Mûmakil submod

THIS MOD CAN ALSO BE INFORMALLY TITLED HARADRIC DAWN (all volunteers welcome for team) make sure new misc units get new gear and such

UPDATE: currently modeling mumakil and hasharii armor

UPDATE 2 still trying to get programming software properly installed for modding almost there though and I think that's the hard part will likely release mumakil before the rest

*Riptide104 wrote:*

```
* make new units or a downscaled mumak for that
  matter because I want to create a submod that
  gives harnedor pseudo ranger assasins (hasharii) gives coast dismounted champions gives nomads dale longbow equivalent "headhunter" archers and gives
  gulf 27hp on foot dwarven armor strength "serpent" guards and gives nomads an
  easier to code mumak that's basicaly a larger
  equivalent of a rhino rider with massive hp
  nomad rider (edit preferred gulfing) and charge (and new gear for the
  former 2) all hireable
* I want the mumakil to fight like a rhinos ai
  not look like it (attention all users feel free to code and finish this for me 2 heads are better than 1)
```

* ADVICE FOR OTHERS TO IMPLEMENT THIS (you guys add it as I declared it open source)
* Assuming you already learned Java and how to make mods, check the Exploring the mod's source code on this wiki as a starting point.

Break down the project in smaller units.

For the 1 rider Mumakil part, for example, study the mod's source file for rhinos:

lotr/client/model/LOTRModelRhino.java
lotr/client/render/entity/LOTRRenderRhino.java
lotr/common/entity/animal/LOTREntityRhino.java

..

All the other files referring to rhinos:

lotr/client/LOTRClientProxy.java
lotr/common/LOTRFoods.java
lotr/common/LOTRMod.java
lotr/common/entity/LOTREntities.java
lotr/common/entity/npc/LOTREntityHalfTrollWarrior.java
lotr/common/entity/npc/LOTRTradeEntries.java
lotr/common/entity/npc/LOTRUnitTradeEntries.java
lotr/common/item/LOTRItemMountArmor.java
lotr/common/item/LOTRMaterial.java
lotr/common/quest/LOTRMiniQuestFactory.java
lotr/common/recipe/LOTRBrewingRecipes.java
lotr/common/recipe/LOTRRecipes.java
lotr/common/world/biome/LOTRBiomeGenFarHarad.java
lotr/common/world/biome/LOTRBiomeGenFarHaradCoast.java
lotr/common/world/biome/LOTRBiomeGenHalfTrollForest.java
lotr/common/world/biome/LOTRBiomeGenPertorogwaith.java
lotr/common/world/structure/LOTRChestContents.java

Now you may ask?

```
How does one create textures and models or make something hireable?
Also how versatile is atom text editor for this

```

Textures and models are generic Minecraft concepts.

You can probably find some tutorials for creating these on the Web, or in introduction books such as "Sams Teach Yourself Minecraft Mod Development in 24 hours" by Jimmy Koene.

Hiring is a LOTR mod concept. You'll find examples for this in the Mod's source code.

If you want to make mods, then you should probably settle an Eclipse environment, just like in most of the available tutorials.

Using generic text editors will probably be too complicated. You won't have cross-linked access to the (scarce) documentation, and will have to handle all the compilation stuff by yourself.

Hubtoo did something similar with Vim for his Region Scanner tool, but it was a standalone Java program, which is relatively simpler for that purpose than making a mod or a plugin...

A lot of people seem to use tools like Techne to model Minecraft entities. You may want to try these first!

TEAM:

Riptide104 (decides what's planned directs team and calls shots also founder/modeler learning additional coding skills)

Other user without wiki account (works on sound files)

No others yet anyone can become a coder please volunteer on my wall!