*cough* For biomes, you must go to BiomeGenBase.java and make stuff like enableRain, and enableSnow public, or else your seperate class won't be able to use them.
EDIT: That is only if you are going to use those in your biome, which I do. The tutorial doesn't show those.
Graphical User Interface The GUI tutorial will be more of a tutorial just showing the different things you can do once you have the GUI class set up. Things like adding text, rendering pictures and buttons. I'm open to ideas for it.
Thanks I'll add it to the list for the next vote.
Not quite sure what you mean, could you elaborate?
Could you post what the error says please. Like StrangeOne said, try recompiling using the MCP bats instead of Eclipse. That has solved some of my problems in the past.
crazydrumma is working on a tutorial for a dual-input furnace at the moment. It knows a heck of a lot more about modding than I do.
by controlling its movement I mean by making it so that the npc stands in one place like with tale of kingdoms mod and the guild master how he just stands on the top floor. So if you can make a tutorial for that it would be much appreciated =D.
*cough* For biomes, you must go to BiomeGenBase.java and make stuff like enableRain, and enableSnow public, or else your seperate class won't be able to use them.
EDIT: That is only if you are going to use those in your biome, which I do. The tutorial doesn't show those.
The whole point of these tutorials is to show people how to make basic things WITHOUT editing base classes. If you read the OP properly you would know that and wouldn't make such a stupid post.
by controlling its movement I mean by making it so that the npc stands in one place like with tale of kingdoms mod and the guild master how he just stands on the top floor. So if you can make a tutorial for that it would be much appreciated =D.
Hmmm, ok. I'll add in an additional option on the poll for more NPC features.
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
This is what I used when I added trees into generation. Just change the WorldGen*** and BiomeGen*** classes to suit yours.
public void generateSurface(World world, Random random, int i, int j)
{
BiomeGenBase biomegenbase = world.getWorldChunkManager().getBiomeGenAt(i, j);
ModUndeadWorldGenGraveTrees worldgengravetrees = new ModUndeadWorldGenGraveTrees();
if (biomegenbase instanceof ModUndeadBiomeGenGrave)
{
int k = i + random.nextInt(6) + 2;
int l = j + random.nextInt(8) + 3;
int i1 = world.getHeightValue(k, l);
worldgengravetrees.setScale(1.0D, 1.0D, 1.0D);
worldgengravetrees.generate(world, random, k, i1, l);
}
Ah, ok. How would I make it so that I could generate trees in more than one biome? (Actually it's more like generating one tree in one biome and another tree in a different biome). Adding the same line of code again doesn't seem to work.
If you wanted them to generate in more than one biome then you just add it into the if statement with an or operator.
if (biomegenbase instanceof ModUndeadBiomeGenGrave || biomegenbase instanceof BiomeGenForest)
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
So I used to add biomes into my mob by editing BiomeGenBase and GenLayerBiome but tonight I tried doing it with your method and when I open mine craft it gets stuck on the Mojang screen. Any Help?
So I used to add biomes into my mob by editing BiomeGenBase and GenLayerBiome but tonight I tried doing it with your method and when I open mine craft it gets stuck on the Mojang screen. Any Help?
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Thanks! This is what I have sort of gathered from your list of what I should do.
1. Pictures
2. Player view - Like in the inventory when you can see the player?
3, 5, 6, 7. Not sure about what people would use these for.
4. Like what?
8. Text.
9. Text input fields that save on button press.
10. Like a furnace?
1) Yes
2) Correct
3, 5, 6, 7) I'm kinda making a mod that has items that give you extra inventory, but it also makes the inventory more realistic, adds a second output to crafting table (in inventory) ect. So I'd really appreciate it if you could do this. (I'm currently trying to learn java to no avail (which is wierd cause I already learned DarkBasic Pro (but then again DBP is suppposed to be simple (oh well))))
4) Crafting table, Enchanting table ect. You know, so I could change/delete the GUI and/or item/block.
8) Correct
9) Yep
10) Exactamundo
Hey, amazing tutorials man, helped me a ton when I was just starting. Now, I've created my own custom torch and sapling by looking at the original files, but when the items are in my hotbar, they have these textures:
Any ideas? Thanks in advance.
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...And that's how I saved the 9th Dimension! My YouTube
1) Yes
2) Correct
3, 5, 6, 7) I'm kinda making a mod that has items that give you extra inventory, but it also makes the inventory more realistic, adds a second output to crafting table (in inventory) ect. So I'd really appreciate it if you could do this. (I'm currently trying to learn java to no avail (which is wierd cause I already learned DarkBasic Pro (but then again DBP is suppposed to be simple (oh well))))
4) Crafting table, Enchanting table ect. You know, so I could change/delete the GUI and/or item/block.
8) Correct
9) Yep
10) Exactamundo
Thanks in advance
I'll make a start on the more basic things tomorrow and then gradually move into the more difficult things. Thanks for all the suggestions :).
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
Hey, amazing tutorials man, helped me a ton when I was just starting. Now, I've created my own custom torch and sapling by looking at the original files, but when the items are in my hotbar, they have these textures:
Any ideas? Thanks in advance.
You need to create items that places the blocks and give the items for those blocks the correct texture you want to display in the inventory. If you look in Item.java you will see an item there called reed. This is the item that places the sugar cane/reed block.
public static Item reed = (new ItemReed(82, Block.reed)).setIconCoord(11, 1).setItemName("reeds");
This bit is the most important part you need to worry about:
ItemReed(82, Block.reed)
You can leave it as ItemReed as it is created to be used when placing other blocks too. The 82 is the data value of the item. Just change Block.reed to the block you want the item to be placed.
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“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
The whole point of these tutorials is to show people how to make basic things WITHOUT editing base classes. If you read the OP properly you would know that and wouldn't make such a stupid post.
I did read the OP correctly, and if you read my post correctly, you would have noticed that I said if you wanted to do special things such as disabling rain.
Now I have a problem with a mob I'm trying to make.
I am making a mob for my mod, and I have set up a mod_ file, and I used Techne to model the thing off of ModelBase because I wanted to make it a little quicker. I used the code you gave for the Render class and the Entity class, but modded them to fit my mob.
The mob won't spawn after putting this in my mod_ class:
package net.minecraft.src;
import java.util.Map;
public class mod_BossesMod extends BaseMod {
public void load() {
ModLoader.registerEntityID(EntityBoss1.class, "Boss1", ModLoader.getUniqueEntityId());
ModLoader.addSpawn(EntityBoss1.class, 10, 5, 5, EnumCreatureType.monster, new BiomeGenBase[]{
BiomeGenBase.jungle,
BiomeGenBase.jungleHills,
BiomeGenBase.taiga
});
}
public void addRenderer(Map map){
map.put(EntityBoss1.class, new RenderBoss1(new ModelBoss1(), 0.5F));
}
public String getVersion(){
return "Bosses Mod 1.2.5";
}
}
I did read the OP correctly, and if you read my post correctly, you would have noticed that I said if you wanted to do special things such as disabling rain.
Now I have a problem with a mob I'm trying to make.
I am making a mob for my mod, and I have set up a mod_ file, and I used Techne to model the thing off of ModelBase because I wanted to make it a little quicker. I used the code you gave for the Render class and the Entity class, but modded them to fit my mob.
The mob won't spawn after putting this in my mod_ class:
package net.minecraft.src;
import java.util.Map;
public class mod_BossesMod extends BaseMod {
public void load() {
ModLoader.registerEntityID(EntityBoss1.class, "Boss1", ModLoader.getUniqueEntityId());
ModLoader.addSpawn(EntityBoss1.class, 10, 5, 5, EnumCreatureType.monster, new BiomeGenBase[]{
BiomeGenBase.jungle,
BiomeGenBase.jungleHills,
BiomeGenBase.taiga
});
}
public void addRenderer(Map map){
map.put(EntityBoss1.class, new RenderBoss1(new ModelBoss1(), 0.5F));
}
public String getVersion(){
return "Bosses Mod 1.2.5";
}
}
I am not sure what I have done wrong here.
Please help if you can, and thanks in advance.
Are you looking during the night and in the correct biomes? If you are then change the 10 to 100 so that they have to spawn as the probability is set to 100%.
“Computers are incredibly fast, accurate and stupid; humans are incredibly slow, inaccurate and brilliant; together they are powerful beyond imagination."
EDIT: That is only if you are going to use those in your biome, which I do. The tutorial doesn't show those.
by controlling its movement I mean by making it so that the npc stands in one place like with tale of kingdoms mod and the guild master how he just stands on the top floor. So if you can make a tutorial for that it would be much appreciated =D.
The whole point of these tutorials is to show people how to make basic things WITHOUT editing base classes. If you read the OP properly you would know that and wouldn't make such a stupid post.
Hmmm, ok. I'll add in an additional option on the poll for more NPC features.
together they are powerful beyond imagination."
If you wanted them to generate in more than one biome then you just add it into the if statement with an or operator.
together they are powerful beyond imagination."
I'm pretty sure you can't, the way armor looks is from a texture that uses the same part of it for both limbs
Post your code.
You would have to edit how the armour renders. Seems simple enough to me but you have to know exactly what you're doing, and edit base classes.
together they are powerful beyond imagination."
It will be on the second post, probably tomorrow but maybe later tonight. I can't fit any more on the first, the line limit is reached.
together they are powerful beyond imagination."
1) Yes
2) Correct
3, 5, 6, 7) I'm kinda making a mod that has items that give you extra inventory, but it also makes the inventory more realistic, adds a second output to crafting table (in inventory) ect. So I'd really appreciate it if you could do this. (I'm currently trying to learn java to no avail (which is wierd cause I already learned DarkBasic Pro (but then again DBP is suppposed to be simple (oh well))))
4) Crafting table, Enchanting table ect. You know, so I could change/delete the GUI and/or item/block.
8) Correct
9) Yep
10) Exactamundo
Thanks in advance
Kill two stones with one bird whenever possible
Any ideas? Thanks in advance.
My YouTube
I'll make a start on the more basic things tomorrow and then gradually move into the more difficult things. Thanks for all the suggestions :).
together they are powerful beyond imagination."
You need to create items that places the blocks and give the items for those blocks the correct texture you want to display in the inventory. If you look in Item.java you will see an item there called reed. This is the item that places the sugar cane/reed block.
This bit is the most important part you need to worry about:
You can leave it as ItemReed as it is created to be used when placing other blocks too. The 82 is the data value of the item. Just change Block.reed to the block you want the item to be placed.
together they are powerful beyond imagination."
Your welcome
and thanks for the tuts they are awesome!
Kill two stones with one bird whenever possible
I did read the OP correctly, and if you read my post correctly, you would have noticed that I said if you wanted to do special things such as disabling rain.
Now I have a problem with a mob I'm trying to make.
I am making a mob for my mod, and I have set up a mod_ file, and I used Techne to model the thing off of ModelBase because I wanted to make it a little quicker. I used the code you gave for the Render class and the Entity class, but modded them to fit my mob.
The mob won't spawn after putting this in my mod_ class:
This in my Model:
This is the Entity class:
Then in my Render:
I am not sure what I have done wrong here.
Please help if you can, and thanks in advance.
package net.minecraft.src;
import java.util.List;
import java.util.Random;
public class BiomeGenCake extends BiomeGenBase
{
public BiomeGenCake(int par1)
{
super(par1);
spawnableCreatureList.clear();
spawnableCreatureList.add(new SpawnListEntry(net.minecraft.src.EntityGingerbread.class, 10, 4, 4));
spawnableMonsterList.clear();
spawnableMonsterList.add(new SpawnListEntry(net.minecraft.src.EntityCandyZombie.class, 10, 4, 4));
spawnableMonsterList.add(new SpawnListEntry(net.minecraft.src.EntityStayPuft.class, 10, 4, 4));
spawnableWaterCreatureList.clear();
spawnableWaterCreatureList.add(new SpawnListEntry(net.minecraft.src.EntityGummySquid.class, 10, 4, 4));
spawnableWaterCreatureList.add(new SpawnListEntry(net.minecraft.src.EntityGummySquidRed.class, 10, 4, 4));
topBlock = (byte)mod_DessertCraft.FrostingBlock.blockID;
fillerBlock = (byte)mod_DessertCraft.CakeCenter.blockID;
biomeDecorator.treesPerChunk = 5;
biomeDecorator.flowersPerChunk = 4;
biomeDecorator.grassPerChunk = 10;
biomeDecorator.generateLakes = true;
}
}
and here is how I've registered it:
public static final BiomeGenBase CakeBiome = new BiomeGenCake(23).setBiomeName("Cake").setColor(0);
public void load()
ModLoader.addBiome(CakeBiome);
When you do the whole like (D) = block.dirt, make it like (M) = block.myblock!
Are you looking during the night and in the correct biomes? If you are then change the 10 to 100 so that they have to spawn as the probability is set to 100%.
Do any errors show in the MCP or Eclipse console?
together they are powerful beyond imagination."
As you most probably know, 1.3 is going to change ALOT so, do you know if these tutorials will work afterwards of wouldyou have to change them a bit?
Kill two stones with one bird whenever possible