Ok, so now my mob 'doesn't exist'. It doesn't appear on the GUI and when I try and spawn it with SinglePlayerCommands it says NPC does not exist! Help? Here are my files(Now in spoiler form!)
Main mod file:
package net.minecraft.src;
import java.util.ArrayList;
import java.util.Map;
public class mod_RainbowMan extends BaseMod
{
public void EBMAddMobs()
{
ModLoader.RegisterEntityID(EBM_EntityRainbowMan.class, "RainbowMan", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EBM_EntityRainbowMan.class, 100, EnumCreatureType.creature);
myMobList.add("RainbowMan");
}
public void AddRenderer(Map map)
{
map.put(EBM_EntityRainbowMan.class, new EBM_RenderRainbowMan(new EBM_ModelRainbowMan(), 0.5F));
}
public static ArrayList myMobList = new ArrayList();
public String Version()
{
return ("1.0");
}
}
@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.
@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.
Good point, but i dont see how adding that 1 line of code really destroys the compatibility of some other mods.
Because when you add in your mod it adds files into your minecraft.jar so if you add in another mod that uses the same file then it will override the other mods file. Hence making the game crash because it has lost one of its files
Because when you add in your mod it adds files into your minecraft.jar so if you add in another mod that uses the same file then it will override the other mods file. Hence making the game crash because it has lost one of its files
Yeah, it was the only way i could make modloader actually load my mod. Perhaps Inlanchoe can help with that whenever he gets on..
Rollback Post to RevisionRollBack
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can you make a video on how to code the model cause i dont get it
Look at my video for using Techne. Look at the code I posted for my model. Read the thread. It's there. I'm not going to make a video of how to add numbers for the co-oridinates of a box.
If you have read through the first 4-8 posts, tell me what is unclear and I will update them.
A new modder got this to work...im a beginner, and i got it to work...yay :smile.gif:
Thanks Rayvyn and Inlanoche :biggrin.gif:
What i would like to know is how to do custom animations o_o, Im not sure if you know how to do so Inlanchoe?
Main mod file:
Entity file:
Render file:
Model file:
GUI file:
Look inside ModelQuadruped, you'll see Math variables, Inlan can explain it better, but play around with these.
Having Same Problem With This...I Have Made Other Mods Before But I Figured I Would Just Try It This Way..Having No Luck.
More Hostile Dungeon's 1.0
It took me awhile to figure that part out. Only thing I'm having a problem with now it having the nose follow with the head :/
but i will use this tutorial soon!
I made this map! Please check it out! It's a really awesome map that took me over a year to make! :3
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.
EXAMPLE:
spawnableCreatureList.add(new SpawnListEntry(net.minecraft.src.JWorld_AnibusEntity.class, 8));
If you did it right, it should say something like Mod Loaded right underneath the MODLOADER INTIALIZING 1.7.3.
I had to do that to be able to get my mob to spawn
@Muserae Perhaps you could explain the custom animation?
I know that I could do it this way but I want to make it compatible with every mod hence not altering the 'vanilla' files!
This is for my Platypus
Also, the front foot flings way forward when it walks
Good point, but i dont see how adding that 1 line of code really destroys the compatibility of some other mods.
Because when you add in your mod it adds files into your minecraft.jar so if you add in another mod that uses the same file then it will override the other mods file. Hence making the game crash because it has lost one of its files
Yeah, it was the only way i could make modloader actually load my mod. Perhaps Inlanchoe can help with that whenever he gets on..
I made this map! Please check it out! It's a really awesome map that took me over a year to make! :3
Look at my video for using Techne. Look at the code I posted for my model. Read the thread. It's there. I'm not going to make a video of how to add numbers for the co-oridinates of a box.
If you have read through the first 4-8 posts, tell me what is unclear and I will update them.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE
in progress.
I know how to do it, I need to find out how to call them up. I'm researching and testing some stuff.
OLD 1.7: http://www.minecraftforum.net/topic/529327-modloader173-adding-custom-mobs-and-more/ ---inLanoche says : USE ECLIPSE