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mitchellmckain

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  1. Actually I didn't want to spawn an entity at all. That was a work around suggested in this thread. I am more interested in your suggestion about FML/Frege if I could only figure out what this is refering to. Ok sorry. I caught your edit of that post now -> FML/Forge. I will make another attempt to undersand what you mean by this. It doesn't look to me like the tutorials shed any light on this. It shows how to register entities and make spawn eggs but I don't see anything about modifying how entitites spawn.
  2. Sorry too much the newbie on this sort of thing ... I need a little more directions to understand what "FML/Forge" is refering to. I did try to figure that out, really - Google searches and hunting around the source classes in MCP, looking at the tutorials on this website, searching this website. I haven't found anything yet. P.S. Understood your answer to my principle question about why Forge modifies the EntityOcelot class. As a player who likes mods, I understand only too well that mods that modify base classes are a pain in the ass as far as compatibility with other mods is concerned. But modifying base classes is the easiet mods to make and I haven't yet learned how to make my own mods in any other way. I would in no way dispute that a mod like Forge should have priority with regards to base class modifications.
  3. Have you done that sort of thing before? If so, then this just means changing the BiomeGenDesert base class instead to spawn the new ocelot clone. (as well as adding the new entity class of course). Or... am I missing something as far as modifying base classes? It does look like I need to add a clone of the EntityAIOcelotSit class too. The attack class looks to me like it can be used for the ocelot clone -- as far as I can tell anyway. P.S. not entire sure this workaround is worth the bother either. I really was just curious as to why Forge was altering the EntityOcelot class.
  4. I was very surprised to see that the new forge was modifying the EntityOcelot class (currently obfusticated as ms.class in 1.3.2). I didn't think that was the sort of class it would have to modify. Anybody know why? Just curious. P.S. Just installed forge into mcp for the first time. Have my own personal mod I like to use. However, not sure if my change to the EntityOcelot class is worth making a Forge compatable version. (All I do is take out the 1 in three condition on spawning ocelots to make them more common.)
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