1.12.1
1.10
1.8.9
1.8
1.7.2
Mobs
Well, I've managed to play with the 4 original creatures plus two models of lion, the wolf and a modified pig. What happens at the end is that you have the same number of mobs spawning, is just that you have lesser chance of findning them all at once.
So, in order for me to test my models, I deactivate selectively the original mobs and only leave the one(s) I'm working on. I can switch them on/off at will in the code
Just add a folder name “MCPatches” to your ~/Documents/ folder.
Open inside AppleScript Editor for gritty details.
But seriously, can you make their movement / behavior patterns different?
And you'd be wrong:
In other words, someone else already mentioned this, and he already responded. It's a rendering problem, not a modeling problem. Mouser X over and out.
Well, thanks everyone for the encouragement. My wife thinks I'm crazy. for the last three days modelling creatures is consuming my time. When I'm working, I'm thinking of the models... It's really exciting to mod a game for the first time.
AI work comes next :smile.gif:
I'm thinking of using the spider AI template as was suggested previously on this post... It may work for the wolf and the lion.
I'll try and use the pigman behaviour for the bear...
Of course it would be great to have more specific behaviour for the new creatures. So I'm open to reasonable suggestions. Although my coding skills are only starting to awake from long time without programming.
The other thing I have to figure out is... what do the new creatures drop? I guess I could put placeholders for the items they drop and somebody could work on that later.
There is another thing I need to work on and that is the sounds. I have the lion sounds ready, but I have yet to make them work. the minecraft program erases my sounds when it starts. I know there is a mod somewhere that fixes the problem, I haven't tested that yet. Any pointers would be appreciated.
I'm also thinking of doing a teaser video. As soon as someone posts a good skin, I'll do the video with the lions and the wolves.
I'll release the mod once I get the AI and sounds working for the first 2-3 creatures.
You're probably looking for either Sound Mod Enabler, which allows you to replace existing sounds (and probably add new ones, I suppose), or Risugami's AudioMod 1.02 (scroll down the page. It's in the first post). That one does all sorts of things, none of which I've fiddled with myself. Either one should get custom sounds to work for you, I'd think.
Hope that's helpful (and uh... I really hope you can figure out aquatic creatures... :tongue.gif: ). Mouser X over and out.
Hey, thanks for the heads up. Notch coded already fish in minecraft. Looking at the code, it seems quite long and complex. The only thing missing is a first model I can use as template to create more.
Just add a folder name “MCPatches” to your ~/Documents/ folder.
Open inside AppleScript Editor for gritty details.
YOU! You should totally become best friends with this guy and make beautiful mob babies.
I believe the answer is on page 2:
could you make the lion wolve and bear hostile.. will they try and kill us in the day time
plz plz plz i want somthing to hunt me in the day time
you think your able to make a Killer eagle that flys around and dives at you and trys to kill you?
You have to modify three of the existing classes (can't recall the names now, I'm at work). plus you have to make your own three classes for each creature. (one for the model, one for the behavior and the another for the renderer)
Looking at the code, it seems possible to make mobs spawn only in the different biodomes. For example you can make a mob that only spawns on swamp, another that only spawns on desert... so you will only encounter the mob when you go into that biodome
The skins will be easily changed, in the same way you can change the existing mobs now. And by the way, I'm hoping I can get some skins submitted by others, to replace the ones I did. So go ahead now!!!
I guess it can be done. I'm not modifying the code that much. Once I release it I guess I'll get some help on the muzzles.... I also hate it being off center
If you use the MCP toolkit, and look at the classes, the mob behavior is coded in the class EntityMobs and the daytime animal in the class EntityAnimals.
the specific classes for creeper, spider, etc, are based on the EntityMobs class with minor modifications. I guess you can look at that. Also, on the EntityCow class you can see an example of player interaction when the cow gives milk