is it possible to make an Entity not move at all so it doesn't turn around either because I want to make an egg as a mob but I made so it can't move but it can stil turn around please help
First, how do you change terrain in a biome? Like how hilly it is, how jagged, ect. and how to make it have a certain biome in it? Like forest has forest hills, Taiga has frozen river.
2nd, how do you make in a crafting recipe or smelting to not consume, but change an item. For example, when crafting cake, the milk buckets get emptied into normal buckets (id changes) but doesn't remove the item.
3rd, how do you change what type of tree spawns in the biome. Like only birch instead of oak
Finally, how do you make a biome like a sky dimension (ex. The aether mod biome)
I need help, as I am new to modding. I'm trying to make a recipe that contains a certain dye, Cocoa beans. I do not know how you can make it where only the cocoa beans can be used. Thank you.
Look in the recipes section. There is a tutorial on using dyes there.
@Asyncronous
I don't need help. Making a method like that will only complicate it for starters. Using a basic
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
First, how do you change terrain in a biome? Like how hilly it is, how jagged, ect. and how to make it have a certain biome in it? Like forest has forest hills, Taiga has frozen river.
2nd, how do you make in a crafting recipe or smelting to not consume, but change an item. For example, when crafting cake, the milk buckets get emptied into normal buckets (id changes) but doesn't remove the item.
3rd, how do you change what type of tree spawns in the biome. Like only birch instead of oak
Finally, how do you make a biome like a sky dimension (ex. The aether mod biome)
lol
1.) okay so when you are making a biome you can define a lot of stuff in the constructor, if you look into the BiomeGenBase.java file you will see that there is multiple things you can do to make a biome they all have comments, so they will tell you which each does. and so you can find the ones you want and define them in the constructor like for setting the minimum height of the biome put this in the constructor:
this.minHeight = .5;
this will set it 5 times higher than the default, it does require a float variable though so no high whole numbers.
2.) im not completely sure about this one
3.) that is defined in the biome file again and also depends on the biome's color
4.) the sky dimension biome is actually just a void dimension, and has random blocks placed as the filler blocks and top blocks you can make it so it generates like that by assigning the air block to be placed randomly in the dimension
Same with anyone else that wants one
I was new to modding a while ago also, so I know what you mean.
ModLoader.addRecipe(new ItemStack(Chocolate, 4), new Object [] {"@", "&", "#", '@', new ItemStack(Item.dyePowder, 1, 3), '&', Item.sugar, '@', Item.bucketMilk});
//We need the "new ItemStack(Item.dyePowder,1,3)" because Coco beans is really the Item.dyePowder, but with a damage value of 3.
//Normally we could just go Item.whatever but if we did that in this case, you could use any dye in the recipe.
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I´m making a colored glass mod, I´ve made the redglass now but when I try to test it, minecraft crashes and I get the following crashlog:
Mods loaded: 2
ModLoader 1.2.5
mod_coloredglass 1.2.5
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 5cae21b8 --------
Generated 21.07.12 10:47
Minecraft: Minecraft 1.2.5
OS: Mac OS X (x86_64) version 10.7.4
Java: 1.6.0_33, Apple Inc.
VM: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 3000 OpenGL Engine version 2.1 APPLE-7.18.18, Intel Inc.
java.lang.Exception: No registry for this texture: mcp/bin/minecraft/terrain.png
at net.minecraft.src.ModLoader.getUniqueSpriteIndex(ModLoader.java:675)
at net.minecraft.src.ModLoader.addOverride(ModLoader.java:365)
at net.minecraft.src.mod_coloredglass.load(mod_coloredglass.java:11)
at net.minecraft.src.ModLoader.init(ModLoader.java:856)
at net.minecraft.src.ModLoader.addAllRenderers(ModLoader.java:157)
at net.minecraft.src.RenderManager.(RenderManager.java:85)
at net.minecraft.src.RenderManager.(RenderManager.java:12)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:424)
at net.minecraft.client.Minecraft.run(Minecraft.java:786)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 9768109b ----------
Great tutorials, except I'm having a problem with the only one I'm not used to. The flower one.
The flower is added to the game, but apparently there is something wrong with the generation function. As soon as the game tries to generate some, it crashes. I think it was a stack overflow. Not sure.
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When life gives you a potato, wonder why the heck life just gave you a potato. Why not something else? Like money? Or a combustable lemon? No, you get a potato. Nothing else.
public class EntityMiniSteve extends EntityMob
{
public EntityMiniSteve(World world)
{
super(world);
texture = "/MiniSteve.png";
moveSpeed = 0.3F;
isImmuneToFire = false;
attackStrength = 4; //This line can only be here if the class extends EntityMob above ^^^. If it doesn't, just delete this whole line
}
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I´m making a colored glass mod, I´ve made the redglass now but when I try to test it, minecraft crashes and I get the following crashlog:
Mods loaded: 2
ModLoader 1.2.5
mod_coloredglass 1.2.5
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 5cae21b8 --------
Generated 21.07.12 10:47
Minecraft: Minecraft 1.2.5
OS: Mac OS X (x86_64) version 10.7.4
Java: 1.6.0_33, Apple Inc.
VM: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: Intel HD Graphics 3000 OpenGL Engine version 2.1 APPLE-7.18.18, Intel Inc.
java.lang.Exception: No registry for this texture: mcp/bin/minecraft/terrain.png
at net.minecraft.src.ModLoader.getUniqueSpriteIndex(ModLoader.java:675)
at net.minecraft.src.ModLoader.addOverride(ModLoader.java:365)
at net.minecraft.src.mod_coloredglass.load(mod_coloredglass.java:11)
at net.minecraft.src.ModLoader.init(ModLoader.java:856)
at net.minecraft.src.ModLoader.addAllRenderers(ModLoader.java:157)
at net.minecraft.src.RenderManager.(RenderManager.java:85)
at net.minecraft.src.RenderManager.(RenderManager.java:12)
at net.minecraft.client.Minecraft.startGame(Minecraft.java:424)
at net.minecraft.client.Minecraft.run(Minecraft.java:786)
at java.lang.Thread.run(Thread.java:680)
--- END ERROR REPORT 9768109b ----------
Thanks
I think you have tried to use another texture file without registering it. I don't exactly know how with just ModLoader but I know it's possible to do it with forge.
If you think's something else, post your code as Koadmaster said.
public class EntityMiniSteve extends EntityMob
{
public EntityMiniSteve(World world)
{
super(world);
texture = "/MiniSteve.png";
moveSpeed = 0.3F;
isImmuneToFire = false;
attackStrength = 4; //This line can only be here if the class extends EntityMob above ^^^. If it doesn't, just delete this whole line
}
package net.minecraft.src;
import java.util.Map;
public class mod_CustomNPC extends BaseMod
{
public void load()
{
ModLoader.registerEntityID(EntityMiniSteve.class, "MiniSteve", ModLoader.getUniqueEntityId()); //Changed Entity Name
ModLoader.addSpawn(EntityMiniSteve.class, 25, 1, 5, EnumCreatureType.creature);
}
public void addRenderer(Map map)
{
map.put(EntityMiniSteve.class, new RenderBiped(new ModelBiped(), 0.5F)); //Changed model to human model
}
public String getVersion()
{
return "1.2.5";
}
}
Other than that, I don't see the problem. Unless your texture is the cow texture, it should be fine.
If the problem persists, could we have a screenshot?
i want to make a kamehameha wave mod, and possibly some other stuff like the dodon beam, spirt cannon, etc (DBZ), how can i make an item that shoots out something (a beam) and causes damage like tnt? how can i customize the beam? thanks
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First, how do you change terrain in a biome? Like how hilly it is, how jagged, ect. and how to make it have a certain biome in it? Like forest has forest hills, Taiga has frozen river.
2nd, how do you make in a crafting recipe or smelting to not consume, but change an item. For example, when crafting cake, the milk buckets get emptied into normal buckets (id changes) but doesn't remove the item.
3rd, how do you change what type of tree spawns in the biome. Like only birch instead of oak
Finally, how do you make a biome like a sky dimension (ex. The aether mod biome)
Get the taming code from its interact method and put it in the item code where the entity is spawned.
Read the OP. It says I am NOT taking requests.
Look in the recipes section. There is a tutorial on using dyes there.
@Asyncronous
I don't need help. Making a method like that will only complicate it for starters. Using a basic
or
is enough and keeps it simple for them.
together they are powerful beyond imagination."
its fine i was just giving tips :), lol
lol
1.) okay so when you are making a biome you can define a lot of stuff in the constructor, if you look into the BiomeGenBase.java file you will see that there is multiple things you can do to make a biome they all have comments, so they will tell you which each does. and so you can find the ones you want and define them in the constructor like for setting the minimum height of the biome put this in the constructor: this will set it 5 times higher than the default, it does require a float variable though so no high whole numbers.
2.) im not completely sure about this one
3.) that is defined in the biome file again and also depends on the biome's color
4.) the sky dimension biome is actually just a void dimension, and has random blocks placed as the filler blocks and top blocks you can make it so it generates like that by assigning the air block to be placed randomly in the dimension
i hope i covered everything
Can i get help now? lol
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Curse PremiumIt means Personal Message, just click on there name to get you to there profile, then hit the "Send me a message" button, and then just type in what you want to tell them
Please post your code
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Retired StaffThe flower is added to the game, but apparently there is something wrong with the generation function. As soon as the game tries to generate some, it crashes. I think it was a stack overflow. Not sure.
and i used your code
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Curse Premiumimport java.util.Random;
public class EntityMiniSteve extends EntityMob
{
public EntityMiniSteve(World world)
{
super(world);
texture = "/MiniSteve.png";
moveSpeed = 0.3F;
isImmuneToFire = false;
attackStrength = 4; //This line can only be here if the class extends EntityMob above ^^^. If it doesn't, just delete this whole line
}
public int getMaxHealth()
{
return 10;
}
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;
}
}
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Curse PremiumIf you think's something else, post your code as Koadmaster said.
Your mob class code looks fine, can we see you mod_MiniSteve class?
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Curse PremiumYep
There are just a few things that need changing:
package net.minecraft.src; import java.util.Map; public class mod_CustomNPC extends BaseMod { public void load() { ModLoader.registerEntityID(EntityMiniSteve.class, "MiniSteve", ModLoader.getUniqueEntityId()); //Changed Entity Name ModLoader.addSpawn(EntityMiniSteve.class, 25, 1, 5, EnumCreatureType.creature); } public void addRenderer(Map map) { map.put(EntityMiniSteve.class, new RenderBiped(new ModelBiped(), 0.5F)); //Changed model to human model } public String getVersion() { return "1.2.5"; } }Other than that, I don't see the problem. Unless your texture is the cow texture, it should be fine.
If the problem persists, could we have a screenshot?
Thanks