• 1

    posted a message on [V1.4] Mo' Foodz [Updated!]
    TLitten & PROWNE - Mo' Foodz v1.5
    Coding: PROWNE || Art: TLitten & wwmichael
    Currently compatible with Beta 1.4


    1.5 is out, check the wiki for the download!

    If you want to donate to any of the developers of Mo' Foodz, click below. However, we aren't telling or asking you to do it! :]

    --------------------------------------------------------------------------------------------------------------------------

    Videos!
    A great thanks to MattedTV for the update video!

    --------------------------------------------------------------------------------------------------------------------------

    FAQs
    INSTALL QUESTIONS:
    
    - Q1: Why does Minecraft black-screen after installing Mo' Foodz?
    - A1: Either you forgot to install the required version of ModLoader, More Block IDs, or you have installed a mod that is incompatible.
    - Q2: When I try to generate a new world or walk further into my existing one, Minecraft crashes. Why?
    - A2: Install Shockah's More Block IDs.

    --------------------------------------------------------------------------------------------------------------------------

    __DOWNLOAD__


    Download Here
    --------------------------------------------------------------------------------------------------------------------------
    __INSTALL__
    Requires ModLoader
    1. Install ModLoader for Beta 1.4
    1. Extract the download with winrar
    2. Open your minecraft.jar file in- "appdata/roaming/.minecraft/bin/minecraft.jar"
    3. Delete META-INF (if you haven't already)
    4. Copy and paste all the included files into your minecraft.jar
    5. Enjoy! And make Mo' Foodz!


    If you need extra support, please take a look at an install video done by our own TLitten.
    If you're still having trouble, visit the Livestream, we'll nearly always be there to answer questions.

    --------------------------------------------------------------------------------------------------------------------------
    SUGGESTIONS
    We are open to suggestions. If you have one you can post it in the suggestion box. If the idea is good, well put it on our list and make it! ;]
    --------------------------------------------------------------------------------------------------------------------------
    FACEBOOK

    --------------------------------------------------------------------------------------------------------------------------
    ==Near Future Updates==

    1. More recipes for current items
    3. More tree types
    4. Better graphics
    5. CANDY :biggrin.gif:
    6. Chocolate food
    7. More peppers
    8. etc.
    Posted in: Minecraft Mods
  • 7

    posted a message on [V1.5_01/V1.4_01] PROWNE's Mods [Grenade Launcher!]



    Latest News:
    19/05/2011: Updated Zaraza107's original Grenade Launcher mod. Download down below!
    07/05/2011: Added Blast Suit mod! Craft Kevlar pieces and protect yourself against those creepers!
    27/04/2011: Updated the first three mods to Beta 1.5_01, more updates coming tomorrow.
    13/04/2011: Uploaded first release of RealistiCraft! Hunger, thirst, fatigue? This mod has all of it!
    07/04/2011: Fixed Ballistic Knives (tested properly this time, lol) for the floating knife issue and updated textures..

    =================================================================================================

    Request Information:
    If you have a mod you'd like to see made, please post all requests in my secondary thread here, or feel free to PM me with your idea. However, if you really want a mod done, I'm always available for hire.


    =================================================================================================

    Rules for Downloading:
    By downloading any of my mods you hereby agree to the terms of use and the following:

    :VV: :VV: :SSSS:".
    5. When submitting bug reports, provide any text from "ModLoader.txt" (in your .minecraft folder) and in (code)(/code) tags.

    =================================================================================================

    General Mod Info:
    Most of my mods come with properties files. To find it and change the IDs to solve conflicts, simply navigate to your .minecraft/mods/*modnamehere*/ folder. Inside there is a settings.properties file.

    (^^ Part One ^^)

    (^^ Part Two ^^)
    A great thanks to MattedTVToo for these mod reviews/demonstrations!

    Also a big thanks to Creepertird157 (MechaBoy615) for the mod demonstrations below!


    =================================================================================================

    Table of Contents:
    - Latest News
    - Request Information
    - Rules for Downloading
    - General Mod Info
    - Mods












    - Support
    - Donate
    - Terms and Conditions


    =================================================================================================

    Mods:
    Ballistic Knives


    Are you a CoD addict? Can't get enough ballistic knife-y action? The ballistic knives mod allows you to craft and shoot knife blades, instantly killing any target! Warning: knife blades may ricochet back off enemies into yourself.

    View recipes sheet (PNG).

    Ballistic Knives in Action:
    Video by Colinjay9000.

    Video by Creepertird157 (MechaBoy615).

    Download the Ballistic Knives Mod:
    Credits:
    Mod Request and artwork by Colinjay9000.

    New in version 1.5:
    Beta 1.5_01 Compatibility!

    Previous versions:
    V1.4b: Fixed damage bug. Fixed ricochet bug.
    V1.4: Fixed floating knife issue, updated 16bit textures.
    V1.3: Updated to Beta 1.4!
    V1.2: You can now toggle between 16 and 32 bit textures! Change the "16" in your .minecraft/mods/BallisticKnife/bitTexture.properties to "32" to enable the use of 32 bit textures. Also, new crafting recipe for knife blades. Craft a metal rod first, which replaces the stick in the knife blade recipe.

    V1.1: Melee with knife blades and loaded ballistic knives are now a one hit kill.
    V1.0: Initial release!

    Download V1.5 (Mediafire)
    (Compatible with Minecraft Beta 1.5_01 and ModLoader.)

    (Properties file supported: .minecraft/mods/BallisticKnife/)


    =================================================================================================

    Blast Suit


    Are you tired of being killed in a creeper attack, or a TNT mishap? Not anymore, thanks to the field-tested Blast Suit! Craft your own Kevlar out of leather and create your own set of blast-resistant armor. Although Blast Suits will protect you when used individually, you will still take a reasonable amount of damage. Thus, you achieve the greatest protective effect when wearing all of the parts together. When wearing the entire suit, you will take minimal damage from the initial explosion, but can take damage from falling out of the air due to knockback of the explosion.

    View recipes sheet (PNG).

    Blast Suits in Action:
    Video by Colinjay9000.

    Download the Blast Suit Mod:
    Credits:
    Artwork by Colinjay9000.

    New in version 1.0:
    Initial release.

    Download V1.0 (Mediafire)
    (Compatible with Minecraft Beta 1.5_01 and ModLoader.)

    (Properties file supported: .minecraft/mods/BlastSuit/)


    =================================================================================================

    Elemental Blocks


    Elemental Blocks is a mod that allows you to craft 3 types of blocks: fire, water, and lava. Upon wiring the block to redstone and turning the power on, you will find that that block's element will appear above it! This allows for quick and painless house defense mechanisms, like surrounding your home with elemental fire blocks and flipping the power on at night, to protect yourself in a ring of flaming death! This also allows you to create simple traps for your adventure/survival maps, for things like raining lava from the ceiling, drowning the player in a sealed room activated by a pressure pad! For crafting, make a ring of 8 iron blocks, with the element of the block you want to craft in the center. Flint and steel for fire, a bucket of lava for lava, and a bucket of water for water. For example:
    :Blue: :Blue: :Blue:
    :Blue:

    <!-- s:Flint and Steel: -->

    {SMILIES_PATH}/flintnsteel.png

    <!-- s:Flint and Steel: -->

    :Blue:
    :Blue: :Blue: :Blue:
    ^ Where stone is an iron block, this would craft a fire block.

    Download the Elemental Blocks Mod:
    New in version 1.2:
    Beta 1.5_01 compatible.

    Previous versions:
    V1.1: Beta 1.4_01 compatible.
    V1.0: Initial release!


    Download V1.2 (Mediafire)
    (Compatible with Minecraft Beta 1.5_01 and ModLoader.)

    (Properties file supported: .minecraft/mods/ElementalBlocks/)


    =================================================================================================

    GemCraft


    This mod adds new gems, weapons, and ores in Minecraft. Redstone gems, sapphire, emerald, pearl, amber, moonstone, and sunstone are added. Prestige swords are craftable using these new gems, along with axes, daggers, and arrows, each with a special and unique ability. See recipes sheet for more details. Note that when shooting redstone arrows, your game may become unstable. To craft an advanced bow, use the original bow recipe, only replace the middle slot of string with any gem (redstone gem, sapphire, topaz, etc.).

    View recipes sheet (PNG).

    Download the GemCraft Mod:
    Credits:
    Mod Request by Diggdawg89.

    New in version 1.4:
    Updated to support Beta 1.5_01.

    Previous versions:
    V1.3: Updated to support Beta 1.5_01.
    V1.2: Fixed world generation! Sapphire, topaz, and emerald are ores found underground. Pearl, moonstone, and sunstone are above-ground blocks. Pearl will generate only on sand. Moonstone and sunstone are very rare and only generate on grass. Amber will generate inside trees, its outer texture being the same as the default log texture. The only way to tell the difference between amber and regular wood is small cracks or "veins" on the surface of the wood.

    V1.1: Beta 1.4 compatibility!
    V1.0: Initial release!

    Download V1.4 (Mediafire)
    (Compatible with Minecraft Beta 1.5_01 and ModLoader.)

    (Properties file supported: .minecraft/mods/GemCraft/)


    =================================================================================================

    Grenade Launcher


    An update for Zaraza107's original Grenade Launcher mod. Updated from Alpha 1.2.6 to Beta 1.5_01, all texture/sprite credit goes to Zaraza107 and other users credited on their page. All code has been reconstructed from the ground up. Grenades not fired a minimum of 3 blocks will not detonate, they will get stuck in the ground and have the ability to be picked up again. Careful, however, fired grenades can still detonate if they fall the 3 block requirement!

    Recipe Page 1.
    Recipe Page 2.

    Download the Grenade Launcher Mod:
    Credits:
    Original Mod and sprites by Zaraza107.

    New in version 1.0:
    Initial release.

    Download V1.0 (Mediafire)
    (Compatible with Minecraft Beta 1.5_01 and ModLoader.)

    (Properties file supported: .minecraft/mods/GrenadeLauncher/)


    =================================================================================================

    Gunpowder Plant


    This mod is essentially described by the title! It is a plant which resembles reeds and can be crafted into gunpowder (sulphur). The plant is slightly more rare than regular reeds and has the same block placement restrictions, which means it can only be placed next to water on grass or dirt. Well, isn't this world nice and happy if we can all grow our gunpowder in peace, right? This luxury of not having to hunt creepers at night also has it's drawbacks: they attract creepers. Download below!

    Download the Gunpowder Plant Mod:
    Credits:
    Darkside_97 for the block and item images.
    Lolligator for the mod idea.

    New in version 2.4:
    Minecraft Beta 1.5_01 compatibility.

    Just a note: gunpowder reeds are approximately 2.5 times as rare as regular reeds, so the gameplay should be rather balanced on terms of rarity-to-plant efficiency.

    Download V2.4 (Mediafire)
    (Compatible with Minecraft Beta 1.5_01 and ModLoader.)

    (Properties file supported: .minecraft/mods/GunpowderReeds/)


    =================================================================================================

    Light Bulbs


    This mod adds light bulbs into Minecraft! Light bulbs are toggle-able sources of light (their light level is 15, 1 higher than a regular torch), which can only be placed on the underside of overhanging blocks. Light bulbs can be either wired directly, or have redstone wires running on the overhanging block above them. When light bulbs are smashed they drop one glass shard. Four glass shards are needed to reconstruct a regular block of glass.

    View recipes sheet (PNG).

    Download the Light Bulbs Mod:
    New in version 1.4:
    Fixed recipes.

    Previous versions:
    V1.3: Beta 1.5_01 support.
    V1.2: Updated to support Beta 1.4_01.
    V1.1: Beta 1.4 compatibility!

    V1.0: Initial release!

    Download V1.4 (Mediafire)
    (Compatible with Minecraft Beta 1.5_01 and ModLoader.)

    (Properties file supported: .minecraft/mods/LightBulbs/)


    =================================================================================================

    MoreBeds+


    This mod adds more beds to Minecraft! Are you tired of the same old red bed? Try this out for (currently) 16 new types: orange, blue, yellow, black, brown, green, gray, purple, lime, light blue, light gray, cyan, pink, magenta, purple and white! NEW: Spider bed, craft with 2 pieces of black wool, 3 planks and 1 string. Like so (feather = string):
    :)

    <!-- s[-<->] -->

    {SMILIES_PATH}/feather.png]" title="-<->" />

    <!-- s[-<->] -->

    :Blue:
    :wood: :wood: :wood:

    MoreBeds+ in action:
    Video by Creepertird157 (MechaBoy615).

    Download the More Beds+ Mod:
    Credits:
    Mod Request by MrSkymaster55.

    New in version 1.6:
    Beta 1.5_01 support.

    Download V1.6 (Mediafire)
    (Compatible with Minecraft Beta 1.5_01 and ModLoader.)

    (Properties file supported: .minecraft/mods/MoreBeds/)


    =================================================================================================

    More Weapons


    This mod adds more weapons in Minecraft. Adds a placeable spike block, axe, halberd, throwing knife, hunting bow and arrows, flaming swords, and more! Note that in the recipes sheet, the spike block is quite small and difficult to see. You can tell by three small triangles at the bottom of the crafting square.

    View recipes sheet (PNG).

    More Weapons in action:
    Video by Creepertird157 (MechaBoy615).

    Download the More Weapons Mod:
    Credits:
    Artwork by TLitten.

    New in version 1.4:
    Beta 1.5_01 support.

    Previous versions:
    V1.3: Fixed throwing knives and hunting arrows (I hope >.<). New halberd recipe:
    :Iron: :Iron:
    [] :|:
    [] :|:
    ^ Where iron bars are spikes.
    V1.2 Updated to support Beta 1.4_01.
    V1.1: Beta 1.4 compatibility!
    V1.0: Initial release!


    Download V1.4 (Mediafire)
    (Compatible with Minecraft Beta 1.5_01 and ModLoader.)

    (Properties file supported: .minecraft/mods/MoreWeapons/)


    =================================================================================================

    RealistiCraft


    Adds three new meters and two new items into Minecraft. Hunger is shown above the health meter, in small raw porkchops. Thirst is shown in small grey canteens (grey circles). Fatigue is shown in batteries (orange and black, above the thirst meter). Your fatigue will only increase if you're moving, and is replenished by either sleeping or eating an energy bar. Hunger is refilled by eating, it takes approximately 5 Minecraft days (~100 minutes) to die from starvation. Thirst is refilled by drinking from a canteen, it takes approximately 3 Minecraft days (~60 minutes) to die from dehydration. Note that warning messages will not be shown if you're using SSP Commands.

    Crafting recipes:
    Canteen:
    [] :Iron: []
    :Iron: [] :Iron:
    [] :Iron: []
    Fill a canteen by right clicking on still water (like a bucket). A canteen lasts 5 uses and is replaced with an empty canteen after emptied.

    Energy Bar:
    [] [] :Blue:
    [] :||||: []
    :||||: [] []
    (Crops = wheat, in this case.)
    An energy bar partially refills your hunger meter and fills your fatigue meter by 1/2.

    RealistiCraft in action:
    Video by Creepertird157 (MechaBoy615).

    Download the RealistiCraft Mod:
    Credits:
    Artwork by Colinjay9000.

    New in version 1.0:
    Initial release.

    Warning: incompatible with other mods that replace the following class files:
    fm.class
    qv.class
    uo.class


    Download V1.0 (Mediafire)
    (Compatible with Minecraft Beta 1.4_01 and requires ModLoader.)

    (Properties file supported: .minecraft/mods/RealistiCraft/ : Supports ID changing and rate customization.)


    =================================================================================================

    Smoothstone Stays Smoothstone


    Makes smoothstone drop smoothstone instead of cobblestone. To craft cobblestone, just place 1 block of smoothstone in the crafting grid.

    Download the Smoothstone Stays Smoothstone Mod:
    Credits:
    Mod Request by Johnnyd.

    New in version 1.2:
    Beta 1.4_01 support.

    Warning: incompatible with other mods that replace the following class files:
    do.class (BlockStone.java)

    Download V1.2 (Mediafire)
    (Compatible with Minecraft Beta 1.4_01 and ModLoader.)



    =================================================================================================

    Twigs 'n' Fire


    Have you ever had the itch to just set fire to a forest, but not wanted to go mining for iron and flint? Here's your solution: Twigs 'n' Fire! Just craft the fire sticks by putting two regular sticks side-by-side, and voila! The fire sticks have a 75% chance of failing and doing nothing, but 1 out of 4 times you'll get a nice warm fire!

    Twigs 'n' Fire in action:
    Video by Creepertird157 (MechaBoy615).

    Download the Twigs 'n' Fire Mod:
    Credits:
    Lolligator for the mod idea.

    New in version 1.3:
    Beta 1.4_01 support!

    Download V1.3 (Mediafire)
    (Compatible with Minecraft Beta 1.4_01 and ModLoader.)



    =================================================================================================

    Support!
    If you want to support my mods, just copy this into your signature:

    [center][url=http://www.minecraftforum.net/viewtopic.php?f=1032&t=172621][img]http://dl.dropbox.com/u/11805522/mods/images/banner.png[/img][/url][/center]

    I'll update this regularly with the titles of my latest mods, so all you have to do is look in your signature for another one of my mods!


    =================================================================================================


    If you want to give me a little extra incentive you can click below to donate via PayPal.



    Note that donations will be made out to [redacted] and under the name GamersDen.


    =================================================================================================

    Terms and Conditions:

    0. USED TERMS
    MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
    MOJANG - Mojang AB
    OWNER - PROWNE (Ryan Wirth), Original author(s) of these MODS. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MODS despite use of MOJANG code.
    USER - End user of the mod, person installing the mod.
    
    1. LIABILITY
    THESE MODS ARE PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THESE MODS TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THESE MODS. THESE MODS ALTER FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THESE MODS INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THESE MODS FALL ON THE USER.
    
    2. USE
    Use of these MODS to be installed, manually or automatically, is given to the USER without restriction.
    
    3. REDISTRIBUTION
    These MODS may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of these MODS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
    
    4. DERIVATIVE WORKS/MODIFICATION
    These mods are provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of these MODS require advance written permission of the OWNER and may be subject to certain terms.

    Posted in: Minecraft Mods
  • 1

    posted a message on "Modding" Making a new Mob
    I like how you used the exact copy from my tutorial for your render class. (You forgot to change the "EntityTiger", btw).

    My render class:

    package net.minecraft.src;
    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: http://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode


    public class RenderTiger extends RenderLiving
    {

    public RenderTiger(ModelBase modelbase, float f)
    {
    super(modelbase, f); // try not to modify anything here, except the referenced class names, for example, "EntityTiger".
    }

    public void func_177_a(EntityTiger entitytiger, double d, double d1, double d2,
    float f, float f1)
    {
    super.doRenderLiving(entitytiger, d, d1, d2, f, f1);
    }

    public void doRenderLiving(EntityLiving entityliving, double d, double d1, double d2,
    float f, float f1)
    {
    func_177_a((EntityTiger)entityliving, d, d1, d2, f, f1);
    }

    public void doRender(Entity entity, double d, double d1, double d2,
    float f, float f1)
    {
    func_177_a((EntityTiger)entity, d, d1, d2, f, f1);
    }
    }

    Yours:

    package net.minecraft.src;
    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: http://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode


    public class RenderEpic extends RenderLiving
    {

    public RenderEpic(ModelBase modelbase, float f)
    {
    super(modelbase, f); // try not to modify anything here, except the referenced class names, for example, "EntityEpic".
    }

    public void func_177_a(EntityTiger entitytiger, double d, double d1, double d2,
    float f, float f1)
    {
    super.doRenderLiving(entitytiger, d, d1, d2, f, f1);
    }

    public void doRenderLiving(EntityLiving entityliving, double d, double d1, double d2,
    float f, float f1)
    {
    func_177_a((EntityTiger)entityliving, d, d1, d2, f, f1);
    }

    public void doRender(Entity entity, double d, double d1, double d2,
    float f, float f1)
    {
    func_177_a((EntityTiger)entity, d, d1, d2, f, f1);
    }
    }

    Not that it's a big deal, but I do like to be cited for my work.
    Posted in: Tutorials
  • 11

    posted a message on [Creating Mods] Mob Making & Modelling [08/04/2011]
    Alright, this is my first tutorial, so bear with me. What I'm going to be showing you in this tutorial is how to design (model) a mob and add the necessary code to have it as an actual animal in the world. Note that I will not be teaching you how to script AI for mobs, sufficient code examples can be found in other tutorials. In this tutorial, I will be showing you how to make a tiger.

    Requirements:
      Java experience (other modding experience is fine too.)
      ModLoader
      Techne (for modelling, a great thanks to ZeuX and r4wk for this tool.)
      Patience!

    Steps:
    First of all, you're going to want to create a "mod_*insert mod name here*" file. This will make your mob ModLoader compatible, which we all know is a necessity these days. For the tiger, I'm going to create our "mod_Tiger.java" class like so:

    package net.minecraft.src;
    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: http://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode 
    import java.util.*;
    import java.util.Map;
    
    public class mod_Tiger extends BaseMod
    {
    	
        public mod_Tiger()
        {
    		ModLoader.RegisterEntityID(EntityTiger.class, "Tiger", ModLoader.getUniqueEntityId()); // this registers the mob's ID, making it spawnable in-game
    		
    		ModLoader.AddSpawn(EntityTiger.class, 2, EnumCreatureType.creature); // this adds the mob to the list of "to-spawn" mobs. The "2" is the rarity of the mob. The EnumCreatureType is what kind of mob it is. For example, squids are "waterCreature", enemies are "monster", and animals are "creature".
        }
    	
    	// RENDERERS
    	public void AddRenderer(Map map)
        {
            map.put(EntityTiger.class, new RenderTiger(new ModelTiger(), 0.5F)); // this assigns the Entity class to the appropriate renderer and model class.
        }
    
        public String Version()
        {
            return "| PROWNE's Tiger Mob Tutorial Test File for Beta 1.4_01!"; // you can put whatever you want here, it will show up in ModLoader logs.
        }
    
    }


    Appropriate notes and tips will be found in the code examples.

    Next, we'll create our entity class. This entity class will control what texture is used for the mob, sounds, AI, drops, and any other actions you want it to perform.

    EntityTiger.java:
    package net.minecraft.src;
    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: http://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode 
    
    
    public class EntityTiger extends EntityAnimals
    {
    
        public EntityTiger(World world)
        {
            super(world);
            texture = "/mob/tiger.png"; // this initializes the texture used for the mob.
            setSize(1.5F, 1.9F); // this sets the HIT AREA of the mob.
        }
    
        public void writeEntityToNBT(NBTTagCompound nbttagcompound)
        {
            super.writeEntityToNBT(nbttagcompound); // this saves the mob to disk, so it can be loaded later
        }
    
        public void readEntityFromNBT(NBTTagCompound nbttagcompound)
        {
            super.readEntityFromNBT(nbttagcompound); // this retrieves saved data about the mob from the hard drive
        }
    
        protected String getLivingSound()
        {
            return null; // any sound your mob makes will be set here. Look in other Entity classes to see what code it uses.
        }
    
        protected String getHurtSound()
        {
            return null;
        }
    
        protected String getDeathSound()
        {
            return null;
        }
    
        protected float getSoundVolume()
        {
            return 0.4F;
        }
    
        protected int getDropItemId()
        {
            return 0; // this is the drop item ID for your mob. For example, set this to "return 278;" to drop a diamond pickaxe upon dying.
        }
    }


    Now, we're going to set up the model and renderer classes. These are the last two needed for our new mob.

    ModelTiger.java:
    package net.minecraft.src;
    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: http://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode 
    
    
    public class ModelTiger extends ModelQuadraped
    {
    
        public ModelTiger()
        {
            super(12, 0.0F); // since this class EXTENDS ModelQuadraped, it will automatically animate parts like the head and legs. All this code you see below was made using Techne, when you export your model using Techne, you will have to copy and paste that code here.
            body = new ModelRenderer(0, 0); // this sets up the ModelRender part. The "0, 0" is the texture index (top left corner) where the part will start overlaying this texture onto itself
    body.addBox(-5F, -4F, -7F, 10, 8, 15); // these set up offset, size, and scale. Rotation points in Techne are what's considered the center of the part, so try keeping the blue circles in the very center of the part (unless setting the rotation point inside another, like a neck or head)
    body.setPosition(0F, 10F, -7); // this moves the part (from the rotation point) into the desired placement.
    
    leg1 = new ModelRenderer(0, 0);
    leg1.addBox(0F, 0F, 0F, 4, 8, 3);
    leg1.setPosition(1F, 14F, -2);
    
    leg2 = new ModelRenderer(0, 0);
    leg2.addBox(0F, 0F, 0F, 4, 8, 3);
    leg2.setPosition(-5F, 14F, -2);
    
    leg3 = new ModelRenderer(0, 0);
    leg3.addBox(0F, 0F, 0F, 4, 8, 3);
    leg3.setPosition(1F, 14F, -13);
    
    leg4 = new ModelRenderer(0, 0);
    leg4.addBox(0F, 0F, 0F, 4, 8, 3);
    leg4.setPosition(-5F, 14F, -13);
    
    neck = new ModelRenderer(0, 0);
    neck.addBox(0F, 0F, 0F, 4, 3, 3);
    neck.setPosition(-2F, 3F, -13);
    
    head = new ModelRenderer(0, 0);
    head.addBox(-3F, -2F, -2F, 6, 5, 4);
    head.setPosition(0F, 2F, -12);
    
    nose = new ModelRenderer(0, 0);
    nose.addBox(-1F, -1F, -2F, 2, 2, 4);
    nose.setPosition(0F, 3F, -14);
    
    ear1 = new ModelRenderer(0, 0);
    ear1.addBox(0F, 0F, 0F, 2, 2, 1);
    ear1.setPosition(-3F, -2F, -13);
    
    ear2 = new ModelRenderer(0, 0);
    ear2.addBox(0F, 0F, 0F, 2, 2, 1);
    ear2.setPosition(1F, -2F, -13);
    
    tail = new ModelRenderer(0, 0);
    tail.addBox(-1F, 0F, 4F, 2, 1, 8);
    tail.setPosition(0F, 7F, -4);
    
        }
    
        public void render(float f, float f1, float f2, float f3, float f4, float f5)
        {
            super.render(f, f1, f2, f3, f4, f5);
            tail.render(f5); // whenever adding a part that ISN'T included in the EXTENDED class, you'll have to add the variable for that part down below, and also add one of these lines to have the model "draw" your new part. Without it, your part will not show up at runtime.
            ear1.render(f5);
            ear2.render(f5);
            neck.render(f5);
            nose.render(f5);
        }
    
        public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
        {
            super.setRotationAngles(f, f1, f2, f3, f4, f5); // this calls the EXTENDED setRotationAngles function, it is used to animate the legs and head.
        }
    
        ModelRenderer tail; // add any new parts here that aren't initialized by the EXTENDED class
        ModelRenderer ear1;
        ModelRenderer ear2;
    	ModelRenderer neck;
    	ModelRenderer nose;
    }


    And finally, RenderTiger.java:
    package net.minecraft.src;
    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: http://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode 
    
    
    public class RenderTiger extends RenderLiving
    {
    
        public RenderTiger(ModelBase modelbase, float f)
        {
            super(modelbase, f); // try not to modify anything here, except the referenced class names, for example, "EntityTiger".
        }
    
        public void func_177_a(EntityTiger entitytiger, double d, double d1, double d2, 
                float f, float f1)
        {
            super.doRenderLiving(entitytiger, d, d1, d2, f, f1);
        }
    
        public void doRenderLiving(EntityLiving entityliving, double d, double d1, double d2, 
                float f, float f1)
        {
            func_177_a((EntityTiger)entityliving, d, d1, d2, f, f1);
        }
    
        public void doRender(Entity entity, double d, double d1, double d2, 
                float f, float f1)
        {
            func_177_a((EntityTiger)entity, d, d1, d2, f, f1);
        }
    }


    Again, Techne is your friend. It is a great tool which I highly recommend. Feel free to copy these code examples and play around with them, though you will need to supply your own textures (or use existing ones). If you have any questions, feel free to ask.

    - PROWNE
    Posted in: Tutorials
  • 1

    posted a message on [IDEA] Ballistic Knife
    Done! Check out my mod thread for the download!
    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [V1.5_01/V1.4_01] PROWNE's Mods [Grenade Launcher!]
    Over 150 views and only two replies? BUMP.
    Posted in: Minecraft Mods
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