0_0 wow, Great job grimallq! I was going to post mine, but ya know, maybe you could show me how to read this? I have more than 150 mods, for a modpack I've been plaing with, and it would be one mean to ask you to do this for me, and it would be nice to learn how to myself. there was a laggy, working version, but now it crashes. SUX. Thankyou for your time, I realise this sounds like I'm simply requesting a service you some how owe me lol, but I feel like this would be AMAZING!
The version is 1.7.10.I did not get a log because it did not crash
Awsomesause! I knew you didn't crash, but confirmation is always good. It is more and more likely to be what I have been suggesting, but it is still not concrete. I did some research, try asking someone on one of the developmentteams in one of the mods. Try not to pick the most popular or busy, they're likely swamped. But it has to add lots of mobs. Ask them to add more resources to entity ids, that the, mod/s don't work with lots of mods that also add plenty of mobs. Tell them there's some forge support for this, but you don't know what else. Answer variations of I don't know and links to this thread ect when they start questions about your problems.
A note to potential devs reading this;
" An overhaul might be needed in mod structure, but will dramatically increase mod compatibility, and when a big update like that would be implemented, opportunities for new features open up! Revised code can be inspirational, and will springboard growth. I find it fun, but to each their own. A second file for one mod, if it makes or breaks it, is a small price to pay for functionality. Only some boundaries can be pushed right now, and mob numbers are one of them. Forge has rarely used for this type of means work arounds I don't pretend to understand, I beg you to use them. "
It's no problem I'm not offended. I'm not the best a fixing compatibility issues or crashes and I'm not familiar with a lot of the mods. I just try to help as best I can and hope it works. Most of what I suggest should be tagged with "citation needed" anyway.
Hey same here =p, just didn't want to take the risk. I've had people go bat guano crazy over stupid stuff, I like making sure my point is the one I mean to make.
OK, some progress in the modelling department. Enough models are in some existing games by Konami. The only one I could find was "The Duelists of the Roses" that had the 3D models we want. There may be more, but if I can figure out how to rip them from the game, we have some starting models! Not enough mind you, but 5000+ is a great start! I'm still learning things I could use to implement them, so no development yet, but progress none-the-less!
Alas this solution is VERY unlikely, not to undermine you, that is Not what I mean to do, but it does not conflict with the spawning, it just disables it. Unless there is a monster that needs to be spawned to make the game not crash (which there very well may be) the game would be fine, some mods would just be perhaps impossible to play. If he hasn't done so already I would still heavily advise doing so, but unless the computer in question is utter crap, his worlds should start fine, then lag/be impossible to use in survival.
This is definitely the right path, but were I think the problem is in the limit of unique entities. I've more or less capped mine out, and I don't have that many entities, but I also have Pixelmon (and Pixelmon addons) and that adds hundreds of entities. Balkons' not much better, nor are most RPG mods but his I haven't seen. Blocklings/Companion adds many, not to the same extent, but with just a couple more, and once again, I haven't seen the rest. I hope he just capped it out and surpassed it, because I'm running along the same line. I don't know the solution, but hope this helps! Again, Ramblinman817, I don't mean to undermine your answer; it is a good one, but frankly the problem may be deeper in the code than that. If I find the answer, I'll post, and I'll keep up to date on this thread in any case. Again I hope I wasn't too redundant, just hopen' to help!
I have always been terrible at coming up with realistic features when coding. A pre-set goal has almost always been provided. Anything from a balenced pvp startup (not just a right click with a deck! This will be super annoying, and just have all of the conflicts, more on that latter.) to solving the above issue with some logic you have that I dont, ANYTHING is appreciated, I'm a little blank beyond some of the intimates I'd have to work with. The modeling and animation are big problems. A 2D turned 3D is just crappy. Not doing that. Not using a select few, that's been done, and kinda sux. We will want to make this a community movement, there's an existing bukkit plugin for playing YuGiOh on servers using a metric buttload of paper (fun fact that's not much paper IRL, but is meant to mean a huge amount, irony is ironic) so they might like to help. How many models can we get? Operator cards needed? POWERING THE STRUTTURE!!!! Mod support and if so, how much. Do we nerf the meta? Anime relevant?
So many things to consider and plan. Any and all help can't hurt. It almost literally cannot. I am very excited to start putting code to .... well keyboard, but I need to know what I am and can do/ddoing. Biggest catch to me doing this is I want to be organized. Very organized; before I even start. So if you can be patient, post any or all ideas, and get as many others here ASAP, we'll do very well, just we'll be slower than anyone would like. On the other hand, we'll have the next Pixelmon, same style of community and popularity and competitiveness and nostalgia ect. A new forum will be used once I get a solid foundation for the mod. HYPE!
Edit: I kinda sorta forgot I haven't really used pendulum summons, I have been working on a rock stun for so long, I just haven't used it. I know how it works, but for the life of me I don't fully understand the stuff you can pull beyond infinite soulcalling (wait whats soulcalling I meant soul charge lol). Amazing mechanic I hope to use a lot of tho. I don't suppose you could help explain some otks with them, that might fill in the blanks if you will. Double Hype! Thanks for the patience.
You may have too many mobs, but I now very litte. Like the guy above me, I think I need some more information lol. Mod versions, wiki links (cus I don't even know most of these mods) ect would kinda sorta maby be slightly more helpful! I would love to hear what IS the result though. I was hoping to use a bunch of similar mods myself.
Right now, I'm no good at java. But! I do hope to be able to learn and I'm not too bad. I'll give this a shot if we can get more ideas in. The card database is no problem. You could have a shared one with YGOpro or DN, they probably wouldn't be against that. It's figuring out a modelling/animation system. That's the hard part that's put out all of the other ideas. The dedicated system is better than minecraft for simply the card play, and if there is no/little models/animation, interest will quickly fade and you have to leave the project. If someone could come up with some more useful ideas like OP's with the structure; I would have more than enough material to slowly but surely make this mod.
Thank the lord above for this thread finally existing the way I wanted it to! And at the right time too...
I like this idea, but if any mob should get these buffs, then there should be debuffs, and all mobs should get these. Regen hurts the un-dead, and slowness can help the player not fall of thing as easily. This really should be a feature! Mojang, just think of the possibilities! It shouldn't even be that hard to implement either....
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I havent finished anything else and won't for a short while, life got in the way, but I havent abandoned this project! Just an FYI...
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0_0 wow, Great job grimallq! I was going to post mine, but ya know, maybe you could show me how to read this? I have more than 150 mods, for a modpack I've been plaing with, and it would be one mean to ask you to do this for me, and it would be nice to learn how to myself. there was a laggy, working version, but now it crashes. SUX. Thankyou for your time, I realise this sounds like I'm simply requesting a service you some how owe me lol, but I feel like this would be AMAZING!
0
Awsomesause! I knew you didn't crash, but confirmation is always good. It is more and more likely to be what I have been suggesting, but it is still not concrete. I did some research, try asking someone on one of the developmentteams in one of the mods. Try not to pick the most popular or busy, they're likely swamped. But it has to add lots of mobs. Ask them to add more resources to entity ids, that the, mod/s don't work with lots of mods that also add plenty of mobs. Tell them there's some forge support for this, but you don't know what else. Answer variations of I don't know and links to this thread ect when they start questions about your problems.
A note to potential devs reading this;
" An overhaul might be needed in mod structure, but will dramatically increase mod compatibility, and when a big update like that would be implemented, opportunities for new features open up! Revised code can be inspirational, and will springboard growth. I find it fun, but to each their own. A second file for one mod, if it makes or breaks it, is a small price to pay for functionality. Only some boundaries can be pushed right now, and mob numbers are one of them. Forge has rarely used for this type of means work arounds I don't pretend to understand, I beg you to use them. "
0
Hey same here =p, just didn't want to take the risk. I've had people go bat guano crazy over stupid stuff, I like making sure my point is the one I mean to make.
0
OK, some progress in the modelling department. Enough models are in some existing games by Konami. The only one I could find was "The Duelists of the Roses" that had the 3D models we want. There may be more, but if I can figure out how to rip them from the game, we have some starting models! Not enough mind you, but 5000+ is a great start! I'm still learning things I could use to implement them, so no development yet, but progress none-the-less!
0
Alas this solution is VERY unlikely, not to undermine you, that is Not what I mean to do, but it does not conflict with the spawning, it just disables it. Unless there is a monster that needs to be spawned to make the game not crash (which there very well may be) the game would be fine, some mods would just be perhaps impossible to play. If he hasn't done so already I would still heavily advise doing so, but unless the computer in question is utter crap, his worlds should start fine, then lag/be impossible to use in survival.
This is definitely the right path, but were I think the problem is in the limit of unique entities. I've more or less capped mine out, and I don't have that many entities, but I also have Pixelmon (and Pixelmon addons) and that adds hundreds of entities. Balkons' not much better, nor are most RPG mods but his I haven't seen. Blocklings/Companion adds many, not to the same extent, but with just a couple more, and once again, I haven't seen the rest. I hope he just capped it out and surpassed it, because I'm running along the same line. I don't know the solution, but hope this helps! Again, Ramblinman817, I don't mean to undermine your answer; it is a good one, but frankly the problem may be deeper in the code than that. If I find the answer, I'll post, and I'll keep up to date on this thread in any case. Again I hope I wasn't too redundant, just hopen' to help!
0
I have always been terrible at coming up with realistic features when coding. A pre-set goal has almost always been provided. Anything from a balenced pvp startup (not just a right click with a deck! This will be super annoying, and just have all of the conflicts, more on that latter.) to solving the above issue with some logic you have that I dont, ANYTHING is appreciated, I'm a little blank beyond some of the intimates I'd have to work with. The modeling and animation are big problems. A 2D turned 3D is just crappy. Not doing that. Not using a select few, that's been done, and kinda sux. We will want to make this a community movement, there's an existing bukkit plugin for playing YuGiOh on servers using a metric buttload of paper (fun fact that's not much paper IRL, but is meant to mean a huge amount, irony is ironic) so they might like to help. How many models can we get? Operator cards needed? POWERING THE STRUTTURE!!!! Mod support and if so, how much. Do we nerf the meta? Anime relevant?
So many things to consider and plan. Any and all help can't hurt. It almost literally cannot. I am very excited to start putting code to .... well keyboard, but I need to know what I am and can do/ddoing. Biggest catch to me doing this is I want to be organized. Very organized; before I even start. So if you can be patient, post any or all ideas, and get as many others here ASAP, we'll do very well, just we'll be slower than anyone would like. On the other hand, we'll have the next Pixelmon, same style of community and popularity and competitiveness and nostalgia ect. A new forum will be used once I get a solid foundation for the mod. HYPE!
Edit: I kinda sorta forgot I haven't really used pendulum summons, I have been working on a rock stun for so long, I just haven't used it. I know how it works, but for the life of me I don't fully understand the stuff you can pull beyond infinite soulcalling (wait whats soulcalling I meant soul charge lol). Amazing mechanic I hope to use a lot of tho. I don't suppose you could help explain some otks with them, that might fill in the blanks if you will. Double Hype! Thanks for the patience.
0
You may have too many mobs, but I now very litte. Like the guy above me, I think I need some more information lol. Mod versions, wiki links (cus I don't even know most of these mods) ect would kinda sorta maby be slightly more helpful! I would love to hear what IS the result though. I was hoping to use a bunch of similar mods myself.
0
Right now, I'm no good at java. But! I do hope to be able to learn and I'm not too bad. I'll give this a shot if we can get more ideas in. The card database is no problem. You could have a shared one with YGOpro or DN, they probably wouldn't be against that. It's figuring out a modelling/animation system. That's the hard part that's put out all of the other ideas. The dedicated system is better than minecraft for simply the card play, and if there is no/little models/animation, interest will quickly fade and you have to leave the project. If someone could come up with some more useful ideas like OP's with the structure; I would have more than enough material to slowly but surely make this mod.
Thank the lord above for this thread finally existing the way I wanted it to! And at the right time too...
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