When I speak of mob gender, what I meant was mobs from other mods, not vanilla Minecraft. When I download a mod first thing comes into my mind "any female mobs". Mostly because it is rare to see female mobs in Minecraft and I find it interesting how females would be modelled because there are a ton of depictions/variations.
Hey Silentine, are you planning on providing a API for your mod? If so I would try to add correct Biome Spawning for the mobs in ExtraBiomesXL (though I have not a clue on coding anything XD).
At this moment of time I am unsure. And I'll be honest I do not even know what API means (Though I hear it a lot). If there is a tutorial about it it will check into it. If there is none, then I am clueless on how to code API.
i like the mod but i want to be able to tame more things
Sadly taming is not a primary nor secondary function of this mod. The present peaceful versions were initially not even suppose to be in the mod, but I included them simply as a bonus (that is the reason why they do not do anything). Though in the future I will provide peaceful versions of the female counterparts of vanilla Minecraft mobs (Skeleton, Spider & Zombie). But the rest of the mobs most likely not.
But if your base is down at 40, how will you see them at the surface?
My base is in the ground, but I still look for Villages, Dungeons (mainly added by other mods), Monoliths (Thaumcraft2), and supplies... Plus with me Age jumping so much (MystCraft), I see alot of neat (and thanks to this mod, dangerous) will doing so, though I am still looking for a mod that adds new structures that allows you to edit what spawner can be in them.
At this moment of time I am unsure. And I'll be honest I do not even know what API means (Though I hear it a lot). If there is a tutorial about it it will check into it. If there is none, then I am clueless on how to code API.
Well, one thing is a Source Code... But API means Application Programming Interface.
nice work but i want some ally,not ALL THIS ENEMY (but i want 'em too)
Downloaded,and this is some Gold bar for you
if you add a tamable girl,make she like the wolfs,if you attack she,she respond to the attack,if not,she get tame.
please,make the endergirl tamable
nice mod
Mostly because I have no idea how and that there are mods which could do a better job at it (Little Maids). If I decide to include companions, my mod would start getting rather messy, especially with the amount of code it would require to code companion versions of each mob. Though the idea of companion versions sounds amazing and all, I simply do not have the mental capacity nor time to implement it. Although I might do so with the peaceful versions, to at least give them an additional function.
My mod is simply to make Minecraft remain a challange while other mods make things easier. That is all there is to it.
This is something I honestly would want to implement, but have no idea how. I can't seem to find any tutorial explaining how it can be done. I am beginning to think you need to use Forge to do it properly.
Two things:
Banshee are scary: I was mining in an abandoned mineshaft near bedrock level so there was depth fog.....then suddenly out of nowhere a banshee came out of the fog flying towards me.
Witches are trolls: I was in my superflat test world where I test mods and have my buildings for backup so I can paste them in worlds if something happens. So a witch spawned on the third floor of the building.....it was a building made out of wool and wood.
Please do NOT clone the wolf/ozelot code, it is fairly buggy, even in 1.3. Random teleports and, while i doubt you would implement them sitting, I'm sure trying to take that out wouldnt help the buggy nature.
This is true. Even the Little Maid mod has the same problem. The maid would randomly jump off cliffs and walk into lava. One thing I do not like in Minecraft is the buggy nature of companions. That is probably the reason why I hardly tame a wolf or ocelot in-game.
try a gui api like this http://www.minecraft...ed-gui-toolkit/
also please try to add spawn eggs for all mobs because i am having trouble with getting mobs i want to spawn where i want them to even with the mobs spawners from not enough items.
Thanks for the link. Will look into it when I have the time.
As much as I want to implement spawn eggs, I have no idea how. I have yet to see a tutorial which explains how to implement Spawn Eggs. Sadly that is my limit in modding; if there is no tutorial, I can't code.
Please people, don't go reccomending random API's. i think Forge works best. it's sorta like a universal API. i only want to use a couple mods to make Grimoire of Gaia run and i bet the others do too.
As much as I want to implement spawn eggs, I have no idea how. I have yet to see a tutorial which explains how to implement Spawn Eggs. Sadly that is my limit in modding; if there is no tutorial, I can't code.
Isn't it something like "run spawn code" when player "right clicks with egg in hand"?
I also thought so. But I have yet to see any code which does the same way Minecraft does. Actually, now that I think about it may be the code they use is the same method for Flint and Steel.
Yes, but they use the Chicken Egg method such as the one included in the video you posted. The problem with using the method is that you need to add items for each mob which will result in coding 48+ eggs/items and changing the egg color which is quite a tremendous amount of time while Single Player Commands and NEI can get the job done. You also have to consider that I use Modloader, which limits the amount of items I can include in the mod.
Mojang I assume uses a simple method which I have yet to see. Instead of having an image for each egg, they simply change the hue of a single egg using code.
Update:
Just finished moddeling all the new mobs to be included (10 mobs). My last mob the merchant is a direct reference to the MGE version (Tanuki). I was initially planning to make it one of those typical fat merchants based on typical RPG merchants or a Venetian Merchant (Assasin's Creed) but decided not to.
All I need to do now is wait for 1.3 and MCP. I do plan to remake a few of the current models though.
You... don't have access to unlimited items with modloader? What?
Use items with meta data to put it all into one item ID?
New mob sounds interesting however.
Yes. Based on many posts before, people were having problems with reaching an error which is produced by having a max item limit. I myself am unsure why this happens but I assume Modloader may be the culprit. That is the reason why I had to make a seperate mod_ file for the ores and had to reduce mob drops, which also made my mod more cleaner in a way because many simply wanted the mobs to be included and not the items.
Metadata is is the same method which Minecraft Spawn Eggs/Stone Bricks use right? But somehow I was never really interested in learning how to do it.
When I heard about the merchant function I wanted to somehow have a personal merchant at my base instead of searching for an NPC village (which are quite rare for me). It is basically a craftable egg which you can spawn a merchant.
Yes, yes it is. Meta-data is a wonderful thing. Have you seen how eloraam has put like, 4000 blocks into 1 block ID (via her micro-block system, basically almost every block in minecraft has like 20 forms or something)? It is incredible. Although, she had to design that (to my knowledge) from the ground up to work that way, and it may require forge, but... details details .
What sort of "deals" will this merchant have? More fair than the villagers? Less fair?
Edit: I also was one of the people who only wanted the mobs, not to be rude to your item/block work, I just wanted more mobs, and the option to disable the blocks and such was quite nice of you. Thanks.
I think I will stay away from items and focus more on mobs technically because I am not really a coder to begin with. Though if I make items they will simply be more based on the vanilla items.
Will probably be exactly like the villagers to be honest. Exactly the same.
No problem. Hell I don't even use my own item/blocks . I guess I made them to see if I could make them; to test if I was capable of making icons and textures.
i have NEI installed, and mobs will only spawn in there normal biome.
Normal biome? Like the vanilla Minecraft? As my current mod stands they will only spawn in Minecraft biomes as I have yet to experiment with expanding into ExtraBiomes.
Normal biome? Like the vanilla Minecraft? As my current mod stands they will only spawn in Minecraft biomes as I have yet to experiment with expanding into ExtraBiomes.
vanilla biomes. don't have any extra biome mods. i use mobs spawners from it and they won't work. they have to meet the normal conditions. (a few examples: i can't spawn a mermaid underground or a siren in a tundra.)
I think I will stay away from items and focus more on mobs technically because I am not really a coder to begin with. Though if I make items they will simply be more based on the vanilla items.
Will probably be exactly like the villagers to be honest. Exactly the same.
No problem. Hell I don't even use my own item/blocks . I guess I made them to see if I could make them; to test if I was capable of making icons and textures.
Normal biome? Like the vanilla Minecraft? As my current mod stands they will only spawn in Minecraft biomes as I have yet to experiment with expanding into ExtraBiomes.
about hte Meta Data... if you have NEI and have item ID's shown, for things like wool and stuff you will see 24:5 or something. and that 5 is a Meta Data number. a good example of a mod that uses a lot and i mean a LOT of Meta Data is Thaumcraft 2 almost every item has Meta Data inside of it. and i think you should start using Forge for your mod. since i think it's easier to code items and such. but i'm not sure since i'm not a modder and i don't know anything about Java. and i wonder what the new mobs are going to be... :3 don't tell me. i want to be surprised.
Really? I never knew. Well, I guess I felt like it was a bit unbalanced if you could spawn your own merchant instead of looking for an NPC village. Also MCP has not been released yet so I do not know if I can modify deals.
vanilla biomes. don't have any extra biome mods. i use mobs spawners from it and they won't work. they have to meet the normal conditions. (a few examples: i can't spawn a mermaid underground or a siren in a tundra.)
I have not had such a problem with NEI before. My only issue was that Mob Spawners only are effective when it is dark, like normal Mob Spawners are.
i wonder what the new mobs are going to be... :3 don't tell me. i want to be surprised.
You also need to remember I remodeled a few of the current mobs. Like the Siren now has only two arms and the Naga now has an actual constructed face. Basically I am reviewing the current models and making them more complicated.
Really? I never knew. Well, I guess I felt like it was a bit unbalanced if you could spawn your own merchant instead of looking for an NPC village. Also MCP has not been released yet so I do not know if I can modify deals.
I have not had such a problem with NEI before. My only issue was that Mob Spawners only are effective when it is dark, like normal Mob Spawners are.
You also need to remember I remodeled a few of the current mobs. Like the Siren now has only two arms and the Naga now has an actual constructed face. Basically I am reviewing the current models and making them more complicated.
aah. that's cool! so how many mobs have you added? and how many have you remodeled?
aah. that's cool! so how many mobs have you added? and how many have you remodeled?
10. I have already revealed half of them in my past posts. Technically 11 because I removed the Dark Knight but exchanged him with a more... larger version.
Remodelling is currently in progress. I have remodelled 4 so far. They are not new models but I simply upgraded/slightly changed their current ones. They do make a difference though.
Yea, pretty sure it was etho who tested it, but it was along the lines of you would end up trading ~89 diamonds for a diamond chestplate. Deals be crap.
Oh wow.
If I was to change the list it will probably be more on trading ores or potions instead of equipment.
10. I have already revealed half of them in my past posts. Technically 11 because I removed the Dark Knight but exchanged him with a more... larger version.
Remodelling is currently in progress. I have remodelled 4 so far. They are not new models but I simply upgraded/slightly changed their current ones. They do make a difference though.
Oh wow.
If I was to change the list it will probably be more on trading ores or potions instead of equipment.
Going back off topic for a second, has anyone found a way to keep maids from dying from fall damage? I've tried the longfallb oots from the portal gun mod and the hurricane boots from EE, and neither of them negate fall damage.
This is important because I always have my house above the cloud line, and when my maid gets knocked off the edge while battling for me, she dies from fall damage because of the whole autowarping thing.
yeah, iv'e tried doing that too. i guess it's because she's a different mob and those boots are only supposed to work on you since there's only one mob that can try them. yes, the player counts as a mob.
At this moment of time I am unsure. And I'll be honest I do not even know what API means (Though I hear it a lot). If there is a tutorial about it it will check into it. If there is none, then I am clueless on how to code API.
Sadly taming is not a primary nor secondary function of this mod. The present peaceful versions were initially not even suppose to be in the mod, but I included them simply as a bonus (that is the reason why they do not do anything). Though in the future I will provide peaceful versions of the female counterparts of vanilla Minecraft mobs (Skeleton, Spider & Zombie). But the rest of the mobs most likely not.
My base is in the ground, but I still look for Villages, Dungeons (mainly added by other mods), Monoliths (Thaumcraft2), and supplies... Plus with me Age jumping so much (MystCraft), I see alot of neat (and thanks to this mod, dangerous) will doing so, though I am still looking for a mod that adds new structures that allows you to edit what spawner can be in them.
Well, one thing is a Source Code... But API means Application Programming Interface.
Mostly because I have no idea how and that there are mods which could do a better job at it (Little Maids). If I decide to include companions, my mod would start getting rather messy, especially with the amount of code it would require to code companion versions of each mob. Though the idea of companion versions sounds amazing and all, I simply do not have the mental capacity nor time to implement it. Although I might do so with the peaceful versions, to at least give them an additional function.
My mod is simply to make Minecraft remain a challange while other mods make things easier. That is all there is to it.
try a gui api like this http://www.minecraftforum.net/topic/612536-125-guiapi-an-advanced-gui-toolkit/
also please try to add spawn eggs for all mobs because i am having trouble with getting mobs i want to spawn where i want them to even with the mobs spawners from not enough items.
Correction: Witches are Greifers. :3
This is true. Even the Little Maid mod has the same problem. The maid would randomly jump off cliffs and walk into lava. One thing I do not like in Minecraft is the buggy nature of companions. That is probably the reason why I hardly tame a wolf or ocelot in-game.
Thanks for the link. Will look into it when I have the time.
As much as I want to implement spawn eggs, I have no idea how. I have yet to see a tutorial which explains how to implement Spawn Eggs. Sadly that is my limit in modding; if there is no tutorial, I can't code.
you are welcome!
(had a better one but can no longer find it)
you could also look at how mojang did it.
but wait didn't you add a few already?
I also thought so. But I have yet to see any code which does the same way Minecraft does. Actually, now that I think about it may be the code they use is the same method for Flint and Steel.
Yes, but they use the Chicken Egg method such as the one included in the video you posted. The problem with using the method is that you need to add items for each mob which will result in coding 48+ eggs/items and changing the egg color which is quite a tremendous amount of time while Single Player Commands and NEI can get the job done. You also have to consider that I use Modloader, which limits the amount of items I can include in the mod.
Mojang I assume uses a simple method which I have yet to see. Instead of having an image for each egg, they simply change the hue of a single egg using code.
Update:
Just finished moddeling all the new mobs to be included (10 mobs). My last mob the merchant is a direct reference to the MGE version (Tanuki). I was initially planning to make it one of those typical fat merchants based on typical RPG merchants or a Venetian Merchant (Assasin's Creed) but decided not to.
All I need to do now is wait for 1.3 and MCP. I do plan to remake a few of the current models though.
Yes. Based on many posts before, people were having problems with reaching an error which is produced by having a max item limit. I myself am unsure why this happens but I assume Modloader may be the culprit. That is the reason why I had to make a seperate mod_ file for the ores and had to reduce mob drops, which also made my mod more cleaner in a way because many simply wanted the mobs to be included and not the items.
Metadata is is the same method which Minecraft Spawn Eggs/Stone Bricks use right? But somehow I was never really interested in learning how to do it.
When I heard about the merchant function I wanted to somehow have a personal merchant at my base instead of searching for an NPC village (which are quite rare for me). It is basically a craftable egg which you can spawn a merchant.
I think I will stay away from items and focus more on mobs technically because I am not really a coder to begin with. Though if I make items they will simply be more based on the vanilla items.
Will probably be exactly like the villagers to be honest. Exactly the same.
No problem. Hell I don't even use my own item/blocks . I guess I made them to see if I could make them; to test if I was capable of making icons and textures.
Normal biome? Like the vanilla Minecraft? As my current mod stands they will only spawn in Minecraft biomes as I have yet to experiment with expanding into ExtraBiomes.
vanilla biomes. don't have any extra biome mods. i use mobs spawners from it and they won't work. they have to meet the normal conditions. (a few examples: i can't spawn a mermaid underground or a siren in a tundra.)
about hte Meta Data... if you have NEI and have item ID's shown, for things like wool and stuff you will see 24:5 or something. and that 5 is a Meta Data number. a good example of a mod that uses a lot and i mean a LOT of Meta Data is Thaumcraft 2 almost every item has Meta Data inside of it. and i think you should start using Forge for your mod. since i think it's easier to code items and such. but i'm not sure since i'm not a modder and i don't know anything about Java. and i wonder what the new mobs are going to be... :3 don't tell me. i want to be surprised.
Really? I never knew. Well, I guess I felt like it was a bit unbalanced if you could spawn your own merchant instead of looking for an NPC village. Also MCP has not been released yet so I do not know if I can modify deals.
I have not had such a problem with NEI before. My only issue was that Mob Spawners only are effective when it is dark, like normal Mob Spawners are.
You also need to remember I remodeled a few of the current mobs. Like the Siren now has only two arms and the Naga now has an actual constructed face. Basically I am reviewing the current models and making them more complicated.
aah. that's cool! so how many mobs have you added? and how many have you remodeled?
10. I have already revealed half of them in my past posts. Technically 11 because I removed the Dark Knight but exchanged him with a more... larger version.
Remodelling is currently in progress. I have remodelled 4 so far. They are not new models but I simply upgraded/slightly changed their current ones. They do make a difference though.
Oh wow.
If I was to change the list it will probably be more on trading ores or potions instead of equipment.
wow. alright, sounds fun! can't wait to see!
yeah, iv'e tried doing that too. i guess it's because she's a different mob and those boots are only supposed to work on you since there's only one mob that can try them. yes, the player counts as a mob.