setycz / chickensmod Goto Github PK
View Code? Open in Web Editor NEWJust a lot of chickens
License: MIT License
Just a lot of chickens
License: MIT License
From #40:
Also Version numbers are incorrect for the @mod annotation. Last time I checked I think you added - "MCVersion - ModVersion". More chickens is dependent on Chickens mod, but I cant make sure its dependent on a specific version because of the dash" The Version number should be just the ModVersion only with no letters or special characters. basically "1.0.0" or "1.0".
Please add a config option controlling how frequently chickens spawn that spawn in the wild. Especially Quartz chickens in the Nether.
So you have to feed them and give something to drink.
Similar to AgriCraft, unknown properties first and some tool to analyse them.
So each chicken is unique and has different properties and breeding is more fun.
crash
nothing
So finding them is more challenging.
So i went and got the Awakened Draconium Chicken and multiplied the heck out of them, but its not producing the nuggets fast enough, so i went and captured one in a Soul Vial and made a Spawner from EnderIO ... however once hooked up, it spawns Random variants from the entire list rather than the specific Chicken i had captured
I dont know if this is intentional, or an oversight, but in 1.9.4 putting lava or water eggs and firing a dispenser only tosses them to the ground instead of throwing and breaking them.
Try getCanSpawnHere() ???
or
@SubscribeEvent
public void onCheckSpawn(CheckSpawn ewt) {
if (ewt.entityLiving == null) {
return;
}
if (ewt.entityLiving instanceof EntityChickensChicken) {
//ewt.setResult(Event.Result.DENY);
}
}
It creates a file called logs\chickens.gml in the root of the server instead.
Found a couple of things, when I was trying to add support to your mod, One of them being Parents get registered as soon as the Chicken is registered, only down side with this is it makes it hard to register a chickens parent out of order, or if say in configs someone wanted to change a chicken's parent to a different parent, they would have to stay in the loading order. Basically if chicken A and Chicken B are about to be registered but chicken C was added before A and B, Chicken C couldn't select A or B cause they aren't in the registry yet. I am thinking that if you register the chickens but register their parents after all chickens have been added. perhaps, register chickens where they are at now, and register parents on POST loadup.
Also Version numbers are incorrect for the @mod annotation. Last time I checked I think you added - "MCVersion - ModVersion". More chickens is dependent on Chickens mod, but I cant make sure its dependent on a specific version because of the dash" The Version number should be just the ModVersion only with no letters or special characters. basically "1.0.0" or "1.0".
to automatically feed the chickens
Is there a lasso or something in vanilla Minecraft???
So you know that you can create dirt in it.
So got a question for ya. I know your using Integers to id the chickens. Two things I was thinking.
if we use id's we should prolly have blocked off id's basicaly if you need to block off for future chickens you want to add.example: 0-100 for your chickens, And I would just add my modded ids after, That way I dont use your IDs, which I hadn't thought of when I made it the first time. so My mod will break when I change them.
or....
It could use ResourceLocation Id... so chickens would be named "morechickens:ardite_chicken" or "chickens:flint_chicken". Only downside is it breaks both previous versions of our mod.
both haves ups and downs. first one would be less invasive, it will be easy for me to change.
second would mean we would never have to worry about overlapping ids, cause each mod would be in control.
I'm not really sure whats the best course of action
Also Im not sure if ResourceLocations are a good idea or not.. but it was an idea.
Update models according to 1.9?
So when I change the order of registration, current saves will still work properly.
Is there a possibility of allowing Custom Chicken additions? Maybe the assets for the custom chicken can be taken from the blocks/items it drops?
Thanks for a great mod! I'm looking forward to using it in SkyFactory :D
Darkosto
Please add the % chance to breed a new chicken type from 2 parents into the config so that it can be adjusted to increase or decrease the time needed to breed new chicken species.
I guess you should update your mod description to say this isn't server capable. But it sure would be sweet if it was.
Issue: chickens-1.9-1.3 crashes dedicated forge server 1.9 build 1809 on startup
crash report:
https://gist.github.com/250dd8f4919e1c30ef3f
fml server latest:
https://gist.github.com/aca89ea854194254e616
In percents.
Issue: chickens-1.9-2.0.2 crashes dedicated forge server 1.9 build 1863 on startup
crash report:
https://gist.github.com/9f32239eb54fb94847ccd768407adfe2
fml server latest:
https://gist.github.com/892b5f43dc6de037fd76bfca31e69c41
Issue: chickens-1.9-2.0 crashes dedicated forge server 1.9 build 1821 on startup
crash report:
https://gist.github.com/96eae6899f93a29c4e13a2ab9c674750
fml server latest:
https://gist.github.com/3052fc548570578b6ccff0b7dba4ce3b
But it could be still useful to keep the analyzer in order to allow users to see chickens stats even if Waila is not available.
a configuration property 'alwaysShowStats' with 'false' default value
The tank overflowed
Absolutely Nothing
color eggs at least
to automatically get eggs
I was wondering if you could register the all of the different Dye Chickens, but have the ones your not using Disabled. Than I would just have to be able to enable those chickens on my side if I needed to use them. I almost did it my self but than realized if you ever wanted to add another dye it mess things up.
To remove uncertainty.
And any modded biome in general.
Please ignore this if the changes have already been implemented.
Would it be possible for you to register your spawn eggs using the vanilla/forge standards rather than using metadata? I have a mod that allows creation of mob spawn eggs in survival worlds and have had to add a special case to support your mod. Although this isn't an issue really as the support has already been added it would honestly be better.
*Edit mod repo for reference: https://github.com/vadis365/Mob-Grinding-Utils
E.g. hook on item spawn callback :/ Or replace chicken at all?
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