• 3

    posted a message on [Help] Making Item in First Mod W/ ModLoader
    Quote from XxSXBxX

    Do you think you could explain to me in a bit more depth what you did there if you don't mind? I'm still new with this, and I wanna learn it in as depth as possible that way I don't make the same mistakes in the future :happy.gif: But thanks. I'll get right on testing that.


    At the beginning of the class you declared the BONE material's values:

    public enum EnumToolMaterial
    {
        WOOD("WOOD", 0, 0, 59, 2.0F, 0),
        STONE("STONE", 1, 1, 131, 4F, 1),
        IRON("IRON", 2, 2, 250, 6F, 2),
        EMERALD("EMERALD", 3, 3, 1561, 8F, 3),
        GOLD("GOLD", 4, 0, 32, 12F, 0),
        BONE("BONE", 5, 150, 190, 5F, 2);


    However, down the bottom you did not actually ADD the BONE material:

            field_21209_j = (new EnumToolMaterial[] {
                WOOD, STONE, IRON, EMERALD, GOLD
            });


    So I changed it to:

            field_21209_j = (new EnumToolMaterial[] {
                WOOD, STONE, IRON, EMERALD, GOLD, BONE
            });
    Posted in: Mods Discussion
  • 0

    posted a message on Making A Sound Play When Swinging an Item
    Quote from Joe12o

    I am sure I placed the sound in the right place. I got an instance of EntityPlayerSP because someone on #risucraft told me to when I asked why I was getting an error before.


    Try getting an instance of EntityPlayer instead of EntityPlayerSP.

    EDIT: Also I hope you realise that

    world.playSoundAtEntity(entityplayersp, "sound.sound", 0.6F, 0.4F / (Item.itemRand.nextFloat() * 0.4F + 0.8F));


    "sound.sound" means that the directory for the sound would be "/resources/mod/sound/sound/sound.ogg/" as it already loads the "/mod/sound/" directory by default, so you would need to create an EXTRA sound folder, with the "sound.ogg" sound file inside.
    Posted in: Mods Discussion
  • 3

    posted a message on [Help] Making Item in First Mod W/ ModLoader
    Fixed EnumToolMaterial for you. You were declaring the values of the Bone material, but not actually adding it.

    // Decompiled by Jad v1.5.8g. Copyright 2001 Pavel Kouznetsov.
    // Jad home page: http://www.kpdus.com/jad.html
    // Decompiler options: packimports(3) braces deadcode 
    
    package net.minecraft.src;
    
    
    public enum EnumToolMaterial
    {
        WOOD("WOOD", 0, 0, 59, 2.0F, 0),
        STONE("STONE", 1, 1, 131, 4F, 1),
        IRON("IRON", 2, 2, 250, 6F, 2),
        EMERALD("EMERALD", 3, 3, 1561, 8F, 3),
        GOLD("GOLD", 4, 0, 32, 12F, 0),
        BONE("BONE", 5, 150, 190, 5F, 2);
    /*
        public static EnumToolMaterial[] values()
        {
            return (EnumToolMaterial[])field_21209_j.clone();
        }
    
        public static EnumToolMaterial valueOf(String s)
        {
            return (EnumToolMaterial)Enum.valueOf(net.minecraft.src.EnumToolMaterial.class, s);
        }
    */
        private EnumToolMaterial(String s, int i, int j, int k, float f, int l)
        {
    //        super(s, i);
            harvestLevel = j;
            maxUses = k;
            efficiencyOnProperMaterial = f;
            damageVsEntity = l;
        }
    
        public int getMaxUses()
        {
            return maxUses;
        }
    
        public float getEfficiencyOnProperMaterial()
        {
            return efficiencyOnProperMaterial;
        }
    
        public int getDamageVsEntity()
        {
            return damageVsEntity;
        }
    
        public int getHarvestLevel()
        {
            return harvestLevel;
        }
    /*
        public static final EnumToolMaterial WOOD;
        public static final EnumToolMaterial STONE;
        public static final EnumToolMaterial IRON;
        public static final EnumToolMaterial EMERALD;
        public static final EnumToolMaterial GOLD;
        public static final EnumToolMaterial BONE;
    */
        private final int harvestLevel;
        private final int maxUses;
        private final float efficiencyOnProperMaterial;
        private final int damageVsEntity;
        private static final EnumToolMaterial field_21209_j[]; /* synthetic field */
    
        static 
        {
    /*
            WOOD = new EnumToolMaterial("WOOD", 0, 0, 59, 2.0F, 0);
            STONE = new EnumToolMaterial("STONE", 1, 1, 131, 4F, 1);
            IRON = new EnumToolMaterial("IRON", 2, 2, 250, 6F, 2);
            EMERALD = new EnumToolMaterial("EMERALD", 3, 3, 1561, 8F, 3);
            GOLD = new EnumToolMaterial("GOLD", 4, 0, 32, 12F, 0);
            BONE = new EnumToolMaterial("BONE", 5, 150, 190, 5F, 2);
    */
            field_21209_j = (new EnumToolMaterial[] {
                WOOD, STONE, IRON, EMERALD, GOLD, BONE
            });
        }
    }



    Another thing is that "item" in your ItemBoneStick class is not capitalised.


    public class ItemBoneStick extends item



    There is also absolutely no need for another mod_ class file for just a single item. Don't use general names such as "Hoe" or "Pickaxe" for your items. Use "boneHoe" or "bonePickaxe". "itemBoneStick" can be shortened to "boneStick". You also do not need another ItemBoneStick class for your item, as it is EXACTLY the same as Item. Use this merged mod_ file:


    package net.minecraft.src;
    import java.util.Random;
    
    public class mod_SXBoneTools extends BaseMod
    {
            public static final Item bonePickaxe = new ItemPickaxe(100,EnumToolMaterial.BONE).setItemName("BonePick");
            public static final Item boneSpade = new ItemSpade(101,EnumToolMaterial.BONE).setItemName("BoneSpade");
            public static final Item boneAxe = new ItemAxe(102,EnumToolMaterial.BONE).setItemName("BoneAxe");
            public static final Item boneSword = new ItemSword(103,EnumToolMaterial.BONE).setItemName("BoneSword");
            public static final Item boneHoe = new ItemHoe(104,EnumToolMaterial.BONE).setItemName("BoneHoe");
            public static final Item boneStick = new Item(105).setItemName("BoneStick");
            
            
            public mod_SXBoneTools()
            {
                    bonePickaxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/Pick.png");
                    boneSpade.iconIndex = ModLoader.addOverride("/gui/items.png", "/Spade.png");
                    boneAxe.iconIndex = ModLoader.addOverride("/gui/items.png", "/Axe.png");
                    boneSword.iconIndex = ModLoader.addOverride("/gui/items.png", "/Sword.png");
                    boneHoe.iconIndex = ModLoader.addOverride("/gui/items.png", "/Hoe.png");
                    boneStick.iconIndex = ModLoader.addOverride("/gui/items.png", "/BoneStick.png");
                    
                    ModLoader.AddName(bonePickaxe,"Bone Pickaxe");
                    ModLoader.AddName(boneSpade,"Bone Shovel");
                    ModLoader.AddName(boneAxe,"Bone Axe");
                    ModLoader.AddName(boneSword,"Bone Sword");
                    ModLoader.AddName(boneHoe,"Bone Hoe");
                    ModLoader.AddName(boneStick, "Bone Stick");
                    
                    ModLoader.AddRecipe(new ItemStack(bonePickaxe, 1), new Object[]{
                            "***"," % "," % ", Character.valueOf('*'), Item.bone, Character.valueOf("%"), boneStick
                    });
                    ModLoader.AddRecipe(new ItemStack(boneSpade, 1), new Object[]{
                            " * "," % "," % ", Character.valueOf('*'), Item.bone, Character.valueOf("%"), boneStick
                    });
                    ModLoader.AddRecipe(new ItemStack(boneAxe, 1), new Object[]{
                            "** ","*% "," % ", Character.valueOf('*'), Item.bone, Character.valueOf("%"), boneStick
                    });
                    ModLoader.AddRecipe(new ItemStack(boneSword, 1), new Object[]{
                            " * "," * "," % ", Character.valueOf('*'), Item.bone, Character.valueOf("%"), boneStick
                    });
                    ModLoader.AddRecipe(new ItemStack(boneHoe, 1), new Object[]{
                            " **"," % "," % ", Character.valueOf('*'), Item.bone, Character.valueOf("%"), boneStick
                    });
                    ModLoader.AddRecipe(new ItemStack(boneStick, 4), new Object[]{
                            "*","*", Character.valueOf('*'), Item.bone
                    });
            }
    
            public String Version()
            {
                    return "3.14159265";
            }
    }
    Posted in: Mods Discussion
  • 0

    posted a message on Making A Sound Play When Swinging an Item
    Are you sure that you have placed the sound file in the proper directory? Display a debug message with ModLoader when the player is swinging, to see if it's simply the sound or the method itself.

    Exactly why are you getting the instance of EntityPlayerSP? Where is this onUpdate method found?
    Posted in: Mods Discussion
  • 0

    posted a message on "modding doesn't require Java knowledge"
    Modding does not require any knowledge of Java programming. However, that's ONLY if you want to make very simple mods like "Dirt Tools" or "New Ores!". If you want to make a modification like the Aether, or anything much more complex than just a new block, then you'll almost certainly need to know what you are doing (in other words, read up some Java tutorials, study the language, come back in two weeks and then start modding again). Java knowledge helps, but will not solve all your problems when modding Minecraft.
    Posted in: Mods Discussion
  • 0

    posted a message on Need Someone to finish my code
    What the hell are you doing? Also, use ModLoader >.>
    Posted in: Mods Discussion
  • 0

    posted a message on Problems with Transparency
    Add this to your block class:

    public int getRenderBlockPass()
    {
    return 1;
    }


    and this:

    public boolean shouldSideBeRendered(IBlockAccess iblockaccess, int i, int j, int k, int l)
    {
    int i1 = iblockaccess.getBlockId(i, j, k);
    return true;
    }


    The first code will prevent you from seeing through the world, and the second code will make it that the sides of the Lantern can be seen through the transparent holes.

    Also, remove the "getRenderBlockPass()" int from mod_GlassOLantern.
    Posted in: Mods Discussion
  • 1

    posted a message on Aether Crash
    This is a bug that is currently present in 1.02. I can assure you another patch is on its way to fix this bug :smile.gif:
    Posted in: Mods Discussion
  • 2

    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!
    Hey guys,

    I apologize for the bugs you are experiencing with the menu and SMP. I will try and make a quick patch tonight, but no promises as I am currently working on a secret project for PaperBatVG.

    I'll see you guys later, thanks for the patience :smile.gif:
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!
    If people are respawning in the Nether, that means they haven't installed ShockAhPI r5.1 correctly. NOT r5 or r6, it MUST be the r5.1 version which we have our on thread.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!
    Hey king, how do I fix the no sound bug?


    Install AudioMod...
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!
    New SinglePlayerCommands Patch out!

    To use SPC with the Aether mod V1.02, first install SPC then use this patch by meiska_:

    Download SPC Patch

    Enjoy!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!
    Quote from Toxicodendron

    Great update; amazing :biggrin.gif: . If it wasn't for the fact that the new Quicksoil glass shares the same ID as the Zeppelin mod's controller block, I'd say it's perfect.
    On that note- can someone tell me how to edit the block ID? I decompiled the zeppelin mod and found the following within mod_Zeppelin-client:
    static
    {
    configuration.setProperty("block.controller.id", "195");
    configuration.setProperty("zeppelin.default_lighting", "-1");
    configuration.setProperty("zeppelin.max_craft_size", "1024");
    configuration.setProperty("zeppelin.disallowed_blocks", "1,2,3,8,9,10,11,12,13,30,31,32,37,38,39,40,51,52,59,78,79,90");
    }
    I'm assuming the two mods are still compatible in the sense that their coding doesn't interfere with one another's- barring the block ID- so can someone tell me how to edit the block ID plox?


    Just use the mod_Aether.cfg file to change the Quicksoil Glass's block ID.

    If you read what I said, I mentioned having that stuff all set to off with the config just moves the half minute delay to after I press one of the menu buttons instead of directly after the Mojang screen.


    This is due to the loading of the menu music. We're trying to fix it as soon as possible. If not, we'll have an option to mute the menu music as a quick fix.

    For people experiencing problems with installing the patch, you MUST USE A FRESH JAR. You cannot simply paste V1.02 into a jar which has V1.01. It won't work.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!


    Hello everyone!


    Sorry for the delay in the patch; the team has been very busy wrapping things up with the new mod version, and of course some of us have to attend to real life. However, we have finally finished the patch, and it is now available for download! Not only have we fixed a huge amount of bugs, but we've also added new features, tweaks and balance changes to freshen up your Aether experience. We've worked very hard on the patch, and so we hope you enjoy what it has to offer. :smile.gif:

    If you have yet to see the change list for Patch 1.02 of the Aether, you can see it below:


    Tweaks:


    - Dungeon Rewards are now hidden in TooManyItems by default. However, if people would like to spawn them for any reason, you can now disable the hiding code for the rewards by changing "TMIhidden = true" to "TMIhidden = false" in mod_Aether.cfg file. This file can be found in your /.minecraft/config/ folder. DO NOT change "#TMIhidden (boolean:true)" as this will not actually affect the config file, and immediately resets upon opening Minecraft. Instead, change "TMIhidden = true".

    - Completely restructured Sound files for the Aether.

    - When riding a saddled Moa, a "Jump Meter" will now appear above your Armour defense. This Jump Meter will show you the amount of mid-air jumps your Moa can perform, and also how many are left before it can no longer jump. Thanks to Penumber for the idea.




    - Saddled Moas no longer wander around. They stay on the spot when you are not mounted on them.

    - Ambrosium Shards now only heal "half a heart". We felt that Ambrosium was too powerful for such a common ore, thus the decision to decrease it's healing powers.

    - Gravitite Ore is now much more common.

    - Zanite Ore is now slightly less common.

    - You can now press "B" on your keyboard to gain a Book of Lore for free. You will gain one according to the dimension you are in (for example, if you are in the Aether dimension you will gain a Book of Lore: Volume 3).

    - Placing Lava in the Aether now freezes it into Aerogel.

    - Books of Lore no longer appear in Dungeon chests.

    - Aerogel no longer appears in Dungeon chests.

    - Carved Stone no longer appears in Dungeon chests.

    - Lightning Knives no longer appear in Dungeon chests in stacks higher than 16. This is so stacking is no longer screwed up (as the max stack for Lightning Knives is 16).

    - When first entering the Aether in Minecraft, you will now gain a Cloud Parachute for free.

    - If you hit the Bronze Boss with something other than a Pickaxe, it will now show a message which says "Hmm. Perhaps I should attack this beast with a Pickaxe?" so that new people understand they cannot attack it with other weapons.

    - Enchanted Gravitite texture now changed, so as to save Sprite ID's.



    - The time taken for Baby Moas to digest their Aechor Petals has now been decreased.

    - Life Shards now have a new sprite, to make them look more like "Shards" rather than heart containers.



    - Blue Aerclouds have a slightly new colour. It uses a more cyan-like colour now.





    Bug Fixes:


    - Spawning issues have finally been fixed (Zephyrs and Aerwhales are now less common, and Aechor Plants more common. There are more adjustments, but too many to list).

    - Cockatrices and Zephyrs now despawn when on Peaceful mode.

    - Aerwhales and Zephyrs now despawn when stuck.

    - Fixed the Glowstone Dust description in the Book of Lore: Volume 2.

    - Fixed the Glowstone block description in the Book of Lore: Volume 2.

    - Fixed the descriptions of some Obsidian items in the Book of Lore: Volume 3.

    - Enchanting Golden Darts and Buckets of Poison now works as intended.

    - Golden Swets now work correctly.

    - Baby Moa's no longer lay eggs.

    - You can now configure the spawn rate of Aether mobs in mod_Aether.cfg (/.minecraft/config/). 0 = no longer spawn.

    - Aerwhales which were previously set on fire should no longer be in flames. They are also now immune to fire.

    - Swets, Aerwhales and Zephyrs now despawn correctly, previously they would not despawn and prevent spawning of other creatures.

    - Fixed a bug where Blue and Gold clouds were not generating into the world naturally. Newly explored areas or new Aether worlds will now generate with Blue and Gold clouds.

    - Saddled Moas no longer despawn.

    - From now on, beds which are placed in the Aether will not explode, and can be slept in as usual. Beds which have been placed prior to Patch V1.02 will still explode. To fix this, just recollect the bed and place it again.

    - Bonemeal can now grow Skyroot saplings and Golden Oak saplings. You can also use it on Aether Grass to grow a group of White and Purple flowers.

    - You can no longer move the Bronze Boss with the Hammer of Notch projectile.

    - Fixed a bug where the initiating a fight with the Gold Boss would cause massive lag spikes.

    - Fixed a bug where Black Moa's would only be able to perform 6 mid-air jumps instead of the intended 8 mid-air jumps.

    - The Cloud Sentries which are spawned from the Cloud Staff dungeon reward no longer make human "hurt" sounds when damaged.

    - Fixed an audio-related issue with Moas and Flying Pigs, where they would build up "step sounds" while flying, and would play them all at once when landing on the ground.

    - Fixed a bug where Silver Dungeons were rarer than Gold Dungeons.

    - Many more small bugs have been fixed, but there were too many for me to remember them or list them. I can assure you that the above fixes were the biggest.



    Additions:


    - Added 3 new in-game soundtracks, all exclusive to the Aether. Thanks to our new composer, Emile, for creating these wonderful pieces! You can hear them in-game, just like any other Minecraft music.

    - Unique "Victory" tunes have been added when defeating Bronze and Silver bosses.

    - A small "Achievement" tune has been added when completing an Aether achievement.

    - When initiating in a fight with a boss, a Health Bar will now appear on the top centre of your screen. The Boss will also have a randomly generated name. For example: "GeneratedName, the Valkyrie Queen".




    - Added a new "Flying Cow" mob. While they are nothing too special, they do drop leather when killed. These creatures can be saddled and flown around.




    - Added a new "Aerbunny" mob. These creatures are friendly, and will hop around the Aether peacefully. Aerbunnies drop string when killed. This means, with the combined additions of the Aerbunny and Flying Cow, you can now craft Saddles in the Aether without returning to the surface world.




    - Added a new "Whirlwind" mob. These hostile entities will throw you into the air when you get too close.




    - Added a new "Quicksoil Glass" block. Not only can it be used for building materials, but it also gives off a dim amount of light (and of course, speeds up mobs movement speed while in contact with them). They can be gained by enchanting Quicksoil.




    - Added a new "Zanite Block". This is a purely aesthetic block, for the purpose of storage and building materials. It can be crafted with 4 Zanite Gemstones. You can also craft the Zanite Block back into 4 Zanite Gemstones if you would like to regain them.






    - Added a new "White Flower" block. These are commonly generated flowers in the Aether. At the moment they are purely aesthetic, but will have crafting purposes in the future.



    - Added a new "Purple Flower" block. These are slightly rarer than White Flowers, and can be crafted into 2 Purple Dye items.




    - Added a new "Freezer" block. This new block was suggested by one of our fans on the Mantis bug/idea tracker. We thought it was a neat enough idea to implement. Basically, it works very similarly to the furnace in design. However, it uses Icestone as a fuel, and can be used to freeze various different items. For example: you can freeze water from water buckets into Ice blocks, or freeze Cold Aerclouds into Blue Aerclouds. Although there aren't many freezable items and blocks at this stage, the Freezer's use will be hugely expanded in future patches.










    - Added a new "Ice Ring and Ice Pendant". When worn, these accessories will freeze all water and lava around the player. They slowly degrade while worn, so they do not last forever. These accessories can be obtained by freezing Gold or Iron accessories with the new Freezer block. You CANNOT freeze Zanite accessories into Ice accessories, only Gold and Iron.






    - Added a new "Healing Stone" item. Heals 2 hearts of health, and is stackable. These items can be obtained by enchanting Holystone blocks with your Enchanter. This was implemented to balance out the issues with overpowered Ambrosium Shards.




    - Added four new craftable capes: "White, Blue, Red and Yellow". These capes can be crafted with their respective wool colour. Blue Capes can be crafted with any type of blue wool. These capes are purely aesthetic.














    - Added four new Dungeon Rewards. One of them is a Bronze Dungeon reward, and the other three are Silver Dungeon rewards.




    - Added a completely new "Main Menu" which is interchangable in-game and with the mod_Aether.cfg file. This menu, by default, has an "Aether Theme", with Aether-styled buttons and logos. It will also preview the last point you were located at in your previously played world. All progress made in the menu (time of day, etc) is not actually saved, so when you re-enter the world it will still be at the last point you played. This menu is highly configurable, though, and has a few neat features. We've added three new buttons on the top right hand corner of the screen: "Q" for Quick Load, "T" for Toggle Theme, and "W" for Toggle World. The Quick Load feature allows you to instantly jump into the world that the menu is currently previewing, without ANY loading times. The Toggle Theme feature allows you to switch between the "Classic" style of buttons and logos (which includes the Minecraft logo, etc), or the "Aether" style of buttons and logos. The Toggle World feature allows you to turn world previewing on or off. While world previewing is off, it will display a menu very similar in structure to the normal menu in Minecraft, but you still have the option to use the "Aether" styled buttons and logos with the Toggle Theme feature. However, the only way to use a particular menu by default, you have to configure the menu with mod_Aether.cfg, which can be found in /.minecraft/config/. By default, "aetherMenu = true" means that Minecraft will always load with the Aether styled buttons and logo. If you change that to "aetherMenu = false", your game will always load with Minecraft styled buttons and logos. Additionally, the default "worldMenu = true" means that your game will always preview your previously played world on start up. However, if you change that to "worldMenu = false", your game will always start up with the classic Minecraft menu in normal Minecraft.





    IMPORTANT INFORMATION:

    The Aether NO LONGER WORKS WITH SINGLE PLAYER COMMANDS. It uses an API called Player API, which basically allows several mods to edit the Entity Player. However, Single Player Commands has not used this new API yet, so you cannot run the two mods at the same time or else it will CRASH. I expect a patch/quick fix will be up shortly!

    ADDITIONALLY: The Aether DOES NOT WORK with ShockAhPI r5 and r6, since it directly overwrites Player API (similarly to SPC). However, we have created a new version of ShockAhPI which utilizes Player API. Even though Shockah is currently on holidays, he has given us permission to distribute this version of the API with adf.ly (as he is one of the Aether team members). The new download link for this fixed version will be below. IF YOU HAVE V1.01 CURRENTLY IN YOUR JAR FILE, YOU MUST USE A FRESH JAR OTHERWISE IT WILL CRASH. THE PATCH DOES NOT WORK WHEN SIMPLY PASTING OVER V1.01.

    There is also one known bug with the current menu: it seems that, because of the way we load the menu music, it has a 2-4 second stall upon opening Minecraft. It's not a huge delay, but sometimes it may be confused with a blackscreen. It actually isn't, you just need to wait a few seconds for the menu to do its thing.




    We've been working quite hard on this patch, and would appreciate any donations from our fans. Anything helps; it's the thought that counts! :smile.gif:




    The Aether mod V1.02 requires ModLoader, AudioMod, PlayerAPI, and ShockAhPI r5.1.


    Aether Mod Download - V1.02


    New SinglePlayerCommands Patch out!

    To use SPC with the Aether mod V1.02, first install SPC then use this patch by meiska_:

    Download SPC Patch

    Enjoy!



    Stay Tuned :wink.gif:
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.7.3] Aether Collaboration Mod - V1.02 - NEW MOBS, FIXES, ITEMS AND FEATURES!
    GUH SORRY GUYS I CRASHED ON MY BED!

    I was so tired, I had to sleep. I'm uploading now!
    Posted in: Minecraft Mods
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