The Triumphant return of STORM024's Mods (episode 2: the ender of men)
Welcome back to the second week of storm024's 1.3.2 mods. This week the endermen have changed their stratagies. Can you defeat them?
Better Collisions (episode 1: rider of creatures): this mod makes player/mob, player/player and mob/mob collisions much better, it even lets you jump onto their heads!
This mod edits ee.class which is the primary Item class for minecraft. This is edited by modloader thus this mod WILL CONFLICT WITH EVERY SINGLE MODLOADER ENABLED MOD.
This mod edits ee.class which is the primary Item class for minecraft. This is edited by modloader thus this mod WILL CONFLICT WITH EVERY SINGLE MODLOADER ENABLED MOD.
To the OP, fix your mod.
i will make it 'modloader compatible'. In fact i have to if i want to use it in sweet moonlight, but i am only new to modding ok? So don't expect to much from me, all i know is that the records work, creepers can drop the records and it is bad to modloader.
public static ee recordred = new nm(2002, "ward").a(2, 15).a("record");
public static ee recordblue = new nm(2003, "stal").a(3, 15).a("record");
public static ee recordpurple = new nm(2004, "mall").a(4, 15).a("record");
public static ee recordorange = new nm(2005, "far").a(5, 15).a("record");
Quick glance these are the only 4 lines you changed in ee.class. For the record you do not need new items to be declared in the item class, just declared as the appropriate TYPES which you did correctly. you already edited the creeper class to drop the new items randomly, why not just add those lines to the creeper class since for some reason you dont want to use modloader.
-edit-
Dont add them to the creeper class if you update it to work with modloader, just add them to your mod_StormRecords.class file (guessing name).
public static ee recordred = new nm(2002, "ward").a(2, 15).a("record");
public static ee recordblue = new nm(2003, "stal").a(3, 15).a("record");
public static ee recordpurple = new nm(2004, "mall").a(4, 15).a("record");
public static ee recordorange = new nm(2005, "far").a(5, 15).a("record");
time to update this thing
i see that you like to decompile my code. thats nice
so ill declare them in my mod class.
public static ee recordred = new nm(2002, "ward").a(2, 15).a("record");
public static ee recordblue = new nm(2003, "stal").a(3, 15).a("record");
public static ee recordpurple = new nm(2004, "mall").a(4, 15).a("record");
public static ee recordorange = new nm(2005, "far").a(5, 15).a("record");
time to update this thing
i see that you like to decompile my code. thats nice
so ill declare them in my mod class.
How else do you check for compatibility? I look at all ID numbers when i install mods to make sure im not gonna blackscreen.
i want to hear some oblivion music, could u add harvest down, watchman ease, auriel's ascension and some other ones please
1.find some music you would like it to play
2.get a program that will allow you to convert its filetype (eg. mp3) to a .mus file
3.rename the files you have converted to the disc you would like to replace the music of (eg. ward)
4.copy the file into: %appdata%\.minecraft\resources\streaming if it askes to 'copy and replace?' click yes
5.enjoy playing with your new oblivian soundtrack
public static ee recordred = new nm(2002, "ward").a(2, 15).a("record");
public static ee recordblue = new nm(2003, "stal").a(3, 15).a("record");
public static ee recordpurple = new nm(2004, "mall").a(4, 15).a("record");
public static ee recordorange = new nm(2005, "far").a(5, 15).a("record");
time to update this thing
i see that you like to decompile my code. thats nice
so ill declare them in my mod class.
How else do you check for compatibility? I look at all ID numbers when i install mods to make sure im not gonna blackscreen.
oh ok.... its just i already posted the ids, they are 2258, 2259, 2260 and 2261
i want to hear some oblivion music, could u add harvest down, watchman ease, auriel's ascension and some other ones please
1.find some music you would like it to play 2.get a program that will allow you to convert its filetype (eg. mp3) to a .mus file
3.rename the files you have converted to the disc you would like to replace the music of (eg. ward)
4.copy the file into: %appdata%\.minecraft\resources\streaming if it askes to 'copy and replace?' click yes
5.enjoy playing with your new oblivian soundtrack
By the way, if you use Risu's AudioMod, you aren't restricted by the file type. You can use mp3, wav, ogg, mus, mod, and something else all the same. :smile.gif:
Really though, utilities/libraries/etc were created with the purpose of compatibility, simplicity, and versatility. You really should learn to use them before modding at all, because they make all the difference. You're going to find yourself having to redo pretty much the whole mod now anyway.
Don't mean to be critical, just trying to point you in the right direction. :wink.gif:
Welcome back to the second week of storm024's 1.3.2 mods. This week the endermen have changed their stratagies. Can you defeat them?
Ender tweeks (episode 2: the ender of men):
Endermen. We all know them, love them, hate them or don't even see them much we all know what they are and what they do. Well the endermen have decided to become a little bit more... creepy. Now staring at them consumes health and when you're not staring at them they teleport, also they have decided that walking is for pussies, however they can't help a few little steps...
Download here: this mod modifies the Enderman or nr class and thus must be copied directly into the main minecraft.jar, it may also be incompatible with other enderman based mods.
Better Collisions (episode 1: rider of creatures):
this mod makes player/mob, player/player and mob/mob collisions much better, it even lets you jump onto their heads!
Download here (note, copy the contained class into your minecraft.jar, it is compatible with forge and modloader as well as player and render player api.)
Video of the mod in action:
you do now
yes... (but its easier to use ssp commands the item ids are 2258-2261)
Member of the official ctm pillar club
To the OP, fix your mod.
not really... unless you can convert music files to .mus files and have audiomod, otherwise its just a mod that gives you some extra discs
i will make it 'modloader compatible'. In fact i have to if i want to use it in sweet moonlight, but i am only new to modding ok? So don't expect to much from me, all i know is that the records work, creepers can drop the records and it is bad to modloader.
in v2 ill make the red record play super meatboy music.
public static ee recordblue = new nm(2003, "stal").a(3, 15).a("record");
public static ee recordpurple = new nm(2004, "mall").a(4, 15).a("record");
public static ee recordorange = new nm(2005, "far").a(5, 15).a("record");
Quick glance these are the only 4 lines you changed in ee.class. For the record you do not need new items to be declared in the item class, just declared as the appropriate TYPES which you did correctly. you already edited the creeper class to drop the new items randomly, why not just add those lines to the creeper class since for some reason you dont want to use modloader.
-edit-
Dont add them to the creeper class if you update it to work with modloader, just add them to your mod_StormRecords.class file (guessing name).
i want to hear some oblivion music, could u add harvest down, watchman ease, auriel's ascension and some other ones please
time to update this thing
i see that you like to decompile my code. thats nice
so ill declare them in my mod class.
How else do you check for compatibility? I look at all ID numbers when i install mods to make sure im not gonna blackscreen.
1.find some music you would like it to play
2.get a program that will allow you to convert its filetype (eg. mp3) to a .mus file
3.rename the files you have converted to the disc you would like to replace the music of (eg. ward)
4.copy the file into: %appdata%\.minecraft\resources\streaming if it askes to 'copy and replace?' click yes
5.enjoy playing with your new oblivian soundtrack
oh ok.... its just i already posted the ids, they are 2258, 2259, 2260 and 2261
EDIT: i do want it to work with mod loader... but i am using mcp
By the way, if you use Risu's AudioMod, you aren't restricted by the file type. You can use mp3, wav, ogg, mus, mod, and something else all the same. :smile.gif:
Really though, utilities/libraries/etc were created with the purpose of compatibility, simplicity, and versatility. You really should learn to use them before modding at all, because they make all the difference. You're going to find yourself having to redo pretty much the whole mod now anyway.
Don't mean to be critical, just trying to point you in the right direction. :wink.gif:
Oh, and I made a fix so that you can mod with ModLoader and AudioMod with MCP.
viewtopic.php?f=25&t=58464&start=840#p1856049
https://modrinth.com/user/Roundaround