Posted September 18, 201213 yr NOTE: Please DO NOT COPY OR STEAL any of the following code below. It is copyrighted by me. I want to make a mob that when you place a certain item with multiple data values it spawns only that colored mob. Example; if i made dyes spawn a sheep and each dye would spawn the specific colored sheep (blue dye spawns blue sheep). how would i go about doing this. here's le code if its needed to help. Entity Class package net.minecraft.src; import java.util.List; import cpw.mods.fml.common.Side; import cpw.mods.fml.common.asm.SideOnly; import net.minecraft.src.EntityPlayer; import net.minecraftforge.client.MinecraftForgeClient; public class EntitySubmarine extends EntityAnimal { public boolean stationary; private double boatYaw; public EntityPlayer Player; public ItemSubmarine isub; public mod_Sea sea; public EntitySubmarine(World par1World) { super(par1World); this.texture = "/mob/seamob/submarine/Submarine_Black.png"; this.setSize(1.5F, 1.5F); this.setSprinting(isInWater()); this.moveSpeed = 0.3F; stationary = false; } public boolean canBreatheUnderwater() { return true; } public double getMountedYOffset() { return (double)this.height * 0.0D - -0.07500000D; } public int getMaxHealth() { return 6; } public EntitySubmarine(World par1World, double par2, double par4, double par6) { this(par1World); this.setPosition(par2, par4 + (double)this.yOffset, par6); this.motionX = 0.0D; this.motionY = 0.0D; this.motionZ = 0.0D; this.prevPosX = par2; this.prevPosY = par4; this.prevPosZ = par6; } protected boolean isMovementCeased() { return stationary; } protected int getDropItemId() { return mod_Sea.submarine.shiftedIndex; } public boolean isInWater() { return this.worldObj.handleMaterialAcceleration(this.boundingBox.expand(0.0D, -0.6000000238418579D, 0.0D), Material.water, this); } public void onLivingUpdate() { if (riddenByEntity != null && (riddenByEntity instanceof EntityPlayer)) { moveEntityWithHeading(moveStrafing, moveForward); prevRotationYaw = rotationYaw = riddenByEntity.rotationYaw; prevRotationPitch = rotationPitch = 0.0F; EntityLiving entityliving = (EntityLiving)riddenByEntity; if (entityliving.isJumping && isInWater()) { motionY = 0.10000000000000001D; } if (isInWater()) { entityliving.addPotionEffect(new PotionEffect(Potion.nightVision.getId(), 100, 5)); } if (entityliving.isJumping && isAirBorne) { motionY = 0D; } double d = Math.abs(Math.sqrt(motionX * motionX + motionZ * motionZ)); if (d > 0.20000000000000001D) { double d1 = 0.20000000000000001D / d; motionX = motionX * d1; motionZ = motionZ * d1; } return; } List list = worldObj.getEntitiesWithinAABBExcludingEntity(this, boundingBox.expand(0.20000000298023224D, 0.0D, 0.20000000298023224D)); if(list != null && list.size() > 0) { for(int i = 0; i < list.size(); i++) { Entity entity = (Entity)list.get(i); if(entity.canBePushed()) { entity.applyEntityCollision(this); if(moveSpeed > 0.3) { //should deal damage from collision } } } } } public void moveEntity(double d, double d1, double d2) { if(riddenByEntity != null) { stationary = true; motionX += riddenByEntity.motionX; // * 0.20000000000000001D; motionZ += riddenByEntity.motionZ; // * 0.20000000000000001D; super.moveEntity(motionX, motionY, motionZ); }else { super.moveEntity(d, d1, d2); stationary = true; } } public boolean interact(EntityPlayer par1EntityPlayer) { if (this.riddenByEntity != null && this.riddenByEntity instanceof EntityPlayer && this.riddenByEntity != par1EntityPlayer) { return true; } else { if (!this.worldObj.isRemote) { par1EntityPlayer.mountEntity(this); stationary = true; } return true; } } /** * This function is used when two same-species animals in 'love mode' breed to generate the new baby animal. */ public EntityAnimal spawnBabyAnimal(EntityAnimal par1EntityAnimal) { return null; } } Please let me know if you need to see more code and info. Also, is there anyway to get a mob to emit a light? If you can help me with either of these i'm greatly appreciative.
September 18, 201213 yr Brb copying exceptionally useful code. Anyways, use metadata. i.e. have the 'dye' object contain all the different colors you want with each their own metadata, spawn the submarine and parse the metadata. Use the same coloring for the submarine.
September 18, 201213 yr Author alright i'll give that a try, i'll report back to you later if that works for me,
September 19, 201213 yr Author Brb copying exceptionally useful code. Anyways, use metadata. i.e. have the 'dye' object contain all the different colors you want with each their own metadata, spawn the submarine and parse the metadata. Use the same coloring for the submarine. do you know a way i can do that in my case, here's the "mod_" file package net.minecraft.src; import java.util.Map; import net.minecraftforge.client.MinecraftForgeClient; public class mod_Sea extends BaseMod { public static Item submarine = (new ItemSubmarine(15000, 0)).setIconCoord(0, 0).setItemName("submarine"); public static EntitySubmarine sub; public mod_Sea() { //Crabs ModLoader.registerEntityID(EntityCrabWalking.class, "CrabWalking", 115, 0xFE5E31, 0xFE5E31); ModLoader.addLocalization("entity.CrabWalking.name", "en_US", "Walking Crab"); //Submarine ModLoader.registerEntityID(EntitySubmarine.class, "Submarine", 117, 0xFFFF31, 0xFFBC31); ModLoader.addLocalization("entity.Submarine.name", "en_US", "Submarine"); //Submarine Colors ModLoader.addLocalization("item.submarine.black.name", "en_US", "Black Submarine"); ModLoader.addLocalization("item.submarine.red.name", "en_US", "Red Submarine"); ModLoader.addLocalization("item.submarine.green.name", "en_US", "Green Submarine"); ModLoader.addLocalization("item.submarine.brown.name", "en_US", "Brown Submarine"); ModLoader.addLocalization("item.submarine.blue.name", "en_US", "Blue Submarine"); ModLoader.addLocalization("item.submarine.purple.name", "en_US", "Purple Submarine"); ModLoader.addLocalization("item.submarine.cyan.name", "en_US", "Cyan Submarine"); ModLoader.addLocalization("item.submarine.silver.name", "en_US", "Light Gray Submarine"); ModLoader.addLocalization("item.submarine.gray.name", "en_US", "Gray Submarine"); ModLoader.addLocalization("item.submarine.pink.name", "en_US", "Pink Submarine"); ModLoader.addLocalization("item.submarine.lime.name", "en_US", "Lime Green Submarine"); ModLoader.addLocalization("item.submarine.yellow.name", "en_US", "Yellow Submarine"); ModLoader.addLocalization("item.submarine.lightBlue.name", "en_US", "Light Blue Submarine"); ModLoader.addLocalization("item.submarine.magenta.name", "en_US", "Magenta Submarine"); ModLoader.addLocalization("item.submarine.orange.name", "en_US", "Orange Submarine"); ModLoader.addLocalization("item.submarine.white.name", "en_US", "White Submarine"); //Submarine Crafting ModLoader.addRecipe(new ItemStack(mod_Sea.submarine, 1), new Object[] { "I G", "#B#", '#', Item.ingotGold, 'I', Item.ingotIron, 'G', Block.glass, 'B', Block.blockGold }); //Black ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 0), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 0)}); //Red ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 1), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 1)}); //Green ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 2), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 2)}); //Brown ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 3), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 3)}); //Blue ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 4), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 4)}); //Purple ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 5), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 5)}); //Cyan ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 6), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 6)}); //Silver ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 7), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 7)}); //Gray ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, , new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, }); //Pink ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 9), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 9)}); //Lime ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 10), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 10)}); //Yellow ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 11), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 11)}); //Magenta ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 12), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 12)}); //Light Blue ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 13), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 13)}); //Orange ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 14), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 14)}); //White ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 15), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 15)}); } public void addRenderer(Map map) { map.put(net.minecraft.src.EntityCrabWalking.class, new RenderCrabWalking(new ModelCrabWalking(), new ModelCrabWalking(), 0.5F)); map.put(net.minecraft.src.EntitySubmarine.class, new RenderSubmarine(new ModelSubmarine(), new ModelSubmarine(), 0.5F)); } public void load() { //Item Speadsheet MinecraftForgeClient.preloadTexture("/seaItems.png"); //Crabs ModLoader.addSpawn(EntityCrabWalking.class, 7, 1, 6, EnumCreatureType.creature, BiomeGenBase.beach); } public String getVersion() { return "Sea Life v0.1"; } }
September 20, 201213 yr Brb copying exceptionally useful code. Anyways, use metadata. i.e. have the 'dye' object contain all the different colors you want with each their own metadata, spawn the submarine and parse the metadata. Use the same coloring for the submarine. do you know a way i can do that in my case, here's the "mod_" file package net.minecraft.src; import java.util.Map; import net.minecraftforge.client.MinecraftForgeClient; public class mod_Sea extends BaseMod { public static Item submarine = (new ItemSubmarine(15000, 0)).setIconCoord(0, 0).setItemName("submarine"); public static EntitySubmarine sub; public mod_Sea() { //Crabs ModLoader.registerEntityID(EntityCrabWalking.class, "CrabWalking", 115, 0xFE5E31, 0xFE5E31); ModLoader.addLocalization("entity.CrabWalking.name", "en_US", "Walking Crab"); //Submarine ModLoader.registerEntityID(EntitySubmarine.class, "Submarine", 117, 0xFFFF31, 0xFFBC31); ModLoader.addLocalization("entity.Submarine.name", "en_US", "Submarine"); //Submarine Colors ModLoader.addLocalization("item.submarine.black.name", "en_US", "Black Submarine"); ModLoader.addLocalization("item.submarine.red.name", "en_US", "Red Submarine"); ModLoader.addLocalization("item.submarine.green.name", "en_US", "Green Submarine"); ModLoader.addLocalization("item.submarine.brown.name", "en_US", "Brown Submarine"); ModLoader.addLocalization("item.submarine.blue.name", "en_US", "Blue Submarine"); ModLoader.addLocalization("item.submarine.purple.name", "en_US", "Purple Submarine"); ModLoader.addLocalization("item.submarine.cyan.name", "en_US", "Cyan Submarine"); ModLoader.addLocalization("item.submarine.silver.name", "en_US", "Light Gray Submarine"); ModLoader.addLocalization("item.submarine.gray.name", "en_US", "Gray Submarine"); ModLoader.addLocalization("item.submarine.pink.name", "en_US", "Pink Submarine"); ModLoader.addLocalization("item.submarine.lime.name", "en_US", "Lime Green Submarine"); ModLoader.addLocalization("item.submarine.yellow.name", "en_US", "Yellow Submarine"); ModLoader.addLocalization("item.submarine.lightBlue.name", "en_US", "Light Blue Submarine"); ModLoader.addLocalization("item.submarine.magenta.name", "en_US", "Magenta Submarine"); ModLoader.addLocalization("item.submarine.orange.name", "en_US", "Orange Submarine"); ModLoader.addLocalization("item.submarine.white.name", "en_US", "White Submarine"); //Submarine Crafting ModLoader.addRecipe(new ItemStack(mod_Sea.submarine, 1), new Object[] { "I G", "#B#", '#', Item.ingotGold, 'I', Item.ingotIron, 'G', Block.glass, 'B', Block.blockGold }); //Black ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 0), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 0)}); //Red ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 1), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 1)}); //Green ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 2), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 2)}); //Brown ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 3), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 3)}); //Blue ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 4), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 4)}); //Purple ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 5), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 5)}); //Cyan ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 6), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 6)}); //Silver ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 7), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 7)}); //Gray ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, , new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, }); //Pink ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 9), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 9)}); //Lime ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 10), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 10)}); //Yellow ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 11), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 11)}); //Magenta ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 12), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 12)}); //Light Blue ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 13), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 13)}); //Orange ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 14), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 14)}); //White ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 15), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 15)}); } public void addRenderer(Map map) { map.put(net.minecraft.src.EntityCrabWalking.class, new RenderCrabWalking(new ModelCrabWalking(), new ModelCrabWalking(), 0.5F)); map.put(net.minecraft.src.EntitySubmarine.class, new RenderSubmarine(new ModelSubmarine(), new ModelSubmarine(), 0.5F)); } public void load() { //Item Speadsheet MinecraftForgeClient.preloadTexture("/seaItems.png"); //Crabs ModLoader.addSpawn(EntityCrabWalking.class, 7, 1, 6, EnumCreatureType.creature, BiomeGenBase.beach); } public String getVersion() { return "Sea Life v0.1"; } } First of all: You need to give us the Entity and Item files, otherwise, we can't even bother trying to help you. Second of all: You are on the forge forums. Why not use the real forge methods, rather than the boring, old and slow ModLoader methods?
September 22, 201213 yr Author i dont know any of the forge methods. i know i need to learn them, but ill do that later. ENTITY package net.minecraft.src; import java.util.List; import cpw.mods.fml.common.Side; import cpw.mods.fml.common.asm.SideOnly; import net.minecraft.src.EntityPlayer; import net.minecraftforge.client.MinecraftForgeClient; public class EntitySubmarine extends EntityAnimal { public boolean stationary; private double boatYaw; public EntityPlayer Player; public ItemSubmarine isub; public mod_Sea sea; public EntitySubmarine(World par1World) { super(par1World); this.texture = "/mob/seamob/submarine/Submarine_Yellow.png"; this.setSize(1.5F, 1.5F); this.setSprinting(isInWater()); this.moveSpeed = 1.5F; stationary = false; } public boolean canBreatheUnderwater() { return true; } public double getMountedYOffset() { return (double)this.height * 0.0D - -0.07500000D; } public int getMaxHealth() { return 6; } public EntitySubmarine(World par1World, double par2, double par4, double par6) { this(par1World); this.setPosition(par2, par4 + (double)this.yOffset, par6); this.motionX = 0.0D; this.motionY = 0.0D; this.motionZ = 0.0D; this.prevPosX = par2; this.prevPosY = par4; this.prevPosZ = par6; } protected boolean isMovementCeased() { return stationary; } protected int getDropItemId() { return mod_Sea.submarine.shiftedIndex; } public boolean isInWater() { return this.worldObj.handleMaterialAcceleration(this.boundingBox.expand(0.0D, 0.0D, 0.0D), Material.water, this); } public void onLivingUpdate() { if (riddenByEntity != null && (riddenByEntity instanceof EntityPlayer)) { moveEntityWithHeading(moveStrafing, moveForward); prevRotationYaw = rotationYaw = riddenByEntity.rotationYaw; prevRotationPitch = rotationPitch = 0.0F; EntityLiving entityliving = (EntityLiving)riddenByEntity; if (entityliving.isJumping && isInWater()) { motionY = 0.10000000000000001D; } if (isInWater()) { entityliving.addPotionEffect(new PotionEffect(Potion.nightVision.getId(), 100, 5)); } if (entityliving.isJumping && isAirBorne) { motionY = 0D; } double d = Math.abs(Math.sqrt(motionX * motionX + motionZ * motionZ)); if (d > 0.20000000000000001D) { double d1 = 0.20000000000000001D / d; motionX = motionX * d1; motionZ = motionZ * d1; } return; } List list = worldObj.getEntitiesWithinAABBExcludingEntity(this, boundingBox.expand(0.20000000298023224D, 0.0D, 0.20000000298023224D)); if(list != null && list.size() > 0) { for(int i = 0; i < list.size(); i++) { Entity entity = (Entity)list.get(i); if(entity.canBePushed()) { entity.applyEntityCollision(this); if(moveSpeed > 0.3) { //should deal damage from collision } } } } } public void moveEntity(double d, double d1, double d2) { if(riddenByEntity != null) { stationary = true; motionX += riddenByEntity.motionX; // * 0.20000000000000001D; motionZ += riddenByEntity.motionZ; // * 0.20000000000000001D; super.moveEntity(motionX, motionY, motionZ); }else { super.moveEntity(d, d1, d2); stationary = true; } } public boolean interact(EntityPlayer par1EntityPlayer) { if (this.riddenByEntity != null && this.riddenByEntity instanceof EntityPlayer && this.riddenByEntity != par1EntityPlayer) { return true; } else { if (!this.worldObj.isRemote) { par1EntityPlayer.mountEntity(this); stationary = true; } return true; } } /** * This function is used when two same-species animals in 'love mode' breed to generate the new baby animal. */ public EntityAnimal spawnBabyAnimal(EntityAnimal par1EntityAnimal) { return null; } } Mod_ package net.minecraft.src; import java.util.Map; import net.minecraftforge.client.MinecraftForgeClient; import net.minecraftforge.common.MinecraftForge; public class mod_Sea extends BaseMod { //Non-Animal/Monster Related Items public static Item submarine = (new ItemSubmarine(15000, 0)).setIconCoord(1, 3).setItemName("submarine"); //Animal/Monster Related Items public static Item crabMeatRaw = (new ItemSeaFood(16000, 3, 0.3F, false)).setIconCoord(2, 0).setItemName("rawCrab"); public static Item crabMeatCook = (new ItemSeaFood(16001, 6, 0.4F, false)).setIconCoord(2, 1).setItemName("cookCrab"); public static EntitySubmarine sub; public mod_Sea() { //Crabs ModLoader.registerEntityID(EntityCrabWalking.class, "CrabWalking", 115, 0xFE5E31, 0xFE5E31); ModLoader.addLocalization("entity.CrabWalking.name", "en_US", "Walking Crab"); //Fish ModLoader.registerEntityID(EntityFish.class, "Fish", 117, 0x6B9F93, 0x5A867C); ModLoader.addLocalization("entity.Fish.name", "en_US", "Normal Fish"); //Submarine ModLoader.registerEntityID(EntitySubmarine.class, "Submarine", 119); ModLoader.addLocalization("entity.Submarine.name", "en_US", "Submarine"); //Submarine Colors ModLoader.addLocalization("item.submarine.name", "en_US", "Submarine"); //Food ModLoader.addLocalization("item.rawCrab.name", "en_US", "Raw Crab Meat"); ModLoader.addLocalization("item.cookCrab.name", "en_US", "Cooked Crab Meat"); //Submarine Crafting ModLoader.addRecipe(new ItemStack(mod_Sea.submarine, 1), new Object[] { "I G", "#B#", '#', Item.ingotGold, 'I', Item.ingotIron, 'G', Block.glass, 'B', Block.blockGold }); //Black ModLoader.addShapelessRecipe(new ItemStack(mod_Sea.submarine, 1, 0), new Object[] {new ItemStack(mod_Sea.submarine, 1, 1-2), new ItemStack(Item.dyePowder, 1, 0)}); ModLoader.addSmelting(mod_Sea.crabMeatRaw.shiftedIndex, new ItemStack(mod_Sea.crabMeatCook), 0.3F); } public void addRenderer(Map map) { map.put(net.minecraft.src.EntityCrabWalking.class, new RenderCrabWalking(new ModelCrabWalking(), new ModelCrabWalking(), 0.5F)); map.put(net.minecraft.src.EntitySubmarine.class, new RenderSubmarine(new ModelSubmarine(), new ModelSubmarine(), 0.5F)); map.put(net.minecraft.src.EntityFish.class, new RenderFishMob(new ModelFish(), new ModelFish(), 0.8F)); } public void load() { //Item Speadsheet MinecraftForgeClient.preloadTexture("/seaItems.png"); //Crabs ModLoader.addSpawn(EntityCrabWalking.class, 7, 1, 6, EnumCreatureType.creature, BiomeGenBase.beach); ModLoader.addSpawn(EntityCrabWalking.class, 12, 3, 10, EnumCreatureType.creature, BiomeGenBase.ocean); } public String getVersion() { return "Sea Life v0.1"; } } Render package net.minecraft.src; import cpw.mods.fml.common.Side; import cpw.mods.fml.common.asm.SideOnly; import org.lwjgl.opengl.GL11; @SideOnly(Side.CLIENT) public class RenderSubmarine extends RenderLiving { private float scale; public RenderSubmarine(ModelBase modelbase, ModelBase modelbase1, float f1) { super(modelbase, f1); this.scale = 1F; } /** * Renders the sub. */ public void renderSubmarine(EntitySubmarine Submarine, double par2, double par4, double par6, float par8, float par9) { super.doRenderLiving(Submarine, par2, par4, par6, par8, par9); } protected void preRenderScale(EntitySubmarine par1EntitySubmarine, float par2) { GL11.glScalef(this.scale, this.scale, this.scale); } public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9) { this.renderSubmarine((EntitySubmarine)par1EntityLiving, par2, par4, par6, par8, par9); } protected void preRenderCallback(EntityLiving par1EntityLiving, float par2) { this.preRenderScale((EntitySubmarine)par1EntityLiving, par2); } /** * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. */ public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.renderSubmarine((EntitySubmarine)par1Entity, par2, par4, par6, par8, par9); } }
September 22, 201213 yr Why? It takes 5min looking over the tutorial and it is mostly changing the word 'ModLoader' to GameRegistry/EntityRegistry/LanguageRegistry/etc
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