Hey guys!
I'd really like to lose my mind making 100 extra textures for the animals in this mod, but I can't get randomobs (feature of Optifine) to work for it.
Does anyone have any experience getting modded entities to work properly with randomobs, or perhaps have any insights?
Your draft horses are amazing! The happiness system suits them so well - packing provisions for a long ride is important!
I'm sure all my suggestions are planned / suggested already (bridles/saddles, armor) but I think it would also be fantastic if you got bucked off if you continued to ride an overtired horse. Perhaps he slows down when he starts getting too hungry, which gives you some warning, and dumps you off him when he's seriously overtired?
This fixed it! Thanks so much for your prompt help
& a few words from a fellow (student) coder: the first 90% of the work takes the first 90% of the time, and the bug fixes take the second 90% of the time this is a brilliant mod, anyone who is pressuring you for time obviously doesn't understand the amount of effort & energy required to be creating and improving it.
Edit: Because you're currently in the business of fixing bugs, you may want to investigate a visual issue with Mo Creatures (10.0.6) which causes all mobs from that mod to render as white bounding boxes.
The ship is small but symmetrical, and all the ether compressors are attached to the controller. I have had this issue (with varying levels of extremity) with all ships I have built.
Perhaps any other users can help me: has anyone seen this? Is there some combination of airship controller settings that can be used to avoid it?
In this instance I was using these versions:
Forge 12.18.1.2095
What is your Minecraft username: Nykei
How old are you: 22
How long have you been playing Minecraft: Since late 2010
Do you accept our rules: Sure thing, standard reasonable rules
What type of player are you: Builder, miner, loot-hoarder.
What can you offer to our community: Pretty builds, good company, and a generally happy-little-citizen.
Any questions or clarification: Nope, fine here!
Heyo!
Fantastic mod - I'm spending tons of time on my SMP server galloping around trying to fill it all in xD
One request - can there be (/is there) a way to turn off the texture pack support? It's a great feature but as someone who frequently changes texture packs the varying tones of forests and grass in the chunks I loaded with different TPs make the large map a slightly disorienting mosaic.
Apart from that - carry on good sir!
Edit - I realise that I could, instead, add in the set colours I want in the config (& this will be what I try if you don't plan to add in a support toggle), will this work in overriding the TP support?
Hey Pelep, me again xD
Thank you very much for the prompt fix for that bug!
Unfortunately, I have another request.
In Mo Creatures there are a few eggs that rely on proximity to a torch to hatch, and I've found they've stopped hatching since this mod changes the torches. Is there a chance of a patch for this?
Heyo ^^
I got an array out of bounds when I tried to use the recipe where you light an unlit torch with a lit torch.
java.lang.ArrayIndexOutOfBoundsException: -1
at net.minecraft.inventory.InventoryCrafting.func_70301_a(SourceFile:27)
at pelep.unlittorch.recipe.RecipeTorchB.onCrafting(RecipeTorchB.java:107)
at cpw.mods.fml.common.registry.GameRegistry.onItemCrafted(GameRegistry.java:321)
at net.minecraft.inventory.SlotCrafting.func_82870_a(SlotCrafting.java:118)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:237)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:468)
at net.minecraft.client.gui.inventory.GuiContainer.func_74191_a(GuiContainer.java:798)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java:541)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:127)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1499)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:759)
at java.lang.Thread.run(Unknown Source)
Are you busy? ^^
Would you be able to make passive mobs follow the same 'flee from player' behavior as ocelots?
It would be fantastic if their 'fleeing' speed could be made a bit faster, and the 'following wheat' to be disabled. I want catching them to be difficult.
Ideally this would change mod-added passive mobs too, but I'll take that I can get!
I think catching minecraft animals is far too easy. Realistically, with the technology of minecraft, killing an animal would involve either rushing it (perhaps using speed potions or, as I will, a Simply Horses horse) or spending the time to find a blind canyon or build a funnel into a corral and 'herd' them into it. Only then would you be able to get within range to hurt them.
If it increases the chance of having this mod made, I can help repay you for your effort by making textures, either for new mods or to make mods fit in a texture pack.
Thanks for reading, I look forward to seeing what you think ^^
0
Hey guys!
I'd really like to lose my mind making 100 extra textures for the animals in this mod, but I can't get randomobs (feature of Optifine) to work for it.
Does anyone have any experience getting modded entities to work properly with randomobs, or perhaps have any insights?
Thanks in advance
It works wonderfully with Mo Creatures
1
Download the newest version and check them out, they're delightful!
1
Your draft horses are amazing! The happiness system suits them so well - packing provisions for a long ride is important!
I'm sure all my suggestions are planned / suggested already (bridles/saddles, armor) but I think it would also be fantastic if you got bucked off if you continued to ride an overtired horse. Perhaps he slows down when he starts getting too hungry, which gives you some warning, and dumps you off him when he's seriously overtired?
Thanks so much for this fantastic mod <3
0
This fixed it! Thanks so much for your prompt help
& a few words from a fellow (student) coder: the first 90% of the work takes the first 90% of the time, and the bug fixes take the second 90% of the time this is a brilliant mod, anyone who is pressuring you for time obviously doesn't understand the amount of effort & energy required to be creating and improving it.
Edit: Because you're currently in the business of fixing bugs, you may want to investigate a visual issue with Mo Creatures (10.0.6) which causes all mobs from that mod to render as white bounding boxes.
0
Hello!
I regretfully post here, only because github isn't accepting any usernames from me, so I am unable to make an account and post there.
I'm getting some odd behaviour regarding airships, please see here: https:gyazo.com/e37906099e8bd199c030f46f8f1d8dc6 for gif recording.
The ship is small but symmetrical, and all the ether compressors are attached to the controller. I have had this issue (with varying levels of extremity) with all ships I have built.
Perhaps any other users can help me: has anyone seen this? Is there some combination of airship controller settings that can be used to avoid it?
In this instance I was using these versions:
Forge 12.18.1.2095
Valkyrien Warfare 0.8.7b
Any information appreciated xx
0
0
0
0
0
Fantastic mod - I'm spending tons of time on my SMP server galloping around trying to fill it all in xD
One request - can there be (/is there) a way to turn off the texture pack support? It's a great feature but as someone who frequently changes texture packs the varying tones of forests and grass in the chunks I loaded with different TPs make the large map a slightly disorienting mosaic.
Apart from that - carry on good sir!
Edit - I realise that I could, instead, add in the set colours I want in the config (& this will be what I try if you don't plan to add in a support toggle), will this work in overriding the TP support?
0
Thank you very much for the prompt fix for that bug!
Unfortunately, I have another request.
In Mo Creatures there are a few eggs that rely on proximity to a torch to hatch, and I've found they've stopped hatching since this mod changes the torches. Is there a chance of a patch for this?
Sorry for putting you to so much work
0
I got an array out of bounds when I tried to use the recipe where you light an unlit torch with a lit torch.
java.lang.ArrayIndexOutOfBoundsException: -1
at net.minecraft.inventory.InventoryCrafting.func_70301_a(SourceFile:27)
at pelep.unlittorch.recipe.RecipeTorchB.onCrafting(RecipeTorchB.java:107)
at cpw.mods.fml.common.registry.GameRegistry.onItemCrafted(GameRegistry.java:321)
at net.minecraft.inventory.SlotCrafting.func_82870_a(SlotCrafting.java:118)
at net.minecraft.inventory.Container.func_75144_a(SourceFile:237)
at net.minecraft.client.multiplayer.PlayerControllerMP.func_78753_a(PlayerControllerMP.java:468)
at net.minecraft.client.gui.inventory.GuiContainer.func_74191_a(GuiContainer.java:798)
at net.minecraft.client.gui.inventory.GuiContainer.func_73864_a(GuiContainer.java:541)
at net.minecraft.client.gui.GuiScreen.func_73867_d(SourceFile:127)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:111)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1499)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:759)
at java.lang.Thread.run(Unknown Source)
2
0
As someone using it I can assure that it causes much less lag than you'd expect.
0
Would you be able to make passive mobs follow the same 'flee from player' behavior as ocelots?
It would be fantastic if their 'fleeing' speed could be made a bit faster, and the 'following wheat' to be disabled. I want catching them to be difficult.
Ideally this would change mod-added passive mobs too, but I'll take that I can get!
I think catching minecraft animals is far too easy. Realistically, with the technology of minecraft, killing an animal would involve either rushing it (perhaps using speed potions or, as I will, a Simply Horses horse) or spending the time to find a blind canyon or build a funnel into a corral and 'herd' them into it. Only then would you be able to get within range to hurt them.
If it increases the chance of having this mod made, I can help repay you for your effort by making textures, either for new mods or to make mods fit in a texture pack.
Thanks for reading, I look forward to seeing what you think ^^