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View Code? Open in Web Editor NEWThe Rats Mod for Minecraft
Home Page: https://minecraft.curseforge.com/projects/rats
License: GNU Lesser General Public License v3.0
The Rats Mod for Minecraft
Home Page: https://minecraft.curseforge.com/projects/rats
License: GNU Lesser General Public License v3.0
have rats configurable to prefer a full inventory. Have them if they can't find food in chests, just steal stuff from a full inventory because in their little rat brains they're hoping that makes room for food to show up.
As it is right now, having a field of crops keeps the plants safe from wild rats; It would make sense for them to attack plants that are planted with crops.
Since the chef rat already has the ability to transform one item into another, why not further expand upon that mechanic and add a configuration option for players to add their own recipes to the config file.
I can see modpack makers and general users of this mod making use of that feature.
version of mod 1.1.1
Estimated lag hit 6 tps, ie down to 14:
Number of players on server: 8
Spark Profile: https://sparkprofiler.github.io/#BxyyfI3TVx
If it helps these logs from the server:
debug.log
http://paste.ubuntu.com/p/YtHQTN4JsM/
latest.log
http://paste.ubuntu.com/p/ZB7nZM47TS/
like rotten fresh
As per the title, installing Rats alongside Inspirations (https://minecraft.curseforge.com/projects/inspirations?gameCategorySlug=mc-mods&projectID=284007) renders cheese uncraftable, due to it taking over the Cauldron to add a lot more functionality. Instead of getting the "Milk Cauldron" block, the cauldron is just outright filled with milk normally.
Thaumic Augmentation, an addon for Thaumcraft, adds a focus effect that is a redesign of the old warding focus from earlier versions of Thaumcraft. When cast on a block, they become unbreakable by most means, especially with some upcoming changes that essentially make such blocks as tough as bedrock.
However, if you ward a block such as planks or dirt, which would still make said block completely unbreakable, rats are still able to burrow through them.
To test this I created a warding spell, made a small room with a chest in it, warded all blocks that surrounded the chest, placed some food in the chest and spawned a rat nearby. The rat was always able to burrow through the warded blocks to get to the food.
Same issue appeared in Ice and Fire before. Most likely the same type of fix may do.
Basically, with Rats installed, Night Vision screen shader does not work (immediately turns off on activation). Most likely Rats overwrites something or has the same conflict the Siren's shader had.
More about this has been told trough Discord.
I gave myself the plague and I maxed out the strength at 255 like other potions and I crashed. Apparently it has to do with dividing by zero so idk. Here's the crash: https://paste.dimdev.org/ivenelizas.mccrash
In the middle of the game, my modpack will sometimes just crash and it gives me a crash report that indicates it might be your mod.
I will link a pastebin.
If you could help me get some insight on what this might be, it would be much appreciated.
Rats! I got a crash. It might be related to primitive mobs. Here's the crash report.
Forge v14.23.5.2838
Rats v1.0.0
Primitive Mobs v1.2.3a
I haven't seen them, after the breed of a lot of rats...
Tamed a horse and unlocked "An Unlikely Alliance" the same time I got "Best Friends Forever".
Rats 1.2.0
MC: 1.12.2
FORGE: 14.23.5.2838
MOD: 1.2.0
I feel a shame bringing this up again, but the bug regarding shaders still remains in 2.0.0. Can you check this again please? And if this will ease the things, my version of MW is mw-1.11.7.7_mc1.12.2.
(probably the cause is the new portal block?)
I can see rat's inventories by right clicking pied piper's rat
When he is dead, I can't see its inventories
I have a little problem with "Transport item" for rats : if there is an obstacle on the route the rat remains blocked in front of this obstacle when transporting an item from one chest to another for example
Just a Dirt block is enough for example
A dedicated server running World of Dragons - Rats attempted to access a Thaumcraft container causing server crash.
crash report.txt
Currently, when pet rats are in hunt mode they kill pets/livestock from animania. Would also prefer if rats didn't attack other player's pets. Including Ice and Fire pets belonging to other players
I had tamed a rat and set it to either wander or follow (probably wander) and it had created a hole in a block of cheese (very appropriate). Figured that only wild rats should be doing that.
Please do note that all my reports were from using the default settings of the mod without any modifications or configuration changes.
The Pied Piper is spawning in caves. I'm not sure if that's intended, but in your mod description it says, "All those who venture into roofed forests and other magical biomes should beware."ย
I was just chillin' in my house when I started hearing him play. So I looked everywhere above ground, tearing my hair out trying to find him, because his flute started to get super annoying. Then I finally dug straight down and there he was hangin' out with skeletons & creepers in some dark cave way below ground. Seemed kind of odd, I mean, the pipe is pretty loud above ground.
I know there is an option to turn him completely off, but I'm not exactly sure if I want to do that yet. An option to control the height at which he spawns might be cool? Or maybe some way to control how loud the pipe sound is or something? idk
MOD: rats-1.1.0, LLibrary 1.7.19, BiomesOPlenty-1.12.2-7.0.1.2441
FORGE: 2836
OPTIFINE
This mod rocks, BTW I absolutely love it so far. Thank you! =)
Rats inside rat cage stop moving.
Is it an issue?
After being tamed, make those rats non hostile so we can use extra utilities' golden lasso to pick em up instead of cursed lasso.
If incase the option is already presented
> **# True if rats should spawn like monsters. False if they should only spawn once per world, like pigs and sheep. [default: true]**
please have an option to make it per game restart not per world, so if we mistakenly set this to true and change it to false, those tamed rats would change to non hostile
(if this config is different to my suggestion please disregard)
Cat can fight rat, but no way to heal cats without potions on vanilla minecraft.
How about to give raw rats on cats, or picking up raw rats to make cats heal HP?
Sorry, my English is bad
As the title implies, when an iron golem is near a tamed rat, it will attack it as though it were a hostile mob.
Added this to my WIP modpack, but crashes when loading up.
Short part of the error is as follows :
java.lang.RuntimeException: Duplicate stat id: "TranslatableComponent{key='stat.entityKill', args=[TranslatableComponent{key='entity.rat.name', args=[], siblings=[], style=Style{hasParent=true, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}], siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}" and "TranslatableComponent{key='stat.entityKill', args=[TranslatableComponent{key='entity.rat.name', args=[], siblings=[], style=Style{hasParent=true, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}], siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null, insertion=null}}" at id stat.killEntity.rat
at net.minecraft.stats.StatBase.registerStat(SourceFile:41)
at net.minecraftforge.fml.common.registry.EntityEntryBuilder.registerStatistics(EntityEntryBuilder.java:285)
at net.minecraftforge.fml.common.registry.EntityEntryBuilder.access$100(EntityEntryBuilder.java:57)
at net.minecraftforge.fml.common.registry.EntityEntryBuilder$BuiltEntityEntry.addedToRegistry(EntityEntryBuilder.java:335)
Full crash report here. . Should include full modlist in it as well.
I did a quick test with the only other mod I have that contains a rat creature, Animalium, and disabling Animalium fixes the crash.
Rats with the cooking upgrade will only return a single special cooked item when given or carrying more than one vegetable item.
Thinking along the lines of the Horse Power mod where players use horses or other mobs to power various machines such as grinders, compactors, and choppers. An energy generator will probably be in the works in the future.
Thinking that this mod could have wheels for the rats to run in and the wheels could be hooked up to generators and other machines for various uses such as those in Horse Power. Of course since a rat is small and would only generate a small amount of power, multiple rats would be needed to be of any significance.
I posted the following on thaumcraft but it's caused by rats
6.1 beta 26 crashes dedicated server Forge 1.12.2 build 2838
Notes:
NPE when player tries to connect to the server, they said they used a warp crystal to go home from the end
crash report:
http://paste.ubuntu.com/p/XPBD6dbvz2/
fml server latest:
http://paste.ubuntu.com/p/2S76mQWVvt/
reference: Azanor/thaumcraft-beta#1699
For example, when a rat which holds a diamond given a food item, it picks food and delete a diamond.
title says it all. You've got a trailing comma after screenshots
I have a mod installed that allows milk buckets to stack up to 16.
If I have a stack of milk and click on a cauldron to fill it, the entire stack is used for one block.
In order to not waste milk, I need to have milk not stacked.
Id love to see this added as it could make survival early game much easier. So there would be 6 blocks/items that would make it up
A couple of new mechanics
Mode "Terminal Worker" - A rat that would use and go with the Rat Terminal
Mode "Autocrafter" - A rat that would use the Rat Interface.
Upgrade "Transporter" - A rat with this can carry multiple stacks and multiple items. Appears as 3 platters, one in each hand and one on its head. Helmets will move that plater on the helmet.
Lazyomiter: Rats with very high lazyomiter can only wander, breed, follow you, and stay.
Rats don't burrow through items while the mobGriefing gamerule is enabled, but they still steal items. The gamerule should be respected.
Once a rat is tamed, it should always take items, reguardless of the gamerule.
Rat Holes don't seem to adopt the sounds of their parent block resulting in dirt sounding like wood, for example.
I tried to do it in both ways(press shift and punch the air)and it does not work.
Also #25 , because dragons cannot put down rats after grab attack.
Sorry, didn't test this in survival, but in creative mode plague rats can be tamed the same as normal rats. Not sure if this is intentional as they're supposed to be hostile mobs and there seems to be no way of healing the plague effect at this time.
Also note that tamed plague rats can also breed.
help
Rats can pick up raw/cooked rat meat and eat.
......
It is too strong...
They should drop it more often.
It also should be configurable.
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