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    posted a message on Modding questions.
    How can I set up a mob to only spawn if I summon it via a spellbook or something? And will spawning a mob this way prevent it from despawning? If not, how would I set that up as well? Thanks for the help.
    Posted in: Mods Discussion
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    posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for Forge
    Quote from Bladow »
    Quote from dorianGREY »



    are you using any other mods with this one?


    The only things I've downloaded for Minecraft and that work are as follows:

    MC Patcher - which I use to switch to and from my two packs:
    GERODUKO's Text Pack
    LB Photo Realism Text Pack - which is the pack I'm trying to run Wild Grass with.
    MC MapDeleter/Pine Tree Generator - I've only generated trees with this mod.
    TreasureChest - to backup saves

    Since all this mess, I've deleted all the Wild Grass versions and the Patcher and ModLoader. Restored my original .jar file. The game works fine. Text Pack and all. So, I suppose I'm on a clean sheet.

    if you use MC Patcher it removes META-INF for you. Why don't you post your crash report next time you get the problem, it will help people help you.
    Posted in: Minecraft Mods
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    posted a message on [1.6] JurassiCraft
    I can not believe this is actually happening. Dude you should release a buggy pre-release so we can all explore this world(I'm just really excited to see another realm that isn't the nether, that place sucks lol.) Also are your mobs running spawnlist and modloader? They should, I would hate to have to choose between this and other mods.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from hylianfreak »
    It wont let me build horse saddles. I know the recipe and all, i've already made some, and i thought that there was a limit, but i got rid of one and nothing happened. So i guessed that wasn't the problem.

    Jesus Christ read the post with the big blue letters at the top of this page. It's hard to miss.
    Posted in: Minecraft Mods
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    posted a message on Any server mods that work now?
    There isn't really much along the lines of server mods. Just what you find in this subforum. Have a look around, what you see is what you get.
    Posted in: Server Support and Administration
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    posted a message on NPC Guards?
    You could start here:
    viewtopic.php?f=25&t=165582
    lol. Hey can I ask you something? How similar are AS3 and Java? I know AS2 and a bit of Java, but I'm not sure about learning AS3... Anyways, yeah my tutorial will give you an idea of what you're dealing with as far as modding goes.
    Posted in: Server Support and Administration
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from keeper of war »
    please dont flame me first post :smile.gif:


    ok so here it is. i installed the Mo_Creatures mod and my mine craft soud be cam muted... meaning creepers were even sneakier than before.

    Bad for castle :tongue.gif:

    any ways i managed to fix it by copying the sound files for the minecraft sound folder to the mod folder....
    hope this helps some one but ill porbly end up getting some crafter that send a redirect saying that its al ready been posted .... :SSSS: oh well now its been posted agin,,

    That's interesting, I've never had that problem, but I'm also not using the newest mo creatures version either. Lol and don't worry about it being your first post, nobody cares as long as you have something meaningful to say. And you were a but hard to understand by the way, but it still might be helpful.
    Posted in: Minecraft Mods
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    posted a message on [Creating Mods] Human Mobs (MCP) [4/17/11]
    Quote from FMJ »
    Hi i need some help =)

    When i recompile i dont get an error but i get an error as it doesnt see as an error.

    it says:

    *** Minecraft Coder Pack Version 2.7 ***
    Finding javac.exe... if you want to speed this up, add it to your PATH
    Path set.
    Compiling Minecraft
    sources\minecraft\net\minecraft\src\mod_Desertpig.java:20: reached end of file w
    hile parsing
    }
    Compiling Minecraft Start Class
    *** minecraft_server.jar was not found, skipping
    === MCP 2.7 recompile script finished ===
    Press any key to continue . . .




    And when i reobf after this recompilation it just says: client not compiled skips this step (not actual quote but close)


    Please help me =)

    Also how does this mob i now created following this tutorial behave???


    Grab some meat to end ur hunger :Bacon: :Bacon: :Bacon:



    EDIT: Demigod. Put on singleplayer commands and type ''/spawn your humans name'' If it doesnt work then ur mod doesnt work. If it works u still have to change your mobs spawning conditions. Hope it helped you and that someone will help me =)

    you are either missing a } or have one too many. Make sure each { has a } to go with it, if not, remove or add one. That's about as descriptive as I can be without seeing your code.
    Posted in: Tutorials
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    posted a message on [MOB SKINS] Sophisticraft
    It seems like some people are interested, DrKillPatient, if I make a mod that puts all of your skins into the game as separate friendly mobs, like true gentlemen, would that be something you'd like to host in the OP? I won't release without your permission either way, but I am already working on the friendly creepers, and the rest won't be hard to do. Send me a pm or something if you're interested.
    Posted in: Resource Packs
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    posted a message on [Creating Mods] Human Mobs (MCP) [4/17/11]
    Quote from Creepertird157 »

    ok no problem also how do you make your mobs hold weapons etc cos i copied the zombie pigmans code for holding and when i get ingame they hold nothing
    ps i will make video sometime tomorrow as i have got to go to bed for school soon btw check out my mod
    viewtopic.php?f=25&t=170604

    Does your mod_ file have this in it?
    public void AddRenderer(Map map)
        {
            map.put(EntityPigman.class, new RenderBiped(new ModelBiped(), 0.5F));
        }
    if so, you might need to post your codes so I can see whats wrong.
    Posted in: Tutorials
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    posted a message on [Creating Mods] Human Mobs (MCP) [4/17/11]
    Quote from Creepertird157 »
    hey would you mind if i made a video tutorial for this and also would the mob work for a server

    Please feel free to make a video, I'll even add it to the OP if you'd like, and no it won't work on the server.

    KillNature: Thanks for helping people out, I've got a lot of projects going right now and you are taking a lot of stress off of me by working on this. Thanks.
    Posted in: Tutorials
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    posted a message on [MOD]Miztakay's Mods! Nether Mobs! Available now!
    Thank you very much.
    Posted in: Mods Discussion
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    posted a message on [MOD]Miztakay's Mods! Nether Mobs! Available now!
    Status changing bump! The mod is up and running and available for download. Check the OP for link.
    Posted in: Mods Discussion
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    posted a message on [MOB SKINS] Sophisticraft
    removed by choice. lol.
    great skins dude. I'm actually working on a private mod that adds sophisticreepers in as friendly mobs.
    Posted in: Resource Packs
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    posted a message on [Creating Mods] Human Mobs (MCP) [4/17/11]
    Quote from Senku_Niola »
    Just wondering, where do the "void func_##_o" things come from? I've seen them a few times but could never find what they originate to in files.

    Also is possible to make it so if I hurt the mob or kill it, since there's only one supposed to spawn at a time, that if I see the same one again or a new one spawns and I see it within a length of time after hurting/killing it it'll attack me, otherwise it'll go back to passive aggressive?

    Is there also a way I can make it fire a projectile like an arrow or fireball when out of melee range, but not be able to do so if it's in water, but also still be able to hurt the player by bumping into them if they get in melee range?

    the void func things are what I believe to be a result of MCP decompiling custom code. I could be wrong but I think that's what it is. If they turn up in my code it's because my code is based off of others' custom codes at some points. If you kill your mob, it will not attack when it respawns. I don't think it would be possible to make that happen, and if it is, I have no idea how. Also the forgiveness thing, if you can find a way to set a timer, and have them forgive you when the timer is up, that would be the only way I could think of it working. I'll see if I can write that code tomorrow.
    Posted in: Tutorials
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