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hungryanimals's Issues

Pregnancy

  • Capability
  • AIMate.setPregnant
  • onUpdate, multiple
  • digestion boost
  • miscarriage due to malnutrition

Tonns of sheeps

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.

Excreta breaks tracks

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?

Drop horse meat.

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.

The game crashes when opening or creating a world

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

Attributes of animals should be different from their parents.

  • baby's movement speed
  • max health
  • bounding box / model size (adult also)
  • drops (meat)
  • stomach size

Vanilla Horses aren't working properly

There are a few issues with the Vanilla Horses.

  1. You can't click on them with a debug glass
  2. They don't show their stats in the small GUI
  3. They don't drop the correct stuff

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.

Trying to add modded animals

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!

the configuration says I can add modded animals

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).

AI

  • drinking milk from mother

Feature Request: CalendarAPI support

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.

5.4 Gender & Pregnancy

Sex

  • CapabilitySexual
  • AIMate.getNearbyMate

Production

  • ConditionSex
  • milking period requirement (around baby birth)
  • ProductionFluid, and over-write cow and llama ProductionMilk

Attributes

  • movement speed
  • max health
  • stomach size
  • meat
  • bounding box, model size

AI

  • drinking milk from mother

Config

  • easy config : select by simple controlling variable like "difficulty", "play tempo"

Master Config

  • easy config : select by simple controlling variable like "difficulty", "play tempo"
  • pregnancy : turned off (ais/) -> old baby birth

Adding other mod's items to Animal Drops causes crash on startup

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" <
 >

incopatybility

Manure block is invisible when i have installed industrialcraft 2

Crash

Hello again!

There seems to be an issue with the latest version:

  • Just wanted to mention that I’m also using the latest version of Forge

In Game Guide Required

In game guide is required. Using Wikia has several disadvantages.

  1. Hard to read articles based on HA version.
  2. Hard to access during playing game.
  3. Can not reflect changes from custom configuration.

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?

[crash] [mod interaction] Problem with cast to EntityPlayer

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()).

Grass Eating Animation

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.

Wolves no longer attack skeletons

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.

Disconnect from server

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:

  • Minecraft 1.12.2
  • Forge 14.23.1.2582
  • HungryAnimals: 1.12.2-5.1.1.0

[TOP] Properly display Production name

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.

Feature Request: Confg option to active "Tame" when in Creative Mode

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.

Production

  • milking period requirement (around baby birth)
  • gender requirement
  • generalization of "milk production" to "fluid production"

directory based naming of config file for each registered animals

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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