function rangedLaunched(event) {
event.npc.despawn()
}
Hmm Maybe I am not using the scrips right, I added that to a npc that uses only ranged attacks, made sure to enable scrips in the settings tab but it is not despawning after attacking.
I am using the latest 1.11 version, and I am wondering is natural spawning not a think that works? Or is there a way you have to set up your npc before it can be used with natural spawning? I see it still says WIP, so maybe it just does not work yet?
NM I got it to work woot xD
Well I can get things to spawn during the day but not at night. Setting to dark seems to make it just stop working.
Sounds like a Great config Setting! I'm hoping they will also Add a setting where you do Not have to spawn in the 'goddess.'
If you wouldn't mind please keep me up-to-date on the Modpack you are creating! I'd love to test it out.
Do you have an Update page by any chance?
Thanks
-CactusPuncher
Aw I rather like the goddess. Cute way to learn how to start a mod, little nicer then a book, not that books are bad. I am working on a modded Adventure Map right now, that I need the config for. I do have a pack tho, that has Harvest Festival in, It is mostly for my server, a little small cause of my pc but I like it.
I have a request, I would like to use your mod in a Adventure Style Pack how ever I really need players to be allowed to farm any kind of crop at any time of year. The pack is themed in space and there really are no seasons in space. I would go with another mod but really yours is just the best, the animals look awesome, the crops look and work so cool and I want to limit what people can craft but you do not need to craft anything to cook and use the food in your mod so its perfect. So my request is a config setting, that can be false by default, that would let any crop be planted any time of year.
Pretty easy, actually. To make the nutritional value never go below 20%, you can use MAX(0.2, <your formula>). For example, here's the default formula. modified so that it will never go below 20%:
If listing is possible I'd also want to add things like the golden foods and special modded foods that you wouldn't want to diminish. That was in the comment edit that I'd accidentally deleted earlier, but I completely forgot about it.
The problem with the white list, which is why I said "black list" and I could be completely wrong about this, is that it looks like if you switch the white list option to true then it's only the items on the list that suffer diminishing returns. As apposed to being able to just list a couple of items to be exempt from the diminishing returns system. So if you only want apples exempt from the system, then you would have to type in a list of every single other edible item with hunger/ saturation values available in order for them to be affected by diminishing returns. That's alright if you only want diminishing returns to affect a few items, like to prevent someone from going nuts with the golden foods or if you want to just list the sweets and prepared foods and I wouldn't want that option removed for those reasons, but a black list would just be easier to work with.
The other reason I was saying apples earlier is that deserts and oceans aside there're oak trees almost everywhere in the overworld if you look hard enough, so it's almost a universal food.
A black list would be way better then a white list of that is the case.
Ah crap, I wrote a long edit to my comment and it must have been in one of the tabs I just closed thinking I didn't need it anymore...
Anyway, yeah I looked through it too and gave myself a big ol' headache sifting through the syntax and options and I might have missed it, but I didn't see it in there.
I also saw that there is a white list, but I'm not sure how it would work.
I'd like it if there was a black list for excluding specific items from the diminishing returns system (maybe that's how the white list works, don't know), but with the item still included as having been eaten. That way there's something that can be relied upon in a pinch. So if you eat 6 steaks they diminish in hunger and saturation values, but then you could eat an apple for its full hunger and saturation value as many times as you like and it would still be included as items recently eaten. It's not like apples give you much anyway and you find them only occasionally while chopping trees.
Meanwhile crops on the other hand you can stockpile. So even if it has low values, if you can get a lot of it, it would feel like a cheat to list something like carrots or beets. So another idea is to have apples specifically in the config as a true or false for being affected by diminishing returns.
Posting before this gets longer.
I think that makes sense. xD my goal is just to make it not quite as hard as it is when full on foods loss total value after a time.
Having a list of smaller items that always give food would be good to, maybe the white list can handle that I am not sure.
I can't remember if there is already a way to do it, but I really like it. It's a lot more realistic than getting nothing from eating something. (off to look it up) I'd probably set it closer to 10%.
I read through all the other configs and could not find any thing like it, but the S:food.modifier.formula is pretty complex, I am not sure how it really works. I would guess it is possible. But I could be wrong.
I want to use the 1.10.2 Spice Of Life, and I was wondering if there was a way to change the default S:food.modifier.formula to make it so that food will never be worth 0 hunger, food will only drop down to being worth 20% and no lower even if you only eat one thing ever?
I had an idea that would help pacemakers a lot tho I am not sure how hard/easy it would be to add. For each new crafting thing, the advanced crafting the oven ect you could add a creative only version that is hidden from JEI/NEI but found in a tab in the creative menu. Each one would instead of doing that the real one does, have a add recipe function and button. So you would place it in the world, its GUI would look the same as what ever it is, so say its a double workbench, you would see the double workbench gui how ever it would never drop its items and you would be able to put an output in the output slot as well. So you would set up a new recipe with a new output with the catalyst and every thing, then when your ready you press the ADD button that is extra in the gui and it would add it to the right JSON file so that the next time you reload the game it would be ready to use.
That would increase the speed of adding new recipes so much.
hey i like the mod but im stuck idk how to make money to buy things from the carpenter. all ive been abble to do is plant a few turnips and give them to jade and that was it what am i supposed to do now
You can trade with the Carpenter to buy a Shipping Box, it only costs wood, not money, then you can ship the stuff you grow, like Turnips, to make money. If you trade a ton of flowers, plant a ton of turnips and you can make a good bit.
0
Now it says EMCAScript. but I now get a script error in chat every time it fires xD
Nm I got it to work I think, Thanks again, very helpful! I am just now sure if I am aloud to redistribute that jar.
0
Hmm it appears to be empty, that could be the problem.
0
Hmm Maybe I am not using the scrips right, I added that to a npc that uses only ranged attacks, made sure to enable scrips in the settings tab but it is not despawning after attacking.
0
Thank you very much!
0
If any one knows about scripting can you give me a little script to delete a npc after it fires a ranged attack? In 1.10.2.
0
I am using the latest 1.11 version, and I am wondering is natural spawning not a think that works? Or is there a way you have to set up your npc before it can be used with natural spawning? I see it still says WIP, so maybe it just does not work yet?
NM I got it to work woot xD
Well I can get things to spawn during the day but not at night. Setting to dark seems to make it just stop working.
0
Aw I rather like the goddess. Cute way to learn how to start a mod, little nicer then a book, not that books are bad. I am working on a modded Adventure Map right now, that I need the config for. I do have a pack tho, that has Harvest Festival in, It is mostly for my server, a little small cause of my pc but I like it.
https://minecraft.curseforge.com/projects/bad-wolf-tiny-server-pack-3
0
I have a request, I would like to use your mod in a Adventure Style Pack how ever I really need players to be allowed to farm any kind of crop at any time of year. The pack is themed in space and there really are no seasons in space. I would go with another mod but really yours is just the best, the animals look awesome, the crops look and work so cool and I want to limit what people can craft but you do not need to craft anything to cook and use the food in your mod so its perfect. So my request is a config setting, that can be false by default, that would let any crop be planted any time of year.
Thanks for reading ether way!
0
Thank you very much!
0
A black list would be way better then a white list of that is the case.
0
I think that makes sense. xD my goal is just to make it not quite as hard as it is when full on foods loss total value after a time.
Having a list of smaller items that always give food would be good to, maybe the white list can handle that I am not sure.
0
I read through all the other configs and could not find any thing like it, but the S:food.modifier.formula is pretty complex, I am not sure how it really works. I would guess it is possible. But I could be wrong.
0
I want to use the 1.10.2 Spice Of Life, and I was wondering if there was a way to change the default S:food.modifier.formula to make it so that food will never be worth 0 hunger, food will only drop down to being worth 20% and no lower even if you only eat one thing ever?
0
I had an idea that would help pacemakers a lot tho I am not sure how hard/easy it would be to add. For each new crafting thing, the advanced crafting the oven ect you could add a creative only version that is hidden from JEI/NEI but found in a tab in the creative menu. Each one would instead of doing that the real one does, have a add recipe function and button. So you would place it in the world, its GUI would look the same as what ever it is, so say its a double workbench, you would see the double workbench gui how ever it would never drop its items and you would be able to put an output in the output slot as well. So you would set up a new recipe with a new output with the catalyst and every thing, then when your ready you press the ADD button that is extra in the gui and it would add it to the right JSON file so that the next time you reload the game it would be ready to use.
That would increase the speed of adding new recipes so much.
1
You can trade with the Carpenter to buy a Shipping Box, it only costs wood, not money, then you can ship the stuff you grow, like Turnips, to make money. If you trade a ton of flowers, plant a ton of turnips and you can make a good bit.