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May 13, 2012SMP problem: The mod doesn't force forge to enforce connecting clients to HAVE the mod to connect, like nearly every other forge compatible mod does.Posted in: Minecraft Mods
May 13, 2012Posted in: Minecraft Mods
shhhh your not suppose to find that bug xD been trying to find a solution to fix this bug awhile, once everything is finished I'll fix this , the best solution to fix this is to make tent blocks like bedrock but if you misplaced the tents you can't get it back so not sure what to do to fix this I'm sure i'll think of something
I dont know the details of how you're handling the block right now, but possibly use a different damage value for "deployed tent" and set it so it doesnt let you break it if the tent is deployed.
IF this doesnt work you could make the tent hammer work like the wrench in buildcraft, right click the tent block makes it break into a retrievable item, and invulnerable otherwise.
May 13, 2012Posted in: Minecraft Mods
Ya i knew forge doesn't require modloader mp thanks anyway for saying
You're welcome, I figured it made sense to say something given what I'd seen on the forums.
I've already added option to disable mobs in the config file which disables:
I've also added option to disable bears incase they were to over powered.
Ya i noticed this when I was trying to fix the ID conflict.
Funny thing I noticed:
Based on the sounds they make and their behavior it seems you subclassed normal bears from wolves and the wounded angry zombie bears from zombies. You know how I noticed? The zombie bears were breaking my doors like zombies do lol!.
But I am going to add more functions to the config file when I have the time for example:
*Disable each individual mobs
*Maybe add option to change health of mobs not sure if it would work but I can try
*Add option to change strength of mobs.
Alright sounds good.
I will see what I can do about the crops as I made it random what they dropped but the crops are suppose to drop a product when its fully grown/on stage 7, might have to take a look at the code next week see what I can do
Ok, they grow REALLY slow, you should consider subclassing them from vanilla plants if they have an interface that you can use. If not, manually adding the function to use bone meal to instantly grow them would be nice.
When you tried the campfire and camp stove did you light them up with a flint and steel? Im going to add a message/gui to say hit me with a flint and steel as well as some people are having trouble with this.
Didn't even occur to me, I'm a bad eagle scout apparently
I'll fix the sleeping bags on tuesday after my exam but if I don't I'll do it some time next week as college is getting quite busy and I'm spending few nights with my gf as well so might need to be tiny bit patient but new version will be done by sunday which might include these:
*Sleeping Bag fix *also going to test automatic tents to see why some people were dieing
*Im going to go back to the old config file as I liked it more
*More options in the config file to personalise your Camping experience
*Add option to breed rabbits *might take me bit longer as I'll have to write the code 12 times xD I think there's 12 rabbits
*Add basic traps which will include camo sheet and spikes which will allow water to pass through so you can make automatic traps and have your loot come to you
*Adding bait which will attract most mobs using this new Ai *The bait will only be for SSP unless i can get mobs on smp as it's rabbit bait I'm adding.
*I will try and add the traps to smp as their just simple blocks but might not have the time.
*Add food and anvil to smp this will properly be done last as it'll take the longest to do
*I will not be adding mobs yet to smp but I will try and do this but might need help doing this as I have no idea at this moment
No rush on the mobs, since mocreatures SMP was finally updated we have plenty of animals trying to eat us already .
The campfires/campstoves/crops/etc would be nice to get on SMP soon, as well as the bed fix.
As for the bunnies, you might want to consider using an abstract class that implements most of the code for rabbits or use a static method that takes the rabbit entity as one of the arguments and have it figure out the type of rabbit based on the subclass. That way you dont have to write the same code so many times.
durability on camp hammer, its not that hard to make one, and its made of cheap materials, so it should break with use eventually.
If you break the ceiling object in a deployed autotent, it gives a fully funtional autotent block back, meaning you can build a tent city with just one autotent block.
May 13, 2012I wasn't loading modloader mp, I only pointed it out because several forge mods still list it in their dependencies, just wanted to make sure you knew.Posted in: Minecraft Mods
If we happen to have campcraft AND mocreatures installed, mocreatures already adds bunnies,deer, bears, etc so could you possibly have it recognize this and disable those entities if they're paired up? Actually, just the ability to disable these in the config would probably be fine i guess.
For crops, the ability to pick them without beating them senseless would be nice. You're rerally only picking off some leaves/berries/seeds for most of these, so maybe have a tool to pick berries with or just right click to grab it?
also oddly, in SSP testing, I couldn't get the campstove or campfire interfaces to open.
The problem with sleeping bags is confirmed in SSP mode for me.
May 13, 2012Posted in: Minecraft ModsQuote from monkeybeeee1
y an auto instaler? me can under stand for modloader forge and gui api butfor costom mod spawer and mo creachers all u got to do is put them in the mod folder located in .minecraft (after u open minecraft with modloader instaled)
You should install modloader, forge, and gui api contents into the minecraft jar, the rest go into the %appdata%/.minecraft/mods/ directory (assuming you're using windows). I dont know where the mac equivalent to %appdata% is, in linux its the home directory.
May 13, 2012in SMP i dont see names OR HP bars or any of that stuff.Posted in: Minecraft Mods
May 12, 2012Horses appear to have a very very low spawn rate in SMP.Posted in: Minecraft Mods
Egg spawned Piranhas dont appear to attack players, even when they arent the person that placed them.
Is naming possible to implment in SMP?
Also, breeding 2 unicorns got me a normal brown horse....
Placement of items or entities by picking them up or carrying them doesn't appear to work correctly at all. (the item will bounce me around and push me instead of sitting on my head.)
May 11, 2012So, how abouts working the campires, crops, and new entities into the SMP server files so we can use them on the SERVER?Posted in: Minecraft Mods
That would be epic..... and its what I really wanted. Tents are great but they're not so awesome by themselves.
May 11, 2012I'm having trouble adding this to my server. Possibly related: I packed the class files in a zip and dropped it in mods folder, like forge mods are SUPPOSED TO WORK. I really would prefer not to muck about with my server jar if I can avoid it. Modloader and forge load mods from zips in the mods directory, I shouldn't have to be packing things into the jar.Posted in: Minecraft Mods
I'm having block ID conflicts. I was able to resolve it in the client but when I send the config file to the server, it appears to completely ignore the config file and tries to use the default IDS.
Other mods I'm using:
Redpower2: All modules
Railcraft -- this is the one with conflicts
I did manage to get it to work by editing the IDs used by Railcraft, nothing I did server-side for your mod made any change to its behavior.
Mar 26, 2012Posted in: Legacy SupportQuote from ops99
Looks like you need Java 7 32 Bit, if that doesn't work, use Java 6 32 Bit. (P.S: When installing different versions of Java make sure to delete the other one!)
This is a work computer where I use certain software that require 64 bit java, telling me to use 32 bit java doesnt deal with the reality of the situation. Mojang has comitted an error here that needs to be corrected. There is no reason that a game based in JAVA should be having this difficulty. especailly considering that the native directory within .minecraft/bin also contains liblwjgl64.so. There is a bug or fault in the code somewhere that is causing it to assume 32 bit environment when this is not the case.
Also, I'm running Ubuntu linux, the most stable way to install java gives me the 64 bit version by default.
This issue is solved by adding /usr/lib/jvm/java-7-openjdk-amd64/jre/lib/amd64 to the library path :
for the time being I added this to my .bash_profile environment setup
It seems ubuntu's installer may have missed a step in setting up the environment during the install. (I can't really be sure where this error originated.)
Still, this is the sort of thing that should NOT be happening.
Mar 26, 2012console output:Posted in: Legacy Support
27 achievements 182 recipes Setting user: kotoroshinoto, 1639446256753888335 Exception in thread "Minecraft main thread" java.lang.UnsatisfiedLinkError: /home/gooch/.minecraft/bin/natives/liblwjgl.so: /home/gooch/.minecraft/bin/natives/liblwjgl.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch) at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1924) at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1821) at java.lang.Runtime.load0(Runtime.java:792) at java.lang.System.load(System.java:1059) at org.lwjgl.Sys$1.run(Sys.java:69) at java.security.AccessController.doPrivileged(Native Method) at org.lwjgl.Sys.doLoadLibrary(Sys.java:65) at org.lwjgl.Sys.loadLibrary(Sys.java:81) at org.lwjgl.Sys.<clinit>(Sys.java:98) at org.lwjgl.opengl.Display.<clinit>(Display.java:132) at net.minecraft.client.Minecraft.a(SourceFile:180) at net.minecraft.client.Minecraft.run(SourceFile:650) at java.lang.Thread.run(Thread.java:722)
Jan 3, 2012Posted in: Minecraft ModsQuote from rokudaim3
Your the first person to complain about the mythical creatures so i doubt he will do it. Its not that hard to set the spawn rate in game.
I know this is why it was only a suggestion and not a demand :tongue.gif:
I mean, if it came down to that a case could be made for the codebase that enables the extra creatures to be the base jar and each type of creature to be a plugin/addon sort of how eloraam's red power system works, but with the vast number of creatures he's worked on, that could result in a LARGE number of individual packages, so it could end up fairly clunky. (and I don't know what degree of interdependence his project modules currently have, so it could turn out to be too much work for little benefit.
I tried this mod out a while back and I thought it was awesome, but since I pretty much only play it on SMP servers where I can interact with friends (we run our own world pretty much privately) the only version I could test with them had zero fish spawning and broken cats/horses and creatures that weren't properly tamable. (the server **** bricks when I attempted to tame and ride a horse.)
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