Jump to content

[1.9.4] Breeding Season - Minor Breeding Enhancements


IceMetalPunk

Recommended Posts

It's breeding season! In Minecraft, that is.

 

Many tech mods add fancy ways of automatically breeding up those animals which can be bred. But I wanted something more subtle, something more vanilla-feeling, for the same task. And so I created Breeding Season.

 

Download: https://dl.dropboxusercontent.com/u/11662651/Minecraft/Mods/BreedingSeason.zip

 

Breeding Season makes a few minor changes to breedable mobs' behaviors:

 

1) They will eat and breed from the correct item entities on the ground now. For example, a horse will breed from a dropped golden carrot or golden apple, a cow or sheep will breed from a dropped wheat item, etc.

 

2) For those animals who breed with items which can be blocks (i.e. crops or flowers), they will break those blocks when walking over them and begin breeding that way as well. NOTE: If you don't want this, perhaps because of the broken blocks, you can turn off the mobGriefing gamerule to stop this behavior.

 

3) Baby animals are now afraid of the dark. This means that if they can get to a brighter spot within 5 blocks of their current position, they'll run there, even ignoring their parents or owners (baby pets will still teleport to their owners when out of range, but they won't walk into darker areas). This allows you to easily separate adults from babies while breeding: as long as the adult pen is darker than the baby pen, they'll separate themselves.

 

Some notes: All breeding requirements still apply. This means dogs still won't breed unless they're tamed and at full health, etc. When an animal is in breeding mode ("in love"), it won't consume any more items or blocks until it's done breeding and ready to begin again; so if you drop a stack of wheat by a cow, for instance, it'll only eat one and not the whole stack.

 

Of course, since droppers can drop those items on a clock, this means breeding can now be fully automated using plain old redstone! The design for such a farm, including how to control lighting for baby separation, is up to you :)

 

Download: https://dl.dropboxusercontent.com/u/11662651/Minecraft/Mods/BreedingSeason.zip

 

If you have any ideas for things to add to future versions of this mod, please suggest them! I hit a creative block trying to come up with more; keep in mind it should be vanilla-styled but still enhancing the process of breeding.

 

And of course, all comments are welcome below! :)

 

(And lastly, this won't work with other mods' mobs, only vanilla ones. I may expose a few methods to make it mod-compatible in the future, if it's popular enough.)

  • Like 1

Whatever Minecraft needs, it is most likely not yet another tool tier.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I have a problem, I am trying to put two different effects to two different armors but when I run it only the emerald armor effect works. This is the code public class ModArmorItem extends ArmorItem{ private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.HERO_OF_THE_VILLAGE,200, 1,false,false, true)) .put(ModArmorMaterials.OBSIDIAN, new MobEffectInstance(MobEffects.FIRE_RESISTANCE,200, 1,false,false, true)).build(); public ModArmorItem(ArmorMaterial pMaterial, Type pType, Properties pProperties) { super(pMaterial, pType, pProperties); } @Override public void onArmorTick(ItemStack stack, Level world, Player player){ if (!world.isClientSide()) { if (hasFullSuitOfArmorOn(player)) { evaluateArmorEffects(player); } } } private void evaluateArmorEffects(Player player) { for (Map.Entry<ArmorMaterial,MobEffectInstance> entry : MATERIAL_TO_EFFECT_MAP.entrySet()){ ArmorMaterial mapArmorMaterial = entry.getKey(); MobEffectInstance mapStatusEffect = entry.getValue(); if (hasCorrectArmorOn(mapArmorMaterial, player)) { addStatusEffectForMaterial(player, mapArmorMaterial, mapStatusEffect); } } } private void addStatusEffectForMaterial(Player player, ArmorMaterial mapArmorMaterial, MobEffectInstance mapStatusEffect) { boolean hasPlayerEffect = player.hasEffect(mapStatusEffect.getEffect()); if (hasCorrectArmorOn(mapArmorMaterial, player) && !hasPlayerEffect) { player.addEffect(new MobEffectInstance(mapStatusEffect)); } } private boolean hasCorrectArmorOn(ArmorMaterial material, Player player) { for (ItemStack armorStack : player.getInventory().armor){ if (!(armorStack.getItem() instanceof ArmorItem)) { return false; } } ArmorItem helmet = ((ArmorItem)player.getInventory().getArmor(3).getItem()); ArmorItem breastplace = ((ArmorItem)player.getInventory().getArmor(2).getItem()); ArmorItem leggins = ((ArmorItem)player.getInventory().getArmor(1).getItem()); ArmorItem boots = ((ArmorItem)player.getInventory().getArmor(0).getItem()); return helmet.getMaterial() == material && breastplace.getMaterial() == material && leggins.getMaterial() == material && boots.getMaterial() == material; } private boolean hasFullSuitOfArmorOn(Player player){ ItemStack helmet = player.getInventory().getArmor(3); ItemStack breastplace = player.getInventory().getArmor(2); ItemStack leggins = player.getInventory().getArmor(1); ItemStack boots = player.getInventory().getArmor(0); return !helmet.isEmpty() && !breastplace.isEmpty() && !leggins.isEmpty() && !boots.isEmpty(); } } Also when I place two effects on the same armor, the game crashes. Here is the crash file. The code is the same, only this part is different   private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.HERO_OF_THE_VILLAGE,200, 1,false,false, true)) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.FIRE_RESISTANCE,200, 1,false,false, true)).build(); I hope you guys can help me. Thanks.
    • I removed all related embeddium and oculus mods, i just tested it by disconnecting and the error happened again. heres the report https://pastebin.com/1kcR5wAt   EDIT: i tried removing xaeros and also smoothboot thinking there may be an issue there, nothing, heres that report too. https://pastebin.com/zQS7i9rM
    • Hi, I need suggestions. I am a beginner in Minecraft Modding. I would like to apply custom effects to some armors, something like: more chance to drop seeds, change zombie awareness, drop more pieces of wood when chopping logs, and things like that. How would you recommend me to do it, is there any library that has something similar and which ones would you recommend me?.
    • "downloading minecraft server failed, invalid Checksum. try again, or manually place server.jar to skip download"    
    • You have to create an Entity class called PlayerPart and use multiple of them to make the different parts of the player. See EnderDragonPart.java source code. The green hitboxes of the dragon are all EnderDragonParts
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.