha (perhaps by bringing gifts, etc.), you may manage to ally with their pack. Your relationship with each pack can vary- you may be friends with one and enemies with another (like with villages), but your overall status toward the packs you encounter is calculated and placed on a reputation meter. Mostly friendly relationships will make the meter lean toward "Diplomatic", on one side, but having many enemies will make you lean toward "Warmonger", on the other side. Your reputation precedes you- be wary of being too warlike, because new packs you encounter will know your tendencies and react accordingly...
-Perhaps your actions could influence whether or not villagers would flee from you. It makes sense for animals to run, but maybe if you spend a lot of time in a village trading with the villagers and protecting them, they would come to accept your wolf form. Whether you want to use this to actually form a solid relationship with the village or betray them while they're not expecting it would be your choice...
Then again, if you're adding werewolf villagers/villages of only werewolves, you might not want to implement this- if you're wanting to keep to the idea that villagers fear werewolves and exile anyone of their number who is turned...
-Werewolf hunters? These guys spawn rarely in villages and sell stuff with the Wolfsbane enchantment, as well as silver-tipped arrows (maybe- or possibly arrows poisoned with Wolfsbane) that do extra damage to lycans. The only way to obtain silver-tipped arrows is through trading with a werewolf hunter, as silver isn't really in the mod (unless you ever do want to add it lol). If a werewolf ever ventures into the village, they will attack it and try to kill it if they can- making it dangerous to enter a village in werewolf form.
-This is a must-have at some point. There should be some way of keeping packmates from dying permanently. Maybe this could be a slot in their GUI where you could place a certain item (that could be expensive to make), but... it's needed. Just lost one of my favorite packmates in a lava pit, and... yeah, it stinks...
I think that's it for now... these are just a bunch of products of my overproductive imagination XD Don't feel obligated to use any of these- I just thought I'd throw them out here in case you do want to use any of them, or in case they spark new ideas for you Keep up the awesome work!
The red overlay is beast pulse, I put a small note of it in the werewolf section of the guide book, I also adjusted it so it's slightly less of a jump scare. And Friendly Fire option has been added, good suggestion. As for the pack stuff, just got to wait for 1.1, it's currently very basic since it wasn't suppose to be implemented in 1.0 originally.
Hey, instead of turning into a boring ol' regular wolf, why not turn into a wolf that looks like the Beast of Gevaudan? Maybe it could be an alternate form like the giant werewolf form.
Images:
I may potentially add it later on, but other features will take priority for now.
I need more information. A crash log would be helpful (put in spoilers or a paste bin with link), if not then the version you're using, the forge version. And list any other mods you're using.
I can give you the crash report.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 9/01/16 8:20 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraftforge.fml.common.registry.EntityRegistry.registerModEntity(Ljava/lang/Class;Ljava/lang/String;ILjava/lang/Object;IIZII)V
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:693)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:291)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:484)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchMethodError: net.minecraftforge.fml.common.registry.EntityRegistry.registerModEntity(Ljava/lang/Class;Ljava/lang/String;ILjava/lang/Object;IIZII)V
at com.raz.howlingmoon.CommonProxy.registerEntities(CommonProxy.java:42)
at com.raz.howlingmoon.Werewolf.init(Werewolf.java:118)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:518)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:692)
... 10 more
and the mods I have are-
Frozencraft-1.8
Minecraft-Comes-Alive-1.8-universal
RadixCore-2.0.3-1.8-universal
RikMuldsCore_1.2c
ultimate_unicorn_mod-1.8-1.1.6
and then your mod. And the forge verison i'm using is 1.8-Forge11.14.1.1334
If you need any more info plz ask cause this seems like a really awsome mod so Thanks!
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 9/01/16 8:20 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraftforge.fml.common.registry.EntityRegistry.registerModEntity(Ljava/lang/Class;Ljava/lang/String;ILjava/lang/Object;IIZII)V
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:693)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:291)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:484)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchMethodError: net.minecraftforge.fml.common.registry.EntityRegistry.registerModEntity(Ljava/lang/Class;Ljava/lang/String;ILjava/lang/Object;IIZII)V
at com.raz.howlingmoon.CommonProxy.registerEntities(CommonProxy.java:42)
at com.raz.howlingmoon.Werewolf.init(Werewolf.java:118)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:518)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:692)
... 10 more
and the mods I have are-
Frozencraft-1.8
Minecraft-Comes-Alive-1.8-universal
RadixCore-2.0.3-1.8-universal
RikMuldsCore_1.2c
ultimate_unicorn_mod-1.8-1.1.6
and then your mod. And the forge verison i'm using is 1.8-Forge11.14.1.1334
If you need any more info plz ask cause this seems like a really awsome mod so Thanks!
The problem is the Forge version, you need to update it to at least the recommended version 1.8 - 11.14.4.1563 or higher. That should fix the crash.
The red overlay is beast pulse, I put a small note of it in the werewolf section of the guide book, I also adjusted it so it's slightly less of a jump scare. And Friendly Fire option has been added, good suggestion. As for the pack stuff, just got to wait for 1.1, it's currently very basic since it wasn't suppose to be implemented in 1.0 originally.
I may potentially add it later on, but other features will take priority for now.
Haha, I found it in the changelog after I saw it, but it's good to know it'll be going in the guide, too lol. It startled me a bit XD And oh, awesome! Thanks- that'll help a lot lol XD And oooh... I eagerly anticipate 1.1!
Oh, hey, random question- I've made several custom skins for my werewolves, and I was wondering, would you want me to post them up here so you could add them as default? I know it's super easy to add custom ones anyway, but I was just curious because I certainly can and I don't mind a bit if you use them for default ones lol
Haha, I found it in the changelog after I saw it, but it's good to know it'll be going in the guide, too lol. It startled me a bit XD And oh, awesome! Thanks- that'll help a lot lol XD And oooh... I eagerly anticipate 1.1!
Oh, hey, random question- I've made several custom skins for my werewolves, and I was wondering, would you want me to post them up here so you could add them as default? I know it's super easy to add custom ones anyway, but I was just curious because I certainly can and I don't mind a bit if you use them for default ones lol
You can post them. If I like them enough and they fit, natural like tone, I'll add them as one of the default skins and post credit like with Killerwolf1810's texture.
Business project tech conference more fun for refreshment simple, boring work and leisure activities.They work at a meeting, and they are working for a good company the effect is that people are grateful for the care staff.
You can post them. If I like them enough and they fit, natural like tone, I'll add them as one of the default skins and post credit like with Killerwolf1810's texture.
Okay! Here are the two I have so far- they're a little bit of a different style than the ones you have, so I hope that's alright...
Oh my word... worst fail ever... XD So I started a new world, and I made my home in the middle of a taiga, but I didn't find any sheep so I couldn't make a bed. So I'm sitting in my tiny little house carved into a cliff mining away the night and waiting for morning, when all of a sudden I hear a growl. So I get all excited and go, "Oh! Werewolf!" but my door's made of spruce, so I can't see out. So I'm just like, "I'll just take a little peek and see if I see him..." and so I open the door... and he's standing right there.
And proceeds to walk straight into my house.
And kill me.
"Dumb ways to die... so many dumb ways to die... dumb ways to die-ie-ie... so many dumb ways to die..."
XD
Oh, now wait- it gets better. Werewolf was joined by his buddy, and the two of them are having a ton of fun killing me repeatedly ever time I try and get home.
*sigh* Guess I'll just have to wait for the full moon...
In addition to the typical scent tracking, werewolves, dire wolves, and regular wolves should naturally give off different colored scent trails. This could be enabled/disabled through the config and/or the menu.
In real life, canines identify each other through scent, and while this isn't exactly real life, it still makes sense and would be kinda cool to see
I just had a question about the werewolf hunger bar. When I'm in human form it depletes so fast, even when starting full, that it feels like I have a very limited time before I'm transforming into a wolf again. I've started working on an animal farm since it seems like I'm going to need the most monstrous size farm to keep myself in control. Any way to help control this I might not know about?
You've gotta tame them. To do that, you need to be a werewolf, and you have to have a high enough savagery as compared to the other werewolf you're trying to tame. You've got to get close, and then howl, which will get the werewolf's attention if it's not attacking something. You'll know you have its attention because it will run over to you. When it does, you need to feed it some meat- if it shows a heart effect, the taming was successful and the werewolf is now part of your pack!
You can right-click on the werewolf to check its hunger and health, toggle it between follow and wander modes, and view its different behaviors
Technically you already can have them target other players- they go after anything you hit and anything that hits you while they're in the follow state. So if you punch another player...
Press the drop key (default Q) while your paw is empty
Hey, instead of turning into a boring ol' regular wolf, why not turn into a wolf that looks like the Beast of Gevaudan? Maybe it could be an alternate form like the giant werewolf form.
Images:
The red overlay is beast pulse, I put a small note of it in the werewolf section of the guide book, I also adjusted it so it's slightly less of a jump scare. And Friendly Fire option has been added, good suggestion. As for the pack stuff, just got to wait for 1.1, it's currently very basic since it wasn't suppose to be implemented in 1.0 originally.
I may potentially add it later on, but other features will take priority for now.
I can give you the crash report.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 9/01/16 8:20 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraftforge.fml.common.registry.EntityRegistry.registerModEntity(Ljava/lang/Class;Ljava/lang/String;ILjava/lang/Object;IIZII)V
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:693)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:291)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:484)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchMethodError: net.minecraftforge.fml.common.registry.EntityRegistry.registerModEntity(Ljava/lang/Class;Ljava/lang/String;ILjava/lang/Object;IIZII)V
at com.raz.howlingmoon.CommonProxy.registerEntities(CommonProxy.java:42)
at com.raz.howlingmoon.Werewolf.init(Werewolf.java:118)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:518)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:692)
... 10 more
and the mods I have are-
Frozencraft-1.8
Minecraft-Comes-Alive-1.8-universal
RadixCore-2.0.3-1.8-universal
RikMuldsCore_1.2c
ultimate_unicorn_mod-1.8-1.1.6
and then your mod. And the forge verison i'm using is 1.8-Forge11.14.1.1334
If you need any more info plz ask cause this seems like a really awsome mod so Thanks!
The problem is the Forge version, you need to update it to at least the recommended version 1.8 - 11.14.4.1563 or higher. That should fix the crash.
Haha, I found it in the changelog after I saw it, but it's good to know it'll be going in the guide, too lol. It startled me a bit XD And oh, awesome! Thanks- that'll help a lot lol XD And oooh... I eagerly anticipate 1.1!
Oh, hey, random question- I've made several custom skins for my werewolves, and I was wondering, would you want me to post them up here so you could add them as default? I know it's super easy to add custom ones anyway, but I was just curious because I certainly can and I don't mind a bit if you use them for default ones lol
Thanks its not crashing now! Can't wait to try out the mod!
I was playing the mod and in the book it said "Drop key" but what does it mean?
The key you use to drop an item- default "Q"
You can post them. If I like them enough and they fit, natural like tone, I'll add them as one of the default skins and post credit like with Killerwolf1810's texture.
It's the same key/button to drop items. Should be Q by default in controls unless manually changed.
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Okay! Here are the two I have so far- they're a little bit of a different style than the ones you have, so I hope that's alright...
OH MY WORD JUST SAW 1.0 HOW DID I MISS THIS?? When you said update I
thought you meant your version- not that it was actually out!
*download*
Dude... yes, just yes! And oh! So happy my dire wolf packmates now won't despawn! And friendly fire- yay!
Mod looks awesome, might make a review on it soon!
Oh my word... worst fail ever... XD So I started a new world, and I made my home in the middle of a taiga, but I didn't find any sheep so I couldn't make a bed. So I'm sitting in my tiny little house carved into a cliff mining away the night and waiting for morning, when all of a sudden I hear a growl. So I get all excited and go, "Oh! Werewolf!" but my door's made of spruce, so I can't see out. So I'm just like, "I'll just take a little peek and see if I see him..." and so I open the door... and he's standing right there.
And proceeds to walk straight into my house.
And kill me.
"Dumb ways to die... so many dumb ways to die... dumb ways to die-ie-ie... so many dumb ways to die..."
XD
Oh, now wait- it gets better. Werewolf was joined by his buddy, and the two of them are having a ton of fun killing me repeatedly ever time I try and get home.
*sigh* Guess I'll just have to wait for the full moon...
Another small suggestion-
In addition to the typical scent tracking, werewolves, dire wolves, and regular wolves should naturally give off different colored scent trails. This could be enabled/disabled through the config and/or the menu.
In real life, canines identify each other through scent, and while this isn't exactly real life, it still makes sense and would be kinda cool to see
Ah, thank you! And heh, I'm sure I will- but it depends on my time and inspiration
I just had a question about the werewolf hunger bar. When I'm in human form it depletes so fast, even when starting full, that it feels like I have a very limited time before I'm transforming into a wolf again. I've started working on an animal farm since it seems like I'm going to need the most monstrous size farm to keep myself in control. Any way to help control this I might not know about?
Save one man and you save the world. Check me out on YouTube https://www.youtube.com/user/Wolfenoutt
Nice and cool i enjoyed it a lot! After 3 years waiting for a mod such as this!
nice job!
