Hey guys! Today I am posting my W.I.P. mod that adds AKSP (AKSpartanKiIIer) and Kat (His soon to be wife) along with some other things such as blocks and items to your minecraft game! Note this is a work in progress and this is only the base for the mod so the textures are not permanent! So, if you are or know a good texture creator, please contact me! I would also like to ask for some extra coders to help me move along faster!
Any ways! I think that's it! Like I said, this is a far from done work in progress mod so don't be blown off so fast! Just check for updates and if you are interested in making the textures for the Items, or the Blocks, or even some of the "Special" mobs or if you would like to help with the coding, contact me! It would be most pleasing
What Does This Mod Add?
1. The mod add AKSP and Kat along with some other little unfinished creatures to the game! Kat, for now is not done dew to the fact that I don't have her skin as of yet.
2. The mod also adds an AKSP Block (The texture and crafting recipe will change!) It is craftable by placing one cobblestone in your crafting area.
3. An AKSP Item is added to the game also! Currently..It does nothing, but eventually you will use it to make AKSP Tools!
4. As you just learned, AKSP tools are also added (Crafting recipe and textures with change) to craft them, you place sticks how you would for normal tools but use "WOOD" instead of say iron or gold ect.
How To Install
1. Download ModLoader and The mod itself and unzip them using "7zip" or "Winrar" for PC and the "Unarchiver" for all you Mac users!
2. Locate your Minecraft "Bin" folder and open your "minecraft.jar" then just drag and drop all the files from ModLoader and The AKSP mod folder into your "minecraft.jar"
Current AKSP Item (Texture will change!) drops beef and has a chance of dropping diamonds. Flees from every hostile mob but cave spiders, ghast, and silver. He also flees squids
Hello! So I am developing a mod and I added a(n) NPC but I can not for the life of me get it to attack when it's attacked! I have tried everything I know to do! The NPC is suppose to be a knight. It holds a sword and is suppose to be very strong but I can't get it to attack!
At first it attacked when I got near it and I resolved that problem, but I want it to attack when I attack it! Please help!
People are always making fun of them! I like them! I hope they remain the villagers! If they do anything to them I would just fix their arms where they are some what normal. Does anyone else agree?
Ok, so I am getting a new computer and i was thinking on getting a Imac 21.5" with quad core intel i7 1333GHz 4GB DDRRAM. Will that tun Minecraft well or will it lag?
I made a mod and everything went in correctly but when i went to play MC i couldn't find my mod! Did i make it really rare or did it just not work?
package net.minecraft.src;
public class EntityDew extends EntityLiving
{
public EntityDew(World world)
{
super(world);
//Set the texture
texture = "/skin.png";
//Set the size of the hitbox
setSize(2F,2F);
//Set the speed of the mob
//NOTE: 0 = 0% speed, 1 = 100%, 0.75 = 75%
moveSpeed = 20F;
//Set how much health the mob has
health = 50;
}
public void writeEntityToNBT(NBTTagCompound nbttagcompound)
{
super.writeEntityToNBT(nbttagcompound);
}
public void readEntityFromNBT(NBTTagCompound nbttagcompound)
{
super.readEntityFromNBT(nbttagcompound);
}
//Need audiomod for the next 3. Remove them if you want a silent mob (except for the sound of foot steps)
//You can also use sounds from default mobs by going into their respective entity files (like I did in the video)
protected String getLivingSound()
{
//This is what sound the mob makes when it is alive and well
return "mob.ghast.moan";
}
protected String getHurtSound()
{
//This is what sound the mob makes when it is getting hurt
return "mob.cow";
}
protected String getDeathSound()
{
//This is what sound the mob makes when it is in the process of dying
return "mob.creeperdeath";
}
//Here's where you change the volume of the mob's sounds
protected float getSoundVolume()
{
return 0.4F;
}
//Here you define what items/blocks you want the mob to drop when killed
protected void dropFewItems()
{
dropItem(Item.coal.shiftedIndex, 10);
dropItem(Item.stick.shiftedIndex, 10);
}
}
//The three numbers below change the size of your model (you'll need to change the hitbox size too though)
protected void preRenderScale(EntityDew entity, float f)
{
GL11.glScalef(1.5F, 1.5F, 1.5F);
}
public RenderDew(ModelDew modelbase, float f)
{
super(modelbase, f);
}
It seems I am the only one who actually likes the way they look, at least in the PR. I understand it's not out and probably a placeholder, but their weird Squidward looks are actually pretty humerous and not bad!
Anyone else?
I really like them! But its hard choice picking my favorite between them and the snow golem :biggrin.gif:
Inspiron 570 Minitower w/ Black Bezel
AMD Athlon™ II X4 Processor 645 (3.1GHz, 2M, 4C)
750GB Serial ATA Hard Drive (7200RPM) w/DataBurst Cache™
Integrated ATI Radeon HD4200 Graphics
If it's annoying in the way they describe i'm imagining an "unavoidable" attack.
I don't like the sound of taking unavoidable damage tbh but possibly it's not the case.
I guess with the knowledge that it's annoying and it lives in the nether we can try and work out things that are annoying specifically related to the nether.
Things i'd find annoying in the nether;
1. Most obviously, being set on fire with no way of dodging the immolation. If a mob just needs to look at me and i ignite it'll be irritating.
2. Knockback. Getting knocked back a significant distance in the Nether would be highly dangerous with the long drops and fire/lava
3. I guess a mob that hides in netherack would be too similar to silverfish...
4. A fireproof mob.. Potentially one that is on fire and is fast.. Like a non-explosive creeper in function but with melee attacks. Possibly they spawn in lava and/or fire... or if they had long ranged fire attacks and could walk on fire that'd be quite annoying.
5. Any block interactive abilities. We all know how annoying it is to have mobs destroying/moving blocks, i doubt we'll see this after the Endermen debacle. This would include things like burrowing mobs, like wurms or so.
6. A mob that spawns gravel or similar to bury you alive.
7. A mob that turns netherack into soulsand.. Like a big slug or something... seems unlikely and not very interactively annoying.
Or more ridiculously a mob that steals stuff from your inventory/chests/base.
Those are things i'd consider annoying.
(Edit- actually with the new runaway mechanic of animals I could see a mob existing that sets you on fire then runs away being quite annoying... Or just generally a mob that "pesters" but otherwise avoids attacks.)
It could be like the thief from the more creeps and weirdos mod! It could possibly come up to you and set you on fire and then run away laughing! LOL!
Something I want is a thing called a Screamer. In my mind they have 4 arms and run really fast towards you while screaming, they have more health then other mobs, maybe something like 4 hits with a diamond sword and can knock you back 4 blocks. They could also have a small chance of being replaced by another mob ( like that imp that the guy said, i forgot your username sorry) or another screamer. Now THAT would be annoying.
0
0
At first it attacked when I got near it and I resolved that problem, but I want it to attack when I attack it! Please help!
0
I know! it makes them look like monks! lol :biggrin.gif:
4
0
0
0
Yes I will be using it for other things not just Minecraft. I am home-schooled so I would watch my on-line teachers on it too.
0
0
0
package net.minecraft.src;
public class EntityDew extends EntityLiving
{
public EntityDew(World world)
{
super(world);
//Set the texture
texture = "/skin.png";
//Set the size of the hitbox
setSize(2F,2F);
//Set the speed of the mob
//NOTE: 0 = 0% speed, 1 = 100%, 0.75 = 75%
moveSpeed = 20F;
//Set how much health the mob has
health = 50;
}
public void writeEntityToNBT(NBTTagCompound nbttagcompound)
{
super.writeEntityToNBT(nbttagcompound);
}
public void readEntityFromNBT(NBTTagCompound nbttagcompound)
{
super.readEntityFromNBT(nbttagcompound);
}
//Need audiomod for the next 3. Remove them if you want a silent mob (except for the sound of foot steps)
//You can also use sounds from default mobs by going into their respective entity files (like I did in the video)
protected String getLivingSound()
{
//This is what sound the mob makes when it is alive and well
return "mob.ghast.moan";
}
protected String getHurtSound()
{
//This is what sound the mob makes when it is getting hurt
return "mob.cow";
}
protected String getDeathSound()
{
//This is what sound the mob makes when it is in the process of dying
return "mob.creeperdeath";
}
//Here's where you change the volume of the mob's sounds
protected float getSoundVolume()
{
return 0.4F;
}
//Here you define what items/blocks you want the mob to drop when killed
protected void dropFewItems()
{
dropItem(Item.coal.shiftedIndex, 10);
dropItem(Item.stick.shiftedIndex, 10);
}
}
package net.minecraft.src;
import java.util.Random;
import java.util.Map;
public class mod_Mob extends BaseMod
{
public mod_Mob()
{
AddMobs();
}
public void AddMobs()
{
ModLoader.RegisterEntityID(EntityDew.class, "Dew", ModLoader.getUniqueEntityId());
ModLoader.AddSpawn(EntityDew.class, 500, EnumCreatureType.creature);
}
public void AddRenderer(Map map)
{
map.put(EntityDew.class, new RenderDew(new ModelDew(), 0.5F));
}
public String Version()
{
return "3.14159265";
}
}
package net.minecraft.src;
public class ModelDew extends ModelBiped
{
public ModelDew()
{
super(1, 0.0F);
}
public void render(float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(f, f1, f2, f3, f4, f5);
setRotationAngles(f, f1, f2, f3, f4, f5);
}
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5)
{
super.setRotationAngles(f, f1, f2, f3, f4, f5);
}
} package net.minecraft.src;
import org.lwjgl.opengl.GL11;
public class RenderDew extends RenderLiving
{
//The three numbers below change the size of your model (you'll need to change the hitbox size too though)
protected void preRenderScale(EntityDew entity, float f)
{
GL11.glScalef(1.5F, 1.5F, 1.5F);
}
public RenderDew(ModelDew modelbase, float f)
{
super(modelbase, f);
}
public void func_177_a(EntityDew entity, double d, double d1, double d2,
float f, float f1)
{
super.doRenderLiving(entity, d, d1, d2, f, f1);
}
public void doRenderLiving(EntityLiving entityliving, double d, double d1, double d2,
float f, float f1)
{
super.doRenderLiving((EntityDew) entityliving, d, d1, d2, f, f1);
}
public void doRender(Entity entity, double d, double d1, double d2,
float f, float f1)
{
doRenderLiving((EntityDew)entity, d, d1, d2, f, f1);
}
protected void preRenderCallback(EntityLiving entityliving, float f)
{
preRenderScale((EntityDew)entityliving, f);
}
}
please help!
0
I really like them! But its hard choice picking my favorite between them and the snow golem :biggrin.gif:
0
Inspiron 570 Minitower w/ Black Bezel
AMD Athlon™ II X4 Processor 645 (3.1GHz, 2M, 4C)
750GB Serial ATA Hard Drive (7200RPM) w/DataBurst Cache™
Integrated ATI Radeon HD4200 Graphics
0
0
It could be like the thief from the more creeps and weirdos mod! It could possibly come up to you and set you on fire and then run away laughing! LOL!
0
I like that idea! Asome!