Hi! This is going to be a collection of my mods, although right now I just have two. They're pretty simple, as I'm just learning to mod.
SaplingHappy v1.0 (Beta 1.1_02)
Have you ever smashed tree after tree just to get enough saplings to make that epic forest you're planning? Well now there's no need! SaplingHappy makes each leaf block drop 4 saplings!
(Single class) Download
DarkLava v1.0 (Beta 1.1_02)
This mod was a request, but I decided to put it here anyway.
Basically, you craft together a bucket of lava and obsidian like so:
and you get 4 dark lava blocks. Breaking a dark lava block will reveal the lava source inside it!
You'll have to use the default texture if you want to see the dark lava blocks. Download
I'm working on a really big project now, so no suggestions for a little while.
The project has been unveiled now!
Check it out! viewtopic.php?f=25&t=138252
Thanks!
Aha! A new modder, I bet those want requests as training!
Ok, here's what I need:
I've been working on an adventure map that I'm going to release, but sunlight that burns mobs can bring problems.
Could you make a mod that stops zombies and skeletons from burning in the sun? I prefer that they can still burn normally, but just not from sunlight like creepers and spiders (those burn when they walk into fire)
Next to that, which may be harder:
Could you make it so that mobspawners still spawn in daylight? You should still be able to disable them with torches, but sunlight shouldn't do that.
Are you up for it? I'll put you in the credit list when I've completed the map.
Okay, here's a suggestion. Since you're basically giving those sapplings away, how about making a leaf mob drop ocassionally from the leaves that are dropped to keep the miner on his toes.
Maybe make the probability rather high so that it doesn't happen on every tree, but often enough that it keeps us on our toes looking out for those leafy green monsters that you get to drop from the broken leaves.
Okay, here's a suggestion. Since you're basically giving those sapplings away, how about making a leaf mob drop ocassionally from the leaves that are dropped to keep the miner on his toes.
Maybe make the probability rather high so that it doesn't happen on every tree, but often enough that it keeps us on our toes looking out for those leafy green monsters that you get to drop from the broken leaves.
Creepers have just the colour for that :biggrin.gif:
Shhhhhsss
Thanks guys!
I'll get started on the creepers-dropping-from-trees mod ASAP.
The mobs-not-burning one might be a tad more complicated, but I'm up for the challenge!
I can also play with the daylight mobspawning one, but that might take a while.
Ok, the tree creeper mod is giving me some trouble, so I'll try the mob fire one now.
Should be pretty quick.
@DaBomb Thanks, lol.
It shouldn't be too hard, if you are using MCP it would be something like this:
public void onBlockDestroyedByPlayer(World world, int i, int j, int k, int l)
{
Random r = new Random();
if (r.nextInt(100) == 0) {
EntityCreeper ec = new EntityCreeper(world);
ec.setLocationAndAngles(i+r.nextInt(5),j,k+r.nextInt(5),0F,0F);
world.entityJoinedWorld(ec);
} else {
// drop saplings
}
}
If you aren't using it this code should be pretty easy to implement into the obfuscated names.
Aha! A new modder, I bet those want requests as training!
Ok, here's what I need:
I've been working on an adventure map that I'm going to release, but sunlight that burns mobs can bring problems.
Could you make a mod that stops zombies and skeletons from burning in the sun? I prefer that they can still burn normally, but just not from sunlight like creepers and spiders (those burn when they walk into fire)
Next to that, which may be harder:
Could you make it so that mobspawners still spawn in daylight? You should still be able to disable them with torches, but sunlight shouldn't do that.
Are you up for it? I'll put you in the credit list when I've completed the map.
Easy... Take out the check brigtness and fire routines...
Aha! A new modder, I bet those want requests as training!
Ok, here's what I need:
I've been working on an adventure map that I'm going to release, but sunlight that burns mobs can bring problems.
Could you make a mod that stops zombies and skeletons from burning in the sun? I prefer that they can still burn normally, but just not from sunlight like creepers and spiders (those burn when they walk into fire)
Next to that, which may be harder:
Could you make it so that mobspawners still spawn in daylight? You should still be able to disable them with torches, but sunlight shouldn't do that.
Are you up for it? I'll put you in the credit list when I've completed the map.
Easy... Take out the check brigtness and fire routines...
Well I'm no modder, so I don't know how hard it is. It didn't sound very hard to me.
Ok, the tree creeper mod is giving me some trouble, so I'll try the mob fire one now.
Should be pretty quick.
@DaBomb Thanks, lol.
It shouldn't be too hard, if you are using MCP it would be something like this:
public void onBlockDestroyedByPlayer(World world, int i, int j, int k, int l)
{
Random r = new Random();
if (r.nextInt(100) == 0) {
EntityCreeper ec = new EntityCreeper(world);
ec.setLocationAndAngles(i+r.nextInt(5),j,k+r.nextInt(5),0F,0F);
world.entityJoinedWorld(ec);
} else {
// drop saplings
}
}
If you aren't using it this code should be pretty easy to implement into the obfuscated names.
Aha! Thank you! for you.
Never mind, this mod should come soon.
Quote from Lolligator »
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Quote from Lolligator »
Aha! A new modder, I bet those want requests as training!
Ok, here's what I need:
I've been working on an adventure map that I'm going to release, but sunlight that burns mobs can bring problems.
Could you make a mod that stops zombies and skeletons from burning in the sun? I prefer that they can still burn normally, but just not from sunlight like creepers and spiders (those burn when they walk into fire)
Next to that, which may be harder:
Could you make it so that mobspawners still spawn in daylight? You should still be able to disable them with torches, but sunlight shouldn't do that.
Are you up for it? I'll put you in the credit list when I've completed the map.
Easy... Take out the check brigtness and fire routines...
Well I'm no modder, so I don't know how hard it is. It didn't sound very hard to me.
It shouldn't be too hard, if you are using MCP it would be something like this:
public void onBlockDestroyedByPlayer(World world, int i, int j, int k, int l)
{
Random r = new Random();
if (r.nextInt(100) == 0) {
EntityCreeper ec = new EntityCreeper(world);
ec.setLocationAndAngles(i+r.nextInt(5),j,k+r.nextInt(5),0F,0F);
world.entityJoinedWorld(ec);
} else {
// drop saplings
}
}
If you aren't using it this code should be pretty easy to implement into the obfuscated names.
I am using MCP, but I'm not getting anywhere with that code... Can you please try to explain it? I can't figure out the
It shouldn't be too hard, if you are using MCP it would be something like this:
public void onBlockDestroyedByPlayer(World world, int i, int j, int k, int l)
{
Random r = new Random();
if (r.nextInt(100) == 0) {
EntityCreeper ec = new EntityCreeper(world);
ec.setLocationAndAngles(i+r.nextInt(5),j,k+r.nextInt(5),0F,0F);
world.entityJoinedWorld(ec);
} else {
// drop saplings
}
}
If you aren't using it this code should be pretty easy to implement into the obfuscated names.
I am using MCP, but I'm not getting anywhere with that code... Can you please try to explain it? I can't figure out the
Basically that line sets the position and orientation of the creeper, if you skip that line the creature will get spawned at the origin chunk (0,0). The r.nextInt(5) part of it just provides a random element so that the creeper wont always end up in the same position.
Okay! Thanks, that's really helpful. I appreciate it a lot.
One other thing though. Where does it get the variables i, j, k and l, and what do they do?
I mean, I see that they're used to determine the location and rotation of the creeper, but why are they organised like that? What is the function of each one?
Thanks again.
SaplingHappy v1.0 (Beta 1.1_02)
Have you ever smashed tree after tree just to get enough saplings to make that epic forest you're planning? Well now there's no need! SaplingHappy makes each leaf block drop 4 saplings!
(Single class)
Download
DarkLava v1.0 (Beta 1.1_02)
This mod was a request, but I decided to put it here anyway.
Basically, you craft together a bucket of lava and obsidian like so:
and you get 4 dark lava blocks. Breaking a dark lava block will reveal the lava source inside it!
You'll have to use the default texture if you want to see the dark lava blocks.
Download
I'm working on a really big project now, so no suggestions for a little while.
The project has been unveiled now!
Check it out!
viewtopic.php?f=25&t=138252
Thanks!
Each scepter does diffrent things.
Exsample skeleton scepter
[>>-i>]
Or something like so xD random request.
Ok, here's what I need:
I've been working on an adventure map that I'm going to release, but sunlight that burns mobs can bring problems.
Could you make a mod that stops zombies and skeletons from burning in the sun? I prefer that they can still burn normally, but just not from sunlight like creepers and spiders (those burn when they walk into fire)
Next to that, which may be harder:
Could you make it so that mobspawners still spawn in daylight? You should still be able to disable them with torches, but sunlight shouldn't do that.
Are you up for it? I'll put you in the credit list when I've completed the map.
Maybe make the probability rather high so that it doesn't happen on every tree, but often enough that it keeps us on our toes looking out for those leafy green monsters that you get to drop from the broken leaves.
Creepers have just the colour for that :biggrin.gif:
Shhhhhsss
Best of luck modding.
I'll get started on the creepers-dropping-from-trees mod ASAP.
The mobs-not-burning one might be a tad more complicated, but I'm up for the challenge!
I can also play with the daylight mobspawning one, but that might take a while.
Should be pretty quick.
@DaBomb Thanks, lol.
It shouldn't be too hard, if you are using MCP it would be something like this:
If you aren't using it this code should be pretty easy to implement into the obfuscated names.
Easy... Take out the check brigtness and fire routines...
Well I'm no modder, so I don't know how hard it is. It didn't sound very hard to me.
Aha! Thank you! for you.
Never mind, this mod should come soon.
Yeah, it's pretty simple. It'll be up in a sec.
I'll have this stuff up this afternoon.
Gaah! Sorry about this, guys.
I've been really busy.
I am using MCP, but I'm not getting anywhere with that code... Can you please try to explain it? I can't figure out the
part.
Sorry, I'm very new to this.
Basically that line sets the position and orientation of the creeper, if you skip that line the creature will get spawned at the origin chunk (0,0). The r.nextInt(5) part of it just provides a random element so that the creeper wont always end up in the same position.
One other thing though. Where does it get the variables i, j, k and l, and what do they do?
I mean, I see that they're used to determine the location and rotation of the creeper, but why are they organised like that? What is the function of each one?
Thanks again.