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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Quote from ItzEnderYT»

    Fix da Team fortress 2 logo every time i ded every time gives me da logo


    That is suppose to happen. If you don't want the extras get rid of them. As for wearable hats, maybe one day...

    The next In-Progress version is out for 1.8.9, #13! Soldier Primaries & a single Demoman Primary work now . Fixed a few issues (probably). CHECK THE CHANGELOG & PDF FOR INFO.
    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}

    The next In-Progress version is out for 1.8.9, #12! Improved the Medi Guns & a few other items. Fixed a few issues (probably). CHECK THE CHANGELOG & PDF FOR INFO.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}

    My good sir are you accusing me of procrastinating? I will have you know I often do. When I am not procrastinating (or doing other "legitimate" stuff) I work on the mod. I'm still working on updating the 1.7.10 version of the mod. The 1.8.9 version is almost done. When I finally release a new version of the mod for 1.7.10 and 1.8.9 depends on how often I procrastinate.


    Also thank you for the post. It will certainly help in persuading myself to stop being lazy and get stuff done.

    Posted in: Minecraft Mods
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    posted a message on Custom Villager and Trades

    I saw this in EntityVillager for 1.8.9:


    public EntityVillager(World worldIn, int professionId)
        {
            ...stuff
            this.setProfession(professionId);
            ...more stuff
        }

    Instead of professionId try setting it to your custom profession's ID, so all of your custom Villagers have that profession.


    I also found in the onInitialSpawn method something that sets a random profession to villagers. Instead of setting a random profession set it to be yours.


    Again I don't know anything about professions/trades so I might be wrong. (I only took a quick look at EntityVillager & profession related things.)


    For model: If you haven't already import the java file of the model into your workspace or create an empty class (named ModelCustomVillager or something) and copy & paste the java file's code into the class (personally this is what I like to do). You may have to modify some of the code. You'll also need a Renderer then after that do the RenderingRegistry stuff.

    Posted in: Modification Development
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    posted a message on Modding on mobile?

    I thought you meant modding the Pocket Edition of Minecraft based on the title...


    Modding for PC on an iPad?! What a preposterous question! Also Apple sucks so no.


    In all seriousness, maybe you can, maybe you can't. I don't know. You can look into it some more but I doubt it.

    Posted in: Modification Development
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    posted a message on Custom Villager and Trades

    Yes you can extend EntityVillager or copy & paste the code in EntityVillager to your entities class so you don't have to extend (you may have to adjust some things). You can modify anything you want from there.


    I don't know anything about trades and professions.


    Look at RenderVillager and see what that extends.


    For the custom model: Do you mean model as in you created or are going to create a custom model using Techne or something? Or you are just going to reskin (custom texture) the villager? I'm asking for clarification.

    Posted in: Modification Development
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    posted a message on Assistance with removing fire render from fireball entity

    The snowball doesn't render? Does it still spawn? By spawn I mean when you throw the snowball it still applies slowdown & snow on the ground (spawns a working but invisible projectile). You might have to create your own renderer for the snowball. Look at RenderSnowball's class and just copy & paste (changing whatever you want) into your own RenderCustomSnowball (whatever you name it). Then do the RenderingRegistry with your new Renderer class.

    Posted in: Modification Development
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    posted a message on Assistance with removing fire render from fireball entity

    EntitySmallFireball extends EntityFireball. In EntityFireball's onUpdate() method there is this (Its probably what you're looking for, if so got to get rid of it, try overriding the onUpdate() method with your own.)


    this.worldObj.spawnParticle("smoke", this.posX, this.posY + 0.5D, this.posZ, 0.0D, 0.0D, 0.0D);


    Instead of extending EntitySmallFireball, you could copy & paste the code from EntityFireball & EntitySmallFireBall (removing/modify whatever you want) into your EntityNewSnowball's class so you don't have to extend EntitySmallFireball.

    Posted in: Modification Development
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    posted a message on Updating another person's mod?
    Quote from jgp120»

    No I mean for custom resource packs, you can't make 3d block models, we aren't making a mod we're making a resource and putting the block on a custom npc.


    Wait I thought you were making/updating a mod? Flan's is open source. A tutorial to update a mod you didn't create? Good luck finding one. Do you or any of your friends know Java and/or about modding Minecraft?
    Posted in: Modification Development
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    posted a message on Forge 1.7.10 Player collide with entity

    Just search for instances of when getBoundingBox() (or anything else) is used in your workspace.

    Posted in: Modification Development
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    posted a message on Custom Dimension

    Did you check out the tutorials? They probably mention the extensions/implementations needed (or anything else you might need).

    Posted in: Modification Development
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    posted a message on chunks loading slowly custom biome

    Snow/Ice/Trees (Lots of 'em especially), TobyKingTowerGen (I'm assuming this is a structure of some kind), WorldGenFreonSpikes (Lots of spikes? Giant spikes? Lots of giant spikes?) may cause the chunks to load slowly. Cleaning up/rewriting decorate may help too.

    Posted in: Modification Development
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    posted a message on Getting into modding need help

    A personal tutor may be difficult to find. In the meantime, don't get discouraged keep trying, things might start clicking if you keep at it!

    Posted in: Modification Development
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    posted a message on Forge 1.7.10 Player collide with entity

    AxisAlignedBB.getBoundingBox(stuff...) gets the bounding box of the beacon. For stuff...: instead of putting the beacon's x, y, z coordinates, put the player's x, y, z coordinates. You could also expand the bounding box so the area-of-effect is larger by placing .expand after getting the bounding box (May be different in 1.7.10). Ex: AxisAlignedBB.getBoundingBox(stuff...).expand(stuff...)


    player.getEntityBoundingBox() gets the bounding box of the player. (This is for 1.8 its probably different in 1.7.10)


    As for the Iterator, it should still work but you can change it if you want to.


    You could look in the EntityPlayer class for sleeping in a bed for more AxisAlignedBB.getBoundingBox() stuff.

    Posted in: Modification Development
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