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    posted a message on Can't build Java Mod

    If you've only done that tutorial then you didn't install a JDK. For 1.7.10 eclipse will inherently insist on JDK 1.6, but you can use 1.8. So if you haven't installed any JDK you can get it here. Once it's installed you may have to change a few settings within eclipse and to your pc environmental variables to make sure it's directed properly or you could just start the tutorial over. If you already DO have a JDK installed then you should make sure your environmental variables on your pc for Java are set correctly then check to make sure they are set appropriately within eclipse. Good luck.

    Posted in: Modification Development
  • 1

    posted a message on (Probably) Simple Zombie mod

    So after having played it a short time, to include a dozen or so restarts just to get a good idea of the beginning struggle, I think it's pretty good. You wouldn't think these minor changes would make it feel very different but it kinda does. I didn't change the spawn rate because there are no other hostiles to share it with and it seemed adequate, plenty of zombies spawn at night. Zombies killing animals makes a pretty big impact also. I like the simplistic increase in difficult.


    The only thing that's been bugging me because it just does't seem to fit, is beds. The beds function of magically passing time just seems off, to me, in this mod. I think I'm gonna disable that function for beds and maybe make it configurable among the other configurations I plan to implement so people can customize it to their liking. Beds will still update the player's spawn point though. What do you think about this idea?


    If it's not obvious by the mod title, I'm a fan of "prepping". I plan to incorporate items, blocks, functions, etc. that run along the lines of "prepping" but I'm going to go about it very slowly and methodically So, for example, gun powder is now one of the most difficult items to acquire. You can only obtain it from loot chests. So I was going implement a way to make gunpowder by creating a sulfur and saltpeter block (charcoal is already in the game) that can be mined and mixed into gunpowder. So, if you have any ideas along these lines, let's discuss them.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on (Probably) Simple Zombie mod

    Here's the link to the mod. Have fun.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on DoomZday Miner

    Here is DoomZday Miner v0.1 for MC v1.7.10

    It's a small, simple, overworld zombie apocalypse themed mod with subtle changes to help with survival.


    Features include:

    • With the exception of spawners, only zombies spawn in the overworld .
    • Endermen spawn in the nether (like updated versions of MC)
    • Zombies will not die during the day (and still don't spawn during the day)
    • Zombies will attack chickens, cows, horses, pigs and sheep
    • Zombies have a chance to drop slime balls
    • Cows, horses, pigs and sheep drop bones
    • String can be made from wool
    • Leather can be made from 9 rotten flesh
    • Plains have trees (like updated versions of MC)
    • Bonus chests have saplings
    • Saddles can be crafted
    • Name tags can be crafted
    Posted in: WIP Mods
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    posted a message on [SOLVED] Making hostile mobs attack peaceful mobs

    I finally got it to work! I had to add...

    entity.tasks.addTask(4, new EntityAIAttackOnCollide(entity, EntityPig.class, 1.0D, true));

    This is what it looks like...

    @SubscribeEvent
    public void entityJoinWorldEvent(EntityJoinWorldEvent event)
    {
     if (event.entity instanceof EntityZombie)
      {
        EntityZombie entity = (EntityZombie) event.entity;
        entity.tasks.addTask(4, new EntityAIAttackOnCollide(entity, EntityPig.class, 1.0D, false));         
        entity.targetTasks.addTask(2, new EntityAINearestAttackableTarget(entity, EntityPig.class, 0, true));
      }
    }
    Posted in: Modification Development
  • 0

    posted a message on [SOLVED] Making hostile mobs attack peaceful mobs
    Quote from Poseidon_22»

    This worked for me. First, clear the taskEntries from the targetTasks.

    entity.targetTasks.taskEntries.clear();




    Then add the new task:

    entity.targetTasks.addTask(1, new EntityAINearestAttackableTarget(entity, EntityPig.class, true));




    I'm not sure what the checkSight boolean does...
    Also, where does the this reference to? Maybe that explains why it was undefined?

    EDIT: I didn't see the 1.7.10 tag. This might not work :(.



    I tried what you did and unfortunately it doesn't work for me. Thanks though!

    checkSight = if the entity has to see the target to become aggro'd. For zombies targeting the player this is set to true and for zombies targeting villagers this is false


    I'm about to just disable default zombies and remake my own which is definitely what I didn't want to do.

    Posted in: Modification Development
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    posted a message on [SOLVED] Making hostile mobs attack peaceful mobs
    Quote from iamspeedexe»

    I think what you looking for is in the EntityAITarget Class.

    its a protected EntityLivingBase target;


    heres an example setting a value when an entity spawns (probably not the best way but im new aight)

    @SubscribeEvent
    public void entityJoinWorldEvent (EntityJoinWorldEvent event) {
    if (event.getEntity() instanceof EntityLivingBase) {
    EntityLivingBase entity = (EntityLivingBase) event.getEntity();
    entity.maxHurtResistantTime = 0;
    }
    }


    or do you mean adding en entity to the "attacklist of a mob" ?




    I appreciate the reply.

    Each hostile mob and some neutral hobs have a list of attackable targets by priority, for example here's Zombie...

            this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, true));
            this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 0, true));
            this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityVillager.class, 0, false));



    ...this explains why Zombies hit by Skeletons will completely disregard the player. I want to add more of these "targetTasks" to vanilla mobs so that they will search for animals if no other target is available. Of course I could use MCP to add the lines but I'm in pursuit of getting better with using Forge. I'm conflicted as to which hook to use because there's a few that "could" be viable and then there's the issue of how to structure the statement that adds the new targetTasks. I'm somewhat confident that I've got the first part correct...

    @SubscribeEvent
    	public void onJoinWorld(EntityJoinWorldEvent event) 
    	{
    	    if(event.entity instanceof EntityZombie) 
    	    {
    
    	    }
    	}



    ... but everything I try using this doesn't work.

    To my understanding adding something like this within the "if" should have worked...

    EntityZombie zombie = (EntityZombie)event.entity;
    zombie.targetTasks.addTask(1, new EntityAINearestAttackableTarget(this, EntityPig.class, 0, false))



    ... but it doesn't because I get an error that the constructor for EntityAINearestAttackableTarget is undefined.

    I think this is close but again, I'm not sure how to properly add the task. Any help is appreciated and I'm open to suggestions.

    Posted in: Modification Development
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    posted a message on [SOLVED] Making hostile mobs attack peaceful mobs

    I'm trying to figure out how to make hostile mobs attack peaceful mobs. I see at least 2 hooks (EntityJoinWorldEvent & EntityConstructing) that I think would help me use EntityAINearestAttackableTarget. The problem is that I can't quite figure how exactly to apply the new target to hostile mobs. Any help is appreciated.

    Posted in: Modification Development
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    posted a message on (Probably) Simple Zombie mod
    Quote from Mechateka»

    Hi I think it would be cool if someone made a simple zombie apocalypse mod where the only type of hostile mob that spawns is zombies (and maybe spiders). A list of things I'd wanna see in it:


    -Zombies potentially have a chance to drop the items from the mobs that were replaced that you could almost only get from them (bones, slime, things like that)

    -Zombie spawn rate increased enough to make up for lack of other mobs (or maybe even more?)

    -Zombies do not die from sunlight (But still don't spawn in daylight)

    -Zombies attack animals, and animals killed by zombies only drop rotten flesh


    I think this would add a fun twist to minecraft while still keeping a lot of the charm of vanilla :)



    I have a very similar idea for an Overworld zombie apocalypse and have already started making this type of mod for MC version 1.7.10.

    So far...

    • except for Zombies, all other Overworld hostile mobs are disabled ( spawners still work though)
    • Endermen spawn in nether only (like current versions of MC)
    • added a low chance for slime balls in zombie drops
    • String can be made from wool
    • added bones to pigs, sheep, cows and horse drops
    • can make leather from 9 rotten flesh

    I've added a few more changes directed towards survival island environments like trees spawning in plains (like current versions of MC) and added saplings to bonus chests.


    Zombie spawn rate can already be altered in the forge.config file in the .minecraft/config/ folders

    I still need to change zombie ai to attack animals and keep zombies from burning during the day

    Hopefully, it won't take me too long to add these. If you have any more ideas about this, I'd like to hear em.

    I don't know if you're interested in playing 1.7.10 but I'll let ya know when the mod is done just in case you are.

    Posted in: Requests / Ideas For Mods
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    posted a message on [SOLVED] Adding trees to vanilla plains

    So, here's how I added trees to plains in 1.7.10


    1. Create a class, subscribe to the "Decorate" event and get to the settings of the biome.


    public class YourClassName
    {
    @SubscribeEvent
    	public void onBiomeDecorate(Decorate event)
    	{	
    		BiomeGenBase biome = event.world.getBiomeGenForCoords(event.chunkX, event.chunkZ);
    		BiomeDecorator decorator = biome.theBiomeDecorator;
    
    		if (( biome == BiomeGenBase.plains) && (event.type == EventType.TREE))
    		{
    			decorator.treesPerChunk = 0;
    		}
    	}
    }


    2. Register it in the main class by putting this...


    MinecraftForge.TERRAIN_GEN_BUS.register(new YourClassName());


    within (FMLPreInitializationEvent event)


    3.Import YourClassName into the main class


    *alternatively, if you don't need the loop, you can get straight to the point like this...


    BiomeGenBase.plains.theBiomeDecorator.treesPerChunk = 0;


    Posted in: Modification Development
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    posted a message on [SOLVED] Adding trees to vanilla plains
    Quote from TheMasterCaver»

    I don't know about Forge 1.7.10 but you could do this by simply changing the value of a field (code from MCP 1.6.4):

    public class BiomeGenPlains extends BiomeGenBase
    {
        protected BiomeGenPlains(int par1)
        {
            super(par1);
            this.spawnableCreatureList.add(new SpawnListEntry(EntityHorse.class, 5, 2, 6));
            this.theBiomeDecorator.treesPerChunk = -999;
            this.theBiomeDecorator.flowersPerChunk = 4;
            this.theBiomeDecorator.grassPerChunk = 10;
        }
    }

    That is to say, during initialization you can set "BiomeGenBase.plains.theBiomeDecorator.treesPerChunk" to whatever value you want (BiomeDecorator.treesPerChunk is not private or final); 0 will give a 10% chance of an oak tree per chunk (10% of these will be large oaks), which is the "default" tree frequency (e.g. ocean and river biomes do not set this field to anything and will have the occasional tree as a result; if you set it to 1 the real frequency will be 1.1 trees per chunk (10% of 2 instead of 1), and so on).

    This may not be the "proper" way to do things but this is how I've done such things (using MCP, not Forge) to avoid modifying or replacing more classes than necessary.


    Thanks for the reply. I had thought of accomplishing this with MCP when I seen the exact same bit of code you posted, as I've also used it in the past for the same reason you state, but I'm trying to only use Forge. I've found a mod that, with further study, should help me to understand how to achieve this with Forge. And just in case, I do understand that 1.7.10, along with it's accompanying version of Forge, is outdated but there's just something about these versions that keep drawing me back. For now (probably a few days), this is on hold while I learn how to update what I do have to 1.14.4. and study more on that mod I found.

    Posted in: Modification Development
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    posted a message on [SOLVED] Adding trees to vanilla plains

    Looking for some direction (methods and references) that will help me add vanilla oak trees to vanilla plains. Examples are greatly appreciated.

    Posted in: Modification Development
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    posted a message on Help making a custom world w/ specific features?
    Quote from LordDrikon»

    I too would like to have a custom map with repressed amplification, i.e. shallow slopes, and preferably ground often flush with sea level.


    I was looking for the same things but didn't find anything in the forums or anywhere else online for that matter. I'm happy with what I've come up with here and hopefully it works for you. If you keep it on all biomes you need to be aware that hill types will still be raised but will be plateau like. And other than being flat-ish the only other things I changed were the max height spawns for dirt, gravel and coal, they are now at max up to 64. Also, I completely got rid of Diorite, Andesite and Granite, of course you can always add them back in. So, give it a try...

    {"coordinateScale":1.0,"heightScale":6000.0,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":1.0,"depthNoiseScaleZ":1.0,"depthNoiseScaleExponent":0.01,"mainNoiseScaleX":1.0,"mainNoiseScaleY":1.0,"mainNoiseScaleZ":1.0,"baseSize":8,"stretchY":50.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useMansions":true,"useRavines":false,"useWaterLakes":false,"waterLakeChance":4,"useLavaLakes":false,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":64,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":64,"graniteSize":1,"graniteCount":0,"graniteMinHeight":0,"graniteMaxHeight":0,"dioriteSize":1,"dioriteCount":0,"dioriteMinHeight":0,"dioriteMaxHeight":0,"andesiteSize":1,"andesiteCount":0,"andesiteMinHeight":0,"andesiteMaxHeight":0,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":64,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
    Posted in: Customised Worlds
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    posted a message on Help making a custom world w/ specific features?
    Quote from Big_Bad_E»

    I am trying to make a world that has smooth, small hills. I am trying to change the texture pack to make it look like the moon, but I can't seem to get the right custom world. If anyone is good with custom worlds, I want one with small increases and decreases in height, idk if there are different biomes. I've tried for like 2-3 days, but it was always land to like 200 Y and floating chunks. All help is appreciated! : D



    The structure settings and ore settings are for you to decide so, try this...

    {"coordinateScale":1.0,"heightScale":6000.0,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":1.0,"depthNoiseScaleZ":1.0,"depthNoiseScaleExponent":0.01,"mainNoiseScaleX":1.0,"mainNoiseScaleY":1.0,"mainNoiseScaleZ":1.0,"baseSize":8.0,"stretchY":50.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":false,"useDungeons":false,"dungeonChance":8,"useStrongholds":false,"useVillages":false,"useMineShafts":false,"useTemples":false,"useMonuments":false,"useMansions":false,"useRavines":false,"useWaterLakes":false,"waterLakeChance":4,"useLavaLakes":false,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":2,"biomeSize":4,"riverSize":5,"dirtSize":1,"dirtCount":0,"dirtMinHeight":0,"dirtMaxHeight":0,"gravelSize":1,"gravelCount":0,"gravelMinHeight":0,"gravelMaxHeight":0,"graniteSize":1,"graniteCount":0,"graniteMinHeight":0,"graniteMaxHeight":0,"dioriteSize":1,"dioriteCount":0,"dioriteMinHeight":0,"dioriteMaxHeight":0,"andesiteSize":1,"andesiteCount":0,"andesiteMinHeight":0,"andesiteMaxHeight":0,"coalSize":1,"coalCount":0,"coalMinHeight":0,"coalMaxHeight":0,"ironSize":1,"ironCount":0,"ironMinHeight":0,"ironMaxHeight":0,"goldSize":1,"goldCount":0,"goldMinHeight":0,"goldMaxHeight":0,"redstoneSize":1,"redstoneCount":0,"redstoneMinHeight":0,"redstoneMaxHeight":0,"diamondSize":1,"diamondCount":0,"diamondMinHeight":0,"diamondMaxHeight":0,"lapisSize":1,"lapisCount":0,"lapisCenterHeight":0,"lapisSpread":0}


    *edit, I almost forgot, I used Desert biome when making this.

    Posted in: Customised Worlds
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    posted a message on Island/Water Village (1.12.2)

    Under the pier, that I always seem to spawn on when I create this world, there is a chest in the water with pink dye. Almost like it was intentionally hidden. Weird.

    Posted in: Seeds
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