• 0

    posted a message on [1.6.4][Forge] Unglitch - Fix for escaping animals and more
    Quote from Voidful

    Okay , first of all , I want to thank u Daniel and Alexander for this bug fix. Really great mod which fixed most of the escaping and chunk problems. I want to report there's a tiny bitsy problem with the animals. If u damage them , they keep running infinitly ( They don't reset ) and u won't be able to breed them ( Fully ignoring u or other animals that have the breed state ) meaning u have to kill them :( . But anyway nice job on that fix keep it up.


    As far as I can tell, this is vanilla behavior.
    Posted in: Minecraft Mods
  • 0

    posted a message on Village Info
    It should work if you install VillageInfo last. I just redownloaded everything and it worked for me.

    Are you sure you didn't miss something? If so, please use https://dl.dropboxusercontent.com/u/2171901/VillageInfo_1.6.2_1_log.zip , try it again and post the minecraft log.
    Posted in: Minecraft Mods
  • 0

    posted a message on Village Info
    which minecraft version are you playing?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge] Unglitch - Fix for escaping animals and more
    Fixed a bug in the extended version only that caused players not to get pushed out of blocks (=> version 1.1).
    Posted in: Minecraft Mods
  • 0

    posted a message on Village Info
    It is compatible; both the vanilla and forge mod are.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge] Unglitch - Fix for escaping animals and more
    Yeah, I was planning on that. The way I understand it, it is possible as a core mod, but that seems a bit complex without any prior experience (and I guess it may still break some mods). So I wanted to see people's reactions first. Have you tried it out in vanilla?

    The pull requests are a cool idea, at least for some of the very obvious clerical errors. I'll give that a thought.
    Posted in: Minecraft Mods
  • 11

    posted a message on [1.6.4][Forge] Unglitch - Fix for escaping animals and more



    Unglitch is a bugfix mod to prevent entities from glitching through blocks and more. It started out as an attempt to fix only permanent, server-side glitches (e.g. animals permanently escaping fences, see MC-2025), but now greatly reduces temporary, client-side glitches (MC-10) as well. Thanks to TiberiusXVI, who altered the mod so it fixes some rendering errors, too, and he contributed to an extended mode, which also fixes/improves the swimming mechanics of mobs (especially small ones like babies and squids) and makes items, mobs, players, and xp orbs get pushed out of blocks correctly.

    The mod is available both as a forge core mod and a regular vanilla mod. The forge mod can be used for both clients and servers. For multiplayer, it's not absolutely necessary to have the mod installed on both sides; the mod will do the best it can on whichever side it is. To fix every bug mentioned below, it must be installed on both sides though. Also, when running on a server, you should turn the compatibility mode on (/config/chunkbase_unglitch.cfg) if there are players without the mod; otherwise, they will experience much more glitches than before. In the config file, you also have the option to turn extended mode off (see below).

    For vanilla, there are are separate downloads for client vs server and default mode vs extended mode. For multiplayer, the vanilla mod should only be used if both sides have the same version installed. The client mod will most likely be incompatible with lots of other mods. Thus, I recommend you use the forge version.



    Changes - Both Modes


    Here's what the mod (should) always fix:
    • Entities permanently glitching through fences or certain other blocks (full blocks excluded; see link below for full list). Gets worse the more mobs you have colliding with that particular block in your world. Only affects SSP (or opened to LAN).
    • Flickering bounding boxes of blocks selected with the crosshair. Only affects SSP (or opened to LAN).
    • Weird collisions with chests and anvils
    • NPCs permanently glitching through blocks on chunk reload. Happens mostly at specific coordinates.
    • XP orbs changing their size from 0.5 to 0.25 after the first reload (now always 0.25)
    • XP orbs being spawned client-side at 32 times their real coordinates (i.e. orbs being invisible for the first few seconds)
    • Boats sinking into the ground client-side when the player gets in or the boat gets pushed down
    Unfortunately, as a result of the client/server split and certain optimizations to keep the bandwidth low, not every single "glitchy" behavior (like mobs being warped to a slightly different position, or mobs appearing to fall off the ground) can be fixed, especially with lag.

    Anyways, the following things should be greatly improved:
    • Entities temporarily glitching through blocks client-side (especially when starting the game)
    • XP orbs and items behaving very "glitchy"
    • Spiders appearing to fall down when they're climbing but are stuck at a block above them
    • Swimming mobs appearing to fall down they're swimming upwards but are stuck at a block above them
    • Jerky client-side movements of boats on the ground
    If you're tech-savvy and interested, I put up a github repository with a more detailed explanation of some bugfixes, as well as two test worlds and source code snippets: https://github.com/taurose/Unglitch



    Changes - Extended Mode


    The extended mode of the mod adds the following changes to the mod:
    • Better algorithm for pushing items, orbs, NPCs and players out of blocks. The current method does has many quirks, like items being constantly pushed back and forth between two blocks or item sinking into the ground. Items (and orbs) can still be moved vertically though, if there's no other way for the item to escape the block.
    • NPCs get pushed out of blocks too (note that this doesn't allow them to glitch into other blocks; it only tells them where to move)
    • Fixed/Improved swimming behavior of entities, allowing small mobs to swim upwards
    • Fixed/Improved swimming behavior of squids, allowing them to (better?) swim upwards
    • Added splash effect and sound to items
    • Removed splash effect and sound from boats
    So unlike the basic mode, which is designed to minimally affect server-side game mechanics, this mode does so at a higher level, removing some of the quirks you might have gotten used to, especially in regards to small swimming mobs and squids (note that judging by the code this behavior was originally not intended. There's a lot of weird things happening..). Apart from that, however, I don't think it will break many player contraptions, and should generally be an improvement. Feedback is appreciated :)

    Thanks again to TiberiusXVI, who contributed these changes to the mod.


    Download

    1.6.4

    Unglitch Forge (Core Mod) (Recommended): http://chunkbase.com/download/mod/Unglitch-Forge-1.6.4-1.2.jar
    Warning: Early release. Make sure to backup your world!


    1.6.2

    Unglitch Forge (Core Mod) (Recommended): http://chunkbase.com...e-1.6.2-1.2.jar

    Unglitch Client: http://chunkbase.com...h-1.6.2-1.2.zip
    Unglitch Server: http://chunkbase.com...r-1.6.2-1.2.zip

    Unglitch Extended Client: http://chunkbase.com...1.6.2-1.2.zip
    Unglitch Extended Server: http://chunkbase.com...1.6.2-1.2.zip



    Installation

    The mod is installed the same way as any other conventional JAR-mod for vanilla.


    Vanilla Client:
    • Download the client mod
    • If you haven't done so already, start the official launcher to download the version of Minecraft you want to use (e.g., 1.6.2)
    • Go to the "versions" folder inside your minecraft installation (by default %appdata%/.minecraft/versions on Windows)
    • Create a copy of the folder whose name corresponds to the Minecraft version you want to use and name it however you want (e.g., 1.6.2_modded)
    • Inside that folder, rename the existing .jar and .json files according to the folder name you just chose
    • Open up the .json file in a text editor and replace the contents of the second pair of quotes with the folder name. For example, change
    • "id": "1.6.2"
      to
      "id": "1.6.2_modded".
    • Open both the downloaded mod and the jar file inside the folder with WinRAR.
    • Bring the minecraft.jar window to front, select the META-INF folder and press the delete button.
    • Bring the window of the mod archive to front and select all files and folders inside the archive.
    • Drag and drop the selection into the jar archive's window, or: press Ctrl + C , bring the jar window to front and then press Ctrl + V .
    • Close both WinRAR windows
    • Start the official Minecraft launcher, click on "Edit Profile", and, under "Use version", select your newly created version (in this case, 1.6.2_modded)
    • Save the profile, click "Play" and enjoy ;)
    Vanilla Server:
    • Download the server mod.
    • Open both the downloaded mod and minecraft_server.jar with WinRAR.
    • Bring the window of the mod archive to front and select all files and folders inside the archive.
    • Drag and drop the selection into the minecraft_server.jar archive's window, or: press Ctrl + C , bring the minecraft.jar window to front and then press Ctrl + V .
    • Close both WinRAR windows
    • Start Minecraft and enjoy ;)
    Forge
    • Download the forge mod
    • Move the .jar to /.minecraft/mods
    • Start Minecraft Forge and enjoy ;)



    Also check out the Bugfix mods by rivvest for more fixes :)


    Feedback is appreciated =)
    Posted in: Minecraft Mods
  • 1

    posted a message on Village Info
    Yeah, use indirect damage sources (lava, falling damage, suffocation, ..) and make sure no player is within 16 blocks of the villager.
    Posted in: Minecraft Mods
  • 0

    posted a message on Village Info
    It's actually labeled "release ****" now.

    You're not supposed to swap the meta-inf folder, but simply delete it. There's no meta-inf folder in the mod archives.

    I'm not sure why it doesn't work though (I doubt it's related to meta-inf). Apart from typos, I guess it's either a rare bug, you messed up the file names (accidentally leaving out the extensions or having it twice) or you didn't edit the json file correctly.

    Try this:
    - Copy the 1.6.2 folder
    - Edit the names and json file as explained in the instructions
    - Check if the new version appears in the launcher
    Posted in: Minecraft Mods
  • 0

    posted a message on Village Info
    What I meant with that is that the way you place the door defines the direction as in north-south vs east-west. Whether there's an inside, and at which of the two possible side depends on the rest of the world (the roof thing).
    When you place a door right in front of you, the inside couldn't be to the left or right, but only behind or in front of the door (from your perspective).

    You can figure a lot of this stuff out by yourself. Just play around with your village and have village info installed. Destroy some doors and replace them the right way and see if the house count changes; have a look at the villager count and limit to see why they stopped growing.. (though probably you're suffering from the fact that minecraft requires 3 house per villager)
    Posted in: Minecraft Mods
  • 0

    posted a message on Village Info
    Yeah, every village has a "counting zone". So if a villager leaves that zone, he's no longer considered part of the village (though his AI may drive him back if he's within a certain extended range). Also, there's a bug where villagers may think they're inside a village (e.g. as a condition for breeding) without actually being inside the village's counting zone. The number displayed by the mod reflects the internal villager count used for
    - golem limit
    - villager limit for breeding
    - siege starting condition.

    Also, a village essentially consists of a set of houses. Without a house, there's no village. And without a villager around, houses will be dropped by the game after some time. So you can't (permanently) have a village without both villagers and houses.

    You can read more about that here: http://chunkbase.com...theory/villages
    Posted in: Minecraft Mods
  • 0

    posted a message on Village Info
    Quote from Press14English

    Not to belabor the point, but I went to Chunkbase and looked at the available downloads and I don't see a specific Forge version. I tried dropping the Village Info jar into my mods folder so that FML could try and handle it, but Village info still doesn't work. So what I have at present is a minecraft.jar file that had Rei's already installed after which I added the class file for the compatibility version of Village Info. At that point Village Info was not working, so (based on my understanding of your post) I also dropped the Village Info jar file into my mods folder where FML could try and deal with it. Is that what you were suggesting I do (because it's not working)?

    Update: I tried replacing the aww class file that I put into the minecraft.jar from the Village Info jar when I did the original jar install with the aww class file from a clean minecraft.jar and I get a black screen when the game loads. Doing this may not make any sense if you understand how minecraft works, but it sounded like a good idea to a complete novice. Luckily I kept a copy of the old file so I'm back to the situation I described above.


    About the Forge download:
    You should be able to select it using the dropdown boxes. The upper one should have an entry "Village Info (Forge)". Once selected, you should be able to choose "1.5.2" in the lower dropdown. Then, clicking the download button should start the download.
    If any dropdown entry is missing, it might be a cache problem, which you could solve pressing Ctrl+F5 ("force refresh").
    By the way, the link is also in the first post (spoiler).

    And here: http://chunkbase.com...Forge_1.0.0.zip

    Either way, please let me know what went wrong so can I fix the bug or make it more accessible.


    About the installation:
    It seems you don't quite understand the difference between jar mods and forge mods. You install jar mods by replacing the contents of your minecraft.jar file (or using an installer to do this automatically, or a launcher like magic launcher). So essentially, you're overwriting parts of the game. But if two mods modify the same part (.class files), they can't run at the same time, since by installing one mod, you would overwrite the other. The compatibility versions I've written are a merge of their modifications and mine, so the two can work together.
    Forge/FML which is a jar mod itself allows mods that would modify the same files to run at the same time, and you don't have to modify your minecraft.jar file anymore to run them. Instead, forge mods are automatically loaded from the mods directory. Forge/FML is compatible with ModLoader mods, which is basically a light-weight alternative to forge. Since forge/modloader mods don't overwrite parts of the game, plug-in might actually be a better term than mod. Being a jar mod, forge itself suffers from the issue of maybe not being compatible with other jar mods. That's the case for village info since 1.5.2 (and some forge versions for 1.5.1).
    But forge mods are limited in what they can do (without breaking compatibility) and they have to be written differently. So usually you don't install forge mods as jar mods or the other way around. Some mod downloads, like rei's minimap can be installed both ways, because the zip file contains the required files for both installations ("hybrid"). This is not the case with my mods though.
    So installing the rei compatibility version if you have rei installed as a forge mod makes little sense. Neither does installing the jar version of village info as a forge mod. But it sounds to me like you installed rei as a jar mod, or even both.
    I can't really explain why you're getting the black screen (maybe you used the aww from a different minecraft version?); it should only disable your jar installations of village info and rei. Maybe it's because of some other jar mod you installed other than forge, rei and village info? Anyways, unless you installed a lot of jar mods (which is often a bad idea) and don't want to redownload/reinstall them, ..

    TLDR: I'd suggest you start over with a clean 1.5.2, install forge (and other jar mods you might use, unless they have a version for forge), and then rei minimap and village info, both as a forge mod without manually modifying your jar file for anything but forge itself. To keep it clean in the future even when using jar mods and forge, you could use a tool like magic launcher.

    Quote from Winter_Mage

    Can you install this mod with magic launcher?


    Yes, but don't confuse the forge and vanilla/jar mods ;) Usually all jar mods work with magic launcher.
    Posted in: Minecraft Mods
  • 0

    posted a message on Village Info
    With forge for 1.5.2, the class that village info uses won't be used at all. That's why you're not seeing any village info output if you install the standard jar mod on top of forge (it's probably the same for compatibility versions, or they cause mc to crash).
    So as long as it's not crashing, I don't think you need to clean up the mod (you'd have to start over with a fresh jar, or overwrite the class file village info uses with that from a clean jar).
    So simply install the forge version of village info and you should be good to go.
    Posted in: Minecraft Mods
  • 0

    posted a message on Village Info
    The compatibility version works only if you have the other mod (rei) installed as a normal mod (not as modloader or forge mod). And the compatibility version must be installed after the other mod (rei).
    Posted in: Minecraft Mods
  • 0

    posted a message on Village Info
    You have to install the mod on the server as well
    Posted in: Minecraft Mods
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