@Cheddar Find your BiomeGenBase(Top right corner, search bar)
Find the part where it says spawnableCreatureList
You will see theres entitycow near the bottom, copy and paste it and make a new line right underneath it, paste it there and then edited the EntityCow thing to the name of your Entity mob file.
hitches your class into that list. You probably won't like this, but you may need to start fresh with minecraft, ModLoader, and MCP. It seems that something is not connected right. I followed some YouTube vids (I think I posted a link or a lookup name with my "use eclipse" vid, ah here it is: ). If you want to travel down this path with me, a proper install of ModLoader is a must.
hitches your class into that list. You probably won't like this, but you may need to start fresh with minecraft, ModLoader, and MCP. It seems that something is not connected right. I followed some YouTube vids (I think I posted a link or a lookup name with my "use eclipse" vid, ah here it is: ). If you want to travel down this path with me, a proper install of ModLoader is a must.
So you saying im going to have to recode and redo all over again o___o?
Rollback Post to RevisionRollBack
Famous Nyan seed has caves now along with 3 other special maps for MCPE! Check here for downloads: http://tinyurl.com/c75ax6y
So you saying im going to have to recode and redo all over again o___o?
not really. You can save your mod_ and anyother java file you created elsewhere, then bring them back in. Of course if you have made changes in the core minecraft java files, well, again, that's why I use ModLoader, which keeps me from having to do that.
It does kind of suck, but I don't know what else to tell you. I may seem like I know what I am doing, but really, all that you have seen here, is all that I know. I'm still stumbling along to get my next tutorial done.
Why not just back up your MCP folder, and do that over again. That way you could just bring that back as is and be back to where you are now. As I said before, you can still copy over the java files that you created.
not really. You can save your mod_ and anyother java file you created elsewhere, then bring them back in. Of course if you have made changes in the core minecraft java files, well, again, that's why I use ModLoader, which keeps me from having to do that.
It does kind of suck, but I don't know what else to tell you. I may seem like I know what I am doing, but really, all that you have seen here, is all that I know. I'm still stumbling along to get my next tutorial done.
Why not just back up your MCP folder, and do that over again. That way you could just bring that back as is and be back to where you are now. As I said before, you can still copy over the java files that you created.
Well what happens if i know for sure modloader is installed correctly, cant i just remove the code out of the vannila file and then be back at the point of where all my files are pasted into src, modloader works fine, and all, no errors, no crashes. Its just that the mob wont spawn, do i need to show you my main mod file to see if theres an issue thats causing it not to spawn or are you experiencing the same issue and trying to figure it out?
Rollback Post to RevisionRollBack
Famous Nyan seed has caves now along with 3 other special maps for MCPE! Check here for downloads: http://tinyurl.com/c75ax6y
@Ray Have you been able to figure out a solution to make mobs spawn without editing the vanilla file BiomeGenBase?
OK, I'm going to feel really stupid about this. And not at you, at me, because looking back at my code, I was not clear with my code for the main mod_ file. I should be more careful, and I can't really blame cut and paste for this.
In my mod_JWorld.java file (I will use my current code) I have this going:
//used to render added MOBs ------------------------------------------------------------------
public void JWorldAddMobs()
{
//ModLoader.RegisterEntityID(JWorld_EntityExample.class, "centuar", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(JWorld_GnomeEntity.class, "gnome", ModLoader.getUniqueEntityId());
myMobList.add("gnome");
ModLoader.RegisterEntityID(JWorld_AnibusEntity.class, "Anibus", ModLoader.getUniqueEntityId());
myMobList.add("Anibus");
ModLoader.RegisterEntityID(JWorld_FlythingEntity.class, "Flything", ModLoader.getUniqueEntityId());
myMobList.add("Flything");
ModLoader.RegisterEntityID(JWorld_HorseEntity.class, "Horse", ModLoader.getUniqueEntityId());
myMobList.add("Horse");
//***this is the spawn rate for exmaple if you put 3 the mobs is very rare to spawn,
//***The EnumCreatureType is what type of mob it is , mobs that you want to spawn in water are "waterCreature", enemies are "monster", and animals are "creature".
ModLoader.AddSpawn(JWorld_GnomeEntity.class, 100, EnumCreatureType.creature);
ModLoader.AddSpawn(JWorld_AnibusEntity.class, 100, EnumCreatureType.creature);
ModLoader.AddSpawn(JWorld_FlythingEntity.class, 100, EnumCreatureType.creature);
ModLoader.AddSpawn(JWorld_HorseEntity.class, 100, EnumCreatureType.creature);
}
public void AddRenderer(Map map)
{ //***needed for mobs that use a different Model .java file. If not Mobs will be bipeds
//map.put(JWorld_EntityExample.class, new JWorld_RenderExample(new JWorld_ModelExample(), 0.5F));
map.put(JWorld_GnomeEntity.class, new JWorld_GnomeRender(new JWorld_GnomeModel(), 0.5F));
map.put(JWorld_AnibusEntity.class, new JWorld_AnibusRender(new JWorld_AnibusModel(), 0.5F));
map.put(JWorld_FlythingEntity.class, new JWorld_FlythingRender(new JWorld_FlythingModel(), 0.5F));
map.put(JWorld_HorseEntity.class, new JWorld_HorseRender(new JWorld_HorseModel(), 0.5F));
}
//End of adding MOBs
The first is a method I created called JWorldAddMobs(). Unless this is called, it will never be run. If you have followed my code, (and I'm going back to correct this now) you will need to call this method in your constructor. If this is not done, then your mobs will not spawn.
This is what my constructor looks like: (Please do not just copy and paste this, but you can use it as an example)
public mod_JWorld()
{
//Registers (needed for Blocks!)-----------------------------------------------------
ModLoader.RegisterBlock(LanochiumOre);
ModLoader.RegisterBlock(JBlock);
ModLoader.RegisterBlock(JWorld_SpawnSpot);
//Registers for Armor
ModLoader.AddArmor("LanochiumArmor"); //name must be the same as the prefix in the armor folder
//Naming objects---------------------------------------------------------------------
ModLoader.AddName(LanochiumOre, "Lanochium Ore");
ModLoader.AddName(LanochiumBar, "Lanochium Bar");
ModLoader.AddName(LanochiumRaw, "Raw Lanochium");
ModLoader.AddName(LanochiumHelm, "Lanochium Helm");
ModLoader.AddName(LanochiumBody, "Lanochium Plate");
ModLoader.AddName(LanochiumLegs, "Lanochium Leggings");
ModLoader.AddName(LanochiumBoots, "Lanochium Boots");
ModLoader.AddName(LanochiumPick, "Lanochium Pickaxe");
ModLoader.AddName(LanochiumAxe, "Lanochium Axe");
ModLoader.AddName(LanochiumHoe, "Lanochium Hoe");
ModLoader.AddName(LanochiumShovel, "Lanochium Shovel");
ModLoader.AddName(LanochiumSword, "Lanochium Sword");
ModLoader.AddName(JBlock, "J-Block");
ModLoader.AddName(JWorld_SpawnSpot, "J-SpawnSpot");
//cleaning up the look. Calling methods instead of open code:
JWorldAchievements(); //call to created achievement definitions
JWorldCrafting(); //call my crafting recipes
JWorldSmelting(); //call to smelting recipes
JWorldAddMobs(); //call to register MOB data
ModLoader.SetInGameHook(this, true, false);
zLevel = 0.0F;
}
As you can see towards the end, I run several self made methods. Included is the JWorldAddMobs(). Without this I wouldn't see my mobs. I kind of hope that this is why it's not working for you, also, am embarassed if it is.
OK, I'm going to feel really stupid about this. And not at you, at me, because looking back at my code, I was not clear with my code for the main mod_ file. I should be more careful, and I can't really blame cut and paste for this.
In my mod_JWorld.java file (I will use my current code) I have this going:
//used to render added MOBs ------------------------------------------------------------------
public void JWorldAddMobs()
{
//ModLoader.RegisterEntityID(JWorld_EntityExample.class, "centuar", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(JWorld_GnomeEntity.class, "gnome", ModLoader.getUniqueEntityId());
myMobList.add("gnome");
ModLoader.RegisterEntityID(JWorld_AnibusEntity.class, "Anibus", ModLoader.getUniqueEntityId());
myMobList.add("Anibus");
ModLoader.RegisterEntityID(JWorld_FlythingEntity.class, "Flything", ModLoader.getUniqueEntityId());
myMobList.add("Flything");
ModLoader.RegisterEntityID(JWorld_HorseEntity.class, "Horse", ModLoader.getUniqueEntityId());
myMobList.add("Horse");
//***this is the spawn rate for exmaple if you put 3 the mobs is very rare to spawn,
//***The EnumCreatureType is what type of mob it is , mobs that you want to spawn in water are "waterCreature", enemies are "monster", and animals are "creature".
ModLoader.AddSpawn(JWorld_GnomeEntity.class, 100, EnumCreatureType.creature);
ModLoader.AddSpawn(JWorld_AnibusEntity.class, 100, EnumCreatureType.creature);
ModLoader.AddSpawn(JWorld_FlythingEntity.class, 100, EnumCreatureType.creature);
ModLoader.AddSpawn(JWorld_HorseEntity.class, 100, EnumCreatureType.creature);
}
public void AddRenderer(Map map)
{ //***needed for mobs that use a different Model .java file. If not Mobs will be bipeds
//map.put(JWorld_EntityExample.class, new JWorld_RenderExample(new JWorld_ModelExample(), 0.5F));
map.put(JWorld_GnomeEntity.class, new JWorld_GnomeRender(new JWorld_GnomeModel(), 0.5F));
map.put(JWorld_AnibusEntity.class, new JWorld_AnibusRender(new JWorld_AnibusModel(), 0.5F));
map.put(JWorld_FlythingEntity.class, new JWorld_FlythingRender(new JWorld_FlythingModel(), 0.5F));
map.put(JWorld_HorseEntity.class, new JWorld_HorseRender(new JWorld_HorseModel(), 0.5F));
}
//End of adding MOBs
The first is a method I created called JWorldAddMobs(). Unless this is called, it will never be run. If you have followed my code, (and I'm going back to correct this now) you will need to call this method in your constructor. If this is not done, then your mobs will not spawn.
This is what my constructor looks like: (Please do not just copy and paste this, but you can use it as an example)
public mod_JWorld()
{
//Registers (needed for Blocks!)-----------------------------------------------------
ModLoader.RegisterBlock(LanochiumOre);
ModLoader.RegisterBlock(JBlock);
ModLoader.RegisterBlock(JWorld_SpawnSpot);
//Registers for Armor
ModLoader.AddArmor("LanochiumArmor"); //name must be the same as the prefix in the armor folder
//Naming objects---------------------------------------------------------------------
ModLoader.AddName(LanochiumOre, "Lanochium Ore");
ModLoader.AddName(LanochiumBar, "Lanochium Bar");
ModLoader.AddName(LanochiumRaw, "Raw Lanochium");
ModLoader.AddName(LanochiumHelm, "Lanochium Helm");
ModLoader.AddName(LanochiumBody, "Lanochium Plate");
ModLoader.AddName(LanochiumLegs, "Lanochium Leggings");
ModLoader.AddName(LanochiumBoots, "Lanochium Boots");
ModLoader.AddName(LanochiumPick, "Lanochium Pickaxe");
ModLoader.AddName(LanochiumAxe, "Lanochium Axe");
ModLoader.AddName(LanochiumHoe, "Lanochium Hoe");
ModLoader.AddName(LanochiumShovel, "Lanochium Shovel");
ModLoader.AddName(LanochiumSword, "Lanochium Sword");
ModLoader.AddName(JBlock, "J-Block");
ModLoader.AddName(JWorld_SpawnSpot, "J-SpawnSpot");
//cleaning up the look. Calling methods instead of open code:
JWorldAchievements(); //call to created achievement definitions
JWorldCrafting(); //call my crafting recipes
JWorldSmelting(); //call to smelting recipes
JWorldAddMobs(); //call to register MOB data
ModLoader.SetInGameHook(this, true, false);
zLevel = 0.0F;
}
As you can see towards the end, I run several self made methods. Included is the JWorldAddMobs(). Without this I wouldn't see my mobs. I kind of hope that this is why it's not working for you, also, am embarassed if it is.
Thanks man! I finally got him to spawn! But he has a half invisible pig in his feet and he stays still but the pig moves!
OK, I'm going to feel really stupid about this. And not at you, at me, because looking back at my code, I was not clear with my code for the main mod_ file. I should be more careful, and I can't really blame cut and paste for this.
In my mod_JWorld.java file (I will use my current code) I have this going:
//used to render added MOBs ------------------------------------------------------------------
public void JWorldAddMobs()
{
//ModLoader.RegisterEntityID(JWorld_EntityExample.class, "centuar", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(JWorld_GnomeEntity.class, "gnome", ModLoader.getUniqueEntityId());
myMobList.add("gnome");
ModLoader.RegisterEntityID(JWorld_AnibusEntity.class, "Anibus", ModLoader.getUniqueEntityId());
myMobList.add("Anibus");
ModLoader.RegisterEntityID(JWorld_FlythingEntity.class, "Flything", ModLoader.getUniqueEntityId());
myMobList.add("Flything");
ModLoader.RegisterEntityID(JWorld_HorseEntity.class, "Horse", ModLoader.getUniqueEntityId());
myMobList.add("Horse");
//***this is the spawn rate for exmaple if you put 3 the mobs is very rare to spawn,
//***The EnumCreatureType is what type of mob it is , mobs that you want to spawn in water are "waterCreature", enemies are "monster", and animals are "creature".
ModLoader.AddSpawn(JWorld_GnomeEntity.class, 100, EnumCreatureType.creature);
ModLoader.AddSpawn(JWorld_AnibusEntity.class, 100, EnumCreatureType.creature);
ModLoader.AddSpawn(JWorld_FlythingEntity.class, 100, EnumCreatureType.creature);
ModLoader.AddSpawn(JWorld_HorseEntity.class, 100, EnumCreatureType.creature);
}
public void AddRenderer(Map map)
{ //***needed for mobs that use a different Model .java file. If not Mobs will be bipeds
//map.put(JWorld_EntityExample.class, new JWorld_RenderExample(new JWorld_ModelExample(), 0.5F));
map.put(JWorld_GnomeEntity.class, new JWorld_GnomeRender(new JWorld_GnomeModel(), 0.5F));
map.put(JWorld_AnibusEntity.class, new JWorld_AnibusRender(new JWorld_AnibusModel(), 0.5F));
map.put(JWorld_FlythingEntity.class, new JWorld_FlythingRender(new JWorld_FlythingModel(), 0.5F));
map.put(JWorld_HorseEntity.class, new JWorld_HorseRender(new JWorld_HorseModel(), 0.5F));
}
//End of adding MOBs
The first is a method I created called JWorldAddMobs(). Unless this is called, it will never be run. If you have followed my code, (and I'm going back to correct this now) you will need to call this method in your constructor. If this is not done, then your mobs will not spawn.
This is what my constructor looks like: (Please do not just copy and paste this, but you can use it as an example)
public mod_JWorld()
{
//Registers (needed for Blocks!)-----------------------------------------------------
ModLoader.RegisterBlock(LanochiumOre);
ModLoader.RegisterBlock(JBlock);
ModLoader.RegisterBlock(JWorld_SpawnSpot);
//Registers for Armor
ModLoader.AddArmor("LanochiumArmor"); //name must be the same as the prefix in the armor folder
//Naming objects---------------------------------------------------------------------
ModLoader.AddName(LanochiumOre, "Lanochium Ore");
ModLoader.AddName(LanochiumBar, "Lanochium Bar");
ModLoader.AddName(LanochiumRaw, "Raw Lanochium");
ModLoader.AddName(LanochiumHelm, "Lanochium Helm");
ModLoader.AddName(LanochiumBody, "Lanochium Plate");
ModLoader.AddName(LanochiumLegs, "Lanochium Leggings");
ModLoader.AddName(LanochiumBoots, "Lanochium Boots");
ModLoader.AddName(LanochiumPick, "Lanochium Pickaxe");
ModLoader.AddName(LanochiumAxe, "Lanochium Axe");
ModLoader.AddName(LanochiumHoe, "Lanochium Hoe");
ModLoader.AddName(LanochiumShovel, "Lanochium Shovel");
ModLoader.AddName(LanochiumSword, "Lanochium Sword");
ModLoader.AddName(JBlock, "J-Block");
ModLoader.AddName(JWorld_SpawnSpot, "J-SpawnSpot");
//cleaning up the look. Calling methods instead of open code:
JWorldAchievements(); //call to created achievement definitions
JWorldCrafting(); //call my crafting recipes
JWorldSmelting(); //call to smelting recipes
JWorldAddMobs(); //call to register MOB data
ModLoader.SetInGameHook(this, true, false);
zLevel = 0.0F;
}
As you can see towards the end, I run several self made methods. Included is the JWorldAddMobs(). Without this I wouldn't see my mobs. I kind of hope that this is why it's not working for you, also, am embarassed if it is.
Yeah, no. This completely screwed everything up for me, haha.
I get an error.
public class mod_Carradoc extends BaseMod
{
-> The type mod_Carradoc must implement the inherited abstract method BaseMod.Version()
Cheddar is right, if everyone did this, only the mobs is the last mod installed would world.
I'm pretty sure that the code line:
hitches your class into that list. You probably won't like this, but you may need to start fresh with minecraft, ModLoader, and MCP. It seems that something is not connected right. I followed some YouTube vids (I think I posted a link or a lookup name with my "use eclipse" vid, ah here it is: ). If you want to travel down this path with me, a proper install of ModLoader is a must.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Look at the wolf entity. That is how they behave. I have not gotten to that yet myself, but I will.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
So you saying im going to have to recode and redo all over again o___o?
not really. You can save your mod_ and anyother java file you created elsewhere, then bring them back in. Of course if you have made changes in the core minecraft java files, well, again, that's why I use ModLoader, which keeps me from having to do that.
It does kind of suck, but I don't know what else to tell you. I may seem like I know what I am doing, but really, all that you have seen here, is all that I know. I'm still stumbling along to get my next tutorial done.
Why not just back up your MCP folder, and do that over again. That way you could just bring that back as is and be back to where you are now. As I said before, you can still copy over the java files that you created.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Well what happens if i know for sure modloader is installed correctly, cant i just remove the code out of the vannila file and then be back at the point of where all my files are pasted into src, modloader works fine, and all, no errors, no crashes. Its just that the mob wont spawn, do i need to show you my main mod file to see if theres an issue thats causing it not to spawn or are you experiencing the same issue and trying to figure it out?
I will try and help out the best I can there.
Working on that.
OK, I'm going to feel really stupid about this. And not at you, at me, because looking back at my code, I was not clear with my code for the main mod_ file. I should be more careful, and I can't really blame cut and paste for this.
In my mod_JWorld.java file (I will use my current code) I have this going:
The first is a method I created called JWorldAddMobs(). Unless this is called, it will never be run. If you have followed my code, (and I'm going back to correct this now) you will need to call this method in your constructor. If this is not done, then your mobs will not spawn.
This is what my constructor looks like:
(Please do not just copy and paste this, but you can use it as an example)
As you can see towards the end, I run several self made methods. Included is the JWorldAddMobs(). Without this I wouldn't see my mobs. I kind of hope that this is why it's not working for you, also, am embarassed if it is.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Thanks man! I finally got him to spawn! But he has a half invisible pig in his feet and he stays still but the pig moves!
Yeah, no. This completely screwed everything up for me, haha.
I get an error.
public class mod_Carradoc extends BaseMod
{
-> The type mod_Carradoc must implement the inherited abstract method BaseMod.Version()
its pretty hard to find in there, but i will have another go, i think i've found it, but i dont know how to convert it :0
I made this map! Please check it out! It's a really awesome map that took me over a year to make! :3
you need
after/before your constructor. Of course, but your own version info there, doesn't matter what it says.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
It used to be in there as ModelQuadruped. I have emailed the team to put that back...
You could always just pump in the numbers for the pig and make your own base ModelQuadruped file to start with.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
Only thing wrong in my code is 2 warning ([Underline] Means Warning IN Eclipse):
Dont know what is wrong. Spent About 2 days trying to get it to work. And i have read jsut about every post on this thread.
More Hostile Dungeon's 1.0
The method is called AddRenderer. You need another "er" at the end.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
help please?
Did you offset the texture when you modeled it?
!!!USE ECLIPSE!!!
I think that error means that you forgot a } in your mod_Anibus file....
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE