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    posted a message on Secret Agent Craft (Now Server Compatible!)
    Well, it's not because Forge is outdated (this was created with Version 9.11.1.935). In what way is it not working? Is it crashing, or just not showing up at all?
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Winter Warfare (Now Server Compatable!)

    Also, I thought about the hotchocolate, (as a food) and... on Hanukkah we eating "Soofgania" *hope I said it right* and its got sugar inside of it and on it.
    So, I thought you may add it. Here is the idea for it:
    Jump Boost 3
    Speed 2
    Resistance
    I thought about how to make it, but I dont seemd to find, but... if you made it, its like... raw... and you need put it in a furnace for it to get hot and stuff, so just put it in a furnace after you craft it.
    You can eat it when its raw, but its filling less hunger bars, and the effects are less longer.
    Else, if its cooked, it will fill more hunger bars and the effects are longer.
    Add-Idea for the hotchocolate: same thing, just when you craft its "Cold hotchocolate" *sound wierd I know*
    And then you put it in a furnace for it to get hot, and its like the Soofgania:
    When its cold, the effects are less longer, and its filling less hunger bars.
    When its hot, the effects are longer and its filling more hunger bars.
    What do you think? :)

    That's not a bad idea, but I'm not sure how many people would actually know what Soofgania is. I do agree, however, that it would make more sense to heat up hot chocolate. I'll probably add that next update.

    Quote from Labbear

    Hi, I'm considering this for a server and have two questions.
    1. Can the WW mob spawning be disabled?
    2. Because it's after December I'd like to be able to disable the menorah cannon, is that possible?
    Thank you for your time.

    Edit:
    I realized that I should say why I want to disable WW's mobs. The AI is, for lack of a better term, omniscient, the snowmen knew exactly where I was upon spawning and moved to attack me with Terminator-esque efficiency. They also lack the ability to "lose interest" in the player when he has found safety. (Almost as if they could see through walls...) The last thing is the Mob's movement speed (roughly equal to a sprinting player) which, combined with the aforementioned perception, makes them rather overpowered. Fixing the AI would make this Mod perfect in my eyes.

    There is a config file, but it's currently only for item IDs (so it's possible to disable the Menorah Cannon). I'll add some other options in the next update (soon) for the mobs and the likewise. I'll probably be tweaking the AI and spawn rates in the next update as well (the Abominable Snow/Iceman, I agree, is a little too powerful.)
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Winter Warfare (Now Server Compatable!)
    Update 1.1.1:

    Okay, I fixed all of the server bugs (more than I expected -_- ), so it will work in multiplayer now. Thanks for telling me about that.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] [Forge] Winter Warfare (Now Server Compatable!)

    Down with Jack Frost? Sure.
    I went down with him, his friends and his enemies!
    (This is the crash report only for Jack, but I have crash reports for all of them).
    ---- Minecraft Crash Report ----
    ...

    Sorry about that. That was a bug with all of my mods in multiplayer. I haven't updated this mod yet. I will fix it as soon as possible.


    Finally, someone is thinking about the jews people! *im jewish if you didnt understand*
    Also, How did you knew how to write "Menorah"? Its a word in hebrew.

    Also, *again* thanks so much for adding the menorah! "Menorah Canon" :D

    You're welcome :D !
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.6.4] Raycraft 1.2.0 - Energize your world!
    Alright! That's what I needed to know. Here's a mod showcase:
    It's a bit longer than I intended, there was a lot on info to cover (I even missed a few things). I really think this mod can go somewhere :D . Keep up the good work.
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.6.4] Raycraft 1.2.0 - Energize your world!
    So how exactly do you infuse items (for the phaser, bomb, and upgrades)? You didn't really explain that in the main post. I tried quite a few things and can't seem to get it to work.
    Posted in: Minecraft Mods
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    posted a message on Help Needed with custom bed
    Quote from ajtracy300

    Did this, but get the same problem as before: Right click to sleep in the bed, briefly enters the sleep animation and quickly comes back out with the player standing on the bed. No time elapses...

    I found a sleep timer in the "onUpdate()" method the EntityPlayer class:

    if (this.isPlayerSleeping())
            {
                ++this.sleepTimer;
    
                if (this.sleepTimer > 100)
                {
                    this.sleepTimer = 100;
                }
    
                if (!this.worldObj.isRemote)
                {
                    if (!this.isInBed())
                    {
                        this.wakeUpPlayer(true, true, false);
                    }
                    else if (this.worldObj.isDaytime())
                    {
                        this.wakeUpPlayer(false, true, true);
                    }
                }
            }
            else if (this.sleepTimer > 0)
            {
                ++this.sleepTimer;
    
                if (this.sleepTimer >= 110)
                {
                    this.sleepTimer = 0;
                }
            }


    I don't know if you're already doing this but I think you need to declare that your new block (id) is a bed for the sleep event to take place. This method will declare whether the a player can sleep in the given block id (from Block.java):

     /**
         * Determines if this block is classified as a Bed, Allowing
         * players to sleep in it, though the block has to specifically
         * perform the sleeping functionality in it's activated event.
         *
         * @param world The current world
         * @param x X Position
         * @param y Y Position
         * @param z Z Position
         * @param player The player or camera entity, null in some cases.
         * @return True to treat this as a bed
         */
        public boolean isBed(World world, int x, int y, int z, EntityLivingBase player)
        {
            return blockID == Block.bed.blockID;
        }


    And definitely extend from BlockBed like spenk00 sayd
    Posted in: Modification Development
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    posted a message on (Forge 1.6.4) "Missing Textures" for a Mob
    Maybe I'm missing something, but what is the purpose of "getGillsTextures()". Couldn't you just return "gillsTextures" from "getEntityTexture()"?
    Posted in: Modification Development
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    posted a message on [solved]Need help with mob rendering
    I honestly can't seem to find anything that could be wrong with it, but I'll look closer when I get the time. As for the name, you just need to add a string localization in the main class:
    LanguageRegistry.instance().addStringLocalization("Entity.Gargoyle.name", "Gargoyle");


    Edit - If you didn't change the model class, then your problem is still that you are referring to two seperate entities in the lines:
    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5, Entity entity2)
      {
            super.render(entity, f, f1, f2, f3, f4, f5);
            setRotationAngles(f, f1, f2, f3, f4, f5, entity2);
            Torso.render(f5);
            Beinlinks.render(f5);
            Beinrechts.render(f5);
            Armlinks.render(f5);
            Armrechts.render(f5);
            Kopf.render(f5);
            Fluegelrechts.render(f5);
            Fluegellinks.render(f5);
      }

    Have you tried doing this instead?
    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
      {
            super.render(entity, f, f1, f2, f3, f4, f5);
            setRotationAngles(f, f1, f2, f3, f4, f5, entity);
            Torso.render(f5);
            Beinlinks.render(f5);
            Beinrechts.render(f5);
            Armlinks.render(f5);
            Armrechts.render(f5);
            Kopf.render(f5);
            Fluegelrechts.render(f5);
            Fluegellinks.render(f5);
      }

    I tested it out on Eclipse this time. When I used the first option, my mob rendered entirely invisible.

    To Khlorghaal:

    Quote from Khlorghaal

    Do you not know what a method is? This code is horrible, you only need one render method, and in this case super already implements it, so you don't need it at all. Please don't give people advice if you don't know java.

    Thanks for informing me that I didn't need those methods. I've just kept using them because they worked and there was no need to change. Clearly I know what a method is since you are referring to what I called a method the same: a method. I do know Java and I will continue to give people advice with topics that I am familiar with. If you feel the need to try and insult me more, please do it via PM.
    Posted in: Modification Development
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    posted a message on [solved]Need help with mob rendering
    Quote from ExclamationMark

    Thanks a lot. :D
    There are quite a few issues, it seems. I haven't tried the stuff yet, but I will do today and let you know if it worked!

    As for the spawn, I've got this, but I never found one of the mobs:
    EntityRegistry.registerGlobalEntityID(EntityGargoyle.class, "Gargoyle", 1);
    EntityRegistry.addSpawn(EntityGargoyle.class, 10, 4, 8, EnumCreatureType.monster);
    EntityRegistry.findGlobalUniqueEntityId();
    registerEntityEgg(EntityGargoyle.class, 0x007200, 0x8A5800);


    Maybe it's not in the correct order?

    Glad I could help :D . For adding spawn, you must specify which biomes. If you want the mob to spawn in all biomes, you're going to have to copy the "EntityRegistry.addSpawn" line again for each biome (just a weird FML thing).
    Posted in: Modification Development
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    posted a message on [Forge][1.6.4] Raycraft 1.2.0 - Energize your world!
    Nice work! Looks great. But how did you make those models :o ? They're crazy! (in a good way). They look like something from CAD, but in Minecraft.

    By the way, I may do a video showcase when I get the time. I'm surprised it's not more popular considering how long it's been on the forums.

    My one suggestion is to add some better textures to the plain black or white models.
    Posted in: Minecraft Mods
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    posted a message on [solved]Need help with mob rendering
    I think there's one problem in the Model class:
    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5, Entity entity2)
      {
            super.render(entity, f, f1, f2, f3, f4, f5);
            setRotationAngles(f, f1, f2, f3, f4, f5, entity2);
            Torso.render(f5);
            Beinlinks.render(f5);
            Beinrechts.render(f5);
            Armlinks.render(f5);
            Armrechts.render(f5);
            Kopf.render(f5);
            Fluegelrechts.render(f5);
            Fluegellinks.render(f5);
      }

    There's no need for "entity2". In "setRotationAngles", just use entity.

    There's also no need for this in the Entity class:
    this.texture = "basemod:textures/mobs/gargoyle.png";


    Your Render class is missing a few methods. This is what I've been using for mobs:

    @SideOnly(Side.CLIENT)
    public class RenderNinja extends RenderLiving {
    
    protected ninja model;
    
    public RenderNinja(ModelBase par1ModelBase, float par2) {
    super(par1ModelBase, par2);
    model = ((ninja)mainModel);
    }
    
    public void renderNinja(EntityNinja entity, double par2, double par4, double par6, float par8, float par9) {
    super.doRenderLiving(entity, par2, par4, par6, par8, par9);
    }
    
    public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9) {
    renderNinja((EntityNinja)par1EntityLiving, par2, par4, par6, par8, par9);
    }
    
    @Override
    public void doRender(Entity entity, double d0, double d1, double d2, float f, float f1) {
    renderNinja((EntityNinja)entity, d0, d1, d2, f, f1);
    }
    
    @Override
    protected ResourceLocation getEntityTexture(Entity entity) {
    return new ResourceLocation("secretagentmod:textures/mobs/ninja.png");
    }
    
    }


    And then, wild spawning is as simple as this (in the Main class):
    EntityRegistry.addSpawn(EntityWhatever.class, rareness, minGroup, maxGroup, EnumCreatureType.whatever, BiomeGenBase.whatever);
    Posted in: Modification Development
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    posted a message on Some Good guide to make moods?
    Si ya sabes programar en Java, utilice los siguientes:
    http://www.minecraftforge.net/wiki/Tutorials

    Lo siento. No hablo Espagnol. (Estoy usando Google Translate y el Internet)

    Esta es especialmente buena para el arranque:
    http://www.minecraftforge.net/wiki/Generic_Mod

    ------------------------------------------------------------------------------------------------------------------------
    If you already know how to program in Java, use these:
    http://www.minecraftforge.net/wiki/Tutorials

    Sorry. I don't speak Spanish. (I'm using Google Translate and the Internet)

    These are especially good for starting:
    http://www.minecraftforge.net/wiki/Generic_Mod
    Posted in: Modification Development
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    posted a message on [Solved]Crafting Problems
    Quote from ExclamationMark

    Always look in Block.java!
    There you would (possibly) have found that it's called cloth and not wool.

    ^That^ and you need to use metadata (for the different colors). It's been a while since I've used wool in a recipe in a mod but I think it's required to use metadata.
    Posted in: Modification Development
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    posted a message on [Solved] Proxy Error with Custom Item Renderer (Null Pointer Exception)
    :lol: Nevermind! With my luck, I struggle with the problem for hours, and then, 10 seconds after I post on the forums, I realize that it was a simple mistake. *facepalm*

    I just had a duplicate of the line "proxy.registerRenderers" under the @EventHandler.

    It works fine now... This is not the first time I've done this. *facepalm*
    Posted in: Modification Development
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