I don't get it by brain hurts how do you put an equation into code? Can you explain in grade 5 English
I can't explain it that simply, but I'll do my best. I'm going to assume that you know how computer code itself works.
The math function sin(x) when graphed produces this shape:
If you input the entity's frame into the function, you'll get a value that goes up and down over time. I take the rotations of the boxes that I want to move and set them equal to this value. Now, the boxes rotate back and forth over time. To make a walk animation, I multiply the rotation by the entity's speed so that it rotates more when the entity is moving faster and not at all when the entity is standing still.
A large thin structure made of Stone, Cobblestone, and Stone bricks. Usually broken. Has secrets hidden in the center if not broken...
Can be used to summon Rock Creepers, and other mobs from this mod... By tossing a Keeper Shard into the center.
New Mobs:
Monolith shard - Formation of rocks, with two tiny legs and arms. Grabs nearest dirt or stone block and throw at you. If you got close enough, it will use melee attack, a pity 0-2 damage due to it's deformed small-sized body.
Monolith Keeper - Guards a complete Monolith. Does not despawn. Attacks monolith shards, and other mobs that approach the monolith it's guarding, including the player. Looks like a floating piece of crystal clamped between two rock plates. Has ranged attack and might causes target to feel nauseous. Only wanders around the monolith. Drops Keeper Shards.
Rock Creeper - A stone variation of creeper, and explodes with stone and cobblestones flying around as deadly projectiles. Can only be summoned through the monolith.
If this idea is not taken, please leave a message that this idea is not taken. Thank you.
I kinda like this. I might do something a bit similar at a much later time. Thank you!
Odds are, Mowzie has already fixed this, but is having trouble publishing the update.
Actually, I can't seem to fix this. It only causes a crash sometimes, and any of the meats can do it (I think). You are completely correct in your analysis of the problem, though, Zsashas. I'll figure something out.
So glad to see that Atmosmobs is still on the horizon! No pressure to complete it anytime soon, though; take all the time you want.
Might I suggest using iChun's modeler, Tabula? Unlike Techne, Tabula supports and properly renders childparts, allowing you to add joints to your models in the GUI.
Also, I know you're avoiding dependencies, but a group of modders and I just released a Library called LLibrary that contains some features you might be interested in using. For example, you can easily add multiple bounding boxes to a single entity. It's here if you're interested.
Running Mowzie's Mobs on a server, the following stack trace shows up in my server output every now and again:
java.lang.reflect.InvocationTargetException
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
at java.lang.reflect.Constructor.newInstance(Constructor.java:422)
at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:159)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:161)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
Caused by: java.lang.NoClassDefFoundError: com/bobmowzie/mowziesmobs/client/model/animation/tools/IntermittentAnimation
at com.bobmowzie.mowziesmobs.entity.EntityFoliaath.<init>(EntityFoliaath.java:36)
... 11 more
Caused by: java.lang.ClassNotFoundException: com.bobmowzie.mowziesmobs.client.model.animation.tools.IntermittentAnimation
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 12 more
Caused by: java.lang.RuntimeException: Attempted to load class com/bobmowzie/mowziesmobs/client/model/animation/tools/IntermittentAnimation for invalid side SERVER
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:50)
at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:279)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:176)
... 14 more
(followed by several stack traces that contain a subset of that, several seconds apart).
This doesn't outright crash the server, but it may or may not be responsible for a bunch of massive slowdowns we're experiencing in our private modpack when it's run on a server for an extended period of time. I'm still digging into that issue, so it would be a bit early to blame it on this.
Is this an actual problem, or can I safely ignore it? If it's a problem, would you mind looking into this, please?
Right now, there isn't a reason to plant and farm your own foliaaths. How about having 50% chance to drop a fruit that gives the eater some buffs?
The Sweet Fruit: Obtained by killing foliaaths. When consumed, will give 2 points of hunger (one drumstick) and will give regen II for 5 seconds, and speed I for 30 seconds.
...Or something like that
A benefit like that seems very forced and superficial, and other mobs already do things like that. Foliaaths are enemies; their purpose isn't for farming or growing. You CAN be creative and think of uses though: defending areas you don't pass through, grinding mobs in an automated farm, or simply exotic decoration.
Just looked it up. That thing is pretty cool! I don't want to directly add it in, though, and I'm not sure what inspiration to draw from it right now. I'll think about it.
Mimic(I suck at making up names, sorry.): A giant mini-boss-like mob, it resembles a giant crab with a NPC town on it's back. The 'town' has a blacksmith in the center. It hides underground with only the 'town' visible from the surface. When you apporach the blacksmith or try to break blocks, it rises from the ground and attacks. It's heavy shell and claws are near-impenetrable by projectiles, but it is weak to explosives. The softer underbelly is also a good target.
That's cool, but not possible with my abilities. Integrating a separate block grid into an entity is near impossible.
I'm getting some straaaaaaaange errors trying to build a quick bugfix release. I don't know how long it will take to get it working. Sorry, everyone...
1
Wow okay...
Everyone wants a frog boss, apparently. I guess I'll make it eventually, but not quite in the ways you guys have suggested here.
0
I can't explain it that simply, but I'll do my best. I'm going to assume that you know how computer code itself works.
The math function sin(x) when graphed produces this shape:
If you input the entity's frame into the function, you'll get a value that goes up and down over time. I take the rotations of the boxes that I want to move and set them equal to this value. Now, the boxes rotate back and forth over time. To make a walk animation, I multiply the rotation by the entity's speed so that it rotates more when the entity is moving faster and not at all when the entity is standing still.
Does that make sense?
0
No. I just write the math equations into the code.
0
I kinda like this. I might do something a bit similar at a much later time. Thank you!
0
No programs for animation! I use tabula to model, but I do animations exclusively in code with numbers and trigonometry.
There are some dated plans in the OP for what's next that can give you a sense.
0
Lol okay: trigonometric oscillations.
Sin and cos produce graphs that go up and down. I use these functions bound to rotations with various offsets to animate.
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Math.
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Actually, I can't seem to fix this. It only causes a crash sometimes, and any of the meats can do it (I think). You are completely correct in your analysis of the problem, though, Zsashas. I'll figure something out.
1
So glad to see that Atmosmobs is still on the horizon! No pressure to complete it anytime soon, though; take all the time you want.
Might I suggest using iChun's modeler, Tabula? Unlike Techne, Tabula supports and properly renders childparts, allowing you to add joints to your models in the GUI.
Also, I know you're avoiding dependencies, but a group of modders and I just released a Library called LLibrary that contains some features you might be interested in using. For example, you can easily add multiple bounding boxes to a single entity. It's here if you're interested.
1
Yeah, there is a known server bug. I fixed it, but workspace problems are preventing me from publishing the fix! Ugh...
Keep a lookout for a fix soon.
1
A benefit like that seems very forced and superficial, and other mobs already do things like that. Foliaaths are enemies; their purpose isn't for farming or growing. You CAN be creative and think of uses though: defending areas you don't pass through, grinding mobs in an automated farm, or simply exotic decoration.
0
Nah, sorry. I need to spend time working on new stuff.
1
Just looked it up. That thing is pretty cool! I don't want to directly add it in, though, and I'm not sure what inspiration to draw from it right now. I'll think about it.
0
That's cool, but not possible with my abilities. Integrating a separate block grid into an entity is near impossible.
0
I'm getting some straaaaaaaange errors trying to build a quick bugfix release. I don't know how long it will take to get it working. Sorry, everyone...