Edit: I found it very odd you added a lizard with what looks like just an extra sheep anyway
Its a goat. Has different biome spawning conditions, even if it is mechanically the same mob.
And there should be IDs in the config file. Just set the integer to something else. You can take a stab at how high you need to go by taking the number of mobs in the Animals Plus mod (e.g. 20), and add 3 (so "23" should be free).
HarderWildlife.cfg
# Entity ID for lizards
I:"Lizard ID"=4
I really ought to use registerModEntity rather than registerGlobalEntity, but the latter means spawn eggs work without having to code my own, and spawn eggs make it easy to test the mob. I tried to have code check for a conflict and produce a useful error message, but I suppose that only works if my mod loads after the other one.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
There doesn't seem to be an easy way to tell what time of year it is. Do you have plans to add a calendar of some sort?
Hadn't thought about it.
Anyway, a game starts at time 0 (all worlds do this) which corresponds to "spring" more or less. It's a mid-to-late spring, far enough in that its not cold, but not so far in that it's starting to get hot.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
You could add an item like a clock that when right clicked tells you the season it is and how many days are left in that season. It'd be really nice for planning crop growth and food preparation for winter and so on.
You have really done an amazing job implementing seasons. I've been waiting for a good seasons mod since I started playing Minecraft years ago, and this one is really fun to play with.
You could add an item like a clock that when right clicked tells you the season it is and how many days are left in that season. It'd be really nice for planning crop growth and food preparation for winter and so on.
You have really done an amazing job implementing seasons. I've been waiting for a good seasons mod since I started playing Minecraft years ago, and this one is really fun to play with.
You could add an item like a clock that when right clicked tells you the season it is and how many days are left in that season. It'd be really nice for planning crop growth and food preparation for winter and so on.
I'll think of something. It won't be that simplistic, something more...subtle.
I did a moon phase calendar in my artifacts mod (still no one's figured out why) so it'll probably be something like that.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
That's the problem though, no matter what id I set it too, the entity Lizard is already registered. As in the name. ID number doesn't matter for some reason. (I've changed it a lot)
Edit: The error isn't saying an id number is taken, but rather the lizard is taken itself. I have no idea what I'm talking about though. I hardly mod. I've just been installing mods since way back in alpha
That's the problem though, no matter what id I set it too, the entity Lizard is already registered. As in the name. ID number doesn't matter for some reason. (I've changed it a lot)
Edit: The error isn't saying an id number is taken, but rather the lizard is taken itself. I have no idea what I'm talking about though. I hardly mod. I've just been installing mods since way back in alpha
Post the whole log?
(Use pastebin or gist, please)
Sounds like not-me. Because this is what I get if I force both of my ents to use the same ID:
(This is both my custom error followed by the FML error, then the actual crash error)
[23:20:40] [Client thread/FATAL] [HarderWildlife]: Entity Lizard ID overlaps with Goat. Change whichever is newer to at least 4 and less than 256.
[23:20:40] [Client thread/ERROR] [FML]: The mod HarderWildlife has attempted to register an entity ID 3 which is already reserved. This could cause severe problems
[23:20:42] [Client thread/ERROR] [FML]: Caught exception from HarderWildlife
java.lang.IllegalArgumentException: ID is already registered: 3
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Oooh, I know what's going on. The ID and the name need to be unique for the global registry.
Alright. I'll make the fix, moving over to registerModEntity (as I should already be doing). I won't be making a spawn egg item, as I don't think its necessary.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I'll think of something. It won't be that simplistic, something more...subtle.
I did a moon phase calendar in my artifacts mod (still no one's figured out why) so it'll probably be something like that.
That sounds interesting.
I think I have found a bug, but I'm not sure. When I right click a thermometer on planted winter wheat, its temperature preferences appear to be identical to wheat. The thermometer displays the same temperature level when linked to winter wheat as it does when linked to wheat. Other crops like carrots and potatoes show different temperatures.
Also, I haven't yet seen weeds grow, even in large farms with empty areas. And I don't understand what the point of crop rotation or double planting is. Can you explain?
The thermometer displays the same temperature level when linked to winter wheat as it does when linked to wheat. Other crops like carrots and potatoes show different temperatures.
Also, I haven't yet seen weeds grow, even in large farms with empty areas. And I don't understand what the point of crop rotation or double planting is. Can you explain?
On temp:
Its possible that the difference is small enough that it gets lost in the 8-step-display on the item (spring time will do that). If you have WAILA and stick it in an item frame you will get more precise readouts.
On weeds:
They take a little while to show up. I may have to make them a little bit more aggressive, but the idea is for it to only really be a problem if you plant your crops and then ignore them for a while. It's not supposed to be a time sink, just a deterrent against ignoring the farm completely. The more farm space you have (that is, optimal farming rows with empty farm plots next to a crop), the more likely you'll see them (that whole statistical averages thing).
On crop rotation / double planting:
Having two crops in the same farm plot, rather than empty rows, you have two plants side by side:
AAAAAAA
BBBBBBB
AAAAAAA
BBBBBBB
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Its possible that the difference is small enough that it gets lost in the 8-step-display on the item (spring time will do that). If you have WAILA and stick it in an item frame you will get more precise readouts.
They take a little while to show up. I may have to make them a little bit more aggressive, but the idea is for it to only really be a problem if you plant your crops and then ignore them for a while. It's not supposed to be a time sink, just a deterrent against ignoring the farm completely. The more farm space you have (that is, optimal farming rows with empty farm plots next to a crop), the more likely you'll see them (that whole statistical averages thing).
I guess the part that's confusing me is "optimal farming rows." An optimal minecraft farm is a square plot of farmland completely planted with crops. Why would you even leave any bare areas of farmland in the first place?
I guess the part that's confusing me is "optimal farming rows." An optimal minecraft farm is a square plot of farmland completely planted with crops. Why would you even leave any bare areas of farmland in the first place?
Ah, that's not actually optimal. That's highest yield per area not fastest growth rate.
(And actually, you probably get slightly less yield per area, once you account for the edges and corners. Smaller farms will feel the reduction more than larger farms)
The "two rows" thing is actually in Minecraft vanilla: use potatoes and carrots in alternating rows. You'll get about double the yield than if you planted one side all potatoes and one side all carrots. All Wildlife does is make this pattern more beneficial by making it impossible for weeds to grow.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Wow, I've been playing minecraft for years and I didn't know that. Thanks!
Edit: I installed WAILA to look at temperatures, and it shows that both winter wheat and vanilla wheat have a preferred temperature of 80 degrees. Here are some screenshots:
I also can't get greenhouses to work. There is never any temperature difference between indoors and out. How do I get that to work?
You'd be amazed how many people DON'T know that. Even villagers don't. They make the worse possible farms, and then you wonder why they can't support a lot of villagers :-).
Actually, there are many mods that try to automate farming, that don't support this. Generally, farming mods want to manage a square plot of a single type of crop, rather than rows of alternating things.
Yes, vanilla has had "Alternating rows of wheat and empty grows faster", probably as long as it has had wheat. When more crops were added, I don't think the code was changed -- and it's looking for farmland that doesn't have the same crop, rather than farmland that doesn't have any crop.
Real life farms have spaces between the rows. That this gives a minecraft version of crop rotation by alternating crops is kinda ... a nice accidental touch.
Winter wheat: I can confirm that it worked properly a few versions back during beta testing; equally, I can confirm that in that same beta version having a wall of stone above the plants did let it grow faster. For a greenhouse, all that matters is that lighting can't strike there -- so a glass roof is sufficient even though you have full sunlight. Again, not the current release.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Wow, I've been playing minecraft for years and I didn't know that. Thanks!
Edit: I installed WAILA to look at temperatures, and it shows that both winter wheat and vanilla wheat have a preferred temperature of 80 degrees.
I also can't get greenhouses to work. There is never any temperature difference between indoors and out. How do I get that to work?
Hmm, I'll take a look.
Edit: Found the problem, there was a duplicated line of code that set temp back to 0. Oops.
Greenhousing is just a roof. I am trying to recall if the thermometer knows about it or not. I think so, but it's based on either where you're standing (holding it) or where the item frame is (if its in one).
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Oooh, I know what's going on. The ID and the name need to be unique for the global registry.
Alright. I'll make the fix, moving over to registerModEntity (as I should already be doing). I won't be making a spawn egg item, as I don't think its necessary.
Alright, thanks
Love your mod's compilation. Currently only using the harder ores and harder wildlife modules, though.
(Though, Enviromine kinda substitutes for what harder underground does )
Currently trying to find mods that up immersion and create more realism while keeping the fun and you have done just that
Mods I'm using in combination with this:
Backpack-2.0.1
BetterFoliage-1.0.13
BetterFps-1.0.1
betterrain + core
CaveBiomes-v1.0
Chisel2-2.4.0.38
Diversity-Alpha-1.5
EnviroMine-1.3.118
Exotic Birds
fastcraft-1.21
Fossils&Archeology Revival
Fpsplus
Oceancraft-1.4.1
Optifine
RWG-alpha-1.3.2 (Having an odd problem with hot biomes being cold and sometimes having lots of snow (that melts because it suddenly turns hot)
ShadersModCore (Chocapic's Shaders medium, to be specific. )
SoundFilters-0.8
Streams-0.1.4
WTFCore + Tweaks.
All work together very well!
(And also soon to be Animalsplus 1.2 thanks to you )
Its a goat. Has different biome spawning conditions, even if it is mechanically the same mob.
And there should be IDs in the config file. Just set the integer to something else. You can take a stab at how high you need to go by taking the number of mobs in the Animals Plus mod (e.g. 20), and add 3 (so "23" should be free).
HarderWildlife.cfg
# Entity ID for lizards
I:"Lizard ID"=4
I really ought to use registerModEntity rather than registerGlobalEntity, but the latter means spawn eggs work without having to code my own, and spawn eggs make it easy to test the mob. I tried to have code check for a conflict and produce a useful error message, but I suppose that only works if my mod loads after the other one.
It isn't unused if it is being used as a library to signal "Chunk is fully decorated now".
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
There doesn't seem to be an easy way to tell what time of year it is. Do you have plans to add a calendar of some sort?
True. I just didn't like it cluttering up the world creation menu.
Hadn't thought about it.
Anyway, a game starts at time 0 (all worlds do this) which corresponds to "spring" more or less. It's a mid-to-late spring, far enough in that its not cold, but not so far in that it's starting to get hot.
You could add an item like a clock that when right clicked tells you the season it is and how many days are left in that season. It'd be really nice for planning crop growth and food preparation for winter and so on.
You have really done an amazing job implementing seasons. I've been waiting for a good seasons mod since I started playing Minecraft years ago, and this one is really fun to play with.
Seconded.
I'll think of something. It won't be that simplistic, something more...subtle.
I did a moon phase calendar in my artifacts mod (still no one's figured out why) so it'll probably be something like that.
That's the problem though, no matter what id I set it too, the entity Lizard is already registered. As in the name. ID number doesn't matter for some reason. (I've changed it a lot)
Edit: The error isn't saying an id number is taken, but rather the lizard is taken itself. I have no idea what I'm talking about though. I hardly mod. I've just been installing mods since way back in alpha
Post the whole log?
(Use pastebin or gist, please)
Sounds like not-me. Because this is what I get if I force both of my ents to use the same ID:
(This is both my custom error followed by the FML error, then the actual crash error)
[23:20:40] [Client thread/FATAL] [HarderWildlife]: Entity Lizard ID overlaps with Goat. Change whichever is newer to at least 4 and less than 256.
[23:20:40] [Client thread/ERROR] [FML]: The mod HarderWildlife has attempted to register an entity ID 3 which is already reserved. This could cause severe problems
[23:20:42] [Client thread/ERROR] [FML]: Caught exception from HarderWildlife
java.lang.IllegalArgumentException: ID is already registered: 3
http://pastebin.com/GN5X2SKL
Here ya go.
Edit: Even after switching the lizard's IDs, it still says the ID Lizard is taken.
Oooh, I know what's going on. The ID and the name need to be unique for the global registry.
Alright. I'll make the fix, moving over to registerModEntity (as I should already be doing). I won't be making a spawn egg item, as I don't think its necessary.
That sounds interesting.
I think I have found a bug, but I'm not sure. When I right click a thermometer on planted winter wheat, its temperature preferences appear to be identical to wheat. The thermometer displays the same temperature level when linked to winter wheat as it does when linked to wheat. Other crops like carrots and potatoes show different temperatures.
Also, I haven't yet seen weeds grow, even in large farms with empty areas. And I don't understand what the point of crop rotation or double planting is. Can you explain?
On temp:
Its possible that the difference is small enough that it gets lost in the 8-step-display on the item (spring time will do that). If you have WAILA and stick it in an item frame you will get more precise readouts.
On weeds:
They take a little while to show up. I may have to make them a little bit more aggressive, but the idea is for it to only really be a problem if you plant your crops and then ignore them for a while. It's not supposed to be a time sink, just a deterrent against ignoring the farm completely. The more farm space you have (that is, optimal farming rows with empty farm plots next to a crop), the more likely you'll see them (that whole statistical averages thing).
On crop rotation / double planting:
Having two crops in the same farm plot, rather than empty rows, you have two plants side by side:
AAAAAAA
BBBBBBB
AAAAAAA
BBBBBBB
Thanks. I'll try that and see if it's different.
I guess the part that's confusing me is "optimal farming rows." An optimal minecraft farm is a square plot of farmland completely planted with crops. Why would you even leave any bare areas of farmland in the first place?
Ah, that's not actually optimal. That's highest yield per area not fastest growth rate.
http://minecraft.gamepedia.com/Tutorials/Crop_farming#Growth_rate
(And actually, you probably get slightly less yield per area, once you account for the edges and corners. Smaller farms will feel the reduction more than larger farms)
The "two rows" thing is actually in Minecraft vanilla: use potatoes and carrots in alternating rows. You'll get about double the yield than if you planted one side all potatoes and one side all carrots. All Wildlife does is make this pattern more beneficial by making it impossible for weeds to grow.
Wow, I've been playing minecraft for years and I didn't know that. Thanks!
Edit: I installed WAILA to look at temperatures, and it shows that both winter wheat and vanilla wheat have a preferred temperature of 80 degrees. Here are some screenshots:
I also can't get greenhouses to work. There is never any temperature difference between indoors and out. How do I get that to work?
You'd be amazed how many people DON'T know that. Even villagers don't. They make the worse possible farms, and then you wonder why they can't support a lot of villagers :-).
Actually, there are many mods that try to automate farming, that don't support this. Generally, farming mods want to manage a square plot of a single type of crop, rather than rows of alternating things.
Yes, vanilla has had "Alternating rows of wheat and empty grows faster", probably as long as it has had wheat. When more crops were added, I don't think the code was changed -- and it's looking for farmland that doesn't have the same crop, rather than farmland that doesn't have any crop.
Real life farms have spaces between the rows. That this gives a minecraft version of crop rotation by alternating crops is kinda ... a nice accidental touch.
Winter wheat: I can confirm that it worked properly a few versions back during beta testing; equally, I can confirm that in that same beta version having a wall of stone above the plants did let it grow faster. For a greenhouse, all that matters is that lighting can't strike there -- so a glass roof is sufficient even though you have full sunlight. Again, not the current release.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hmm, I'll take a look.
Edit: Found the problem, there was a duplicated line of code that set temp back to 0. Oops.
Greenhousing is just a roof. I am trying to recall if the thermometer knows about it or not. I think so, but it's based on either where you're standing (holding it) or where the item frame is (if its in one).
Alright, thanks
Love your mod's compilation. Currently only using the harder ores and harder wildlife modules, though.
(Though, Enviromine kinda substitutes for what harder underground does )
Currently trying to find mods that up immersion and create more realism while keeping the fun and you have done just that
Mods I'm using in combination with this:
Backpack-2.0.1
BetterFoliage-1.0.13
BetterFps-1.0.1
betterrain + core
CaveBiomes-v1.0
Chisel2-2.4.0.38
Diversity-Alpha-1.5
EnviroMine-1.3.118
Exotic Birds
fastcraft-1.21
Fossils&Archeology Revival
Fpsplus
Oceancraft-1.4.1
Optifine
RWG-alpha-1.3.2 (Having an odd problem with hot biomes being cold and sometimes having lots of snow (that melts because it suddenly turns hot)
ShadersModCore (Chocapic's Shaders medium, to be specific. )
SoundFilters-0.8
Streams-0.1.4
WTFCore + Tweaks.
All work together very well!
(And also soon to be Animalsplus 1.2 thanks to you )
http://pastebin.com/jKYud00K My worldpainter maps tells me this, halp. (when I try to play it.)