doesn't work if your game isn't in appdata\roaming
if it's working for you then only thing that is broken is the mod, instead of looking for game directory first, and then checking the sounds file, it just checks sounds file in appdata...
no sounds for me then. will try to contact the mod author but I doubt that he will understand the translator.. (if someone know japanese, please help!)
just to be clear, if your game is in other directory than default coping all the sound files + config to AppData\Roaming\.minecraft\mods\littleMaidMobX\assets\lmmx\sounds
when there is second config in Actual Game Directory\mods\littleMaidMobX\assets\lmmx\sounds
and you can't just remove the second config cause it's regenerating it self everytime you launch the game
Ah, you're right, forgot about custom launchers, sorry. As long as you have the folder structure of \mods\littleMaidMobX\assets\lmmx\sounds then I believe you should be OK, as the code looks first for the mod's location, then starts appending the subfolders as part of its initialization routines. So for your custom launcher just replace the appdata\roaming\.minecraft with the appropriate location.
Refs for path details: FileManager.java line 37, LMM_SoundManager.java line 35, LMM_LittleMaidMobX.java line 119.
Just drop it in your resourcepack folder and activate it. This is what i was using in 1.6.4
Ah..! Thank you, I will try this when I get home tonight. I was following the "unzip to .minecraft/assets/virtual/legacy/sound/" instructions in the first post, I should have figured there was an easier way.
it should work fine if you play on default launcher and you are on 1.6.4
I'm on 1.7.10 with custom launcher, that is why I asked about resourcepack.
Ah, I should have mentioned, I'm using 1.7.10 as well, but using the Minecraft launcher. I'm building a private modpack for my friends and I, and we have no problem testing bleeding-edge mod versions, even if it annihilates the world. Yay automatic backups!
(This is also my first time using LMM, I'm trying to do my due diligence in searching for solutions myself before asking though.)
Hmm, perhaps I misread the instructions for it. Any chance you could tell us how you installed the sound pack? I tried following the instructions on page 1 but I want to be sure I didn't miss a step/do something wrong.
installation :
that is new (not jar or zip) you need to put the FOLDER named "littleMaidMobX" in to the mods folder, then it works.
edit now help me out changing the sounds from ghost to the cute ones, is it possible to do it by resourcepack?
I've been trying to get the sounds addon working as well, so far no luck though. I do know the folder seems to have changed; if I'm reading the code right it now looks under \.minecraft\mods\littleMaidMobX\assets\lmmx\sounds for the configuration/sound files. However, even though the logs say everything's hunky dory, JSON generated fine, I don't hear any sounds ingame (/playsound also recognizes the sound events, but nothing plays.) Not sure if I need to change the package name in the sounds config, my Java skills aren't good enough to decipher what it's doing with that part. I'll mess with it more tomorrow after work.
Oh, I understand. I'm just doing my duty as a player to report bugs as I find them. I do appreciate all the hard work you're putting in to this mod, and I want to help make it better.
Hmm, then that's a bug. I just created a new world with Biomes o' Plenty as the world type, and it's generating Chicken Plains and Chicken Forest in the overworld. You may want to look in to finding a way to prevent BoP (and other mods) from generating your biomes in the overworld. Unless I'm mistaken, I think you should be able to restrict your biomes to a specific dimension?
Another note: I've noticed than Chicken Plains/Forest appear to not show rain effects, is that intentional?
I can't decide! So....I'll go for the surprise option!
Question: Are Chicken plains/forests supposed to be fairly common? When using BoP for world type they seem to generate quite frequently. I was also wondering, what does the Chicken dimension add? I poked my head in for a little bit for testing, seemed like it was made of chicken plains and villages, but otherwise not sure what secrets it holds...
Try using java7 instead of java8, I've heard it can cause problems. You'd also be better off posting here for help, as this forum is for mod showcasing/discussion, not support.
For those who actually do read posts - until the website issue is resolved, I've discovered that you can successfully reach the individual content pack pages by going to google and searching for:
inurl:"flansmod.com/content-pack"
The resulting links will send you to the individual content pack pages where you can download them. Hope this helps!
My friends and I have been sucked into the void of Real Life ;o; Plus I need a good modpack to add this to, or to make my own for my server. Maybe time to retire the 1.6 map...
Loving the mod, running it alongside FTB unstable for 1.7.10. I've never been so terrified of chickens before!
Here's a suggestion for a new one:
Skull chicken, drops random mob heads. Appearance is a normal chicken with a Steve head on its head. Should it kill a player, the Steve head changes to that player's skin. Taming/breeding/tempting item would be any head, mob or player.
Oh, and seems like nobody answered this a while back:
So there are a couple ways i want to take the mod in, one of them will be some sort of tech, the other will beadventure based. I want to know what you guys prefer, NOTE: neither of these will make it into V1.5
So I'll answer it; I say go adventure! There's tons of tech mods but few that encourage adventuring. You may also want to consider offering integration with other mods in the future for more potential chicken types.
A quick question for anybody who might know; is there a comprehensive list of the basic Minecraft command nodes as seen by ForgePerms? For some reason, MyTown works fine, ForgePerms works fine, most vanilla commands work fine, but /me is unusable unless you have *. It's driving me crazy as I can't find the node for it anywhere, and everything on web searches is MCPC+ or Bukkit-only; and minecraft.command.me doesn't work either (nor does ee.lutsu.alpha.mc.mytown.commands.CmdEmote ). Any help would be much appreciated!
(Side note: A 'dump all possible nodes' command would be incredibly useful, if there isn't one already that I can't find.)
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Ah, you're right, forgot about custom launchers, sorry. As long as you have the folder structure of \mods\littleMaidMobX\assets\lmmx\sounds then I believe you should be OK, as the code looks first for the mod's location, then starts appending the subfolders as part of its initialization routines. So for your custom launcher just replace the appdata\roaming\.minecraft with the appropriate location.
Refs for path details: FileManager.java line 37, LMM_SoundManager.java line 35, LMM_LittleMaidMobX.java line 119.
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Ah..! Thank you, I will try this when I get home tonight. I was following the "unzip to .minecraft/assets/virtual/legacy/sound/" instructions in the first post, I should have figured there was an easier way.
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Ah, I should have mentioned, I'm using 1.7.10 as well, but using the Minecraft launcher. I'm building a private modpack for my friends and I, and we have no problem testing bleeding-edge mod versions, even if it annihilates the world. Yay automatic backups!
(This is also my first time using LMM, I'm trying to do my due diligence in searching for solutions myself before asking though.)
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Hmm, perhaps I misread the instructions for it. Any chance you could tell us how you installed the sound pack? I tried following the instructions on page 1 but I want to be sure I didn't miss a step/do something wrong.
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I've been trying to get the sounds addon working as well, so far no luck though. I do know the folder seems to have changed; if I'm reading the code right it now looks under \.minecraft\mods\littleMaidMobX\assets\lmmx\sounds for the configuration/sound files. However, even though the logs say everything's hunky dory, JSON generated fine, I don't hear any sounds ingame (/playsound also recognizes the sound events, but nothing plays.) Not sure if I need to change the package name in the sounds config, my Java skills aren't good enough to decipher what it's doing with that part. I'll mess with it more tomorrow after work.
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Another note: I've noticed than Chicken Plains/Forest appear to not show rain effects, is that intentional?
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Configs would be really useful...
I can't decide! So....I'll go for the surprise option!
Question: Are Chicken plains/forests supposed to be fairly common? When using BoP for world type they seem to generate quite frequently. I was also wondering, what does the Chicken dimension add? I poked my head in for a little bit for testing, seemed like it was made of chicken plains and villages, but otherwise not sure what secrets it holds...
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inurl:"flansmod.com/content-pack"
The resulting links will send you to the individual content pack pages where you can download them. Hope this helps!
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Warning: file_put_contents(): Only 0 of 1002 bytes written, possibly out of free disk space in [removed for your security] on line 37
If you could check this out and fix it, that'd be awesome. You may also want to add error handling to your script so the path isn't displayed.
Thank you!
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Here's a suggestion for a new one:
Skull chicken, drops random mob heads. Appearance is a normal chicken with a Steve head on its head. Should it kill a player, the Steve head changes to that player's skin. Taming/breeding/tempting item would be any head, mob or player.
Oh, and seems like nobody answered this a while back:
So I'll answer it; I say go adventure! There's tons of tech mods but few that encourage adventuring. You may also want to consider offering integration with other mods in the future for more potential chicken types.
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(Side note: A 'dump all possible nodes' command would be incredibly useful, if there isn't one already that I can't find.)