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Running older mods? (Captain Sparklz Ex.)
Oh duh you're right I'm sorry, I meant chicken bones. Well two of his mods but the essential ones like ender pouch and ender chests are not. Is there a different mod that would allow for dimension teleportation?
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Running older mods? (Captain Sparklz Ex.)
ok thanks for the response. If 1.6 telepads is broken then is it possible he recompiled from source to 1.7?
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Running older mods? (Captain Sparklz Ex.)
Hi, I have a private server with a bunch of 1.6.4 mods on it. I wish to go to 1.7 since one of the mods is broken in 1.6.4. Of course not all of my mods are updated. While I search and searched there seems to be no way to use a mod from 1.6.4 in 1.7 forge. But, I've been watching captain sparklez and he is on 1.7 forge with telepads mod and many others that haven't been updated yet. Is there actually a work around for this?
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[1.6.2] Passive mob attack player?
Okay I'm open to new ideas. I tried to do a cast but that didn't work. Would you recommend extending something different.
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[1.6.2] Passive mob attack player?
Thanks for the reply. Although I'm having trouble adding that task since I'm using entityliving instead of entitycreature.
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[1.6.2] Passive mob attack player?
Hello, I'm trying to basically do what the title says. I have a passive mob which extends entityliving, and I would like it to attack the player if the player attacks it. I tried taking some code from both the cow and the wolf to try and implement this. Below, is what I have. Currently, it does not attack at all. Also for some reason the movement of my mob in general is very glitchy and random. Any help would be appreciated. package kmccmk9.witchcraft; import net.minecraft.client.renderer.EntityRenderer; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityCreature; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.ai.EntityAIAttackOnCollide; import net.minecraft.entity.ai.EntityAIBeg; import net.minecraft.entity.ai.EntityAIFollowOwner; import net.minecraft.entity.ai.EntityAIHurtByTarget; import net.minecraft.entity.ai.EntityAILeapAtTarget; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAIMate; import net.minecraft.entity.ai.EntityAIOwnerHurtByTarget; import net.minecraft.entity.ai.EntityAIOwnerHurtTarget; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAITargetNonTamed; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.passive.EntitySheep; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.util.DamageSource; import net.minecraft.world.World; import net.minecraft.src.*; public class EntityBee extends EntityLiving { public EntityBee(World par1World) { super(par1World); this.getNavigator().setAvoidsWater(true); this.setSize(0.5F, 0.5F); this.setEntityHealth(25F); this.setAIMoveSpeed(2F); this.tasks.addTask(0, new EntityAILookIdle(this)); this.tasks.addTask(1, new EntityAISwimming(this)); this.tasks.addTask(2, new EntityAILeapAtTarget(this, 0.4F)); this.tasks.addTask(3, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F)); this.tasks.addTask(4, new EntityAILookIdle(this)); } protected int getDropItemId() { return Item.porkRaw.itemID; } /** * Returns true if the newer Entity AI code should be run */ public boolean isAIEnabled() { return true; } /** * Sets the active target the Task system uses for tracking */ public void setAttackTarget(EntityLivingBase par1EntityLivingBase) { super.setAttackTarget(par1EntityLivingBase); } public boolean attackEntityAsMob(Entity par1Entity) { int i = 7; return par1Entity.attackEntityFrom(DamageSource.causeMobDamage(this), (float)i); } }
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[1.6.2] Solved Mob won't render correct
I tried both Techne and FMCModeller. The Bee Head is just stick inside the body, if anyone knows how to modify the addbox line for the bee head so that it shows in the right spot...?
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[1.6.2] Solved Mob won't render correct
Ok well from what I gathered, what's messed up is the beehead. Nothing else. But if you look at my model class you 'll see I had to comment out a setPosition line. I think that is the problem. But setPosition is valid so I had to comment it. Otherwise everything is right, the head is just inside the body.
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[1.6.2] Solved Mob won't render correct
OMG thank you I finally got it! Now do you have any idea what's wrong with my model?
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[1.6.2] Solved Mob won't render correct
Okay thanks. Also, following another mod I explored, it was done like so kmccmk9/witchCraft/assets/minecraft/textures/entities/file
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[1.6.2] Solved Mob won't render correct
So textures are no longer placed within your mod folder?
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[1.6.2] Solved Mob won't render correct
Great thanks. I was able to get the resuilt below. Okay, now the model seems to be upside down. The texture problem, I have to figure out still. Is there something I can do with the mirror part of the model code? What I"m shooting for is like the below image.
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[1.6.2] Solved Mob won't render correct
Ok, can you explain how to do that?
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[1.6.2] Solved Mob won't render correct
Even with the wrong texture path, isn't my model messed up?
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[1.6.2] Solved Mob won't render correct
Ok I'll check it out cause the tutorials explained that the way I wrote it, would be the root of the mod folder, then textures and then bee.png.
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