couldn't you add another pool to the list? It rolls once per item pool. do you only want one loot table for the goblins? or could you have one for the sage and one for the bandit?
This would change the output, allowing for different rarities of item to be acquired from the same mob. For instance, I could end up with both a legendary and a rare loot item, instead of only one legendary or a couple rares or nothing.
I've currently hit a wall with my knowledge of loot tables. I know that I can nest a loot table inside of another loot table as an entry (using "type": "loot_table"), but I also know that the set_count function cannot alter the actual volume of results from a nested loot table nor can the nested loot table be given rolls as normal.
For example, let's say that I have a loot table full of some rare loot (we'll call it loot_rare for simplicity) and I want to nest it inside of the loot tables for two different customised mobs: goblin bandits and goblin sages (whose tables we'll call goblin_bandit and goblin_sage, respectively).
In which case, their tables would resemble the following:
But this means that the bandit creates exactly the same volume of items as the sage, so what if I wanted the sage to return up to twice as much rare loot as the bandit?
Currently, the only way I know of to alter the volume of a loot table's results is to change the rolls within that loot table, which in this case would cause both mobs to receive more loot instead of just the sage. In small tables like this example, I could just increase the rolls for the sage, but if the rare loot is just one entry in a given pool (perhaps there's also a nested "loot_legendary" table that is hardly ever selected because loot_rare has a much higher weight value) that would also increase the occurrence and mixing of other entries in the pool.
Alright, I'm trying to set up the mod, and I can't figure out the file structure for the texture pack. Does the "skins" folder go inside the "wardrobemoda"/"wardrobemodb" folder, or inside the "assets" folder? I'd appreciate some screenshots of how you set it up if you can.
wardrobemoda/wardrobemodb goes inside the assets folder, and the skins folder goes inside of them.
So it's: resource pack -> assets -> wardrobemoda -> skins -> skin files
If you've ever tried to make a Minecraft video, you've probably run into the numerous problems of costuming ingame. The skin server can take forever to update and you have to reboot your client just to check, and usernames are always getting snapped up while you wait a month to change one on yet another purchased account.
Not anymore.
Features
With the Wardrobe Mod, you can configure a vast array of different costumes, each with different (or identical!) usernames and skins. You can give them Alex's small arms, you can have them only change your username or only change your skin, and you can even adjust or disable the particle effect of changing costume to really nail down the look you want.
This mod also comes in two versions, one client-side only which can be used on any 1.8 server and one server-side to help everyone know what's going on in your filming sessions.
Instructions
First things first, go into your config file and find the wardrobemoda or wardrobemodb file (depending on whether you're using the Client or Server version, respectively).
Under Costumes, you build up your collection. Each costume has a reference name, a username, and three booleans controlling whether it has small arms, changes your username, and changes your skin.
Then, you need to include the skins for the costumes in your texture pack. Inside the assets folder of your resource pack, add a new folder named either wardrobemoda or wardrobemodb (same as the config file) and give it a skins folder too. Inside the skins folder, dump all of the skins for your costumes. Remember that each skin file must be named in correspondence with the reference name of the costume used in the config file. If the costume is set to not change your skin, you don't need a skin for it in your resource pack. Also remember that everyone playing on the same server with the Server version of the mod will need the same skins to see the same thing.
With that done, your wardrobe is now ready to go. Hop ingame and type /wardrobe list to see all the available costumes in the wardrobe. To alter your particle settings, type /wardrobe particles <true/false> to turn them on/off and /wardrobe particles <particle name> to change what kind of particle is displayed when a costume is changed. Lastly, use /wardrobe set <costume reference name> <optional target or all> to apply costumes to yourself or others, and similarly /wardrobe clear <optional target or all> to remove them.
Hey there! Really liking the look of this mod, but I'm having a lot of trouble figuring out how to acquire vials and big bottles. Is there a crafting recipe for these at all?
In light of the length of time between the last update of this mod and accrued experience working with other mods I've made, I've organised a plan for how to go about making a 2.0 version of Nature Reclaims. You can find it here with full details here, though I can't give a certain date as to when either of it will be available for download.
Myself and couple others are attempting to get an SMP client mod working, but we've hit upon an odd error that causes the server to crash whenever we try to open up our modded GUI.
According to the server logs, there's a class file named apn that is missing, but we haven't added, tampered with, or removed any class file of that name, nor does one appear when we reobfuscate in MCP.
Caused by: java.lang.ClassNotFoundException: apn
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 27 more
Is there a known or probable cause for this kind of error?
We have edited EntityLiving, EntityPlayerSP (we're fairly new to SMP modding, so EntityPlayerMP may be next on our list), and RenderLiving, and we've added GuiNaming. All of our modifications function perfectly fine in SSP, but whatever causes this error crashes the server in SMP testing.
I'm trying to get the hang of using the datawatcher now that I have to essentially SMP-erise my SSP mods from pre-1.3, which near as I can tell requires that any variables I want stored about entities need to be added to and updated within the datawatcher.
So what I'm currently doing is adding the variables in entityInit() (dataWatcher.addObject(20, String.valueOf(this.nyc_entityName))) and the updating them (dataWatcher.updateObject(20, String.valueOf(this.nyc_entityName))) whenever the code responsible for changing them triggers.
However, near as I can tell from different the consequences of the variables being used, that data still isn't re-appearing. What is the specific methodology for adding to, updating within, and retrieving variables from the data watcher with respect to entities like the wolf's owner name?
This problem has been afflicting my coding for quite a while and is putting serious strain on a couple mods that are greatly required for some video series.
In a nutshell, entity A has variable B which is retrieved by entity A's render file to modify, say, the model posing. Initially, when variable B is first assigned, this works perfectly well. However, once the world is saved and reloaded from memory, the render file cannot retrieve the proper value of variable B, even though I can demonstrate that variable B is being properly saved and loaded into entity A's data.
The relevant code from entity A
protected String nyc_entityName;
protected String nyc_entityLastNamer;
public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
{
par1NBTTagCompound.setShort("Health", (short)this.health);
par1NBTTagCompound.setShort("HurtTime", (short)this.hurtTime);
par1NBTTagCompound.setShort("DeathTime", (short)this.deathTime);
par1NBTTagCompound.setShort("AttackTime", (short)this.attackTime);
if(nyc_entityName != null){
par1NBTTagCompound.setBoolean("nyc_named", true);
par1NBTTagCompound.setString("nyc_entityName", nyc_entityName);
par1NBTTagCompound.setString("nyc_entityLastNamer", nyc_entityLastNamer);
System.out.println("nyc_entityName saved as "+nyc_entityName);
System.out.println("nyc_entityLastNamer saved as "+nyc_entityLastNamer);
}
else
{
par1NBTTagCompound.setBoolean("nyc_named", false);
par1NBTTagCompound.setString("nyc_entityName", "junk");
par1NBTTagCompound.setString("nyc_entityLastNamer", "junk");
}
}
public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
{
if (this.health < -32768)
{
this.health = -32768;
}
this.health = par1NBTTagCompound.getShort("Health");
if (!par1NBTTagCompound.hasKey("Health"))
{
this.health = this.getMaxHealth();
}
this.hurtTime = par1NBTTagCompound.getShort("HurtTime");
this.deathTime = par1NBTTagCompound.getShort("DeathTime");
this.attackTime = par1NBTTagCompound.getShort("AttackTime");
if (par1NBTTagCompound.getBoolean("nyc_named") == true)
{
this.setName(par1NBTTagCompound.getString("nyc_entityName"));
this.nyc_entityLastNamer = par1NBTTagCompound.getString("nyc_entityLastNamer");
System.out.println("nyc_entityName set to "+nyc_entityName);
System.out.println("nyc_entityLastNamer set to "+nyc_entityLastNamer);
}
else
{
this.nyc_entityName = null;
this.nyc_entityLastNamer = null;
}
}
public void setName(String name){ nyc_entityName = name; }
public String getName(){ return nyc_entityName; }
I've tried imitating wolf and Endermen code that has similar effects, but to no avail. For whatever reason this does not work, and it does not work with any form of variable I try to pass to the render files since 1.3 arrived.
Has anyone encountered and resolved this problem? If so how, and if not can you see what the issue is?
not quite sure if npc villages count as placed blocks, but if they dont it would be awesome if they did! (so if you kill all the villagers the village will rot away)
Adding specific natural blocks to the decay rate is pretty difficult, since I'd have to cycle through every block in the game, though it could potentially be done if I altered the schematic data for the village buildings. Generally-speaking I'd like to keep the effects of the mod more or less isolated to your own constructions however.
I've hit a minor but irritatingly vital snag with my mods, which is stalling my progress a fair bit, and I'll be heading back to university in a little over a week from now. Progress consequently is set to be rather slow and, assuming that 1.4 will land as predicted on Halloween, Nature Reclaims is unlikely to have a 1.3 release. I'll try to keep everyone apprised of the situation though in case any developments transpire.
0
This would change the output, allowing for different rarities of item to be acquired from the same mob. For instance, I could end up with both a legendary and a rare loot item, instead of only one legendary or a couple rares or nothing.
0
I've currently hit a wall with my knowledge of loot tables. I know that I can nest a loot table inside of another loot table as an entry (using "type": "loot_table"), but I also know that the set_count function cannot alter the actual volume of results from a nested loot table nor can the nested loot table be given rolls as normal.
For example, let's say that I have a loot table full of some rare loot (we'll call it loot_rare for simplicity) and I want to nest it inside of the loot tables for two different customised mobs: goblin bandits and goblin sages (whose tables we'll call goblin_bandit and goblin_sage, respectively).
In which case, their tables would resemble the following:
But this means that the bandit creates exactly the same volume of items as the sage, so what if I wanted the sage to return up to twice as much rare loot as the bandit?
Currently, the only way I know of to alter the volume of a loot table's results is to change the rolls within that loot table, which in this case would cause both mobs to receive more loot instead of just the sage. In small tables like this example, I could just increase the rolls for the sage, but if the rare loot is just one entry in a given pool (perhaps there's also a nested "loot_legendary" table that is hardly ever selected because loot_rare has a much higher weight value) that would also increase the occurrence and mixing of other entries in the pool.
Does anyone know of a solution to this?
0
wardrobemoda/wardrobemodb goes inside the assets folder, and the skins folder goes inside of them.
So it's: resource pack -> assets -> wardrobemoda -> skins -> skin files
0
If you've ever tried to make a Minecraft video, you've probably run into the numerous problems of costuming ingame. The skin server can take forever to update and you have to reboot your client just to check, and usernames are always getting snapped up while you wait a month to change one on yet another purchased account.
Not anymore.
Features
With the Wardrobe Mod, you can configure a vast array of different costumes, each with different (or identical!) usernames and skins. You can give them Alex's small arms, you can have them only change your username or only change your skin, and you can even adjust or disable the particle effect of changing costume to really nail down the look you want.
This mod also comes in two versions, one client-side only which can be used on any 1.8 server and one server-side to help everyone know what's going on in your filming sessions.
Instructions
First things first, go into your config file and find the wardrobemoda or wardrobemodb file (depending on whether you're using the Client or Server version, respectively).
Under Costumes, you build up your collection. Each costume has a reference name, a username, and three booleans controlling whether it has small arms, changes your username, and changes your skin.
Then, you need to include the skins for the costumes in your texture pack. Inside the assets folder of your resource pack, add a new folder named either wardrobemoda or wardrobemodb (same as the config file) and give it a skins folder too. Inside the skins folder, dump all of the skins for your costumes. Remember that each skin file must be named in correspondence with the reference name of the costume used in the config file. If the costume is set to not change your skin, you don't need a skin for it in your resource pack. Also remember that everyone playing on the same server with the Server version of the mod will need the same skins to see the same thing.
With that done, your wardrobe is now ready to go. Hop ingame and type /wardrobe list to see all the available costumes in the wardrobe. To alter your particle settings, type /wardrobe particles <true/false> to turn them on/off and /wardrobe particles <particle name> to change what kind of particle is displayed when a costume is changed. Lastly, use /wardrobe set <costume reference name> <optional target or all> to apply costumes to yourself or others, and similarly /wardrobe clear <optional target or all> to remove them.
That's all there is to it! Enjoy
Downloads
Server v0.1 for Forge 11.15.0.1655
Client v0.1 for Forge 11.15.0.1655
0
0
0
0
0
0
According to the server logs, there's a class file named apn that is missing, but we haven't added, tampered with, or removed any class file of that name, nor does one appear when we reobfuscate in MCP. Is there a known or probable cause for this kind of error?
We have edited EntityLiving, EntityPlayerSP (we're fairly new to SMP modding, so EntityPlayerMP may be next on our list), and RenderLiving, and we've added GuiNaming. All of our modifications function perfectly fine in SSP, but whatever causes this error crashes the server in SMP testing.
0
0
So what I'm currently doing is adding the variables in entityInit() (dataWatcher.addObject(20, String.valueOf(this.nyc_entityName))) and the updating them (dataWatcher.updateObject(20, String.valueOf(this.nyc_entityName))) whenever the code responsible for changing them triggers.
However, near as I can tell from different the consequences of the variables being used, that data still isn't re-appearing. What is the specific methodology for adding to, updating within, and retrieving variables from the data watcher with respect to entities like the wolf's owner name?
0
In a nutshell, entity A has variable B which is retrieved by entity A's render file to modify, say, the model posing. Initially, when variable B is first assigned, this works perfectly well. However, once the world is saved and reloaded from memory, the render file cannot retrieve the proper value of variable B, even though I can demonstrate that variable B is being properly saved and loaded into entity A's data.
The relevant code from entity A
Relevant code from entity A's render file I've tried imitating wolf and Endermen code that has similar effects, but to no avail. For whatever reason this does not work, and it does not work with any form of variable I try to pass to the render files since 1.3 arrived.
Has anyone encountered and resolved this problem? If so how, and if not can you see what the issue is?
0
I've hit a minor but irritatingly vital snag with my mods, which is stalling my progress a fair bit, and I'll be heading back to university in a little over a week from now. Progress consequently is set to be rather slow and, assuming that 1.4 will land as predicted on Halloween, Nature Reclaims is unlikely to have a 1.3 release. I'll try to keep everyone apprised of the situation though in case any developments transpire.
0