iChunUtil 2.2.0 has been updated for Back Tools 2.0.0.

Back Tools:

– Rewritten entirely in forge. New code, new concepts (For one, shears are no longer a “tool” that can be placed on your back).
– No longer uses ModLoader. Uses iChunUtil and MCForge now.
– Cheaper, event-driven code rather than latched entity. Should fix issues with mounts permanently.

If you have Morph installed and you crash with a Morph Api related error, update Morph.

– Fixed RandoMobs not rendering hats on mobs.
– Changed Morph compatibility to use the newly released API in Morph to reduce load
– Reduced hat jitteriness when moving as a morph.

Mod information can be found here.

Final commit for this build.

Changes:

  • Added Morph Grouping. Morphs of the same name group under the same horizontal selector. Scroll horizontally by holding SHIFT and hitting the keybind set in the config

  • Keybinds will be reset in this version. New keybind options with Shift/Ctrl/Alt options as well.

  • Added basic API. Check it out here: https://github.com/iChun/Morph/blob/postmodjam/morph/api/Api.java
  • Added basic commands. Use it by doing /morph <demorph|clear|morphtarget> <player>
  • Fixed mods adding renderers later than when the mod checks for renderers causing mobs from said mod to render a white box. This fixes the issue with the Lord Of The Rings mod.
  • Fixed mobs disappearing after the #89th morph, while decreasing load for users with plenty of morphs.
  • “Fixed” many debug prints left behind in the mod. It’s a beta mod, geez…
  • Fixed crashing with ComputerCraft turtles killing mobs.
  • Fixed crashing with multiple worlds/dimensions. Should fix issue with Mystcraft dimensions.
  • Fixed crashing due to mobs which cannot be created using NBT, using a pig failsafe.
  • Attempted to fix duplicate morphs due to different max health.
  • Basic ability tracker. Not used in the mod yet.
  • Tiny tweaks here and there.

If you have an issue, check here. If it’s not on the list, report it here or contact me on IRC!

Download:
Again, a reminder that the mod isn’t finished yet, but it is fairly stable, so feel free to try it out.
>>Dropbox

Read about the Version Changes here.

Changelog:

Combined:
– Ported to 1.6.2 (Obviously)
– Now uses Minecraft Forge and iChunUtil
– Now can be installed on servers and *not crash*
– Added “green blood” option for mobs with blood. Disabled by default.

Mob Amputation:
– Fixed behaviour or skeletons not changing.
– Fixed arrows/fish hooks not amputating properly.
– Fully server compatible, will actually cause mobs to gib for other players as well.

Mob Dismemberment:
– Server compatible, will not crash if loaded on the server. However, the mod doesn’t do anything serverside.
– Tweaked explosive effects on mobs who are killed by explosions. Increased gib toss distance.

Thanks to the folks who saw the three very amusing bugs during my livestream when I rewrote the two mods.

(In case you’re curious, they’re: 1. (MA) Gibs kept spitting blood out and rocketed to the sky. 2. (MD) Gibs got stuck in midair and spun around “along with the music”. 3. (MD) Explosions caused gibs to fly to space.)

Heh, well that’s that. Cheers.

– iChun

iChunUtil updated:

– Added new in-game options menu, will only likely be used by mods updated after this update. This includes (at this time of post) Attachable Grinders, Mob Amputation, Mob Dismemberement, Torched. There is no need to update to this version unless a mod requests it.

If your issue on Github was closed with this page being the reason for closure, it’s probably already listed here and fixed/has a workaround, or your issue was invalid/duplicate

Make sure you’re on the latest Morph version. Check this category to make sure you’re updated.

 

The mod is crashing, but I neglected including a crash report.

– Invalid issue. Will be closed immediately.

The mod crashes when I kill something. I have the Damage Indicators Mod.

– Already fixed in 0.0.7. Go grab that version or later.

The mod crashes when I kill something, but when I reload the world I am in the morph I killed.

– Already fixed in 0.0.7. If you’re still crashing on that version, post the crash report and I’ll see to it.

How do I install this mod??

– You need MinecraftForge installed first, and you just put this in the mods folder in minecraft. Easy. If you’re using an installer and are incapable of installing mods yourself, I suggest you go bug the maker of the installer of your inapt abilities rather than me.

The keys to open the GUI don’t seem to work/I can’t find the keys to open the GUI!

– In 0.0.7, the default keys to open the GUI were changed to [ and ]. HOME and END will no longer work unless you have the old config from 0.0.5. If you don’t have said keys/they are in bad places, you can open the config file and change it.

Where is the config file?

– It’s in /config/ of the minecraft folder. Look for Morph.cfg.

How do I open the config file?

– Try Wordpad on Windows, TextEdit on Mac. Linux? Pssh if you’re on Linux you wouldn’t be asking this question.

I can’t morph into a child mob/boss mob/player!

– These are config options. Consult the config or your server host. Child/boss mobs are disabled by default, Players are enabled. Boss mobs include the EnderDragon.

I can’t go through 1 block high tunnels/holes when I’m smaller than 1 block! I also suffocate when I try to enter it.

– This is a vanilla issue which hardcodes pushing players out of blocks. Updating to the latest Morph version should fix it.

The Enderdragon is backwards/No end portal spawns after killing the dragon/The dragon has a weird death animation!

– I have no idea why you’d think you’d be the first person to report this. Backwards enderdragon was fixed ages ago in 0.0.7. The rest most likely will not be fixed (that’s why there’s a boss mob config which is disabled by default)

Mobs look in the wrong spot when trying to look at you when you’re morphed as something that’s differently sized/Arrows and buckets don’t work right from different heights.

– Use the latest forge version and Morph 0.2.0 or later.

Morphs should be able to fly as a bat/breathe underwater as a squid/float slowly as a chicken/etc etc etc oh so many bloody damn times I have gotten this suggestion that I’m so damn sick of hearing it blah blah blah etc etc etc etc blah.

– Update to 0.3.0. It’s in there now.

 

This list will be continually updated until the release of the mod.

Mod information can be found here.

Final commit for this build.

Changes:

  • Changed default selector keys to [ and ]

  • Added Squid, Spider, Ocelot and Wolf “arms”.
  • Added more configurable keys for the selector.
  • Added config for Boss Morphs, disabled by default (due to bugginess with the EnderDragon, as well as Hydra and Naga from Twilight Forest)
  • Fix broken legs of ModelQuad.
  • Fix issue with morphing due to time locking via game rules.
  • Fix loss of morph state on a quick reconnect to servers
  • Fix mod models with flat boxes crashing the game.
  • Fix crash with accessing null fields during reflection.
  • Fix desync of setSize on the client/server.
  • Fix payload too large (>32k) crash.
  • Fix crash with DamageIndicatorsMod
  • Fix always in a morph when reloading a server.
  • Fix player being rendered whilst sleeping.
  • Fix certain child models not appearing while morphing.
  • Fix Enderdragon flying backwards, by hardcoding a special exception.

If you have an issue, check here. If it’s not on the list, report it here or contact me on IRC!

Download:
Again, a reminder that the mod isn’t finished yet, but it is fairly stable, so feel free to try it out.
>>Dropbox (Outdated, get 0.1.0 instead, here)

Due to popular demand, I’ve decided to release Morph (which is my entry for ModJam) in it’s unfinished form, thus called “BETA”.

This build is not identical to the build submitted for ModJam (scroll down to “Final Commit for ModJam”). It has several stability and feature improvements. This was the last commit before this build.

 


 

Morph

Features:

  • For Minecraft 1.6.2. Will not be downported for 1.5.2. Requires Minecraft Forge. Mod is also unfinished and in beta! 😀
  • “Acquire” most living mobs by killing them (a morph). This includes other players, silverfish, turrets (from PortalGun) and even descriptive books (from Mystcraft). You cannot reacquire an identical morph.
  • Browse previously stored morphs with the (defaults) [/] keys (These are normally next to the enter/return key). Rebindable in the config. Once the selector is open you can use the mouse to browse.
  • Select a morph with the ENTER/RETURN/LMB. It takes 4 seconds to transition between morphs, and you cannot acquire morphs while morphing.
  • Remove a morph with the DELETE/BACKSPACE (rebindable). You cannot remove your original state/the morph you are currently using.
  • Close the morph selector with the ESCAPE/RMB. It will auto close if there is another GUI open.

Planned Features:

  • Proper way to acquire the morph skill, involves meteors and destruction.
  • A “morph” mob. Behind the scenes name is “The Thing”.
  • A clear separation between the basic and advanced morphs. Currently it is a mashup of the two.
  • Morph Abilities. EG: Spiders climbing walls, creepers exploding.
  • “Self learning” mob abilities, to allow limited generic mod mob support.

Known Issues (and status):

  • (BUG) Morphs with tiny hitboxes cannot swim up pools deeper than 1 block.
  • (BUG) Horse morphs in grazing mode infinitely graze.
  • (BUG) Occasionally morphs can duplicate. This is entirely due to the entity NBT data being slightly different, causing the mod to think the morph as a new morph. If you are being overrun with morphs, delete some.
  • (BUG) Slimes don’t bounce when you jump.
  • (WONTFIX) Morphing into child morphs will show the morph transition into an adult morph. Child models are changed directly in the model class, so I’d rather not go to hassle of handling each individual case to correctly show the transition, especially since there are no hooks by MCForge in that category.
  • (WONTFIX) Very large morphs have difficulty breaking blocks, especially those with a very different eye height from the player. The server classes these seperately and might reject the block breaking. Won’t fix, not a big issue.
  • (WONTFIX) Morphs with short “arms” float in first person. Won’t fix because the mod is using a generic way to get “arms” of mobs, and attempting to render them in the same viewpoint/position first person as normal player arms.
  • (WONTFIX) Large morphs (such as the ghast or giant zombie) overlay the GUI in the selector/inventory. Won’t fix because this is an intentional representation of the Morph’s size, and will not be changed.
  • (WONTFIX) “Incorrect” eye height. The eye height that the mod uses is what Minecraft defines the eye height for the mob is. Not the issue of the mod.
  • (UNDECIDED) Holding items as morphs which cannot hold items, will not show the item.
  • (UNDECIDED) Killing the Ender Dragon doesn’t spawn an End Portal. This is because the Ender Dragon doesn’t die. It becomes a part of you, and you become the ender dragon. (jk)

If you have an issue, check here. If it’s not in the list, report it here or contact me on IRC! The list above isn’t exhaustive, check the github’s open and closed issues for more.

Download:
Again, a reminder that the mod isn’t finished yet, but it is fairly stable, so feel free to try it out.
Vote for Morph and other ModJam mods Here!
>>Dropbox (This version is outdated. Get 0.3.0 here instead.)

 


 

 

Cheers
– iChun