• 0

    posted a message on [1.2.5] LordOfCats's mods (Defenders of Steve and more!)
    Quote from Tirral

    looks very nice, but i'm having trouble installing the mod, i do exactly this:
    1.downloaded modloader
    2 downloaded the file for you mod
    3. put everything inside the folder of modloader to minecraft.jar
    4. did the same thing as #3 but with your mod
    5. deleted the meta-inf
    6. tried to the play it on minecraft and it crashed.
    I had single player commands and toomanyitems before i installed it had problems re did the instalation, but with a new .jar folder, it crashed still, what am i doing wrong?

    Check your mods folder to see if there are any other mods in it.


    Will download, bookmarked, this mod awesome, nuff said.

    Thank you!


    This mod was good when the heads were easer to make but now its gay

    Oh no. Do you have any suggestions on how to improve this?


    i crashed when i tried using this mod but it worked :) and :(

    I'm confused. So it worked but you were both happy and sad? Did you find something that you did not like about the mod?


    I got to say this mod is excellent. I like the details and the effort put into it. This mod is very nice. Thankyou LordOfCats

    You're welcome.

    The next update that I will make will be for Minecraft 1.3 and it will hopefully be released before the final version of 1.3 comes out.
    Posted in: Minecraft Mods
  • 0

    posted a message on Elis_Username's Skins for Download! [updated 7/28] [Sonic Skin Pack!]
    I really like the OctoBr0 and katniss skins but the purple creeper fan and the anime guy need more detail for them to stop looking monotone.
    Posted in: Skins
  • 0

    posted a message on Flan's Mod 5.5.2 Update : 1.12.2, 100s of new Skins! : Helicopters, Mechas, Planes, Vehicles, 3D Guns, Multiplayer, TDM, CTF
    I have a bug with the Lancaster bomber from the WWII pack. It looks like this:


    Does anyone know why this is happening to me? BTW great mod.
    Posted in: Minecraft Mods
  • 1

    posted a message on How do i make my mob only spawn when you build a small temple
    Do you only want the mob to be able to spawn in the temple? If so then change the contents of canSpawnHere to check for the temple around it.
    Posted in: Modification Development
  • 0

    posted a message on How do I make another mob?
    You should be able to put this under ModLoader.addSpawn and it should work:
     ModLoader.registerEntityID(EntityNewMob.class, "Your New Mob", ModLoader.getUniqueEntityId());
     ModLoader.registerTileEntity(EntityNewMob.class, "Your New Mob");
    ModLoader.addSpawn(EntityNewMob.class, 12, 4, 4, EnumCreatureType.creature);
    Posted in: Modification Development
  • 0

    posted a message on Is there any way around editing EntityOcelot.java to add a new way to tame Ocelots?
    Theoretically you could put onItemUse for your custom item then set EntityOcelot.isTamed to true but im not sure that will work.
    Posted in: Modification Development
  • 0

    posted a message on how do i change the skeleton model in entityskeleton to my own model?
    It will probably be unavoidable to avoid changing base classes so just change the contents of ModelSkeleton to whatever model you want it to have
    Posted in: Modification Development
  • 0

    posted a message on Make it always night?
    For your zombie problem, when need to define it as extending ModelZombie it in your mod_**** file.
    Like this:
        map.put(EntityNewZombie.class, new RenderBiped(new ModelZombie(), 0.5F));
    Posted in: Modification Development
  • 0

    posted a message on How do I do...
    Q5: Add this to your entity class:
    	    tasks.addTask(1, new EntityAITempt(this, 0.3F, mod_yourMod.yourItem.shiftedIndex, false));
    Posted in: Modification Development
  • 0

    posted a message on help rendering a throwable item
    If you just want it to look like a snowball with your image instead then you should copy the RenderSnowball file and just change the texture in there.
    Posted in: Modification Development
  • 0

    posted a message on How to spawn an entity when a certain key is pressed
    I kindof need the syntax for the key pressing action and where I can put it without modifying any base classes. If you can help me with the gui, can you also help me with spawning an entity at your position?

    Thanks in advance.
    Posted in: Modification Development
  • 0

    posted a message on Help with neutral mob.
    You have to add this piece of code to your AI list:
    	    targetTasks.addTask(1, new EntityAIHurtByTarget(this, true));

    As well as the code for how your neutral mob is going to attack. For example for melee:
    	    tasks.addTask(1, new EntityAIAttackOnCollide(this, moveSpeed, true));
    Posted in: Modification Development
  • 0

    posted a message on [Unsolved] Coding problems
    Urg I'm running into more problems now, can anyone help me with having an entity that will stop moving on right-click and then follow you if you click it again?
    Posted in: Modification Development
  • 0

    posted a message on [1.2.5] LordOfCats's mods (Defenders of Steve and more!)
    Quote from tomswift123

    how about the defenders follow you if you right click them with the scroll? that way you can wield a weapon also

    EDIT: sry i didnt see the top comment i didnt know that this had already been suggested

    Yes i'm working on that and its ok if it was already suggested. The wolf code is not working for me and I am trying to find a way to make them follow you.
    Posted in: Minecraft Mods
  • 0

    posted a message on Mob Help
    For the rendering problem:
    You will probally need this is your mod_*** file:
        map.put(EntityCustomMob.class, new RenderBiped(new ModelBiped(), 0.5F));


    You will also need this in your EntityCustomMob file:
        public ItemStack getHeldItem()
        {
    		    return defaultHeldItem;
        }
    		   
    		    static
        {
    		    defaultHeldItem = new ItemStack(Item.bow, 1);
        }
    		   
        private static final ItemStack defaultHeldItem;


    This should work and for the attacking problem I will need to see your EntityCustomMob code or whatever it is called.
    Posted in: Modification Development
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