• 14

    posted a message on [1.4.7] Kiterosma's Herobrine Mod [v0.4]
    The mod has finally been updated for 1.4.7! Unfortunately, the only new feature is the ability for Herobrine to place lava blocks when you mine (it was supposed to be a feature before, but it didn't work). On the bright side, the content update will be huge when it comes along, so it will be worth the wait.

    I'm sure a lot of you have heard of the Herobrine Mod in which you need to construct a totem in order to summon herobrine in order to get freaked out by him. Well in this mod, you can worry about him 24/7! A single herobrine is spawned into the world, and from that point on, there are many different ways to get creeped out:
    -He places random signs next to man-made structures
    -His eyes glow, so you can spot him from very far away.
    -He sneakily places redstone torches when he stalks you
    -He steals from your chests if you allow him to get close enough
    -He opens all types of doors
    -If he's close enough, he will try to kill you with lava while you're mining an ore
    -He possesses nearby spiders to be more aggressive (they gain the ability to shoot webs)
    -There is a lot of coding going towards the perfection of how he stalks you (movement, teleportation, etc.)
    -If you REALLY get on his nerves, he may even send you to the nether
    -Thanks to the Amnesia: The Dark Descent soundtrack, there are lots of noises by which he makes himself known


    There is also an item which allows you to track down Herobrine, "Herobane", which is made with this very expensive recipe:


    This item can also switch to "attack mode" (default toggle is the "x" key), which allows you to shoot anti-
    Herobrine projectiles... If you hit him, he will drop a good amount of experience (Bare in mind that Herobrine does not die, he is simply repelled for a period of time) and a special block, "bloodstone". With this, you can create a "blood ingot", which in turn can be crafted into "lazuli blood ingots", and finally "lazuli blood blocks". Lazuli blood blocks are the only things capable of repelling Herobrine away from your chests, so that he doesn't steal from them. Recipes below:



    ^Blood ingot


    ^Lazuli blood ingot


    ^Lazuli blood block

    Screenshots:








    Creepiness aside, this mod is still a WIP, because there are still many planned features:

    IN DEVELOPMENT:
    -Miscellaneous creepy behavior (as requested, work is being done on more "traditional" Herobrine behaviors in addition to the ones only seen in this mod.)
    -Blood Realm (new dimension, home of Herobrine)
    -Portals for Blood Realm
    -Herobrine will send you to the Blood Realm if you stare at him for too long
    -Bleeding blood stone


    Posting screenshots, feedback, or any suggestions (including what his creepy sign messages should say) is encouraged.

    PLEASE NOTE: do not expect Herobrine to be a constant annoyance. He is quite rare, so I estimate that you will encounter at least something he does about once every half hour. This is meant to be a mod that runs "in the background" of the main game, so it is by no means central to gameplay.

    Here is the latest link to the mod: http://www.mediafire...uhunuktwuoyejmb- v0.4 [1.4.7]

    Past versions:

    Installation instructions (you can also refer to the "README" file in the zip):
    -Place all of the class files in minecraft.jar.
    -Place the HerobrineTexture folder into minecraft.jar.
    -Delete META-INF in minecraft.jar
    -Go to resources/sound3/mob and place the HerobrineSound folder into the current directory

    You also must have modloader installed for this to work. Here is a link:
    http://www.minecraft...minary-updates/

    THIS MOD IS NOT COMPATIBLE WITH FORGE!!! Compatibility might be released later on, but right now, it is strictly a Modloader mod.


    If you prefer, you could watch this video for specific installation instructions. These instructions were made for 1.2.5, but the installation is the same.


    If you have followed all of the above instructions and for some reason, Minecraft is crashing with this mod installed, do the following:

    -Get MC Patcher. Here's where you can download it: http://www.minecraft...-hd-fix-242-02/
    -Run MC Patcher.
    - DO NOT PATCH. Instead, choose "Test Minecraft".
    - Do whatever you did before to make the game crash.
    - An error report will be displayed once it crashes again. Please copy the error report and paste it as a reply to this forum topic.
    - I will do my best to help you fix the error, or possibly debug my own code.
    Posted in: WIP Mods
  • 1

    posted a message on NullPointerException when trying to ASSIGN to a variable.
    Actually it is still possible that you are trying to retrieve a value from a null variable. However, stepHeight cannot be null, because it is valued as a float. So most likely, either thePlayer is null, or mc is null; however, I doubt mc is null, because I have no idea how that could happen. Is your code doing anything that might cause thePlayer to become null? Or perhaps the code is being executed before any EntityPlayer constructors are called?
    Posted in: Modification Development
  • 1

    posted a message on [1.4.7] Kiterosma's Herobrine Mod [v0.4]
    Quote from Bra!nl3ss

    That would be awesome. Should I still try to send the error report? Maybe it was another mod?


    Yeah, the more documentation the better. I'm not sure how mods work across LAN connections. Did your friend have the mod too?
    Posted in: WIP Mods
  • 1

    posted a message on [1.4.7] Kiterosma's Herobrine Mod [v0.4]
    Quote from jam2play

    will the 1.2.5 version work on 1.3.1?if so i might get it


    I can safely say that the 1.2.5 version is most definitely not compatible with 1.3.1 minecraft.

    Btw, since Minecraft 1.3.2 is already out, there will not be a 1.3.1 Herobrine mod (obviously). Modloader 1.3.2 is out, so the update is in progress!
    Posted in: WIP Mods
  • 1

    posted a message on [1.4.7] Kiterosma's Herobrine Mod [v0.4]
    Quote from Nathan5802

    LOL Putting this on my brother's computer soon! Great mod btw!


    I might as well call this the Herobrine prank mod XD
    Posted in: WIP Mods
  • 1

    posted a message on [1.4.7] Kiterosma's Herobrine Mod [v0.4]
    I think I will be giving the Herobrine stronghold idea a rest for a while, since I haven't quite solidified my ideas about it, and I don't want to make any hasty changes to the mod. Instead, I will focus solely on making the mod a very unsettling experience for the player. :D
    Posted in: WIP Mods
  • 1

    posted a message on I need somewhat advanced help... Again
    Quote from Koadmaster

    I am trying to find a way to return a new Itemstack from a void statement, so I need a way to get around the void part, I am thinking that i may be able to use the void statement to call a non-void statement that will return the new itemstack, so I want a method like this:
    other method
    {
       	 return new ItemStack(mod_****.MyItem);
    }
    public void onPlayerStoppedUsing
    {
    //"If" statements
    	 {
    		  //start other method
    	 }
    }

    At least, that is what I am thinking, so if you know how to make a method call another method, please tell me.
    -Thank You-


    There really is no way to make a void method return something. That's just not how it works. Why are you trying to get the method to return the ItemStack object?
    Posted in: Modification Development
  • 1

    posted a message on [1.4.7] Kiterosma's Herobrine Mod [v0.4]
    Quote from Onegreatracer

    I love this mod! One of the best ever! I have an idea for it also though, maybe to get to the Herobrine stronghold you need to buid a totem? Or make a totem item or something. And I think Herobrine should be carrying some sort of weapon or something rather than randomly dumping lava in you face. The signs also creep me out... ._. Also, I would LOVE to make texture's for this mod! I'm Good/Great at making textures, and this will be my first project with a modder! I hope you say yes! :D
    Diamonds for you, sir! :Diamond: :Diamond: :Diamond: :Diamond: :DBlock:


    Wow, thanks for your support!

    I do intend on making some sort of item/ritual for getting into the stronghold... whatever it is, I want to make it as epic as possible. As for the lava dumping, I can make that a rarer occurrence if people think that it's more annoying than I intended it to be. However, I want to keep his methods of attack indirect to make it seem as if he is toying with you, because that seems scarier than him charging at you with a weapon.

    Also, I'd be glad to have you help me out with textures! Perhaps you could give me a sample of textures you've done? Or if you want you could give me an alternate Herobane item texture as a sample (assuming you've seen that item already).
    Posted in: WIP Mods
  • 1

    posted a message on Killing an Entity on Right Click?
    I was looking around and I found a pretty useful method in the Entity class called interact(EntityPlayer entityplayer). Some good example code is given in the sheep class:
    public boolean interact(EntityPlayer par1EntityPlayer)
    	{
    		ItemStack itemstack = par1EntityPlayer.inventory.getCurrentItem();
    		if (itemstack != null && itemstack.itemID == Item.shears.shiftedIndex && !getSheared() && !isChild())
    		{
    		   //start useless block
    			if (!worldObj.isRemote)
    			{
    				setSheared(true);
    				int i = 1 + rand.nextInt(3);
    				for (int j = 0; j < i; j++)
    				{
    					EntityItem entityitem = entityDropItem(new ItemStack(Block.cloth.blockID, 1, getFleeceColor()), 1.0F);
    					entityitem.motionY += rand.nextFloat() * 0.05F;
    					entityitem.motionX += (rand.nextFloat() - rand.nextFloat()) * 0.1F;
    					entityitem.motionZ += (rand.nextFloat() - rand.nextFloat()) * 0.1F;
    				}
    			}
    			//end useless block
    			itemstack.damageItem(1, par1EntityPlayer);
    
    		}
    		return super.interact(par1EntityPlayer);
    	}

    This is the code that shears the sheep. You could take out the whole block that I labelled "useless" and replace it with "setdead();" . As for the other if statement, you could leave "itemstack!=null" and change the itemstack.itemID to the ID of your item. Of course, all of this code must be within the entity class of the mob you want to despawn. So, if you want to be able to despawn all living entities, I would suggest making a method in the EntityLiving class, and then implementing it in the onLivingUpdate() method. Hope this helps!
    Posted in: Modification Development
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