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    posted a message on Random Entities

    Thanks! That's really helpful to know. This isn't stated anywhere in the documentation so I was led to believe that unless stated otherwise, things would work, and that I was just doing something wrong. In that case I'll just drop this project because mod devs are notoriously hard to reach, especially the one behind the mod I wanted to use random entities on. Thanks for letting me know so I can focus my energy on more productvie things!

    Posted in: Resource Pack Help
  • 0

    posted a message on Random Entities

    For clarification, I don't think it's the case that a mod is missing any required support or anything. I just don't have the knowledge to work out how to make this optifine feature work the way I want it to :P

    I've tried this on numerous mods, and every attempt fails. I'm probably getting a file path wrong in some way without knowing how to fix it is all.

    Optifine's other texture features like emissive textures works just fine for mods. And if it actually is the case that optifine only has working random entites for vanilla, then that's definitely an optifine issue above anything else and something I should bring up with them. For now I think it's just something I'm doing wrong though, and that it's way too soon to start bothering any mod devs over it.

    Posted in: Resource Pack Help
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    posted a message on Random Entities

    Hi! I'm experimenting with the resourcepack features added by Optifine, more specifically optifine's random entities.

    My issue is that I can't get it to work for entities added by mods.


    I've created a simple .properties file that replaces a mob's texture depending on its nametag.

    skins.2=2

    name.2=ipattern:[nametag name here]


    So far so good. It works in vanilla and all is well.

    My issue is that whenever I try to use this file in a mod's asset folder, it stops working. As far as I can tell, this is a gap in optifine's documentation. I've read through the instructions for how to make random entities, and how the .properties files themselves work. The documentation only tells me that for it to work in vanilla, the random entity properties file needs to be placed in minecraft/optifine/random/entity.


    I figured that since emissive textures require an optifine folder with emissive.properties to be placed in each individual mod folder, maybe random entity worked the same, but that's not the case.

    I've tried placing the .properties file in modname/optifine/random/entity and it doesn't work. The closest I've come to a mention of mod compat in optifine's documentation is how you can specify file paths for mod textures in .properties files. But it doesn't tell me how to specify such a file path in a random entity's property file, so that information isn't really all that helpful.


    At this point I figure that I'm either missing something SUPER obvious, or random entity simply doesn't work for mods. If someone with optifine experience could tell me which, that'd be great 💚


    Edit: Oops realized I never finished the title. Pardon for making it super vague.

    Posted in: Resource Pack Help
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    posted a message on iPixeli's Gender Mod

    Hi! Just installed the mod and I'm already loving it! One thing that caught my attention though: Skins that use the outer layer kinda clip with the chest area. any idea if that's something you might fix?


    Something simple like applying the outer layer's textures directly on top of the lower layer to make the 3D textures would probably do honestly.

    Posted in: Minecraft Mods
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