incentive wrote:Just tried it out in singleplayer with 0.4.7. Works superbly!
pingpong2012, 2232, sandrik: What errors are those that you are getting? I mean the mod framework works, so what is the problem for you? Does the mod framework not even load for you?
Jordach wrote:nikminers, /grant singleplayer server, then /clearobjects
It clears DROPPED ITEMS as well as ENTITIES as the ones you are describing.
/clearobjects may take a while so you can pop the kettle on and basically make a drink while you wait, it does take it's time for some worlds, your mileage may vary.
20:32:15: ERROR[main]: ServerError: LuaError: error running function 'on_rightclick': ...\bin\..\mods\animals_modpack-mobf_2_2_dev\mobf/debug.lua:432: attempt to index field 'attention' (a nil value)
20:32:15: ERROR[main]: stack traceback:
20:54:23: ERROR[main]: ServerError: LuaError: error running function 'on_rightclick': ...\bin\..\mods\animals_modpack-mobf_2_2_dev\mobf/debug.lua:434: attempt to index field 'most_relevant_target' (a nil value)
20:54:23: ERROR[main]: stack traceback:
Azvael wrote:Hi!
I'm running this mod without problems until I encounter a hostile mob at night.
Mossmanikin wrote:Azvael wrote:Hi!
I'm running this mod without problems until I encounter a hostile mob at night.
This sounds familiar.
If it is the same error as I had a while ago this happens with the vombie.
In that case I would disable the spawning of vombies until the next update of this mod (in the development version I didn't have this error).
Neuromancer wrote:Please work with Mossmannikin and add support for his fishing mod. Each mod should be able to detect each other. This mod should only have to detect if a bobber is in the water and then the fish behave differently. For example:
- Once a bobber is in the water, a fish should spawn within 10 nodes.
It will still have random movement at that point, but it should have a higher probability of moving toward the nodes directly beneath the bobber.
Anytime the fish is directly beneath the bobber, it will have a certain percentage of stealing the bait, meaning it will go back to moving completely randomly and can't be hooked.
If under the bobber it will also have a certain percentage chance of being hooked.
If it is hooked the fish will move away from the player and down and drag the bobber under the water. But the fish can only go a small distance away from the bobber (say 3-4 nodes away from the bobber)
The player then can reel the fish in by using the scroll wheel on the mouse which will bring the bobber and thus the attached fish closer and closer to the player and the bobber up.
Once the fish is touching the player, it disappears from the world and appears in the players inventory with a message that the fish has been caught.
Even if only some of this could be implemented together it would be awesome!
Neuromancer wrote:Here's some other stuff, maybe have a splashing sound if the fish gets near the surface or when it is pulled out of the water. Or better still, have the fish be able to jump 1 node out of the water with a splashing sound, and have a chance of "throwing the hook" or becoming unhooked when jumping. Feel free to use splashing sounds from ambience immersive sounds mod.
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