• 0

    posted a message on [Any version of Minecraft]Minecraft GLUtils OBJ Models Loader/Renderer
    I can't really do anything that pointing you to a mod where it's used:

    https://github.com/Gugu42/RatchetAndClankMod



    But this API is no longer updated, sorry :(
    Posted in: Minecraft Mods
  • 0

    posted a message on Uncrafting Table Mod - Works for all items (even from mods)!
    See first post. I'm no longer updating the mod right now.

    Sorry
    Posted in: Minecraft Mods
  • 0

    posted a message on Uncrafting Table Mod - Works for all items (even from mods)!
    Quote from DrStein17

    Is there a way to add modded items in this mod?

    Not really, unless you use the beginning of the API.


    Anyway, this mod is no longer updated, at least for the moment.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Any version of Minecraft]Minecraft GLUtils OBJ Models Loader/Renderer
    Quote from xiaoxiao181

    I realze im killing the conversation but if you stop to think about it logically, there is no such thing as round objects on computers. something may be rendered very well but it's still just polygons, like a cube but with half a million sides xD


    Still, this kind of thing would be more... useful? if tools were made like this. xD i bet it lags though

    Half-True, Half-False (so... basically false)
    Nothing is round on the screen
    Circles are round and are mathematical objects, and thanks to that, computers "know" that are circles ;)

    Anyway, it doesn't lag at lot if you don't use 1000+ polygons models, example:
    Posted in: Minecraft Mods
  • 0

    posted a message on Uncrafting Table Mod - Works for all items (even from mods)!
    Quote from TheEnderGuardian

    Salut jg (j'ai écorché ton nom :P ) ; Your mod interest me a lot for a modpack (personnal , I'll not share it even if your mod is open source) and I saw what types of crafts your table accept and I wish it could accept IndustrialCraft recipes (because they're not classed in 'Shapeless recipes' or 'Shaped recipes' but 'IC2 Shapeless' and 'IC2 Shaped' recipes).

    If you could do that your mod will be officialy better than the Twilight Forest Uncrafting Table and this is really precious 'cause the Twilight Forest mod is a lot used in the FTB modpacks.

    I support you to make Mekanism compatibilities because this mod is really useful and quite a lot used if it was a incompatibility.

    (Can you disable the fact that is giving less resources when tool is used ?)

    By the way a big GG for your mod that is really cool and helpful :)

    EDIT : I also support you to also do your updates on the 1.6.4 MC version as it still is more used in FTB modpacks than the 1.7.2 version at the moment. Merci d'avoir lu / Thanks for reading !

    I'll check it out and thanks for the feedback!

    If you want to directly help for the modpack (and if you're a coder and/or graphist), fork the project from Github:
    https://github.com/jglrxavpok/UncraftingTable

    EDIT: I'm rapidly getting lost in very big mods like BuildCraft or IndustrialCraft :/ So I really don't know.
    Add to that I don't really want to continue the mod now.
    Posted in: Minecraft Mods
  • 0

    posted a message on Uncrafting Table Mod - Works for all items (even from mods)!
    Quote from EnderKing_MC

    Hello, I was wondering if I may use this mod in a modpack that I am making, it does not have a theme, and its name is MFM which stands for My
    First
    Modpack.

    I just really like the mods that I use and thought that other people should be able to enjoy these mods together as I do, so if you could let me use this mod, I would greatly appreciate it. Thank you.


    Of course you can!
    Just give credits, that's all ;)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge]CustomAI - Entities' AI customizer !
    I've just noticed the AI copier textures are missing from the zip file of 1.0.2.

    And this is now fixed! Just redownload the file.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge]CustomAI - Entities' AI customizer !
    Quote from TheMagicWalrus

    could you makes this have a config to set it for all mobs of a type not just in a certain radius

    Are you talking about the emitter ?
    If so, all mobs of a certain type in a radius is possible: add a gunpowder (for example) in the emitter to only affect Creepers. But it is still a WIP feature.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge]CustomAI - Entities' AI customizer !
    An update was released (1.0.2) !
    Get it from the download page!

    Changelog:
    (+) Added the AI Copier item. Able to copy tasks from/to mobs, mob spawners,
    command blocks (only containing summon commands) by right cliking on block/entity!

    (+) Now uses build.gradle file to change version number at build
    (*) EntityAIWorkers (so now longer CustomAIHelper) now control if a task is suitable or not for a given entity.

    About the AI Copier
    If the AI Copier is empty, right click on a mob spawner, a mob, or a command block to copy tasks from it.
    If the item is not empty, right click to apply task on a mob spawner, a mob or a command block, but if you're sneaking in the same time, it will perform a copy of the tasks.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.2][Forge]CustomAI - Entities' AI customizer !
    Quote from Wanderer

    Hey man,
    Any news for this mod? Any ideas for future updates? Do you think you could force other mobs to use your custom AI, or create new versions of them that do?
    Still gonna make a video for you, I was just wondering if you'd had any more ideas. This could be really useful if applied well and would be even more useful down the road in 1.8 where most mobs have moved to the new AI system in preparation for the API. You should keep adding features to this, maybe even create an external utility for generating /summon commands for mapmakers. It would be *amazing* if you could add an item that would generate a /summon command for the exact mob you use it on and copy it into the clipboard. Then you can just customize the AI with the GUI and copy the command instead of writing it out from scratch to replicate your AI functions - I had to rewrite my commands multiple times to get them right, so why not cut out that part and be able to use the GUI? User-friendliness would increase 1,000%.

    Or why not an item that, when used on a mob, turned it into a spawner that would spawn exact clones of that mob. You can even make them vanilla-friendly spawners, and create a gui for manipulating the spawner properties such as active range, max number spawned at once - all of these properties are just stored in NBT tags, why not allow for rewriting those and make this useful to a wider range of mapmakers? I think this could be really useful to mapmakers but the question is how do you get it noticed.

    Just some suggestions from someone who likes your mod!
    The mod is still going on, don't worry. I'll try to add the item to copy the AI tasks and create an external utility to help mapmakers ;)

    Quote from Anon10W1z

    Wonderful mod! Just asking, was this posted on reddit? Because I saw something like this on there.

    I see it's potential in modpacks/custom maps/servers.

    Yeah, it was posted on reddit.
    Modpacks ? I don't think so... But Custom maps & servers are what I had in mind in the first place! :D


    EDIT: You'll be able to transfer AI tasks from mob spawners, mobs, AI emitters and command blocks to another with the AI Copier item:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge]CustomAI - Entities' AI customizer !
    Quote from Wanderer

    Awesome, that'll make it much easier to create these /summon commands.
    Here's one sample from the commands I created for my WIP-video to show off your mod:
    /summon Skeleton ~0 ~1 ~0
    {
    CustomAITargetTasks:
    [
    {
    type:"net.minecraft.entity.ai.EntityAINearestAttackableTarget",
    Entity class name:"Zombie",
    priority:1,
    Target chance:10,
    Selector:"UNKNOWN",
    On sight:"false",
    Nearby only:"false"
    },
    {
    type:"net.minecraft.entity.ai.EntityAINearestAttackableTarget",
    Entity class name:"Wolf",
    priority:2,
    Target chance:10,
    Selector:"UNKNOWN",
    On sight:"false",
    Nearby only:"false"
    },
    {
    type:"net.minecraft.entity.ai.EntityAINearestAttackableTarget",
    Entity class name:"net.minecraft.entity.player.EntityPlayer",
    priority:3,
    Target chance:10,
    Selector:"UNKNOWN",
    On sight:"true",
    Nearby only:"false"
    }
    ],
    CustomAITasks:
    [
    {
    type:"net.minecraft.entity.ai.EntityAIArrowAttack",
    Move speed:1.1,
    Max distance:20,
    priority:4,
    Reload time:5,
    Distance from target:20.0,
    Move speed:1.0,
    Max reload time:30
    },
    {
    type:"net.minecraft.entity.ai.EntityAIWander",
    priority:8,
    Speed:3.0
    },
    {
    type:"net.minecraft.entity.ai.EntityAIPanic",
    priority:5,
    Move speed:3.0
    }
    
    
    ],
    CustomName:"Zombie Hunter",
    Equipment:[{id:261},{id:305},{id:304},{id:303},{id:302}],
    Riding:
    {
    id:Pig,
    CustomAITasks:
    [
    {
    type:"net.minecraft.entity.ai.EntityAIAvoidEntity",
    Entity class name:"Zombie",
    priority:1,
    Near speed:1.6,
    Far speed:1,
    Distance from entity:10
    },
    {
    type:"net.minecraft.entity.ai.EntityAIAvoidEntity",
    Entity class name:"Wolf",
    priority:1,
    Near speed:1.6,
    Far speed:1,
    Distance from entity:10
    },
    {
    type:"net.minecraft.entity.ai.EntityAIWander",
    priority:8,
    Speed:3.0
    },
    {
    type:"net.minecraft.entity.ai.EntityAIPanic",
    priority:5,
    Move speed:3.0
    }
    
    
    ],
    CustomName:"SkeleSteed"
    }
    }
    Usage: Creates a Skeleton that targets Zombies, Wolves, and Players and fires more quickly than usual, mounted on a pig which tries to avoid Zombies and Wolves (keeping the Skeleton away from its attackers to safely plunk arrows into them). I wrote it yesterday for a rig I'm making to have a massive Skeleton v Zombie war to really show off what your mod can do.

    Two more things:
    1. Possible bug: I've found that using the AI block on more than one or two mobs at a time will slowly lag my game more and more until it locks up. Possible memory leak or infinite loop? I certainly didn't expect this, I'm running on a brand-new computer with plenty of RAM and a pretty good Radeon card.

    2. Suggestion: You should definitely develop a Bukkit-plugin version of this mod. Forget the items, the best functionality comes from /summon and injecting all of the NBT tags anyway. The AI Emitter causes intense lag for me and the AI Rewriter is cool for exploring the mod's features but really has no practical application - the ability to control and customize mob AI has much more potential in a server/minigame/map environment and since the AI is all server-side this mod might be far more practical that way.

    What I mean to say is that it could be VERY beneficial if this mod could be used server-side, but work properly for players on Vanilla.

    I'm looking forward to hearing more about development of this mod, I think it's so cool!

    Thanks for the command, I'll try this out :D

    The AI Emitter uses a highly precise drawing of the curves. In the future, you'll be able to change that in order to produce less lag.

    Bukkit plugin ? This would be such a pain as AI is set both client and server sides (in contrary of what you said, sadly :/) on their own. I'm not sure at all this could work out correctly.

    By the way, the map is now available ! :D

    EDIT: Just uploaded a new update to fix some bugs mentionned earlier in the topic and added a config file.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge]CustomAI - Entities' AI customizer !
    Quote from Wanderer

    A few more bugs I found:

    The Item Name under Tempted by Item always seems to randomly reset to missingno, even after it's already working.

    Attack by Collision seems to scrap any entity class other than player entity. Any reason why?

    I spent like 4 hours toying around with the options and trying to create cool demo AIs, they work really well most of the time and your GUI is nice. I'm not sure what kind of maps this will be used for, but being able to mess around with the workings of the AI system is really fun!

    For the Item name, I'll see but I have no idea why.

    The player entity seems to be not registred in the name list of Minecraft, I'll add it manually.
    And thanks for the feedback!


    Edit: Also added a list of available tasks to the first post ! :D
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.2][Forge]CustomAI - Entities' AI customizer !
    Quote from Wanderer

    I just had a crash that appears to be related to a GUI bug:
    ---- Minecraft Crash Report ----
    // Shall we play a game?
    
    Time: 4/6/14 12:17 PM
    Description: Updating screen events
    
    java.lang.IndexOutOfBoundsException: Index: 14, Size: 1
    at java.util.ArrayList.rangeCheckForAdd(Unknown Source)
    at java.util.ArrayList.add(Unknown Source)
    at org.jglrxavpok.mods.customai.client.GuiCustomAI.actionPerformed(GuiCustomAI.java:340)
    at org.jglrxavpok.mods.customai.client.GuiCustomAI.func_146286_b(GuiCustomAI.java:307)
    at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:319)
    at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:275)
    at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1625)
    at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:953)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:870)
    at net.minecraft.client.main.Main.main(SourceFile:103)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    
    
    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------
    
    -- Head --
    Stacktrace:
    at java.util.ArrayList.rangeCheckForAdd(Unknown Source)
    at java.util.ArrayList.add(Unknown Source)
    at org.jglrxavpok.mods.customai.client.GuiCustomAI.actionPerformed(GuiCustomAI.java:340)
    at org.jglrxavpok.mods.customai.client.GuiCustomAI.func_146286_b(GuiCustomAI.java:307)
    at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:319)
    at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:275)
    
    -- Affected screen --
    Details:
    Screen name: org.jglrxavpok.mods.customai.client.GuiCustomAI
    
    -- Affected level --
    Details:
    Level name: MpServer
    All players: 1 total; [EntityClientPlayerMP['DoctorDharok'/27, l='MpServer', x=596.43, y=65.62, z=-425.94]]
    Chunk stats: MultiplayerChunkCache: 272, 272
    Level seed: 0
    Level generator: ID 01 - flat, ver 0. Features enabled: false
    Level generator options:
    Level spawn location: World: (559,4,-391), Chunk: (at 15,0,9 in 34,-25; contains blocks 544,0,-400 to 559,255,-385), Region: (1,-1; contains chunks 32,-32 to 63,-1, blocks 512,0,-512 to 1023,255,-1)
    Level time: 100703 game time, 9402 day time
    Level dimension: 0
    Level storage version: 0x00000 - Unknown?
    Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
    Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
    Forced entities: 8 total; [EntityMinecartChest['entity.MinecartChest.name'/1, l='MpServer', x=607.50, y=13.50, z=-467.50], EntityMinecartChest['entity.MinecartChest.name'/2, l='MpServer', x=593.50, y=16.50, z=-436.50], EntityMinecartChest['entity.MinecartChest.name'/3, l='MpServer', x=614.50, y=7.50, z=-435.50], EntityMinecartChest['entity.MinecartChest.name'/4, l='MpServer', x=620.50, y=22.50, z=-444.50], EntityPig['Pig'/1052, l='MpServer', x=597.19, y=64.00, z=-427.75], EntityMinecartChest['entity.MinecartChest.name'/8, l='MpServer', x=632.50, y=11.50, z=-361.50], EntityMinecartChest['entity.MinecartChest.name'/9, l='MpServer', x=642.50, y=16.50, z=-403.50], EntityClientPlayerMP['DoctorDharok'/27, l='MpServer', x=596.43, y=65.62, z=-425.94]]
    Retry entities: 0 total; []
    Server brand: fml,forge
    Server type: Integrated singleplayer server
    Stacktrace:
    at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:384)
    at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:891)
    at net.minecraft.client.main.Main.main(SourceFile:103)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    
    -- System Details --
    Details:
    Minecraft Version: 1.7.2
    Operating System: Windows 8 (amd64) version 6.2
    Java Version: 1.7.0_51, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 357487704 bytes (340 MB) / 542113792 bytes (517 MB) up to 954728448 bytes (910 MB)
    JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
    AABB Pool Size: 33 (1848 bytes; 0 MB) allocated, 3 (168 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.01-pre FML v7.2.116.1024 Minecraft Forge 10.12.0.1024 4 mods loaded, 4 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    FML{7.2.116.1024} [Forge Mod Loader] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Forge{10.12.0.1024} [Minecraft Forge] (forge-1.7.2-10.12.0.1024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    customai{1.0} [Custom AI] (CustomAI-1.7.2-1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
    Launched Version: 1.7.2-Forge10.12.0.1024
    LWJGL: 2.9.0
    OpenGL: AMD Radeon R7 200 Series GL version 4.3.12614 Compatibility Profile Context 13.250.18.0, ATI Technologies Inc.
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: []
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 214 (11984 bytes; 0 MB) allocated, 34 (1904 bytes; 0 MB) used
    Anisotropic Filtering: Off (1)

    I'll check as soon as I can. Thanks for reporting it.

    ----------------------------------------------------------------------------------------

    Edit: I'll upload a fix soon.
    Posted in: Minecraft Mods
  • 6

    posted a message on [1.7.2][Forge]CustomAI - Entities' AI customizer !
    CustomAI is a mod meant to help mapmakers and server's creators to customize the AI of entities! (but if you just want to mess around, that's okay)

    Who never wanted that to happen ?

    No one ? Really?

    This mod only adds two things:
    1. The AI Rewriter
    2. The AI Emitter
    The AI Rewriter


    By right clicking on a entity which uses the new AI system of Minecraft, a menu like this one will appear:


    By choosing one of the options, a other menu will appear where you can select a task, modify or remove it!


    The AI Emitter

    This emitter will apply all the tasks you'll give it onto the entities in a radius of 40 blocks!

    To apply a task, right click on it with the AI Rewriter!
    If you right click on it this a dye, you'll colorise the beam!

    When an entity is affected by the emitter, a "link" is created ( you can change the number of segments displayed in the config file located in {minecraftFolder}/config/customai.cfg by modifing/adding the field "EmitterCurvesSegmentsNumber" ):



    For map makers
    As you might want to create an entity on the fly, the AI Emitter nor the AI Rewriter is a viable option.
    But good news, the AI tasks are saved in the NBT Data of the entity with the mod!
    So you can create this command:
    /summon Creeper ~-3 ~0 ~0 {CustomAITargetTasks:[],CustomAITasks:[{type:"org.jglrxavpok.mods.customai.ai.EntityAIFollowEntity",Entity class name:"net.minecraft.entity.player.EntityPlayer",Move speed:1.1,Max distance:10,priority:10}],CustomName:"Test subject"}

    To spawn a Creeper which follows players and only that (so, it won't explode ;) )

    Complete list of the tasks available:

    Download
    You can get the mod file here, choose the lastest one: http://jglrxavpok.mi...ds/?id=CustomAI
    You can get the sources here: https://github.com/jglrxavpok/CustomAI

    A map with some showcase is available!

    Posted in: Minecraft Mods
  • 0

    posted a message on [WIP - 1.7.x]CustomAI, customize entities' AI !
    I've done so work and added an AI Emitter :D
    Posted in: WIP Mods
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