• 0

    posted a message on [1.5.1/1.5.2] [SMP] Haribote Aircraft Mod multiplayer fork
    you know what they say.. no pics no clicks
    Posted in: Minecraft Mods
  • 0

    posted a message on Design Challenge: free-floating, self-powered flying machine!.
    Quote from Annoyed_grunt

    It must be mods free.

    hmm but that piston can push rails and blocks at the same time T-T
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Upload Your Mods, Get Free Stuff!
    now this is gonna be big :o
    Posted in: Minecraft News
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from Endguy14

    I can't get mo creatures mobs to spawn . Mo creatures and other mob mod s. compatibility would good
    some custom mobs from other mods have a hard time caause they cant spawn on your biomes D:
    Posted in: Minecraft Mods
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    WOW bama you have been doing a great job! congrats , im going to test the latest version :D
    (BEST WEDDING EVER LOL)
    Posted in: Minecraft Mods
  • 0

    posted a message on Usefulfood 1.5.0 - Craft yourself a meal!
    i think you might be replacing random chest stuff with food
    Posted in: Minecraft Mods
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from WildBamaBoy

    I will look into this. LAN had issues with certain actions swapping players' identities. I may have missed one.


    I don't believe there's a reliable way to detect villagers added by other mods without requiring the mod to be installed alongside MCA. I've got something in MCA trying to do that, but it doesn't work very well.


    -same hapens to me :/
    -even with the collaboration of the mod maker? can you detect the items that are being sold?
    Posted in: Minecraft Mods
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    Quote from WildBamaBoy

    Apologies, I couldn't reply very well from where I was.

    Very nice and well thought out! Your idea for moods would work great.

    However, I want to keep a set amount of how much an interaction raises or lowers hearts. So instead of full blown "personalities" per se, I could add certain traits like shy, funny, jolly, etc., which will also contribute to the chance of success for certain interactions as well as determine what sort of mood they will likely be in.

    As for the mechanics you mentioned:
    1. Definitely.
    2. Definitely.
    3. No, moods should be chosen randomly when the villagers wake up (according to their traits) from sleeping, not change x amount of times per day, and remain that way throughout the day unless they're injured, annoyed by a player, or anything else similar.
    4. ---
    5. Definitely in the interaction GUI. Whether or not it is shown in their greeting depends on how many moods I can come up with.
    Fantastic suggestion. I find it hard to criticize. :lol:


    thanks bro :3 how about using special skins if the villager is from a "x" mod, you know for better compatibility, if you detect a villager from thaumcraft use the special thaumcraft villager skin(so it fits mca models and essence) :D if you want i could help you with some skins :D(the proffesion could be the name of their corresponding mod )
    Posted in: Minecraft Mods
  • 0

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)


    HEY BAMA i came up with an awesome idea: villager personality and moods!

    its simple, personality sets the maximum (positive and negative) number of hearts gained or lost for each action(you could add at least 2 more actions besides joking and chatting to give it more dynamism)and mood give us the chance to succeed for each action!...

    now we need to define success and fail!

    fail: getting below the value needed to success
    success: getting the value needed to success (or more)

    so if we do succeed with z action we apply a random value from 0 to x... being x the max value given by the personality(see below the personality example)

    but if we fail with that z action we have to apply a random negative value of hearts from 0 to y... being y the max negative value



    lets say Joe is a happy kind of person, then he will have this max values(note:is an example you can adjust the values and the actions):

    chat : max positive value : 6
    max negative value: 8

    joke: max positive value :15
    max negative value: -3

    compliment: max positive value : 4
    max negative value:-7

    tickles: max positive value:5
    max negative value: -1


    now Joe´s current mood will affect the chance of succeed for each action like in this example :

    sad:
    • chat 50%
    • joke 20%
    • compliment 10%
    • tickles 55%
    same goes with the happy mood

    happy:
    • chat 20%
    • joke 40%
    • compliment 40%
    • tickles 30%
    other important mechanics:
    1. if you repeat the same action many times in a row it will lower your chances to succeed slowly, decreasing a little more every time you repeat the action
    2. actions from the player can interfere with the villager actual mood, like hitting a villager(angry) chatting and joking(cheering up) etc.. (this syncs with the staring at tombstones suggestion for the sad mood ) .
    3. villagers will change their mood randomly every x time (can vary a lot)
    4. the villager personalities feature , to make it easier to implement will act as a prefab characteristic , this characteristic will be randomly chosen from a class containing all the personalities types , much like profession.. example: billy the guard, skin 3 ,(cheerful guy)
    5. the villager current mood will can be displayed in two ways :
    6. first one : using the villager interaction GUI
      second one: inferring it from the greeting message


      this will allow more control for the player and thus a more satisfactory system
    thanks for reading, i love your mod , it rocks!! sorry for the bad English Im from Spain :P
    @wildbamaboy can you give me some feedback?
    Posted in: Minecraft Mods
  • 1

    posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)
    HEY BAMA i came up with an awesome idea: villager personality and moods!

    its simple, personality sets the maximum (positive and negative) number of hearts gained or lost for each action(you could add at least 2 more actions besides joking and chatting to give it more dynamism)and mood give us the chance to succeed for each action!...

    now we need to define success and fail!

    fail: getting below the value needed to success
    success: getting the value needed to success (or more)

    so if we do succeed with z action we apply a random value from 0 to x... being x the max value given by the personality(see below the personality example)

    but if we fail with that z action we have to apply a random negative value of hearts from 0 to y... being y the max negative value



    lets say Joe is a happy kind of person, then he will have this max values(note:is an example you can adjust the values and the actions):

    chat : max positive value : 6
    max negative value: 8

    joke: max positive value :15
    max negative value: -3

    compliment: max positive value : 4
    max negative value:-7

    tickles: max positive value:5
    max negative value: -1


    now Joe´s current mood will affect the chance of succeed for each action like in this example :

    sad:
    • chat 50%
    • joke 20%
    • compliment 10%
    • tickles 55%
    same goes with the happy mood

    happy:
    • chat 20%
    • joke 40%
    • compliment 40%
    • tickles 30%
    other important mechanics:
    1. if you repeat the same action many times in a row it will lower your chances to succeed slowly, decreasing a little more every time you repeat the action
    2. actions from the player can interfere with the villager actual mood, like hitting a villager(angry) chatting and joking(cheering up) etc.. (this syncs with the staring at tombstones suggestion for the sad mood ) .
    3. villagers will change their mood randomly every x time (can vary a lot)
    4. the villager personalities feature , to make it easier to implement will act as a prefab characteristic , this characteristic will be randomly chosen from a class containing all the personalities types , much like profession.. example: billy the guard, skin 3 ,(cheerful guy)
    5. the villager current mood will can be displayed in two ways :
    6. first one : using the villager interaction GUI
      second one: inferring it from the greeting message


      this will allow more control for the player and thus a more satisfactory system
    thanks for reading, i love your mod , it rocks!! sorry for the bad English Im from Spain :P
    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy: B1.0 - Beta
    great thanks
    Posted in: Minecraft Mods
  • 0

    posted a message on MineFantasy: B1.0 - Beta
    dude help pls when something is above the blooms i get a crash having to do with chimneys , the mod trying to use the tool rack as chimney same story with the things from bibliocraft :/ (which are similar to the tool rack)



    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem; Ticking tile entity

    A full error report has been saved to C:\Users\Felivans\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-01_19.36.04-server.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash :(



    --- BEGIN ERROR REPORT a6c2b926 --------
    Full report at:
    C:\Users\Felivans\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-01_19.36.04-server.txt
    Please show that file to Mojang, NOT just this screen!

    Generated 1/06/13 07:36 PM

    -- Head --
    Stacktrace:
    at minefantasy.block.tileentity.TileEntityBloom.puffSmoke(TileEntityBloom.java:217)
    at minefantasy.block.tileentity.TileEntityBloom.func_70316_g(TileEntityBloom.java:210)

    -- Tile entity being ticked --
    Details:
    Name: Bloom // minefantasy.block.tileentity.TileEntityBloom
    Block type: ID #208 (tile.bloom // minefantasy.block.special.BlockBloom)
    Block data value: 3 / 0x3 / 0b0011
    Block location: World: (-332,62,-266), Chunk: (at 4,3,6 in -21,-17; contains blocks -336,0,-272 to -321,255,-257), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
    Actual block type: ID #208 (tile.bloom // minefantasy.block.special.BlockBloom)
    Actual block data value: 3 / 0x3 / 0b0011
    Stacktrace:
    at net.minecraft.world.World.func_72939_s(World.java:2197)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)

    -- Affected level --
    Details:
    Level name: Copy of hardcore with alex
    All players: 0 total; []
    Chunk stats: ServerChunkCache: 626 Drop: 0
    Level seed: -7292690711976777750
    Level generator: ID 02 - largeBiomes, ver 0. Features enabled: true
    Level generator options:
    Level spawn location: World: (-427,64,-270), Chunk: (at 5,4,2 in -27,-17; contains blocks -432,0,-272 to -417,255,-257), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
    Level time: 676414 game time, 696688 day time
    Level dimension: 0
    Level storage version: 0x04ABD - Anvil
    Level weather: Rain time: 165327 (now: false), thunder time: 131395 (now: false)
    Level game mode: Game mode: survival (ID 0). Hardcore: true. Cheats: false
    Stacktrace:
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:652)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)

    -- System Details --
    Details:
    Minecraft Version: 1.5.2
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_03, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 1604693704 bytes (1530 MB) / 2015100928 bytes (1921 MB) up to 2015100928 bytes (1921 MB)
    JVM Flags: 2 total; -Xms2024m -Xmx2024m
    AABB Pool Size: 3346 (187376 bytes; 0 MB) allocated, 3346 (187376 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 2, tallocated: 70
    FML: MCP v7.51 FML v5.2.6.696 Minecraft Forge 7.8.0.696 Optifine OptiFine_1.5.2_HD_U_D2 23 mods loaded, 23 mods active
    mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{5.2.6.696} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{7.8.0.696} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    CustomLAN{2.2} [Custom LAN Mod] (CustomPortForge.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MineFantasy{Alpha 1.8} [Mine Fantasy] ([1.5.2]MineFantasy 1.8.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    B0bsLapis{1.2.0} [B0bGary's Uses For Lapis!] (B0bGarys Uses For Lapis 1.5.2 v 1.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    mod_ChatBubbles{3.1.4.4.0} [mod_ChatBubbles] (ChatBubbles152.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    chococraft{2.8.1} [Torojima's ChocoCraft] (Chococraft_2.8.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ConfigMod{v1.0} [Extended Mod Config] (ConfigMod for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    craftguide{1.5.2} [CraftGuide] (CraftGuide-1.6.7.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    DungeonCrawler{0.2.4} [Dungeon Crawler] (DungeonCrawler 0.2.4v5 for MC 1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    LostBooks{1.0} [Lost Books] (LostBooks 1.0 for MC 1.5.2 .zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MCA{3.3.5} [Minecraft Comes Alive] (mca v3.3.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    mod_Gibbing{1.5.2v1} [mod_Gibbing] (MobAmputation1.5.2v1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    MutantCreatures{1.3.4} [Mutant Creatures] (Mutant Creatures v1.3.4 mc1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    PlayerHeads{1.0} [Player Heads] (PlayerHeads 1.0 for MC 1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    mod_SmartMoving{13.9} [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    mod_SmartRender{1.1} [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Thaumcraft{3.0.5e} [Thaumcraft] (Thaumcraft3.0.5e.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    UsefulFood{1.4.2} [UsefulFood] (UsefulFood-1.5.1_1.4.2-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    UtilityMobs{2.0.1} [Utility Mobs] (UtilityMobs 2.0.1 for MC 1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    weaponmod{1.5.2 v1.11.3} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    ZAMod{v1.85} [Zombie Awareness] (Zombie Awareness v1.85 Mod for MC v1.5.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 1270 (71120 bytes; 0 MB) allocated, 1270 (71120 bytes; 0 MB) used
    Player Count: 0 / 8; []
    Type: Integrated Server (map_client.txt)
    Is Modded: Definitely; Client brand changed to 'fml,forge'

    java.lang.ClassCastException: minefantasy.block.special.BlockWeaponRack cannot be cast to minefantasy.api.aesthetic.IChimney
    at minefantasy.block.tileentity.TileEntityBloom.puffSmoke(TileEntityBloom.java:217)
    at minefantasy.block.tileentity.TileEntityBloom.func_70316_g(TileEntityBloom.java:210)
    at net.minecraft.world.World.func_72939_s(World.java:2197)
    at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:546)
    at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:652)
    at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
    at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
    at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
    --- END ERROR REPORT addc3da2 ----------

    Posted in: Minecraft Mods
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