so we gotta wait for ml to get updated till we can generate things?
yes, and not even generations, also recipes dont seem to work.
just try to code everything already, so you wont loose any time. Then when modloader 1.3.1 is fully updated, you just have to run a test and change any bugs left.
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I had been working on this for about three weeks, but bridge block was released first. I did like the idea about reskining it using blocks though, so added that in.
your doing a awesome job man, you and the guy that made tomanyitems are like the best modders ever, i like the Elemental arrows mod, if you get a chance ice arrow no longer freeze mobs in their tracks, did you do that on purpose or did you not know it stooped working?
(edit) tried shapelless recipes,both of them. didnt work either.
i might consider running a cleanup or make a new mcp folder
before doing that, does it matter where i put the code lines in ? public mod_mymod or public void load or ... ?
Anything that requires forge you just cant use right now so you just have to do without as for thing that require modloader you never put them in you mods folder, thats what forge does, that and the new forge has modloader and audio mod in it thats why it isnt out yet because ris is still perfecting the 1.3.1 version, as for mods they always get dropped into the .jar file, that is the class files do and thing like configs and such go in the .minecraft directory.
lolwut Modloader mods go in the mods folder. Modloader even makes the mods folder for you. Rei's minimap and Inventory Tweaks don't require forge. Mods that edit base class files, like TMI don't go into your mods folder, but mods like Rei's minimap, etc do...