• 0

    posted a message on Modders needed!
    Guess I could help out, I am familiar with forge.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on 11 Eyes Mod Discuss
    There are some interesting ideas floating around in there. If you need another modder I can help out, PM me if you need me.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Kingdom in ruins [RP] [Creative] [Accepting]
    BUILDER APPLICATION:

    Your name:Sam
    Age:16
    IN-game name:troutonland
    How long have you played minecraft?since September last year
    Were you ever banned or kicked? never in my life
    Country:America
    Do you have skype or Xfire? yes
    Did you read the server storyline? yes
    Explain your RP experience (Begineer, Medium, Experienced) Experienced, I usually play on RP servers
    How long do you play minecraft? (IMPORTANT! If you decide not to play then you don't get accepted): I receive a lack of real sunlight

    Once most things are built I am fine with joining in the actual role-playing so I'll make my character(I can change it if we need some specific type of char.)
    Character name: Krasta
    Character race:Gnome
    Character backstory: Krasta came from a long destroyed village far in the west. He has traveled to the kingdom to gain prestige and to find other gnomes.
    Is your character special? If so explain. Just an ordinary ambitious gnome.
    Profession (Main or your own profession):Engineer
    Do you know what meta-gaming is?Yes
    Posted in: PC Servers
  • 0

    posted a message on Looking for coders/texturers
    -
    Posted in: Mods Discussion
  • 0

    posted a message on [WIP] 1.2.5 The Runescape mod!!!
    Hope you get some people. :)
    Posted in: WIP Mods
  • 0

    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!
    12883
    Posted in: Forum Games
  • 0

    posted a message on TechGuy's Modding Tutorials
    Quote from TechGuy543


    Like I said, leave the main class with mod_ before it. Change DireWolf.java to mod_DireWolf.java. Having mod_ at the start of the name is how ModLoader finds and reads the classes.


    it worked :)
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    Quote from TechGuy543

    Post your latest code please.


    DireWolf
    package net.minecraft.src;
    
    import java.util.Map;
    
    public class DireWolf extends BaseMod{
    
    public void load()
    {
    ModLoader.registerEntityID(EntityDireWolf.class, "Dire Wolf", ModLoader.getUniqueEntityId());
    ModLoader.addSpawn(EntityDireWolf.class, 15, 5, 7, EnumCreatureType.monster);
    }
    
    public void addRenderer(Map map)
    {
    map.put(EntityDireWolf.class, new RenderDireWolf(new ModelDireWolf(), 0.5F));
    }
    
    public String getVersion()
    {
    return "1.2.5";
    }
    
    }

    EntityDireWolf

    package net.minecraft.src;
    
    public class EntityDireWolf  extends EntityMob
    {
    public EntityDireWolf(World world)
    	{
    			super(world);
    			texture = "/mob/null.png";
    			this.setSize(0.9F, 0.9F);
    			moveSpeed = 0.5F;
    			attackStrength = 4;
    			this.getNavigator().setBreakDoors(true);
    			this.tasks.addTask(0, new EntityAISwimming(this));
    			//this.tasks.addTask(1, new EntityAIAttackOnCollide(this, EntityPlayer.class, this.moveSpeed, false));
    			//this.tasks.addTask(2, new EntityAIAttackOnCollide(this, EntityVillager.class, this.moveSpeed, true));
    			this.tasks.addTask(3, new EntityAIMoveTwardsRestriction(this, this.moveSpeed));
    			this.tasks.addTask(4, new EntityAIWander(this, this.moveSpeed));
    			this.tasks.addTask(5, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));
    			this.tasks.addTask(6, new EntityAILookIdle(this));
    
    			this.tasks.addTask(7, new EntityAIArrowAttack(this, this.moveSpeed, 1, 60));
    
    			this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, false));
    			this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 16.0F, 0, true));
    			this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityVillager.class, 16.0F, 0, false));
    	}
    
    public boolean isAIEnabled()
    	{
    		return true;
    	}
    
    public int getMaxHealth()
    	 {
    			 return 20;
    	 }
    
    
    protected String getLivingSound()
    	 {
    			 return "mob.villager.default";
    	 }
    
    	 protected String getHurtSound()
    	 {
    			 return "mob.villager.defaulthurt";
    	 }
    
    	 protected String getDeathSound()
    	 {
    			 return "mob.villager.defaultdeath";
    	 }
    
    	 protected int getDropItemId()
    	 {
    			 return Item.ingotIron.shiftedIndex;
    	 }
    
    	 protected boolean canDespawn()
    	 {
    	 return false;
    	 }
    
    
    
    }







    ModelDireWolf
    package net.minecraft.src;
    
    import org.lwjgl.opengl.GL11;
    
    public class ModelDireWolf extends ModelBase
    {
    	/** main box for the wolf head */
    	public ModelRenderer wolfHeadMain;
    
    	/** The wolf's body */
    	public ModelRenderer wolfBody;
    
    	/** Wolf'se first leg */
    	public ModelRenderer wolfLeg1;
    
    	/** Wolf's second leg */
    	public ModelRenderer wolfLeg2;
    
    	/** Wolf's third leg */
    	public ModelRenderer wolfLeg3;
    
    	/** Wolf's fourth leg */
    	public ModelRenderer wolfLeg4;
    
    	/** The wolf's tail */
    	ModelRenderer wolfTail;
    
    	/** The wolf's mane */
    	ModelRenderer wolfMane;
    
    	public ModelDireWolf()
    	{
    		float var1 = 0.0F;
    		float var2 = 13.5F;
    		this.wolfHeadMain = new ModelRenderer(this, 0, 0);
    		this.wolfHeadMain.addBox(-3.0F, -3.0F, -2.0F, 6, 6, 4, var1);
    		this.wolfHeadMain.setRotationPoint(-1.0F, var2, -7.0F);
    		this.wolfBody = new ModelRenderer(this, 18, 14);
    		this.wolfBody.addBox(-4.0F, -2.0F, -3.0F, 6, 9, 6, var1);
    		this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
    		this.wolfMane = new ModelRenderer(this, 21, 0);
    		this.wolfMane.addBox(-4.0F, -3.0F, -3.0F, 8, 6, 7, var1);
    		this.wolfMane.setRotationPoint(-1.0F, 14.0F, 2.0F);
    		this.wolfLeg1 = new ModelRenderer(this, 0, 18);
    		this.wolfLeg1.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
    		this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
    		this.wolfLeg2 = new ModelRenderer(this, 0, 18);
    		this.wolfLeg2.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
    		this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
    		this.wolfLeg3 = new ModelRenderer(this, 0, 18);
    		this.wolfLeg3.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
    		this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
    		this.wolfLeg4 = new ModelRenderer(this, 0, 18);
    		this.wolfLeg4.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
    		this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
    		this.wolfTail = new ModelRenderer(this, 9, 18);
    		this.wolfTail.addBox(-1.0F, 0.0F, -1.0F, 2, 8, 2, var1);
    		this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
    		this.wolfHeadMain.setTextureOffset(16, 14).addBox(-3.0F, -5.0F, 0.0F, 2, 2, 1, var1);
    		this.wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5.0F, 0.0F, 2, 2, 1, var1);
    		this.wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5.0F, 3, 3, 4, var1);
    	}
    
    	/**
    	 * Sets the models various rotation angles then renders the model.
    	 */
    	public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    	{
    		super.render(par1Entity, par2, par3, par4, par5, par6, par7);
    		this.setRotationAngles(par2, par3, par4, par5, par6, par7);
    
    		if (this.isChild)
    		{
    			float var8 = 2.0F;
    			GL11.glPushMatrix();
    			GL11.glTranslatef(0.0F, 5.0F * par7, 2.0F * par7);
    			this.wolfHeadMain.renderWithRotation(par7);
    			GL11.glPopMatrix();
    			GL11.glPushMatrix();
    			GL11.glScalef(1.0F / var8, 1.0F / var8, 1.0F / var8);
    			GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
    			this.wolfBody.render(par7);
    			this.wolfLeg1.render(par7);
    			this.wolfLeg2.render(par7);
    			this.wolfLeg3.render(par7);
    			this.wolfLeg4.render(par7);
    			this.wolfTail.renderWithRotation(par7);
    			this.wolfMane.render(par7);
    			GL11.glPopMatrix();
    		}
    		else
    		{
    			this.wolfHeadMain.renderWithRotation(par7);
    			this.wolfBody.render(par7);
    			this.wolfLeg1.render(par7);
    			this.wolfLeg2.render(par7);
    			this.wolfLeg3.render(par7);
    			this.wolfLeg4.render(par7);
    			this.wolfTail.renderWithRotation(par7);
    			this.wolfMane.render(par7);
    		}
    	}
    
    	/**
    	 * Used for easily adding entity-dependent animations. The second and third float params here are the same second
    	 * and third as in the setRotationAngles method.
    	 */
    	public void setLivingAnimations(EntityLiving par1EntityLiving, float par2, float par3, float par4)
    	{
    		EntityDireWolf var5 = (EntityDireWolf)par1EntityLiving;
    
    
    			this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
    			this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
    			this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
    			this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
    			this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
    			this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
    			this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
    			this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
    			this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
    			this.wolfLeg1.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
    			this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
    			this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
    			this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
    
    
    
    	}
    
    	/**
    	 * Sets the models various rotation angles.
    	 */
    	public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
    	{
    		super.setRotationAngles(par1, par2, par3, par4, par5, par6);
    		this.wolfHeadMain.rotateAngleX = par5 / (180F / (float)Math.PI);
    		this.wolfHeadMain.rotateAngleY = par4 / (180F / (float)Math.PI);
    		this.wolfTail.rotateAngleX = par3;
    	}
    }


    RenderDireWolf
    package net.minecraft.src;
    
    public class RenderDireWolf extends RenderLiving
    {
        public RenderDireWolf(ModelBase par1ModelBase, float par2)
        {
            super(par1ModelBase, par2);
        }
    
        public void renderWolf(EntityDireWolf par1EntityDireWolf, double par2, double par4, double par6, float par8, float par9)
        {
            super.doRenderLiving(par1EntityDireWolf, par2, par4, par6, par8, par9);
        }
    
    
        protected void func_25006_b(EntityDireWolf par1EntityDireWolf, float par2) {}
    
        /**
         * Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args:
         * entityLiving, partialTickTime
         */
        protected void preRenderCallback(EntityLiving par1EntityLiving, float par2)
        {
            this.func_25006_b((EntityDireWolf)par1EntityLiving, par2);
        }
    
    
    
        public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
        {
            this.renderWolf((EntityDireWolf)par1EntityLiving, par2, par4, par6, par8, par9);
        }
    
        /**
         * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
         * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
         * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
         * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
         */
        public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
        {
            this.renderWolf((EntityDireWolf)par1Entity, par2, par4, par6, par8, par9);
        }
    }
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    Quote from TechGuy543

    You shouldn't have mod_ before the name of every file. Just call the classes EntityAlphaDireWolf, ModelAlphaDireWolf and RenderAlphaDireWolf. ModLoader is probably trying to read those files and that might be causing your problems. Only leave the main class with mod_ at the beginning of its name(the class with the load() method)


    Tried it, didn't work.
    I also just commented out
    map.put(EntityDireWolf.class, new RenderDireWolf(new ModelDireWolf(), 0.5F));

    and it didn't even give me an error message, I don't think it is even looking at it.
    Got any ideas as to why that would be?
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    Quote from TechGuy543

    I would create my own versions of ModelWolf and RenderWolf and use them instead.


    I tried this just now and for some reason the game doesn't seem to care what model I want to use, the normal player model always gets used.

    mod_AlphaDireWolf:
    package net.minecraft.src;
    
    import java.util.Map;
    
    public class mod_AlphaDireWolf extends BaseMod
    {
    
    		public void load()
    		{	  
    				ModLoader.registerEntityID(mod_AlphaDireWolf.class, "AlphaDireWolf", ModLoader.getUniqueEntityId());
    				ModLoader.addSpawn(mod_EntityAlphaDireWolf.class, 12, 14, 18, EnumCreatureType.creature);
    		}
    
    		public void addRenderer(Map map)
    		{
    				map.put(mod_AlphaDireWolf.class, new mod_RenderAlphaDireWolf(new mod_ModelAlphaDireWolf(), 0.5F));
    		}
    
    		public String getVersion()
    		{
    				return "1.2.4";
    		}
    
    }

    mod_EntityAlphaDireWolf
    package net.minecraft.src;
    
    import java.util.Random;
    
    public class mod_EntityAlphaDireWolf extends EntityCreature
    {
    		public mod_EntityAlphaDireWolf(World world)
    		{
    				super(world);
    				texture = "/mob/wolf.png";
    				moveSpeed = 0.5F;
    		}
    
    		public int getMaxHealth()
    		{
    				return 10;
    		}
    
    		protected String getLivingSound()
    		{
    				return "mob.wolf.default";
    		}
    
    		protected String getHurtSound()
    		{
    				return "mob.wolf.defaulthurt";
    		}
    
    		protected String getDeathSound()
    		{
    				return "mob.wolf.defaultdeath";
    		}
    
    		protected int getDropItemId()
    		{
    				return Item.leather.shiftedIndex;
    		}
    
    		protected boolean canDespawn()
    		{
    				return false;
    		}
    
    }

    mod_ModelAlphaDireWolf:
    package net.minecraft.src;
    
    public class mod_ModelAlphaDireWolf extends ModelBase
    {
    	public ModelRenderer wolfHeadMain;
    	public ModelRenderer wolfBody;
    	public ModelRenderer wolfLeg1;
    	public ModelRenderer wolfLeg2;
    	public ModelRenderer wolfLeg3;
    	public ModelRenderer wolfLeg4;
    	ModelRenderer wolfTail;
    	ModelRenderer wolfMane;
    
    public mod_ModelAlphaDireWolf()
    {
    	textureWidth = 64;
    	textureHeight = 32;
    
    	float f = 0.0F;
    	float f1 = 13.5F;
    	wolfHeadMain = new ModelRenderer(this, 0, 0);
    	wolfHeadMain.addBox(-3F, -3F, -2F, 6, 6, 4, f);
    	wolfHeadMain.setRotationPoint(-1F, f1, -7F);
    	wolfBody = new ModelRenderer(this, 18, 14);
    	wolfBody.addBox(-4F, -2F, -3F, 6, 9, 6, f);
    	wolfBody.setRotationPoint(0.0F, 14F, 2.0F);
    	wolfMane = new ModelRenderer(this, 21, 0);
    	wolfMane.addBox(-4F, -3F, -3F, 8, 6, 7, f);
    	wolfMane.setRotationPoint(-1F, 14F, 2.0F);
    	wolfLeg1 = new ModelRenderer(this, 0, 18);
    	wolfLeg1.addBox(-1F, 0.0F, -1F, 2, 8, 2, f);
    	wolfLeg1.setRotationPoint(-2.5F, 16F, 7F);
    	wolfLeg2 = new ModelRenderer(this, 0, 18);
    	wolfLeg2.addBox(-1F, 0.0F, -1F, 2, 8, 2, f);
    	wolfLeg2.setRotationPoint(0.5F, 16F, 7F);
    	wolfLeg3 = new ModelRenderer(this, 0, 18);
    	wolfLeg3.addBox(-1F, 0.0F, -1F, 2, 8, 2, f);
    	wolfLeg3.setRotationPoint(-2.5F, 16F, -4F);
    	wolfLeg4 = new ModelRenderer(this, 0, 18);
    	wolfLeg4.addBox(-1F, 0.0F, -1F, 2, 8, 2, f);
    	wolfLeg4.setRotationPoint(0.5F, 16F, -4F);
    	wolfTail = new ModelRenderer(this, 9, 18);
    	wolfTail.addBox(-1F, 0.0F, -1F, 2, 8, 2, f);
    	wolfTail.setRotationPoint(-1F, 12F, 8F);
    	wolfHeadMain.setTextureOffset(16, 14).addBox(-3F, -5F, 0.0F, 2, 2, 1, f);
    	wolfHeadMain.setTextureOffset(16, 14).addBox(1.0F, -5F, 0.0F, 2, 2, 1, f);
    	wolfHeadMain.setTextureOffset(0, 10).addBox(-1.5F, 0.0F, -5F, 3, 3, 4, f);
    }
    
    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
    {
    	super.render(entity, f, f1, f2, f3, f4, f5);
    	setRotationAngles(f, f1, f2, f3, f4, f5);
    	wolfHeadMain.renderWithRotation(f5);
    	wolfBody.render(f5);
    	wolfLeg1.render(f5);
    	wolfLeg2.render(f5);
    	wolfLeg3.render(f5);
    	wolfLeg4.render(f5);
    	wolfTail.renderWithRotation(f5);
    	wolfMane.render(f5);
    }
    
    private void setRotation(ModelRenderer model, float x, float y, float z)
    {
    	model.rotateAngleX = x;
    	model.rotateAngleY = y;
    	model.rotateAngleZ = z;
    }
    
    public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
    {
    	super.setRotationAngles(f, f1, f2, f3, f4, f5);
    }
    
    
    }

    mod_RenderAlphaDireWolf :
    package net.minecraft.src;
    
    public class mod_RenderAlphaDireWolf extends RenderLiving
    {
    	protected mod_ModelAlphaDireWolf mod_ModelAlphaDireWolf;
    	protected float field_40296_d;
    
    	public mod_RenderAlphaDireWolf(mod_ModelAlphaDireWolf par1ModelNamehere, float par2)
    	{
    			this(par1ModelNamehere, par2, 1.0F);
    			mod_ModelAlphaDireWolf = par1ModelNamehere;
    	}
    
    	public mod_RenderAlphaDireWolf(mod_ModelAlphaDireWolf par1ModelNamehere, float par2, float par3)
    	{
    			super(par1ModelNamehere, par2);
    			mod_ModelAlphaDireWolf = par1ModelNamehere;
    			field_40296_d = par3;
    	}
    }

    I have the feeling I'm missing something really obvious... I just can't figure out what.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on TechGuy's Modding Tutorials
    I have been trying to create a new mob(a new type of wolf) , the code is pretty much what you have in your tutorial because I have not been able to get the mob to spawn, when it tries to spawn I get an error.

    the code:

    import java.util.Map;
    public class mod_AlphaDireWolf extends BaseMod
    {
    	
    		public void load()
    		{	
    				ModLoader.registerEntityID(mod_AlphaDireWolf.class, "AlphaDireWolf", ModLoader.getUniqueEntityId());
    				ModLoader.addSpawn(mod_AlphaDireWolf.class, 12, 14, 18, EnumCreatureType.monster);
    		}
    	
    		public void addRenderer(Map map)
    		{
    				map.put(mod_AlphaDireWolf.class, new RenderWolf(new ModelWolf(), 0.5F));
    		}
    	
    		public String getVersion()
    		{
    				return "1.2.4";
    		}
    }

    package net.minecraft.src;
    import java.util.Random;
    public class mod_EntityAlphaDireWolf extends EntityMob
    {
    		public mod_EntityAlphaDireWolf(World world)
    		{
    				super(world);
    				texture = "/mob/wolf.png";
    				moveSpeed = 0.5F;
    		attackStrength = 4; //take this line out if this class doesn't extend EntityMob.
    		}
    		public int getMaxHealth()
    		{
    				return 20;
    		}
    		protected String getLivingSound()
    		{
    				return "mob.wolf.default";
    		}
    		protected String getHurtSound()
    		{
    				return "mob.wolf.defaulthurt";
    		}
    		protected String getDeathSound()
    		{
    				return "mob.wolf.defaultdeath";
    		}
    		protected int getDropItemId()
    		{
    				return Item.leather.shiftedIndex;
    		}
    	
    		protected boolean canDespawn()
    		{
    				return true;
    		}
    }


    The error message:
    java.lang.NoSuchMethodException: net.minecraft.src.mod_AlphaDireWolf.<init>(net.minecraft.src.World)
    at java.lang.Class.getConstructor0(Unknown Source)
    at java.lang.Class.getConstructor(Unknown Source)
    at net.minecraft.src.SpawnerAnimals.performSpawning(SpawnerAnimals.java:147)
    at net.minecraft.src.World.tick(World.java:2851)
    at net.minecraft.client.Minecraft.runTick(Minecraft.java:1923)
    at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:890)
    at net.minecraft.client.Minecraft.run(Minecraft.java:798)
    at java.lang.Thread.run(Unknown Source)


    EDIT Nevermind, I found the problem after reading about 30 pages of posts
    now I just have the issue that the wolves are walking on tow feet which screws up the textures, any idea how to fix that?
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.4.7] [0.00901] Realms of Argoth Expansion - Most Advanced 3D experience for Minecraft
    I just looked at all the screen shots and the features and It seems that this mod is perfect for a medieval style minecraft, then I saw the Control Panel and the redstone control stand which made me want to ask; are you keeping this mod themed in one specific area or are you including other things/features that do not fit in with the majority of the mod. A control panel with a keyboard next to a grindstone and anvil would just seem out of place.
    Posted in: WIP Mods
  • 6

    posted a message on bspkrs' mods (ArmorStatusHUD, DirectionHUD, StatusEffectHUD)
    Nice job, I've been waiting for one of these :)
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.