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Multi-textured Mob & Glowing Mob


MrGirboto

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NOTE: Please DO NOT COPY OR STEAL any of the following code below. It is copyrighted by me.  :P8);)

 

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.  ;D

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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";
    }
}

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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?

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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);
    }
}

 

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