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    posted a message on MCreator Minecraft Mod Maker and Development Tool
    Quote from ja4nos4ever

    No. You need to use 1.2.9!


    Sad, cause some of the features in 1.3.3 would be desireable in 1.2.9 :(
    Posted in: Minecraft Tools
  • 0

    posted a message on MCreator Minecraft Mod Maker and Development Tool
    Can 1.3.3 not make 1.5.2 mods?
    Posted in: Minecraft Tools
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    posted a message on Fossils and Archeology Revival Legacy Thread
    Quote from katsareawsome

    there a subspecies of raptor they have toe claws cheetah (fast)speed good vision troodons had night vision


    Troodons are Troodontids, a species of dromaeosaur, politically incorrect in categorizing them as raptors, but for the sake of it, we'll let it slide. :3

    EDIT: I'm also still looking for a dropbox or some other source of the 5.1 update other than MediaFire, all mediafire downloads today arent working for me.
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Legacy Thread
    Quote from Epicdinoman123

    Its a Troodon Pectinodon


    Second name in binomial nomenclature is never capitalized. :)

    @katsareawsome - Troodon ssp arent raptors. :3
    Posted in: Minecraft Mods
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    posted a message on Fossils and Archeology Revival Legacy Thread
    Does anyone have maybe a dropbox version of the latest patch? It seems my MediaFire downloads won't even start downloading, it ends in a Network Error... I have a slight feeling MediaFire's servers are being wonky today.
    Posted in: Minecraft Mods
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    posted a message on [1.8.1][WIP] First Nations Mod
    Good luck! This appeals to me because I am Seneca, so... good luck!
    Posted in: Minecraft Mods
  • 0

    posted a message on [RECRUITMENT] Carradoc -RP SERVER- Need Builders
    Still in need of some builders!
    Posted in: Starting Up / Looking For Server
  • 0

    posted a message on [RECRUITMENT] Carradoc -RP SERVER- Need Builders
    Something has been brought to my attention, photos of your work is currently a requirement in the application now.
    Posted in: Starting Up / Looking For Server
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    posted a message on [RECRUITMENT] Carradoc -RP SERVER- Need Builders
    More builders are needed! We prefer if you're more mature as we've dealt with a lot of immature people already!
    Posted in: Starting Up / Looking For Server
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from inlanoche

    Where they not clear, out dated or just plain didn't work? I'm focused on one my super class still, need to finish it up, then another project, then I'll check on this.


    Just plain doesn't work. I've set the sound files in the right folders, checked the coding and it all redirects to the sound, but when played in-game... those sounds are not played
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Quote from inlanoche

    I haven't tried it yet. I'm sure there is a tutorial on getting it set up out there... I'm sure I glanced at it when I first started with minecraft, though I don't really remember. Ya, need some new audio as well...


    Yeah, I've already been through all of them
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    If someone wants to know about how to create a mob or increase the resolution of their mobs skins, decompile another mod to see how they did it...

    You see how that works? How about actually helping out?
    Posted in: Tutorials
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    posted a message on [ModLoader1.7.3] Adding Custom MOBs and MORE!
    Oh man, have I been away from this topic. I've been fiddling about some minor coding and such. Anywhom, I am curious to know if anyone has successfully added sounds to their mobs via the Audiomod? This is the last thing holding me back from making billions of mobs, haha... well, that and testing other stuff...
    Posted in: Tutorials
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    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.


    Yeah, no. This completely screwed everything up for me, haha.

    I get an error.

    public class mod_Carradoc extends BaseMod
    {

    -> The type mod_Carradoc must implement the inherited abstract method BaseMod.Version()
    Posted in: Tutorials
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