I could do that but as everyone should know I only spend about ten hours a week on modding which is not a lot to get all the ideas done in a month or two.
Rollback Post to RevisionRollBack
I Play games, and program in Python, If you need help send me a message!
If anyone needs a modding in there mod making group i could help. I can make good mobs and pretty good blocks and items. just pm if you need some mobs, blocks, or items or even want me to join your group.
Rollback Post to RevisionRollBack
I Play games, and program in Python, If you need help send me a message!
going to get a new laptop in a month or two which means mods will be made more often.
Good to hear!Iv always liked the golems you made..but v0.4 isnt compatible with my minecraft for somereason and i really wanted to use those 11 new golems.
EDIT:I can use v0.4 but id have to remove the fj.class to prevent minecraft from crashing,but then they have no sound.Now if v0.4 didnt use fj.class and stuck to the zombie sounds like befour that would be great.
Seatooth, i was experimenting with learning modding (specifically adding mobs to modloader compatability) techniques and i decided to test it on your mod, if you want to add mod loader compatability simply compile only the Entity* and Model* java. with the following additional file, then very little possibility of mod incompatability:
mod_Golems.java
package net.minecraft.src;
import java.lang.reflect.Method;
import java.util.Map;
import net.minecraft.src.*;
public class mod_Golems extends BaseMod {
public String Version() {
return "version 0.5alpha for Beta v1.6_04";
}
public mod_Golems() {
ModLoader.RegisterEntityID(EntityBedrockGolem.class, "BedrockGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityBrickGolem.class, "BrickGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityCactusGolem.class, "CactusGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityDiamondGolem.class, "DiamondGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityGlowstoneGolem.class, "GlowstoneGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityGoldGolem.class, "GoldGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityGravelGolem.class, "GravelGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityIceGolem.class, "IceGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityIronGolem.class, "IronGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityMossystoneGolem.class, "MossystoneGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityNetherrackGolem.class, "NetherrackGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityObsidianGolem.class, "ObsidianGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityPumpkinGolem.class, "PumpkinGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntitySandGolem.class, "SandGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntitySandstoneGolem.class, "SandstoneGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntitySnowGolem.class, "SnowGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntitySoulsandGolem.class, "SoulsandGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityStoneGolem.class, "StoneGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityTNTGolem.class, "TNTGolem", ModLoader.getUniqueEntityId());
ModLoader.RegisterEntityID(EntityWoodGolem.class, "WoodGolem", ModLoader.getUniqueEntityId());;
ModLoader.AddSpawn(EntityBedrockGolem.class, 1, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityBedrockGolem.class, 1, EnumCreatureType.creature,(new BiomeGenBase[] {BiomeGenBase.hell}));
ModLoader.AddSpawn(EntityBrickGolem.class, 5, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityCactusGolem.class, 6, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.desert}));
ModLoader.AddSpawn(EntityDiamondGolem.class, 1, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityGlowstoneGolem.class, 6, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.hell}));
ModLoader.AddSpawn(EntityGoldGolem.class, 2, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityGravelGolem.class, 8, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityIceGolem.class, 7, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.tundra}));
ModLoader.AddSpawn(EntityIceGolem.class, 7, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.taiga}));
ModLoader.AddSpawn(EntityIceGolem.class, 7, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.iceDesert}));
ModLoader.AddSpawn(EntityIronGolem.class, 7, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityMossystoneGolem.class, 6, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityNetherrackGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.hell}));
ModLoader.AddSpawn(EntityObsidianGolem.class, 1, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityPumpkinGolem.class, 6, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.swampland}));
ModLoader.AddSpawn(EntitySandGolem.class,8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.desert}));
ModLoader.AddSpawn(EntitySandstoneGolem.class, 7, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.desert}));
ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.tundra}));
ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.taiga}));
ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.iceDesert}));
ModLoader.AddSpawn(EntitySoulsandGolem.class, 7, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.hell}));
ModLoader.AddSpawn(EntityStoneGolem.class, 7, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityTNTGolem.class, 4, EnumCreatureType.creature);
ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.seasonalForest}));
ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.rainforest}));
ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.shrubland}));
ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.taiga}));
}
//this part gives your mob a human model. This part is necessary if you want your mob to be able to carry stuff.
public void AddRenderer(Map map) {
map.put(EntityBedrockGolem.class, new RenderBiped(new ModelBedrockGolem(), 1.5F));
map.put(EntityBrickGolem.class, new RenderBiped(new ModelBrickGolem(), 1.5F));
map.put(EntityCactusGolem.class, new RenderBiped(new ModelCactusGolem(), 1.5F));
map.put(EntityDiamondGolem.class, new RenderBiped(new ModelDiamondGolem(), 1.5F));
map.put(EntityGlowstoneGolem.class, new RenderBiped(new ModelGlowstoneGolem(), 1.5F));
map.put(EntityGoldGolem.class, new RenderBiped(new ModelGoldGolem(), 1.5F));
map.put(EntityGravelGolem.class, new RenderBiped(new ModelGravelGolem(), 1.5F));
map.put(EntityIceGolem.class, new RenderBiped(new ModelIceGolem(), 1.5F));
map.put(EntityIronGolem.class, new RenderBiped(new ModelIronGolem(), 1.5F));
map.put(EntityMossystoneGolem.class, new RenderBiped(new ModelMossystoneGolem(), 1.5F));
map.put(EntityNetherrackGolem.class, new RenderBiped(new ModelNetherrackGolem(), 1.5F));
map.put(EntityObsidianGolem.class, new RenderBiped(new ModelObsidianGolem(), 1.5F));
map.put(EntityPumpkinGolem.class, new RenderBiped(new ModelPumpkinGolem(), 1.5F));
map.put(EntitySandGolem.class, new RenderBiped(new ModelSandGolem(), 1.5F));
map.put(EntitySandstoneGolem.class, new RenderBiped(new ModelSandstoneGolem(), 1.5F));
map.put(EntitySnowGolem.class, new RenderBiped(new ModelSnowGolem(), 1.5F));
map.put(EntitySoulsandGolem.class, new RenderBiped(new ModelSoulsandGolem(), 1.5F));
map.put(EntityStoneGolem.class, new RenderBiped(new ModelStoneGolem(), 1.5F));
map.put(EntityTNTGolem.class, new RenderBiped(new ModelTNTGolem(), 1.5F));
map.put(EntityWoodGolem.class, new RenderBiped(new ModelWoodGolem(), 1.5F));
}
}
You may also want to add the following code thereafter to each of your Entity*.java less you want a golum Apocalypse (overrun by waaaaaaaaaaaaay too many)!
public boolean getCanSpawnHere()
{
if(worldObj.countEntities(this.getClass()) >= 5){
// 5 is the max amount "you" set in your world of each mob to be spawned
return false;
}
int i = MathHelper.floor_double(posX);
int j = MathHelper.floor_double(boundingBox.minY);
int k = MathHelper.floor_double(posZ);
int l = worldObj.getBlockId(i, j - 1, k);
return worldObj.checkIfAABBIsClear(boundingBox) && worldObj.getCollidingBoundingBoxes(this, boundingBox).size() == 0 && worldObj.getBlockLightValue(i, j, k) > 8 && !worldObj.getIsAnyLiquid(boundingBox);
}
public int getMaxSpawnedInChunk()
{
return 3;
// 3 is the max number that "you" set for mobs to group spawn into
}
I can thank miztakay and Club559 for teaching me how to do this, albiet due to lack of modloader documentation i had to find out the hardway how to get golems to load in specific biomes! Remember feel free to use this or not, but more people will like your mod if you make it modloader compatible.
Seatooth, i was experimenting with learning modding (specifically adding mobs to modloader compatability) techniques and i decided to test it on your mod, if you want to add mod loader compatability simply compile only the Entity* and Model* java. with the following additional file, then very little possibility of mod incompatability:
mod_golems.java
package net.minecraft.src;
import java.lang.reflect.Method;
import java.util.Map;
public class mod_Golems extends BaseMod
{
public String Version()
{
return "version 0.4x";
}
public mod_Golems()
{
ModLoader.RegisterEntityID(EntityBedrockGolem.class, "BedrockGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityBedrockGolem.class, 8, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityBedrockGolem.class, 8, EnumCreatureType.creature,(new BiomeGenBase[]{BiomeGenBase.hell}));
ModLoader.RegisterEntityID(EntityBrickGolem.class, "BrickGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityBrickGolem.class, 8, EnumCreatureType.creature);
ModLoader.RegisterEntityID(EntityCactusGolem.class, "CactusGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityCactusGolem.class, 8, EnumCreatureType.creature);
ModLoader.AddSpawn(EntityCactusGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.desert}));
ModLoader.RegisterEntityID(EntityDiamondGolem.class, "DiamondGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityDiamondGolem.class, 8, EnumCreatureType.creature);
ModLoader.RegisterEntityID(EntityGlowstoneGolem.class, "GlowstoneGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityGlowstoneGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.hell}));
ModLoader.RegisterEntityID(EntityGoldGolem.class, "GoldGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityGoldGolem.class, 8, EnumCreatureType.creature);
ModLoader.RegisterEntityID(EntityGravelGolem.class, "GravelGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityGravelGolem.class, 8, EnumCreatureType.creature);
ModLoader.RegisterEntityID(EntityIceGolem.class, "IceGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityIceGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.tundra}));
ModLoader.AddSpawn(EntityIceGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.taiga}));
ModLoader.AddSpawn(EntityIceGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.iceDesert}));
ModLoader.RegisterEntityID(EntityIronGolem.class, "IronGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityIronGolem.class, 8, EnumCreatureType.creature);
ModLoader.RegisterEntityID(EntityMossystoneGolem.class, "MossystoneGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityMossystoneGolem.class, 8, EnumCreatureType.creature);
ModLoader.RegisterEntityID(EntityNetherrackGolem.class, "NetherrackGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityNetherrackGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.hell}));
ModLoader.RegisterEntityID(EntityObsidianGolem.class, "ObsidianGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityObsidianGolem.class, 8, EnumCreatureType.creature);
ModLoader.RegisterEntityID(EntitySandGolem.class, "SandGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntitySandGolem.class, 8, EnumCreatureType.creature);
ModLoader.AddSpawn(EntitySandGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.desert}));
ModLoader.RegisterEntityID(EntitySandstoneGolem.class, "SandstoneGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntitySandstoneGolem.class, 8, EnumCreatureType.creature);
ModLoader.AddSpawn(EntitySandstoneGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.desert}));
ModLoader.RegisterEntityID(EntitySnowGolem.class, "SnowGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.tundra}));
ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.taiga}));
ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.iceDesert}));
ModLoader.RegisterEntityID(EntitySoulsandGolem.class, "SoulsandGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntitySoulsandGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[]{BiomeGenBase.hell}));
ModLoader.RegisterEntityID(EntityStoneGolem.class, "StoneGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityStoneGolem.class, 8, EnumCreatureType.creature);
ModLoader.RegisterEntityID(EntityTNTGolem.class, "TNTGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityTNTGolem.class, 8, EnumCreatureType.creature);
ModLoader.RegisterEntityID(EntityWoodGolem.class, "WoodGolem", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityWoodGolem.class, 8, EnumCreatureType.creature);
}
//this part gives your mob a human model. This part is necessary if you want your mob to be able to carry stuff.
public void AddRenderer(Map map)
{
map.put(EntityBedrockGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityBrickGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityCactusGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityDiamondGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityGlowstoneGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityGoldGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityGravelGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityIceGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityIronGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityMossystoneGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityNetherrackGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityObsidianGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityPumpkinGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntitySandGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntitySandstoneGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntitySandGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntitySnowGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntitySoulsandGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityStoneGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityTNTGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
map.put(EntityWoodGolem.class, new RenderBiped(new ModelBiped(), 0.5F));
}
}
You may also want to add the following code thereafter to each of your Entity*.java less you want a golum Apocalypse (overrun by waaaaaaaaaaaaay too many)!
public boolean getCanSpawnHere()
{
if(worldObj.countEntities(this.getClass()) >= 5){
// 5 is the max amount "you" set in your world of each mob to be spawned
return false;
}
int i = MathHelper.floor_double(posX);
int j = MathHelper.floor_double(boundingBox.minY);
int k = MathHelper.floor_double(posZ);
int l = worldObj.getBlockId(i, j - 1, k);
return worldObj.checkIfAABBIsClear(boundingBox) && worldObj.getCollidingBoundingBoxes(this, boundingBox).size() == 0 && worldObj.getBlockLightValue(i, j, k) > 8 && !worldObj.getIsAnyLiquid(boundingBox);
}
public int getMaxSpawnedInChunk()
{
return 3;
// 3 is the max number that "you" set for mobs to group spawn into
}
I can thank miztakay and Club559 for teaching me how to do this, albiet due to lack of modloader documentation i had to find out the hardway how to get golems to load in specific biomes! Remember feel free to use this or not, but more people will like your mod if you make it modloader compatible.
Drathian I won't be using the code but we could start a team were I will make the art and sound and code and you can make it modloader compatible just pm me if you would like to form a team.
Rollback Post to RevisionRollBack
I Play games, and program in Python, If you need help send me a message!
PM'd :smile.gif: i'll leave the code up as a reference for new mob makers (specifically the biome bit), if you want to work together the code will eventually get more advanced.
Well until seatooth gets back to to me about his requested changes here is something for you late nighters to mess with (ie test for any unanticipated bugs) before patch 1.6, here it is a semi-unoffical Seatooth's Golem's Mod: v.04X:
Changelog:
+Allows you to select the spawnrate of golems in general via the menu gui, and select individual golem spawn frequency also via the menu gui
+Modloader Compatible (req)
+Clerical Fix
+Spawn Rarity Update
+Biome Spawn Fix
Yeah the sound files appear to be empty to me. Modloader also doesn't support reading sound from inside zips. You can get around that by copying the zips resources directory to .minecraft
Yeah the sound files appear to be empty to me. Modloader also doesn't support reading sound from inside zips. You can get around that by copying the zips resources directory to .minecraft
The thing is i added the sounds to my RES folder,Maybe its just my bad luck but i havent gotten Any of the golems version to work that use custom sound...well they work just no sound.
I'm working on fixing it, seems to be both a codec issue and a folder path issue, also here is the code for sound volume if I need to do that later lol -->
I'm working on fixing it, seems to be both a codec issue and a folder path issue, also here is the code for sound volume if I need to do that later lol -->
my desktop is cluttered no more space lol.
stickynote:
protected float getSoundVolume()
{
return 0.4F;
}
I look forward to the fixed version.Also just a question but are Bedrock golems Invinsible?
I'm not sure if this was intentional or not but i do know the stealthy tnt golems were getting on my nerves lMAO!
Oh and the bedrock golems have a health of:
health *= 20D;
versus say the wood golem which has a health of:
health *= 1.0D;
I'm guessing thats 20 hits!
This mod is best used with other creature mods like mocreatures otherwise you'll have to crank down the golem spawn and freq settings or GOLEM APOCLYPSE!!! lol
Ok they work now thanks!Also i think that 20D is more than 20HP since i swarmed 1 Bedrock golem with the Guards from the RPG mods and it killed 30 guards b4 they killed it O_O,Also i noticed you made the golems more aggresive good job if you did that! *Thumbs up*
Edit:The new voices are nice but i miss the zombie voice they had *Tear*.
Edit2:Never Mind fixed it.
Ok they work now thanks!Also i think that 20D is more than 20HP since i swarmed 1 Bedrock golem with the Guards from the RPG mods and it killed 30 guards b4 they killed it O_O,Also i noticed you made the golems more aggresive good job if you did that! *Thumbs up*
Edit:The new voices are nice but i miss the zombie voice they had *Tear*.
Edit2:Never Mind fixed it.
1d=10 hearts so the bedrock golem has 200 hearts
so 200 hits with bare hands
80 hits with wooden swords
57.142 hits with stone swords
44.444 hits with iron swords
and 36.363 with diamond swords
and the bedrock golems do 12.5 hearts of damage
and bedrock golems spawn 1 commonness (very uncommon)
bedrock golems move 0.9 which is almost as fast as the player
and bedrock golems drop bedrock
So the bedrock golems are very fast, strong, and uncommon and they are extremely deadly.
Rollback Post to RevisionRollBack
I Play games, and program in Python, If you need help send me a message!
Things I most likely will do: Add summoning.
Things I might do: Add a realm where golems reign supreme.
which gives increased jumping power and possibly the ability to wade through lava (diamond golem only)
Good to hear!Iv always liked the golems you made..but v0.4 isnt compatible with my minecraft for somereason and i really wanted to use those 11 new golems.
EDIT:I can use v0.4 but id have to remove the fj.class to prevent minecraft from crashing,but then they have no sound.Now if v0.4 didnt use fj.class and stuck to the zombie sounds like befour that would be great.
mod_Golems.java
package net.minecraft.src; import java.lang.reflect.Method; import java.util.Map; import net.minecraft.src.*; public class mod_Golems extends BaseMod { public String Version() { return "version 0.5alpha for Beta v1.6_04"; } public mod_Golems() { ModLoader.RegisterEntityID(EntityBedrockGolem.class, "BedrockGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityBrickGolem.class, "BrickGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityCactusGolem.class, "CactusGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityDiamondGolem.class, "DiamondGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityGlowstoneGolem.class, "GlowstoneGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityGoldGolem.class, "GoldGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityGravelGolem.class, "GravelGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityIceGolem.class, "IceGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityIronGolem.class, "IronGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityMossystoneGolem.class, "MossystoneGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityNetherrackGolem.class, "NetherrackGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityObsidianGolem.class, "ObsidianGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityPumpkinGolem.class, "PumpkinGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntitySandGolem.class, "SandGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntitySandstoneGolem.class, "SandstoneGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntitySnowGolem.class, "SnowGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntitySoulsandGolem.class, "SoulsandGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityStoneGolem.class, "StoneGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityTNTGolem.class, "TNTGolem", ModLoader.getUniqueEntityId()); ModLoader.RegisterEntityID(EntityWoodGolem.class, "WoodGolem", ModLoader.getUniqueEntityId());; ModLoader.AddSpawn(EntityBedrockGolem.class, 1, EnumCreatureType.creature); ModLoader.AddSpawn(EntityBedrockGolem.class, 1, EnumCreatureType.creature,(new BiomeGenBase[] {BiomeGenBase.hell})); ModLoader.AddSpawn(EntityBrickGolem.class, 5, EnumCreatureType.creature); ModLoader.AddSpawn(EntityCactusGolem.class, 6, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.desert})); ModLoader.AddSpawn(EntityDiamondGolem.class, 1, EnumCreatureType.creature); ModLoader.AddSpawn(EntityGlowstoneGolem.class, 6, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.hell})); ModLoader.AddSpawn(EntityGoldGolem.class, 2, EnumCreatureType.creature); ModLoader.AddSpawn(EntityGravelGolem.class, 8, EnumCreatureType.creature); ModLoader.AddSpawn(EntityIceGolem.class, 7, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.tundra})); ModLoader.AddSpawn(EntityIceGolem.class, 7, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.taiga})); ModLoader.AddSpawn(EntityIceGolem.class, 7, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.iceDesert})); ModLoader.AddSpawn(EntityIronGolem.class, 7, EnumCreatureType.creature); ModLoader.AddSpawn(EntityMossystoneGolem.class, 6, EnumCreatureType.creature); ModLoader.AddSpawn(EntityNetherrackGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.hell})); ModLoader.AddSpawn(EntityObsidianGolem.class, 1, EnumCreatureType.creature); ModLoader.AddSpawn(EntityPumpkinGolem.class, 6, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.swampland})); ModLoader.AddSpawn(EntitySandGolem.class,8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.desert})); ModLoader.AddSpawn(EntitySandstoneGolem.class, 7, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.desert})); ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.tundra})); ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.taiga})); ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.iceDesert})); ModLoader.AddSpawn(EntitySoulsandGolem.class, 7, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.hell})); ModLoader.AddSpawn(EntityStoneGolem.class, 7, EnumCreatureType.creature); ModLoader.AddSpawn(EntityTNTGolem.class, 4, EnumCreatureType.creature); ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.seasonalForest})); ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.rainforest})); ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.shrubland})); ModLoader.AddSpawn(EntitySnowGolem.class, 8, EnumCreatureType.creature, (new BiomeGenBase[] {BiomeGenBase.taiga})); } //this part gives your mob a human model. This part is necessary if you want your mob to be able to carry stuff. public void AddRenderer(Map map) { map.put(EntityBedrockGolem.class, new RenderBiped(new ModelBedrockGolem(), 1.5F)); map.put(EntityBrickGolem.class, new RenderBiped(new ModelBrickGolem(), 1.5F)); map.put(EntityCactusGolem.class, new RenderBiped(new ModelCactusGolem(), 1.5F)); map.put(EntityDiamondGolem.class, new RenderBiped(new ModelDiamondGolem(), 1.5F)); map.put(EntityGlowstoneGolem.class, new RenderBiped(new ModelGlowstoneGolem(), 1.5F)); map.put(EntityGoldGolem.class, new RenderBiped(new ModelGoldGolem(), 1.5F)); map.put(EntityGravelGolem.class, new RenderBiped(new ModelGravelGolem(), 1.5F)); map.put(EntityIceGolem.class, new RenderBiped(new ModelIceGolem(), 1.5F)); map.put(EntityIronGolem.class, new RenderBiped(new ModelIronGolem(), 1.5F)); map.put(EntityMossystoneGolem.class, new RenderBiped(new ModelMossystoneGolem(), 1.5F)); map.put(EntityNetherrackGolem.class, new RenderBiped(new ModelNetherrackGolem(), 1.5F)); map.put(EntityObsidianGolem.class, new RenderBiped(new ModelObsidianGolem(), 1.5F)); map.put(EntityPumpkinGolem.class, new RenderBiped(new ModelPumpkinGolem(), 1.5F)); map.put(EntitySandGolem.class, new RenderBiped(new ModelSandGolem(), 1.5F)); map.put(EntitySandstoneGolem.class, new RenderBiped(new ModelSandstoneGolem(), 1.5F)); map.put(EntitySnowGolem.class, new RenderBiped(new ModelSnowGolem(), 1.5F)); map.put(EntitySoulsandGolem.class, new RenderBiped(new ModelSoulsandGolem(), 1.5F)); map.put(EntityStoneGolem.class, new RenderBiped(new ModelStoneGolem(), 1.5F)); map.put(EntityTNTGolem.class, new RenderBiped(new ModelTNTGolem(), 1.5F)); map.put(EntityWoodGolem.class, new RenderBiped(new ModelWoodGolem(), 1.5F)); } }public boolean getCanSpawnHere() { if(worldObj.countEntities(this.getClass()) >= 5){ // 5 is the max amount "you" set in your world of each mob to be spawned return false; } int i = MathHelper.floor_double(posX); int j = MathHelper.floor_double(boundingBox.minY); int k = MathHelper.floor_double(posZ); int l = worldObj.getBlockId(i, j - 1, k); return worldObj.checkIfAABBIsClear(boundingBox) && worldObj.getCollidingBoundingBoxes(this, boundingBox).size() == 0 && worldObj.getBlockLightValue(i, j, k) > 8 && !worldObj.getIsAnyLiquid(boundingBox); } public int getMaxSpawnedInChunk() { return 3; // 3 is the max number that "you" set for mobs to group spawn into }I can thank miztakay and Club559 for teaching me how to do this, albiet due to lack of modloader documentation i had to find out the hardway how to get golems to load in specific biomes! Remember feel free to use this or not, but more people will like your mod if you make it modloader compatible.
Drathian I won't be using the code but we could start a team were I will make the art and sound and code and you can make it modloader compatible just pm me if you would like to form a team.
Changelog:
+Allows you to select the spawnrate of golems in general via the menu gui, and select individual golem spawn frequency also via the menu gui
+Modloader Compatible (req)
+Clerical Fix
+Spawn Rarity Update
+Biome Spawn Fix
http://www.megaupload.com/?d=LIMHSW7H
http://www.mediafire.com/?lak9oo5vf9eklt7
Requires modloader and guiapi!
GuiAPI Here
Modloader Here
You may want to also get audio mod for a later version that will have more sound.
Might want to mess with the spawn sliders some if there are too many golems lol!
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don't read below this unless you need too
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If you have modoptionsapi installed you'll additionally need his gui api patch <--
Install order:
minecraft
modloader
audiomod
guiapi
*modoptionsapi*
*guiapipatchformodoptions*
golem mod (or others)
Edit:They dont seem to play any sounds.
The thing is i added the sounds to my RES folder,Maybe its just my bad luck but i havent gotten Any of the golems version to work that use custom sound...well they work just no sound.
my desktop is cluttered no more space lol.
stickynote:
protected float getSoundVolume() { return 0.4F; }I look forward to the fixed version.Also just a question but are Bedrock golems Invinsible?
I also re-encocded the wav files to ogg:
it now requires audiomod to play sound:
Get AudioMod Here!
The specific line of code style that needed to change in each entity* file before compiling
was:
protected String getLivingSound() { return "mob.golem"; }to
protected String getLivingSound() { return "golems.golem"; }I'm not sure if this was intentional or not but i do know the stealthy tnt golems were getting on my nerves lMAO!
Oh and the bedrock golems have a health of:
health *= 20D;
versus say the wood golem which has a health of:
health *= 1.0D;
I'm guessing thats 20 hits!
This mod is best used with other creature mods like mocreatures otherwise you'll have to crank down the golem spawn and freq settings or GOLEM APOCLYPSE!!! lol
Edit:The new voices are nice but i miss the zombie voice they had *Tear*.
Edit2:Never Mind fixed it.
1d=10 hearts so the bedrock golem has 200 hearts
so 200 hits with bare hands
80 hits with wooden swords
57.142 hits with stone swords
44.444 hits with iron swords
and 36.363 with diamond swords
and the bedrock golems do 12.5 hearts of damage
and bedrock golems spawn 1 commonness (very uncommon)
bedrock golems move 0.9 which is almost as fast as the player
and bedrock golems drop bedrock
So the bedrock golems are very fast, strong, and uncommon and they are extremely deadly.