• 0

    posted a message on [1.5.1/1.5.2] "Simply Horses!" Mod - Alpha 0.6.2 (Bugfixes and Textures!)
    Quote from Lil Avii

    Once I finish the wild mustang, general horse, and basic lasso code and texture, I can try and release that much if you'd like (no sounds added yet, though). There wouldn't be much you could do with them (Besides chase, catch and break them), however.

    Also, since I'm not using an API, it's not base-clean. I believe I've changed items.java, biomegenbase.java and rendermanager.java, but those should be the only ones.

    Wait, one question.
    Why did you have to edit BiomeGenBase ?
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod

    1.2 has drastically changed mob AI so....yeah......


    Which is a good thing.
    Posted in: WIP Mods
  • 0

    posted a message on [1.5.1/1.5.2] "Simply Horses!" Mod - Alpha 0.6.2 (Bugfixes and Textures!)
    Quote from Lil Avii


    ^^ I'm glad it has your interest!

    If by "wagon train" You mean being able to pull several carts one behind the other...

    Yes! You will be able to organize wagon trains with this mod- its already been planned out! But there will be a limit on the load a single horse can pull (for instance, two horses together will not be able to pull ten wagons, but they may be able to pull two. I'm not sure on the balance yet.).

    This is all assuming the coding will work =P.

    As for carriages? I think the vardo covers that somewhat, but all cart/wagon/vardo teams must be lead by you in front of the horses (Guiding them along on horseback or otherwise). I'll look into adding a fourth vehicle that allows at least one passenger, though. ^^

    And if someone reading this topic knows how to assign multiple riders to a single entity and would like to mentor/teach me how (teaching, not coding), please contact me!

    Also on a side note: Totally looking into possibly adding stables to NPC villages!

    The Wild Mustang is nearly 100% coded!
    Herd Dynamics - Complete
    Herds spawn in groups of up to 10, with one stallion. The 'mares' follow him!
    Stallion move far distances in the day, notsomuch at night (Original Code by OgreSean)
    Stallions attack each other. Winner takes all the mares! (Loser becomes a mare)
    Breaking Behavior - Complete (entity-wise)
    Lasso'd mustangs will emit smoke every few seconds.
    Lasso'd mustangs follow you so long as you're holding the lasso (do NOT change items!)
    After two days, lasso'd mustangs become tame
    Lasso'd mustangs emit hearts upon taming
    Player Behavior - In Progress
    If close enough, Wild Mustangs will run from the player unless he is sneaking (in progress)
    if even closer, Wild Mustangs will run from the player period. (not started)
    General Horse behavior is nearly 100% coded!



    Horses graze (... even if moving. Still trying to fix that, silly ponies)
    Horses follow you if lasso'd (and ram into you >.>)
    Horses follow whatever living entity you tell them to follow.
    Except if you tell them to follow themselves. Then they just look at you judgmentally.
    Lasso is partially coded!



    Will catch horses and make them follow you.
    Will tie caught horses to other horses and entities.


    Holy, that sounds amazing!
    Please tell me there will be a pre-release soon :D ?
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod
    Quote from JPro

    I'm not sure if it has been said yet, sorry for not reading all 17 page :( , but as this is a camping mod, methinks tents are in order perhaps?

    Yep they are.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod
    Quote from ChrisDi9962

    You could make it more obvious that you have tamed the beaver because at the moment I only know because sticks stop going from my inventory but you could make an animation like the normal wolf or something like that

    It gives off heart particles, or smoke if it doesn't tame. Check your settings, and make sure particles are on.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod
    Quote from xCrYpTiCzz

    i'll work on a texture for fox!

    Awesome, thanks :D.
    Posted in: WIP Mods
  • 0

    posted a message on [1.5.1/1.5.2] "Simply Horses!" Mod - Alpha 0.6.2 (Bugfixes and Textures!)
    Quote from Lil Avii

    Thanks guys. I would have been further along but the 1.2 update completely switched the AI game on me, so I'm going back to fix it all. I was about to move on to the horse breeds |D.

    The main thing I'm worried about is the wagon and vardo, though. But I'll have my dad to help me with that (Senior Programmer w00t w00t!)


    I like the new AI update :P. Btw, when did you start working on this ?
    Posted in: WIP Mods
  • 3

    posted a message on [1.5.1/1.5.2] "Simply Horses!" Mod - Alpha 0.6.2 (Bugfixes and Textures!)
    I got so happy, until i saw that you have barely started the coding. I really hope you can make all of this :D. Model looks great btw.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod
    Quote from odedrt9

    I know why look at animals code there is a method like this (at the top)
    EntityAI.isFollowOwner(this) something like this...

    Yeah i have that. I also have public boolean isAIEnabled() but it still doesn't work.
    Quote from QWERTYMIK3

    I would LOVE a rabbit or a fox or both in the mod. This mod just gets better and better, in my opinion.

    Yeah they're in, i gotta make a fox texture, or if someone wants to make it for me, that'd be cool. It takes the wolf model, so the skin should be like the wolves. I'll give credit.

    I also gotta fix the taming bugs.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod
    Quote from DeverionX

    I know how to make it controllable if you want me to send you the code

    I have code to make it controllable too, but it was for 1.1. There's a few errors with it, and I have no idea how to fix it. If you can send me the updated code that'd be nice. It's always worth a try :P.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod
    Just some news, I made a rabbit, and I'm most likely going to make a fox, or a predator. Just a mob that will hunt down rabbits. The rabbits will also try to sprint away from it's predator.

    Do you guys like this idea?
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod
    Quote from QWERTYMIK3

    It would be less annoying if beavers picked it up in a more natural way.

    Yeah but i just didn't like that feature at all so i took it out.

    Also I'm still having troubles with the beaver, so the update could take a while. Sorry.
    Well the beaver and packmule's codes are updated. I've got them in game. The only problems are:

    When tamed, the mobs won't move.( If anybody knows why this is happening please tell me )
    Packmule can be mounted but can't be controlled.

    That's about it, then I've still got to update the campfire itself.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod
    Quote from rakker614

    maybe you should make like that wild beavers build an dam an dran an area.
    an i personally do not like the block of wood on th head but afterall great mod!

    The block of wood is because he picked it up. But I removed that feature because it's kinda annoying.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod
    Quote from DeverionX

    Taming fails in MCP because there are no usernames, You'd probably have to reob the mod and test it in normal minecraft

    No, but it worked before. It would follow, but if i logged out and back in it would forget me. For obvious reasons.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] [1.2.5] [v2.7] HappyCampers Mod
    Quote from DeverionX

    Cool, I didn't even notice :)

    Time to update my mods lol :P

    Can't wait for update, will it have the pack-mule?


    I'm not sure. I've tried to make the taming like how it is for the ocelots, but when I tame my mob, it stands completely still, which is weird. I made the packmule take up the FollowOwner AI, but still not working. They're also showing up as bipeds, even though I made it take my Packmule model. Same things with the beaver. Not sure how long it will take.
    Quote from QWERTYMIK3

    Is this going to update soon? I really need it for jungles.
    EDIT: I know it is updating now, didnt see earlier post.

    Why for the jungles?
    Beavers and pack mules have nothing to do with jungles :P.
    Posted in: WIP Mods
  • To post a comment, please .