mitchellmckain Posted August 20, 2012 Posted August 20, 2012 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.) Quote
Thor597 Posted August 20, 2012 Posted August 20, 2012 How about making a new mob using the exact same details and shit as the ocelot? Quote http://i.imgur.com/Hppni.png[/img]
LexManos Posted August 20, 2012 Posted August 20, 2012 https://github.com/MinecraftForge/MinecraftForge/blob/master/patches/common/net/minecraft/src/EntityOcelot.java.patch Its to allow them to interact properly with mod leaves. So kinda important if your users use any mod that adds extra tress, ExtraBiomesXL for example. And to be honestly, simply making cats spawn more commonly is in no way shape or for needed to be a base edit. FML/Forge edit a lot of things to control how entities spawn. Look into it. Quote I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
mitchellmckain Posted August 20, 2012 Author Posted August 20, 2012 How about making a new mob using the exact same details and shit as the ocelot? 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. Quote
LexManos Posted August 20, 2012 Posted August 20, 2012 Or, you should not be a fuckin base class mod like I said and use the plethora of different ways to modify spawning entities. Do you really think you're unique in wanting to spawn a entity... Perhaps look into ModLoader.*spawn* and EntityRegistry.* A little research goes a long way. Quote I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
mitchellmckain Posted August 20, 2012 Author Posted August 20, 2012 https://github.com/MinecraftForge/MinecraftForge/blob/master/patches/common/net/minecraft/src/EntityOcelot.java.patch Its to allow them to interact properly with mod leaves. So kinda important if your users use any mod that adds extra tress, ExtraBiomesXL for example. And to be honestly, simply making cats spawn more commonly is in no way shape or for needed to be a base edit. FML/Forge edit a lot of things to control how entities spawn. Look into it. 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. Quote
LexManos Posted August 20, 2012 Posted August 20, 2012 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. Looks to me that you need to learn then. Quote I do Forge for free, however the servers to run it arn't free, so anything is appreciated. Consider supporting the team on Patreon
mitchellmckain Posted August 20, 2012 Author Posted August 20, 2012 Do you really think you're unique in wanting to spawn a entity... 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. Quote
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