Category: Morph

Final commit for this build.

- Updated localization and mod mob support files.
- Fixed crashing due to invalid formatting of JSON files retrieved from Github. Console should spit an error now instead of crashing.
- Fixed inability to morph/delete morphs due to improper removal of a check when updating from 0.5.0 to 0.6.0 when playing on servers. Unfortunately this may render some old morphs unusable still (thus the 0.6.0 -> 0.7.0 update rather than a 0.6.1 patch)
- Fixed crashing when sleeping while morphed.
- Added config to remove current morph on death.

Get the mod at the usual places.

Hats 2.1.0

Final commit for this build.

- Rewrote most of the hat rendering code. Now a lot less broken and easier to manipulate. Should remove all cases of crotch hats!
- Rewrote most of the mob hat handling code. It’s now a lot easier to add mob-hats!
- Added an API for mods to add their own mob-hat handlers or to render hats where they’d like (I’m looking at you, ComputerCraft)
- Added several new Hat Modes, Locked Hat mode, King of the Hat mode, and Time Active mode.
- Added Hat Trading! Allows trading of Hats and Items between players. Check out the bottom left of the Hats Gui.
- Added config option to remove player first join messages.
- Added over 40 new hats! With special categories for Hats by Mooshroom and Mr_Hazard!
- Slimes, Wolves, Ocelots, Horses and Withers now can wear hats.
- Hats GUI now attempts to rescale the player if the player size is larger than normal (Eg: Morph)
- Full Morph rendering compatibility (Requires Morph 0.6.0 and later. This version of Hats will not work with Morph 0.5.0 and older.)
- Fixed being unable to remove a hat in Hat Hunting mode.
- Fixed dead Hat Contributors link in previous versions of Hats.
- Full localization support, with many translations already included in the mod.
- Decreased server-tick time by removing getHealth checks
- Hat Stands updated to 2.1.0 to match Hats.

 

Morph 0.6.0

Final commit for his build.

- Updated with latest ModMobSupport.json for Local Mod Mob Ability Mappings.
- Fixed sunburn ability not shown on mobs that do take damage from it.
- Fixed disabling early game flight config not actually working.
- Fixed rendering of player morphs being see-through sometimes.
- Fixed typo causing the fallNegate ability icon to render incorrectly.
- Fixed swim speed amplifier causing uncontrollable speed by capping a max.
- Fixed climb ability not reseting fall distance while climbing.
- Fixed falling to your doom if you logged out mid-flight in survival.
- Fixed favourite morphs not saving.
- Fixed player’s size resetting after sleeping while morphed.
- Fixed improper scaling of model, thanks Hats mod.
- Fixed rendering issues with abilities if Mob has more than 3 abilities registered but only 3 active.
- Fixed improper bounding box locations in the clientside onUpdate causing infinite flying animation.
- Full localization support, with many translations already included in the mod.
- Hiding of the crosshair is now event driven. Should prevent issues with the crosshair staying permanently hidden.
- Fixed rendering of mobs in the Morph Gui still showing up in the world if the player is hiding the Minecraft Gui.
- Save all player info when you log out. Should fix desync issues due to a quick relog.
- Added config to reorder Morphs based off last used since connecting to the server,
- Added new API functions which are used in the new Hats and Sync mods.
- Added config to disable early game flight until a Wither is killed.
- Added crosshair render as a config to indicate which mob is selected in the Morph radial menu.
- Added stencil bit reservation when rendering to be more friendly to other mods which use stencils.

 

Sync 2.1.0

Final commit for his build.

- Full localization support, with many translations already included in the mod.
- Hiding of the crosshair is now event driven. Should prevent issues with the crosshair staying permanently hidden.
- Fixed issues with Shells in Storage rendering invisible if Morph is installed and the player is Morphed. This requires Morph 0.6.0 and later.
- Fixed using up the name tag if you’re naming a shell storage the exact same thing.
- Fixed issues with resynching into a broken shell storage if you died from it breaking in the first place.
- Fixed desynching of mobs running on treadmills causing some mobs to just seemingly stand on the treadmill instead of running.
- Attempted fix at unsynched Thaumcraft research, Ars Magica states and ender chest states when the player dies due to outdated shells.
- Added stencil bit reservation when rendering to be more friendly to other mods which use stencils.
- Added a Forge dependency so people would stop crashing from old versions of Forge.
- Render Shell Storage name on the block above the entrance.
- Allow free-floating treadmills now so redstone conduits can be placed benearth them.
- Treadmills now generate Redstone Flux. Constructors also accept Redstone Flux as power. Default ratio is 2 PW : 1 RF.
- Entities on the treadmill that suddenly stop running or interrupt a mob on it will be launched backwards (like real treadmills!)
- Interacting with a mob on a treadmill will knock it off.
- You can no longer use a shell unit if you are in a morph.
- Right clicking a shell constructor again whilst in creative will instantly create the shell.
- Increase block hardness. You shouldn’t be able to break stuff that has obsidian with a fist so easily.
- Allow AE Spatial Storage support as per request from DarkTetsuo. I won’t be supporting this much at all, so if something breaks don’t bother me about it.

Get them at the usual spots.

ModJam 3 voting is also now open, feel free to vote your favourite mods! If you are unaware, all these mods above were ModJam mods, basically they started off from a 96 hour mod making competition. Look how far they’ve gone!

Official statement about updating my mods to 1.7, expect nothing before February.

Oh yeah, Happy New Year.

 

Cheers,
iChun

Hey guys,

Wanna let you know that Hats, Morph and Sync recently got changes to support localization, and now they need translations! Feel free to submit a translation file (as a pull request on the Github repository) of your own language, or update/fix the translation files already provided, based off the English versions! The following links are the en_US versions of each mod.

Hats: Click here.
Morph: Click here.
Sync (postmodjam branch): Click here.

Cheers,
iChun

Final commit for this build.

Bold for changes you’d probably be more interested to know.

Changes:

  • Fixed crashes with sending packets to FakePlayers. 
  • Fixed invalid onGround states with other players. Fixes issue with chicken wings (on other players) and slimes.
  • Added more duct tape to player morphs in case something breaks it.
  • Arrange NBT tags in alphabetical order when creating identifier. Prevents some duplicate morphs, but may also break old Morph saves.
  • Added config option to use local mappings for mod mob ability support.
  • Added community supported NBT Stripper formatting to aid removal of duplicate mod mob morphs.
  • Fixed errornous clientside eye heights for player morphs.
  • Added config option to list Morphs alphabetically instead of by most recently acquired.
  • Tweak keybind gui to use proper mouse button names.

You can get it here.

Final commit for this build.

Bold for changes you’d probably be more interested to know.

Changes:

  • Added Poison Resistance, Wither Resistance, Step Abilities.
  • Added a new radial menu, which shows the default player and the player’s favourite morphs, opened with the ~ key by default.
  • Added a favourites system. Use ~ on a morph in the Morph selection gui to favourite/unfavourite it.
  • Ability icons have been moved to beside the mob rather than under the group name.
  • Largely sized mob morphs are now resized slightly in the Gui. The original size is shown when the morph is selected. The EnderDragon actually fits in the survival inventory now!
  • Added a Mod Mob Support mappings system. Certain mod mobs now have abilities mapped to them! Contribute to them here.
  • Added a new Keybind menu. Open it by clicking on the keybind setting for Morph in Controls.
  • Added horse legs.
  • Added blacklist mob class config option.
  • Added whitelist player for Morph skill option.
  • Added config to prevent the Fly ability until a player has reached the nether.
  • Fixed mobs rendering block when under some blocks, for only non-humanoid mobs.
  • Fixed recolour issue with morph arm in first person.
  • Fixed issues with Morphing into the player on MCPC+.
  • Fixed player bounding boxes resetting when players wake up.
  • Fixed touching water making the game think you’re in water after demorphing from a small mob.
  • Fixed morphTarget not working when instaMorph = 0
  • Fixed issues with morphs due to bukkit appending a tag to NBT.
  • Fixed morphing/acquisition of morph rendering many extra unrendered parts of the mob. (Eg Donkey parts when acquiring a morph, etc)
  • Fixed issues with mods that use RenderWorldLastEvent. Most notably NEI’s Chunk Borders and Mob Spawn Overlay, Project Red’s lamps, tukMC’s health bars.
  • Fixed small mobs getting “head in opaque block” rendering when pressing against a solid ceiling.
  • Fixed NEI’s block/entity highlight feature looking from the wrong position.
  • Fixed issue with interacting with ChickenBone’s mods, notably EnderTanks/Chests and ForgeMultiPart
  • Fixed issues with other mods that replace the EntityRenderer. However, this requires an update to MCForge which will remove ModLoader compatibility.
  • Tweaked the Fly ability. Now uses up hunger and slowed in-water flight.
  • Tweaked the Swim ability. Some “Swim” mobs can now maintain their depth in water as well as move faster in water. Some mobs that cannot survive out of water have an impact to their land movement speed.
  • Some config settings now have a better description!
  • Attempted fix on player morphs locked in the “dead” position.
  • Use Forge’s FakePlayer to prevent potential issues.
  • Various tweaks and fixes.

You can get it here.

Heya guys,

As a heads up Morph is gonna be adding a community-driven mod mob ability support (contributed by Mr_okushama!).

What does this mean? Morph is gonna needs your help in mapping abilities to mod mobs.

The mappings are found HERE
You can find the basic abilities HERE

The formatting is pretty obvious here, basic JSON. However, some abilities (at this moment, “float” and “swim”) require arguments, and that’s separated from the ability name with a pipe symbol (This symbol –> |), and from each other with a comma (,) . So, for example, you want to map a float ability to say… a BattleChicken. You therefore pass in ”float|-0.114,true” instead of just “float” (which won’t work).

So, that’s about it. If you feel like helping out, go ahead and dive in and submit a pull request to the repository and I’ll pull it in if I see it fit!

Also, if it hasn’t dawned to you yet, Morph will be getting an update (final update for 1.6.X) soon. Stay tuned.

 

Cheers,
iChun

So, previously I was unhappy with Morph and didn’t give it a mod page here/on MCF/on PMC due to it being an unfinished mod.

However, with the recent Abilities update (version 0.3.0), I’m happy/proud enough to finally give Morph a proper home here. #OhGodIFeelLikeAnAsianFather

Information on Morph can now be found here.

 

Cheers!
iChun

Tiny changelog, big in changes.

Mod information can be found here.

Final commit for this build.

Changes:

  • Added “Abilities” and an “Ability Tracker”. Find info on it here.

  • Shadow size of morphs are now adjusted. No longer will you be a chicken with a huge shadow, or a spider with a tiny shadow!
  • Fix bossMorphs config being broken.
  • “Fix” EnderDragon’s death animation being locked post-respawn as a dragon.
  • Fix Boss healthbar appearing at the top of the screen when a boss morph is shown in the gui or as a player.
  • Fix forceMorph function in the API.
  • Fix particle spawn height on Entity onUpdate(). Blaze and Endermen spawn particles at the right height now, as well as Ars Magica mobs!
  • Added config to allow sleeping while morphed.
  • Added config to disable the selection GUI.

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.
>> Creeperhost

Hey there, this post is here to explain Abilities in Morph to you because it’s too long to explain in the changelog!

Abilities…. Where do I start.. Well, first off right now they’re actually more of “traits” rather than “abilities”. However, for simplicity’s sake, we’ll call them abilities.

Packaged with the mod right now there are 8 abilities, some good, some bad. They are as follows:

  • Climb
  • Fly
  • Float
  • Fire Immunity
  • Hostile
  • Swim
  • Sunburn
  • Water Allergy

 

Explanation:

Climb: Mimics spider climbing up walls etc, you have to push yourself against a wall and you’ll climb up it. You need to remain pushed against the wall to climb up it, of course, and you fall if you let go.

Fly: Mimics creative flying, available for vanilla mobs that fly.

Float: Only one mob in vanilla supports this, and that’s the chicken. Instead of falling to your doom, you slowly float downwards like chickens do.

Fire Immunity: A variety of mobs have this, especially all the nether mobs. This will make you fire resistant and let you swim around in lava if you want to.

Hostile: Certain mobs are labelled hostile specifically because they try to target players. There is no use of this ability unless you enable Hostile Mode in the config (explained later).

Swim: This ability allows mobs to breathe underwater, and optionally, make them drown when out of water.

Sunburn: Think Zombies and Skeletons burning in sunlight. Yeah.

Water allergy: You take damage when wet. Like endermen and blazes.

 

To identify abilities, look in the Morph gui under the name of the morph, listed there are abilities that may be available to the mob. (For example, the skeleton has an additional fire immunity which affects wither skeletons and sunburn which affects normal skeletons instead).

 

Hostile Mode

This is a config option that affects the “Hostile” Ability. By default it is turned off. This modes allow you to walk amongst (some, not all) the hostile mobs in the game, if you are morphed as a hostile mob.

EG: You’re a skeleton and you walk up to a zombie, which completely ignores you unless attacked.

Mod support

Alright… Here’s the interesting bit. In terms of mod support, there’s two ways you can go.

1. Bug the Mod author to support the mod by using the API found here.
2. Allow the mod to try and figure out mod mob behaviour (Ability Tracking)

 

Ability Tracking

Also bundled with the Morph, is the ability of the mod for it to try and figure out what mod mobs have what abilities.

WARNING

This is a very slow and time consuming process. It is not *instant* and may never succeed in realising stuff like “the firebat should be able to fly”, or may give mobs the wrong ability. This is provided as a workaround solution to mod support without the API. Once the mod learns a mod mob ability it will save it to the config folder and will be loaded along with the mod.

This also uses the space around y-level 240 of the spawn point to do testing with mobs. I would recommend staying clear of this area if you want to leave the ability tracker enabled.

Once an ability is learnt it will be sent to all the clients currently connected to the server as to sync abilities client-server. That way, clients will be able to fly as well using a mod mob once the server has learnt that said mob can fly.

 

Simple enough, but this took days to work on, and might be buggy. Forgecraft did me a very good favour of not having to release a fix/update every half an hour for this. However, I find it “satisfactory enough” to be included in the release.

 

Usable abilities

Right now, usable abilities are planned. What are usable abilities? Stuff you can trigger on command, like teleportation, exploding, shooting projectiles, etc. HOWEVER, these are not included in Morph just yet, and will most likely come in the later update.

 

That’s about it I guess.

Cheers,
iChun