Warning, still new to modding here. Unofficial terms will be used.
So, I was following a 1.9/1.10 tutorial to create a custom mob on forge, and everything was going well until I ran into a new format (I think) for 1.11 when you register a mob.
In the tutorial, the parameters were something like "EntityRegistry.registerModEntity(entityClass, entityName, id, mod, trackingRange, updateFrequency, sendsVelocityUpdates, eggPrimary, eggSecondary);" (don't know how to insert code properly)
But in 1.11 forge, there's a thing called "ResourceLocation registryName" in it: "EntityRegistry.registerModEntity(registryName, entityClass, entityName, id, mod, trackingRange, updateFrequency, sendsVelocityUpdates, eggPrimary, eggSecondary);"
Does anyone know what to put in for "registryName?" I'm curious if it's what has been stopping my mob from spawning. I have it set to null for now because I couldn't figure it out. Thanks.
Happy birthday, sp614x!!! Thanks to your mod, I can run HD texturepacks AND tons of mods at the same time! (I still get like 30fps! :D) I LOVE this mod!!!!! :3
Hey Noppes! If you ever need anymore skins, I am on to it. Sorry about those other skins, I don't know what the heck I was thinking. xD But anyways, I looked at the female dwarf selections, and saw there were only 4, while the male dwarf had like 10+ selections. So I thought it would be good to give you another female dwarf skin. Here is the link: http://www.minershoes.com/skin/view/i53143c3cb29e8149156047781844997492534925
We are actually considering making our own pumpkin pie(because we think the default one is too ugly. lol), as for the carrot pie, we will take in consideration on that. Thanks for the suggestion!
I love this mod!!! I am a big fan of making pastries and stuff, so this is perfect! Also, instead of carrot pie, maybe you can make carrot cake? I love carrot cake <3 Well anyways, awesome job and keep up the good work!
I am currently making a Bus Mod for 1.6.4, and i was wondering how to export a model from blender into minecraft as a mob. I have the model ready with each block the size as a minecraft block (1m) and with some default textures, but can't seem to find how to export or code it. :/ Oh, and yes; I am a noob to modding. But I watched a few tutorials and got some help from a good modder, so everything is working so far. So anyways, if there is a way to export the model from blender into minecraft as a mob, just post it below. Also, I am using a Mac computer, so Techne won't work on here... (Well, I actually have a mac mini, so I can add on a PC part to run Techne, but I don't want to have to do that unless I really need to.)
I like the idea that you can't destroy blocks (unless you have an item that says you can on it) but I was making an adventure map and found out that there was no way to place blocks (like redstone torches, since they were meant to be "keys" to unlock the next level) so I was kinda sad... Hopefully they make something like allowing a specific item to be placeable.
Awesome map!!! That had some tricky parkour in it... But I finally got past it! And I like how there's a helicopter at the end so it's as if you flew it out of the city to escape. Nice job!
I saw a few videos of the mod, and I thought it was AWESOME! I wish the client version was good with mac, or at least it was put on the server that I play on... (I have a mac :P) I could try to find someone on the server or something that can help make this mod good with Mac OSX :3
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Thanks! It worked ^-^
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Warning, still new to modding here. Unofficial terms will be used.
So, I was following a 1.9/1.10 tutorial to create a custom mob on forge, and everything was going well until I ran into a new format (I think) for 1.11 when you register a mob.
In the tutorial, the parameters were something like "EntityRegistry.registerModEntity(entityClass, entityName, id, mod, trackingRange, updateFrequency, sendsVelocityUpdates, eggPrimary, eggSecondary);" (don't know how to insert code properly)
But in 1.11 forge, there's a thing called "ResourceLocation registryName" in it: "EntityRegistry.registerModEntity(registryName, entityClass, entityName, id, mod, trackingRange, updateFrequency, sendsVelocityUpdates, eggPrimary, eggSecondary);"
Does anyone know what to put in for "registryName?" I'm curious if it's what has been stopping my mob from spawning. I have it set to null for now because I couldn't figure it out. Thanks.
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It works, since it doesn't change/add any blocks or biomes
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No problem! I plan to do many different types of that blond dwarf, a brunette dwarf, and a ginger dwarf.
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Hope you like it!
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I am currently making a Bus Mod for 1.6.4, and i was wondering how to export a model from blender into minecraft as a mob. I have the model ready with each block the size as a minecraft block (1m) and with some default textures, but can't seem to find how to export or code it. :/ Oh, and yes; I am a noob to modding. But I watched a few tutorials and got some help from a good modder, so everything is working so far. So anyways, if there is a way to export the model from blender into minecraft as a mob, just post it below. Also, I am using a Mac computer, so Techne won't work on here... (Well, I actually have a mac mini, so I can add on a PC part to run Techne, but I don't want to have to do that unless I really need to.)
So, any help? That would be great. Thanks!
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And here is what it is supposed to look like... http://i208.photobuc...t__by_heise.jpg
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http://www.minershoe...425118256625124