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    posted a message on [HELP] Custom NPC's script to remove armor from NPC

    Sorry if I'm posting this in the wrong section. I'm trying to have my custom NPC lose his armor piece by piece as he gets damaged. For example when he hits X amount of health his helmet disappears, then his boots, leggings, etc. Is this possible?

    Posted in: Mods Discussion
  • 1

    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC

    I took your advice. It didn't work however. I did notice something though. If I activate old sounds for a particular mob or other things such as doors or bows, the sounds play. i doubt sounds are kept in the .jar files, so I don't think its the 1.6.4 jar file that Noah posted. I'm going to dig around for the sound files, and will give an update when I find something.

    EDIT: I have found the legacy sounds in the assets folder, directly in .minecraft. All the modern day sounds are in the resources folder. Minecraft doesn't seem to be using those.

    EDIT 2: I checked the log while loading up the game. Could this be the issue?

    Local file C:/Users\MyName\AppData\Roaming\.minecraft\assets\indexes/legacy.json has wrong SHA-1 hash, expected but was c0fd82e8ce9fbc93119e40d96d5a4e62cfa3f729

    EDIT 3: I fixed it. There seems to be a bug with the newest launcher version that keeps the 1.6.4 assets from downloading. I reverted to the old launcher and it works now.

    Posted in: Minecraft Mods
  • 1

    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC

    I'm currently using the 1.6.4 version and it seems that walking sounds and block breaking sounds do not work. I have no idea how to reproduce this, if you even can. Just hoping someone has a fix for this. :/

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10] More Mobs Mod. Mummies, Soul Demons!

    I am hoping to release a small update adding a new structure! Stay tuned!

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10] More Mobs Mod. Mummies, Soul Demons!



    The More Mobs Mod adds several new mobs, passive and hostile.


    Tin: Generates in the earth. Can be crafted into tools.

    Tin Tools: Tools crafted from Tin.

    Ultimate Armor: Used for testing purposes.

    Planned Features Block: Used to see whats coming.

    Gelatin: Dropped from Cool Slimes. Needed to go to the Slime Lands.

    Demon Sword: Dropped from Soul Demons, very powerful.


    Pigman: A pig shaped like humans, passive.

    Happy Creeper: Who ever thought we would encounter such a jolly creeper? Meh..... (obviously passive.)

    Bull: Suprisingly friendly. Passive.

    Traveller: Not at a village! Passive.

    Baby Ghast: Awwwww! How cute!!!! Passive.

    Water Slime: They swim now!!!! Passive.

    Friendly Zombie Pigman: Some are nice. Passive.

    Cool Slime: Cool, but mean. Spawns in Dungeons, Hostile.

    Mummy: We all know what these are. Spawns in Dungeons. Hostile.

    Forest Slime: Exclusive to Forests. Hostile.

    Mean Chicken: Owww! It pecked me!!!! Hostile?

    Mean Pig: Evil Dr. Porkchop! (Toy Story Reference)

    Pro: We all know Pros are mean. Not sure if hostile...

    Human: Don't let him hit you with their Picks. Hostile.

    Advanced Zombie: Now with upgrades! Hostile.

    Stone Golem: Doesn't like to be mined. Hostile.


    Soul Demon: Beware, found at random. Hostile. (naaaah)


    Slime Lands: Home of the Cool Slimes! Go to X:0 Z:0.


    Tin: Smelt Tin Ore.

    Tin Tools: Craft like normal tools, but with Tin Ingots.

    Tin Blocks: 9 Tin Ingots.

    Flint and Slime: One Flint and One slime like:




    Screenshots: http://imgur.com/a/3j8hj

    v1.0.0: http://www.mediafire.com/download/e3o1icbsfzd7dk6/More_Mobs_Mod_v1.0.0.zip

    v1.1.0: http://www.mediafire.com/download/wcizcq1vt6jck4l/More_Mobs_Mod_v1.1.0.zip

    *Added Slime Dungeons. CURRENTLY NOT CORRECT!

    *Added Herobrine!

    Install: Put in the Mods folder, requires Forge.

    Posted in: Minecraft Mods
  • 0

    posted a message on [0.11.1][REQUEST]Need a Superflat world like in PC, with villages.

    I am requesting a normal Superflat world with villages scattered around, like in PC. Hopefully some have Blacksmiths. I feel as though normal MCPE Survival is boring, and I want a challenge!

    Posted in: MCPE: Map Help & Requests
  • 0

    posted a message on What is your favorite Minecraft Version?
    Quote from gigglej»

    I liked 1.5 the best. Life was simple then.

    Beta 1.5?

    Posted in: Discussion
  • 0

    posted a message on What is your favorite Minecraft Version?

    It's kind of weird how I like the older game better. I like the new versions too though, but old ones are better to me.

    Posted in: Discussion
  • 0

    posted a message on My Beta 1.6.6 Survival World

    This is my Survival World I am currently playing on with Beta 1.6.6. I work on it all the time and I like where its going.

    You can dwnld it here: http://www.mediafire.com/download/55zfcdv12a887jk/Survival_Beta_1.6.6.rar

    Here is a link to see the world: http://imgur.com/a/dGlLR

    Posted in: Maps
  • 0

    posted a message on What is your favorite Minecraft Version?

    I personally love Beta 1.6.6. Its not too technical. The mobs (especially Skeletons) were someone challenging as opposed to now (exept for Zombies, they got a buff). And I love the sounds and textures. And another useful thing is the quick time it takes to grow a tree, and the high Sapling drop rate. What is your favorite version, and why?

    Posted in: Discussion
  • 0

    posted a message on Most useless item in the game?

    I really hate Gravel, but I would say for me, the most useless is Cocoa Beans. Yes, I do realize that some people use Brown Wool, but I don't. And seriously, who makes cookies anymore? Unless you favor cookies, they aren't any good. Back in Beta, Cocoa was SUPER rare. On my Beta 1.6.6 world, I literally have 2.

    Posted in: Discussion
  • 0

    posted a message on Naturally spawning mobs? Need help for a script.
    Quote from Clagdriff»

    function entityAddedHook(ent){

    Level.spawnMob(Entity.getX(ent), Entity.getY(ent), Entity.getZ(ent), Id, texture); //spawn your Entity where another has spawned

    Entity.remove(ent); //After that you can (but mustn´t) remove the other Entity


    Way 2:

    var tick=0;

    var y;

    var x;

    var z;

    function modTick(){


    tick=Math.random()*400+400; //tick is now a number between 400 and 800. This means a new Entity spawn every 20-40 seconds (20 ticks=1 second)


    tick--; //count tick down

    if(tick==1){ //is tick is one you spawn an Entity


    x=(Math.random()*200-100)+Player.getX(); //x and z are now between -100 and 100 from the player, now only y is missing


    for(var i=0; i<128; i++){

    if(Level.getTile(x, y, z)==0){ //is the block where the Entity would spawn in the moment y will be countet down, the loop repeats that 128 times so you find the first block that is not air




    y++; //After the loop count y + 1 to prevent that the Entity spawns in a block

    Level.spawnMob(x, y, z, Id, texture); //spawn your Entity




    Thanks for the help! I ended up using the first method. The script is now up!

    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on MCPE Melee Skeletons Mod. No more taking arrows to your knees!

    I myself got tired of getting killed by skeletons (even though they have terrible accuracy). So I fixed that. Now skeletons don't like bows anymore. They now:

    *fight you melee style, and prefer using their fists.

    *gargle and make other random noises.

    *drop flesh, carrots, and potatos. Much like zombies, right?

    Its not a big mod, just a simple tweak to skeletons. 😊

    Download: http://www.mediafire.com/download/ynl1qnb8x074z22/Melee_Skeletons_Mod.js

    I am open to suggestions on what to add to make it a bit better. Mod reviews are appreciated, I enjoy watching those.

    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on Naturally spawning mobs? Need help for a script.
    Quote from Clagdriff»

    You can use

    function entityAddedHook(entity) { } and replace the spawned Mob or use Math.random() to spawn randomly. If you spawn a Mob randomly spawn it on the first block that is not air.

    Do you have an example?

    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on Naturally spawning mobs? Need help for a script.

    I can't seem to figure out how to randomly spawn a custom mob with given attributes. Now I will be honest here, I SUCK at making MCPE Scripts. And furthermore, I probably curse the entire modding community with any script I've ever made, with help or not. But, I enjoy it and I want to be good at it. But enough sobbing, I know you don't want to hear it. I would appreciate any help you can give me, in the form of all of the existing Functions/Hooks. Thanks for the help!

    Posted in: MCPE: Mod / Tool Help & Requests
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