Mods / Simple Footsteps Redux
Author: WickedSchnitzel
Side: Both
Created: Jun 14th 2024 at 8:24 PM
Last modified: Oct 1st 2024 at 11:39 AM
Downloads: 8159
Follow Unfollow 170
Latest file for v1.20.0-pre:
simplefootstepsredux.zip
1-click install
This is a re-written version of "Simple Footsteps", which uses a "whitelist" type of code, meaning that the sound fx won't apply to all entities anymore, instead we have to specify which creatures will play these.
Furthermore, the mod now includes options to lower/raise the sfx volume for each entity, as well as to change the speed of the footsteps, depending on animation code.
This version has been coded by Quentin/ QPTech. It was designed for the "Conquest of Blocks" multiplayer community and by default supports all mods that we are using on our server.
We will not take requests to add support for specific mods, but you can easily add support yourself. Read the included Readme file for further information on how to do that.
You can also use the included "config/soundconfig.json" as reference. If you still need help, you are welcome to join our Discord.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.1 | 3752 | Oct 1st 2024 at 11:39 AM | Show | simplefootstepsredux.zip | Install now | |
v1.0.0 | 4407 | Jun 15th 2024 at 9:03 AM | Show | simplefootstepsredux.zip | Install now |
Works for me on 1.20 RC8. I love how heavy the bears and drifters sound. It's actually spookier to hear the thudding of their approaching steps! I also like how little creatures like chickens and rabbits are too light to have footsteps. Thanks!
Just a heads up. 1.20 RC7 broke this mod
What does this mod do? The description only says that it's a rewrite of "Simple Footsteps" but the original mod page description has been edited to remove what it did. So now, neither this mod page nor the original mod page describes what this mod actually does.
Hey, this might be quite the request, but is it possible for this mod to generate template of entities to modconfig? I'm using the fotsa mods, and at a loose guess, there's like 50+ entries I'd need to make for this mod. If the template config had all non-vanilla entities commented out, I could selectively uncomment and customise each, but the current alternative is very labour intensive and I'm not savy enough to automate it, or willing to dedicate the time for such a specific case as animal footsteps. Also, is there a way to add a negative/inverse version of the name, or will specifics overwrite broad? I.e. a "cervidae" broad label for deer, and then a "cervidae_baby" label would overwrite with different values for the smaller, quieter fauns?
For anyone wondering FYI, the sample config is inside the mod zip. I started adding a few creatures by just copying similar creature entries and replacing the names with the new entity 'game codes'. Just make sure you follow the json format with commas, don't leave a trailing comma, ect.
Hey a few questions.
First one is, if there is no footstep sound for any mob if I do not have the json config? I am asking because I hear footstep sounds and do not know if it is from this mod or not.
Second, should there be a default config file in the ModConfig folder? If not is there any such file that could be included?
Third, could you add support with config lib so that one could change values in game?