Cecil McIntosh
- Ezra101
- ezra101
- Europe/Stockholm
- Yes
- No
I modded an ocelot to be rideable by the player, much the way a pig is rideable. There is a Speed boost attribute to this riding feature. For other animals i can modify how fast the animal moves, however no matter what i enter for the ocelot, it does not change the speed. So, the result is a very slow moving ocelot while you ride it.....which is not exactly why you would want to ride an ocelot.
Below is the code i am using within the Ocelot JSON
"minecraft:rideable":{
{ "position": [0.0,
"seat_count": 1,
"interact_text": "action.interact.ride.horse",
"seats":1.2,0.0] }},
"minecraft:boost
{ "item": "wooden_hoe", "item_damage": 5 }gable":{
"speed_multiplier":1.3,
"duration":5.0,
"boost_items": []
},the speed_multiplier appears to have no affect on the ocelot speed when i ride it though.
I modded an ocelot to be rideable by the player, much the way a pig is rideable. There is a Speed boost attribute to this riding feature. For other animals i can modify how fast the animal moves, however no matter what i enter for the ocelot, it does not change the speed. So, the result is a very slow moving ocelot while you ride it.....which is not exactly why you would want to ride an ocelot.
Below is the code i am using within the Ocelot JSON
"minecraft:rideable":{
{ "position": [0.0,0.35,0.0] }
"seat_count": 1,
"interact_text": "action.interact.ride.horse",
"seats":},
"minecraft:boostable":{
{ "item": "wooden_hoe", "item_damage": 5 }
"speed_multiplier":1.3,
"duration":5.0,
"boost_items": []
},the speed_multiplier appears to have no affect on the ocelot speed when i ride it though.
Cecil McIntosh, this is the closest thing to an official, comprehensive list of add-on entity components. The page was originally created by someone from the Microsoft half of the MCPE team, so it is sort-of official. Unfortunately it hasn't been updated much since 0.16, is missing some of the newer components, and contains a few minor errors, but for the most part, it is a very useful resource:
http://minecraft.gamepedia.com/Pocket_Edition_entity_components
Cecil McIntosh, just letting you know that I tried making ocelots be rideable and boostable myself and I can confirm that everything is working as it should, so there was definitely never a bug.
This issue is not resovled. I am still having my realm crash while traveling with a map.
Yup this thing is real. My realm totally depends on being able to map the know World people!!! The game is unplayable like this! Please prioritize
Hey Joseph,
My issue is a duplicate of another one. If you look under issue links, you can go see what is going on with the actual opened issue. Don't bother watching mine because they closed mine since it is an issue.
By the way remember to vote for that issue. A lot of people get on and comment, but if we don't vote, the team might not become aware of how serious this is. Vote for the open issue, and not mine.
Hope this gets fixed soon
Yup sorry for the false info on health. The health does work, it is just the attack damage.
Ha! Thank you for solving that enormous problem
. You know it would be much easier for people as silly as me, if you guys would just publish the JSON library for all modable attributes and how they actually work. I mean maybe this has been done already, but could you let me know if this has been done and where I can find it. Believe me spelling errors are the least of my issues when it comes to Addons right now. I probably overlooked this one simply because I'm inundated with other real confusing issues.
Oh thanks. By the way this issue should be reopened. It turned out that I didn't exactly copy and paste my code in here. I had to type it for some reason, which is why the spelling error was present. Could you try the code yourself and see if you get the desired results?
In order to not be riding in the sky, you'll need to make the position :[ 0.0, 0.35, 0.0]
Paradiscal,
I have made a lot of changes to the original addon, so it is pretty much my addon at this point. The village gaurds never used to attack one another or be tamed at all, but with these changes a bug has been exposed.
The issue I need the team to look into is why this crashes on my Realm, and it does not crash on my local games.
Well, you also should leave it up to mojang employees to decide what needs to be in here.
This is not a pluggin issue, if you would read my description, but a realms issue. They built the game to support pluggins, and my pluggin only doesn't work when it is used in a realm. I paid for the realm and they never said that pluggins that can work on you local multiplayer will not work in realms. For that reason they owe it to me and other users to correct the issue that is causing the game not to work as advertised.
When you boosted the ocelot was the speed variable. My issue is not that the ocelot will not boost, necessarily, but that when I try to make the boost faster or slower it has no affect. When I use this same method on a polar bear I can make the boost nearly as fast as a horse if I want, but with ocelot it is always the same speed, roughly the speed of a pig.
Just to be more specific. I created Strays that behave like tamed body gaurds. On my pc they behave perfectly. I can tame them with a golden chestplate, and they follow me and use melee, instead of arrows. When I load the same exact world to my realm, the strays revert back to behaving just like strays. They shoot arrows, and are no longer tameable.
Please look into this, I have reported this type of issue multiple times, and no one is picking up this ticket or getting back to me.
I figured out that loading worlds with Addons to a Realm need to have an updated manifest file. If you try to add a world that has and addon with a matching manifest to a REalm that previously had it, the Realm will not overwrite the old one. You have to change either the uuid of the manifest for that addon, or you can more easily change the version of the protocols in the manifest.
Personally, I think this should be clearly explained somewhere in the future. I naturally assumed that the Realm would erase all previous data when the world is replaced. Like I said, this behavior is different from doing the same thing on your pc. I don't have to change the uuid or the version to reapply an updated version of the addon in my local games. The inconsistency is very confusing without Mojang releasing these requirements to the public.
I found the source of the issue. You cannot have this code in the json of a mob or when they die the realm will crash:
"minecraft:loot": { }
for some reason if you leave an empty element for loot in the mobs json it will confuse the Realm server upon the death of that mob. The threshold for combat is death, after that the crash will occur before you can see the mob actually die.
I think this should be added as a requirement in the documentation for the loot component. users should be warned that they cannot leave this element empty. This was a very difficult bug to catch in my code because it doesn't make any sense why it will cause the Realm to crash and not my local games. since we cannot see the back end it causes a ton of trial and error to catch things like this.