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kamigreed

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  1. Thanks a lot! Now I'm able to make them spawn naturally in the daylight without getting on fire
  2. So i thought that putting in this code allows my custom mob,a Troll to spawn naturally in biomes. EntityRegistry.registerModEntity(EntityTroll.class,"Troll", 2, this , 40, 3, true); EntityRegistry.addSpawn(EntityTroll.class, 10, 1, 1, EnumCreatureType.creature, BiomeGenBase.beach, BiomeGenBase.extremeHills, BiomeGenBase.extremeHillsEdge, BiomeGenBase.forest, BiomeGenBase.forestHills, BiomeGenBase.jungle, BiomeGenBase.jungleHills, BiomeGenBase.mushroomIsland, BiomeGenBase.mushroomIslandShore, BiomeGenBase.ocean, BiomeGenBase.plains, BiomeGenBase.river, BiomeGenBase.swampland); I added this in my main mod file. So far it doesnt spawn naturally and I'm only able to spawn it from eggs in Creative mode. Any suggestions or ideas as to where the code is wrong?
  3. Realised that i copied some same text in my CommonPoxy and deleted that and in the entityfile, i did not set this: public void onLivingUpdate() { if (this.worldObj.isDaytime() && !this.worldObj.isRemote) { float var1 = this.getBrightness(1.0F); if (var1 > 0.5F && this.worldObj.canBlockSeeTheSky(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posY), MathHelper.floor_double(this.posZ)) && this.rand.nextFloat() * 30.0F < (var1 - 0.4F) * 2.0F) { this.setFire(; } } //super.onLivingUpdate(); [redundant line that makes game hangs) } And it works!
  4. EntityGoblin File: http://pastebin.com/Zrj4QSEG EntityGoblin Render File which is called : GoblinRender: http://pastebin.com/hUabCs3G
  5. I used the /* Long lines of codes */ at my crating recipes and that got the game to start! I was happy that I found the problem! but when i entered my world or create a new world,it crasheed :c New Crash Report: http://pastebin.com/DQHNw3Q1 Ticking entity?
  6. Textures go in: /mcp/src/minecraft/mods/%MODNAME%/textures/%TYPE%/%FILENAME%.png Where %MODNAME% and %FILENAME% are specified in the call to iconRegister.registerIcon(...) e.g. for an item, iconRegister.registerIcon("MyMod:MyItem") will look for a texture at: /mcp/src/minecraft/mods/MyMod/textures/items/MyItem.png for a block, it will look in ...textures/blocks/ instead of ...textures/items/ BY: Draco18s http://www.minecraftforge.net/forum/index.php/topic,6972.0.html (His is better)
  7. This is what i do for my crystal sword: public void updateIcons(IconRegister iconRegister) { iconIndex = iconRegister.registerIcon(MedivalWeapons.modid + "kamigreed:crystaline"+ this.getUnlocalizedName()); } not sure if this works but it did before: public void updateIcons(IconRegister iconRegister) { iconIndex = iconRegister.registerIcon( "kamigreed:crystaline"); } Here is the full path of where i put my png for my item,crystal sword: ....forge\mcp\src\minecraft\kamigreed\mod\modname\item
  8. If you look in here: C:\Users\user\Desktop\forge\mcp\temp\bin\minecraft\textures\items in where you install your forge folder, that is where the vanilla minecraft keeps all the items at.So keep armour in the items folder. Hope I was right
  9. Well basically before all this started I could run Minecraft and everything was fine until I decided to create a custom mob. I am referring to Wuppy tutorial on creating a custom mob and I fixed all the error and also looked at his 1.5.1 update where it fixed my problems. But after that, I coud'nt launch my game when I hit "Play Test" using Eclipse. Can someone explain to me why there is a problem? And please don't rage at me if I wrote something stupid in my file, I'm a noob 0_0 EDITED:NEW Crash Report which is under this post And I'm going to post 3 of my files which is the CommonProxy, ClientProxy and Basemod files. ClientProxy: http://pastebin.com/6JEiVXa9 CommonProxy: http://pastebin.com/gNxCWPGK And my main mod file: http://pastebin.com/74VPX6xC I hope I have provided enough information to find out what is wrong
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