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    posted a message on [Surv] ◦●◊Floating Survival◊●◦ (100+ DLs)
    Thanks for 100+ DLs Guys!
    Posted in: Maps
  • 0

    posted a message on [Surv] ◦●◊Floating Survival◊●◦ (100+ DLs)
    Thanks again guys! Post your suggestions in the comments here!
    Posted in: Maps
  • 0

    posted a message on [Surv] ◦●◊Floating Survival◊●◦ (100+ DLs)
    Yeah sure guys! The more videos the merrier!
    Posted in: Maps
  • 0

    posted a message on [Surv] ◦●◊Floating Survival◊●◦ (100+ DLs)
    Thanks for 50+ DLs guys!
    Posted in: Maps
  • 0

    posted a message on [Surv] ◦●◊Floating Survival◊●◦ (100+ DLs)
    Quote from MConichiwa

    Realy great- i like the idea of hall of riches etc :biggrin.gif: I've got lots of golden apples xD
    And cakes-
    And Ironingot
    xD

    I realy injoy


    Thanks! :smile.gif:
    Posted in: Maps
  • 0

    posted a message on [Surv] ◦●◊Floating Survival◊●◦ (100+ DLs)
    Here is my survival map. It's called Floating Survival. Download link is below.

    Click here to Download!

    Images:





    Rules:

    • You are allowed to break blocks in the normal world but in the nether you can only place torches/glowstone and you must not destroy anything in the nether!
    • Survive!
    • Have Fun!
    • If you create a video for YouTube of my map. Please send me a PM and I will post the video here!

    Suggestions:

    • Find and complete the 'Wall of Riches'!
    • Build a house!
    • Make a cobblestone generator!
    • Find your way to the mainland!
    Posted in: Maps
  • 1

    posted a message on 1.8's removal of the Toggle Fog Key (F) Has just comepletely ruined Minecraft for me.
    Quote from ~Robbie

    Do you really not understand what I'm saying? Tapping the key was an instant (albeit temporary) fix. Having to go into the options menu and stopping the game every so often to toggle the fog back down is just extremely tedious and irritating.

    I don't see how removing an option for players can be looked upon so... lightly. Lots of players use the F key, and now we can't. How can you possibly defend this decision? It was there for those who needed it, and no one was ever forced to use it.

    And now it's gone completely for whatever reason.


    Why don't you just leave it on tiny! :sleep.gif:
    Posted in: 1.8 Update Discussion
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from Whiteheat

    Its there but its probable named something along the lines of:
    public AxisAlignedBB func_28195_e(double d, double d1, double d2


    Thanks man! That fixed it!
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from inlanoche

    That's odd, because if I open up the java file for AxisAlignedBB I can see it:
        public AxisAlignedBB contract(double d, double d1, double d2)
        {
            double d3 = minX + d;
            double d4 = minY + d1;
            double d5 = minZ + d2;
            double d6 = maxX - d;
            double d7 = maxY - d1;
            double d8 = maxZ - d2;
            return getBoundingBoxFromPool(d3, d4, d5, d6, d7, d8);
        }


    Check yours.


    That's not in mine! I don't know why but it isn't there!
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Ok I get a red line in eclipse under

    List list1 = worldObj.getCollidingBoundingBoxes(this, boundingBox.contract(0.03125D, 0.0D, 0.03125D));


    It says "The method contract(double, double, double) is undefined for the type AxisAlignedBB"

    help? It's for the tamable entity part.
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Ok fixed the pig problem but I'm not sure on how to change the hitbox size to his whole body or give him walk animations! Help?
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Ok everything is fine but he has a half invisible pig inside his feet controlling where he moves etc. My guy doesn;t move atall it is just the half invisible pig that does!
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from inlanoche

    OK, I'm going to feel really stupid about this. And not at you, at me, because looking back at my code, I was not clear with my code for the main mod_ file. I should be more careful, and I can't really blame cut and paste for this.

    In my mod_JWorld.java file (I will use my current code) I have this going:
        //used to render added MOBs ------------------------------------------------------------------
        
        public void JWorldAddMobs()
        {
    		//ModLoader.RegisterEntityID(JWorld_EntityExample.class, "centuar", ModLoader.getUniqueEntityId());
    		ModLoader.RegisterEntityID(JWorld_GnomeEntity.class, "gnome", ModLoader.getUniqueEntityId());
    		myMobList.add("gnome");
    		ModLoader.RegisterEntityID(JWorld_AnibusEntity.class, "Anibus", ModLoader.getUniqueEntityId());
    		myMobList.add("Anibus");
    		ModLoader.RegisterEntityID(JWorld_FlythingEntity.class, "Flything", ModLoader.getUniqueEntityId());
    		myMobList.add("Flything");
    		ModLoader.RegisterEntityID(JWorld_HorseEntity.class, "Horse", ModLoader.getUniqueEntityId());
    		myMobList.add("Horse");
    		
        	
    		//***this is the spawn rate for exmaple if you put 3 the mobs is very rare to spawn,
    		//***The EnumCreatureType is what type of mob it is , mobs that you want to spawn in water are "waterCreature", enemies are "monster", and animals are "creature". 
    		ModLoader.AddSpawn(JWorld_GnomeEntity.class, 100, EnumCreatureType.creature);
    		ModLoader.AddSpawn(JWorld_AnibusEntity.class, 100, EnumCreatureType.creature);
    		ModLoader.AddSpawn(JWorld_FlythingEntity.class, 100, EnumCreatureType.creature);
    		ModLoader.AddSpawn(JWorld_HorseEntity.class, 100, EnumCreatureType.creature);
    
        	
        }
     
        public void AddRenderer(Map map)
        {	//***needed for mobs that use a different Model .java file.  If not Mobs will be bipeds
        	//map.put(JWorld_EntityExample.class, new JWorld_RenderExample(new JWorld_ModelExample(), 0.5F));
           	map.put(JWorld_GnomeEntity.class, new JWorld_GnomeRender(new JWorld_GnomeModel(), 0.5F));
          	map.put(JWorld_AnibusEntity.class, new JWorld_AnibusRender(new JWorld_AnibusModel(), 0.5F));
          	map.put(JWorld_FlythingEntity.class, new JWorld_FlythingRender(new JWorld_FlythingModel(), 0.5F));
          	map.put(JWorld_HorseEntity.class, new JWorld_HorseRender(new JWorld_HorseModel(), 0.5F));
          	
        }
        //End of adding MOBs


    The first is a method I created called JWorldAddMobs(). Unless this is called, it will never be run. If you have followed my code, (and I'm going back to correct this now) you will need to call this method in your constructor. If this is not done, then your mobs will not spawn.

    This is what my constructor looks like:
    (Please do not just copy and paste this, but you can use it as an example)
    	public mod_JWorld()
    	{
    		//Registers (needed for Blocks!)-----------------------------------------------------
    		ModLoader.RegisterBlock(LanochiumOre);
    		ModLoader.RegisterBlock(JBlock);
    		ModLoader.RegisterBlock(JWorld_SpawnSpot);
    		//Registers for Armor
    		ModLoader.AddArmor("LanochiumArmor");	//name must be the same as the prefix in the armor folder
    				
    		//Naming objects---------------------------------------------------------------------
    		ModLoader.AddName(LanochiumOre, "Lanochium Ore");
    		ModLoader.AddName(LanochiumBar, "Lanochium Bar");
    		ModLoader.AddName(LanochiumRaw, "Raw Lanochium");
    		ModLoader.AddName(LanochiumHelm, "Lanochium Helm");
    		ModLoader.AddName(LanochiumBody, "Lanochium Plate");
    		ModLoader.AddName(LanochiumLegs, "Lanochium Leggings");
    		ModLoader.AddName(LanochiumBoots, "Lanochium Boots");
    		ModLoader.AddName(LanochiumPick, "Lanochium Pickaxe");
    		ModLoader.AddName(LanochiumAxe, "Lanochium Axe");
    		ModLoader.AddName(LanochiumHoe, "Lanochium Hoe");
    		ModLoader.AddName(LanochiumShovel, "Lanochium Shovel");
    		ModLoader.AddName(LanochiumSword, "Lanochium Sword");
    		
    		ModLoader.AddName(JBlock, "J-Block");
    		ModLoader.AddName(JWorld_SpawnSpot, "J-SpawnSpot");
    
    		//cleaning up the look.  Calling methods instead of open code:
    		JWorldAchievements();		//call to created achievement definitions
    		JWorldCrafting();			//call my crafting recipes
    		JWorldSmelting();			//call to smelting recipes
    		JWorldAddMobs();			//call to register MOB data
    		
    		ModLoader.SetInGameHook(this, true, false); 
    		zLevel = 0.0F;
    	}


    As you can see towards the end, I run several self made methods. Included is the JWorldAddMobs(). Without this I wouldn't see my mobs. I kind of hope that this is why it's not working for you, also, am embarassed if it is.


    Thanks man! I finally got him to spawn! But he has a half invisible pig in his feet and he stays still but the pig moves!
    Posted in: Tutorials
  • 0

    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from Crazy minecraft

    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
    Posted in: Tutorials
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