Could you elaborate? What wait time are you referring to? What do you mean by "instant action fishing"? The wait after catching a fish is only 1.5 seconds and I could make it configurable.
The fact is there is not much I could do to make it more accurate and still work online. Detecting when a fish is caught can't be perfect because the client doesn't actually know when you catch a fish (at least online). This mod, as well as every other autofisher I've seen, uses an extremely similar if not exact same method to figure out when a fish it biting, and that is by watching the hook's velocity for when it moves a certain way.
Possibly on the bright side, from what I've read there will be many changes in fishing mechanics when 1.7 comes, so I may be able to come up with a better method then.
Instant action fishing; refering to when you get a bite within one second of casting.
After using it for a day, while actually watching it. I've noticed it miss's 80% of the action "online". I don't program, but had I the ability. I would have it cast the line, track the red of the hook and just catch whenever it moves, and recast. It would be simple and effective color based tracking that wouldn't rely on any data input.
I could probably make an AutoIt macro to do it easy and effectively, but I don't remember the language.
Instant action fishing; refering to when you get a bite within one second of casting.
I can see why that'd be happening. Since the hook was just cast, it would still be moving in the x and/or z directions, and the mod won't detect it as a bite unless the hook is pulled straight down. This is because it would think you have a bite right when you cast if you make it reel on any movement.
After using it for a day, while actually watching it. I've noticed it miss's 80% of the action "online". I don't program, but had I the ability. I would have it cast the line, track the red of the hook and just catch whenever it moves, and recast. It would be simple and effective color based tracking that wouldn't rely on any data input.
This is essentially what it already does, minus the whole red color thing. It tracks the movement of the EntityFishHook instance associated with your player (which is the hook itself). Tracking it by color seems like it would be a lot more difficult and likely less efficient, especially since the hook is not always on-screen and there could be more than one hook in view.
Thanks for the feedback though. I'm hoping that 1.7 fishing will give me more to work with for a more accurate way of detecting when you get a bite.
I'm getting a little more success now, but it's still under half of the catches. I'm not sure why. Is there an optimal way to get more success with mod? Also, was thinking, if you could track when .minecraft\resources\newsound\liquid\splash.ogg execute wouldn't it give 100% catch rate.
Unfortunately I cannot do anything until MCP is updated (which is why pretty much no mod is at 1.7 yet), and after after that, LiteLoader. 1.7 is a massive update so it may be a while. Once I have those the mod itself will probably need a lot of rewriting due to the changes in fishing and whatever other game mechanics, which will make the update take even longer.
Hey, still alive here!
After taking a decent sized break from Minecraft and modding, now that Liteloader is fully released I'm going to see about updating to 1.7.2. The update has proved to be a huge pain for autofish as expected because the old detection method barely works with the new fishing mechanics. Hopefully I can get a new method running to my satisfaction as soon as possible. I can easily get it working perfectly in singleplayer, but SMP will be a completely different story.
Side note, if anyone plays actively on Towny or similar servers where you have areas based on chunks, I just released a Chunk Border mod to visualize chunk boundaries. Some of you may find it helpful if you have to set up plots, etc.
Well, good news, I was able to complete the update a lot faster than I expected. After a ton of tinkering and testing, the detection method has been completely rewritten, and it works almost flawlessly. Single and multiplayer have seperate methods now (since in singleplayer we can actually know for sure when we're catching a fish), and I've had extremely great results for with both. 1.7.2 added fishing rod enchantments, new fish, and rare catches, so it's even more useful than ever now! So here it is:
Autofish 0.4.1 for 1.7.2
• Update to Minecraft 1.7.2 - fishing rod enchantments, new fish, and rare catches!
• Completely rewritten detection, works extremely well now for both singleplayer and SMP - much, much better than before
• Default key to "V"
• Added option to toggle rod switching (MultiRod)
• New GUI look using checkboxes
Hey, is there any reason you removed ClientPermission in the 1.7.2 version?
Wow, I kind of expected MCP to have updated to 1.7.4 or later by the time I updated, lost the latest source in the long break I took, and quite honestly completely forgot about it during my recoding process, going off an earlier release that still had most of the features but not clientperms. I'll probably replace the 1.7.2 version with a fixed one shortly, but it may not help much for 1.7.2 when one without clientperms is in the wild already. Sorry if this has negatively impacted your server or anything, it was a pretty dumb mistake on my part and I'll make sure it stays in future releases.
Doesn't seem to work all that great in SMP servers.
If you could make it reel in when the splashing noise is played, it'd work flawlessly.
How exactly is it failing? Is it reeling too soon? Too late? If it's just a timing issue I could set a short delay or something. I haven't personally been able to test much in SMP, just on a local Bukkit server, and I've rarely seen it miss. I don't believe listening for a splash sound would be much more effective since it currently listens for the movement packet from the server, which happens at pretty much the same time as the sound. Could it be server-side lag?
One other thing I've noticed is that when you cast straight downward at too steep of an angle, the hook visually floats above the water, and the mod doesn't think it's in the water so it doesn't reel (Example here). If by any chance that's the issue, it can be solved by just casting a bit further, at least until I can develop a workaround.
How exactly is it failing? Is it reeling too soon? Too late? If it's just a timing issue I could set a short delay or something. I haven't personally been able to test much in SMP, just on a local Bukkit server, and I've rarely seen it miss. I don't believe listening for a splash sound would be much more effective since it currently listens for the movement packet from the server, which happens at pretty much the same time as the sound. Could it be server-side lag?
One other thing I've noticed is that when you cast straight downward at too steep of an angle, the hook visually floats above the water, and the mod doesn't think it's in the water so it doesn't reel (Example here). If by any chance that's the issue, it can be solved by just casting a bit further, at least until I can develop a workaround.
yeah, the example you linked to is what was happening. I'll test it a bit more when I'm done with classes for the day and try and give you something more meaningful than "NO WORK".
yeah, the example you linked to is what was happening. I'll test it a bit more when I'm done with classes for the day and try and give you something more meaningful than "NO WORK".
Turns out it works flawlessly when I don't cast too steep.
Thanks man!
As far as that issue goes, you could make the mod detect if there's no catches for >2 minutes or so (whatever's a good amount of time) and notify the user of possible errors they made when casting.
With the addition of fishing rod enchantments, I also suggest a feature:
The ability to have the mod decide when to stop using your current rod if it gets to a certain durability level.
This would be pretty useful, you could have it cycle through your rods and never lose one due to it breaking.
Instant action fishing; refering to when you get a bite within one second of casting.
After using it for a day, while actually watching it. I've noticed it miss's 80% of the action "online". I don't program, but had I the ability. I would have it cast the line, track the red of the hook and just catch whenever it moves, and recast. It would be simple and effective color based tracking that wouldn't rely on any data input.
I could probably make an AutoIt macro to do it easy and effectively, but I don't remember the language.
I can see why that'd be happening. Since the hook was just cast, it would still be moving in the x and/or z directions, and the mod won't detect it as a bite unless the hook is pulled straight down. This is because it would think you have a bite right when you cast if you make it reel on any movement.
This is essentially what it already does, minus the whole red color thing. It tracks the movement of the EntityFishHook instance associated with your player (which is the hook itself). Tracking it by color seems like it would be a lot more difficult and likely less efficient, especially since the hook is not always on-screen and there could be more than one hook in view.
Thanks for the feedback though. I'm hoping that 1.7 fishing will give me more to work with for a more accurate way of detecting when you get a bite.
You've done very well OP, this mod will fit perfectly with 1.7!
I'm getting a little more success now, but it's still under half of the catches. I'm not sure why. Is there an optimal way to get more success with mod? Also, was thinking, if you could track when .minecraft\resources\newsound\liquid\splash.ogg execute wouldn't it give 100% catch rate.
Autofish 0.3.2 for 1.6.4
Just a heads up about 1.7, the update may take a bit longer than normal and break a few things, since 1.7 will bring a lot of changes to fishing.
cast, recast :3
Unfortunately I cannot do anything until MCP is updated (which is why pretty much no mod is at 1.7 yet), and after after that, LiteLoader. 1.7 is a massive update so it may be a while. Once I have those the mod itself will probably need a lot of rewriting due to the changes in fishing and whatever other game mechanics, which will make the update take even longer.
After taking a decent sized break from Minecraft and modding, now that Liteloader is fully released I'm going to see about updating to 1.7.2. The update has proved to be a huge pain for autofish as expected because the old detection method barely works with the new fishing mechanics. Hopefully I can get a new method running to my satisfaction as soon as possible. I can easily get it working perfectly in singleplayer, but SMP will be a completely different story.
Side note, if anyone plays actively on Towny or similar servers where you have areas based on chunks, I just released a Chunk Border mod to visualize chunk boundaries. Some of you may find it helpful if you have to set up plots, etc.
Autofish 0.4.1 for 1.7.2
• Update to Minecraft 1.7.2 - fishing rod enchantments, new fish, and rare catches!
• Completely rewritten detection, works extremely well now for both singleplayer and SMP - much, much better than before
• Default key to "V"
• Added option to toggle rod switching (MultiRod)
• New GUI look using checkboxes
Let me know how it works!
Wow, I kind of expected MCP to have updated to 1.7.4 or later by the time I updated, lost the latest source in the long break I took, and quite honestly completely forgot about it during my recoding process, going off an earlier release that still had most of the features but not clientperms. I'll probably replace the 1.7.2 version with a fixed one shortly, but it may not help much for 1.7.2 when one without clientperms is in the wild already. Sorry if this has negatively impacted your server or anything, it was a pretty dumb mistake on my part and I'll make sure it stays in future releases.
If you could make it reel in when the splashing noise is played, it'd work flawlessly.
How exactly is it failing? Is it reeling too soon? Too late? If it's just a timing issue I could set a short delay or something. I haven't personally been able to test much in SMP, just on a local Bukkit server, and I've rarely seen it miss. I don't believe listening for a splash sound would be much more effective since it currently listens for the movement packet from the server, which happens at pretty much the same time as the sound. Could it be server-side lag?
One other thing I've noticed is that when you cast straight downward at too steep of an angle, the hook visually floats above the water, and the mod doesn't think it's in the water so it doesn't reel (Example here). If by any chance that's the issue, it can be solved by just casting a bit further, at least until I can develop a workaround.
Turns out it works flawlessly when I don't cast too steep.
Thanks man!
As far as that issue goes, you could make the mod detect if there's no catches for >2 minutes or so (whatever's a good amount of time) and notify the user of possible errors they made when casting.
With the addition of fishing rod enchantments, I also suggest a feature:
The ability to have the mod decide when to stop using your current rod if it gets to a certain durability level.
This would be pretty useful, you could have it cycle through your rods and never lose one due to it breaking.