yes I imagined it used the same method, but it catches very few fishes in my game. I'll try in singleplayer and disabling other mods...
edit: I tried and it only works properly in singleplayer.
It could be server lag, not synchronously sending to the client when you catch a fish, or, a lot less likely, a plugin that affects it in some way. Do you have the same issue in all servers or just one? Still working on improving accuracy, though.
On a side note, I did find a bug with the rod switching. It's trying to switch directly after it reels, so it switches before the client registers that the tool is gone, therefore switching to the same rod. Going to work on a fix shortly.
Autofish 0.2.2 for 1.5.2 - Requires liteloader
• Rod switching should work now
• Hopefully made it a little more accurate by tweaking current method
• Added a nifty little feature that spawns some particles when it auto catches a fish (Client side), useful for knowing whether it was a recast or catch attempt, debugging, and just looking cool (configurable in GUI)
This mod has actually inspired me to make a little indoor nature glen, complete with sunroof and two trees, and manmade pond. Awesome mod, very useful for surviving.
I am not sure if anyone else is having this problem, but the mod isn't consistently fishing for a period of time. Lets say I afk fish for about 20 minutes, i will come back and I will have 2 fish and my string will not be casted. I believe this is either a problem with the recaster or just server lag as you said before.
I am not sure if anyone else is having this problem, but the mod isn't consistently fishing for a period of time. Lets say I afk fish for about 20 minutes, i will come back and I will have 2 fish and my string will not be casted. I believe this is either a problem with the recaster or just server lag as you said before.
Are you in a multiplayer server?
On several I have visited they have mods, one of them being [ClearLag] which will ALWAYS reset the rod, stop any actions performed by this. I would not be surprised if you were running into this. I know ClearLag on my server clears entities every 10 minutes, so I have to come back and recast.
edit: lol ok the recaster doesn't work if clearlag deletes the rod. I requested it exactly because of the existence of clearlag >_>
edit #2: ok it seems to work properly now. if you could fix the recaster not working with CLag and make it possible to change the wait time from inside the game, this mod would be perfect.
The only problem with that is it would try to recast even when you're done fishing, so I made it only recast after your hook has been out for x amount of time. How about an option to make the recaster "constant" so it would recast no matter what as long as you have a fishing rod in your hand?
That sounds right because when this happens it toggles fishing off, so it could be like if you have a fishing rod in your hand it will cast the line after 10 seconds or so keeping fishing constant.
Another update, nothing really new or interesting, just some bug fixes and small improvements (haven't really gotten around to that recast thing yet)
Autofish 0.2.3 for 1.5.2 - Requires liteloader
• More code cleanup, especially in options file handling
• Moved the options file to /mods/Autofish/, the old one can be deleted if you have it
• The reel animation (rod moving forward) should now show for you when it casts (it always showed for everyone else, just not client side)
• Minor performance tweaks
So, the issue with ClearLag and all is that it's very difficult to tell whether the hook was removed by ClearLag or manually by the player. So the only solution I could think of is to detect when ClearLag broadcasts the chat message saying it's removed all the entities. I could make the chat listener configurable in the GUI and the regex to match the message configurable in the options file (it will use the default ClearLag message by default, but if the server has configured it differently you can manually adjust the regex to match the correct message).
So when the client sees something like
[ClearLag] Removed 49 Entities!
in chat, it will immediately cast twice. (From my experience it still made me reel the invisible hook back in before casting back out again). Of course this wouldn't work when these broadcasts are disabled, but it's still a viable workaround.
Overall, it's a pretty good mod. I like how it's not overly complicated, and it's easy to install. Maybe just work on the accuracy a little. I can't think of anything else to add for the moment, but if I think of anything, I'll let you know.
By "particles", did you mean the kind of particles Endermen make when they teleport? It actually took me a while to realise it was because of the mod. I got really confused and started to search up "Endermen particles when fishing". Wow, I'm really slow sometimes.
Once you realise what it is, the particle feature is pretty neat. Nice job on that. I'm not sure it's necessary, but if you really have time on your hands, you could try changing the particle effect. Just so people like me don't get confused. ;p
Am I posting too much? These are my first few posts... I don't usually post on forums, just read them. 8 more approved posts.. Trying not to spam.
I think it's a part of Minecraft, but the fish doesn't always fly to me and I never seem to be able to find it. It could be an addition so that the fish always flies directly to you?
Overall, it's a pretty good mod. I like how it's not overly complicated, and it's easy to install. Maybe just work on the accuracy a little. I can't think of anything else to add for the moment, but if I think of anything, I'll let you know.
I've been trying to tweak accuracy but it's quite difficult given the current method. It detects it based solely on the movement of your player's hook, and it's really the only way I've found to get it working in SMP as well as single player. From my experience it still does quite well, except that it sometimes reels when there isn't a fish.
By "particles", did you mean the kind of particles Endermen make when they teleport? It actually took me a while to realise it was because of the mod. I got really confused and started to search up "Endermen particles when fishing". Wow, I'm really slow sometimes.
Once you realise what it is, the particle feature is pretty neat. Nice job on that. I'm not sure it's necessary, but if you really have time on your hands, you could try changing the particle effect. Just so people like me don't get confused. ;p
It spawns enderman and smoke particles currently. Looking back I don't think it was too useful of a feature but I do like the look of it. As for changing the particle effect, are there any current vanilla particles you had in mind or did you mean custom particles?
I think it's a part of Minecraft, but the fish doesn't always fly to me and I never seem to be able to find it. It could be an addition so that the fish always flies directly to you?
There really isn't anything I can do about it while keeping it working on multiplayer. This is done server-side, so I can't modify the way it throws the fish at you on SMP. Strange, though, I've never had an issue with this, especially just standing still on semi-flat land.
Side note about 1.6: I will be updating as soon as liteloader does, which is usually quite fast.
No, I didn't have particular particles in mind, but maybe something subtle, yet noticeable? Also, just a question, if you don't update you game and you don't update the mod, will the mod still work?
Update to 1.6.2 is ready, with a few new features.
Autofish 0.3 for 1.6.2 - Requires liteloader
Latest changes:
• Update to Minecraft 1.6.2
• Hovering your mouse over a button in the GUI will show helpful information about what the button does
• Attempts to detect messages from plugins such as ClearLag that delete the hook entity and recast. By default it detects the default ClearLag message, but the regex is configurable in the config file. (Let me know if this works correctly, I wasn't able to do much testing on it)
• Many code changes
• Now utilizes Liteloader's built-in support for ClientPermissions. This means that bukkit server owners can choose to block the mod by installing a plugin.
Happy fishing, and as always, let me know if you run into any bugs.
thanks for the 1.6.2 update, i've been waiting it for long time. big respect for u...! maybe someday u will make it works with risugami modloader ?
Making a Modloader version wouldn't be difficult, but I probably won't be adding it. I would rather not have to maintain several versions of the mod, it makes it more difficult to track down bugs, update, etc. I chose Liteloader because it's compatible with modloader and forge (meaning you can still use all of your modloader/forge mods with this), and because liteloader is just better overall and easier to work with.
It could be server lag, not synchronously sending to the client when you catch a fish, or, a lot less likely, a plugin that affects it in some way. Do you have the same issue in all servers or just one? Still working on improving accuracy, though.
On a side note, I did find a bug with the rod switching. It's trying to switch directly after it reels, so it switches before the client registers that the tool is gone, therefore switching to the same rod. Going to work on a fix shortly.
Autofish 0.2.2 for 1.5.2 - Requires liteloader
• Rod switching should work now
• Hopefully made it a little more accurate by tweaking current method
• Added a nifty little feature that spawns some particles when it auto catches a fish (Client side), useful for knowing whether it was a recast or catch attempt, debugging, and just looking cool (configurable in GUI)
Are you in a multiplayer server?
On several I have visited they have mods, one of them being [ClearLag] which will ALWAYS reset the rod, stop any actions performed by this. I would not be surprised if you were running into this. I know ClearLag on my server clears entities every 10 minutes, so I have to come back and recast.
The only problem with that is it would try to recast even when you're done fishing, so I made it only recast after your hook has been out for x amount of time. How about an option to make the recaster "constant" so it would recast no matter what as long as you have a fishing rod in your hand?
Autofish 0.2.3 for 1.5.2 - Requires liteloader
• More code cleanup, especially in options file handling
• Moved the options file to /mods/Autofish/, the old one can be deleted if you have it
• The reel animation (rod moving forward) should now show for you when it casts (it always showed for everyone else, just not client side)
• Minor performance tweaks
Let me know if any issues occur.
So when the client sees something like in chat, it will immediately cast twice. (From my experience it still made me reel the invisible hook back in before casting back out again). Of course this wouldn't work when these broadcasts are disabled, but it's still a viable workaround.
Any thoughts on this?
Am I posting too much? These are my first few posts... I don't usually post on forums, just read them. 8 more approved posts.. Trying not to spam.
I've been trying to tweak accuracy but it's quite difficult given the current method. It detects it based solely on the movement of your player's hook, and it's really the only way I've found to get it working in SMP as well as single player. From my experience it still does quite well, except that it sometimes reels when there isn't a fish.
It spawns enderman and smoke particles currently. Looking back I don't think it was too useful of a feature but I do like the look of it. As for changing the particle effect, are there any current vanilla particles you had in mind or did you mean custom particles?
There really isn't anything I can do about it while keeping it working on multiplayer. This is done server-side, so I can't modify the way it throws the fish at you on SMP. Strange, though, I've never had an issue with this, especially just standing still on semi-flat land.
Side note about 1.6: I will be updating as soon as liteloader does, which is usually quite fast.
Autofish 0.3 for 1.6.2 - Requires liteloader
Latest changes:
• Update to Minecraft 1.6.2
• Hovering your mouse over a button in the GUI will show helpful information about what the button does
• Attempts to detect messages from plugins such as ClearLag that delete the hook entity and recast. By default it detects the default ClearLag message, but the regex is configurable in the config file. (Let me know if this works correctly, I wasn't able to do much testing on it)
• Many code changes
• Now utilizes Liteloader's built-in support for ClientPermissions. This means that bukkit server owners can choose to block the mod by installing a plugin.
Happy fishing, and as always, let me know if you run into any bugs.
Making a Modloader version wouldn't be difficult, but I probably won't be adding it. I would rather not have to maintain several versions of the mod, it makes it more difficult to track down bugs, update, etc. I chose Liteloader because it's compatible with modloader and forge (meaning you can still use all of your modloader/forge mods with this), and because liteloader is just better overall and easier to work with.