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View Code? Open in Web Editor NEWMinecraft mod hungry animals
Minecraft mod hungry animals
When running Hungry Animals on my server I get the following crash during startup:
https://gist.github.com/tyra314/de2b752ee23d70a14d69df2b313e7ff8
I'm running:
client crash report: http://paste.ee/p/jNN3W
client FML latest log: https://gist.github.com/kreezxil/b25271e8e8af878011fa
I noticed you referenced alpha-04 to another issue poster, however, I didn't see alpha04 in your dropbox.
It will be introduced in separate repository.
Improving Minecraft is not available in 1.12.
Can i adjust animal spawn with config of this mod, or use one of others to fix my problem? Seems like mods spawns too much animals in world.
Would it be possible to make it so that if an animal poops on a track, the Excreta breaks and disappears, instead of the Tracks being replaced by Excreta?
In HA, horse is expensive animal like cow. However it does not drop any piece of meat!
Well, horse meat can be easily added. Additionally there are a few mods that add horse meat. like RAPAM.
However automatic config adjustment (by detecting other mod) is not simple in configuration system of HA. Also this function is not intuitive and not explicit.
Forge version: forge-14.23.4.2713
Hungry Animals version: hungryanimals-1.12.2-5.4.5.0 (Beta)
with both the hungryanimals or hungryanimals-example config
Hungry Mechanics version: hungrymechanics-1.12.2-5.3.0.1 (Beta)
with the vanilla config
Using the Twitch Launcher
Crash report: https://pastebin.com/GwAmN4uz
The LootTweaker mod hasn't been configured, removing it doesn't solve the proble either.
Attributes of animals should be different from their parents.
There are a few issues with the Vanilla Horses.
It's entirely possible that their Hunger, Poop, and Grazing doesn't work either, but I can't confirm that with the first two problems, making it impossible to check their values.
Hello. I am trying to add Hungry Animals support to some of the animals in LotsOMobs. However, they just seem to run around and never eat. Here is my code for a goat(some taken from the default cow code):
goat { D:"Abiltiy: Max health of the animal"=20.0 D:"Abiltiy: Movement speed of the animal"=0.2 I:"Abiltiy: max hunger"=200 I:"Abiltiy: needed amount of hunger consumption to produce a pile of excreta"=50 D:"Behavior: needed ratio(hunger/maxhunger) to do the courting"=0.8 D:"Behavior: probability to do the courting per a tick"=0.0025 I:"Behavior: ticks needed to produce a bucket of milk"=6000 S:"HungerAcquisition: byBlock Rate" < (minecraft:tallgrass)=(15.0) (minecraft:wheat,7)=(50.0) > S:"HungerAcquisition: byFood Rate" < (minecraft:wheat)=(50.0) (minecraft:reeds)=(20.0) > D:"HungerUsage: basic rate"=0.005 D:"HungerUsage: to do the courting"=5.0 D:"HungerUsage: to make a child"=25.0 }
Am I doing something wrong, by chance?
Thanks!
Feature Request: Option to disable the GUI and the Particles in config
I want to add better animals plus animals, mainly so that they run away when they see player. But whenever I add them to the animal.json in the hungryanimals folder and boot up the game, the egg spawn doesn't work. So if I can't spawn them, they won't naturally spawn (I assume).
I noticed this missing texture while using the debug glass. http://imgur.com/d3niCkB
v1.7.10 alpha3
In HA, cow is really expensive animal. It should be much better if cow is slightly bigger. Of course, this should be configurable.
One fantastic idea (by OreCrusher @ OreCruncher/BetterRain#13 (comment)) for using the CalendarAPI with HungryAnimals would be to allow the breeding rate on the animals to be controlled seasonally.
@a3626a you should be all over this, buddy.
Here's the API https://github.com/CallMeFoxie/Calendar
Crudedragos @ ProjectZulu/JustAnotherSpawner#153 is lookin' into implementing it for his Spawn Controls too. If both JAS and HA were in on that API action, some really cool things could be done with the animals.
when model growing is on.
Posted Mar 26, 2018
Is there a list of items/blocks the slingshot will fire? There isn't one on the wiki nor a config option.
block below excreta is not rendered properly.
I got the following single-player server crash:
java.lang.NullPointerException: Ticking entity
Crash report: https://gist.github.com/tyra314/af38bf785153884e634d9769d3860484
I'm running:
crash-2018-01-06_13.57.27-client.txt
It seems the API registerAnimal() function calls itself in its argument with no escape clause or logic.
When I add other mod's items that the vanilla animals should drop when they are killed… the game crashes. For example if I want to make Cows drop "Hide" from "Lot's of Mobs" (instead of Vanilla Leather), or Sheep drop "Mutton" from Pam's Harvestcraft… it doesn't work.
The problem seems to occur on the two sections:
S:"Ability: items drops that the amount is decided by hunger value" <
>
S:"Ability: items drops that the amount is decided randomly" <
>
Manure block is invisible when i have installed industrialcraft 2
This never happened before I installed HungryAnimals, and never happened again after I removed HungryAnimals. I don't understand why, but HungryAnimals breaks DynamicTrees.
I strongly suggest removing as much coremod stuff as possible from HungryAnimals as you seem to have rampant incompatibility issues with many other mods.
crash-2019-08-25_17.34.40-client.txt
crash-2019-08-25_17.39.56-client.txt
Hello again!
There seems to be an issue with the latest version:
In game guide is required. Using Wikia has several disadvantages.
This don't have to be a 'guide'. I think it is enough to provide information based on applied configuration files.
*** What information to provide?
In a self-created modpack I came recently across a strange bug:
I am using the Dissolution mod which allows players after death to possess hostile mob's bodies.
The problem is that for checking whether the debug glass is equipped in DebugOverlayHandler.java:73 you're casting the render view entity to an EntityPlayer
. But other mods such as Dissolution are not forced to extend EntityPlayer
so the game crashes with a message like this:
java.lang.ClassCastException: ladysnake.dissolution.common.entity.minion.EntityMinionZombie cannot be cast to net.minecraft.entity.player.EntityPlayer
at oortcloud.hungryanimals.items.gui.DebugOverlayHandler.onUpdate(DebugOverlayHandler.java:75)
Maybe you could firstly check whether it extends or even better if possible you could use an alternate class such as EntityMob
(i'm not quite sure whether this class provides getHeldItem()
).
Honestly, HA is not good for visual aspects. Unfortunately, HA is skipping grass eating animation of sheep and horse.
This can be considered as a bug also.
Can not create a world. It seems to be related to loot tables.
https://paste.dimdev.org/atapaverah.mccrash
Not necessarily a bug, and could be easily re-added via config, but I was not expecting this change. Perhaps re-add skelly hunting to default hungry wolf behavior? Wolves could also eat bones, just to give them a reason to hunt skellies, but that might be annoying when trying to get bones/bonemeal in early game.
When encountering an animal, I get disconnected from the server.
The server log just contains:
[14:20:54] [Server thread/INFO]: tyra_oa lost connection: Disconnected
[14:20:54] [Server thread/INFO]: tyra_oa left the game
The client log contains an uncaught error:
io.netty.handler.codec.DecoderException: java.lang.NullPointerException: Undefined message for discriminator 0 in channel Hungry Animals
https://gist.github.com/tyra314/8b81778acd330f378aabce07fc02d393
I'm running:
Currently egg-like production has fixed name 'Egg', milk-like production 'milk', shear-like 'shear'.
It would be better to let modpack creators to set display name on config file.
It would be a nice feature to be able to have all animals temporarily "Tame" while in Creative Mode. It's really hard to approach a Wild animal and use the debug glass, or nbtedit on them when they run away so fast. Since the mod is meant for Survival Mode play… it makes sense to have an option to "temporarily" make the animal behave as though it's tame, while we are in Creative Mode.
S: CreativeTame=True/False
Something like that. That way for users who do want animals to be wild/tame in Creative Mode, they can set it to False, and animals will behave normally.
When in Creative Mode, if you change gamemode back to Survival, the Animal behaves normal again.
GreenMachine773 : "Here's the error log. I'm not sure what other mod could be modifying the loot tables other than HA though..."
Currently, naming of config file for each registered animals is done directly, and by replacing some invalid characters in windows path.
For example, minecraft:cow
to minecraft#cow
, bearwithme:entity/black_bear
to bearwithme#entity@black_bear
. It is better not to rename entity name, should place them into hierarchical structure using directory like minecraft:cow
to minecraft\cow
, bearwithme:entity/black_bear
to bearwithme\entity\black_bear
.
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