Hey this mod looks amazing, was wondering when the next update will come and for which version it will be released to? 1.7.4/.5/.9 or 1.8? Thanks, cant wait to get this goin in smp !!!
It really depends on when MCP and LiteLoader update. MCP hasn't seen a lot of progress since its 1.7.2 beta release so I assume they're waiting for 1.8 to make another release. Until then, the 1.7.2 client is still compatible with 1.7.X servers so you should still be able to use the mod on 1.7 servers.
Gave it a go, works like a charm. I'm delighted, having to explore thousands of blocks just to find food on very crowded servers is now a thing of the past Though once in a blue moon it may take ages before I actually get a bite, so would a "reset" if you don't catch anything after about 1-2 minutes be an idea worth working on?
First off sorry for quoting a 1 year old message but I want to say something
You will also need to hide while fishing Like build an underground thing near water?
Rollback Post to RevisionRollBack
This is a legacy account, meaning it is no longer active
And it has it's own fishing rod.
Does this mod work with the Extended Workbench Mod's fishing rod?
EDIT: So it doesn't work.
Anyway to make it work?
I'll see what I can do, it's most likely possible depending on how the developer made it. The mod needs to know what held item to look for, normally the minecraft fishing rod. To make it work with other fishing rod types, it needs to check for more items specified by the user. Since item id's are pretty much gone it will probably involve using the item's unlocalized name (in this case item.extendedWorkbench.fishingRod) and an entry in the config file to add extra fishing rod names.
I'll see what I can do, it's most likely possible depending on how the developer made it. The mod needs to know what held item to look for, normally the minecraft fishing rod. To make it work with other fishing rod types, it needs to check for more items specified by the user. Since item id's are pretty much gone it will probably involve using the item's unlocalized name (in this case item.extendedWorkbench.fishingRod) and an entry in the config file to add extra fishing rod names.
Thanks. Hopefully it would be implemented as I got used to multitasking cause' of your awesome mod.
EDIT: The item was extendedWorkbench:fishingRod. Maybe that can help you.
Thanks. Hopefully it would be implemented as I got used to multitasking cause' of your awesome mod.
EDIT: The item was extendedWorkbench:fishingRod. Maybe that can help you.
Keep it up.
-SkyGaming
Alright, after a lot of testing and trial and error, I have it working nicely, hopefully bug-free by now. For Extended Workbench in particular, you won't need to touch the config file, because it's fishing rod extends the main fishing rod's class and thus autofish can know it's a fishing rod.
Autofish 0.4.2 for 1.7.2
• Added support for different types of fishing rods added through other mods (such as Extended Workbench). Note: In many cases the rods will work without modifying anything, otherwise you'll need to add the fishing rod ID (the one you would use with the /give command) to the config file manually. If you use a mod that adds a fishing rod and it's not working, let me know and I can try to develop a workaround.
The fishing rob will be disappear when durability < 0.
I don't want my fishing rob with Enchantment like "Unbreaking III" be disappear.
So maybe can switch to other fishing rob when few durability.
So what need to do is
check the durability of the current fishing (may be durability < 1?)
and search the fishing rob with enough durability in itembar.
is it easy to implement?
and this this feature can be disabled.
(if i all use normal fishing rob, i didn't care about the durability)
The fishing rob will be disappear when durability < 0.
I don't want my fishing rob with Enchantment like "Unbreaking III" be disappear.
So maybe can switch to other fishing rob when few durability.
So what need to do is
check the durability of the current fishing (may be durability < 1?)
and search the fishing rob with enough durability in itembar.
is it easy to implement?
and this this feature can be disabled.
(if i all use normal fishing rob, i didn't care about the durability)
So you're saying you want to have it stop using the fishing rod when its durability gets low rather than waiting for it to break? It can be done, but what purpose would it serve if fishing rods can't be repaired by anvils?
I played with the 1.7.2 version in vanilla minecraft for a while now but today I got back into Agrarian Skies and wanted to try the mod out there and I quickly noticed that it doesn't work 99 out of 100 times lol. I don't know what you think about backporting but would it be possible/and, or do would you even want todo that? There are so many mods missing for 1.7.x still.. Would be really amazing
Assuming the minecraft version of the modpack you're using is 1.6 or earlier, while not totally impossible it would be pretty difficult to backport the current version's detection, because liteloader added some tools to make it easy to inject changes into the base code, something autofish relies on especially for multiplayer.
Are you using the mod on singleplayer or multiplayer? I could maybe understand it on multiplayer as the detection wasn't very good then especially when you take server lag into account, but it really shouldn't be that bad.
Give me the minecraft version and single/multiplayer and I'll see if there's anything I can do for older versions.
So you're saying you want to have it stop using the fishing rod when its durability gets low rather than waiting for it to break? It can be done, but what purpose would it serve if fishing rods can't be repaired by anvils?
the fishing rods may not be repaired by anvils.
but maybe can be repaired by other mods or bukkit plugins.
so i just want keep fishing keep existing.
but didn't care fishing rods can be repaired or not by anvils.
It's 1.6.4 and singleplayer. Yeah it actually is that bad for me.. I did afk for like 20 mins to half an hour after posting and it catched 3! fish :/
Ah, well I suppose that's a good thing it's singleplayer because I can easily make a quick update to the 1.6.4 version to use the method the 1.7.2 uses for singleplayer. LiteLoader just updated to 1.7.10, so when I make the next release I'll also fix 1.6.4. The link will be updated in the OP but I'll also shoot you a download link in a private message.
the fishing rods may not be repaired by anvils.
but maybe can be repaired by other mods or bukkit plugins.
so i just want keep fishing keep existing.
but didn't care fishing rods can be repaired or not by anvils.
Ah, that makes more sense. I'll see about adding an option to prevent using fishing rods that are near broken for the 1.7.10 release. (sorry for the double post, didn't notice your reply last time)
I've been watching it fish for a while and there seems to be a little problem. A lot of the times the fishing rod will retrieve a fraction of a second before the float actually goes underwater and the catch sound is played, thus retrieving no fish.
I tried logging in and out but this problem seems random as sometimes it will retrieve to early other times it is fine, it may even depend on the angle that the fish are coming in.
I think if you add a little delay before it retrieves the fish it would work perfectly.
Is this in singleplayer? If so it will likely be fine in the next release.
Updated to 1.7.10 with a small requested feature and some minor improvements
Download Autofish 0.4.3 for 1.7.10
• Update to 1.7.10
• Added an option for MultiRod to ignore fishing rods after they're almost broken
• Slight improvement to singleplayer detection
Updated to 1.7.10 with a small requested feature and some minor improvements
Download Autofish 0.4.3 for 1.7.10
• Update to 1.7.10
• Added an option for MultiRod to ignore fishing rods after they're almost broken
• Slight improvement to singleplayer detection
it can switch to the fishing rod with enough durability
but if there is no other fishing rod with enough durability, it will still fishing and the rod will be broken.
so the last fishing rod will be broken.
is that mean only check the durability when switch to other fishing rod?
it can switch to the fishing rod with enough durability
but if there is no other fishing rod with enough durability, it will still fishing and the rod will be broken.
so the last fishing rod will be broken.
is that mean only check the durability when switch to other fishing rod?
Whoops, you're absolutely right, I'll have to make it not cast back out when it doesn't find a suitable rod to switch to.
Download Autofish 0.4.4 for 1.7.10
• Fixed a bug where Multirod "no break mode" would keep using the last fishing rod and let it break - now it stops fishing after reeling in if no suitable rod is found - Note: If the player manually casts using an almost broken fishing rod, the mod will still use it for one catch; the check is performed after a fish is reeled in.
How can I configure to recast the fishing rod when the server sends a message and the rod come back?
There isn't really a system for that in place at the moment. What exactly are you trying to achieve? What sort of message do you need it to respond to?
This is great, thanks for the review! I'll put the video up in the original post.
It really depends on when MCP and LiteLoader update. MCP hasn't seen a lot of progress since its 1.7.2 beta release so I assume they're waiting for 1.8 to make another release. Until then, the 1.7.2 client is still compatible with 1.7.X servers so you should still be able to use the mod on 1.7 servers.
First off sorry for quoting a 1 year old message but I want to say something
You will also need to hide while fishing Like build an underground thing near water?
This is a legacy account, meaning it is no longer active
I, for one, is using the Extended Workbench Mod: http://www.minecraftforum.net/topic/1153989-172extended-workbench-v1202/
And it has it's own fishing rod.
Does this mod work with the Extended Workbench Mod's fishing rod?
EDIT: So it doesn't work.
Anyway to make it work?
I'll see what I can do, it's most likely possible depending on how the developer made it. The mod needs to know what held item to look for, normally the minecraft fishing rod. To make it work with other fishing rod types, it needs to check for more items specified by the user. Since item id's are pretty much gone it will probably involve using the item's unlocalized name (in this case item.extendedWorkbench.fishingRod) and an entry in the config file to add extra fishing rod names.
Thanks. Hopefully it would be implemented as I got used to multitasking cause' of your awesome mod.
EDIT: The item was extendedWorkbench:fishingRod. Maybe that can help you.
Keep it up.
-SkyGaming
Alright, after a lot of testing and trial and error, I have it working nicely, hopefully bug-free by now. For Extended Workbench in particular, you won't need to touch the config file, because it's fishing rod extends the main fishing rod's class and thus autofish can know it's a fishing rod.
Autofish 0.4.2 for 1.7.2
• Added support for different types of fishing rods added through other mods (such as Extended Workbench). Note: In many cases the rods will work without modifying anything, otherwise you'll need to add the fishing rod ID (the one you would use with the /give command) to the config file manually. If you use a mod that adds a fishing rod and it's not working, let me know and I can try to develop a workaround.
The fishing rob will be disappear when durability < 0.
I don't want my fishing rob with Enchantment like "Unbreaking III" be disappear.
So maybe can switch to other fishing rob when few durability.
So what need to do is
check the durability of the current fishing (may be durability < 1?)
and search the fishing rob with enough durability in itembar.
is it easy to implement?
and this this feature can be disabled.
(if i all use normal fishing rob, i didn't care about the durability)
So you're saying you want to have it stop using the fishing rod when its durability gets low rather than waiting for it to break? It can be done, but what purpose would it serve if fishing rods can't be repaired by anvils?
Assuming the minecraft version of the modpack you're using is 1.6 or earlier, while not totally impossible it would be pretty difficult to backport the current version's detection, because liteloader added some tools to make it easy to inject changes into the base code, something autofish relies on especially for multiplayer.
Are you using the mod on singleplayer or multiplayer? I could maybe understand it on multiplayer as the detection wasn't very good then especially when you take server lag into account, but it really shouldn't be that bad.
Give me the minecraft version and single/multiplayer and I'll see if there's anything I can do for older versions.
the fishing rods may not be repaired by anvils.
but maybe can be repaired by other mods or bukkit plugins.
so i just want keep fishing keep existing.
but didn't care fishing rods can be repaired or not by anvils.
Ah, well I suppose that's a good thing it's singleplayer because I can easily make a quick update to the 1.6.4 version to use the method the 1.7.2 uses for singleplayer. LiteLoader just updated to 1.7.10, so when I make the next release I'll also fix 1.6.4. The link will be updated in the OP but I'll also shoot you a download link in a private message.
Ah, that makes more sense. I'll see about adding an option to prevent using fishing rods that are near broken for the 1.7.10 release.
(sorry for the double post, didn't notice your reply last time)
Is this in singleplayer? If so it will likely be fine in the next release.
It does not. The lure enchantment, being exposed to the sky, and rain are the factors that will increase your catch rate. (More info here)
Yes, the next release as in the 1.7.10 version. Should have it out later today.
Download Autofish 0.4.3 for 1.7.10
• Update to 1.7.10
• Added an option for MultiRod to ignore fishing rods after they're almost broken
• Slight improvement to singleplayer detection
it can switch to the fishing rod with enough durability
but if there is no other fishing rod with enough durability, it will still fishing and the rod will be broken.
so the last fishing rod will be broken.
is that mean only check the durability when switch to other fishing rod?
Whoops, you're absolutely right, I'll have to make it not cast back out when it doesn't find a suitable rod to switch to.
Download Autofish 0.4.4 for 1.7.10
• Fixed a bug where Multirod "no break mode" would keep using the last fishing rod and let it break - now it stops fishing after reeling in if no suitable rod is found - Note: If the player manually casts using an almost broken fishing rod, the mod will still use it for one catch; the check is performed after a fish is reeled in.
There isn't really a system for that in place at the moment. What exactly are you trying to achieve? What sort of message do you need it to respond to?