Thank you for answering my questiion Avii bit I actually ment something diffrent then i said I ment thingslike covered wagons but that is just for the texture so your answer is great but What is complexly horsesis it going to be an extension or is it going to be like Simply Horses 2.0?
(Discussed with Gyarados over PM but) I'm not using ModLoader just yet gaiz. *IMMEDIATELY thrown into a bonfire*
And for those of you about to despair, don't. I will be releasing it and prereleases as a ModLoader mod and as a base-edited mod. But I'm also learning Java as I go, so I didn't want an API to alter the experience gained.
^^ And thanks Lobster-dahlin'! Stay tuned!
Hari, my equivalent to covered wagons will be the Romani Vardo, which is just prettier in general. Though, if you and others would like.. I'll find some way for players to toggle the texture ingame ^^.
"Complexly Horses" will be an optional extension of this mod, that adds more complicated things outside of the "basic" nature of Simply Horses. Things like the donkey-wheel that DragoneerX suggested, possibly new horse breeds (Zebra, for instance. Maybe Pegasi and Unicorns [though that may be infringing on Dr. Zhark's "Mo' Creatures" Idea, so I may not do those two]), and possibly other player suggestions that I thought would be awesome to add, but too much content for peeps who would want "simply" horses in the game.
I also broke the two up so I wouldn't get overwhelmed ^^!
Rui! Saved you for last 83. Assume away! You were kinda right in some ways.
I'm going to code in hitching! I was going to allow the player to hitch a horse to any block, but I think limiting it to fences, as you said, seems more realistic. I'm not too sure on the code for it yet though.
As for the taming routine, I've coded in a "breaking timer." Originally, I had it so that you could tie the horse somewhere and, after two days, it would tame itself. But at the cost of some resource, i.e. giving it treats (sugar cubes and wheat), you could shorten that time- but I do like the idea of closeness also lowering the timer.
As for the brush, I'd maybe consider it if it had a use beyond reducing the breaking countdown (as food and possibly closeness would do). Personally, I'd just stick to those two ^^;;. If I add the closeness factor (and I'm really liking it), I'll totally credit you for the original idea.
As for stubborn horses, I think it would add a bit too much frustration to the whole taming business- simply because horses will be a bit rare to begin with, and taming as it is will take a bit more time than anyone is used too.
As for wolves and horses... I probably won't add that, but I may add the ability for wild herds to repopulate themselves (wild foals, for the win!). I think it would be an interesting dynamic... and cute. I did intend for a part of this mod to be simply aesthetic, and AI does interest the crap out of me xD.
As for rearing... if the animation side of this game didn't terrify me, I probably would add it. 8P Maybe I will, but I wouldn't know how to also animate the behavior with a player mounted ^^;;.
Derp. There was no word-vomit here. Your ideas are all very awesome. Thanks very much for sharing them!
Trust me, I don't intend to be as micromanagement-oriented as BTW in Simply Horses or Complexly Horses. Hopefully, players will be able to jump into either mod as easily as they do Minecraft.
So, anyway, I went to bed last night and got to thinking (because that's what beds are for. Thinking 9_9). Extreme sleep deprivation aside...
I have coded Wild Horse behavior so that they run from the player if he gets withing 6 blocks of them or if he is within 30 blocks of them and not sneaking. This is all well and good until the player starts sprinting. So now....
Stallions will attack you if you're not sneaking. You can still probably catch a mare by making a run for it, but it's "not advised."
As I've said before, I'm very excited for this mod! ^^
I have a few ideas, if you don't mind hearing me out.
1. Maybe giving horses the ability to jump over fencing, but only when ridden by the player.
2. You were talking about possible activities/items that reduce the time it takes to tame a horse, I was wondering if you'd considered implementing some sort of "Bonding Statistics/Meter" that you could fill up by feeding your horse a treat, spending time with them, brushing them, etc. In addition to speeding up the taming process, you could also reward filling up this meter by giving a horse that's been bonded with a speed, stamina, or health boost.
3. Giving horses tack that works as a form of armor/some form of boost. Like iron horseshoes enable the horse to run faster/have more of a knock back value when attacking enemies.
Some of those are probably pretty lame. ^^;
But hey, just my two cents.
To be honest, I'm not yet sure. Right now, it will be coded so that being on the horse is equivalent to sneaking on foot. I want it to be more dynamic, but that will have to wait until I've learned some things about coding mounts in the first place- like how to make a mount respond to isSneaking() or isSprinting(), and how to activate those while mounted in the first place.
That's probably a bit insultative and not planned. However If you'd want to use Simply Horses and Mo' Creatures, I believe there's an option to disable specific animals in the Mo' mod itself, but I'm not particularly sure how.
Now that I think about it though, there may be more important compatibility issues between the two mods in the first place (concerning both the horses and the lasso at least), so you'll have to test it yourself unless I work up the courage (if ever) to ask Dr. Zhark about them.
I'm a rather shy person, really.
Oh, and, small update. Working on EntityAIDefendHerd right now, and it's been giving me grief for the past few days. It's the reason for the lack of real updates. This is the AI that will cause stallions to attack players or rival stallions if they get too close.
I just have to say this, please don't turn this into another Mo' Creatures with just horses. I have been searching high and low for a mod that just adds a single, ridable mob that can be bred and tamed like wolves and cats. Right now this is as close as I'm going to get. I can't use Mo' Creatures because it causes way too much lag for me plus it conflicts with half the mods I use, plus I don't like how complex the horses are. I'm a firm believer in the KISS (Keep It Simple Stupid) method and so far you're doing a good job.
A few thoughts I have on this mod. I love the idea of wild horse herds on the plains, though I'd advise to try to keep the herds relatively rare and small or at least configurable. Like I said, part of the reason I don't use Mo' Creatures is lag and having too many added mobs in one place can cause issues on lower-end computers. I LOVE the wagons. Having looked over the different types of wagons, the only one I'd ask for is a wagon that allows for one passenger like you've already mentioned including, though if there's a way to make it so that you can get your wolves to ride with you that would be awesome. No need to worry about cats since they'll sit on the Clydesdales.
One question: will the vardo be just a bed, or will we be able to add a chest and/or a crafting table? Vardos are pretty much homes on wheels, so I'm wondering if the one you make will be a home on wheels or just a wagon you sleep in.
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@[email protected] Replies.... Sorry for the wait; I've been extremely frustrated with the EntityAIDefendHerd code for the past few days, and I just finished it. WHOO! But that only means:
The Wild Horse is Finished!!! Hellz yeah, Baby! The only thing left for them is the breeding code, but that has to wait until I finish some "general horse" coding! Stallions will randomly breed with 1-3 mares, increasing the herd number to up to 10 animals. (and remember, there will be at most 2 herds per plains- assuming the Stallions don't get to each other.
But onto some long-due responses! *Clears throat and cracks knuckles*
Dragoneer, thanks, but the problem with that idea is that you can lasso a horse from farther away than 2-3 blocks, and the Stallion is already around to kick the hell out of you. Personally, I like the idea of having to creep around stallions and through the herd to get to a horse. Anymore difficultly and it'd get a bit frustrating!
The "mares" will run away if you get too close without sneaking, and flock behind the stallion, who holds his ground and will attack if provoked.
But the single extra inventory slot on the mustang seems pretty interesting. I'm kind of wary of working on GUI's, but if I get my mind around it, I'll definitely look into it ^^
Gorgotesque, horses can jump over 1-block-high fencing when on their own, and (at least for mustangs and Arabians) 2-block-high fencing when being ridden. Clydesdales don't get a jump bonus when ridden. This was mostly decided because the horse model is rather tall. They could pretty-much step over the fences if ya looked at em xD.
As for the post-taming Bonding Meter, I don't think I'll add that, but I may release a Complexly Horses add-on that allows you to equip performance-enhancing tack to your horse. This all depends on how good I get at coding, though. Again; GUI's scare me 8P.
RuyRuga.... erm... thanks for the support. ^^;;
Rui, for now, I've decided that riding a horse into a herd at the moment will keep the stallion from attacking you. He will run like the mares. And Dragoneer, using an Arabian would make this easier, as mustangs are only as fast as wilds.
Mar16cris... whoa... Unfortunately, I won't be adding any other species of animals to this mod. I may add other equines in a Complexly Horses add-on, however. ^^ But thanks for the ideas. I mostly agree with Dragoneer: a good mod is based on quality of content, not quantity, and overloading with too much can seriously dull the experience 8P.
Sinsady, Thanks! I look forward to you testing it 83!
RainBatRi, don't worry. Like I've said before, I have no intention of turning this into Mo' Creatures (nothing against the mod. I was actually waiting for an SMP version for forevers ~.~). Wilds will be fairly rare on the plains, and there will never be more than 20 on a single plane (and according to the biome gen algorithm, I think that will only be on particularly large plains).
=P I more like the idea of wolves tailing the wagon or running around alongside you. But if peeps would like, I can have them able to ride on carts and wagons too. (I just don't know how well that will go if you get attacked. I think they'd be stuck on the wagon, unfortunately.)
And the vardo will have one large chest, act as a bed, and keep mobs a distance away from you ^^.
Heh, I gave myself a two-month deadline to have the SSP version, so by the end of April. But, it's looking like I'll be done with that before then. And yes, all of my horse breeds extend a basic horse class that hold all of the horses' shared AI's such as grazing, lasso-following, and the standard animal AI. Their models also extend the baseHorse model, and it's the same for their renders. When coding a new breed, I need only code the specific AI of that breed 83.
xDigii, I will have a prerelease soon. Once I convert over to ModLoader .
Gyarados: hahah, been a rough few days, but I'm still goin' ^^.
Dragoneer: Once I finish Simply Horses, I'll make sure it's set in SSP and SMP before tackling Complexly Horses add-on packs :3 and maybe other API versions.
Foals are Complete! Oh yeah; if you manage to find and lasso a wild mare with a foal, the foal will stay with mum, even if you somehow manage to break her before he grows up (in about one day). Be careful though. He grows up into a Wild, not a tame mustang.
Speaking of which... I'm moving on to tame horses now ^^
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Wow, this sounds simply lovely. From what I see so far, I am really liking the feel of the horse model you used. It feels minecrafty, but also not as rigid as some horse models I've seen in other mods. I'm definetly gonna check it out when you get things up and running! And good luck on your degree!