Some features would be new ores, weapons, mobs, new terrain generation, new town generation, and much more will be announced soon.
Alright Everyone this mod will be a collaboration of mods that my friends, family, and I have been working on.
Now dont worry that doesn't mean it will be random and make no sense at all, eventually all of the features will make sense. I will also hold polls to get your opinions on what is right for the mod.
New Update Coming February 27, 2012
and Introducing The Official Wiki Page
UPDATED TO V0.12 February 27, 2012
So far the current version is: HunterCraft V0.12.
Please report any errors you experience or problems you notice. If possible PM them to me.
I will update the mod and take into account any suggestions ASAP although there will be days I cannot reply or work on the mod as I am in college classes ATM.
Please if you could use the adfly links as I am in college and any little amounts of income does help me out.
CHANGELOG:
v0.12
The mod now requires Minecraft Forge and ModLoaderMp.
Hunters will now gather items after killing an animal about 90% of the time.
Hunters AI should be somewhat better, atleast until they acquire a target.
Hunters greet the player upon spawning them in the world.
Coins use only 1 item ID now.
V0.05
Added custom responses from VendingMachine according to what is given to you.
V0.04:
Added ability to craft the VendingMachine Egg
Fixed Bugs with VendingMachine Entity
Special Thanks To:
Mr_Crayfish (Inventory Problems)
inlanoche (Mob Tutorials)
Simo_415 (Original Tutorials)
BE SURE TO CHECK OUT vHDx's MINECRAFT MOD LIST:
This document is Copyright ? and is the intellectual property of the author. Only Minecraftforum.net is able to host any of my material without my(mccahon's) consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. If you mirror this mod page or anything I(mccahon) has made on any other site, I(mccahon) may express my angst at you in the form of a lawsuit.
This mod has the following accessible features and non-accesible features:
+ = accessible
- = not accessible
+ Hunter, hunts animals and mobs and collects their items. It has its own inventory which can be accessed by right clicking with no item in hand.
+Dynamite, great for mining as it has an explosion larger than tnt. How much larger? Not much it is 1.5x the explosion size of tnt.
+ Diamond, Gold, and Iron coins for an upcoming feature have no use yet, but can be crafted.
+ VendingMachines an entity that will dispense a random item for the user, which returns better items for more valuable coins. Just be sure that you dont put dirt or sand in the coin slot, you will regret the decision.
BUGS:
Bugs/Not-Finished:
FIXED: *Hunters refuse to hold a bow (Working on a fix now)
*Hunters are not the sharpest arrows in the quiver :smile.gif:, they will run into trees and blocks occasionally and try nothing to get free.
*Dynamite does not drop all blocks, anyone know how to fix this? Please let me know if you have a fix.
this is awesome!!! maybe add a hunter home? a block that makes a cabin :tongue.gif:
EDIT: ask noppes to help he made the npc mod he should be able to help with the bows
Wow that is the first time I can say someone knew what I was doing before it has been released. So far I have a deployable home for the hunter, but it has some bugs where torches pop off and the door aswell. I will continue to work on it, but I eventually will have it where you can command a hunter to guard an area around your home (or where ever you specify) and he will return at night to put items in chest.
Currently I have patrolling an area working for the next mob that will be released. That mob will be a tamable ferret, who when tamed, can follow you, patrol an area, and even has a 3x3 inventory.
I have added a new poll to get feedback for the next mob.
The Ferret will have the ability to patrol an area (not specifiable by the player ATM) and will also be able to follow you and be renamed. Currently the Ferret attacks nothing, so please your vote in the poll at the top of the page.
Update it! lol.
I want to see more from this!
And if the mob still wont hold an item i think i know why...
Sorry everyone school(college) has had me very busy, but I have been working on the mod on my free time.
In the next version the hunter will start out with a stone sword when spawned (maybe bow, or I will change the recipe to sword). It will then be possible to give him an Iron sword (raises attack stregnth by 1), or a bow (ranged attacks), and lastly a fishing rod (to go fishing for you). The hunter will then proceed to hunt mobs, and animals, and if I can correct the code he will go and pick up any items that are dropped.
I am having trouble getting the hunter to go after dropped items. I have only got him to spot the item in a players hand, then if the player drops the item he goes after it. I hope to find a fix or get some help on this problem...
Anyway, the ferret has some decent pathing, but when the hunter or the ferret find something to attack they go all retarded and run into blocks and dont attempt to go around.
Im going crazy with these bugs, if anyone knows how to fix either of those problems PLEASE elaborate on the issue.
EDIT:
I have fixed the item pickup code, I just have problems with the hunters AI going retarded upon seeing a target.
Something new is in store!
The new mod will be a completely new dimension,
Some features would be new ores, weapons, mobs, new terrain generation, new town generation, and much more will be announced soon.
New Update Coming February 27, 2012
and Introducing The Official Wiki Page
UPDATED TO V0.12 February 27, 2012
So far the current version is: HunterCraft V0.12.
Videos:
V0.12
----------
V0.4
SEE POST 2 FOR BUGS AND FEATURES!!!!
Recipes? Visit the Official Wiki
Please report any errors you experience or problems you notice. If possible PM them to me.
I will update the mod and take into account any suggestions ASAP although there will be days I cannot reply or work on the mod as I am in college classes ATM.
Please if you could use the adfly links as I am in college and any little amounts of income does help me out.
CHANGELOG:
NEWEST RELEASE:
HunterCraft V0.12-Adfly
HunterCraft V0.12-Dropbox
OLD VERSIONS:
HunterCraft V0.05-Adfly
HunterCraft V0.05-Dropbox
HunterCraft V0.04-Adfly
HunterCraft V0.04-Dropbox
HC V0.03-Adfly
HC V0.03-Dropbox
Mr_Crayfish (Inventory Problems)
inlanoche (Mob Tutorials)
Simo_415 (Original Tutorials)
BE SURE TO CHECK OUT vHDx's MINECRAFT MOD LIST:
This mod has the following accessible features and non-accesible features:
+ = accessible
- = not accessible
+ Hunter, hunts animals and mobs and collects their items. It has its own inventory which can be accessed by right clicking with no item in hand.
+Dynamite, great for mining as it has an explosion larger than tnt. How much larger? Not much it is 1.5x the explosion size of tnt.
+ Diamond, Gold, and Iron coins for an upcoming feature have no use yet, but can be crafted.
+ VendingMachines an entity that will dispense a random item for the user, which returns better items for more valuable coins. Just be sure that you dont put dirt or sand in the coin slot, you will regret the decision.
BUGS:
Bugs/Not-Finished:
FIXED:
*Hunters refuse to hold a bow (Working on a fix now)*Hunters are not the sharpest arrows in the quiver :smile.gif:, they will run into trees and blocks occasionally and try nothing to get free.
*Dynamite does not drop all blocks, anyone know how to fix this? Please let me know if you have a fix.
Btw look at the skeleton class and make that the hunter hold a bow..
Its can be cool feature!
I tried to use the defaultHeldItem method, but it wont work. And I do not understand it works with any other mob I have made so far.
yea nothing shows up so I thought maybe its cause it extends EntityCreature, but my other mobs do and their items show up...
But good luck with future updates :biggrin.gif:
Thanks for helping spread the mod around I will be adding your banner for your mod list to the OP.
EDIT: ask noppes to help he made the npc mod he should be able to help with the bows
RvsB forevar!!!
Wow that is the first time I can say someone knew what I was doing before it has been released. So far I have a deployable home for the hunter, but it has some bugs where torches pop off and the door aswell. I will continue to work on it, but I eventually will have it where you can command a hunter to guard an area around your home (or where ever you specify) and he will return at night to put items in chest.
Currently I have patrolling an area working for the next mob that will be released. That mob will be a tamable ferret, who when tamed, can follow you, patrol an area, and even has a 3x3 inventory.
The Ferret will have the ability to patrol an area (not specifiable by the player ATM) and will also be able to follow you and be renamed. Currently the Ferret attacks nothing, so please your vote in the poll at the top of the page.
Started playing Minecraft classic in 2010, bought the game in 2011. Still playing in 2023.
I want to see more from this!
And if the mob still wont hold an item i think i know why...
Sorry everyone school(college) has had me very busy, but I have been working on the mod on my free time.
In the next version the hunter will start out with a stone sword when spawned (maybe bow, or I will change the recipe to sword). It will then be possible to give him an Iron sword (raises attack stregnth by 1), or a bow (ranged attacks), and lastly a fishing rod (to go fishing for you). The hunter will then proceed to hunt mobs, and animals, and if I can correct the code he will go and pick up any items that are dropped.
I am having trouble getting the hunter to go after dropped items. I have only got him to spot the item in a players hand, then if the player drops the item he goes after it. I hope to find a fix or get some help on this problem...
Anyway, the ferret has some decent pathing, but when the hunter or the ferret find something to attack they go all retarded and run into blocks and dont attempt to go around.
Im going crazy with these bugs, if anyone knows how to fix either of those problems PLEASE elaborate on the issue.
EDIT:
I have fixed the item pickup code, I just have problems with the hunters AI going retarded upon seeing a target.