cyclopsmc / energeticsheep Goto Github PK
View Code? Open in Web Editor NEWSheep that generate energy
License: MIT License
Sheep that generate energy
License: MIT License
Can anyone confirm if it was done on purpose that the sheep do not spawn by mobpspawners like the one in the Apotheosis mod?
Not sure if this a bug or a feature request but...
Currently because of the way it is tested The only sheep which may be energized by lightning are vanilla sheep. This is unfortunate, why can't the twilight forests sheep be transformed into a source of energy, and then there is of course Animania, which by default replaces sheep with their own sheep and goat variants.
Of course, this is simply solved by using instanceof
, with one or two minor draw backs When struck by lightning Energetic Sheep will now have their wool restored rather than catch on fire. I have mixed feelings about this. Energetic Sheep from Animania will always have white wool and should goats really count?
EnergeticSheep crashes when trying to run with Tinted.
I expected the mod to run without support for the Tinted unique dyes. I was hopeful they might somehow be automatically supported or support was added and not documented. If they weren't supported I would have made a feature request for Tinted dyes and Energetic Sheep. I did not expect the crash and would still like Tinted support for the sheep. Let me know if I need to make a separate feature request for that.
Sheeps appeared to spawn at higher rates in cooler climates, not sure why it may have also been because of how open it was and how unlikely it was for other mobs to spawn. Nonetheless, after flying around they seem to spawn pretty frequently. Almost too frequently at times.
Tried to look at an Energetic Sheep with HWYLA's tooltip active. Game froze for several minutes, then crashed.
Can you rename the 'entities' folder to 'entity' inside your mod. This will allow JourneyMap and ResourcePacks to show a custom Icon on the Minimap for Energetic Sheep
Please see here https://journeymap.info/Custom_Mob_Icon_Sets
This is my resourcepack to give you a better understanding (maybe?) https://minecraft.curseforge.com/projects/journeymap-mobs
Thank You
The specific bug that I am experiencing:
Energetic sheep drop regular sheep wool when sheared by the
Drum of the Gathering
from Botania.
However, I did a little research and I think that the underlying problem is more like:
Energetic sheep drop regular sheep wool if they are sheared by an item or block that utilizes the
shearable.shear
function, like the BotaniaDrum of the Gathering
I'm guessing this is just due to the fact that the class extends sheep
but probably doesn't overwrite the necessary properties for however the shearable
class is handled
The sheep would drop energized wool and loose it's charge, just like it would when sheared by the player with regular shears
Using the orange energetic wool on an energy container does not seem to work.
Energy from the wool should go into the block, however it just opens the GUI for the block.
Not a crash, but if you need me to dig up a log for it I can.
Thanks boss
See title
I think it would be nice if the energetic wool blocks didn't just look identical to vanilla Minecraft wool. I understand if it might cause performance issues or something to have them be animated if they're needed in bulk, but it would just be nice if the texture was somehow different from that of vanilla wool, so you could tell at a glance the wool's electric and will cause harm if you touch it, etc.
EDIT: Not sure why this didn't end up getting the feature request tag sorry
When there is an energetic sheep in render distance it makes some things render "weird" for the lack of a better term. Screenshots here: https://imgur.com/a/FsgvH
Specifically I noticed this with passive animals like cows, horses and donkeys. Also Botania's Mana spreaders and the lid of Iron chests' chests glitch out when you look at them at a specific angle
It probably is important to share that I encountered this while playing the Modern Skyblock 3 modpack which has 240+ other mods in it. I ruled out Optifine being the cause/contributing to the issue
Exact versions of the following mods, not just latest.
In a skyblock Garden Of Glass envirorment, energetic sheep spawn in the void at different altitude and then fall down into the void.
Here some image of groups of energetic sheep JUST spawned.
As you can see they are out of the cobblestone platform, at different altitude per group and into the void
https://imgur.com/a/0f8Rmbj
Spawn on a solid block and not into the void
No crash no crash log file
Enrico
Only keep the issue types that are applicable.
Crashes randomly with Terraqueous (likely on their end).
Not to crash
Random crash
Exact versions of the following mods, not just latest.
This mod is included in the Janky Skyblock modpack on Twitch. While playing that, I have noticed that the Energetic Sheep are spawning on blocks that no animals should spawn upon, such as cobble, top-half slabs, wood, etc, and within 24 blocks of world spawn. Regardless of biome, should they at least not follow the same basic rules as other passive land mobs? IE, on grass only, in compatible (or perhaps config-controlled) biomes, and only outside the world spawn minimum?
It's a real pain to be building some new wing on my skyblock and come back to find my central hub overrun with fast-moving sheep that have a real chance of knocking me off. :) (I know, I know, build a sissy bar... )
So, my request is for exactly that: energetic sheep, when allowed by config to spawn without lightning, should be allowed to spawn only on blocks other passive land mobs would.
Thanks!
they just dont spawn you can hear the sound only
https://user-images.githubusercontent.com/76228548/103363137-44bd1600-4a6f-11eb-860e-f0f031cfbbf0.mp4
How do I get this in middle of the game?, I only know how to collect crash logs
Such as Menril Berries (configurable).
The current way that the Energetic Sheep switch from sheared to not sheared, by having an armor value being removed, doesn't work too well with mods that allow you to carry mobs (Carry On, Extra Utilities, Industrial Foregoing) as when the Energetic Sheep in placed on the ground, it always has wool, as by default it has an armor value.
The Energetic Sheep, when placed back on the ground are in the same state in which they were before being picked up (sheared or not).
Playing in the stoneblock mod pack, I was using the energetic shear to shear botanical plants. Flux Network and Ender IO were handling my wireless charging and I was using the Draconic Evolution Draconic Flux Capacitor as my inventory battery. I also had a full tier 4 energy core from Draconic Evolution and a production of 65k RF/t from an Extreme Reactor reactor. While cutting plants, I noticed the shears were out of power, then I noticed my capacitor was empty, and my entire energy core was completely drained, further investigation found that the shears had negative some huge number rf. I didn't even put them away in my refined storage system, I immediately deleted them.
I expected that the shears would remain fully charged, or at the very least not suck energy into negative infinity.
Log files and additional information can be provided at dev's request.
Only keep the issue types that are applicable.
When holding a pair of energetic shears, they fill with energy.
Shears to stay empty.
Shears fill with energy.
Exact versions of the following mods, not just latest.
No crash. I'll upload the game output and fml logs if you want.
Sheep should be able to be killed through normal means via sword/axe/pickaxe/etc.
Electric Sheep seem to (in 1.12.2-latest) appear in deserts, while vanilla sheep don't. Been working on a pack where the player spends a lot of time in the desert, and ended up removing this for that reason.
Get the following crash when starting a server up: https://pste.me/#/opeSm
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