Re leading animals through gates: It appears I can lead them through fence gates just fine, so long as they're HAPPY. All my attempts previously were with unhappy animals I was trying to get into pens where the food and water were. So that might be working as intended, or if not, an unplanned feature.
Noticed that sheep and goats do not eat beets despite that being on their list of foods. The only thing I've been able to feed them so far is wheat.
Was not able to name a horse with a nametag or feed it anything by hand. It wan't happy -- difficulty with feeding and my kid's weird stable structure has made it difficult to keep the horses happy. Heh.
I don't have 1.4.6 installed, though. I'll give it a run through next chance I get.
Re leading animals through gates: It appears I can lead them through fence gates just fine, so long as they're HAPPY. All my attempts previously were with unhappy animals I was trying to get into pens where the food and water were. So that might be working as intended, or if not, an unplanned feature.
Noticed that sheep and goats do not eat beets despite that being on their list of foods. The only thing I've been able to feed them so far is wheat.
Was not able to name a horse with a nametag or feed it anything by hand. It wan't happy -- difficulty with feeding and my kid's weird stable structure has made it difficult to keep the horses happy. Heh.
I don't have 1.4.6 installed, though. I'll give it a run through next chance I get.
Thanks for the feedback, EchoWeaver! Interesting about the gates. Well, if they are not happy, they get a weakness effect applied to them, which might explain this. Interesting.
I'll check on sheep and goats. You can actually change all of this in the confg (in case you didn't know).
Yes, the name tag on horses was an issue in 1.4.5 (maybe 1.4.4). Updating should solve that.
So I just recently got the 1.12.2 version and as someone who relies heavily on wikis and such, I can't find anything on the rabbits? They're not listed on any overview or even on this forum thread.
Also, I'm just saying I don't know if it's even possible or not, but it'd be really cute if the hamsters had little tubes
Yes, I really want these tubes too :). They would be kind of like engineering pipes... but just for hamsters... and transparent of course. Super fun.. but it's a long way down the list
Thanks for the feedback, EchoWeaver! Interesting about the gates. Well, if they are not happy, they get a weakness effect applied to them, which might explain this. Interesting.
What I observe is that unhappy animals move more spastically, even when they're on leads. They run in circles. They go off in random directions and are pulled back with the lead. Since they won't walk straight, I can't get them to walk through the gate.
I may be observing something that correlates with being unhappy rather than unhappiness itself :).
Whatever causes it, if it resolves by making the animals happy, it seems like a feature.
Hey, Fox...I know this may sound silly...but you have talent for modeling...so, could you...maybe make a collection of primates mobs? Minecraft have lots of modders that create mobs mod...but barely a 10% of them actually mess with primates! Please, not asking for a mod [if you can't is ok] Just something...
is there any way to disable the respawn in a config setting on animals both modded and vanilla? once they are dead i'd like to have to go farther out to get new ones.
i have to keep vanilla animals enabled for millenaire BTW.
is there any way to disable the respawn in a config setting on animals both modded and vanilla? once they are dead i'd like to have to go farther out to get new ones.
i have to keep vanilla animals enabled for millenaire BTW.
Respawn is controlled within Minecraft as far as I know. The same line of code that enables an entity for spawning also is referred to when respawning unfortunately. I am pretty sure. Have you looked into In Control (mod) to see what it can do?
The Meaning of Life, the Universe, and Everything.
Join Date:
8/4/2014
Posts:
45
Member Details
This has become my favorite mod. Hands down. I love playing with this in my rustic survival along with Pam's Harvestcraft! You guys have done a great job, and I hope it'll continue to grow.
The only down fall is that it doesn't have highland cattle. (XD Nah, it's perfect. Just teasing)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/5/2013
Posts:
60
Member Details
This and the Mo'Creatures mods are my favorite mods for this game. The critters are so cute and the modeling is really nice. I ADORE the variety of goats in this mod. I love goats (I've raised them IRL) and having half a dozen or so options to populate my farm is amazing. My niece is in love with the hamsters, too. X3
I do, however, have one problem. Since the update with the Mooshrooms I cant get them to spawn naturally. I think they will spawn on grass on the island but not on the mycelium.
Hi there! First of all, thanks for this great mod!
I'm trying to integrate animania into a self-made modpack right now. Its based on primal core, harvestcraft and a few other survival/nature mods (kinda like a spiritual successor to the 1.7.10 life in the woods).
Now, I'm trying to balance the modpack as good as i can (even though its only for personal use :P), but I'm having a hard time finding some more precise information about animania. The wiki is very... vague. Example concerning chicken breeds:
"There are 5 Chicken Breeds in Animania. Each has slightly different drops and resources. For instance, the Orpington drops the best meat, while the Wyandotte lays brown eggs, and Leghorns lay eggs the fastest."
Now, as I am adjusting a lot of food values and timers for growth, mating, etc., I would love to know what the exact numbers are. Like, what is the time modifier for leghorn chicken laying eggs? Do brown eggs have any benefit? Similar problem with other animals.
Is there any place I could get such in-depth information? I would also volunteer for putting it on the wiki
This and the Mo'Creatures mods are my favorite mods for this game. The critters are so cute and the modeling is really nice. I ADORE the variety of goats in this mod. I love goats (I've raised them IRL) and having half a dozen or so options to populate my farm is amazing. My niece is in love with the hamsters, too. X3
I do, however, have one problem. Since the update with the Mooshrooms I cant get them to spawn naturally. I think they will spawn on grass on the island but not on the mycelium.
You are the second person to mention this. There is nothing special about the Mooshroom respawning, so I'll have to take a look at it. Also tracked here.
"There are 5 Chicken Breeds in Animania. Each has slightly different drops and resources. For instance, the Orpington drops the best meat, while the Wyandotte lays brown eggs, and Leghorns lay eggs the fastest."
Now, as I am adjusting a lot of food values and timers for growth, mating, etc., I would love to know what the exact numbers are. Like, what is the time modifier for leghorn chicken laying eggs? Do brown eggs have any benefit? Similar problem with other animals.
Is there any place I could get such in-depth information? I would also volunteer for putting it on the wiki
It would be great if you could add to the wiki, we're always looking for help there
Alright, thanks for those suggestions. I am really inexperienced in mod coding itself and even though I know a little java, I can't figure out where to find those values in the source. Might just pop into the discord one of these days and ask for a little help there.
Also, yesterday I noticed another problem. I am using animania together with exoticbirds and reptilemod. But for some reason only very little mobs spawn in the worlds. Some seem to not spawn at all, even though they are enabled. If I disable the animania mobs, it seems to work better.
Is there a limit on how many different mobs can spawn? Or is it possible the mods have overlapping IDs and somehow cancel each other out?
I'll try to fix it myself, just asking if anybody here has had a similar issue.
Oh, @EchoWeaver: Yeah it works. Even the mud from primal core works if I remember right.
Re leading animals through gates: It appears I can lead them through fence gates just fine, so long as they're HAPPY. All my attempts previously were with unhappy animals I was trying to get into pens where the food and water were. So that might be working as intended, or if not, an unplanned feature.
Noticed that sheep and goats do not eat beets despite that being on their list of foods. The only thing I've been able to feed them so far is wheat.
Was not able to name a horse with a nametag or feed it anything by hand. It wan't happy -- difficulty with feeding and my kid's weird stable structure has made it difficult to keep the horses happy. Heh.
I don't have 1.4.6 installed, though. I'll give it a run through next chance I get.
Thanks for the feedback, EchoWeaver! Interesting about the gates. Well, if they are not happy, they get a weakness effect applied to them, which might explain this. Interesting.
I'll check on sheep and goats. You can actually change all of this in the confg (in case you didn't know).
Yes, the name tag on horses was an issue in 1.4.5 (maybe 1.4.4). Updating should solve that.
Yes, I really want these tubes too :). They would be kind of like engineering pipes... but just for hamsters... and transparent of course. Super fun.. but it's a long way down the list
What I observe is that unhappy animals move more spastically, even when they're on leads. They run in circles. They go off in random directions and are pulled back with the lead. Since they won't walk straight, I can't get them to walk through the gate.
I may be observing something that correlates with being unhappy rather than unhappiness itself :).
Whatever causes it, if it resolves by making the animals happy, it seems like a feature.
can you add turkey and ostrich and
camel and if you can remodel the cow
As I'm a zootechny student I love EVERYTHING about this mod.
Hey, Fox...I know this may sound silly...but you have talent for modeling...so, could you...maybe make a collection of primates mobs? Minecraft have lots of modders that create mobs mod...but barely a 10% of them actually mess with primates! Please, not asking for a mod [if you can't is ok] Just something...
Minecraft Fan! And modder wanna be!
is there any way to disable the respawn in a config setting on animals both modded and vanilla? once they are dead i'd like to have to go farther out to get new ones.
i have to keep vanilla animals enabled for millenaire BTW.
Respawn is controlled within Minecraft as far as I know. The same line of code that enables an entity for spawning also is referred to when respawning unfortunately. I am pretty sure. Have you looked into In Control (mod) to see what it can do?
thanks i'll give it a try!
When are ducks turkeys geese and giant slingshots for birds coming?
O.o
What?
This has become my favorite mod. Hands down. I love playing with this in my rustic survival along with Pam's Harvestcraft! You guys have done a great job, and I hope it'll continue to grow.
The only down fall is that it doesn't have highland cattle. (XD Nah, it's perfect. Just teasing)
Thank you for making this wonderful mod!
This and the Mo'Creatures mods are my favorite mods for this game. The critters are so cute and the modeling is really nice. I ADORE the variety of goats in this mod. I love goats (I've raised them IRL) and having half a dozen or so options to populate my farm is amazing. My niece is in love with the hamsters, too. X3
I do, however, have one problem. Since the update with the Mooshrooms I cant get them to spawn naturally. I think they will spawn on grass on the island but not on the mycelium.
Hi there! First of all, thanks for this great mod!
I'm trying to integrate animania into a self-made modpack right now. Its based on primal core, harvestcraft and a few other survival/nature mods (kinda like a spiritual successor to the 1.7.10 life in the woods).
Now, I'm trying to balance the modpack as good as i can (even though its only for personal use :P), but I'm having a hard time finding some more precise information about animania. The wiki is very... vague. Example concerning chicken breeds:
"There are 5 Chicken Breeds in Animania. Each has slightly different drops and resources. For instance, the Orpington drops the best meat, while the Wyandotte lays brown eggs, and Leghorns lay eggs the fastest."
Now, as I am adjusting a lot of food values and timers for growth, mating, etc., I would love to know what the exact numbers are. Like, what is the time modifier for leghorn chicken laying eggs? Do brown eggs have any benefit? Similar problem with other animals.
Is there any place I could get such in-depth information? I would also volunteer for putting it on the wiki
Thanks in advance!
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...
...
...
...what?
You are the second person to mention this. There is nothing special about the Mooshroom respawning, so I'll have to take a look at it. Also tracked here.
https://github.com/capnkirok/animania/issues/596
Well, there are two sources you could go to:
1) Our Discord, where you can ask questions - https://discord.gg/xyXrVBa
2) The Source Code - https://github.com/capnkirok/animaniamod/tree/1.12/src/main/java/com/animania/common/entities
It would be great if you could add to the wiki, we're always looking for help there
Hey, I notice that Biomes o Plenty has a mud recipe that seems to always supersede the Animania one. Will BoP mud entertain pigs?
Alright, thanks for those suggestions. I am really inexperienced in mod coding itself and even though I know a little java, I can't figure out where to find those values in the source. Might just pop into the discord one of these days and ask for a little help there.
Also, yesterday I noticed another problem. I am using animania together with exoticbirds and reptilemod. But for some reason only very little mobs spawn in the worlds. Some seem to not spawn at all, even though they are enabled. If I disable the animania mobs, it seems to work better.
Is there a limit on how many different mobs can spawn? Or is it possible the mods have overlapping IDs and somehow cancel each other out?
I'll try to fix it myself, just asking if anybody here has had a similar issue.
Oh, @EchoWeaver: Yeah it works. Even the mud from primal core works if I remember right.
...
...
...
...
...what?