To get an extended workbench, just place two normal workbenches next to each other.
An extended tool (not hoe):
- mines block 100% faster
- does 20% more damage when using as weapon
- has 100% more durability
- can reach 50% further
than a normal tool.
(An enchaned extended diamond shovel on sand or dirt is faster than creative mode.:))
An extended hoe:
- has 100% more durability
- creates farmland that takes longer to turn back into dirt
An extended sword:
- does more damage (0.5 to 2 hearts, depends on material)
- has 50% more durability
- mines blocks 50% faster
than a normal sword. (That it mines block 50% faster doesn't mean you can use it as pickaxe. There are some blocks a sword can mine. Only these are mined faster. For more information see:
Extended tools will be rendered bigger. You can turn this off in the configuration file and use the old 16x16 textures.
An extended piece of armor:
- absorbes more damage (hard to tell how much, Forge does 200 lines of calculations)
- lasts 50% longer
than a normal piece of armor.
Even though some of these recipes fit in a 3x3 grid, they require an extended workbench.
Other tools
An extended bow:
- shoots arrows 50% faster
- has 50% more durability
- needs 20% longer to charge
than a normal bow.
Charging it for 4 more seconds will cause it to become super charged. This will make arrows fly twice as fast, but slowly damages the bow.
An extended fishing rod:
- catches fish 20% faster
- has 50% more durability
- throws its hook 50% faster
than a normal fishing rod.
It also has a 50% chance to catch cooked instead of raw fish.
An extended flint and steel:
- has the ability to set mobs directly on fire
- lasts 50% longer
- creates fire, that burns twice as long as normal fire and is not affected by rain
Extended shrears:
- mine blocks 50% faster
- have 50% more durability
- get 100% more drops from shearing things (like sheep, mooshrooms)
than normal shears.
How much you get from shearing is still random though.
An extended map has 5 layers.
You can zoom in and out using the + and - key.
You can put it into square update mode by putting it together with a diamond in the crafting grid. When you right click with a map in square update mode, it will become completely explored. This will make the map freeze for a few seconds. On the last layer (zoomed all the way out) it will only explore 1/16 of your map and on the second last 1/4. Exploring a too huge area at once would crash the game.
Extended compass:
The extended compass allows you to have up to five needles at once. You can open the GUI by right clicking.
To add a needle, you need to create a sign. On first line put the name of your needle. The second line is the color. It can be black, red, green, brown, blue, purple, cyan, silver, gray, pink, lime, yellow, lightBlue, magenta, orange, white (like wool) or hexadecimal notation. A color picker can be found here.
When you now right click the sign, you will create a needle pointing to the signs location in the selected color. After that you can remove the sign.
Examples for valid signs:
Beach
E6E65C
3rd line
4th line
(#E6E65C or 0xE6E65C works too)
or
my house
blue
NotEnoughItems recipe + usage handler
When you have NotEnoughItems installed, this mod will automatically register a recipe and usage handler. You can simply press R on the extended items to see their recipe. You can also press U on normal items and extended items will show up as possible uses.
Minecraft Forum guidelines require me to inform you that this mod accesses the internet, to check for a newer version. No information is sent during this process. This function can be turned off using the configuration file.
Installation (same for client and server):
1. if you are using Java 7 (aka 1.7) or earlier, install Java 8 (JRE)
2. install MinecraftForge
3. place the "[1.x.x]ExtendedWorkbench v1.x.zip" in your mods folder
Extended mods and texture packs
Mods:
Link Removed[1.7.10]
new blocks and armor
Link Removed[1.7.2]
thanks to the great work of Uristqwerty you can view to extended workbench recipes using the CraftGuide mod (the feature is included in main CraftGuide mod, no extra download is required).
Link Removed[1.6.4/1.7.2]
plugins for SimpleOres, Netherrocks, and rbdyck's Mithril. Also some tweaks for the EW mod, including bow zoom for 1.6.4 and configurable values for 1.6.4 and 1.7.2.
Texture packs: [1.2.5]BDcraft with Extended Workbench patch (x64) by Kingdb707
Your mod/texture pack is missing? PM me or post it in the topic.
Changelog:
v1.4.2:
- fixed crash on dedicated server
v1.4.1:
- fixed item models for tools
- compiled using Java 8
v1.4:
- compatibility with MC 1.10
- fixed some things
- probably broke others
- so great it skipped v1.3
- extended map and compass missing for now
v1.2.1.1:
- fixed some things about shapeless recipes
- added Taiwan translation (thanks to sumer16888)
v1.2.1.0:
- added ore recipes to API
- recipes now use OreDicionary for planks
- updated NEI handlers to work with ore recipes
- updated packet handler to prevent memory leaks
- extended map now renders correctly in item frame
v1.2.0.6:
- added update check (can be disabled in the config)
- fixed compatibility across MC versions
v1.2.0.5:
- improved various aspects of the extended flint and steel
v1.2.0.4:
- removed strict version check (meaning it will work with MC 1.7.10, 1.7.2 and possibly more)
- minor fixes
v1.2.0.3:
- added NEI handlers again
- reduced tool damage against mobs slightly
v1.2.0.1:
- fixed SMP
- fixed extended reach
- removed some unnecessary stuff from config
v1.2:
- compatibility with MC 1.7.2
- added empty extended maps + extended map cloning
- fixed extended bow not rotation and zooming correctly (finally :))
- fixed extended map icon not adjusting correctly
- fixed extended shears not having more durability
- adopted the new fishing system to the extended fishin rod
- fixed/improved some things concerning the extended flint and steel
- change icon of the extended bow to better match the vanilla bow
v1.1.10.3:
- compatibility with MC 1.6.4
- the mod will crash if some features can not be loaded
v1.1.10.2:
- fixed mod not working with newer Forge versions (will still work with old ones)
v1.1.10.1:
- extended tool can reach 50% further
- adjusted damage done by swords
- added NEI recipe + usage handler again
- config file only saves when necessary
- fixed extended tool rendering incorrect when enchanted
- fixed swords not doing more damage than vanilla swords
v1.1.10:
- compatibility with MC 1.6.2
- temporary removed NEI recipe + usage handler
v1.1.9:
- changed default item id from 3983 to 23983, to avoid potental bugs
- fixed tools not rendering with latest Forge (now requires Forge 687+)
- extended map now centers on player correctly
- extended map only shows information about auto update mode if enabled
v1.1.8:
- compatibility with MC 1.5.2
- fixed shift clicking in extended workbench
- fixed extended workbench connection logic
- fixed extended items are small in item frames
- fixed some blocks rendering wrong
v1.1.7:
- fixed mobs on fire rendering wrong
- extended compass now saves data per item
- added help button to extended compass
- extended fire can burn in rain
v1.1.6:
- compatibility with MC 1.5.1
- fixed farmland turning into bedrock
- fixed extended recipes involcing wood only work with oak wood
- fixed extended workbench interface now showing the labels: "Crafting" and "Inventory"
v1.1.5:
- compatibility with MC 1.5
- tools will now render bigger (can be turned off in config)
- removed "overrideTexture" from config (not needed anymore)
- new way of rendering the extended compass (should make no notable difference)
v1.1.4:
- fixed extended map not updating
v1.1.3:
- compatibility with MC 1.4.7
- fixed extended compass not working
v1.1.2:
- fixed crash when no player has an extended compass
v1.1.1:
- fixed crash without Codechicken core
- removed some old stuff
v1.1.0:
- compatibility with MC 1.4.6
- added extended map again
- added auto update mode for extended map
- added some color keywords for extended compass
- extended compass now works for SMP
- extended compass saves needles per world per player instead of per world
- extended fishing rod has 50% chance to catch cooked fish
- added mcmod.info file
- removed old API (replaced by reflection)
v1.0.4:
- compatibility with MC 1.4.5
- added NEI handlers again
v1.0.3:
- compatibility with MC 1.4.4
- removed some debug code
- removed NEI handlers cause NEI wasn't updated
v1.0.2:
- fixed extended leather armor not rendering correct
- API now works with FML mods (thanks to ShetiPhian)
- improved right clicking with extended compass
v1.0.1:
- fixed crash without NEI
- added missing class
v1.0:
- compatibility with MC 1.4.2
- added SMP support
- added recipe and usage handler for NEI
- added API again
- added extended compass
- extended leather armor can be dyed
- improved detection of normal recipes in the extended workbench
- shift clicking in extended workbench works now like in the normal workbench
- fixed some bugs with extended flint and steel
v0.7:
- compatibility with MC 1.3.2
- removed extended map
- removed API
v0.5b:
- improved API
- decreased extended hoe durability from +200% to +100%
- improved API even more
v0.5:
- added extended shrears
- added extended flint and steel
- new recipe for shovels
- changed handles of wooden, stone and iron tools to sticks, planks and cobblestone
- new icons for these tools
- farmland created with an extended hoe will now take longer to turn back into dirt
v0.4:
- the mod now uses MinecraftForge
- added extended armor
- fixed bugs when placing workbenches
- improved texture of extended workbenches
- animation of extended bow is now as good as the one from the normal bow
- added super charge for extended bow
- increased durability of extended tools from +50% to +100% (hoe: from +100% to +200%)
- added increased damage against mobs for extended tools
- added extended fishing rod
v0.3:
- fixed animation of extended bow a bit
- fix crash with extended bow, when there's an empty space in the hotbar
- the extended bow now needs 20% more time to charge
- added extended shovel, pickaxe, axe and hoe
v0.2:
- no installation in minecraft.jar required anymore
- added extended bow
v0.1:
- initial release
For modders:
Adding recipes to the extended workbench is as easy as adding them to the normal workbench.
Minecraft and Forge keep changing and it seems like every time I come up with a new and simple way of publishing the source, they break it. So from now on I will just publish the .java files.
The easiest way to set the mod up for development is to delete the .class files (naruto1310 folder) from the binary release and place it in the mods folder of your development environment and then copy the sources into the source folder.
Older instructions:
1.6.4:
To add the mod to your development environment, simply download the dev version and place it in you /jars/mods folder.
To develop an extension for the mod you just have to link the source in Eclipse (or whatever you use) and copy the dev version in the /lib folder as well (for recompiling).
Installing the dev kits (MC 1.4.4 - 1.6.2):
To develop extended mods follow these instructions:
1. download ExtendedWorkbench dev package
2. place the the dev package in /jars/mods
You will now have the mod in your setup.
Note that the current dev kits include the source code. So when you use a later version of Forge and the names changed, you can copy the code in your /src folder and update it.
Now create a class in your package and copy the folowing code into it:
see below
If you want to direcly use the mod in Eclipse:
right click project -> Properties -> Java Build Path -> Libraries -> Add External Jars... -> select dev packpage
If you want to browse the source:
right click project -> Properties -> Java Build Path -> Libraries -> expand dev package entry -> Source attachment -> select dev package again
Now you can browse the code under the Referenced Libraries entry in your project.
The first line means, that your mod requires EW to run. If it is not present, the game will crash. Don't add this line if you only have optional EW support.
The second lines means that, your mod should be loaded after EW (if EW is installed). You always have to add it.
If you have any problems or need help using the API, just send me a PM. When your done and published your mod, please tell me and I will add it to the extended mods section.
Modpack policity:
If you want to include this mod in a modpack you make, you are allowed to do so under the following conditions:
- you provide credit in form of my name and a link to this topic
- you don't make money using the pack
Suggestion: maybe you can also craft capes that you can wear in your chestplate slot. A cape can be leather in an oval, with the dye of the color you want inside of it.
Rollback Post to RevisionRollBack
No one wants to click on your stupid eggs. I hope I see them on my plate tommorow.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/25/2011
Posts:
594
Member Details
not bad... really, so much potential..
i got a few suggestions:
with this you can add a.
closet/wardrobe = crafted with wood planks on all edges
double furnace = crafted like two furnaces. (has four input-ouput slot)
really you can just double vanilla blocks with more functions and style. nice
Before more people give ideas, PLEASE, PLEASE, PLEEEEEASE. Don't suggest Maces, Waraxes, Spears, etc. It would kinda ruin this mod, and there are many mods that add that already.
I was just trying to design an extended pickaxe and realized that it would cost waay more iron than a sword, should iron nuggets or iron plated sticks be added?
(This is starting to get on that side of modding I hate, but I'm just trying to make it slightly more convenient)
Sorry, this mod was just too good for me to resist posting, but it was a stupid idea, I'm going to go play with it now.
ive always dreamed of a mod like this
i have a few ideas...
first, once people have iron, they wont make a wooden sword, it would be stone or iron, so in the irons place on the ex wooden sword, maybe use sticks or logs. also, maybe smoothstone for the stone one?
and some basic recipes
H = handle which is sticks iron or maybe blaze rods?
M = material which is wood iron etc.
A=air
S = string for the bow
halberd
AMA
MMA
MMA
AMA
AHA
AHA
spear
AMA
AMA
AHA
AHA
AHA
AHA
cross spear
AMA
MMM
AMA
AHA
AHA
AHA
warhammer
MMM
MMM
MHM
AHA
AHA
AHA
staff
AMA
AMA
AHA
AHA
AMA
AMA
longbow
AAH
AHS
MAS
MAS
AHS
AAH
crossbow
AMA
MSM
SSS
AHA
AHA
AHA
finally, club
AMA
MMM
MMM
AMA
AHA
AHA
hopefully these get added, but they would take some work.
hope my ideas helped
oh, sorry, didn't see that :/ mainly my additions would be the crossbow the staff and the cross spear. but tbh if stuff that you dont like does get added then dont craft it, simple
yeah, I know I apologized above SORRRRRRRYYYY
...
I dont know how much more to apologize I feel like crap and I'm try to own this mod, even tough its not mine
with ability to shoot one large arrow(like he also said ):
(and maybe 100% more damage)
or with the ability to shoot three normal arrows at the time. one lands a bit deeper(and further) like it would from a normal bow, one like a normal arrow from a normal bow would (but further), and one a bit higher then from a normal bow (but further). and all 3 make more damage. 25% more.
I said NO big arrow but the way you put it makes it seem a bit more interesting.
I actually had an idea before, but was afraid to post it:
Bow
Keeping the bow fully drawn for 5 seconds will knock it back an extra level causing the arrow to fly perfectly straight until it hits a mob or block as well as deal critical damage. However there is a 10% chance the bow will break instantly.
Maybe you could add new storages like a freezer or something.
In the freezer you can put in water buckets to get ice blocks....
the buckets pop out the bottom.
or maybe you can make a fridge and the food in there comes out as a preserved food making the food restore an extra heart,
or maybe even add an enchantment to it.
it would be made like this and the block would be two blocks high, top a freezer, bottom a fridge....
This is pretty stupid but i havent seen many mods with this in them.
Maybe you could add new storages like a freezer or something.
In the freezer you can put in water buckets to get ice blocks....
the buckets pop out the bottom.
or maybe you can make a fridge and the food in there comes out as a preserved food making the food restore an extra heart,
or maybe even add an enchantment to it.
it would be made like this and the block would be two blocks high, top a freezer, bottom a fridge....
This is pretty stupid but i havent seen many mods with this in them.
I have made a plugin for this mod, meaning that you still need to install this mod to make it work.
It's called "MoreFood" and it adds more food recipes, currently only pies. Now i'm just waiting for Naruto to say, can i post it on this topic.
can't wait sounds fun!
I wish i could code my own plugin but im both running linux and find it hard to learn
skip reading and just download
This mod is based upon the famous by AnimationCraft PG5.
To get an extended workbench, just place two normal workbenches next to each other.
An extended tool (not hoe):
- mines block 100% faster
- does 20% more damage when using as weapon
- has 100% more durability
- can reach 50% further
than a normal tool.
(An enchaned extended diamond shovel on sand or dirt is faster than creative mode.:))
An extended hoe:
- has 100% more durability
- creates farmland that takes longer to turn back into dirt
An extended sword:
- does more damage (0.5 to 2 hearts, depends on material)
- has 50% more durability
- mines blocks 50% faster
than a normal sword.
(That it mines block 50% faster doesn't mean you can use it as pickaxe. There are some blocks a sword can mine. Only these are mined faster. For more information see:
Extended tools will be rendered bigger. You can turn this off in the configuration file and use the old 16x16 textures.
An extended piece of armor:
- absorbes more damage (hard to tell how much, Forge does 200 lines of calculations)
- lasts 50% longer
than a normal piece of armor.
Even though some of these recipes fit in a 3x3 grid, they require an extended workbench.
Other tools
An extended bow:
- shoots arrows 50% faster
- has 50% more durability
- needs 20% longer to charge
than a normal bow.
Charging it for 4 more seconds will cause it to become super charged. This will make arrows fly twice as fast, but slowly damages the bow.
An extended fishing rod:
- catches fish 20% faster
- has 50% more durability
- throws its hook 50% faster
than a normal fishing rod.
It also has a 50% chance to catch cooked instead of raw fish.
An extended flint and steel:
- has the ability to set mobs directly on fire
- lasts 50% longer
- creates fire, that burns twice as long as normal fire and is not affected by rain
Extended shrears:
- mine blocks 50% faster
- have 50% more durability
- get 100% more drops from shearing things (like sheep, mooshrooms)
than normal shears.
How much you get from shearing is still random though.
An extended map has 5 layers.
You can zoom in and out using the + and - key.
You can put it into square update mode by putting it together with a diamond in the crafting grid. When you right click with a map in square update mode, it will become completely explored. This will make the map freeze for a few seconds. On the last layer (zoomed all the way out) it will only explore 1/16 of your map and on the second last 1/4. Exploring a too huge area at once would crash the game.
Extended compass:
The extended compass allows you to have up to five needles at once. You can open the GUI by right clicking.
To add a needle, you need to create a sign. On first line put the name of your needle. The second line is the color. It can be black, red, green, brown, blue, purple, cyan, silver, gray, pink, lime, yellow, lightBlue, magenta, orange, white (like wool) or hexadecimal notation. A color picker can be found here.
When you now right click the sign, you will create a needle pointing to the signs location in the selected color. After that you can remove the sign.
Examples for valid signs:
(#E6E65C or 0xE6E65C works too)
or
NotEnoughItems recipe + usage handler
Download + installation
Old versions
Source code / dev kits
For MC 1.6.4, check out the extended mods section for a tweaked version!
Minecraft Forum guidelines require me to inform you that this mod accesses the internet, to check for a newer version. No information is sent during this process. This function can be turned off using the configuration file.
Installation (same for client and server):
1. if you are using Java 7 (aka 1.7) or earlier, install Java 8 (JRE)
2. install MinecraftForge
3. place the "[1.x.x]ExtendedWorkbench v1.x.zip" in your mods folder
Extended mods and texture packs
Link Removed[1.7.10]
new blocks and armor
Link Removed[1.7.2]
thanks to the great work of Uristqwerty you can view to extended workbench recipes using the CraftGuide mod (the feature is included in main CraftGuide mod, no extra download is required).
Link Removed[1.6.4/1.7.2]
plugins for SimpleOres, Netherrocks, and rbdyck's Mithril. Also some tweaks for the EW mod, including bow zoom for 1.6.4 and configurable values for 1.6.4 and 1.7.2.
Texture packs:
Link Removed by Shiiito
Outdated:
Link Removed[1.2.5] by SoCrazy10
Texture packs:
[1.2.5]BDcraft with Extended Workbench patch (x64) by Kingdb707
Your mod/texture pack is missing? PM me or post it in the topic.
Changelog:
- fixed crash on dedicated server
v1.4.1:
- fixed item models for tools
- compiled using Java 8
v1.4:
- compatibility with MC 1.10
- fixed some things
- probably broke others
- so great it skipped v1.3
- extended map and compass missing for now
v1.2.1.1:
- fixed some things about shapeless recipes
- added Taiwan translation (thanks to sumer16888)
v1.2.1.0:
- added ore recipes to API
- recipes now use OreDicionary for planks
- updated NEI handlers to work with ore recipes
- updated packet handler to prevent memory leaks
- extended map now renders correctly in item frame
v1.2.0.6:
- added update check (can be disabled in the config)
- fixed compatibility across MC versions
v1.2.0.5:
- improved various aspects of the extended flint and steel
v1.2.0.4:
- removed strict version check (meaning it will work with MC 1.7.10, 1.7.2 and possibly more)
- minor fixes
v1.2.0.3:
- added NEI handlers again
- reduced tool damage against mobs slightly
v1.2.0.2:
- fixed extended compass crashing
- fixed armor blocking unblockable damage
v1.2.0.1:
- fixed SMP
- fixed extended reach
- removed some unnecessary stuff from config
v1.2:
- compatibility with MC 1.7.2
- added empty extended maps + extended map cloning
- fixed extended bow not rotation and zooming correctly (finally :))
- fixed extended map icon not adjusting correctly
- fixed extended shears not having more durability
- adopted the new fishing system to the extended fishin rod
- fixed/improved some things concerning the extended flint and steel
- change icon of the extended bow to better match the vanilla bow
v1.1.10.3:
- compatibility with MC 1.6.4
- the mod will crash if some features can not be loaded
v1.1.10.2:
- fixed mod not working with newer Forge versions (will still work with old ones)
v1.1.10.1:
- extended tool can reach 50% further
- adjusted damage done by swords
- added NEI recipe + usage handler again
- config file only saves when necessary
- fixed extended tool rendering incorrect when enchanted
- fixed swords not doing more damage than vanilla swords
v1.1.10:
- compatibility with MC 1.6.2
- temporary removed NEI recipe + usage handler
v1.1.9:
- changed default item id from 3983 to 23983, to avoid potental bugs
- fixed tools not rendering with latest Forge (now requires Forge 687+)
- extended map now centers on player correctly
- extended map only shows information about auto update mode if enabled
v1.1.8:
- compatibility with MC 1.5.2
- fixed shift clicking in extended workbench
- fixed extended workbench connection logic
- fixed extended items are small in item frames
- fixed some blocks rendering wrong
v1.1.7:
- fixed mobs on fire rendering wrong
- extended compass now saves data per item
- added help button to extended compass
- extended fire can burn in rain
v1.1.6:
- compatibility with MC 1.5.1
- fixed farmland turning into bedrock
- fixed extended recipes involcing wood only work with oak wood
- fixed extended workbench interface now showing the labels: "Crafting" and "Inventory"
v1.1.5:
- compatibility with MC 1.5
- tools will now render bigger (can be turned off in config)
- removed "overrideTexture" from config (not needed anymore)
- new way of rendering the extended compass (should make no notable difference)
v1.1.4:
- fixed extended map not updating
v1.1.3:
- compatibility with MC 1.4.7
- fixed extended compass not working
v1.1.2:
- fixed crash when no player has an extended compass
v1.1.1:
- fixed crash without Codechicken core
- removed some old stuff
v1.1.0:
- compatibility with MC 1.4.6
- added extended map again
- added auto update mode for extended map
- added some color keywords for extended compass
- extended compass now works for SMP
- extended compass saves needles per world per player instead of per world
- extended fishing rod has 50% chance to catch cooked fish
- added mcmod.info file
- removed old API (replaced by reflection)
v1.0.4:
- compatibility with MC 1.4.5
- added NEI handlers again
v1.0.3:
- compatibility with MC 1.4.4
- removed some debug code
- removed NEI handlers cause NEI wasn't updated
v1.0.2:
- fixed extended leather armor not rendering correct
- API now works with FML mods (thanks to ShetiPhian)
- improved right clicking with extended compass
v1.0.1:
- fixed crash without NEI
- added missing class
v1.0:
- compatibility with MC 1.4.2
- added SMP support
- added recipe and usage handler for NEI
- added API again
- added extended compass
- extended leather armor can be dyed
- improved detection of normal recipes in the extended workbench
- shift clicking in extended workbench works now like in the normal workbench
- fixed some bugs with extended flint and steel
v0.7:
- compatibility with MC 1.3.2
- removed extended map
- removed API
v0.6:
- added extended map
- added configuration file (config/ExtendedWorkbench.cfg)
- improved extended armor
v0.5b:
- improved API
- decreased extended hoe durability from +200% to +100%
- improved API even more
v0.5:
- added extended shrears
- added extended flint and steel
- new recipe for shovels
- changed handles of wooden, stone and iron tools to sticks, planks and cobblestone
- new icons for these tools
- farmland created with an extended hoe will now take longer to turn back into dirt
v0.4:
- the mod now uses MinecraftForge
- added extended armor
- fixed bugs when placing workbenches
- improved texture of extended workbenches
- animation of extended bow is now as good as the one from the normal bow
- added super charge for extended bow
- increased durability of extended tools from +50% to +100% (hoe: from +100% to +200%)
- added increased damage against mobs for extended tools
- added extended fishing rod
v0.3:
- fixed animation of extended bow a bit
- fix crash with extended bow, when there's an empty space in the hotbar
- the extended bow now needs 20% more time to charge
- added extended shovel, pickaxe, axe and hoe
v0.2:
- no installation in minecraft.jar required anymore
- added extended bow
v0.1:
- initial release
For modders:
Minecraft and Forge keep changing and it seems like every time I come up with a new and simple way of publishing the source, they break it. So from now on I will just publish the .java files.
The easiest way to set the mod up for development is to delete the .class files (naruto1310 folder) from the binary release and place it in the mods folder of your development environment and then copy the sources into the source folder.
Older instructions:
To develop an extension for the mod you just have to link the source in Eclipse (or whatever you use) and copy the dev version in the /lib folder as well (for recompiling).
Installing the dev kits (MC 1.4.4 - 1.6.2):
1. download ExtendedWorkbench dev package
2. place the the dev package in /jars/mods
You will now have the mod in your setup.
Note that the current dev kits include the source code. So when you use a later version of Forge and the names changed, you can copy the code in your /src folder and update it.
Now create a class in your package and copy the folowing code into it:
see below
If you want to direcly use the mod in Eclipse:
right click project -> Properties -> Java Build Path -> Libraries -> Add External Jars... -> select dev packpage
If you want to browse the source:
right click project -> Properties -> Java Build Path -> Libraries -> expand dev package entry -> Source attachment -> select dev package again
Now you can browse the code under the Referenced Libraries entry in your project.
Create the following class in your project:
Then you can simply add recipes like this:
Finally add the following lines to your mcmod.info file:
The first line means, that your mod requires EW to run. If it is not present, the game will crash. Don't add this line if you only have optional EW support.
The second lines means that, your mod should be loaded after EW (if EW is installed). You always have to add it.
If you have any problems or need help using the API, just send me a PM. When your done and published your mod, please tell me and I will add it to the extended mods section.
by Sorenus (v1.2.1.1)
by RedstoneNightmare (v1.1.10.1)
Credits, Copyright, Modpacks:
Main idea:
- AnimationCraft PG5
Coding + everything not listed otherwise:
- Naruto1310
Extended bow (idea + icons):
- Wulfre
Extended armor (textures + icons):
- Toddie1234
Copyright:
This document is Copyright © 2012-2016 Naruto1310 and is the intellectual property of the author. Only Minecraftforum.net is able to host any of my material without my consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. If you mirror this mod page or anything I've made on any other site, I may express my angst at you in the form of a lawsuit.
Modpack policity:
If you want to include this mod in a modpack you make, you are allowed to do so under the following conditions:
- you provide credit in form of my name and a link to this topic
- you don't make money using the pack
i got a few suggestions:
with this you can add a.
closet/wardrobe = crafted with wood planks on all edges
double furnace = crafted like two furnaces. (has four input-ouput slot)
really you can just double vanilla blocks with more functions and style. nice
edit: i'll give you so you'll make more.
LONGBOW
50% straighter arrow flight
slightly (~10%) longer to pull back
I think extended arrows are too much, no?
EDIT: This was made before watching the video above ':S
I was just trying to design an extended pickaxe and realized that it would cost waay more iron than a sword, should iron nuggets or iron plated sticks be added?(This is starting to get on that side of modding I hate, but I'm just trying to make it slightly more convenient)Sorry, this mod was just too good for me to resist posting, but it was a stupid idea, I'm going to go play with it now.
Yes it does.
Also,IK what your logo is. Kaizoku Sentai Gokaiger
I'll try to deal with many request.
Also it will be possible for modders to add their own recipes to the extended workbench.
The icon for the bow you've made is 35x35. If you could draw a 16x16 version, I'll add it excacly as you said.
Good job. I've added it to the opening post.
and here is a quickly done drawback animation, if you can implement that too.
Its not my mod so I cant tell owner no but ...
http://www.minecraft...st__p__14143752
also I already did the longbow...
EDIT: sorry for saying all that, I feel like a troll/flamer/whatever you should call it.
yeah, I know I apologized above SORRRRRRRYYYY
...
I dont know how much more to apologize I feel like crap and I'm try to own this mod, even tough its not mine
I said NO big arrow but the way you put it makes it seem a bit more interesting.
I actually had an idea before, but was afraid to post it:
In the freezer you can put in water buckets to get ice blocks....
the buckets pop out the bottom.
or maybe you can make a fridge and the food in there comes out as a preserved food making the food restore an extra heart,
or maybe even add an enchantment to it.
it would be made like this and the block would be two blocks high, top a freezer, bottom a fridge....
This is pretty stupid but i havent seen many mods with this in them.
its not stupid, I like it
But it would take a lot of GUI and effect coding
can't wait sounds fun!
I wish i could code my own plugin but im both running linux and find it hard to learn
I play Slave Hack, give it a try!